zed/crates/inspector_ui
Yara 🏳️‍⚧️ 73126dcb81
editor: Introduce Bookmarks (#54174)
Adds basic bookmark functionality to the editor, allowing users to mark
lines and later navigate between them. This is an MVP and will later be
expanded with a picker, vim marks integration and syntax tree based
bookmark positions. In this MVP bookmarks shift under external edits.

# UI
## Adding/Removing bookmarks
To add a bookmark:
- run the toggle bookmark action 
- hold secondary and click in the gutter
- open the context menu by right clicking in the gutter and select add
bookmark To remove a bookmark:
- run the toggle bookmark action 
- click on the bookmarks icon in the gutter
- open the context menu by right clicking in the gutter and select
remove bookmark

remove all bookmarks with `workspace: clear bookmarks`


# Implementation
This mirrors the implementation of breakpoints. The rendering of the
gutter was refactored to make place for bookmark icons and buttons:
- Code was extracted to a `Gutter` struct
- Runnables, breakpoints and bookmarks are now collected ahead of
layouting. Just before layouting we remove the items that collide and do
not have priority.
- The `phantom_breakpoint` is replaced by a `gutter_hover_button`

## In depth phantom breakpoint discussion:
This was phantom_breakpoint. It worked as follows:
 - A fake breakpoint was added to the list of breakpoints.
- While rendering the breakpoints it a breakpoint turned out to be fake
it would get a different description and look.
- The breakpoint list was edited run_indicators ("play buttons")
rendering to removes the fake breakpoint if it collided.

This would not scale to more functionality. Now we only render
breakpoints, bookmarks and run indicators. Then we render a button if
there is not breakpoint, bookmark or run indicator already present. We
can do so since the rendering of such "gutter indicators" has been
refactored into two phases:
 - collect the items.
 - render them if no higher priority item collides.

This is far easier and more readable which enabled me to easily take the
phantom_breakpoint system and use it for placing bookmarks as well :)

Note: this was previously merged but it needed a better squashed commit
message. For the actual PR see: 51404. This reverts commit
7e523a2d2b.

Release Notes:

- Added Bookmarks

Co-authored-by: Austin Cummings <me@austincummings.com>
2026-04-17 13:54:43 +02:00
..
src editor: Introduce Bookmarks (#54174) 2026-04-17 13:54:43 +02:00
build.rs Add initial element inspector for Zed development (#31315) 2025-05-23 23:08:59 +00:00
Cargo.toml theme: Split out theme_settings crate (#52569) 2026-03-27 14:41:25 +01:00
LICENSE-GPL Add initial element inspector for Zed development (#31315) 2025-05-23 23:08:59 +00:00
README.md Fix a number of spelling mistakes (#38281) 2025-09-16 19:18:39 +00:00

Inspector

This is a tool for inspecting and manipulating rendered elements in Zed. It is only available in debug builds. Use the dev::ToggleInspector action to toggle inspector mode and click on UI elements to inspect them.

Current features

  • Picking of elements via the mouse, with scroll wheel to inspect occluded elements.

  • Temporary manipulation of the selected element.

  • Layout info for Div.

  • Both Rust and JSON-based style manipulation of Div style. The rust style editor only supports argumentless Styled and StyledExt method calls.

  • Navigation to code that constructed the element.

Known bugs

JSON style editor undo history doesn't get reset

The JSON style editor appends to its undo stack on every change of the active inspected element.

I attempted to fix it by creating a new buffer and setting the buffer associated with the json_style_buffer entity. Unfortunately this doesn't work because the language server uses the version: clock::Global to figure out the changes, so would need some way to start the new buffer's text at that version.

        json_style_buffer.update(cx, |json_style_buffer, cx| {
            let language = json_style_buffer.language().cloned();
            let file = json_style_buffer.file().cloned();

            *json_style_buffer = Buffer::local("", cx);

            json_style_buffer.set_language(language, cx);
            if let Some(file) = file {
                json_style_buffer.file_updated(file, cx);
            }
        });

Future features

  • Action and keybinding for entering pick mode.

  • Ability to highlight current element after it's been picked.

  • Info and manipulation of element types other than Div.

  • Indicate when the picked element has disappeared.

  • To inspect elements that disappear, it would be helpful to be able to pause the UI.

  • Hierarchy view?

Methods that take arguments in Rust style editor

Could use TreeSitter to parse out the fluent style method chain and arguments. Tricky part of this is completions - ideally the Rust Analyzer already being used by the developer's Zed would be used.

Edit original code in Rust style editor

Two approaches:

  1. Open an excerpt of the original file.

  2. Communicate with the Zed process that has the repo open - it would send the code for the element. This seems like a lot of work, but would be very nice for rapid development, and it would allow use of rust analyzer.

With both approaches, would need to record the buffer version and use that when referring to source locations, since editing elements can cause code layout shift.

Source location UI improvements

  • Mode to navigate to source code on every element change while picking.

  • Tracking of more source locations - currently the source location is often in a ui component. Ideally this would have a way for the components to indicate that they are probably not the source location the user is looking for.

    • Could have InspectorElementId be Vec<(ElementId, Option<Location>)>, but if there are multiple code paths that construct the same element this would cause them to be considered different.

    • Probably better to have a separate Vec<Option<Location>> that uses the same indices as GlobalElementId.

Persistent modification

Currently, element modifications disappear when picker mode is started. Handling this well is tricky. Potential features:

  • Support modifying multiple elements at once. This requires a way to specify which elements are modified - possibly wildcards in a match of the InspectorElementId path. This might default to ignoring all numeric parts and just matching on the names.

  • Show a list of active modifications in the UI.

  • Support for modifications being partial overrides instead of snapshots. A trickiness here is that multiple modifications may apply to the same element.

  • The code should probably distinguish the data that is provided by the element and the modifications from the inspector. Currently these are conflated in element states.

If support is added for editing original code, then the logical selector in this case would be just matches of the source path.

Code cleanups

Consider removing special side pane rendering

Currently the inspector has special rendering in the UI, but maybe it could just be a workspace item.

Pull more inspector logic out of GPUI

Currently crates/gpui/inspector.rs and crates/inspector_ui/inspector.rs are quite entangled. It seems cleaner to pull as much logic a possible out of GPUI.

Cleaner lifecycle for inspector state viewers / editors

Currently element state inspectors are just called on render. Ideally instead they would be implementors of some trait like:

trait StateInspector: Render {
    fn new(cx: &mut App) -> Task<Self>;
    fn element_changed(inspector_id: &InspectorElementId, window: &mut Window, cx: &mut App);
}

See div_inspector.rs - it needs to initialize itself, keep track of its own loading state, and keep track of the last inspected ID in its render function.