Commit Graph
586 Commits
Author SHA1 Message Date
saberoueslati 9552acc2bc gpui: Apply EXIF orientation when decoding static images (#61017)
## Context

Static images decoded by GPUI ignored their EXIF `Orientation` tag, so
JPEGs that rely on it (photos from phones and cameras) rendered rotated
or flipped in image preview, Markdown preview, and other `ImageSource`
consumers. The `image` crate only exposes orientation through
`ImageDecoder::orientation()`, which must be read before the decoder is
consumed; `DynamicImage::from_decoder` does not apply it. The old path
went straight through `image::load_from_memory_with_format`, so the
metadata was never read.

Closes #60844.

Video of manual test below :

[Screencast from 2026-07-15
02-14-41.webm](https://github.com/user-attachments/assets/002b0324-44f8-4ddb-acbd-8c3e070d5248)


## How to Review

**Cargo.toml**
Raises the workspace `image` dependency minimum from `0.25.1` to
`0.25.4`, the first release exposing `orientation()` and
`apply_orientation()`. The lockfile already resolves to `0.25.10`, so no
lock change is required.

**crates/gpui/src/platform.rs**
Adds two crate-private helpers. `decode_static_image_from_decoder` reads
`orientation()`, decodes to a `DynamicImage`, applies the orientation,
then converts RGBA to GPUI's BGRA. `decode_static_image` builds a format
decoder from bytes and delegates to it. `Image::to_image_data` now
routes its static formats through these helpers instead of
`image::load_from_memory_with_format`. Adds
`test_image_to_image_data_applies_exif_orientation`, which decodes a
16x32 fixture stored upside down with EXIF Orientation 3 and asserts the
corner pixels were flipped upright; the test fails if orientation is
dropped.

**crates/gpui/src/elements/img.rs**
Routes `ImageAssetLoader` (Markdown paths, URLs, embedded resources)
through the same helpers, including the static WebP branch. GIF and
animated-WebP frame handling are left unchanged, since animated
orientation is out of scope.

## Self-Review Checklist

- [x] I've reviewed my own diff for quality, security, and reliability
- [ ] Unsafe blocks (if any) have justifying comments
- [x] The content is consistent with the UI/UX checklist
- [x] Tests cover the new/changed behavior
- [x] Performance impact has been considered and is acceptable

Release Notes:

- Fixed static images ignoring their EXIF orientation, which caused some
JPEGs to render rotated or flipped in image and Markdown preview.
2026-07-17 08:29:17 +00:00
Smit Barmase 058f01fa93 gpui: Fix clicks on window prompts dismissing popovers behind them (#61136)
I noticed that when Zed renders prompts in-window (Linux, or
`use_system_prompts: false`), clicking a prompt button also dismisses
the popover behind it. Native macOS dialogs don't have this problem
since the click goes to the OS dialog and the window never sees it.

For example, in the worktree picker:
1. Delete a dirty worktree.
2. Confirm "Force Delete".
3. Mouse down dismissed the picker, which aborted the confirmed
deletion.

This PR makes GPUI-rendered prompts behave the same way as native. If
someone actually wants to observe mouse downs during a prompt, the raw
`window.on_mouse_event` API still sees every event.

macOS:


https://github.com/user-attachments/assets/9f85622f-c0d1-44f2-83f9-8378d9d7d13b


Before GPUI prompt:


https://github.com/user-attachments/assets/d1845ba1-9886-4733-8cf6-ab32424416e1

After GPUI prompt:


https://github.com/user-attachments/assets/27936aca-8de5-4da8-88be-d88dbc1259d8

Release Notes:

- Fixed confirmation dialog buttons dismissing the popover underneath
them on click when using Zed-rendered prompts.
2026-07-16 19:45:21 +00:00
Daan De Meyer ae3bbdeb2d gpui: Avoid redundant group hover redraws (#61118)
Anonymous elements with group hover styles have no persistent hover
state. The
prepaint mouse handler treated missing state as unhovered and notified
the
current view for every pointer movement within the group. This made
controls
such as switches redraw continuously while the pointer moved over them.

Let anonymous elements use the existing paint-time hover transition
handler.
Only elements with persistent hover state now update that state and
notify from
prepaint. Add regression coverage for entering, moving within, and
leaving an
anonymous hover group.

Signed-off-by: Daan De Meyer <daan@amutable.com>

Release Notes:

- N/A

Signed-off-by: Daan De Meyer <daan@amutable.com>
2026-07-16 19:26:49 +00:00
Kirill Bulatov b05f40c554 Fix post-taffy-bump layouting issues (#61107)
Follow-up to https://github.com/zed-industries/zed/pull/60721

Before:
<img width="564" height="470" alt="before"
src="https://github.com/user-attachments/assets/d825464d-f8d9-4fa1-bee3-42b5f615d4ba"
/>

<img width="745" height="221" alt="image"
src="https://github.com/user-attachments/assets/18139bec-6778-491a-9aa5-0112bd121723"
/>


After:
<img width="576" height="472" alt="after"
src="https://github.com/user-attachments/assets/4c3c37cf-12c4-421e-98e9-cc6e40aa099d"
/>

<img width="812" height="275" alt="image"
src="https://github.com/user-attachments/assets/407e06b4-101f-4984-8d5b-4e33895b5ae9"
/>


### Bug 1 — constraint-blind text layout cache (the collapse)

`TextLayout`'s measure closure is stateful (each call overwrites the
shared element state used for painting), and its cache check served
cached sizes to unconstrained probes regardless of the constraints they
were computed under:

1. `uniform_list::measure_item` lays an item out at `(MinContent,
MinContent)`; the row's `min_w_0` lets it shrink to ~0, so labels get
truncated at a tiny width — and that tiny size lands in the element
state.
2. The real layout probes the label's flex base size with
`available_space.width = MaxContent` (taffy maps Definite → MaxContent).
Truncated labels are `whitespace_nowrap`, so both `wrap_width` and
`truncate_width` were `None` → the cache check passed → the poisoned
tiny size became the flex basis → labels rendered at ~5 chars.

**Fix**: record `truncate_width` in `TextLayoutInner` and never serve a
cached layout that was computed *with* truncation to an unconstrained
probe; the honest intrinsic size is recomputed instead, and the final
`PerformLayout` call re-truncates against the real resolved width.

### Bug 2 — truncation width math disagrees with shaping (the ~2-char
loss)

After fix 1, rows got their full width, but exact-fit strings like
`Cargo.toml` still lost ~2 chars:

- Sizing measures via `shape_text` (real shaping with kerning); the
element gets exactly `ceil(shaped_width)`.
- The truncation decision (`LineWrapper::should_truncate_line_middle`
etc.) sums **per-character advances** — no kerning — with zero
tolerance, overestimating width for some glyph sequences. Text sitting
in a box of exactly its own measured width got truncated, losing ~2
chars to fit the `…`. String-dependent (kerning pairs), hence
`Cargo.toml` broke while `Cargo.lock` didn't.
- Previously masked because taffy 0.10 usually skipped the final measure
invocation, so the truncation path rarely ran with an exact-fit width.

**Fix**: before truncating (nowrap case, `wrap_width.is_none()`), shape
the untruncated text and skip truncation if the *shaped* width fits —
matching CSS `text-overflow`, which only activates on actual overflow.
Cheap: the shaping result is a `line_layout_cache` hit from the earlier
untruncated sizing probe.

### Bug 3 — `MinContent` used instead of `MaxContent` that caused over
truncation of certain labels

Release Notes:

- N/A
2026-07-16 17:23:49 +00:00
Kirill Bulatov d06ebb7c03 Disable all spinners in Zed (#60614)
Closes https://github.com/zed-industries/zed/pull/48577
Part of https://github.com/zed-industries/zed/issues/8043
See
https://zed-industries.slack.com/archives/C07NUKHLVUZ/p1783335475957139
for context.

Release Notes:

- Allow to reduce animations with `"reduce_motion": "on"` settings
2026-07-14 14:49:06 +00:00
Danilo Leal 5e982c6bdc gpui: Fix crash when opening a popover from inside another popover (#60926)
Opening a popover from inside another popover (e.g. the branch picker's
new filter menu, when the picker is hosted in the git panel or title
bar) corrupted the frame-caching bookkeeping for whichever cached view
contained them. The corruption was invisible until a later, unrelated
redraw reused that view's cached subtree, at which point the window
crashed (debug) or could misroute input events (release). Fixed by
processing deferred draws in place so their recorded positions remain
valid across frames; added a regression test reproducing the crash via a
cached panel hosting nested popovers.

Release Notes:

- Fixed the branch picker menu in the Git Panel, which was previously
broken due to popovers-within-popovers not being possible in GPUI.
2026-07-14 11:11:27 +00:00
Danilo Leal a496bf0ff6 Add a bunch of stray design refinement throughout (#60937)
This PR is a collection of grab bag UI design refinements across the
entire app. Most of them are minor icon fixes/standardizations, spacing,
and sizing tweaks.

The one change that ended up getting a bit bigger than I initially
anticipated is the debugger panel tabs improvements; added a bunch of
tweaks there to make it look slicker. A relevant change is a small
one-line change to the GPUI div element where it wouldn't add drag-over
styles to elements that aren't initially a hitbox target. Given I wanted
to pull off the drop indicator you see on the video below, this turned
out to be needed:


https://github.com/user-attachments/assets/964b456a-eef0-42bb-a433-7dac54ab8ec8

---

Release Notes:

- N/A
2026-07-14 10:07:58 +00:00
Cameron Mcloughlin 2268045a11 a11y: Landmarks and menu improvements (#60397)
Fixes menu a11y, and adds landmarks with `F6`-navigation.

Also fixes a GPUI bug, and adds debug actions for dumping a11y tree
info.

Since `F6` was already in use by the pause debugger keybind, also
tightens up the debugger keybind context so they require an active
debugger session. When there is one active, `F6` stays as pause
debugger. `ctrl-F6` always works to go to the next landmark.

Also adds an "accessible mode" setting. Currently, this only controls
whether we show all menus all the time, but I suspect it will expand
significantly in the future.

Also adds `.aria_keyshortcuts()` API, but it's not wired up within
accesskit adapters, so is not yet reported to screen readers.

---

Release Notes:

- N/A or Added/Fixed/Improved ...
2026-07-13 16:37:28 +00:00
Mikayla Makiandzed-zippy[bot] 49ad06c1b4 gpui: Add container_query element (#60774)
Adds a `container_query` element to GPUI, in the spirit of CSS container
queries: the element's own size is determined solely by its style and
the space offered by its parent, and once that size is known the
provided closure is called with the measured size to build the contents.

```rust
container_query(|size, _window, _cx| {
    if size.width < px(240.) {
        div().child("Narrow layout")
    } else {
        div().child("Wide layout")
    }
});
```

Implementation notes:

- Defaults to filling its parent (`size_full()` semantics), overridable
via `Styled` since contents can't influence the container's size (the
same constraint CSS container queries impose).
- Reworks the `grid_layout` example (the Holy Grail layout) to
demonstrate it: the three-column grid collapses to a stacked column when
the window is narrower than 400px, and the header shows the live
measured width.

Release Notes:

- N/A

---------

Co-authored-by: zed-zippy[bot] <234243425+zed-zippy[bot]@users.noreply.github.com>
2026-07-12 03:38:24 +00:00
Philipp Schaffrath 664b7ecb40 gpui: Fix hover state not clearing when mouse leaves window (#60275)
# Objective

Fix two gaps in element hover tracking at window boundaries. Hover was
only re-evaluated on `MouseMove`, so when the pointer left the window no
event fired `on_hover(false)` and the element stayed hovered.
Symmetrically on Wayland, no `Motion` follows `Enter` until the pointer
moves again, so hover was not established at the entry pixel. Both cases
are easy to miss since most hover-styled elements don't sit flush
against the window edge, but they surfaced while implementing
layer_shell popups with input_regions, which should close when stop
hovering.

## Solution

The hover compare-and-fire logic in `div` is refactored into a shared
`update_hover` closure, and a second listener on `MouseExitEvent` clears
hover when the pointer leaves the window. It clears unconditionally
because `MouseExited` doesn't update the tracked mouse position, so a
hit test during that dispatch would still report the element as hovered.

On Wayland, a `MouseMove` is synthesized at the entry position on
`wl_pointer.enter`, mirroring the `MouseExited` already dispatched on
`Leave`.

## Testing

Tested manually on Wayland/Linux: hover on a window-edge element clears
when the pointer leaves the window, and hover is established immediately
when the pointer enters a surface with an element under the entry pixel.

Not tested on other platforms. The `div` change relies on each
platform's existing `MouseExited` dispatch: macOS and X11 emit it, so
they get the exit fix too. Windows never dispatches `MouseExited`
(`WM_MOUSELEAVE` only flips the window-level hover flag), so the
stuck-hover case might remain there, unchanged from before.

Before:


https://github.com/user-attachments/assets/6af83bb3-de9d-40e2-a64c-bdefc98fc96d

After:


https://github.com/user-attachments/assets/721a9b5c-108a-499f-867e-da111836a34a


Here is an example application to test this:

```rs
#![cfg_attr(target_family = "wasm", no_main)]

use gpui::{
    App, Bounds, Context, Window, WindowBounds, WindowOptions, div, prelude::*, px, rgb, size,
};
use gpui_platform::application;

struct HoverExit {
    hovered: bool,
}

impl Render for HoverExit {
    fn render(&mut self, _window: &mut Window, cx: &mut Context<Self>) -> impl IntoElement {
        // Fills the whole window so its edge is the window edge: moving the mouse
        // out of the window is what exercises the MouseExited path.
        div()
            .id("hover-exit")
            .size_full()
            .flex()
            .justify_center()
            .items_center()
            .text_xl()
            .text_color(rgb(0xffffff))
            .bg(if self.hovered {
                rgb(0x585f58)
            } else {
                rgb(0x505050)
            })
            .child(if self.hovered { "HOVERED" } else { "not hovered" })
            .on_hover(cx.listener(|this, hovered, _, cx| {
                this.hovered = *hovered;
                cx.notify();
            }))
    }
}

fn run_example() {
    application().run(|cx: &mut App| {
        let bounds = Bounds::centered(None, size(px(240.), px(160.0)), cx);
        cx.open_window(
            WindowOptions {
                window_bounds: Some(WindowBounds::Windowed(bounds)),
                app_id: Some("gpui-hover-exit".to_string()),
                ..Default::default()
            },
            |_, cx| cx.new(|_| HoverExit { hovered: false }),
        )
        .unwrap();
        cx.activate(true);
    });
}

#[cfg(not(target_family = "wasm"))]
fn main() {
    run_example();
}

#[cfg(target_family = "wasm")]
#[wasm_bindgen::prelude::wasm_bindgen(start)]
pub fn start() {
    gpui_platform::web_init();
    run_example();
}
```


## Self-Review Checklist:

- [x] I've reviewed my own diff for quality, security, and reliability
- [x] Unsafe blocks (if any) have justifying comments
- [x] The content adheres to Zed's UI standards
([UX/UI](https://github.com/zed-industries/zed/blob/main/CONTRIBUTING.md#uiux-checklist)
and
[icon](https://github.com/zed-industries/zed/blob/main/crates/icons/README.md)
guidelines)
- [ ] Tests cover the new/changed behavior
- [x] Performance impact has been considered and is acceptable

---

Release Notes:

- Fixed element hover state not clearing when the mouse leaves the
window
2026-07-08 20:27:47 +00:00
Oleksandr Kholiavko d9e35975c2 csv_preview: Add row filtering feature (#60339)
# Objective

CSV feature needs row filtering feature by column values. This PR
provides base implementation of it with barebones ui.

> NOTE: Sleek UI with search & proper scrolling hanling is implemented
in next PR. It's stacked on top to reduce review scope

## Solution

- New `FilterEntry` / `FilterEntryState` model in
`table_data_engine/filtering_by_column.rs` tracking per-column
applied/candidate filter values
- Filtering runs in the background (`feat: Implement background
filtering`) so large CSVs don't block the UI thread while a filter is
applied
- Filter menu entries reflect live counts and support a configurable
sort order (`FilterSortOrder`, added in `renderer/settings.rs` /
`settings.rs`)
- Filter/sort trigger buttons on column headers are hidden until hover,
using `GradientFade` (new in `ui/src/components/gradient_fade.rs`) to
fade content behind them

## Testing

Filter chain tested on csv fixtures with multiple filters applied
sequentially columns.

## Self-Review Checklist: (todo)

- [ ] I've reviewed my own diff for quality, security, and reliability
- [x] Unsafe blocks (if any) have justifying comments
- [ ] The content adheres to Zed's UI standards
([UX/UI](https://github.com/zed-industries/zed/blob/main/CONTRIBUTING.md#uiux-checklist)
and
[icon](https://github.com/zed-industries/zed/blob/main/crates/icons/README.md)
guidelines) (out of scope of this pr)
- [x] Tests cover the new/changed behavior
- [x] Performance impact has been considered and is acceptable

## Showcase

<img width="664" height="249" alt="image"
src="https://github.com/user-attachments/assets/0e9b0a91-1a27-4e0f-a8d4-fdce36735131"
/>

<img width="663" height="205" alt="image"
src="https://github.com/user-attachments/assets/0428f5c6-6aaa-4891-b010-ca79803f6613"
/>

---

Release Notes:

- Added initial row filtering UI & logic
2026-07-08 15:54:36 +00:00
Xiaobo Liu 693962917b gpui: Fix clear drag overlay when external drag ends outside window (#45759)
Release Notes:

- Fixed clear drag overlay when external drag ends outside window



When dragging files from macOS Finder over the project panel and then
dragging back to Finder, the drag overlay remained visible because the
drag state was not properly cleaned up.

The root cause was that only `draggingExited:` was handled, but not
`draggingEnded:`. On macOS:
- `draggingExited:` is called when the drag leaves the window area
- `draggingEnded:` is called when the drag operation ends entirely

When a user drags a file back to Finder and drops it there,
`draggingEnded:` is called but was not being handled.

---------

Signed-off-by: Xiaobo Liu <cppcoffee@gmail.com>
2026-07-07 10:39:29 +00:00
Nick MosherandLukas Wirth e7803a88f5 gpui: Add ParentElement impl for AnimationElement (#54145)
Hello, I've been loving using GPUI! Recently I noticed that calling
`.with_animiation()` would give an `AnimationElement<E>` which did not
allow `.child()` to be called on it. It was a quick fix, I hope it's a
quick easy merge but let me know if you'd like anything changed :)

Self-Review Checklist:

- [x] I've reviewed my own diff for quality, security, and reliability
- [x] Unsafe blocks (if any) have justifying comments
- [x] The content is consistent with the [UI/UX
checklist](https://github.com/zed-industries/zed/blob/main/CONTRIBUTING.md#uiux-checklist)
- [x] Tests cover the new/changed behavior
- [x] Performance impact has been considered and is acceptable

Release Notes:

- N/A

Co-authored-by: Lukas Wirth <lukas@zed.dev>
2026-07-07 08:59:43 +00:00
Dan DascalescuandBennet Bo Fenner 10628c3d2c agent_ui: Add in-thread search bar (#57231)
This is a narrower alternative to #54816, scoped to search only the
currently-loaded thread, excluding tool output or thinking blocks (happy
to follow up on those, see next). It uses a custom bar confined to
`agent_ui` rather than `BufferSearchBar` + `SearchableItem`, avoiding
the cross-crate plumbing that #54816 reached. Open as draft pending
direction from @benbrandt on what scope/approach would be acceptable for
in-thread search.

<img width="959" height="609" alt="image"
src="https://github.com/user-attachments/assets/8971e432-61d3-46db-a6a4-2bbd355089e7"
/>


## What this PR does

Adds a search bar to the agent panel, triggered by Ctrl+F (Cmd+F on
macOS), that lets users grep the currently-loaded thread without leaving
the agent panel; not cross-thread or cross-agent.

- Searches visible content only: user messages, assistant message
chunks, and tool-call labels. Thought blocks and rendered tool-call
content (collapsed by default) are intentionally skipped so that:
  1. The visible match count matches what the user sees.
2. The search experience is consistent between tool output blocks in the
current Zed session, ans tool output blocks from past sessions, which
are not rendered - see issue #57230
- Highlights matches inline via `Markdown::set_search_highlights` for
markdown-rendered content and
`Editor::highlight_background(HighlightKey::BufferSearchHighlights, …)`
for past user messages (rendered through `MessageEditor`'s inner
`Editor`, not through markdown).
- Next/prev navigation, case/whole-word/regex toggles (same UI as
`BufferSearchBar`).
- Returns focus to the message editor on dismiss so the user can keep
typing immediately.

<details><summary>Commits (authored by Claude 4.7 Opus, max)</summary>

### Seven logical commits

1. **`agent_ui: Add in-thread search bar`** — initial implementation:
bar UI, keymap bindings under `AcpThreadSearchBar` context, markdown
highlight plumbing, focus-restore on dismiss.
2. **`agent_ui: Add unit tests for in-thread search`** — coverage of the
matcher across entry kinds and the dismiss-clears-highlights path.
3. **`agent_ui: Limit search to visible tool-call text`** — UX fixes
from manual testing: `track_focus` so `AcpThreadSearchBar` context lands
in the editor's dispatch chain; red border on zero-match query; skip
tool-call content (only search labels).
4. **`agent_ui: Fix Esc dispatch, smart toggle, error message, skip
Thought blocks`** — round 2 of UX fixes: contribute `AcpThreadSearchBar`
context from `ThreadView` when bar is visible, smart Ctrl/Cmd+F
outside-the-bar focuses instead of closing, regex error message row,
skip `AssistantMessageChunk::Thought`.
5. **`agent_ui: Polish thread search bar — Esc routing, user-message
highlights, action forwarding`** — `search::*` action forwarders on
`ThreadView`; `cx.defer` around the activate callback (fixes a
double-borrow panic); `editor::actions::Cancel` interception so Esc
dismisses our bar instead of escaping to the workspace's
`BufferSearchBar`; user-message highlights via the inner `Editor`; muted
zero-match counter; three new gpui regression tests.
6. **agent_ui: Fix Shift+Enter shadowing in thread search bar`** —
capture-phase intercept of `editor::Newline*` on the bar's `bar_row`
element so a base keymap binding `shift-enter` at the `Editor` context
(e.g. JetBrains → `editor::NewlineBelow`) can't shadow the bar's
`agent::SelectPreviousThreadMatch`. Adds a regression test that loads
`default-linux.json` + `linux/jetbrains.json` and asserts `shift-enter`
navigates instead of inserting a newline.
7. `agent_ui: Debounce thread search, refresh on thread changes,
highlight user messages`** — last round before maintainer review: 150 ms
debounce on the match rescan; subscribe to `AcpThread` updates so
results/highlights/counter follow a streaming conversation live;
navigate the list to the entry owning the active match; `.ok()` instead
of `let _ =`; assorted cleanups; two new regression tests
(`test_thread_search_refreshes_on_new_thread_entry`,
`test_thread_search_scrolls_to_later_user_message_match`).
</details>

8 gpui tests cover the load-bearing logic (`cargo test -p agent_ui --lib
-- thread_search`). All pass.

## Manual testing

Verified on Linux against `upstream/main` `13e7c11768` (full `release`
profile, with LTO and `codegen-units=1` built and tested at that
commit). Branch since merged with `upstream/main` `a6780a5`. Of the 100
intervening upstream commits, several touch files in this diff; one
produced a real conflict in `crates/agent_ui/src/conversation_view.rs`
(`gpui::{...}` import block — both sides added new, non-overlapping
symbols; resolved by union).

- Bar opens / dismisses via Ctrl+F and Esc
- Next/prev navigation via Enter / Shift+Enter / F3 / Shift+F3 / chevron
buttons
- Case / whole-word / regex toggles via buttons and via Alt+C / Alt+W /
Alt+R (Linux)
- Highlights inside past user messages render correctly on the
`MessageEditor`'s inner `Editor`
- query text turns red on no-match; bad regex shows error message;
zero-match counter stays muted (not red)
- `search::*` actions fire from outside the bar (focus in message
editor) via the `ThreadView`-level forwarders
- Workspace pane `BufferSearchBar` is unaffected; the two bars hold
independent state
- Feature looks great in light mode and dark mode, and with various
themes
- Navigating to a match in a past user message scrolls that message into
view (its top to the viewport top)
- Results update live as the agent streams new messages while the bar is
open (debounced ~150 ms, same for typing)

[Zed agent thread search subscribe to thread
updates.webm](https://github.com/user-attachments/assets/75585fee-ba25-42ac-9dde-16c8e152fb06)

<details><summary>Full manual test plan</summary>

### Setup (preconditions for every test below unless otherwise noted)

1. Launch the dev binary: `./target/release-fast/zed --user-data-dir
~/.local/share/zed-dev-feat`
2. Open the agent panel, start a thread, send 2–3 prompts so the thread
contains:
- At least one user prompt with a distinctive substring (e.g.
`watermelon`)
   - At least one assistant message with a distinctive substring
   - At least one tool call with a known label substring
   - At least one collapsed Thinking block
3. In parallel: have at least one code editor open in a workspace pane
(some tests cross-check that path).

### Core matching

#### T-001 — Ctrl+F opens the bar with focus in query

**Status:** ✅ PASS 2026-05-15 15:30

**Repro:** With focus in the agent panel's message editor, press Ctrl+F
(Linux) / Cmd+F (macOS). The search bar appears at the top of the thread
view and the query input is focused.

#### T-002a — Active match visually distinct from inactive matches

**Status:** ✅ PASS 2026-05-15 15:30

**Repro:** Type a query that produces ≥3 matches. The current ("active")
match must be visually different from the others — different highlight
color, not just position. If they look identical, this may be a theme
issue (`search_active_match_background` vs `search_match_background` too
close on the entry's background); note the theme.

#### T-002b — User-prompt text gets inline highlight, not just match
count

**Status:** ✅ PASS 2026-05-15 17:15 (fix shipped 2026-05-15 16:15;
regression-guarded by
`test_thread_search_highlights_user_message_editor`)

**Repro:** Send a user prompt containing a distinctive substring. Then
search that substring. The user prompt text **must** show yellow
highlight, not just be counted. The bar's matcher reads from
`message.content.markdown()` but the on-screen render goes through a
`MessageEditor`; the current code only highlights via
`Markdown::set_search_highlights`, which misses the editor.

**Notes:** Fix routes user-message matches through
`Editor::highlight_background(HighlightKey::BufferSearchHighlights, …)`
— the same path `Editor`'s own `SearchableItem` impl uses.
`collect_markdowns` no longer pulls the user message's markdown
(avoiding double-counting). The bar now maintains separate
`highlighted_markdowns` and `highlighted_editors` lists for clean-up.
Match-target enum (`MatchTarget::Markdown` vs `MatchTarget::Editor`)
tags each match so active-vs-inactive re-paint can dispatch correctly.
Pending runtime verification on next `release-fast` build.

#### T-003 — Enter / Shift+Enter in bar navigates matches

**Status:** ✅ PASS 2026-05-25 14:00 (verified on `release` build)

**Repro:** With focus in the query, type a query with ≥3 matches. Press
Enter → counter `1/N → 2/N → 3/N`. Press Shift+Enter → reverses (and no
`\n`s are output in the search box). F3 / Shift+F3 same.

### Option toggles

#### T-004 — Alt+C toggles case sensitivity from inside bar

**Status:** ✅ PASS 2026-05-15 07:50

**Repro:** With focus in query, press Alt+C. `Aa` button toggles state;
results re-filter.

#### T-005 — Alt+W toggles whole-word from inside bar

**Status:** ✅ PASS 2026-05-15 15:30

**Repro:** Same as T-004, with Alt+W toggling `wd` button.

#### T-006 — Alt+R toggles regex from inside bar (Linux)

**Status:** ✅ PASS 2026-05-15 15:30 (fix shipped 2026-05-15 06:35)

**Repro:** Press Alt+R. `.*` button toggles.

**Notes:** macOS keymap (`alt-cmd-x`) left unchanged in this session —
it matches the wider macOS Zed convention.

#### T-006a — Tooltips on toggle buttons show their hotkey

**Status:** ✅ PASS 2026-05-15 15:30

**Repro:** Hover each toggle button (`Aa`, `wd`, `.*`). Tooltip shows
action name AND keybinding (e.g. "Toggle Case Sensitive · Alt+C").

### Error / empty states

#### T-007 — Empty matches: no red border on bar input

**Status:** ✅ PASS 2026-05-15 15:30

**Repro:** Type `zzzzzzz`. Query text turns red. Counter shows `0/0`.
Bar input border stays **neutral**, no red box.

#### T-008 — Bad-regex error message

**Status:** ✅ PASS 2026-05-15 15:30 (error renders aligned with the
input)

**Repro:** Switch to regex mode, type `[`. Error message appears below
bar, aligned with the input.

#### T-019 — Zero-match counter not colored red

**Status:** ✅ PASS 2026-05-15 15:30 (fix shipped 2026-05-15 06:30)

**Repro:** Type a query with no matches. The counter (`0/0`) stays
muted, **not** red. MPS-parity.

### Dismissal & re-entry

#### T-009 — Esc doesn't interrupt agent generation

**Status:** ✅ PASS 2026-05-15 15:30

**Repro:** Start a long prompt; while the agent is generating, open the
search bar and press Esc. Bar closes, generation continues.

#### T-010 — Close-X button position

**Status:** ✅ PASS 2026-05-15 15:30

**Repro:** Look at the bar. Close (X) button is on the right side, after
the nav arrows (`<` `>` `1/N` `X`). NOT free-floating left of the input.

#### T-011 — Ctrl+F in bar selects all query text

**Status:** ✅ PASS 2026-05-15 15:30

**Repro:** With bar open and query containing text, press Ctrl+F. All
query text becomes selected (next keystroke replaces).

#### T-012 — Ctrl+F outside the bar (bar already open) does not crash

**Status:** ✅ PASS 2026-05-15 15:30 (fix shipped 2026-05-15 06:30;
regression-guarded by
`test_thread_search_select_next_from_thread_view_update_does_not_panic`)

**Repro:** Bar visible, focus in the message editor (not the bar). Press
Ctrl+F. Bar gets re-focused, query text is selected. **Must not crash.**

**Notes:** Original crash also reproducible from Enter / Shift+Enter
inside the bar after a search had matches. Fix wraps the
`on_activate_match` callback's `view.update` in `cx.defer`.

#### T-021 — Esc dismisses agent bar (not the unrelated workspace pane's
BufferSearchBar)

**Status:** ✅ PASS 2026-05-15 15:30 (fix shipped 2026-05-15 14:40;
regression-guarded by `test_thread_search_editor_cancel_dismisses_bar`)

**Repro:** Open a file in a workspace pane editor (e.g.
`settings.json`). Open BufferSearchBar there. Switch focus to the agent
panel, open agent search bar, type a query. Press Esc. **The agent bar
must dismiss; the workspace pane's BufferSearchBar must remain.**

**Notes:** Root cause: `Editor::cancel` in single-line mode calls
`cx.propagate()`. The propagated `editor::actions::Cancel` walked past
our bar all the way to `Workspace`, where `BufferSearchBar::register`
had registered a workspace-wide handler that dismissed the active pane's
bar. Fix: `ThreadView` now catches `editor::actions::Cancel` when the
bar is visible.

### Action routing while bar is open, focus is in the message editor

#### T-013 — F3 / Shift+F3 from outside the bar

**Status:** ✅ PASS 2026-05-15 15:30 (Enter from outside is *expected*
not to work — message editor's `enter` binding outranks. F3 is the
canonical out-of-bar nav key.)

**Repro:** Bar open with matches, focus in message editor. Press F3 →
next match. Shift+F3 → previous.

#### T-014 — Alt+C / Alt+W / Alt+R from outside the bar

**Status:** ✅ PASS 2026-05-15 15:30 (fix shipped 2026-05-15 02:30;
`ThreadView` forwarders for `search::ToggleCaseSensitive`,
`ToggleWholeWord`, `ToggleRegex`, `FocusSearch`)

**Repro:** Bar visible, focus in message editor. Alt+C/W/R toggles the
bar's options and re-runs search.

### Nav buttons

#### T-022 — `<` / `>` chevron buttons in the bar advance match

**Status:** ✅ PASS 2026-05-15 15:30

**Repro:** With ≥2 matches, click `<` → previous. Click `>` → next.
Wraps at ends.

### Coexistence with workspace-pane buffer search

#### T-015 — Ctrl+F in a workspace-pane editor still opens
`BufferSearchBar` (no agent-panel takeover)

**Status:** ✅ PASS 2026-05-15 15:30

**Repro:** Focus a code editor in a workspace pane, press Ctrl+F. The
pane's `BufferSearchBar` opens as before; agent panel's bar does NOT
open.

#### T-016 — Independent bars: agent vs workspace pane

**Status:** ✅ PASS 2026-05-15 15:30

**Repro:** Have both bars open simultaneously. They hold independent
state (different queries, different toggles, independent dismissal).

### Tool-call content (auto-expand on match)

#### T-017 — Auto-expand collapsed tool calls on match

**Status:** ⏸️ BLOCKED (not implemented; out of scope for current
session)

**Repro:** Have a tool call whose collapsed content contains a unique
substring. Search that substring. The tool call auto-expands so the
match is visible. After dismissal, the tool call collapses again unless
the user manually expanded it before.

#### T-018 — Auto-expand collapsed Thinking blocks on match

**Status:** ⏸️ BLOCKED (not implemented; out of scope for current
session)

**Repro:** Same shape as T-017 for a collapsed Thinking block.

#### T-019 — Streaming results automatically highlighted / live thread
search

**Status:** ✅ PASS 2026-06-08

**Repro:** Send prompt "Write a 5-paragraph story about a researcher who
hated noise. The last paragraph should be a one-sentence: "So she moved
to <name of the quietest continent on Earth>" (replace that <name> with
the actual name)", then search for `Antarctica`.
</details>


## Known limitations

1. (pre-existing, not from this PR): search highlights inside markdown
table cells can be visually offset by a few characters in columns
starting with the second. The bug lives in `crates/markdown`'s render
layer - see issue #57229
2. (excluded vs. #54816 to keep the scope tight): raw tool-call
input/output JSON and terminal scrollback are not indexed.
3. Navigating to a search hit located **below the fold of a very long
user message** highlights the match but only scrolls the message's top
into view, so the hit can stay off-screen until you scroll manually.
Past user messages render through an `AutoHeight` `Editor` inside a
virtualized `List`, which can't reliably drive intra-entry autoscroll
the way markdown content does. User messages are usually shorter than a
viewport, so this is left unaddressed.
4. Plain-text search across triple-backtick fences does not match (the
fence characters live in the markdown source; regex search with explicit
fence handling does).
5. The literal text "Thinking" rendered as the thought-disclosure header
is not searchable (rendered chrome, not markdown source).



Self-Review Checklist:

- [x] I've reviewed my own diff for quality, security, and reliability
- No new `unsafe` introduced; no network, file-system, or process APIs
touched; only added dep is `search` (promoted from dev-dep to runtime),
already used by this crate's tests; `MessageEditor::editor()` accessor
widening is `pub(crate)` (in-crate only). Assessment: no new attack
surface.
- [x] Unsafe blocks (if any) have justifying comments
- [x] The content is consistent with the [UI/UX
checklist](https://github.com/zed-industries/zed/blob/main/CONTRIBUTING.md#uiux-checklist)
— partially; see "What I did NOT verify" above
- [ ] I did not verify **macOS and Windows**. Keymap entries exist for
all three platforms (`AcpThreadSearchBar` context bindings) but I only
verified Linux at runtime.
- [x] Tests cover the new/changed behavior
- [x] Performance impact has been considered and is acceptable:
regexp-searching for "t.e" in a thread almost at the context limit (919k
tokens) felt instant, and navigation among the 2100+ results occurred at
the keyboard autorepeat rate.
   - [ ] Haven't measured against the 8ms / 120fps frame budget.

Partially closes #39338

Release Notes:

- Added in-thread search to the agent panel (Ctrl/Cmd+F)

---------

Co-authored-by: Bennet Bo Fenner <bennetbo@gmx.de>
2026-06-18 13:00:24 +00:00
Cameron Mcloughlinandzed-zippy[bot] 83d4847462 a11y: Settings UI (#59429)
Adds:
- aria attributes to most UI elements in settings UI
- a new a11y API to GPUI
- a fix for a GPUI keyboard focus bug

## Accesible settings UI

Settings UI should now be fully accessible to users of assistive
technology.

**However**, there are some caveats:
- accessibility features require zed to be launched with the
`ZED_EXPERIMENTAL_A11Y=1` env var to be set
- I have not exhaustively checked every control
- There are some quite surprising keyboard focus behaviours which
predate this code
- The main Zed UI is still largely inaccessible, though a handful of
shared components will now report themselves, but the experience is
suboptimal.

For anyone wishing to try out the settings UI:
- make sure `ZED_EXPERIMENTAL_A11Y=1` is set
- open zed
- press `ctrl-,` (or `cmd+,` on a mac) to open settings UI in a separate
window

## `aria_active_descendant`

This is equivalent to the
[`aria-activedescendant`](https://developer.mozilla.org/en-US/docs/Web/Accessibility/ARIA/Reference/Attributes/aria-activedescendant)
API on the web.

It allows a container to maintain focus, while indicating that one of
its children should be active. Zed uses this for menus and combo boxes,
for example.

GPUI will report a div with `.aria_active_descendant()` as long as:
- an ancestor is focused
- only one descendant of the focused ancestor has
`.aria_active_descendant()`

Two descendants with this property where the focused node is a common
ancestor is an error.

## GPUI keyboard fix

GPUI will map a space or enter keypress to a div's `on_click` handler,
if it exists. However, the keyboard-driven path was missing some checks
that the mouseclick path has.

With this PR, for an enter/space keypress to be considered a click,
between the "key down" and "key up" events:
- there must be no other key events
- focus must not move to a different node

This fixes an existing bug with combo boxes in zed where:
- enter maps to `menu::Confirm` **on key down*
- the menu item is selected
- focus moves to the combo box
- enter then triggers the combo box's `on_click` **on key up**,
re-opening the menu

---

Release Notes:

- N/A or Added/Fixed/Improved ...

---------

Co-authored-by: zed-zippy[bot] <234243425+zed-zippy[bot]@users.noreply.github.com>
2026-06-17 17:42:38 +00:00
Bennet Bo Fenner c7ad65e468 markdown: Optimize paint_search_highlights (#59473)
Follow up to #52502

This fixes a severe hang in the markdown preview when searching for text
caused by `paint_search_highlights`. We were iterating over all lines
for each highlight, and for each highlight we called
`layout.line_layout_for_index` which internally would iterate over all
the lines of the text layout.

With this optimisation we paint all highlights in one pass. We sort the
highlight ranges, iterate through the lines and only access
`WrappedLineSegments` when we actually have a highlight in that line.

E.g. if you copy this text
(https://gist.github.com/bennetbo/e313f3023da9fec42e090177a5373152) into
the editor, open the markdown preview and search for `codex` Zed Nightly
will completely freeze. After this optimisation it is totally smooth
even in debug mode.



Release Notes:

- Improved performance when searching in markdown preview
2026-06-17 11:48:13 +00:00
Anthony Eid 7fd5ea4bf3 gpui: Fix list scroll events being reverted by pending scroll (#59002)
This PR fixes some cases where scrolling is choppy due to a user
inputting a scroll event while a list state is going through a
remeasure. Currently, the list state would ignore the user's scroll and
fall back to the pending scroll position, this PR fixes this by rebasing
the pending scroll onto the user's new scroll position.

Self-Review Checklist:

- [x] I've reviewed my own diff for quality, security, and reliability
- [x] Unsafe blocks (if any) have justifying comments
- [x] The content adheres to Zed's UI standards
([UX/UI](https://github.com/zed-industries/zed/blob/main/CONTRIBUTING.md#uiux-checklist)
and
[icon](https://github.com/zed-industries/zed/blob/main/crates/icons/README.md)
guidelines)
- [x] Tests cover the new/changed behavior
- [x] Performance impact has been considered and is acceptable

Release Notes:

- agent_panel: Improve scroll smoothness while a response is streaming
2026-06-11 04:15:10 +00:00
saberoueslati 03a8544040 tab_switcher: Middle-truncate long picker filenames (#59072)
## Context

This follow-up was inspired by Christopher’s suggestion in the review
comment on #58483: long filenames should truncate in the middle so both
the beginning and the suffix/extension remain visible.

Previously, very long filenames in picker rows could still be clipped or
end-truncated, making files with shared prefixes hard to distinguish.
This adds middle-truncation support to GPUI text overflow and applies it
to filename-focused picker surfaces: the tab switcher and the Ctrl-P
file finder. Normal editor tab bar behavior remains unchanged and
continues to use the existing title length cap.

## How to Review

- **`crates/gpui/src/style.rs`, `crates/gpui/src/styled.rs`,
`crates/gpui/src/elements/text.rs`,
`crates/gpui/src/text_system/line_wrapper.rs`**: Adds
`TextOverflow::TruncateMiddle`, wires it through text layout, and
implements middle truncation while preserving valid text runs. Very
narrow widths now show the truncation affix instead of falling back to
the abruptly clipped original text.

- **`crates/ui/src/components/label/label_like.rs`,
`crates/ui/src/components/label/label.rs`,
`crates/ui/src/components/label/highlighted_label.rs`**: Exposes middle
truncation through the shared label components.

- **`crates/workspace/src/item.rs`, `crates/editor/src/items.rs`,
`crates/workspace/src/pane.rs`,
`crates/tab_switcher/src/tab_switcher.rs`**: Adds an explicit
tab-content opt-in for middle truncation. The tab switcher enables it,
while the normal tab bar and dragged tabs keep their existing behavior.

- **`crates/file_finder/src/file_finder.rs`**: Applies middle truncation
to Ctrl-P file finder filenames and lets the path shrink from the start
so long paths do not hide important filename suffixes.

Manual test before change :

[Screencast from 2026-06-10
22-59-28.webm](https://github.com/user-attachments/assets/5e032646-a48c-45f2-8fe2-0424507fd576)

Manual test after change :

[Screencast from 2026-06-10
22-54-48.webm](https://github.com/user-attachments/assets/4b9253da-f169-4ed1-bdd5-ee71dcf49a83)


## Self-Review Checklist

- [x] I've reviewed my own diff for quality, security, and reliability
- [ ] Unsafe blocks (if any) have justifying comments
- [x] The content is consistent with the UI/UX checklist
- [x] Tests cover the new/changed behavior
- [x] Performance impact has been considered and is acceptable

Release Notes:

- Improved long filename truncation in the tab switcher and file finder
so extensions remain visible.
2026-06-11 03:23:40 +00:00
MartinYe1234 1cecd7d66a Fix agent permission row flicker when scrolled away from a tall plan (#58689)
When a pending tool call awaiting permission contains tall content (e.g.
a full plan in Claude Code plan mode) and the inline prompt is scrolled
out of view, the floating awaiting-permission row embeds that content
and can grow to consume the entire panel, squeezing the conversation
list to zero height. `ListState::item_is_above_viewport` /
`item_is_below_viewport` returned `None` for a zero-height viewport, so
the row's visibility decision oscillated from frame to frame, flickering
between the conversation and the permission prompt and making the thread
unusable.

This PR fixes the root cause and hardens the UI:

- `gpui`: `item_is_above_viewport` / `item_is_below_viewport` now answer
definitively from the last layout bounds even when the viewport is
zero-height, so callers that size sibling UI based on these queries
can't oscillate. Adds a regression test.
- `agent_ui`: adds a `Floating` tool call layout used by the
awaiting-permission row that caps the embedded tool call content with a
scrollable max height, so the row can never crowd the conversation list
out of view while keeping the permission buttons visible. Adds an
integration test that drives real window draws and asserts the row's
visibility is stable across frames.

Closes AI-372

Closes https://github.com/zed-industries/zed/issues/58564

Release Notes:

- Fixed the agent panel flickering and becoming unusable when a
permission prompt with tall content (such as a plan awaiting approval)
was scrolled out of view.
2026-06-05 18:52:11 +00:00
Mayank Verma b3bc83b57e gpui: Make tooltip show delay configurable (#58291)
Self-Review Checklist:

- [x] I've reviewed my own diff for quality, security, and reliability
- [ ] Unsafe blocks (if any) have justifying comments
- [ ] The content is consistent with the [UI/UX
checklist](https://github.com/zed-industries/zed/blob/main/CONTRIBUTING.md#uiux-checklist)
- [x] Tests cover the new/changed behavior
- [x] Performance impact has been considered and is acceptable

Release Notes:

- N/A

This adds a `tooltip_show_delay(Duration)` API so callers can override
the default 500ms delay.
2026-06-04 03:15:36 +00:00
Yara 🏳️‍⚧️ 39f7849a0f Log worst hanging tasks and actions (#57835)
We have a lot of long blocking tasks on both the foreground and
background, this is a start of getting some insight into those.

We will now log tasks running longer then 100ms on the foreground or
background. Hanging actions will also be logged including their name. We
simultaneously collect statistics on task and action performance and
send those to telemetry. This includes quantiles and averages for each
hanging task.

Finally this adds tree dev actions: 
- hang action
- hang foreground
- hang background

These cause a hang to check if hang reporting is working and in the
future telemetry.

Self-Review Checklist:

- [x] I've reviewed my own diff for quality, security, and reliability
- [x] Unsafe blocks (if any) have justifying comments
- [x] The content is consistent with the [UI/UX
checklist](https://github.com/zed-industries/zed/blob/main/CONTRIBUTING.md#uiux-checklist)
- [x] Tests cover the new/changed behavior
- [x] Performance impact has been considered and is acceptable

Closes #ISSUE

Release Notes:

- Added logging and telemetry of tasks and actions with performance
issues
2026-06-02 12:03:05 +00:00
Mayank Verma 507d043d96 gpui: Fix stuck tooltips after mouse leaves origin (#58134)
Self-Review Checklist:

- [x] I've reviewed my own diff for quality, security, and reliability
- [ ] Unsafe blocks (if any) have justifying comments
- [ ] The content is consistent with the [UI/UX
checklist](https://github.com/zed-industries/zed/blob/main/CONTRIBUTING.md#uiux-checklist)
- [x] Tests cover the new/changed behavior
- [x] Performance impact has been considered and is acceptable

Release Notes:

- N/A

I encountered this bug while building my app with GPUI where tooltips
were getting stuck when i move my mouse away from the origin element.

Zed kinda gets away with it because tab close buttons use
`visible_on_hover`, so when the mouse leaves the tab, close button
disappears. This triggers a redraw which makes GPUI recheck and hide the
tooltip.

In the "Before" version i had to trigger the recheck by moving my mouse
over an element with hover styles to make the tooltip disappear.

### Before


https://github.com/user-attachments/assets/f405620f-6d6d-4a24-8992-214180bc7b76

### After


https://github.com/user-attachments/assets/2e41fbca-af61-4f34-bd5d-ab288f34e73a
2026-06-01 06:47:23 +00:00
Smit Barmase a1d2ef6514 gpui: Add item_is_above_viewport and item_is_below_viewport APIs to ListState (#58061)
In prep for handling the above-viewport case in
https://github.com/zed-industries/zed/pull/57632, which currently only
handles below case.

This PR adds `ListState::item_is_above_viewport` and
`ListState::item_is_below_viewport` methods, which report whether a
given list item is entirely outside the current viewport. Both return
`None` when the list has not measured enough layout to answer.

Release Notes:

- N/A
2026-05-29 13:24:59 +00:00
Cameron Mcloughlin 777e16dd1f gpui: Fix panic with invalid focus IDs (#57885)
We were missing a check when setting the focused node ID, causing a
panic in accesskit's internal validation logic. Fixes the bug, and adds
some defensive logic to help mitigate potential future issues.

You can reproduce the panic by:
- turning on a screenreader
- launching zed
- opening a menu and pressing tab

This change fixes it.

Release Notes:

- N/A or Added/Fixed/Improved ...
2026-05-28 00:02:37 +00:00
1d029c5ff5 gpui: Accesskit support (#56065)
GPUI AccessKit integration

This PR is replacing #51097 , and is much more limited in scope. This PR
*ONLY* adds AccessKit support to GPUI, and doesn't touch Zed. Once this
lands, we can start adding aria attributes to Zed's components.

This PR is the first step to addressing #41138 .

Release Notes:

- N/A or Added/Fixed/Improved ...

---------

Co-authored-by: John Tur <john-tur@outlook.com>
Co-authored-by: Zed Zippy <234243425+zed-zippy[bot]@users.noreply.github.com>
Co-authored-by: Bennet Bo Fenner <bennetbo@gmx.de>
Co-authored-by: Agus Zubiaga <agus@zed.dev>
2026-05-27 18:17:59 +00:00
Conrad Irwin ba350974af Fix multiline text truncation (#57450)
Improves .text_truncate() in combination with .line_clamp()

<img width="384" height="124" alt="Screenshot 2026-05-21 at 4 28 59 PM"
src="https://github.com/user-attachments/assets/3decc78c-8d5d-4d34-84c5-4274a2d12bea"
/>
<img width="385" height="143" alt="Screenshot 2026-05-21 at 4 26 23 PM"
src="https://github.com/user-attachments/assets/f807b19a-6834-4504-9749-e16b8d68a7aa"
/>

This was previously broken because we assumed lines would break evenly.

Release Notes:

- Improved truncation of multi-line text in the UI
2026-05-21 22:40:35 +00:00
KlausUllrichandSmit Barmase 1c61cc3fc2 gpui: Fix scrollbar drag position calculation in list (#53378)
## Summary

Fixes scroll position inversion when content height changes during a
scrollbar drag (e.g. in the agent panel while streaming responses).

### Root cause

`set_offset_from_scrollbar` used the **live** `items.summary().height`
for `content_height` and computed a `drag_offset` correction (`live −
frozen`). However, `max_offset_for_scrollbar()` → `max_scroll_offset()`
already uses the **frozen** `scrollbar_drag_start_height` during drag.
This mismatch means:

1. The scrollbar computes thumb position using the frozen height range
2. `set_offset_from_scrollbar` converts that position using the live
height range
3. As content grows during drag, `drag_offset` increases
4. `(point.y - drag_offset).abs()` produces an incorrectly large value,
overshooting `scroll_max`

The `.abs()` call also masked the sign convention:
`compute_click_offset` (in `scrollbar.rs`) returns `-max_offset *
percentage` — a negative value — but `.abs()` converted it regardless of
sign, hiding the mismatch.

### Fix

- Use `scrollbar_drag_start_height` (frozen during drag) for
`content_height` in `set_offset_from_scrollbar`, matching
`max_scroll_offset()`. Both sides of the scrollbar mapping now use the
same height reference.
- Replace `(point.y - drag_offset).abs()` with `(-point.y)` to correctly
convert the negative scroll offset.
- Remove the symmetric `drag_offset` from
`scroll_px_offset_for_scrollbar`, which reported position back to the
scrollbar and suffered from the same inconsistency.
- Update existing tests to use negative offsets, matching the actual
values produced by the scrollbar component.
- Add a regression test that freezes height, grows content, drags the
scrollbar, and asserts the position is correct.

## Test plan

- [x] Existing tests updated to use correct sign convention (negative
offsets)
- [x] New regression test `test_scrollbar_drag_with_growing_content`:
verifies scroll position remains correct when content grows during a
scrollbar drag
- [ ] Manual: open agent panel, start a long generation, drag scrollbar
while content is streaming — position should track the thumb correctly

Release Notes:

- Fixed scrollbar position jumping or inverting when content height
changes during a scrollbar drag (e.g. in the agent panel while
streaming).

🤖 Generated with [Claude Code](https://claude.com/claude-code)

---------

Co-authored-by: Smit Barmase <heysmitbarmase@gmail.com>
2026-05-12 19:17:38 +00:00
KlausUllrich 51b43c90f9 gpui: Add is_scrollbar_dragging() accessor to ListState (#53380)
## Summary

Expose whether the scrollbar is currently being dragged via a new
`is_scrollbar_dragging()` method on `ListState`.

This returns `true` between `scrollbar_drag_started()` and
`scrollbar_drag_ended()` calls. It lets consumers distinguish scrollbar
drags from wheel/trackpad scrolls, which is useful for suppressing
auto-scroll or follow-tail behavior during manual scrollbar positioning.

## Test plan

- [x] Code review — one-liner accessor, delegates to existing
`scrollbar_drag_start_height` field
- [ ] Verify compilation with `cargo check -p gpui`

Release Notes:

- N/A

🤖 Generated with [Claude Code](https://claude.com/claude-code)
2026-05-12 06:24:53 +00:00
Anthony EidandRemco Smits dfd8328f7b gpui: Fix material list unstable scrollbar position (#55808)
Before this PR, `ListState` always used a proportional pending scroll
fraction to preserve the relative scroll position when list items were
resized. This caused text to creep in the agent panel when the scrollbar
was in the middle of the list while the agent was generating text,
because streaming updates changed the logical scroll top slightly.

This PR fixes that behavior by using an absolute offset when only a
subset of items is remeasured, added, or deleted, keeping the logical
top position stable.

Self-Review Checklist:

- [x] I've reviewed my own diff for quality, security, and reliability
- [x] Unsafe blocks (if any) have justifying comments
- [x] The content is consistent with the [UI/UX
checklist](https://github.com/zed-industries/zed/blob/main/CONTRIBUTING.md#uiux-checklist)
- [x] Tests cover the new/changed behavior
- [x] Performance impact has been considered and is acceptable

Closes #ISSUE

Release Notes:

- N/A

---------

Co-authored-by: Remco Smits <djsmits12@gmail.com>
2026-05-06 20:05:53 +00:00
Smit Barmase 4e28b0a3fc recent_projects: Allow bulk deleting entries without scroll jumping (#54777)
Closes #52292

This PR preserves the scroll offset of the List used in Recent Projects
while deleting items. It does that by:
- Adding the `is_scrolled_to_end` method to the GPUI list, which helps
us determine where the new selection should be, since it depends on
whether items are taking the deleted slot from below or above.
- Adding `ScrollBehavior` to `update_matches`, which lets you preserve
the scroll offset even for `List` (not `UniformList`) after a reset.

Before:


https://github.com/user-attachments/assets/e3eb7092-59ec-4b54-b57a-503555addd27

After:


https://github.com/user-attachments/assets/6929f6a0-04d7-44f9-a9b2-f9e5c077b368

Release Notes:

- Fixed the recent projects list jumping to the top after deleting a
project, so you can now bulk-delete entries by repeatedly clicking the
delete icon or pressing the keybind.
2026-05-06 14:06:48 +00:00
Agus Zubiaga b38194198b gpui: Fix anchored element size calculation with negative coordinates (#55124)
Closes #53202 

`Anchored::prepaint` computes the bounding box of its children to
determine the size used for fitting the anchored element in the window.

Previously, this calculation manually tracked the minimum origin and
maximum bottom-right point, initializing the maximum point to `(0, 0)`.
If child bounds were in negative coordinates, the maximum point could be
clamped to `(0, 0)`, inflating the computed size.

This replaces the manual min/max accumulation with `Bounds::union`,
starting from the actual child bounds instead of sentinel values. This
computes the child bounding box correctly regardless of coordinate sign.

---

Self-Review Checklist:

- [x] I've reviewed my own diff for quality, security, and reliability
- [x] Unsafe blocks (if any) have justifying comments
- [x] The content is consistent with the [UI/UX
checklist](https://github.com/zed-industries/zed/blob/main/CONTRIBUTING.md#uiux-checklist)
- [x] Tests cover the new/changed behavior
- [x] Performance impact has been considered and is acceptable

Release Notes:

- Fixed a bug where the context menu in the agent panel (and other
scrollable surfaces) would appear at the wrong location
2026-04-29 07:12:21 +00:00
Finn EversandDanilo Leal 80c4c3ec93 terminal_view: Ensure reported size does not change once content becomes scrollable (#46648)
This fixes an issue where due to the scrollbar appearing, the reported
content size would shift, causing issues in the process. We now actually
always reserve space for the scrollbar appropriately as described in
https://github.com/zed-industries/zed/pull/33636 initially.

Release Notes:

- Fixed an issue where the scrollbar could cause a layout shift in the
terminal.

---------

Co-authored-by: Danilo Leal <daniloleal09@gmail.com>
2026-04-27 22:06:01 +00:00
Smit Barmase 749fcfdfd8 gpui: Fix out-of-bounds panic rendering GIFs (#54701)
Clamp the cached `frame_index` of an `img` element when the underlying
image changes so a stale index from a previous, longer animation cannot
index out of bounds on the new image.

Release Notes:

- Fixed a panic when a GIF was replaced with one that had fewer frames
in Markdown Preview.
2026-04-24 09:46:50 +00:00
Lukas Wirth 58d3a9eef4 gpui_shared_string: Implement SharedString via smol_str (#54649)
This reduces the size of Sharedstring from 32 bytes to 24 while also
allowing for small-string optimization, meaning strings with length < 23
bytes will not actually allocate.

Release Notes:

- N/A or Added/Fixed/Improved ...
2026-04-24 08:58:26 +00:00
John Tur 7d42f276f2 Pixel snapping (#54728)
Painting primitives at non-integer pixel coordinates produces blurry
output. Pixel snapping converts layout coordinates into integer
device-pixel coordinates so painted edges land exactly on physical pixel
boundaries.

Non-integer coordinates can arise for several reasons, including:

- flex distribution, percentages, centering, and text measurement can
produce fractional element sizes and positions;
- at fractional scale factors (for example 125% or 150%), integer
logical-pixel values can map to non-integer device-pixel values.

We pixel-snap by rounding in device-pixel space, after multiplying by
`scale_factor`, so that snapping targets physical pixels. Bounds are
divided by `scale_factor` before being returned to GPUI.

Midpoints are rounded toward zero. This is a stylistic choice: a
1-logical-pixel line at 150% scale should render as 1 dp rather than 2
dp.

Pixel snapping is done in two phases:

1. Pre-layout metric snapping. Before Taffy computes layout, all
authored absolute lengths are rounded in `to_taffy`. This includes
borders, padding, gaps, and explicit sizes. Custom-measured leaf nodes
have their measured sizes rounded up to integer device-pixel lengths.
2. Post-layout edge snapping. After Taffy resolves the tree, layout
relationships such as flex shares, grid tracks, percentages, and
centering can produce new fractional edge positions. Boxes now have
edges in absolute coordinates, and snapping must decide where those
edges land on the device-pixel grid.

Ideally, post-layout snapping would satisfy:

- Edge closure. Two raw layout edges at the same absolute position
should snap to the same pixel column.
- Translation stability. A component's internal geometry should not
change when it moves to a new absolute position.

These goals are in tension because rounding is not associative. The
simple local schemes make different tradeoffs:

- Absolute edge rounding gives each window coordinate one answer, so
coincident edges always close globally. But a span's snapped length is
`round(far) - round(near)`, which may change by 1 dp as its absolute
origin moves.
- Parent-relative edge rounding rounds each child inside its parent's
coordinate space. This guarantees translation stability, but a shared
edge reached through different parents can accumulate different
rounding, causing non-closure between cousins.
- Length rounding rounds each width, height, and thickness independently
and then places boxes from those rounded lengths. Sizes stay stable
under translation, but neighboring boxes derive their shared boundary
from different sources, so closure is not guaranteed.

We apply absolute edge rounding for each element's outer box in
post-layout rounding to preserve closure. Border and padding widths are
not touched by post-layout rounding; they keep their pre-layout rounded
value so that they remain stable under translation.

This gives both closure and translation stability in the case that all
local metrics are integer device-pixel lengths. Pre-layout rounding
covers that in most cases. The exception is metrics resolved by layout
relationships, such as percentages. Outer box edges will still close
globally, and painted border widths are still snapped independently, but
the raw content-box origin can carry a 1 dp residual into descendants.

---

Fixes https://github.com/zed-industries/zed/issues/46360
Fixes https://github.com/zed-industries/zed/issues/44528
Fixes https://github.com/zed-industries/zed/issues/40282
Fixes https://github.com/zed-industries/zed/issues/42257

---


Release Notes:

- Fixed potentially blurry appearance of UI elements when using
fractional display scaling.
2026-04-24 08:31:43 +00:00
Finn EversandDanilo Leal 9b40411c6a Fix bad GitHub merge queue merge (#54721)
No, sadly, the title is not a typo. See
https://www.githubstatus.com/incidents/zsg1lk7w13cf for the context.
I'll read with joy and popcorn through that root cause analysis.

It makes literally zero sense what happened here, but for some completly
bonkers reason GitHub completely messed up the merge queue with
https://github.com/zed-industries/zed/pull/54632.

I have no idea how it happened. It makes literally zero sense. A PR
going into the merge queue should have the same LoC when getting out of
it. GitHub obviously does not check this. GitHub causes extra work with
a feature that is supposed to save time.

Thanks, I guess.

Release Notes:

- N/A

---------

Co-authored-by: Danilo Leal <daniloleal09@gmail.com>
2026-04-23 23:47:30 +00:00
2f445d4059 gpui: Fix follow_tail not re-engaging after scrollbar drag (#54570)
Fixes an inconsistency with the way scrolling interacts with the
`follow_tail` GPUI list feature:
- Scrolling normally sets `follow_state` to `FollowState::Tail {
is_following: false }`, so later scrolling to the bottom re-engages
`follow_tail`
- Scrolling by dragging the scrollbar previously set `follow_state` to
`FollowState::Normal`, preventing `follow_tail` from re-engaging after
scrolling to the bottom

As far as I can tell this behavior was unintentional, despite there
being a test that exercised this exact behavior that `follow_tail`
doesn't re-engage after dragging the scrollbar — my best guess is that
that test was derived from the bugged scrollbar handler logic, and not
based on any actual intent for scrollbar drags to prevent `follow_tail`
from re-engaging.

Self-Review Checklist:

- [x] I've reviewed my own diff for quality, security, and reliability
- [x] Unsafe blocks (if any) have justifying comments
- [x] The content is consistent with the [UI/UX
checklist](https://github.com/zed-industries/zed/blob/main/CONTRIBUTING.md#uiux-checklist)
- [x] Tests cover the new/changed behavior
- [x] Performance impact has been considered and is acceptable

Release Notes:

- Fixed agent panel auto-scroll not re-engaging after interacting with
the scrollbar

---------

Co-authored-by: Danilo Leal <67129314+danilo-leal@users.noreply.github.com>
Co-authored-by: Max Brunsfeld <maxbrunsfeld@gmail.com>
2026-04-23 18:36:41 +00:00
Danilo Leal 0ab64d6414 branch_picker: Add button to filter remote branches (#54632)
This PR brings back the button to filter remote branches when accessing
the title bar's branch picker with the mouse. It was unintentionally
removed when we introduced the new worktree picker.

Release Notes:

- N/A
2026-04-23 18:26:44 +00:00
Kirill Bulatov 5f68479937 Stop showing backtraces in default logging (#54660)
When using `.log_err()` or `.detach_and_log_err(cx)` or similar.

See also https://github.com/zed-industries/zed/pull/36404,
https://github.com/zed-industries/zed/pull/46383,
https://github.com/zed-industries/zed/pull/44896,
https://github.com/zed-industries/zed/pull/43917 and many more.

Before, a
https://github.com/zed-industries/zed/blob/62bd61a6793c5f983fbc1700825208f19d780d52/crates/languages/src/go.rs#L568
line would show a backtrace even for `.context("no cached binary")?;`
case, same as many other usages around the code:

<img width="2032" height="1162" alt="before"
src="https://github.com/user-attachments/assets/ef2188b3-74c9-4c86-82b8-9fdaed3c26ae"
/>

After:

<img width="1896" height="157" alt="after"
src="https://github.com/user-attachments/assets/a1067d9f-61f4-4833-aeab-9f1042d2514a"
/>



To show a backtrace as before, use `log_err_with_backtrace`.

Release Notes:

- Improved Zed's log output on errors
2026-04-23 14:14:11 +00:00
Jason LeeandClaude Sonnet 4.6 84dcf38dbe gpui: Improve Anchored to support center position (#47154)
Release Notes:

- N/A

Ref https://github.com/longbridge/gpui-component/pull/1956 extract my
fork version of `anchored.rs` to let GPUI to support position Anchored
at center.


https://github.com/user-attachments/assets/8d0230ed-4b75-440b-b8c3-9bde3decd141

---------

Co-authored-by: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-21 09:01:42 +00:00
David AlecrimandSmit Barmase 0ddc7d0666 Fix crash and enable GIF animation in markdown preview (#53459)
Closes #53426

Fixes a crash when previewing markdown with GIFs, and enables GIF
animation in the preview panel.

Two issues: a partially-decoded GIF could crash the preview, and GIFs in
markdown previews never animated.

The fix for GIFs with empty comment extensions (`21 fe 00`) was
implemented upstream in the `image-gif` crate (image-rs/image-gif#228)
and released as `gif 0.14.2`. This PR bumps the dependency so those GIFs
now render correctly in the markdown preview without any further changes
to Zed itself.

## Screenshot
Left=VS Code
Right=Zed


https://github.com/user-attachments/assets/7950abbc-1a79-4f01-a425-9595aa688325

Release Notes:

- Fixed a crash in certain scenarios when opening Markdown Preview with
GIFs.
- Added GIF animation support for Markdown Preview.

---------

Co-authored-by: Smit Barmase <heysmitbarmase@gmail.com>
2026-04-16 10:44:00 +03:00
Eric HolkandNathan Sobo 45c0ced8b2 cli: Add first-run prompt for default open behavior and abstract IPC transport (#53663)
This PR adds the `cli_default_open_behavior` setting and a first-run TUI
prompt
that appears when `zed <path>` is invoked without flags while existing
windows are
open and the setting hasn't been configured yet.

## What it does

### Setting and prompt

- Adds a new `cli_default_open_behavior` workspace setting with two
values:
  `existing_window` (default) and `new_window`.
- When the user runs `zed <path>` for the first time with existing Zed
windows
open, a `dialoguer::Select` prompt in the CLI asks them to choose their
  preferred behavior. The choice is persisted to `settings.json`.
- The prompt is skipped when:
  - An explicit flag (`-n`, `-e`, `-a`) is given
  - No existing Zed windows are open
  - The setting is already configured in `settings.json`
- The paths being opened are already contained in an existing workspace

### IPC transport abstraction

- Introduces a `CliResponseSink` trait in the `cli` crate that abstracts
`IpcSender<CliResponse>`, with an implementation for the real IPC
sender.
- Replaces `IpcSender<CliResponse>` with `Box<dyn CliResponseSink>` /
  `&dyn CliResponseSink` across all signatures in `open_listener.rs`:
  `OpenRequestKind::CliConnection`, `handle_cli_connection`,
`maybe_prompt_open_behavior`, `open_workspaces`, `open_local_workspace`.
- Extracts the inline CLI response loop from `main.rs` into a testable
  `cli::run_cli_response_loop` function.
- Switches the request channel from bounded `mpsc::channel(16)` to
`mpsc::unbounded()`, eliminating `smol::block_on` in the bridge thread.

### End-to-end tests

Seven new tests exercise both the CLI-side response loop and the
Zed-side
handler connected through in-memory channels, using `allow_parking()` so
the
real `cli::run_cli_response_loop` runs on an OS thread while the GPUI
executor
drives the Zed handler:

- No flags, no windows → no prompt, opens new window
- No flags, existing windows, user picks "existing window" → prompt,
setting persisted
- No flags, existing windows, user picks "new window" → prompt, setting
persisted
- Setting already configured → no prompt
- Paths already in existing workspace → no prompt
- Explicit `-e` flag → no prompt
- Explicit `-n` flag → no prompt

Existing tests that previously used `ipc::channel()` now use a
`DiscardResponseSink`, removing OS-level IPC from all tests.

Release Notes:

- Added a first-run prompt when using `zed <path>` to choose between
opening
in an existing window or a new window. The choice is saved to settings
and
  can be changed later via the `cli_default_open_behavior` setting.

---------

Co-authored-by: Nathan Sobo <nathan@zed.dev>
2026-04-10 21:37:43 -07:00
Danilo Leal 1823be5678 agent_ui: Fix "scroll to" buttons (#53232)
Follow-up to https://github.com/zed-industries/zed/pull/53101

In the process of fixing the thread view's scroll experience, we for got
to turn off the follow state tail for functions that power the scroll
buttons in the agent panel.

Release Notes:

- N/A
2026-04-06 16:19:00 -03:00
Danilo LealandMikayla Maki 2fbf83049f gpui: Refactor follow_tail implementation to fix scroll snapping bugs (#53101)
Follow up to https://github.com/zed-industries/zed/pull/53017

This PR does some significant refactoring of the `follow_tail` feature
in the GPUI list. That's only used by the agent panel's thread view and
given to the height-changing nature of streaming agent responses, we
were seeing some scroll snapping bugs upon scrolling while the thread is
generating. In the process of fixing it, we introduced a
`remeasure_items` method as an alternative to `splice` so that we could
get the remeasurement fix without scroll position changes. We already
had a `remeasure` method that did that for all of the indexes, but we
needed something more scoped out for the agent panel case, so as to not
remeasure the entire list's content on every new streamed token.

Effectively, this ends up reverting what the PR linked above introduced,
but it improved the API in the process.
 
Release Notes:

- N/A

Co-authored-by: Mikayla Maki <mikayla.c.maki@gmail.com>
2026-04-03 21:27:52 +00:00
Aleksei GusevandOleksiy Syvokon cb99ab4ac7 Add PageUp/PageDown scrolling in agent view (#52657)
Fixes #52656

Self-Review Checklist:

- [x] I've reviewed my own diff for quality, security, and reliability
- [x] Unsafe blocks (if any) have justifying comments
- [x] The content is consistent with the [UI/UX
checklist](https://github.com/zed-industries/zed/blob/main/CONTRIBUTING.md#uiux-checklist)
- [x] Tests cover the new/changed behavior
- [x] Performance impact has been considered and is acceptable

Closes #52656 

Release Notes:

- Added keybindings for scrolling in agent view

---------

Co-authored-by: Oleksiy Syvokon <oleksiy.syvokon@gmail.com>
2026-04-02 18:26:18 +00:00
Richard Feldman 0638897cf0 Fix tooltip reference cycles (#52853)
## Summary
- break tooltip back-references from stored callbacks and tasks with
weak handles
- keep the tooltip controller as the sole strong owner of tooltip
lifecycle state
- add a regression test that exercises the visible-tooltip ownership
graph directly

## Testing
- cargo test -p gpui tooltip_is_released_when_its_owner_disappears --lib

Closes AI-120

Release Notes:

- Fixed a tooltip memory leak.
2026-04-01 12:35:52 -04:00
MostlyK 086060558f gpui: Update animated image timing to pause when inactive (#52685)
- only advance frames and request animation frames while the window is
active.
- Reset last_frame_time to None when inactive to avoid fast catch-up
after resuming focus
- This fixes an issue where if you would have a gif open and lose focus,
the app tries to speedup to catch up the elapsed time


Self-Review Checklist:

- [x] I've reviewed my own diff for quality, security, and reliability
- [x] Unsafe blocks (if any) have justifying comments
- [x] The content is consistent with the [UI/UX
checklist](https://github.com/zed-industries/zed/blob/main/CONTRIBUTING.md#uiux-checklist)
- [x] Tests cover the new/changed behavior
- [x] Performance impact has been considered and is acceptable

Might Close #21563, I shall measure the performance, I originally only
intended the fix to fix the speed up issue as I faced it while working
on gifs.


Release Notes:

- N/A or Added/Fixed/Improved ...
2026-03-30 07:31:22 +00:00
hnakashimaandMrSubidubi dbb8afe676 gpui: Fix BGRA conversion for SVG rendering (#52641)
### Description
Fixes swapped red/blue channels when rendering SVG images.

#### Describe the bug

When rendering a full-color SVG into an Image object using
Image::from_bytes(ImageFormat::Svg, ...) on macOS, the resulting bitmap
has its Red and Blue channels swapped. For example, a color specified as
#38BDF8 (Light Blue) in the SVG source appears as yellowish in the
rendered GPUI view.

#### Steps to reproduce
1. Create a GPUI application. 
1. Generate or load an SVG string containing a specific color, for
example:
```xml
   <svg xmlns="http://www.w3.org/2000/svg" width="100" height="100">
     <rect width="100" height="100" fill="#38BDF8"/>
   </svg>
```
3. Load this SVG into an Image object:
```rust
   let image = Arc::new(Image::from_bytes(
       ImageFormat::Svg,
       svg_string.into_bytes(),
   ));
```
4. Display this image in a view using an img() element. 

#### Expected behavior
The rectangle should be rendered in **Light Blue (#38BDF8)**. 

#### Actual behavior
The rectangle is rendered in **Yellowish Color (#F8BD38)**.

### Self-Review Checklist:

- [X] I've reviewed my own diff for quality, security, and reliability
- [X] Unsafe blocks (if any) have justifying comments
- [X] The content is consistent with the [UI/UX
checklist](https://github.com/zed-industries/zed/blob/main/CONTRIBUTING.md#uiux-checklist)
- [X] Tests cover the new/changed behavior
- [X] Performance impact has been considered and is acceptable

### Closes #ISSUE

### Release Notes:

- Fixed swapped color channels when pasting SVG images from the
clipboard.

---------

Co-authored-by: MrSubidubi <finn@zed.dev>
2026-03-29 14:43:05 +00:00
MostlyKandJohn Tur 6694a3bd14 gpui: Implement pinch event support for X11 and Windows (#51354)
Closes #51312 

- Remove platform-specific #[cfg] gates from PinchEvent, event
  listeners, and dispatch logic in GPUI
- Windows: Intercept Ctrl+ScrollWheel (emitted by precision trackpads
  for pinch gestures) and convert them to GPUI PinchEvents
- Image Viewer: remove redundant platform-specific blocks
- X11: Bump XInput version to 2.4 and implement handlers for
  XinputGesturePinch events


- [x] Added a solid test coverage and/or screenshots from doing manual
testing
- [x] Done a self-review taking into account security and performance
aspects
- [x] Aligned any UI changes with the [UI
checklist](https://github.com/zed-industries/zed/blob/main/CONTRIBUTING.md#uiux-checklist)

Release Notes:

- Pinching gestures now available on all devices.

---------

Co-authored-by: John Tur <john-tur@outlook.com>
2026-03-28 18:41:33 -04:00
Danilo LealandRichard Feldman a3d72e5427 agent_ui: Make thread generation top-down (#52440)
Ever since we introduced the agent panel the way it is right now back in
May 2025, we wanted to make the thread generation be top-down. Now, with
the changes we're planning to launch very soon revolving around parallel
agents, doing this become even more important for a better experience.
Particularly because in the agent panel's new empty state, the message
editor is full screen. We want to minimize as much as possible layout
shift between writing your first prompt and actually submitting it. So
this means that content will stream down from your first prompt and
auto-scroll you if it goes beyond the viewport.

To pull this off, we added a `follow_tail` feature directly to the GPUI
list so that we could only call it in the thread view layer as opposed
to doing it all there.


https://github.com/user-attachments/assets/99961819-6a79-40e0-b482-dca68c829161

Release Notes:

- Agent: Made the thread generation be top-down instead of bottom-up.
Agent content now streams from the top and auto-scroll as they go beyond
the viewport.

---------

Co-authored-by: Richard Feldman <oss@rtfeldman.com>
2026-03-26 08:52:26 -03:00