zed/crates/terminal_view
liam d2953a2b57
Hide agent actions in embedded terminal menus (#56256)
Resolves https://github.com/zed-industries/zed/issues/56138

This diff hides terminal agent actions from context menus shown by
embedded terminal views, such as terminal tool output in agent threads.
Those surfaces render through `TerminalView`, but they are not normal
interactive terminal panes, and actions like Inline Assist and Add to
Agent Thread do not currently resolve the embedded terminal as their
target.

Previously, choosing Inline Assist from terminal tool output could
target the workspace’s active editor instead of the terminal output. The
context menu now limits these agent actions to non-embedded terminal
views, so regular terminal panes keep their existing behavior while
terminal tool output no longer offers actions that cannot resolve to it.

Add to Agent Thread _could_ make sense for embedded terminal selections
in the future, but it would need explicit target-resolution support for
focused embedded terminals. This change keeps that as separate follow-up
work instead of leaving a misleading menu item that does not reliably
act on the selected tool output.

Release Notes:
- Fixed embedded terminal context menus showing agent actions that could
target the wrong item.
2026-05-20 16:03:16 +00:00
..
scripts Fix nix build (#26270) 2025-03-10 01:06:11 -07:00
src Hide agent actions in embedded terminal menus (#56256) 2026-05-20 16:03:16 +00:00
Cargo.toml terminal_view: Don't try home_dir when working locally (#53071) 2026-04-21 09:30:07 +02:00
LICENSE-GPL
README.md

Design notes:

This crate is split into two conceptual halves:

  • The terminal.rs file and the src/mappings/ folder, these contain the code for interacting with Alacritty and maintaining the pty event loop. Some behavior in this file is constrained by terminal protocols and standards. The Zed init function is also placed here.
  • Everything else. These other files integrate the Terminal struct created in terminal.rs into the rest of GPUI. The main entry point for GPUI is the terminal_view.rs file and the modal.rs file.

ttys are created externally, and so can fail in unexpected ways. However, GPUI currently does not have an API for models than can fail to instantiate. TerminalBuilder solves this by using Rust's type system to split tty instantiation into a 2 step process: first attempt to create the file handles with TerminalBuilder::new(), check the result, then call TerminalBuilder::subscribe(cx) from within a model context.

The TerminalView struct abstracts over failed and successful terminals, passing focus through to the associated view and allowing clients to build a terminal without worrying about errors.

#Input

There are currently many distinct paths for getting keystrokes to the terminal:

  1. Terminal specific characters and bindings. Things like ctrl-a mapping to ASCII control character 1, ANSI escape codes associated with the function keys, etc. These are caught with a raw key-down handler in the element and are processed immediately. This is done with the try_keystroke() method on Terminal

  2. GPU Action handlers. GPUI clobbers a few vital keys by adding bindings to them in the global context. These keys are synthesized and then dispatched through the same try_keystroke() API as the above mappings

  3. IME text. When the special character mappings fail, we pass the keystroke back to GPUI to hand it to the IME system. This comes back to us in the View::replace_text_in_range() method, and we then send that to the terminal directly, bypassing try_keystroke().

  4. Pasted text has a separate pathway.

Generally, there's a distinction between 'keystrokes that need to be mapped' and 'strings which need to be written'. I've attempted to unify these under the '.try_keystroke()' API and the .input() API (which try_keystroke uses) so we have consistent input handling across the terminal