ca9cee85e1
Closes #17870 Context: On Linux, when creating a new window, bounds are either pulled from existing workspace data (serialized in an SQLite DB) or fall back to some default constants if no data exists. These bounds include the full dimensions of the window (width and height), which already account for insets. However, properties like `inset` (Wayland) or `last_insets` (X11) exist only at the platform level and are not part of the window bounds themselves. During rendering, we call `set_client_inset`, which updates the inset values and also adjusts the window bounds, increasing their dimensions. In Zed's case, the inset is 10px, which adds 20px to both the width and height (10px from each side). Problem: When quitting, the full window bounds (which already account for inset) are saved to the DB. On reopening, these saved bounds are used to create the window. `set_client_inset` runs again and inflates the dimensions even more. Solution: Store window bounds *without* the inset-inflated dimensions. On the next session, `set_client_inset` will take care of applying the inset, resulting window dimensions matching the previous session. This fix is in the PR. Alternative Solution: Another option is to save the inset explicitly in the DB and apply it during window creation. But this means storing more data, and the inset would need to be platform-agnostic, which adds complexity. Doesn’t seem worth it for no real gain. X11 Before: ```sh saving window bounds with width: 1136, height: 784 tims@lemon ~/w/zed (fix-window-growing-larger)> cargo run Finished `dev` profile [unoptimized + debuginfo] target(s) in 0.37s Running `target/debug/zed` saving window bounds with width: 1156, height: 804 <---- +20px tims@lemon ~/w/zed (fix-window-growing-larger)> cargo run Finished `dev` profile [unoptimized + debuginfo] target(s) in 0.35s Running `target/debug/zed` saving window bounds with width: 1176, height: 824 <---- +20px tims@lemon ~/w/zed (fix-window-growing-larger)> cargo run Finished `dev` profile [unoptimized + debuginfo] target(s) in 0.36s Running `target/debug/zed` saving window bounds with width: 1196, height: 844 <---- +20px ``` X11 After: ```sh Finished `dev` profile [unoptimized + debuginfo] target(s) in 0.35s Running `target/debug/zed` saving window bounds with width: 1116, height: 764 tims@lemon ~/w/zed (fix-window-growing-larger)> cargo run Finished `dev` profile [unoptimized + debuginfo] target(s) in 0.35s Running `target/debug/zed` saving window bounds with width: 1116, height: 764 <---- same tims@lemon ~/w/zed (fix-window-growing-larger)> cargo run Finished `dev` profile [unoptimized + debuginfo] target(s) in 0.35s Running `target/debug/zed` saving window bounds with width: 1116, height: 764 <---- same ``` On Wayland, saving occurs only when you actually resize the window (on X11, saving happens both on init and while dragging the window). To trigger saving, I manually resized the window by ~1px to make it print. Wayland Before: ```sh Finished `dev` profile [unoptimized + debuginfo] target(s) in 1m 36s Running `target/debug/zed` saving window bounds with width: 945, height: 577 tims@orange ~/zed (fix-window-growing-larger)> cargo run Finished `dev` profile [unoptimized + debuginfo] target(s) in 1.77s Running `target/debug/zed` saving window bounds with width: 966, height: 597 <--- +20px on both (1px increase in width is me resizing) tims@orange ~/zed (fix-window-growing-larger)> cargo run Finished `dev` profile [unoptimized + debuginfo] target(s) in 0.87s Running `target/debug/zed` saving window bounds with width: 987, height: 618 <--- +20px on both (1px increase in width and height is me resizing) tims@orange ~/zed (fix-window-growing-larger)> cargo run Finished `dev` profile [unoptimized + debuginfo] target(s) in 0.89s Running `target/debug/zed` saving window bounds with width: 1006, height: 638 <--- +20px on both (1px decrease in width is me resizing) ``` Wayland After: ```sh Finished `dev` profile [unoptimized + debuginfo] target(s) in 0.82s Running `target/debug/zed` saving window bounds with width: 925, height: 558 tims@orange ~/zed (fix-window-growing-larger)> cargo run Finished `dev` profile [unoptimized + debuginfo] target(s) in 0.84s Running `target/debug/zed` saving window bounds with width: 925, height: 557 <--- same (1px decrease in height is me resizing) saving window bounds with width: 925, height: 558 ``` Release Notes: - Fix non-maximized zed windows growing larger across sessions on Linux --------- Co-authored-by: mgsloan@gmail.com <michael@zed.dev> |
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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.