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

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+6 -5
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@@ -6,9 +6,9 @@ use std::{
use gpui::{
AnyElement, App, Axis, Bounds, Canvas, Div, ElementId, EmptyView, Entity, EntityId,
FocusHandle, InteractiveElement, IntoElement, ParentElement, Pixels, Point, RenderOnce,
ScrollHandle, StatefulInteractiveElement, StyleRefinement, Styled, Window, canvas, div, point,
prelude::*,
FocusHandle, HoverListenerMode, InteractiveElement, IntoElement, ParentElement, Pixels, Point,
RenderOnce, ScrollHandle, StatefulInteractiveElement, StyleRefinement, Styled, Window, canvas,
div, point, prelude::*,
};
use smallvec::SmallVec;
@@ -145,8 +145,8 @@ impl RenderOnce for Scrollbar {
self.handle.offset(),
);
let (span, reach, scrolled) = match self.axis {
Axis::Vertical => (view.height, max.height, -offset.y),
Axis::Horizontal => (view.width, max.width, -offset.x),
Axis::Vertical => (view.height, max.y, -offset.y),
Axis::Horizontal => (view.width, max.x, -offset.x),
};
let length = (span * (span / (span + reach))).max(min_thumb).min(span);
let travel = span - length;
@@ -292,6 +292,7 @@ impl RenderOnce for ScrollArea {
.id(self.id)
.relative()
.overflow_hidden()
.hover_listener_mode(HoverListenerMode::InputModalityIndependent)
.on_hover(move |hovered, _, cx| {
state.update(cx, |activity, cx| {
activity.hovered = *hovered;
+1 -1
View File
@@ -34,7 +34,7 @@ impl ScrollShadow {
impl RenderOnce for ScrollShadow {
fn render(self, _: &mut Window, cx: &mut App) -> impl IntoElement {
let scrolled = -self.handle.offset().y;
let reach = self.handle.max_offset().height;
let reach = self.handle.max_offset().y;
let shade = cx.theme().elevation(Elevation::Floating);
let edge = || {
div()