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