Commit Graph
107 Commits
Author SHA1 Message Date
Nathan Sobo 0f97a62659 Remove unused method 2021-04-06 20:47:09 -06:00
Max Brunsfeld ecd5698f4a Start work on displaying modified status in tabs 2021-04-06 14:37:21 -07:00
Max Brunsfeld fbc1294133 Silence warning in text example 2021-04-06 14:36:16 -07:00
Max BrunsfeldandNathan Sobo 4e93a56e29 Vertically center linebox child element
Co-Authored-By: Nathan Sobo <nathan@zed.dev>
2021-04-06 13:03:19 -07:00
Nathan Sobo 2107e726f4 Vertically center glyphs in Line::paint based on ascender/descender for line 2021-04-06 09:15:21 -06:00
Nathan Sobo 36e0d4d37b Render example text in example via Line::paint 2021-04-06 09:15:21 -06:00
Nathan Sobo 16c0ba1f68 Open platform window before first invalidation
This ensures we have an invalidation handler present so we render the first frame in all cases.
2021-04-06 09:15:21 -06:00
Nathan Sobo 221bba6f61 WIP: Add example app to test text rendering 2021-04-06 09:15:21 -06:00
Antonio Scandurra b5b8445a47 Reduce path atlas size by using a single channel for the texture 2021-04-06 13:53:20 +02:00
Antonio Scandurra d2e30bc457 Implement SVG rendering 2021-04-06 13:46:33 +02:00
Nathan Sobo ea0aebccae Use handles to obtain entities in future callbacks
This guarantees that the spawning entity will be present and simplifies
the logic for obtaining the entity. Now we can forward the results of spawned futures and streams in the same way regardless of whether what spawned them was a model or a view.
2021-04-05 20:04:04 -06:00
Max BrunsfeldandNathan Sobo 4d7726501e Rename Task -> EntityTask (a BackgroundTask is just a Task)
Co-Authored-By: Nathan Sobo <nathan@zed.dev>
2021-04-05 17:03:42 -07:00
Max BrunsfeldandNathan Sobo 812e3f29ec Make background executor available on AppContext
Co-Authored-By: Nathan Sobo <nathan@zed.dev>
2021-04-05 16:45:55 -07:00
Max Brunsfeld b95aa282eb Remove stray print statements 2021-04-02 15:00:20 -07:00
Max Brunsfeld 668336946c Use a real FontSystem in test platform 2021-04-02 14:35:44 -07:00
Max Brunsfeld 0eda8b3c48 Remove small pieces of unused code 2021-04-02 14:26:53 -07:00
Nathan SoboandMax Brunsfeld 138f75e95f Use a condvar instead of a channel to implement finish_pending_tasks
Co-Authored-By: Max Brunsfeld <maxbrunsfeld@gmail.com>
2021-04-02 13:53:06 -06:00
Nathan SoboandMax Brunsfeld fadecaa043 Complete finish_pending_tasks future when tasks are cancelled
Co-Authored-By: Max Brunsfeld <maxbrunsfeld@gmail.com>
2021-04-02 12:42:23 -06:00
Nathan SoboandMax Brunsfeld dccc4f3121 Initialize logger in gpui tests
Co-Authored-By: Max Brunsfeld <maxbrunsfeld@gmail.com>
2021-04-02 12:42:01 -06:00
Nathan SoboandMax Brunsfeld a56ef33a52 Remove future/stream handlers when task is dropped
Co-Authored-By: Max Brunsfeld <maxbrunsfeld@gmail.com>
2021-04-02 12:03:35 -06:00
Nathan SoboandMax Brunsfeld 1dc03bab2b Remove executor::ForegroundTask wrapper
Now that smol returns the same Task as async_task, we can simply re-export the async_task::Task struct from our executor module.

Co-Authored-By: Max Brunsfeld <maxbrunsfeld@gmail.com>
2021-04-02 11:02:09 -06:00
Nathan SoboandMax Brunsfeld 4871b71e62 Fix hanging finish_pending_tasks test
Co-Authored-By: Max Brunsfeld <maxbrunsfeld@gmail.com>
2021-04-02 10:48:03 -06:00
Antonio Scandurra d1d992be59 Remove unused edge_to_point calculation in quad shader 2021-04-02 13:53:11 +02:00
Antonio Scandurra f503e32f29 Fix crash when selections exceed the container's bounds 2021-04-02 13:49:44 +02:00
Nathan Sobo 00af25da17 Inset container contents to account for container border 2021-04-01 10:31:00 -06:00
Antonio Scandurra 7a052566a5 Don't render glyphs located outside of BufferElement's bounds 2021-04-01 11:19:50 +02:00
Nathan Sobo 2efe48c127 💄 naming 2021-03-31 20:43:15 -06:00
Max Brunsfeld 7fee9ce687 Introduce a GPUI test platform, get most tests running
There are still two tests that don't pass:
* `gpui::app::tests::test_finish_pending_tasks` hangs
* `editor::buffer_view::tests::test_fold` has an assertion failure
2021-03-31 17:03:58 -07:00
Max Brunsfeld 7fb0951d42 Ensure that path windings are rendered to the right atlas texture
Fixes #5
2021-03-31 14:52:41 -07:00
Antonio ScandurraandNathan Sobo 2a616e984a Remove Overdraw
Co-Authored-By: Nathan Sobo <nathan@zed.dev>
2021-03-31 17:58:43 +02:00
Antonio ScandurraandNathan Sobo ba5640aba5 Fix tabs layout
Co-Authored-By: Nathan Sobo <nathan@zed.dev>
2021-03-31 17:57:00 +02:00
Antonio ScandurraandNathan Sobo 3649a3d939 Don't blend alpha channels
We want to use the source alpha to determine the color of the final
pixel, but we want the final pixels to be fully opaque.

Co-Authored-By: Nathan Sobo <nathan@zed.dev>
2021-03-31 16:24:28 +02:00
Antonio ScandurraandNathan Sobo 05de08d783 Round clip bounds to whole pixels
Co-Authored-By: Nathan Sobo <nathan@zed.dev>
2021-03-31 16:23:37 +02:00
Antonio Scandurra e68e06838c Render borders correctly when only a subset of the border is visible 2021-03-31 14:53:34 +02:00
Antonio Scandurra 150b60de72 Snap quads to pixel grid to avoid antialiasing them around the edges 2021-03-31 14:53:15 +02:00
Antonio Scandurra 437a2eeee2 💄 2021-03-31 10:32:53 +02:00
Antonio Scandurra bc9a6b4ea7 Remove conditional from winding number computation 2021-03-31 10:30:16 +02:00
Nathan Sobo 58ababd95f Call did_modify_range on only once per render 2021-03-30 23:07:14 -06:00
Nathan SoboandMax Brunsfeld 14eda8978c Avoid generic parameter
Co-Authored-By: Max Brunsfeld <maxbrunsfeld@gmail.com>
2021-03-30 18:05:13 -06:00
Nathan SoboandMax Brunsfeld 7b4478ee56 Optimize grouping of path sprites by layer/atlas
Avoid filtering sprites redundantly on every layer and allocating intermediate vectors to group by atlas.

Co-Authored-By: Max Brunsfeld <maxbrunsfeld@gmail.com>
2021-03-30 18:03:00 -06:00
Nathan SoboandMax Brunsfeld 5119a001fb Clear the path atlases on every frame and fix spelling
@as-cii you were right about the plural of "atlas" after all.

Co-Authored-By: Max Brunsfeld <maxbrunsfeld@gmail.com>
2021-03-30 16:56:11 -06:00
Nathan SoboandMax Brunsfeld 1ed0bd8c27 Decrease max windings to avoid problems with anti-aliasing
Co-Authored-By: Max Brunsfeld <maxbrunsfeld@gmail.com>
2021-03-30 16:34:01 -06:00
Nathan Sobo 8d05d7bf21 Fix double-borrow when synthesizing drag events 2021-03-30 14:25:47 -06:00
Nathan Sobo 48fe2587df Use correct texture size when drawing paths into atlas 2021-03-30 14:03:29 -06:00
Nathan Sobo b1a967be9b Bump max path windings to 128
This eliminates artifacts while still seeming to work with anti-aliasing.
2021-03-30 14:02:59 -06:00
Max Brunsfeld e2e442a6f2 wip 2021-03-30 12:36:18 -07:00
Antonio ScandurraandMax Brunsfeld 4ae3460cb2 Snap path sprites to pixel grid
Co-Authored-By: Max Brunsfeld <max@zed.dev>
2021-03-30 19:37:49 +02:00
Antonio Scandurra 3002f20279 WIP: Add anti-aliasing to paths and render them after spriting them 2021-03-30 16:37:12 +02:00
Antonio Scandurra 2439bd2712 Render stencils to atlas 2021-03-30 11:28:35 +02:00
Nathan SoboandMax Brunsfeld 972e4f4556 WIP
Co-Authored-By: Max Brunsfeld <maxbrunsfeld@gmail.com>
2021-03-29 22:56:47 -06:00