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>
We were seeing panics due to callers assuming they had valid
excerpt_ids, but that cannot easily be guaranteed across await points as
anyone may remove an excerpt.
Release Notes:
- Fixed a panic when hovering in a multibuffer
This PR moves the Clippy configuration up to the workspace level.
We're using the [`lints`
table](https://doc.rust-lang.org/cargo/reference/workspaces.html#the-lints-table)
to configure the Clippy ruleset in the workspace's `Cargo.toml`.
Each crate in the workspace now has the following in their own
`Cargo.toml` to inherit the lints from the workspace:
```toml
[lints]
workspace = true
```
This allows for configuring rust-analyzer to show Clippy lints in the
editor by using the following configuration in your Zed `settings.json`:
```json
{
"lsp": {
"rust-analyzer": {
"initialization_options": {
"check": {
"command": "clippy"
}
}
}
}
```
Release Notes:
- N/A
This solves a major usability problem in Zed, that there's no way to
temporarily disable auto formatting without toggling the whole feature
off.
fixes https://github.com/zed-industries/zed/issues/5230
Release Notes:
- Added a new `workspace::SaveWithoutFormatting`, bound to `cmd-k s`, to
save a file without invoking the auto formatter.
I would like to keep diagnostics open on one side, and process them on
the other.
Release Notes:
- Added `editor::OpenExcerptsSplit` (bound to `cmd-k enter`) to open the
selected excerpts in the adjacent pane
- vim: Added `ctrl-w d`, `ctrl-w shift-d` and `ctrl-w space` for
`editor::GoTo{,Type}Definition` and `editor::OpenExcerptsSplit`
- Moves languages module from `zed` into a separate crate. That way we
have less of a long pole at the end of compilation.
- Removes moot dependencies on editor/picker. This is totally harmless
and might help in the future if we decide to decouple picker from
editor.
Before:
```
Number of crates that depend on 'picker' but not on 'editor': 1
Total number of crates that depend on 'picker': 13
Total number of crates that depend on 'editor': 30
```
After:
```
Number of crates that depend on 'picker' but not on 'editor': 5
Total number of crates that depend on 'picker': 12
Total number of crates that depend on 'editor': 26
```
The more crates depend on just picker but not editor, the better in that
case.
Release Notes:
- N/A
This PR fixes some formatting issues in some of the `Cargo.toml` files.
I tried to fix most of these in #7126, but there were a few that I
missed.
Release Notes:
- N/A
This PR sorts the dependency lists in our `Cargo.toml` files so that
they are in alphabetical order.
This should make them easier to visually scan when looking for a
dependency.
Apologies in advance for any merge conflicts 🙈
Release Notes:
- N/A
- Distinct colors to make it not confusing
- Avoid overflowing the edge of the editor when the message is long
Release Notes:
- Improved display of diagnostic blocks (F8)
- [x] Fill in GPL license text.
- [x] live_kit_client depends on live_kit_server as non-dev dependency,
even though it seems to only be used for tests. Is that an issue?
Release Notes:
- N/A
This PR renames the `h_stack` and `v_stack` to `h_flex` and `v_flex`,
respectively.
We were previously using `h_stack` and `v_stack` to match SwiftUI, but
`h_flex` and `v_flex` fit better with the web/flexbox terminology that
the rest of GPUI uses.
Additionally, we were already calling the utility functions used to
implement `h_stack` and `v_stack` by the new names.
Release Notes:
- N/A
This PR renames the `IconElement` component to just `Icon`.
This better matches the rest of our components, as `IconElement` was the
only one using this naming convention.
The `Icon` enum has been renamed to `IconName` to free up the name.
I was trying to come up with a way that would allow rendering an
`Icon::Zed` directly (and thus make the `IconElement` a hidden part of
the API), but I couldn't come up with a way to do this cleanly.
Release Notes:
- N/A
Adding guest roles led us down a rabbit hole where we'd have liked to
rely on a
side-effect of activating a window in tests; but the test window didn't
implement that.
Looking into that, I realized our TestWindow wasn't doing a great job of
emulating the MacWindow, so this makes the two more similar.
This PR fixes an issue where certain tabs were not using the correct
color for their labels when they were inactive.
Release Notes:
- Fixed an issue where some inactive tabs were not using the correct
label color.
The diagnostics are collected and available still, since that might become a settings/UI toggle later.
Also, buffer diagnostics are still updated for gitignored files.