This PR updates the `TextSystem` on macOS to allow loading the "Segoe
Fluent Icons" font.
We're using this font in the Storybook to render the `TitleBar` as it
would appear on Windows despite us running it on macOS. This is to make
things easier for iterating on UI design without needing to test on each
individual platform.
However, the "Segoe Fluent Icons" font does not have a glyph for the `m`
character, causing it to run afoul of a precautionary check added in
#4029, which ultimately results in the font not being loaded (and thus
rendering as a missing glyph).
We work around this by simply ignoring this check if the font we're
trying to load is specifically "Segoe Fluent Icons".
I think longer-term we'll need to revisit the behavior in the editor
that is causing the panics when the `m` glyph is missing from the font,
but that's a problem for a different day.
#### Before
<img width="1283" alt="Screenshot 2024-03-15 at 3 34 38 PM"
src="https://github.com/zed-industries/zed/assets/1486634/c0ddd46d-8599-4729-ac98-75522b33e25b">
#### After
<img width="1113" alt="Screenshot 2024-03-15 at 5 12 36 PM"
src="https://github.com/zed-industries/zed/assets/1486634/183c2b43-5e4f-4516-8856-7a2d45ed8b2e">
Note that you currently need to install the "Segoe Fluent Icons" font
yourself—either installing it globally or placing the `.ttf` file in the
`assets/fonts` directory—in order to see the icons rendered. I'd like to
look into getting this, but there are restrictions on the distribution
of the font on non-Windows platforms that will need to be followed.
Release Notes:
- N/A
This PR reverts https://github.com/zed-industries/zed/pull/9392 and
fixes the regressions that led to the reversion.
Release Notes:
- N/A
---------
Co-authored-by: Ezekiel Warren <ezekiel@seaube.com>
Release Notes:
- Added [object-fit
API](https://developer.mozilla.org/en-US/docs/Web/CSS/object-fit) to the
`img` element. This allows the user to decide how the image is scaled
within the element bounds.
- Fixes corner radius not working as expected on overflowing elements.
This reverts #9053 and #9375 because they introduced a regression on
`main` that broke the titlebars on macOS:
![image](https://github.com/zed-industries/zed/assets/1185253/d046003b-5c66-4a42-9385-623f5d58c9a4)
Two things are off:
- Left padding is missing
- Titlebar height is less than it was before, which means the
traffic-light buttons are not centered vertically
What @as-cii and I noticed while looking into this: the `cfg!(macos)`
macros that were used don't work like that. You need to check for
`cfg!(target = "macos")` etc. Means that on macOS we never used the
macOS-specific code because the condition was always false.
Overall height, we're not sure about.
Release Notes:
- N/A
Fixes https://github.com/zed-industries/zed/issues/9340
The flickering was caused by the pane trying to restore focus on a
`FocusHandle` that wasn't being rendered anymore. This commit uses the
new `WeakFocusHandle` to avoid retaining a reference to focus handles
that don't exist anymore.
Release Notes:
- Fixed a bug that caused flickering when interacting with the language
server logs
([#9340](https://github.com/zed-industries/zed/issues/9340)).
Using `Threadpool` and `TimerQueue` which are provided by the native
Windows APIs, to implement the corresponding interfaces, we do not need
to sort tasks ourselves as Windows will handle it in a relatively more
efficient manner, I guess. I am unsure if Zed would welcome this PR, and
suggestions are welcome.
Release Notes:
- N/A
Co-Authored-By: Max <max@zed.dev>
Co-Authored-By: Marshall <marshall@zed.dev>
Release Notes:
- Fixed a bug where text styles could leak between frames (preview only)
Co-authored-by: Max <max@zed.dev>
Co-authored-by: Marshall <marshall@zed.dev>
Tested on my laptop, and I've noticed that when I move the window,
`WindowsPlatform::displays()` is being continuously called. Is this
intended?
Release Notes:
- N/A
### Description
Currently, there are some issues with input handling on Windows:
#### 1. Direct crash when encountering IME input.
https://github.com/zed-industries/zed/assets/14981363/598f7272-1948-4a42-99c5-2ef7b9162a1e
#### 2. Handling messages every 1/60 seconds in the main thread. Despite
being named "immediate_handle," it's not exactly immediate.
```rust
// actually halt here
let wait_result =
unsafe { DCompositionWaitForCompositorClock(Some(&[self.inner.event]), INFINITE) };
// compositor clock ticked so we should draw a frame
if wait_result == 1 {
unsafe { invalidate_thread_windows(GetCurrentThreadId()) };
while unsafe { PeekMessageW(&mut msg, HWND::default(), 0, 0, PM_REMOVE) }.as_bool()
```
#### 3. According to Windows recommendations, character input should be
obtained using `WM_CHAR` instead of `WM_KEYDOWN`. Additionally, there
are problems with the handling within `WM_CHAR`.
```rust
fn handle_char_msg(&self, wparam: WPARAM) -> LRESULT {
let mut callbacks = self.callbacks.borrow_mut();
if let Some(callback) = callbacks.input.as_mut() {
let modifiers = self.current_modifiers();
let msg_char = wparam.0 as u8 as char; // these are u16 chars, cant treat them as u8
```
And, we don't handle `WM_SYSKEYDOWN` properly, which leads to `Alt + F4`
not working.
Release Notes:
- N/A
This avoids calling `window.setDelegate(nil)` when the window was
already closed.
Release Notes:
- Fixed a segfault that could show up when closing windows.
Co-authored-by: Antonio <antonio@zed.dev>
Before this change we didn't consistently trigger focus events when
toggling between with windows `Cmd-backtick`. We only triggered them
when the OS decided to trigger a redraw.
That lead to a nasty bug that showed up in Vim mode where a cursor would
still be active in the hidden window, even though it was deactivated.
One then had to manually try to trigger a focus event in the new window
to activate the cursor.
With this change, we call `cx.refresh` when the window activation status
changed which triggers focus events consistently and fixes this bug.
With logging we can observe this:
**BEFORE**:
https://github.com/zed-industries/zed/assets/1185253/e1ad8878-129c-44ba-9d8b-c720f9dca5b6
**AFTER**:
https://github.com/zed-industries/zed/assets/1185253/733fdadb-d1ea-47fe-a2c1-7b50af299cc0
Release Notes:
- Fixed focus not being consistently changed when switching between
multiple Zed windows via `Cmd-backtick`.
---------
Co-authored-by: Manu Raj <git@manuraj.dev>
Co-authored-by: Antonio <antonio@zed.dev>
Switch to using `x11rb` crate instead of current `xcb` crate for gpui's
x11 platform.
Also fixes the crash on resize, and white flashing on resize.
Release Notes:
- N/A
---------
Co-authored-by: Mikayla Maki <mikayla@zed.dev>
This PR changes GPUI to open windows with a default size and location,
and to otherwise inherit from their spawning window.
Note: The linux build now crashes on startup.
Release Notes:
- N/A
---------
Co-authored-by: Nathan <nathan@zed.dev>
Co-authored-by: Ezekiel Warren <zaucy@users.noreply.github.com>
Release Notes:
- N/A
This prevents a crash on sway (on older versions without fractional
scaling). This means the resize is delayed until the next this we
present a frame, we need to investigate if this is the correct this to
do.
Also, add a `deferred` function which takes an element to paint after
the current element tree.
Release Notes:
- Improved the size and position of the hitbox for resizing left, right,
and bottom panels.
([#8855](https://github.com/zed-industries/zed/issues/8855))
Co-authored-by: Julia <julia@zed.dev>
Co-authored-by: Nathan <nathan@zed.dev>
Previously, we were considering the mouse to be "out" of a div when its
hitbox wasn't hovered. However, if a parent listened for
"mouse_down_out" and a child occluded the parent, the parent would
always think the mouse was out even when the user clicked the child.
This commit changes the definition of "mouse out" to simply mean "does
not contain the point", without accounting for occlusion.
Release Notes:
- N/A
Co-authored-by: Julia <julia@zed.dev>
Fix panic caused by missing screen mode for specified crtc mode id #9105
by searching over all crtcs instead of using the first one which may be
invalid.
Fixes#9089.
On linux, pressing shift and tab together can potentially produce
`ISO_Left_Tab`. This PR maps this key to "tab" with the shift modifier,
similar to `SHIFT_TAB_KEY` in gpui::platform::mac::events.
Note: The [default linux
keymaps](https://github.com/zed-industries/zed/blob/main/assets/keymaps/default-linux.json)
have shift-tab mapped to editor::TabPrev and ctrl-[ mapped to
editor::Outdent. Both actions appear to have the same effect.
Release Notes:
- Support shift-tab on linux (#9089).
Release Notes:
- Fixed wayland cursor style handling
In upcoming Gnome 46, cursor icon names are considerably changing. For
example: this commit
74e9b79471
removed/modified a lot of cursor names. Then some of the names were
reintroduced in this commit
6f64dc55dc.
I also tried upcoming KDE Plasma 6. Some of the cursor names are not
used commonly between Gnome and KDE. From my analysis, these set of
cursor names should be more widely available in both previous and
upcoming release of Gnome and KDE.
Also, If a cursor style is not available, let's fallback to default
cursor style. This avoids scenarios where we get stuck with special
cursor styles like IBeam/Resize* because the current cursor style is not
available. This will lead to an unpleasant/broken experience. Falling
back to default cursor seems to be more acceptable.
On Windows, some windows may be created that are not managed by the
application.
For example, the Japanese IME creates pop-ups like this one.
<img width="325" alt="image"
src="https://github.com/zed-industries/zed/assets/6465609/503aaa0a-7568-485a-a138-e689ae67001c">
The internal data associated with such a window is different from
`WindowsWindowInner` and will crash if referenced.
Therefore, before calling `try_get_window_inner`, it checks if it is an
owned window.
Release Notes:
- N/A
This pull request fixes a couple of easy regressions we discovered right
after using #9012 on nightly:
- Popover buttons for a chat message were being occluded by the message
itself.
- Scrolling was not working on the `List` element.
Release Notes:
- N/A
See https://zed.dev/channel/gpui-536
Fixes https://github.com/zed-industries/zed/issues/9010
Fixes https://github.com/zed-industries/zed/issues/8883
Fixes https://github.com/zed-industries/zed/issues/8640
Fixes https://github.com/zed-industries/zed/issues/8598
Fixes https://github.com/zed-industries/zed/issues/8579
Fixes https://github.com/zed-industries/zed/issues/8363
Fixes https://github.com/zed-industries/zed/issues/8207
### Problem
After transitioning Zed to GPUI 2, we started noticing that interacting
with the mouse on many UI elements would lead to a pretty annoying
flicker. The main issue with the old approach was that hover state was
calculated based on the previous frame. That is, when computing whether
a given element was hovered in the current frame, we would use
information about the same element in the previous frame.
However, inspecting the previous frame tells us very little about what
should be hovered in the current frame, as elements in the current frame
may have changed significantly.
### Solution
This pull request's main contribution is the introduction of a new
`after_layout` phase when redrawing the window. The key idea is that
we'll give every element a chance to register a hitbox (see
`ElementContext::insert_hitbox`) before painting anything. Then, during
the `paint` phase, elements can determine whether they're the topmost
and draw their hover state accordingly.
We are also removing the ability to give an arbitrary z-index to
elements. Instead, we will follow the much simpler painter's algorithm.
That is, an element that gets painted after will be drawn on top of an
element that got painted earlier. Elements can still escape their
current "stacking context" by using the new `ElementContext::defer_draw`
method (see `Overlay` for an example). Elements drawn using this method
will still be logically considered as being children of their original
parent (for keybinding, focus and cache invalidation purposes) but their
layout and paint passes will be deferred until the currently-drawn
element is done.
With these changes we also reworked geometry batching within the
`Scene`. The new approach uses an AABB tree to determine geometry
occlusion, which allows the GPU to render non-overlapping geometry in
parallel.
### Performance
Performance is slightly better than on `main` even though this new
approach is more correct and we're maintaining an extra data structure
(the AABB tree).
![before_after](https://github.com/zed-industries/zed/assets/482957/c8120b07-1dbd-4776-834a-d040e569a71e)
Release Notes:
- Fixed a bug that was causing popovers to flicker.
---------
Co-authored-by: Nathan Sobo <nathan@zed.dev>
Co-authored-by: Thorsten <thorsten@zed.dev>
This PR simplifies the Zed file system abstraction and implements
`Fs::watch` for linux and windows.
TODO:
- [x] Figure out why this fails to initialize the file watchers when we
have to initialize the config directory paths, but succeeds on
subsequent runs.
- [x] Fix macOS dependencies on old fsevents::Event crate
Release Notes:
- N/A