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.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
ZacharyZhang-NYandClaude Opus 5.5 committed 2026-09-28 20:30:17 -04:00
1 parent e49c93bb6f
commit 94deeaed52
199 files changed
+2513 -2643

No files matched your search

+2 -2
View File
@@ -29,7 +29,7 @@ impl Render for Icons {
fn an_icon_is_searched_walked_and_picked_from_the_keyboard(cx: &mut TestAppContext) {
setup(cx);
let (view, cx) = cx.add_window_view(|_, _| Icons { picked: None });
cx.update(|window, _| window.focus_next());
cx.update(|window, cx| window.focus_next(cx));
cx.simulate_input("arrow down");
cx.simulate_keystrokes("down right enter");
let wanted: Vec<IconName> = IconName::ALL
@@ -135,7 +135,7 @@ fn an_inline_edit_takes_tab_opens_on_enter_and_takes_focus_back(cx: &mut TestApp
cx.update(|cx| cx.bind_keys([KeyBinding::new("tab", FocusNext, None)]));
let (view, cx) = cx.add_window_view(|_, _| Titled(Vec::new()));
cx.update(|window, _| window.activate_window());
cx.update(|window, _| window.focus_next());
cx.update(|window, cx| window.focus_next(cx));
release("enter", cx);
cx.simulate_input("Stairs");
release("enter", cx);