Port · Build: Zed's gpui at 1a28cff
gpui and gpui_platform now come from Zed's repo by git at 1a28cff, the code gpui-pre 0.3.7 republishes, so the gallery can later build for the browser. gpui takes stacker, as 0.2.2 always did, and gpui_platform takes font-kit, without which macOS draws no text; runtime_shaders moves to gpui_platform. The API moved: focus, blur and Tab steps take cx, Corner is Anchor, shaped lines paint with an alignment, defer_draw takes a content mask, the inspector registers a factory, async updates return their value, and wrapped lines are shared, not cloned. Updates through a window context go through the window, so a closed window still ends them as it did. Where the new gpui behaves differently, Ely keeps its old intent. Holds and reveals under a resting pointer survive typing through gpui's input-modality-independent hover; previews the keyboard also moves keep the default, and the calendar's leave ignores a key press. Enter reaches a button inside the code editor, since gpui now arms a key click on the press. The event logger skips a lone modifier. A video and an image grid keep their shape in a flex column under taffy 0.13, as a picture does. AGENTS.md records the new stack and the rules this port changes; the rest of the old gpui and taffy rules are re-tested in T44c.
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@@ -137,7 +137,7 @@ impl RenderOnce for RovingFocus {
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*stop = to;
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cx.notify();
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});
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window.focus(&handles[to]);
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window.focus(&handles[to], cx);
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})
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.children(items)
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}
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@@ -172,7 +172,7 @@ impl RenderOnce for SelectionArea {
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})
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.on_mouse_down(MouseButton::Left, move |event, window, cx| {
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cx.stop_propagation();
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window.focus(&keys_to);
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window.focus(&keys_to, cx);
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at.update(cx, |area, _| area.cursor = ix);
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let adding = event.modifiers.platform || event.modifiers.shift;
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press(&pressed(&now, &held, adding), window, cx)
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+13
-10
@@ -49,9 +49,9 @@ fn settle(cx: &mut VisualTestContext) {
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}
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fn tab(stops: usize, cx: &mut VisualTestContext) {
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cx.update(|window, _| {
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window.blur();
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(0..stops).for_each(|_| window.focus_next());
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cx.update(|window, cx| {
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window.blur(cx);
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(0..stops).for_each(|_| window.focus_next(cx));
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});
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settle(cx);
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}
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@@ -234,14 +234,17 @@ fn picked(host: &Entity<Bench>, cx: &mut VisualTestContext) -> Vec<String> {
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#[gpui::test]
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fn a_band_selects_what_it_crosses(cx: &mut TestAppContext) {
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let (host, cx) = bench(area, cx);
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drag(
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at(100.0, 100.0),
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&[at(110.0, 95.0), at(150.0, 70.0), at(160.0, 60.0)],
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Modifiers::none(),
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cx,
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);
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assert_eq!(picked(&host, cx), ["b", "c"]);
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let none = Modifiers::none();
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cx.simulate_mouse_down(at(100.0, 100.0), MouseButton::Left, none);
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for step in [at(110.0, 95.0), at(150.0, 70.0), at(160.0, 60.0)] {
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cx.simulate_mouse_move(step, Some(MouseButton::Left), none);
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settle(cx);
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}
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// gpui now clears debug bounds each frame, and the band leaves on release.
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assert!(cx.debug_bounds("selection-band").is_some());
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cx.simulate_mouse_up(at(160.0, 60.0), MouseButton::Left, none);
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settle(cx);
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assert_eq!(picked(&host, cx), ["b", "c"]);
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}
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/// A press selects a tile alone, Command adds another, a press on empty space clears, and with focus Command-A takes all and Escape clears.
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