Closes#51198
This actually doesn't effect any of the scrollbars in Zed, as they have
a separate handler that prevents this issue from occurring
in `crates/ui/src/components/scrollbar.rs`, line 856
```rust
let current_offset = current_offset
.along(axis)
.clamp(-max_offset, Pixels::ZERO)
.abs();
```
so it is gpui specific. I still added a test case and I have a manual
test script:
<details><summary>Details</summary>
<p>
```rust
//! Reproduction of the scrollbar-offset bug in bottom-aligned `ListState`.
//!
//! Run with: cargo run -p gpui --example list_bottom_scrollbar_bug
//!
//! The list starts pinned to the bottom. Before the fix, the red scrollbar
//! thumb was pushed off the bottom of the track (invisible).
use gpui::{
App, Bounds, Context, ListAlignment, ListState, Window, WindowBounds, WindowOptions, div, list,
prelude::*, px, rgb, size,
};
use gpui_platform::application;
const ITEM_COUNT: usize = 40;
const COLORS: [u32; 4] = [0xE8F0FE, 0xFCE8E6, 0xE6F4EA, 0xFEF7E0];
struct BugRepro {
list_state: ListState,
}
impl BugRepro {
fn new() -> Self {
let list_state = ListState::new(ITEM_COUNT, ListAlignment::Bottom, px(5000.));
Self { list_state }
}
}
impl Render for BugRepro {
fn render(&mut self, _window: &mut Window, _cx: &mut Context<Self>) -> impl IntoElement {
let state = &self.list_state;
let max_offset = state.max_offset_for_scrollbar().y;
let raw_offset = -state.scroll_px_offset_for_scrollbar().y;
let viewport_h = state.viewport_bounds().size.height;
let content_h = max_offset + viewport_h;
let thumb_h = if content_h > px(0.) {
((viewport_h / content_h) * viewport_h).max(px(20.))
} else {
viewport_h
};
let thumb_top = if max_offset > px(0.) {
(raw_offset / max_offset) * (viewport_h - thumb_h)
} else {
px(0.)
};
div()
.size_full()
.flex()
.flex_row()
.bg(rgb(0xffffff))
.text_color(rgb(0x333333))
.text_xl()
.child(
div().flex_1().h_full().child(
list(state.clone(), |ix, _window, _cx| {
let height = if ix % 4 == 0 { px(70.) } else { px(40.) };
let bg = COLORS[ix % COLORS.len()];
div()
.h(height)
.w_full()
.bg(rgb(bg))
.border_b_1()
.border_color(rgb(0xcccccc))
.px_2()
.flex()
.items_center()
.child(format!("Item {ix}"))
.into_any()
})
.h_full()
.w_full(),
),
)
.child(
div()
.w(px(14.))
.h_full()
.bg(rgb(0xe0e0e0))
.relative()
.child(
div()
.absolute()
.right(px(0.))
.top(thumb_top)
.h(thumb_h)
.w(px(14.))
.rounded_sm()
.bg(rgb(0xff3333)),
),
)
}
}
fn main() {
application().run(|cx: &mut App| {
let bounds = Bounds::centered(None, size(px(400.), px(500.)), cx);
cx.open_window(
WindowOptions {
window_bounds: Some(WindowBounds::Windowed(bounds)),
..Default::default()
},
|_, cx| cx.new(|_| BugRepro::new()),
)
.unwrap();
cx.activate(true);
});
}
```
</p>
</details>
where I was able to test it out, here is a video of the new working
behavior.
https://github.com/user-attachments/assets/02e26308-da18-418b-97fc-dd52a3325dab
Release Notes:
- gpui: fixed a bug where the scollbar would disappear when using a
bottom aligned list.
---------
Co-authored-by: Mikayla Maki <mikayla.c.maki@gmail.com>
### Fixes#31865
### Problem
When navigating a picker (command palette, file finder, etc.) with the
keyboard and then hovering with the mouse, two items would appear
highlighted at the same time - one from the keyboard selection
ghost_element_selected background and one from the CSS style
ghost_element_hover background. This happened because GPUI's CSS hover
is applied at paint time independently from the Rust selection state.
### Solution
Added a keyboard_navigated: bool flag to [Picker] to track whether the
last navigation was via keyboard or mouse.
When a keyboard navigation action fires (↑, ↓, Home, End, etc.),
`keyboard_navigated` is set to true. A transparent
`block_mouse_except_scroll` overlay div is added on top of each list
item, preventing the CSS style from firing on `ListItem` children.
When the mouse moves over any item, the overlay's `on_mouse_move`
handler fires, clears keyboard_navigated, moves the selection to that
item, and re-renders - removing all overlays and restoring normal mouse
hover behavior.
The `on_hover` handler also moves the selection to whichever item the
mouse enters, so mouse navigation is fully functional.
Clicks work through the overlay since `block_mouse_except_scroll` only
affects hover hit-testing, not click events on the parent div.
### Behavior
Matches VS Code / IntelliJ — keyboard navigation suppresses hover
highlights until the mouse moves, at which point normal hover resumes.
Only one item is ever highlighted at a time.
### Video
[Screencast from 2026-03-05
19-20-16.webm](https://github.com/user-attachments/assets/7a8a543a-95f3-481f-b59d-171604e5f883)
---------
Co-authored-by: Nathan Sobo <nathan@zed.dev>
Closes#51417
I noticed this bug in the settings menu where when I opened the settings
menu, I could not scroll down through all the available options, eg. on
the initial page I wasn't able to scroll down to privacy. When I saw
that no one else had reported this issue, I figured it may be due to my
setup, and it turns out that using Aerospace, the window manager I use,
was what made this bug visible to me. Because aerospace resizes the
window right after it launches, the originally computed heights for the
list are incorrect, meaning the scroll bar is the wrong size as well.
in the relevant code there was a comment that says "If the width of the
list has changed, invalidate all cached item heights" which wasn't
incorrect per-se, but it just invalidated them without triggering any
re-computation, causing incorrect scroll bars.
My intuition is that window resizes/events that change the width of the
list bounds are fairly rare, so there shouldn't be a large performance
hit from the change.
Also implemented a test that directly showcases the behavior, if you run
the test without the change it fails, as the max_offset_for_scrollbar
will be wrong.
Videos:
Before
https://github.com/user-attachments/assets/2b680222-7071-4098-863f-519361f0756a
After:
https://github.com/user-attachments/assets/1222a299-23d7-4007-8e88-55d2daccce64
[x] Tests
[x] Video of behavior
Release Notes:
- gpui: fixed list height re-computation when the list width changes.
Closes#50624
The empty bottom section of the project panel showed a horizontal
scrollbar on hover, but scrolling didn't work there. Added a scroll
wheel handler to the blank area that forwards scroll events to the
uniform list's scroll handle, making both horizontal and vertical
scrolling work from anywhere in the panel.
Before you mark this PR as ready for review, make sure that you have:
- [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/zedindustries/zed/blob/main/CONTRIBUTING.md#uiux-checklist)
Release Notes:
- Fixed project panel empty area showing a non-functional scrollbar;
scrolling now works from anywhere in the panel
---------
Co-authored-by: MrSubidubi <finn@zed.dev>
Deferred draws previously didn't use a content mask, so you could
horizontally scroll an EP popover all the way out of the containing
pane.
This also affects other UI elements that use the deferred draw system; I
think in practice it doesn't make much difference because most of those
seem to require something in the editor to be hovered, so if you scroll
horizontally the element goes away.
Release Notes:
- Fixed being able to scroll the edit prediction popover out of the
containing pane.
Implements a basic web platform for the wasm32-unknown-unknown target
for gpui
Release Notes:
- N/A *or* Added/Fixed/Improved ...
---------
Co-authored-by: John Tur <john-tur@outlook.com>
Release Notes:
- N/A
Make this change to let `div().child(...)` support any types that have
impl `Into<SharedString>`, for example: `Cow<'static, str>`.
```rs
// From somewhere get a `Cow<'static, str>` type.
let label = Cow::Borrowed("Hello");
div()
.child(label);
```
This reduces e.g. agent_ui's LLVM lines from 1.95m to 1.7m ( -> 56009 ->
50899).
git_ui: 1.02 -> 0.917m (30700 functions -> 27496)
Overall, anything that implements `Render` should benefit. OTOH `editor`
does not, because it has a custom `Element` impl.
Release Notes:
- N/A
- Remove old attempt to sync scrolling
- Share a `ScrollAnchor` between the two sides, and be sure to resolve
it against the correct snapshot
- Allow either side to initiate an autoscroll request, and make sure
that request is processed in the same frame by the other side
Release Notes:
- N/A
---------
Co-authored-by: cameron <cameron.studdstreet@gmail.com>
Co-authored-by: Zed Zippy <234243425+zed-zippy[bot]@users.noreply.github.com>
Co-authored-by: Jakub <jakub@zed.dev>
Tackling this as I noticed a bug in the agent panel where the button to
delete a thread, which appeared only on hover, stopped showing up. PRs
#43324 and #45437 fixed stuff in applying hover styles through
`.hover()` but broke the `.on_hover()` callback. Problem was that both
methods were sharing the same `element_state.hover_state` but running at
different phases. The solution here was to add a new independent state
field for the hover listener (`hover_listener_state`) while the hover
style method keeps using `hover_state`.
Release Notes:
- Agent: Fixed a bug where the button to delete a thread stopped showing
up.
When the UI font size changes, the settings window's scrollbar would
break because list item measurements were cached and not invalidated.
We're using `ListState.measure_all()` to pre-measure all items for an
accurate scrollbar. When font size changes, these cached measurements
become stale but weren't being refreshed.
This commit fixes the issue by calling `ListState.measure_all()` when
settings change, ensuring items are re-measured on the next layout
without affecting scroll position.
Closes#43683
Release Notes:
- Fixed bug where changing the UI Font Size in the Settings UI would
break the scrollbar for the "Appearance" page
---------
Co-authored-by: Zed Zippy <234243425+zed-zippy[bot]@users.noreply.github.com>
Closes#39914
I was able to reproduce the issue on macOS using the same README.
The root cause was that `markdown_preview_view` attaches the image cache
to the root div, and while Div correctly applies that cache during
request_layout and paint, the prepaint phase didn’t have the same
context.
Markdown is rendered through a List, and `List::prepaint` renders its
items using `layout_as_root`. That meant images were getting loaded
during prepaint without the image cache in place. When that happened,
Img fell back to the global asset loader, which retains assets
indefinitely unless explicitly cleaned up.
So every image was loaded twice:
- once during layout/paint via RetainAllImageCache (correctly released
when the preview closed)
- once during prepaint via the global asset system (never released)
The result was doubled memory usage and a leak, since the globally
loaded images stuck around after the preview was closed.
Release Notes:
- Fixed a memory leak when previewing markdown files with images
Signed-off-by: Marco Mihai Condrache <52580954+marcocondrache@users.noreply.github.com>
It's been a little that we've noticed some flickering and other weird
resizing behavior with text truncation in Zed:
https://github.com/user-attachments/assets/4d5691a3-cd3d-45e0-8b96-74a4e0e273d2https://github.com/user-attachments/assets/d1d0e587-7676-4da0-8818-f4e50f0e294e
Initially, we suspected this could be due to how we calculate the length
of a line to insert truncation, which is based first on the length of
each individual character, and then second goes through a pass
calculating the line length as a whole. This could cause mismatch and
culminate in our bug.
However, even though that felt like a reasonable suspicion, I realized
something rather simple at some point: the `truncate` and
`truncate_start` methods in the `Label` didn't use `whitespace_nowrap`.
If you take Tailwind as an example, their `truncate` utility class takes
`overflow: hidden; text-overflow: ellipsis; white-space: nowrap;`. This
pointed out to a potential bug with `whitespace_nowrap` where that was
blocking truncation entirely, even though that's technically part of
what's necessary to truncate as you don't want text that will be
truncated to wrap.
Ultimately, what was happening was that the text element was caching its
layout based on its `wrap_width` but not considering its
`truncate_width`. The truncate width is essentially the new definitive
width of the text based on the available space, which was never being
computed. So the fix here was to add `truncate_width.is_none()` to the
cache validation check, so that it only uses the cached text element
size _if the truncation width is untouched_. But if that changes, we
need to account for the new width. Then, in the Label component, we
added `min_w_0` to allow the label div to shrink below its original
size, and finally, we added `whitespace_nowrap()` as the cache check
fundamentally fixed that method's problem.
In a future PR, we can basically remove the `single_line()` label method
because: 1) whenever you want a single label, you most likely want it to
truncate, and 2) most instances of `truncate` are already followed by
`single_line` in Zed today, so we can cut that part.
Result is no flickering with truncated labels!
https://github.com/user-attachments/assets/ae17cbde-0de7-42ca-98a4-22fcb452016b
Release Notes:
- Fixed a bug in GPUI where truncated text would flicker as you resized
the container in which the text was in.
Co-authored-by: Lukas Wirth <me@lukaswirth.dev>
This PR is an additive change introducing the `truncate_start` method to
labels, which gives us the ability to add an ellipsis at the beginning
of the text as opposed to the regular `truncate`. This will be generally
used for truncating file paths, where the end is typically more relevant
than the beginning, but given it's a general method, there's the
possibility to be used anywhere else, too.
<img width="500" height="690" alt="Screenshot 2025-12-17 at 12 35@2x"
src="https://github.com/user-attachments/assets/f853f5a3-60b3-4380-a11c-bb47868a4470"
/>
Release Notes:
- N/A
---------
Co-authored-by: Lukas Wirth <lukas@zed.dev>
Closes #ISSUE
Problem:
- The status bar’s pending keystroke indicator (shown next to --NORMAL--
in Vim mode) didn’t clear when focus moved to another context, e.g.
hitting g in the editor then clicking the Git panel. The keymap state
correctly canceled the prefix, but observers that render the indicator
never received a “pending input changed” notification, so the UI kept
showing stale prefixes until a new keystroke occurred.
Fix:
- The change introduces a `pending_input_changed_queued` flag and a new
helper `notify_pending_input_if_needed` which will flushes the queued
notification as soon as we have an App context. The
`pending_input_changed` now resets the flag after notifying subscribers.
Before:
https://github.com/user-attachments/assets/7bec4c34-acbf-42bd-b0d1-88df5ff099aa
After:
https://github.com/user-attachments/assets/2264dc93-3405-4d63-ad8f-50ada6733ae7
Release Notes:
- Fixed: pending keybinding prefixes on the status bar now clear
immediately when focus moves to another panel or UI context.
---------
Co-authored-by: Nathan Sobo <nathan@zed.dev>
Co-authored-by: Conrad Irwin <conrad.irwin@gmail.com>
Closes #ISSUE
Remove some intermediate allocations when reconstructing text or wrapped
text from a `TextLayout`. Currently creates a intermediate `Vec<String>`
which gets joined, when you could join an `impl Iterator<Item = &str>`
Release Notes:
- N/A *or* Added/Fixed/Improved ...
Closes#4644
Release Notes:
- Adds `MousePressureEvent`, an event that is sent anytime the touchpad
pressure changes, into `gpui`. MacOS only.
- Triggers go-to-defintion on force clicks in the editor.
This is my first contribution, let me know if I've missed something
here.
---------
Co-authored-by: Anthony Eid <anthony@zed.dev>
Co-authored-by: Antonio Scandurra <me@as-cii.com>
This PR introduces `Nearest` scrolling strategy to `UniformList`. This
is now used in completions menu and the picker to choose the appropriate
scrolling strategy depending on movement direction. Previously,
selecting the next element after the last visible item caused the menu
to scroll with `ScrollStrategy::Top`, which scrolled the whole page and
placed the next element at the top. This behavior is inconsistent,
because using `ScrollStrategy::Top` when moving up only scrolls one
element, not the whole page.
https://github.com/user-attachments/assets/ccfb238f-8f76-4a18-a18d-bbcb63340c5a
The solution is to introduce the `Nearest` scrolling strategy which will
internally choose the scrolling strategy depending on whether the new
selected item is below or above currently visible items. This ensures a
single-item scroll regardless of movement direction.
https://github.com/user-attachments/assets/8502efb8-e2c0-4ab1-bd8d-93103841a9c4
I also noticed that some functions in the file have different logic
depending on `y_flipped`. This appears related to reversing the order of
elements in the list when the completion menu appears above the cursor.
This was a feature suggested in #11200 and implemented in #23446. It
looks like this feature was reverted in #27765 and there currently seem
to be no way to have `y_flipped` to be set to `true`.
My understanding is that the opposite scroll strategy should be used if
`y_flipped`, but since there is no way to enable this feature to test it
and I don't know if the feature is ever going to be reintroduced I
decided not to include it in this PR.
Release Notes:
- gpui: Add 'Nearest' scrolling strategy to 'UniformList'
Improves formatting consistency across various docs, fixes some typos,
and adds a missing `debug_assert_paint` to `Window::on_action` and
`Window::on_action_when`.
Release Notes:
- N/A
A user on Discord requested this feature:
https://discord.com/channels/869392257814519848/1434188637389717556/1434188637389717556
I added a scrollbar setting called `completion_menu_scrollbar` to the
completion menu and defaulted it to "Never" to match past behavior.
Release Notes:
- editor: Add `editor.completion_menu_scrollbar` setting to show a
scrollbar in the completion menu
Closes#40360
This PR added heuristics to determine what variable/breakpoint list
entry has the longest width when rendered. I added this in so the
uniform list would correctly determine which item has the longest width
and use that to calculate the scrollbar size.
The heuristic can be off if a non-mono space font is used in the UI; in
most cases, it's more than accurate enough though.
Release Notes:
- debugger: Add horizontal scroll bars to variable list, memory view,
and breakpoint list
---------
Co-authored-by: MrSubidubi <dev@bahn.sh>
Closes https://github.com/zed-industries/zed/issues/39104
This fixes an issue where the preview would not work for remote buffers
in the process.
Release Notes:
- Fixed an issue where the SVG preview would not work in remote
scenarios.
- The SVG preview will now rerender on every keypress instead of only on
saves.
The issues is that the closure supplied to `request_measured_layout`
could be run multiple times with differing `known_dimensions`. This in
turn will mean we truncate the font runs once, inserting a multibyte
char at the end but then in the next iteration use those truncated runs
for possible the original untruncated string which has multibyte
characters overlapping the now truncated run end resulting in a faulty
utf8 boundary index.
Solution to this is simple, truncate a clone of the runs when needed
instead of modifying the original.
Fixes https://github.com/zed-industries/zed/issues/36925
Fixed ZED-2FF
Fixes ZED-2KM
Fixes ZED-2KK
Fixes ZED-1FF
Fixes ZED-255
Fixes ZED-2JD
Fixes ZED-2FX
Fixes ZED-2K2
Fixes ZED-2JX
Fixes ZED-2GE
Fixes ZED-2FC
Fixes ZED-2GD
Fixes ZED-2HY
Fixes ZED-2HR
Fixes ZED-2FN
Fixes ZED-2GT
Fixes ZED-2FK
Fixes ZED-2EY
Fixes ZED-27E
Fixes ZED-272
Fixes ZED-2EM
Fixes ZED-2CC
Fixes ZED-29V
Fixes ZED-25B
Fixes ZED-257
Fixes ZED-24R
Fixes ZED-24Q
Fixes ZED-23Z
Fixes ZED-227
Release Notes:
- Fixed a crash in text shaping when truncating rendered text
Re-lands https://github.com/zed-industries/zed/pull/40719, fixes the
bugs that were discovered with it and improves some more stuff in that
area
Release Notes:
- Fixed a rare issue where the extension page would stutter while
scrolling.
---------
Co-authored-by: Agus Zubiaga <agus@zed.dev>
Reverts zed-industries/zed#40719
This unveiled some bigger issues with the UniformList size computations,
which are more crucial than what was fixed here.
Release Notes:
- NOTE: BUGFIX "Fixed a rare issue where the extension page would
stutter while scrolling." was reverted due to some other issues
Reduces peak stack usage in these functions and should generally be a
bit performant.
Display map benchmark results
```
To tab point/to_tab_point/1024
time: [531.40 ns 532.10 ns 532.97 ns]
change: [-2.1824% -2.0054% -1.8125%] (p = 0.00 < 0.05)
Performance has improved.
Found 1 outliers among 100 measurements (1.00%)
1 (1.00%) high severe
To fold point/to_fold_point/1024
time: [530.81 ns 531.30 ns 531.80 ns]
change: [-2.0295% -1.9054% -1.7716%] (p = 0.00 < 0.05)
Performance has improved.
Found 3 outliers among 100 measurements (3.00%)
2 (2.00%) high mild
1 (1.00%) high severe
```
Release Notes:
- N/A *or* Added/Fixed/Improved ...
This is a follow-up PR to
https://github.com/zed-industries/zed/pull/39609, and attempts to
address hidden status bar items still contributing to the layout and
creating extra spacing.

- 203cbd634bfb1489b8afa4952d9594615a956b77 Adds a `.none()` method to
the `gpui::Styled` helper trait, so that status items can set their
display type to none inside their `render` method.
- 249f06e3de63b0ab32814f20e7105d8e2b642f02 Applies `.none()` to all the
status items.
- ~~499f564906c88336608c81615b11ebc9ab43d832~~ At first I was adding an
`is_visible` method to the `StatusBarView` trait, which would be used to
skip status bar items which would just render an empty div anyway, but I
felt duplicating the conditions for hiding the buttons between the
status items `is_visible` and `render` methods could be an attraction
for bugs, so I tried to find another approach. This commit contains
those changes, reverted immediately (if the `is_visible` approach is
preferred I can bring it back!)
- f37cb75f0519ceea1f3e1cc4f97087a5cb34b0fd (bonus!) Adds a condition to
the vim mode indicator to avoid a leading space when there are no
pending keys.
Release Notes:
- N/A
This PR improves the rendering performance of the Settings UI window by
using `gpui::list` to render only the visible contents of a settings
page, instead of rendering the full content of a page. This fixes a lag
that the editor page has in debug builds.
I also added a new field `measuring_behavior` to `ListState` that has
`Visible` and `Measured` variances. `Visible` only measures and caches
the bounds of visible items plus the overdraw pixel offset. `Measure`
will cache all items’ bounds on the first layout phase, which fixes
problems with the scrollbar size/position being miscalculated.
Release Notes:
- N/A
---------
Co-authored-by: Mikayla Maki <mikayla@zed.dev>
Co-authored-by: Ben Kunkle <ben@zed.dev>
This PR makes selecting a sub-entry in the settings UI nav bar scroll to
that section in the settings page. It also updates the selected
sub-entry when scrolling through a settings page to match what a user is
viewing on the page.
I also added a new helper method to `ScrollHandle` type called
`scroll_to_top_of_item` that scrolls until an item is the top element
visible.
Release Notes:
- N/A
Reverts zed-industries/zed#39581
This has done its job uncovering incorrect constructions of the
highlight ranges pretty fast. Reverting this to prevent this from
spilling into preview until I can fix the call sites next week