Commit Graph
25009 Commits
Author SHA1 Message Date
Nate Butler 4e52e68a43 Finish up initial themes 2023-11-06 15:24:36 -05:00
Nate Butler d4745027be Format themes 2023-11-06 14:58:34 -05:00
Nate Butler 6c0f5f9965 Add additional themes, update theme importer 2023-11-06 14:54:21 -05:00
Mikayla a15e3f05ff WIP 2023-11-06 11:18:56 -08:00
Conrad Irwin 0a0c112b37 Use gpui instead of gpui2 consistently (#3245)
Release Notes:

N/A
2023-11-06 12:02:58 -07:00
Conrad Irwin a914935a6e Use gpui instead of gpui2 consistenytly 2023-11-06 11:50:33 -07:00
Conrad Irwin a8dca1cac8 editor2 rendering (#3244)
- Make tab bar visible
- Fix tab text colors
- Ensure panes cover the available space
- Make the close button close
- Fix bug when unsubscribe called after remove
- WIP: start on editor element
- Add hover behaviour to tabs
- Add PointingHand on tabs
- gpui2: Add on_hover events
- Tooltip on tabs
- MOAR TOOLTIPS
- Use an `IconButton` for the tab close button
- Remove unneeded type qualification
- Tooltips in mouse event handler & fix executor timer
- Move more tooltip logic into gpui2 & fix tooltip moving on paint
- Update tooltip code a bit
- Allow multiple subscriptions from one entity handle

Release Notes:

- N/A
2023-11-06 11:29:42 -07:00
Nate Butler dd2a3e2eb2 Add Nord Theme 2023-11-06 13:25:27 -05:00
Marshall Bowers 4a6516a2ab Add interactivity to Checkbox component (#3240)
This PR adds interactivity to the `Checkbox` component.

They can now be checked and unchecked by clicking them.

Release Notes:

- N/A
2023-11-06 13:22:25 -05:00
Mikayla 8dc072cae6 WIP: change over background executor test helpers 2023-11-06 10:16:08 -08:00
Conrad Irwin 20eb31b450 Merge branch 'main' into editor2-rendering 2023-11-06 11:06:43 -07:00
Conrad Irwin cd6387fc1e Allow multiple subscriptions from one entity handle 2023-11-06 11:03:14 -07:00
Antonio Scandurra 0f7125f4f2 WIP 2023-11-06 18:59:46 +01:00
Conrad Irwin d7f608c1e2 tooltip2 (#3237)
- Fix executor.timer() in gpui2
- Add support for tooltips 

[[PR Description]]

Release Notes:

- N/A
2023-11-06 10:51:01 -07:00
Nate Butler 9427239b0d Add Noctis Theme 2023-11-06 12:43:10 -05:00
Conrad Irwin 39fc3505ee Tidy up a bit better 2023-11-06 10:37:35 -07:00
Kirill Bulatov 5e44912ff2 Properly toggle diagnostics (#3243)
Follow-up of https://github.com/zed-industries/zed/pull/3236 that fixes
a bug introduced in that PR: diagnostics warning toggle stopped working.

Release Notes:

- N/A
2023-11-06 19:35:49 +02:00
Kirill Bulatov d661451e06 Properly toggle diagnostics 2023-11-06 19:29:31 +02:00
Marshall Bowers 31cfb83723 Merge branch 'main' into import-theme 2023-11-06 12:08:46 -05:00
c905d4f66d Rename fields in ThemeColors (#3242)
This PR applies a number of field renames in the `ThemeColors` struct
from the `import-theme` branch.

This will help prevent this branch from diverging too far from `main`.

Release Notes:

- N/A

---------

Co-authored-by: Nate Butler <iamnbutler@gmail.com>
Co-authored-by: Marshall Bowers <1486634+maxdeviant@users.noreply.github.com>
2023-11-06 11:53:27 -05:00
Conrad Irwin 2d7daae4a0 Use notarytool to bundle 2023-11-06 09:38:09 -07:00
Julia cbc40ef28c Actually find downloaded binary in Elixir cached binary method (#3183)
Language adapters 2.0 will systematically fix this kind of issue and
cause world peace but until we do that let's be less broken

Release Notes:

- Fixed being unable to find already downloaded Elixir-LS binary on the
file system.
2023-11-06 11:37:45 -05:00
Julia 97445f3fc3 zed2: Actually find downloaded binary in Elixir cached binary method 2023-11-06 11:31:31 -05:00
Piotr Osiewicz e75bdd4907 chore: Run multitarget build in script/bundle
This has a chance to speed up a build in case where e.g. we're single-threaded in aarch64 build; at that point the x86_64 codegen can take place. Also, MIR can probably be shared between the two architectures, further reducing build time.
2023-11-06 17:21:34 +01:00
Julia 576df9c872 Actually find downloaded binary in Elixir cached binary method 2023-11-06 11:18:36 -05:00
Nate Butler c8a3d6402d Add gruvbox source theme, strip comments 2023-11-06 11:16:09 -05:00
Nate Butler 5bee117443 Skip .DS_Store files when scanning themes folder 2023-11-06 11:03:17 -05:00
Nate Butler 3eb9ed1e1d Ignore generated themes 2023-11-06 10:59:00 -05:00
Nate Butler 3811385132 Remove unused file 2023-11-06 10:57:25 -05:00
Nate Butler a72daab08f Add Andromeda source theme 2023-11-06 10:57:15 -05:00
Piotr Osiewicz 3560f8a7bc chore: Update vue.js parser (fixes wonky HTML parsing) (#3238)
Vue.js defined a bunch of symbols in it's scanner that collided with
those defined in HTML Tree-sitter grammar. I simply removed them as they
were meant for consumption by the external parties interested in HTML
parser with Vue support - since we handle that ourselves this is not
really necessary to preserve anymore. cc was firing up a bunch of
warnings about unused symbols when I've marked those functions as
`static`, so yeah.
Release Notes:

- Fixed HTML highlighting breaking in presence of <!-- --> comments
(fixes zed-industries/community#2166).
2023-11-06 16:16:46 +01:00
Antonio Scandurra 53e7fcfd1f Paint editor background 2023-11-06 15:54:09 +01:00
Piotr Osiewicz cfa516caee chore: Update vue.js parser (fixes wonky HTML parsing)
Vue.js defined a bunch of symbols in it's scanner that collided with those defined in HTML Tree-sitter grammar. I simply removed them as they were meant for consumption by the external parties interested in HTML parser with Vue support - since we handle that ourselves this is not really necessary to preserve anymore. cc was firing up a bunch of warnings about unused symbols, so yeah.
2023-11-05 22:56:35 +01:00
Kirill Bulatov 3058c1acdf More heuristics for diagnostics updates (#3236)
Follow-up of https://github.com/zed-industries/zed/pull/3225
That PR enabled every `project::Event::DiskBasedDiagnosticsFinished` to
update the diagnostics, which turned out to be bad, Zed does query for
more diagnostics after every excerpt update, and that seems to be due to
`Event::Edited` emitted by the multibuffers created in the diagnostics
panel.

* now, instead of eagerly updating the diagnostics every time, only do
that if the panel has 0 or 1 caret placed and no changes were made in
the panel yet.
Otherwise, use previous approach and register the updated paths to defer
their update later.

* on every `update_excerpts` in the diagnostics panel, query the entire
diagnostics summary (and store it for the future comparisons), compare
old and new summaries and re-query diagnostics for every path that's not
in both summaries.
Also, query every path that was registered during the
`DiskBasedDiagnosticsFinished` updates that were not eagerly updated
before.

This way we're supposed to get all new diagnostics (for new paths added)
and re-check all old paths that might have stale diagnostics now.

* do diagnostics rechecks concurrently for every path now, speeding the
overall process

Release Notes:

- Fixed diagnostics triggering too eagerly during multicaret edits and
certain stale diagnostics not being removed in time
2023-11-05 16:17:38 +02:00
Nate Butler ec722d48fc Add checkboxes and their stories (#3235)
[[PR Description]]

Adds checkboxes and their stories.

A checkbox can be created simply by passing an id:

~~~rust
#[derive(Component)]
pub struct Checkbox {
    id: SharedString,
    checked: Selected,
    disabled: bool,
}

impl Checkbox {
    pub fn new(id: impl Into<SharedString>) -> Self {
        Self {
            id: id.into(),
            checked: Selected::Unselected,
            disabled: false,
        }
    }
    //...
}
~~~

I've documented this component rather thoroughly as an example of how
we've been thinking about building out UI elements:

~~~rs
pub fn render<V: 'static>(self, _view: &mut V, cx: &mut ViewContext<V>)
-> impl Component<V> {
        let group_id = format!("checkbox_group_{}", self.id);

        // The icon is different depending on the state of the checkbox.
        //
        // We need the match to return all the same type,
        // so we wrap the eatch result in a div.
        //
        // We are still exploring the best way to handle this.
        let icon = match self.checked {
            // When selected, we show a checkmark.
            Selected::Selected => {
                div().child(
                    IconElement::new(Icon::Check)
                        .size(crate::IconSize::Small)
                        .color(
// If the checkbox is disabled we change the color of the icon.
                            if self.disabled {
                                IconColor::Disabled
                            } else {
                                IconColor::Selected
                            },
                        ),
                )
            }
            // In an indeterminate state, we show a dash.
            Selected::Indeterminate => {
                div().child(
                    IconElement::new(Icon::Dash)
                        .size(crate::IconSize::Small)
                        .color(
// If the checkbox is disabled we change the color of the icon.
                            if self.disabled {
                                IconColor::Disabled
                            } else {
                                IconColor::Selected
                            },
                        ),
                )
            }
            // When unselected, we show nothing.
            Selected::Unselected => div(),
        };

        // A checkbox could be in an indeterminate state,
        // for example the indeterminate state could represent:
        //  - a group of options of which only some are selected
        //  - an enabled option that is no longer available
        //  - a previously agreed to license that has been updated
        //
// For the sake of styles we treat the indeterminate state as selected,
        // but it's icon will be different.
        let selected =
self.checked == Selected::Selected || self.checked ==
Selected::Indeterminate;

// We could use something like this to make the checkbox background when
selected:
        //
        // ~~~rust
        // ...
        // .when(selected, |this| {
        //     this.bg(cx.theme().colors().element_selected)
        // })
        // ~~~
        //
// But we use a match instead here because the checkbox might be
disabled,
// and it could be disabled _while_ it is selected, as well as while it
is not selected.
        let (bg_color, border_color) = match (self.disabled, selected) {
            (true, _) => (
                cx.theme().colors().ghost_element_disabled,
                cx.theme().colors().border_disabled,
            ),
            (false, true) => (
                cx.theme().colors().element_selected,
                cx.theme().colors().border,
            ),
(false, false) => (cx.theme().colors().element,
cx.theme().colors().border),
        };

        div()
// Rather than adding `px_1()` to add some space around the checkbox,
// we use a larger parent element to create a slightly larger
            // click area for the checkbox.
            .size_5()
// Because we've enlarged the click area, we need to create a
            // `group` to pass down interaction events to the checkbox.
            .group(group_id.clone())
            .child(
                div()
                    .flex()
                    // This prevent the flex element from growing
                    // or shrinking in response to any size changes
                    .flex_none()
// The combo of `justify_center()` and `items_center()`
// is used frequently to center elements in a flex container.
                    //
                    // We use this to center the icon in the checkbox.
                    .justify_center()
                    .items_center()
                    .m_1()
                    .size_4()
                    .rounded_sm()
                    .bg(bg_color)
                    .border()
                    .border_color(border_color)
// We only want the interaction states to fire when we
                    // are in a checkbox that isn't disabled.
                    .when(!self.disabled, |this| {
// Here instead of `hover()` we use `group_hover()`
                        // to pass it the group id.
                        this.group_hover(group_id.clone(), |el| {
                            el.bg(cx.theme().colors().element_hover)
                        })
                    })
                    .child(icon),
            )
    }
~~~

Release Notes:

- N/A
2023-11-05 08:37:45 -05:00
Kirill Bulatov b03d2e6ea8 Correctly update old diagnostics 2023-11-05 15:37:27 +02:00
Kirill Bulatov 321872095c Parallelize diagnostics filling, add more logs 2023-11-05 15:06:39 +02:00
Kirill Bulatov b76f28cf58 Restructure inner path data 2023-11-05 14:53:13 +02:00
Kirill Bulatov ac34ca4d30 Eagerly refresh diagnostics that do not intercept with user input 2023-11-05 14:44:22 +02:00
Kirill Bulatov 4b2bf246a9 Refresh all possibly stale diagnostics pat 2023-11-05 14:43:54 +02:00
Nate Butler 09fd938c2c Add checkboxes and their stories 2023-11-05 01:06:41 -05:00
Nate Butler 35a6f1520c Simplify toggle, some ui2 reorganization (#3234)
[[PR Description]]

A few mix organizational things in UI, as well as some toggle changes.

Simplify toggle:

```rust
/// Whether the entry is toggleable, and if so, whether it is currently toggled.
///
/// To make an element toggleable, simply add a `Toggle::Toggled(_)` and handle it's cases.
///
/// You can check if an element is toggleable with `.is_toggleable()`
///
/// Possible values:
/// - `Toggle::NotToggleable` - The entry is not toggleable
/// - `Toggle::Toggled(true)` - The entry is toggleable and toggled
/// - `Toggle::Toggled(false)` - The entry is toggleable and not toggled
#[derive(Debug, Copy, Clone, PartialEq, Eq)]
pub enum Toggle {
    NotToggleable,
    Toggled(bool),
}
```

Adds helper functions to easily get the toggle and toggleable states:

```rust
impl Toggle {
    /// Returns true if the entry is toggled (or is not toggleable.)
    ///
    /// As element that isn't toggleable is always "expanded" or "enabled"
    /// returning true in that case makes sense.
    pub fn is_toggled(&self) -> bool {
        match self {
            Self::Toggled(false) => false,
            _ => true,
        }
    }

    pub fn is_toggleable(&self) -> bool {
        match self {
            Self::Toggled(_) => true,
            _ => false,
        }
    }
}
```

Pulls `disclosure_control` out of components and creates a common def:

```rust
pub fn disclosure_control<V: 'static>(toggle: Toggle) -> impl Component<V> {
    match (toggle.is_toggleable(), toggle.is_toggled()) {
        (false, _) => div(),
        (_, true) => div().child(
            IconElement::new(Icon::ChevronDown)
                .color(IconColor::Muted)
                .size(IconSize::Small),
        ),
        (_, false) => div().child(
            IconElement::new(Icon::ChevronRight)
                .color(IconColor::Muted)
                .size(IconSize::Small),
        ),
    }
}
```

disclosure_control will likely get pulled into it's own component in the
future instead of being in toggle.

Release Notes:

- N/A
2023-11-04 12:09:41 -04:00
Nate Butler e59bf2ad35 Simplify toggle, do some reorganization 2023-11-04 11:24:31 -04:00
Antonio Scandurra 67d66e7a14 Fix compile errors, now lines are being laid out 2023-11-04 14:37:57 +01:00
Kirill Bulatov 39c3901f61 Suppress unused vars warning generated by gpui macro (#3233) 2023-11-04 14:06:42 +02:00
Kirill Bulatov f86bd3de7f Suppress unused vars warning generated by gpui macro 2023-11-04 13:54:37 +02:00
Conrad Irwin 8792716378 Update tooltip code a bit
This fixes a tiny UX bug where the tooltip would appear to move if you
hovered over an element, then moved your mouse out and back within
500ms.

The fix is to retain the task, so we can drop it to cancel it when the
mouse leaves.

Also changes the time we construct the tooltip to the time it first
shows.
2023-11-03 21:40:28 -06:00
Mikayla Maki 5ace4b8f06 Merge branch 'main' into add-collab-tests 2023-11-03 18:06:08 -07:00
Mikayla c163c12bca Get collab2 green 2023-11-03 18:01:06 -07:00
Max Brunsfeld 7b7ba5236d WIP2000 2023-11-03 16:40:37 -07:00