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**Clipboard Behavior on Windows Under This PR:** | User Action | Zed’s Behavior | | ------------------- | -------------------------------------------------- | | Paste PNG | Worked | | Paste JPEG | Worked | | Paste WebP | Worked, but not in the way you expect (see Issue section below) | | Paste GIF | Partially worked (see Issue section below) | | Paste SVG | Partially worked (see Issue section below) | | Paste BMP | Worked, but not in the way you expect (see Issue section below) | | Paste TIFF | Worked, but not in the way you expect (see Issue section below) | | Paste Files | Worked, same behavior as macOS | | Copy image in Zed | Not tested, as I couldn’t find a way to copy images | --- **Differences Between the Windows and macOS Clipboard** The clipboard functionality on Windows differs significantly from macOS. On macOS, there can be multiple items in the clipboard, whereas, on Windows, the clipboard holds only a single item. You can retrieve different formats from the clipboard, but they are all just different representations of the same item. For example, when you copy a JPG image from Microsoft Word, the clipboard will contain data in several formats: - Microsoft Office proprietary data - JPG format data - PNG format data - SVG format data Please note that these formats all represent the same image, just in different formats. This is due to compatibility concerns on Windows, as various applications support different formats. Ideally, multiple formats should be placed on the clipboard to support more software. However, in general, supporting PNG will cover 99% of software, like Chrome, which only supports PNG and BMP formats. Additionally, since the clipboard on Windows only contains a single item, special handling is required when copying multiple objects, such as text and images. For instance, if you copy both text and an image simultaneously in Microsoft Word, Microsoft places the following data on the clipboard: - Microsoft Office proprietary data containing a lot of content such as text fonts, sizes, italics, positioning, image size, content, etc. - RTF data representing the above content in RTF format - HTML data representing the content in HTML format - Plain text data Therefore, for the current `ClipboardItem` implementation, if there are multiple `ClipboardEntry` objects to be placed on the clipboard, RTF or HTML formats are required. This PR does not support this scenario, and only supports copying or pasting a single item from the clipboard. --- **Known Issues** - **WebP, BMP, TIFF**: These formats are not explicitly supported in this PR. However, as mentioned earlier, in most cases, there are corresponding PNG format data on the clipboard. This PR retrieves data via PNG format, so users copying images in these formats from other sources will still see the images displayed correctly. - **GIF**: In this PR, GIFs are displayed, but for GIF images with multiple frames, the image will not animate and will freeze on a single frame. Since I observed the same behavior on macOS, I believe this is not an issue with this PR. - **SVG**: In this PR, only the top-left corner of the SVG image is displayed. Again, I observed the same behavior on macOS, so I believe this issue is not specific to this PR. --- I hope this provides a clearer understanding. Any feedback or suggestions on how to improve this are welcome. Release Notes: - N/A |
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LICENSE-APACHE | ||
README.md |
Welcome to GPUI!
GPUI is a hybrid immediate and retained mode, GPU accelerated, UI framework for Rust, designed to support a wide variety of applications.
Getting Started
GPUI is still in active development as we work on the Zed code editor and isn't yet on crates.io. You'll also need to use the latest version of stable Rust and be on macOS or Linux. Add the following to your Cargo.toml
:
gpui = { git = "https://github.com/zed-industries/zed" }
Everything in GPUI starts with an App
. You can create one with App::new()
, and kick off your application by passing a callback to App::run()
. Inside this callback, you can create a new window with AppContext::open_window()
, and register your first root view. See gpui.rs for a complete example.
Dependencies
GPUI has various system dependencies that it needs in order to work.
macOS
On macOS, GPUI uses Metal for rendering. In order to use Metal, you need to do the following:
- Install Xcode from the macOS App Store, or from the Apple Developer website. Note this requires a developer account.
Ensure you launch XCode after installing, and install the macOS components, which is the default option.
-
Install Xcode command line tools
xcode-select --install
-
Ensure that the Xcode command line tools are using your newly installed copy of Xcode:
sudo xcode-select --switch /Applications/Xcode.app/Contents/Developer
The Big Picture
GPUI offers three different registers depending on your needs:
-
State management and communication with Models. Whenever you need to store application state that communicates between different parts of your application, you'll want to use GPUI's models. Models are owned by GPUI and are only accessible through an owned smart pointer similar to an
Rc
. See theapp::model_context
module for more information. -
High level, declarative UI with Views. All UI in GPUI starts with a View. A view is simply a model that can be rendered, via the
Render
trait. At the start of each frame, GPUI will call this render method on the root view of a given window. Views build a tree ofelements
, lay them out and style them with a tailwind-style API, and then give them to GPUI to turn into pixels. See thediv
element for an all purpose swiss-army knife of rendering. -
Low level, imperative UI with Elements. Elements are the building blocks of UI in GPUI, and they provide a nice wrapper around an imperative API that provides as much flexibility and control as you need. Elements have total control over how they and their child elements are rendered and can be used for making efficient views into large lists, implement custom layouting for a code editor, and anything else you can think of. See the
element
module for more information.
Each of these registers has one or more corresponding contexts that can be accessed from all GPUI services. This context is your main interface to GPUI, and is used extensively throughout the framework.
Other Resources
In addition to the systems above, GPUI provides a range of smaller services that are useful for building complex applications:
-
Actions are user-defined structs that are used for converting keystrokes into logical operations in your UI. Use this for implementing keyboard shortcuts, such as cmd-q. See the
action
module for more information. -
Platform services, such as
quit the app
oropen a URL
are available as methods on theapp::AppContext
. -
An async executor that is integrated with the platform's event loop. See the
executor
module for more information., -
The
[gpui::test]
macro provides a convenient way to write tests for your GPUI applications. Tests also have their own kind of context, aTestAppContext
which provides ways of simulating common platform input. Seeapp::test_context
andtest
modules for more details.
Currently, the best way to learn about these APIs is to read the Zed source code, ask us about it at a fireside hack, or drop a question in the Zed Discord. We're working on improving the documentation, creating more examples, and will be publishing more guides to GPUI on our blog.