T24b: Agent, progress

- AgentStepList: an agent's steps down a data_display::Timeline rail,
  marked by chat::step_mark, with detail and time
- AgentPlan: items waiting, at work or done, with a count; done items go
  quiet and struck through
- chat::step_mark reads motion::changes: a check or cross that arrives pops
  in, still on first paint
- AgentStatus: a pill for planning, working, waiting, done or failed
- AgentProgress: the step at work, done of total, the time so far and a
  bar split by step; progress past its total fails loud
- SubAgentTree is lists::Tree with each agent's state as its note
- gallery: a plan the button advances, steps, statuses and a tree
This commit is contained in:
ZacharyZhang-NY committed 2026-09-26 08:25:51 -04:00
1 parent aaf212c53c
commit f4cf1ef3d7
8 files changed
+551 -41

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+7 -1
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@@ -1,3 +1,4 @@
mod progress;
mod tools;
use gpui::{AnyElement, App, IntoElement, ParentElement, Window, div};
@@ -9,7 +10,7 @@ pub const PAGE: Page = Page {
number: 24,
slug: "agent",
title: "Agent",
summary: "An assistant at work: the tools it calls and what it asks before it acts.",
summary: "An assistant at work: the tools it calls, what it asks before it acts, and how far it has come.",
render,
script: SCRIPT,
};
@@ -27,11 +28,16 @@ const SCRIPT: &[Step] = &[
Step::DownAt("agent-call", 60.0, 18.0),
Step::UpAt("agent-call", 60.0, 18.0),
Step::Wait(200),
Step::Click("agent-advance"),
Step::Wait(300),
Step::Shot("plan"),
];
fn render(window: &mut Window, cx: &mut App) -> AnyElement {
div()
.child(tools::calls(window, cx))
.child(tools::approval(window, cx))
.child(progress::steps(window, cx))
.child(progress::agents(window, cx))
.into_any_element()
}
+162
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@@ -0,0 +1,162 @@
use std::time::Duration;
use ely_gpui_component::{
agent::{AgentPlan, AgentProgress, AgentState, AgentStatus, AgentStep, AgentStepList},
buttons::{Button, ButtonVariant},
chat::StepState,
data_display::Tone,
lists::{Tree, TreeNode},
primitives::IconName,
};
use gpui::{App, IntoElement, ParentElement, Styled, Window, div, px};
use crate::{
probe::probe,
ui::{keep, section, set},
};
const PLAN: [&str; 5] = [
"Read the theme's palette",
"Measure contrast in both themes",
"Lift the accents for dark",
"Run the theme tests",
"Write the release note",
];
/// Where each item of the plan stands once `done` have finished; the next one works.
fn plan(done: usize) -> Vec<(&'static str, StepState)> {
PLAN.iter()
.enumerate()
.map(|(ix, label)| {
let state = match ix.cmp(&done) {
std::cmp::Ordering::Less => StepState::Done,
std::cmp::Ordering::Equal => StepState::Working,
std::cmp::Ordering::Greater => StepState::Waiting,
};
(*label, state)
})
.collect()
}
/// A step as the agent reports it.
fn step(title: &str, state: StepState, detail: Option<&str>, took: Option<u64>) -> AgentStep {
AgentStep {
title: title.to_string().into(),
state,
detail: detail.map(|text| text.to_string().into()),
took: took.map(Duration::from_millis),
}
}
pub fn steps(window: &mut Window, cx: &mut App) -> impl IntoElement + use<> {
let done = keep("agent-plan-done", || 2_usize, window, cx);
let now = *done.read(cx);
let state = if now == PLAN.len() {
AgentState::Done
} else {
AgentState::Working
};
let current = PLAN.get(now).copied().unwrap_or("All done");
let steps = [
step(
"Read src/theme/palette.rs",
StepState::Done,
None,
Some(340),
),
step(
"Searched the web for oklch lift",
StepState::Done,
Some("Five sources, two on contrast in dark themes."),
Some(2_100),
),
step(
"Ran the theme tests",
StepState::Failed,
Some("2 failed: lift_keeps_hue, dark_lifts_further"),
Some(12_400),
),
step("Fixing the lift for dark", StepState::Working, None, None),
step("Run the tests again", StepState::Waiting, None, None),
];
section(
"AgentStepList / TaskTimeline / AgentPlan / TodoList / AgentStatus / AgentProgress",
"An agent's work as it goes: its steps down a rail, its plan ticking off as each item finishes, where it stands in a word, and how far it has come. The button finishes the next item.",
cx,
)
.child(
div()
.flex()
.items_center()
.gap_3()
.child(AgentStatus::new("agent-status", state))
.child(AgentStatus::new("agent-status-waiting", AgentState::Waiting))
.child(AgentStatus::new("agent-status-failed", AgentState::Failed)),
)
.child(
div()
.flex()
.items_start()
.gap_8()
.child(
div()
.w(px(320.))
.flex()
.flex_col()
.gap_5()
.child(AgentPlan::new("agent-plan", "Lift the dark theme", plan(now)))
.child(
AgentProgress::new("agent-progress", current, now, PLAN.len())
.elapsed(Duration::from_secs(95 + 40 * now as u64)),
),
)
.child(div().w(px(360.)).child(AgentStepList::new("agent-steps", steps))),
)
.child(probe(
"agent-advance",
Button::new("agent-advance", "Finish the next item")
.variant(ButtonVariant::Secondary)
.disabled(now == PLAN.len())
.on_click(move |_, _, cx| {
let next = (*done.read(cx) + 1).min(PLAN.len());
set(&done, next, cx)
}),
))
}
pub fn agents(_: &mut Window, cx: &mut App) -> impl IntoElement + use<> {
let agent = |key: &str, name: &str, state: StepState| {
let (note, tone) = match state {
StepState::Waiting => ("waiting", Tone::Neutral),
StepState::Working => ("working", Tone::Neutral),
StepState::Done => ("done", Tone::Neutral),
StepState::Failed => ("failed", Tone::Danger),
};
TreeNode::new(key.to_string(), name.to_string())
.icon(IconName::Bot)
.note(note)
.tone(tone)
};
section(
"SubAgentTree",
"Agents an agent sent out, and theirs in turn, each with where it stands: lists::Tree, a node per agent with its state as its note, a failed one tinted.",
cx,
)
.child(
div().w(px(420.)).h(px(220.)).child(
Tree::new(
"agent-tree",
[agent("lead", "Lead: lift the dark theme", StepState::Working).children([
agent("research", "Research: contrast in dark themes", StepState::Done),
agent("code", "Code: change the lift", StepState::Working).children([
agent("tests", "Tests: run the theme suite", StepState::Failed),
agent("fix", "Fix: dark lifts further", StepState::Working),
]),
agent("notes", "Notes: write the release note", StepState::Waiting),
])],
)
.open(["lead", "code"])
.size_full(),
),
)
}
+2
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@@ -1,7 +1,9 @@
mod permission;
mod progress;
#[cfg(all(test, feature = "test-support"))]
mod tests;
mod tools;
pub use permission::{Permission, PermissionPrompt, ToolApprovalDialog};
pub use progress::{AgentPlan, AgentProgress, AgentState, AgentStatus, AgentStep, AgentStepList};
pub use tools::{ToolCallCard, ToolCallGroup};
+317
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@@ -0,0 +1,317 @@
use std::time::Duration;
use gpui::{
AnyElement, App, ElementId, FontWeight, IntoElement, ParentElement, RenderOnce, SharedString,
Styled, Window, div, prelude::*,
};
use crate::{
chat::{StepState, step_mark},
data_display::{Timeline, TimelineItem},
motion::{ProgressBar, Spinner},
primitives::{Icon, IconName, Severity},
theme::{ActiveTheme, IconSize, TextSize},
typography::{Ellipsis, format::took, tabular},
};
/// One step of an agent's work: what it did, where it stands, a line below, how long it took.
#[derive(Clone, Debug, PartialEq)]
pub struct AgentStep {
pub title: SharedString,
pub state: StepState,
pub detail: Option<SharedString>,
pub took: Option<Duration>,
}
/// An agent's steps down a rail, each marked by where it stands.
#[derive(IntoElement)]
pub struct AgentStepList {
id: ElementId,
steps: Vec<AgentStep>,
}
impl AgentStepList {
pub fn new(id: impl Into<ElementId>, steps: impl IntoIterator<Item = AgentStep>) -> Self {
Self {
id: id.into(),
steps: steps.into_iter().collect(),
}
}
}
impl RenderOnce for AgentStepList {
fn render(self, window: &mut Window, cx: &mut App) -> impl IntoElement {
let marks: Vec<AnyElement> = (self.steps.iter().enumerate())
.map(|(ix, step)| {
step_mark(
(self.id.clone(), format!("step-{ix}")).into(),
step.state,
window,
cx,
)
})
.collect();
let colors = cx.theme().colors.clone();
self.steps
.into_iter()
.zip(marks)
.fold(Timeline::new(), |timeline, (step, mark)| {
let title = div()
.text_color(match step.state {
StepState::Waiting => colors.fg_subtle,
_ => colors.fg,
})
.child(step.title);
let item = TimelineItem::new(title)
.marker(mark)
.when_some(step.took, |item, spent| item.time(took(spent)));
timeline.item(match step.detail {
Some(detail) => item.child(detail),
None => item,
})
})
}
}
/// An agent's plan: items waiting, at work or done, with how many are done; a done item goes quiet and struck through.
#[derive(IntoElement)]
pub struct AgentPlan {
id: ElementId,
title: SharedString,
items: Vec<(SharedString, StepState)>,
}
impl AgentPlan {
pub fn new(
id: impl Into<ElementId>,
title: impl Into<SharedString>,
items: impl IntoIterator<Item = (impl Into<SharedString>, StepState)>,
) -> Self {
Self {
id: id.into(),
title: title.into(),
items: items
.into_iter()
.map(|(label, state)| (label.into(), state))
.collect(),
}
}
}
impl RenderOnce for AgentPlan {
fn render(self, window: &mut Window, cx: &mut App) -> impl IntoElement {
let marks: Vec<AnyElement> = (self.items.iter().enumerate())
.map(|(ix, (_, state))| {
step_mark(
(self.id.clone(), format!("item-{ix}")).into(),
*state,
window,
cx,
)
})
.collect();
let theme = cx.theme();
let colors = theme.colors.clone();
let done = self
.items
.iter()
.filter(|(_, state)| *state == StepState::Done)
.count();
div()
.w_full()
.flex()
.flex_col()
.gap_2()
.text_size(theme.text_size(TextSize::Sm))
.child(
div()
.flex()
.items_center()
.gap_2()
.child(
div()
.flex_1()
.min_w_0()
.font_weight(FontWeight::MEDIUM)
.child(Ellipsis::new(self.title)),
)
.child(
tabular(div().flex_none().text_color(colors.fg_subtle))
.child(format!("{done} of {}", self.items.len())),
),
)
.children(
self.items
.into_iter()
.zip(marks)
.map(|((label, state), mark)| {
div().flex().items_center().gap_2().child(mark).child(
div()
.flex_1()
.min_w_0()
.text_color(match state {
StepState::Waiting => colors.fg_muted,
StepState::Working => colors.fg,
StepState::Done => colors.fg_subtle,
StepState::Failed => Severity::Danger.color(&colors),
})
.when(state == StepState::Done, |text| text.line_through())
.child(label),
)
}),
)
}
}
/// Where an agent stands.
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub enum AgentState {
Planning,
Working,
Waiting,
Done,
Failed,
}
impl AgentState {
pub fn label(self) -> &'static str {
match self {
Self::Planning => "Planning",
Self::Working => "Working",
Self::Waiting => "Waiting for you",
Self::Done => "Done",
Self::Failed => "Failed",
}
}
}
/// A pill that says where an agent stands, moving while it plans or works.
#[derive(IntoElement)]
pub struct AgentStatus {
id: ElementId,
state: AgentState,
}
impl AgentStatus {
pub fn new(id: impl Into<ElementId>, state: AgentState) -> Self {
Self {
id: id.into(),
state,
}
}
}
impl RenderOnce for AgentStatus {
fn render(self, _: &mut Window, cx: &mut App) -> impl IntoElement {
let theme = cx.theme();
let colors = theme.colors.clone();
let tone = match self.state {
AgentState::Planning | AgentState::Working => Severity::Info,
AgentState::Waiting => Severity::Warning,
AgentState::Done => Severity::Success,
AgentState::Failed => Severity::Danger,
};
let ink = tone.color(&colors);
let mark = match self.state {
AgentState::Planning | AgentState::Working => Spinner::new((self.id.clone(), "mark"))
.size(IconSize::Xs)
.color(ink)
.into_any_element(),
AgentState::Waiting => Icon::new(IconName::Hand)
.size(IconSize::Xs)
.color(ink)
.into_any_element(),
AgentState::Done => Icon::new(IconName::Check)
.size(IconSize::Xs)
.color(ink)
.into_any_element(),
AgentState::Failed => Icon::new(IconName::X)
.size(IconSize::Xs)
.color(ink)
.into_any_element(),
};
div()
.flex()
.items_center()
.gap_1p5()
.px_2()
.py_0p5()
.rounded_full()
.bg(tone.subtle(&colors))
.text_size(theme.text_size(TextSize::Xs))
.font_weight(FontWeight::MEDIUM)
.text_color(ink)
.child(mark)
.child(self.state.label())
}
}
/// How far an agent has come: the step at work, how many are done of how many, the time so far, and a bar split by step.
#[derive(IntoElement)]
pub struct AgentProgress {
id: ElementId,
current: SharedString,
done: usize,
total: usize,
elapsed: Option<Duration>,
}
impl AgentProgress {
pub fn new(
id: impl Into<ElementId>,
current: impl Into<SharedString>,
done: usize,
total: usize,
) -> Self {
assert!(total > 0 && done <= total, "progress of {done} in {total}");
Self {
id: id.into(),
current: current.into(),
done,
total,
elapsed: None,
}
}
pub fn elapsed(mut self, elapsed: Duration) -> Self {
self.elapsed = Some(elapsed);
self
}
}
impl RenderOnce for AgentProgress {
fn render(self, _: &mut Window, cx: &mut App) -> impl IntoElement {
let theme = cx.theme();
let colors = theme.colors.clone();
div()
.w_full()
.flex()
.flex_col()
.gap_2()
.text_size(theme.text_size(TextSize::Sm))
.child(
div()
.flex()
.items_center()
.gap_2()
.child(
div()
.flex_1()
.min_w_0()
.text_color(colors.fg)
.child(Ellipsis::new(self.current)),
)
.child(
tabular(div().flex_none().text_color(colors.fg_subtle))
.child(format!("{} of {}", self.done, self.total)),
)
.children(self.elapsed.map(|spent| {
tabular(div().flex_none().text_color(colors.fg_subtle)).child(took(spent))
})),
)
.child(
ProgressBar::new((self.id, "bar"), self.done as f32 / self.total as f32)
.segments(self.total),
)
}
}
+7 -1
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@@ -3,7 +3,7 @@ use gpui::{
TestAppContext, VisualTestContext, Window, div,
};
use super::{Permission, PermissionPrompt, ToolApprovalDialog};
use super::{AgentProgress, Permission, PermissionPrompt, ToolApprovalDialog};
use crate::{forms, primitives::FocusNext, theme::Theme};
/// An approval dialog while open, and the answers it gave.
@@ -123,3 +123,9 @@ fn the_prompt_walks_deny_always_then_once(cx: &mut TestAppContext) {
[Permission::Once]
);
}
#[test]
#[should_panic(expected = "progress of 6 in 5")]
fn progress_past_its_total_fails_loud() {
let _ = AgentProgress::new("progress", "Writing", 6, 5);
}
+2 -1
View File
@@ -98,6 +98,7 @@ impl RenderOnce for ToolCallCard {
let open = *state.read(cx);
let opens = self.arguments.is_some() || self.result.is_some();
let failed = self.status == StepState::Failed;
let mark = step_mark((self.id.clone(), "mark").into(), self.status, window, cx);
let theme = cx.theme();
let colors = theme.colors.clone();
let label = |text: &'static str| {
@@ -120,7 +121,7 @@ impl RenderOnce for ToolCallCard {
opens.then_some(state),
cx,
)
.child(step_mark((self.id.clone(), "mark").into(), self.status, cx))
.child(mark)
.child(
div()
.min_w_0()
+49 -33
View File
@@ -1,15 +1,15 @@
use std::{ops::Range, rc::Rc};
use gpui::{
AnyElement, App, ElementId, FontWeight, HighlightStyle, InteractiveElement, IntoElement,
MouseButton, ParentElement, RenderOnce, SharedString, StatefulInteractiveElement, Styled,
StyledText, Window, div, prelude::*, transparent_black,
Animation, AnimationExt, AnyElement, App, ElementId, FontWeight, HighlightStyle, Hsla,
InteractiveElement, IntoElement, MouseButton, ParentElement, RenderOnce, SharedString,
StatefulInteractiveElement, Styled, StyledText, Window, div, prelude::*, transparent_black,
};
use super::cite::Source;
use crate::{
forms::Run,
motion::Spinner,
motion::{self, Spinner},
primitives::{FocusRing, Icon, IconName},
theme::{ActiveTheme, IconSize, Radius, TextSize},
typography::{Ellipsis, tabular},
@@ -24,19 +24,31 @@ pub enum StepState {
Failed,
}
/// A step's mark in an icon's box: a dot waiting, a spinner working, a check done, a cross failed.
pub(crate) fn step_mark(id: ElementId, state: StepState, cx: &App) -> AnyElement {
/// A step's mark in an icon's box: a dot waiting, a spinner working, a check done, a cross failed. A check or cross that arrives pops in.
pub(crate) fn step_mark(
id: ElementId,
state: StepState,
window: &mut Window,
cx: &mut App,
) -> AnyElement {
let changes = motion::changes((id.clone(), "changes"), state, window, cx);
let theme = cx.theme();
let colors = &theme.colors;
let pop = |icon: IconName, ink: Hsla| {
let icon = Icon::new(icon).size(IconSize::Sm).color(ink);
if changes == 0 {
return icon.into_any_element();
}
icon.with_animation(
(id.clone(), format!("pop-{changes}")),
Animation::new(motion::duration(motion::FAST, cx)).with_easing(motion::ease_out_cubic),
move |icon, t| icon.scale(0.6 + 0.4 * t).color(ink.opacity(t)),
)
.into_any_element()
};
let mark = match state {
StepState::Done => Icon::new(IconName::Check)
.size(IconSize::Sm)
.color(colors.success)
.into_any_element(),
StepState::Failed => Icon::new(IconName::X)
.size(IconSize::Sm)
.color(colors.danger)
.into_any_element(),
StepState::Done => pop(IconName::Check, colors.success),
StepState::Failed => pop(IconName::X, colors.danger),
StepState::Working => Spinner::new(id).size(IconSize::Sm).into_any_element(),
StepState::Waiting => div()
.size(theme.status_dot())
@@ -77,7 +89,17 @@ impl SearchProgress {
}
impl RenderOnce for SearchProgress {
fn render(self, _: &mut Window, cx: &mut App) -> impl IntoElement {
fn render(self, window: &mut Window, cx: &mut App) -> impl IntoElement {
let marks: Vec<AnyElement> = (self.steps.iter().enumerate())
.map(|(ix, (_, state))| {
step_mark(
(self.id.clone(), format!("step-{ix}")).into(),
*state,
window,
cx,
)
})
.collect();
let theme = cx.theme();
let colors = theme.colors.clone();
div()
@@ -88,24 +110,18 @@ impl RenderOnce for SearchProgress {
.children(
self.steps
.into_iter()
.enumerate()
.map(|(ix, (label, state))| {
let id = (self.id.clone(), format!("step-{ix}")).into();
div()
.flex()
.items_center()
.gap_2()
.child(step_mark(id, state, cx))
.child(
div()
.text_color(match state {
StepState::Waiting => colors.fg_subtle,
StepState::Working => colors.fg,
StepState::Done => colors.fg_muted,
StepState::Failed => colors.danger,
})
.child(label),
)
.zip(marks)
.map(|((label, state), mark)| {
div().flex().items_center().gap_2().child(mark).child(
div()
.text_color(match state {
StepState::Waiting => colors.fg_subtle,
StepState::Working => colors.fg,
StepState::Done => colors.fg_muted,
StepState::Failed => colors.danger,
})
.child(label),
)
}),
)
}
+5 -5
View File
@@ -171,11 +171,11 @@
## T24b Agent · Progress
- [ ] AgentStepList / TaskTimeline
- [ ] AgentPlan / TodoList
- [ ] AgentStatus
- [ ] AgentProgress
- [ ] SubAgentTree
- [x] AgentStepList / TaskTimeline → `agent::AgentStepList`, over `data_display::Timeline`
- [x] AgentPlan / TodoList → `agent::AgentPlan`, marks that pop in as items finish
- [x] AgentStatus
- [x] AgentProgress
- [x] SubAgentTree → `lists::Tree`, a node per agent with its state as note and tone
## T24c Agent · Changes