ghostty/src/Surface.zig
Mitchell Hashimoto 6e11d947e7
Binding for toggling window float on top (macOS only)
This adds a keybinding and apprt action for #7237.
2025-05-01 09:47:17 -07:00

4795 lines
171 KiB
Zig

//! Surface represents a single terminal "surface". A terminal surface is
//! a minimal "widget" where the terminal is drawn and responds to events
//! such as keyboard and mouse. Each surface also creates and owns its pty
//! session.
//!
//! The word "surface" is used because it is left to the higher level
//! application runtime to determine if the surface is a window, a tab,
//! a split, a preview pane in a larger window, etc. This struct doesn't care:
//! it just draws and responds to events. The events come from the application
//! runtime so the runtime can determine when and how those are delivered
//! (i.e. with focus, without focus, and so on).
const Surface = @This();
const apprt = @import("apprt.zig");
pub const Mailbox = apprt.surface.Mailbox;
pub const Message = apprt.surface.Message;
const std = @import("std");
const builtin = @import("builtin");
const assert = std.debug.assert;
const Allocator = std.mem.Allocator;
const ArenaAllocator = std.heap.ArenaAllocator;
const global_state = &@import("global.zig").state;
const oni = @import("oniguruma");
const crash = @import("crash/main.zig");
const unicode = @import("unicode/main.zig");
const rendererpkg = @import("renderer.zig");
const termio = @import("termio.zig");
const objc = @import("objc");
const imgui = @import("imgui");
const Pty = @import("pty.zig").Pty;
const font = @import("font/main.zig");
const Command = @import("Command.zig");
const terminal = @import("terminal/main.zig");
const configpkg = @import("config.zig");
const input = @import("input.zig");
const App = @import("App.zig");
const internal_os = @import("os/main.zig");
const inspectorpkg = @import("inspector/main.zig");
const SurfaceMouse = @import("surface_mouse.zig");
const log = std.log.scoped(.surface);
// The renderer implementation to use.
const Renderer = rendererpkg.Renderer;
/// Minimum window size in cells. This is used to prevent the window from
/// being resized to a size that is too small to be useful. These defaults
/// are chosen to match the default size of Mac's Terminal.app, but is
/// otherwise somewhat arbitrary.
const min_window_width_cells: u32 = 10;
const min_window_height_cells: u32 = 4;
/// Allocator
alloc: Allocator,
/// The app that this surface is attached to.
app: *App,
/// The windowing system surface and app.
rt_app: *apprt.runtime.App,
rt_surface: *apprt.runtime.Surface,
/// The font structures
font_grid_key: font.SharedGridSet.Key,
font_size: font.face.DesiredSize,
font_metrics: font.Metrics,
/// The renderer for this surface.
renderer: Renderer,
/// The render state
renderer_state: rendererpkg.State,
/// The renderer thread manager
renderer_thread: rendererpkg.Thread,
/// The actual thread
renderer_thr: std.Thread,
/// Mouse state.
mouse: Mouse,
/// Keyboard input state.
keyboard: Keyboard,
/// A currently pressed key. This is used so that we can send a keyboard
/// release event when the surface is unfocused. Note that when the surface
/// is refocused, a key press event may not be sent again -- this depends
/// on the apprt (UI framework) in use, but we want to consistently send
/// a release.
///
/// This is only sent when a keypress event results in a key event being
/// sent to the pty. If it is consumed by a keybinding or other action,
/// this is not set.
///
/// Also note the utf8 value is not valid for this event so some unfocused
/// release events may not send exactly the right data within Kitty keyboard
/// events. This seems unspecified in the spec so for now I'm okay with
/// this. Plus, its only for release events where the key text is far
/// less important.
pressed_key: ?input.KeyEvent = null,
/// The hash value of the last keybinding trigger that we performed. This
/// is only set if the last key input matched a keybinding, consumed it,
/// and performed it. This is used to prevent sending release/repeat events
/// for handled bindings.
last_binding_trigger: u64 = 0,
/// The terminal IO handler.
io: termio.Termio,
io_thread: termio.Thread,
io_thr: std.Thread,
/// Terminal inspector
inspector: ?*inspectorpkg.Inspector = null,
/// All our sizing information.
size: rendererpkg.Size,
/// The configuration derived from the main config. We "derive" it so that
/// we don't have a shared pointer hanging around that we need to worry about
/// the lifetime of. This makes updating config at runtime easier.
config: DerivedConfig,
/// The conditional state of the configuration. This can affect
/// how certain configurations take effect such as light/dark mode.
/// This is managed completely by Ghostty core but an apprt action
/// is sent whenever this changes.
config_conditional_state: configpkg.ConditionalState,
/// This is set to true if our IO thread notifies us our child exited.
/// This is used to determine if we need to confirm, hold open, etc.
child_exited: bool = false,
/// We maintain our focus state and assume we're focused by default.
/// If we're not initially focused then apprts can call focusCallback
/// to let us know.
focused: bool = true,
/// The effect of an input event. This can be used by callers to take
/// the appropriate action after an input event. For example, key
/// input can be forwarded to the OS for further processing if it
/// wasn't handled in any way by Ghostty.
pub const InputEffect = enum {
/// The input was not handled in any way by Ghostty and should be
/// forwarded to other subsystems (i.e. the OS) for further
/// processing.
ignored,
/// The input was handled and consumed by Ghostty.
consumed,
/// The input resulted in a close event for this surface so
/// the surface, runtime surface, etc. pointers may all be
/// unsafe to use so exit immediately.
closed,
};
/// Mouse state for the surface.
const Mouse = struct {
/// The last tracked mouse button state by button.
click_state: [input.MouseButton.max]input.MouseButtonState = .{.release} ** input.MouseButton.max,
/// The last mods state when the last mouse button (whatever it was) was
/// pressed or release.
mods: input.Mods = .{},
/// The point at which the left mouse click happened. This is in screen
/// coordinates so that scrolling preserves the location.
left_click_pin: ?*terminal.Pin = null,
left_click_screen: terminal.ScreenType = .primary,
/// The starting xpos/ypos of the left click. Note that if scrolling occurs,
/// these will point to different "cells", but the xpos/ypos will stay
/// stable during scrolling relative to the surface.
left_click_xpos: f64 = 0,
left_click_ypos: f64 = 0,
/// The count of clicks to count double and triple clicks and so on.
/// The left click time was the last time the left click was done. This
/// is always set on the first left click.
left_click_count: u8 = 0,
left_click_time: std.time.Instant = undefined,
/// The last x/y sent for mouse reports.
event_point: ?terminal.point.Coordinate = null,
/// The pressure stage for the mouse. This should always be none if
/// the mouse is not pressed.
pressure_stage: input.MousePressureStage = .none,
/// Pending scroll amounts for high-precision scrolls
pending_scroll_x: f64 = 0,
pending_scroll_y: f64 = 0,
/// True if the mouse is hidden
hidden: bool = false,
/// True if the mouse position is currently over a link.
over_link: bool = false,
/// The last x/y in the cursor position for links. We use this to
/// only process link hover events when the mouse actually moves cells.
link_point: ?terminal.point.Coordinate = null,
};
/// Keyboard state for the surface.
pub const Keyboard = struct {
/// The currently active keybindings for the surface. This is used to
/// implement sequences: as leader keys are pressed, the active bindings
/// set is updated to reflect the current leader key sequence. If this is
/// null then the root bindings are used.
bindings: ?*const input.Binding.Set = null,
/// The last handled binding. This is used to prevent encoding release
/// events for handled bindings. We only need to keep track of one because
/// at least at the time of writing this, its impossible for two keys of
/// a combination to be handled by different bindings before the release
/// of the prior (namely since you can't bind modifier-only).
last_trigger: ?u64 = null,
/// The queued keys when we're in the middle of a sequenced binding.
/// These are flushed when the sequence is completed and unconsumed or
/// invalid.
///
/// This is naturally bounded due to the configuration maximum
/// length of a sequence.
queued: std.ArrayListUnmanaged(termio.Message.WriteReq) = .{},
};
/// The configuration that a surface has, this is copied from the main
/// Config struct usually to prevent sharing a single value.
const DerivedConfig = struct {
arena: ArenaAllocator,
/// For docs for these, see the associated config they are derived from.
original_font_size: f32,
keybind: configpkg.Keybinds,
clipboard_read: configpkg.ClipboardAccess,
clipboard_write: configpkg.ClipboardAccess,
clipboard_trim_trailing_spaces: bool,
clipboard_paste_protection: bool,
clipboard_paste_bracketed_safe: bool,
copy_on_select: configpkg.CopyOnSelect,
confirm_close_surface: configpkg.ConfirmCloseSurface,
cursor_click_to_move: bool,
desktop_notifications: bool,
font: font.SharedGridSet.DerivedConfig,
mouse_interval: u64,
mouse_hide_while_typing: bool,
mouse_scroll_multiplier: f64,
mouse_shift_capture: configpkg.MouseShiftCapture,
macos_non_native_fullscreen: configpkg.NonNativeFullscreen,
macos_option_as_alt: ?configpkg.OptionAsAlt,
vt_kam_allowed: bool,
window_padding_top: u32,
window_padding_bottom: u32,
window_padding_left: u32,
window_padding_right: u32,
window_padding_balance: bool,
window_height: u32,
window_width: u32,
title: ?[:0]const u8,
title_report: bool,
links: []Link,
const Link = struct {
regex: oni.Regex,
action: input.Link.Action,
highlight: input.Link.Highlight,
};
pub fn init(alloc_gpa: Allocator, config: *const configpkg.Config) !DerivedConfig {
var arena = ArenaAllocator.init(alloc_gpa);
errdefer arena.deinit();
const alloc = arena.allocator();
// Build all of our links
const links = links: {
var links = std.ArrayList(Link).init(alloc);
defer links.deinit();
for (config.link.links.items) |link| {
var regex = try link.oniRegex();
errdefer regex.deinit();
try links.append(.{
.regex = regex,
.action = link.action,
.highlight = link.highlight,
});
}
break :links try links.toOwnedSlice();
};
errdefer {
for (links) |*link| link.regex.deinit();
alloc.free(links);
}
return .{
.original_font_size = config.@"font-size",
.keybind = try config.keybind.clone(alloc),
.clipboard_read = config.@"clipboard-read",
.clipboard_write = config.@"clipboard-write",
.clipboard_trim_trailing_spaces = config.@"clipboard-trim-trailing-spaces",
.clipboard_paste_protection = config.@"clipboard-paste-protection",
.clipboard_paste_bracketed_safe = config.@"clipboard-paste-bracketed-safe",
.copy_on_select = config.@"copy-on-select",
.confirm_close_surface = config.@"confirm-close-surface",
.cursor_click_to_move = config.@"cursor-click-to-move",
.desktop_notifications = config.@"desktop-notifications",
.font = try font.SharedGridSet.DerivedConfig.init(alloc, config),
.mouse_interval = config.@"click-repeat-interval" * 1_000_000, // 500ms
.mouse_hide_while_typing = config.@"mouse-hide-while-typing",
.mouse_scroll_multiplier = config.@"mouse-scroll-multiplier",
.mouse_shift_capture = config.@"mouse-shift-capture",
.macos_non_native_fullscreen = config.@"macos-non-native-fullscreen",
.macos_option_as_alt = config.@"macos-option-as-alt",
.vt_kam_allowed = config.@"vt-kam-allowed",
.window_padding_top = config.@"window-padding-y".top_left,
.window_padding_bottom = config.@"window-padding-y".bottom_right,
.window_padding_left = config.@"window-padding-x".top_left,
.window_padding_right = config.@"window-padding-x".bottom_right,
.window_padding_balance = config.@"window-padding-balance",
.window_height = config.@"window-height",
.window_width = config.@"window-width",
.title = config.title,
.title_report = config.@"title-report",
.links = links,
// Assignments happen sequentially so we have to do this last
// so that the memory is captured from allocs above.
.arena = arena,
};
}
pub fn deinit(self: *DerivedConfig) void {
for (self.links) |*link| link.regex.deinit();
self.arena.deinit();
}
fn scaledPadding(self: *const DerivedConfig, x_dpi: f32, y_dpi: f32) rendererpkg.Padding {
const padding_top: u32 = padding_top: {
const padding_top: f32 = @floatFromInt(self.window_padding_top);
break :padding_top @intFromFloat(@floor(padding_top * y_dpi / 72));
};
const padding_bottom: u32 = padding_bottom: {
const padding_bottom: f32 = @floatFromInt(self.window_padding_bottom);
break :padding_bottom @intFromFloat(@floor(padding_bottom * y_dpi / 72));
};
const padding_left: u32 = padding_left: {
const padding_left: f32 = @floatFromInt(self.window_padding_left);
break :padding_left @intFromFloat(@floor(padding_left * x_dpi / 72));
};
const padding_right: u32 = padding_right: {
const padding_right: f32 = @floatFromInt(self.window_padding_right);
break :padding_right @intFromFloat(@floor(padding_right * x_dpi / 72));
};
return .{
.top = padding_top,
.bottom = padding_bottom,
.left = padding_left,
.right = padding_right,
};
}
};
/// Create a new surface. This must be called from the main thread. The
/// pointer to the memory for the surface must be provided and must be
/// stable due to interfacing with various callbacks.
pub fn init(
self: *Surface,
alloc: Allocator,
config_original: *const configpkg.Config,
app: *App,
rt_app: *apprt.runtime.App,
rt_surface: *apprt.runtime.Surface,
) !void {
// Apply our conditional state. If we fail to apply the conditional state
// then we log and attempt to move forward with the old config.
var config_: ?configpkg.Config = config_original.changeConditionalState(
app.config_conditional_state,
) catch |err| err: {
log.warn("failed to apply conditional state to config err={}", .{err});
break :err null;
};
defer if (config_) |*c| c.deinit();
// We want a config pointer for everything so we get that either
// based on our conditional state or the original config.
const config: *const configpkg.Config = if (config_) |*c| config: {
// We want to preserve our original working directory. We
// don't need to dupe memory here because termio will derive
// it. We preserve this so directory inheritance works.
c.@"working-directory" = config_original.@"working-directory";
break :config c;
} else config_original;
// Get our configuration
var derived_config = try DerivedConfig.init(alloc, config);
errdefer derived_config.deinit();
// Initialize our renderer with our initialized surface.
try Renderer.surfaceInit(rt_surface);
// Determine our DPI configurations so we can properly configure
// font points to pixels and handle other high-DPI scaling factors.
const content_scale = try rt_surface.getContentScale();
const x_dpi = content_scale.x * font.face.default_dpi;
const y_dpi = content_scale.y * font.face.default_dpi;
log.debug("xscale={} yscale={} xdpi={} ydpi={}", .{
content_scale.x,
content_scale.y,
x_dpi,
y_dpi,
});
// The font size we desire along with the DPI determined for the surface
const font_size: font.face.DesiredSize = .{
.points = config.@"font-size",
.xdpi = @intFromFloat(x_dpi),
.ydpi = @intFromFloat(y_dpi),
};
// Setup our font group. This will reuse an existing font group if
// it was already loaded.
const font_grid_key, const font_grid = try app.font_grid_set.ref(
&derived_config.font,
font_size,
);
// Build our size struct which has all the sizes we need.
const size: rendererpkg.Size = size: {
var size: rendererpkg.Size = .{
.screen = screen: {
const surface_size = try rt_surface.getSize();
break :screen .{
.width = surface_size.width,
.height = surface_size.height,
};
},
.cell = font_grid.cellSize(),
.padding = .{},
};
const explicit: rendererpkg.Padding = derived_config.scaledPadding(
x_dpi,
y_dpi,
);
if (derived_config.window_padding_balance) {
size.balancePadding(explicit);
} else {
size.padding = explicit;
}
break :size size;
};
// Create our terminal grid with the initial size
const app_mailbox: App.Mailbox = .{ .rt_app = rt_app, .mailbox = &app.mailbox };
var renderer_impl = try Renderer.init(alloc, .{
.config = try Renderer.DerivedConfig.init(alloc, config),
.font_grid = font_grid,
.size = size,
.surface_mailbox = .{ .surface = self, .app = app_mailbox },
.rt_surface = rt_surface,
});
errdefer renderer_impl.deinit();
// The mutex used to protect our renderer state.
const mutex = try alloc.create(std.Thread.Mutex);
mutex.* = .{};
errdefer alloc.destroy(mutex);
// Create the renderer thread
var render_thread = try rendererpkg.Thread.init(
alloc,
config,
rt_surface,
&self.renderer,
&self.renderer_state,
app_mailbox,
);
errdefer render_thread.deinit();
// Create the IO thread
var io_thread = try termio.Thread.init(alloc);
errdefer io_thread.deinit();
self.* = .{
.alloc = alloc,
.app = app,
.rt_app = rt_app,
.rt_surface = rt_surface,
.font_grid_key = font_grid_key,
.font_size = font_size,
.font_metrics = font_grid.metrics,
.renderer = renderer_impl,
.renderer_thread = render_thread,
.renderer_state = .{
.mutex = mutex,
.terminal = &self.io.terminal,
},
.renderer_thr = undefined,
.mouse = .{},
.keyboard = .{},
.io = undefined,
.io_thread = io_thread,
.io_thr = undefined,
.size = size,
.config = derived_config,
// Our conditional state is initialized to the app state. This
// lets us get the most likely correct color theme and so on.
.config_conditional_state = app.config_conditional_state,
};
// The command we're going to execute
const command: ?configpkg.Command = if (app.first)
config.@"initial-command" orelse config.command
else
config.command;
// Start our IO implementation
// This separate block ({}) is important because our errdefers must
// be scoped here to be valid.
{
var env = rt_surface.defaultTermioEnv() catch |err| env: {
// If an error occurs, we don't want to block surface startup.
log.warn("error getting env map for surface err={}", .{err});
break :env internal_os.getEnvMap(alloc) catch
std.process.EnvMap.init(alloc);
};
errdefer env.deinit();
// Initialize our IO backend
var io_exec = try termio.Exec.init(alloc, .{
.command = command,
.env = env,
.env_override = config.env,
.shell_integration = config.@"shell-integration",
.shell_integration_features = config.@"shell-integration-features",
.working_directory = config.@"working-directory",
.resources_dir = global_state.resources_dir,
.term = config.term,
// Get the cgroup if we're on linux and have the decl. I'd love
// to change this from a decl to a surface options struct because
// then we can do memory management better (don't need to retain
// the string around).
.linux_cgroup = if (comptime builtin.os.tag == .linux and
@hasDecl(apprt.runtime.Surface, "cgroup"))
rt_surface.cgroup()
else
Command.linux_cgroup_default,
});
errdefer io_exec.deinit();
// Initialize our IO mailbox
var io_mailbox = try termio.Mailbox.initSPSC(alloc);
errdefer io_mailbox.deinit(alloc);
try termio.Termio.init(&self.io, alloc, .{
.size = size,
.full_config = config,
.config = try termio.Termio.DerivedConfig.init(alloc, config),
.backend = .{ .exec = io_exec },
.mailbox = io_mailbox,
.renderer_state = &self.renderer_state,
.renderer_wakeup = render_thread.wakeup,
.renderer_mailbox = render_thread.mailbox,
.surface_mailbox = .{ .surface = self, .app = app_mailbox },
});
}
// Outside the block, IO has now taken ownership of our temporary state
// so we can just defer this and not the subcomponents.
errdefer self.io.deinit();
// Report initial cell size on surface creation
_ = try rt_app.performAction(
.{ .surface = self },
.cell_size,
.{ .width = size.cell.width, .height = size.cell.height },
);
_ = try rt_app.performAction(
.{ .surface = self },
.size_limit,
.{
.min_width = size.cell.width * min_window_width_cells,
.min_height = size.cell.height * min_window_height_cells,
// No max:
.max_width = 0,
.max_height = 0,
},
);
// Call our size callback which handles all our retina setup
// Note: this shouldn't be necessary and when we clean up the surface
// init stuff we should get rid of this. But this is required because
// sizeCallback does retina-aware stuff we don't do here and don't want
// to duplicate.
try self.resize(self.size.screen);
// Give the renderer one more opportunity to finalize any surface
// setup on the main thread prior to spinning up the rendering thread.
try renderer_impl.finalizeSurfaceInit(rt_surface);
// Start our renderer thread
self.renderer_thr = try std.Thread.spawn(
.{},
rendererpkg.Thread.threadMain,
.{&self.renderer_thread},
);
self.renderer_thr.setName("renderer") catch {};
// Start our IO thread
self.io_thr = try std.Thread.spawn(
.{},
termio.Thread.threadMain,
.{ &self.io_thread, &self.io },
);
self.io_thr.setName("io") catch {};
// Determine our initial window size if configured. We need to do this
// quite late in the process because our height/width are in grid dimensions,
// so we need to know our cell sizes first.
//
// Note: it is important to do this after the renderer is setup above.
// This allows the apprt to fully initialize the surface before we
// start messing with the window.
self.recomputeInitialSize() catch |err| {
// We don't treat this as a fatal error because not setting
// an initial size shouldn't stop our terminal from working.
log.warn("unable to set initial window size: {}", .{err});
};
if (config.title) |title| {
_ = try rt_app.performAction(
.{ .surface = self },
.set_title,
.{ .title = title },
);
} else if ((comptime builtin.os.tag == .linux) and
config.@"_xdg-terminal-exec")
xdg: {
// For xdg-terminal-exec execution we special-case and set the window
// title to the command being executed. This allows window managers
// to set custom styling based on the command being executed.
const v = command orelse break :xdg;
const title = v.string(alloc) catch |err| {
log.warn(
"error copying command for title, title will not be set err={}",
.{err},
);
break :xdg;
};
defer alloc.free(title);
_ = try rt_app.performAction(
.{ .surface = self },
.set_title,
.{ .title = title },
);
}
// We are no longer the first surface
app.first = false;
}
pub fn deinit(self: *Surface) void {
// Stop rendering thread
{
self.renderer_thread.stop.notify() catch |err|
log.err("error notifying renderer thread to stop, may stall err={}", .{err});
self.renderer_thr.join();
// We need to become the active rendering thread again
self.renderer.threadEnter(self.rt_surface) catch unreachable;
}
// Stop our IO thread
{
self.io_thread.stop.notify() catch |err|
log.err("error notifying io thread to stop, may stall err={}", .{err});
self.io_thr.join();
}
// We need to deinit AFTER everything is stopped, since there are
// shared values between the two threads.
self.renderer_thread.deinit();
self.renderer.deinit();
self.io_thread.deinit();
self.io.deinit();
if (self.inspector) |v| {
v.deinit();
self.alloc.destroy(v);
}
// Clean up our keyboard state
for (self.keyboard.queued.items) |req| req.deinit();
self.keyboard.queued.deinit(self.alloc);
// Clean up our font grid
self.app.font_grid_set.deref(self.font_grid_key);
// Clean up our render state
if (self.renderer_state.preedit) |p| self.alloc.free(p.codepoints);
self.alloc.destroy(self.renderer_state.mutex);
self.config.deinit();
log.info("surface closed addr={x}", .{@intFromPtr(self)});
}
/// Close this surface. This will trigger the runtime to start the
/// close process, which should ultimately deinitialize this surface.
pub fn close(self: *Surface) void {
self.rt_surface.close(self.needsConfirmQuit());
}
/// Forces the surface to render. This is useful for when the surface
/// is in the middle of animation (such as a resize, etc.) or when
/// the render timer is managed manually by the apprt.
pub fn draw(self: *Surface) !void {
try self.renderer_thread.draw_now.notify();
}
/// Activate the inspector. This will begin collecting inspection data.
/// This will not affect the GUI. The GUI must use performAction to
/// show/hide the inspector UI.
pub fn activateInspector(self: *Surface) !void {
if (self.inspector != null) return;
// Setup the inspector
const ptr = try self.alloc.create(inspectorpkg.Inspector);
errdefer self.alloc.destroy(ptr);
ptr.* = try inspectorpkg.Inspector.init(self);
self.inspector = ptr;
// Put the inspector onto the render state
{
self.renderer_state.mutex.lock();
defer self.renderer_state.mutex.unlock();
assert(self.renderer_state.inspector == null);
self.renderer_state.inspector = self.inspector;
}
// Notify our components we have an inspector active
_ = self.renderer_thread.mailbox.push(.{ .inspector = true }, .{ .forever = {} });
self.io.queueMessage(.{ .inspector = true }, .unlocked);
}
/// Deactivate the inspector and stop collecting any information.
pub fn deactivateInspector(self: *Surface) void {
const insp = self.inspector orelse return;
// Remove the inspector from the render state
{
self.renderer_state.mutex.lock();
defer self.renderer_state.mutex.unlock();
assert(self.renderer_state.inspector != null);
self.renderer_state.inspector = null;
}
// Notify our components we have deactivated inspector
_ = self.renderer_thread.mailbox.push(.{ .inspector = false }, .{ .forever = {} });
self.io.queueMessage(.{ .inspector = false }, .unlocked);
// Deinit the inspector
insp.deinit();
self.alloc.destroy(insp);
self.inspector = null;
}
/// True if the surface requires confirmation to quit. This should be called
/// by apprt to determine if the surface should confirm before quitting.
pub fn needsConfirmQuit(self: *Surface) bool {
// If the child has exited, then our process is certainly not alive.
// We check this first to avoid the locking overhead below.
if (self.child_exited) return false;
// Check the configuration for confirming close behavior.
return switch (self.config.confirm_close_surface) {
.always => true,
.false => false,
.true => true: {
self.renderer_state.mutex.lock();
defer self.renderer_state.mutex.unlock();
break :true !self.io.terminal.cursorIsAtPrompt();
},
};
}
/// Called from the app thread to handle mailbox messages to our specific
/// surface.
pub fn handleMessage(self: *Surface, msg: Message) !void {
switch (msg) {
.change_config => |config| try self.updateConfig(config),
.set_title => |*v| {
// We ignore the message in case the title was set via config.
if (self.config.title != null) {
log.debug("ignoring title change request since static title is set via config", .{});
return;
}
// The ptrCast just gets sliceTo to return the proper type.
// We know that our title should end in 0.
const slice = std.mem.sliceTo(@as([*:0]const u8, @ptrCast(v)), 0);
log.debug("changing title \"{s}\"", .{slice});
_ = try self.rt_app.performAction(
.{ .surface = self },
.set_title,
.{ .title = slice },
);
},
.report_title => |style| report_title: {
if (!self.config.title_report) {
log.info("report_title requested, but disabled via config", .{});
break :report_title;
}
const title: ?[:0]const u8 = self.rt_surface.getTitle();
const data = switch (style) {
.csi_21_t => try std.fmt.allocPrint(
self.alloc,
"\x1b]l{s}\x1b\\",
.{title orelse ""},
),
};
// We always use an allocating message because we don't know
// the length of the title and this isn't a performance critical
// path.
self.io.queueMessage(.{
.write_alloc = .{
.alloc = self.alloc,
.data = data,
},
}, .unlocked);
},
.color_change => |change| {
// Notify our apprt, but don't send a mode 2031 DSR report
// because VT sequences were used to change the color.
_ = try self.rt_app.performAction(
.{ .surface = self },
.color_change,
.{
.kind = switch (change.kind) {
.background => .background,
.foreground => .foreground,
.cursor => .cursor,
.palette => |v| @enumFromInt(v),
},
.r = change.color.r,
.g = change.color.g,
.b = change.color.b,
},
);
},
.set_mouse_shape => |shape| {
log.debug("changing mouse shape: {}", .{shape});
_ = try self.rt_app.performAction(
.{ .surface = self },
.mouse_shape,
shape,
);
},
.clipboard_read => |clipboard| {
if (self.config.clipboard_read == .deny) {
log.info("application attempted to read clipboard, but 'clipboard-read' is set to deny", .{});
return;
}
try self.startClipboardRequest(.standard, .{ .osc_52_read = clipboard });
},
.clipboard_write => |w| switch (w.req) {
.small => |v| try self.clipboardWrite(v.data[0..v.len], w.clipboard_type),
.stable => |v| try self.clipboardWrite(v, w.clipboard_type),
.alloc => |v| {
defer v.alloc.free(v.data);
try self.clipboardWrite(v.data, w.clipboard_type);
},
},
.pwd_change => |w| {
defer w.deinit();
// We always allocate for this because we need to null-terminate.
const str = try self.alloc.dupeZ(u8, w.slice());
defer self.alloc.free(str);
_ = try self.rt_app.performAction(
.{ .surface = self },
.pwd,
.{ .pwd = str },
);
},
.close => self.close(),
// Close without confirmation.
.child_exited => {
self.child_exited = true;
self.close();
},
.desktop_notification => |notification| {
if (!self.config.desktop_notifications) {
log.info("application attempted to display a desktop notification, but 'desktop-notifications' is disabled", .{});
return;
}
const title = std.mem.sliceTo(&notification.title, 0);
const body = std.mem.sliceTo(&notification.body, 0);
try self.showDesktopNotification(title, body);
},
.renderer_health => |health| self.updateRendererHealth(health),
.report_color_scheme => |force| self.reportColorScheme(force),
.present_surface => try self.presentSurface(),
.password_input => |v| try self.passwordInput(v),
.ring_bell => {
_ = self.rt_app.performAction(
.{ .surface = self },
.ring_bell,
{},
) catch |err| {
log.warn("apprt failed to ring bell={}", .{err});
};
},
}
}
/// Called when the terminal detects there is a password input prompt.
fn passwordInput(self: *Surface, v: bool) !void {
{
self.renderer_state.mutex.lock();
defer self.renderer_state.mutex.unlock();
// If our password input state is unchanged then we don't
// waste time doing anything more.
const old = self.io.terminal.flags.password_input;
if (old == v) return;
self.io.terminal.flags.password_input = v;
}
// Notify our apprt so it can do whatever it wants.
_ = self.rt_app.performAction(
.{ .surface = self },
.secure_input,
if (v) .on else .off,
) catch |err| {
// We ignore this error because we don't want to fail this
// entire operation just because the apprt failed to set
// the secure input state.
log.warn("apprt failed to set secure input state err={}", .{err});
};
try self.queueRender();
}
/// Sends a DSR response for the current color scheme to the pty. If
/// force is false then we only send the response if the terminal mode
/// 2031 is enabled.
fn reportColorScheme(self: *Surface, force: bool) void {
if (!force) {
self.renderer_state.mutex.lock();
defer self.renderer_state.mutex.unlock();
if (!self.renderer_state.terminal.modes.get(.report_color_scheme)) {
return;
}
}
const output = switch (self.config_conditional_state.theme) {
.light => "\x1B[?997;2n",
.dark => "\x1B[?997;1n",
};
self.io.queueMessage(.{ .write_stable = output }, .unlocked);
}
/// Call this when modifiers change. This is safe to call even if modifiers
/// match the previous state.
///
/// This is not publicly exported because modifier changes happen implicitly
/// on mouse callbacks, key callbacks, etc.
///
/// The renderer state mutex MUST NOT be held.
fn modsChanged(self: *Surface, mods: input.Mods) void {
// The only place we keep track of mods currently is on the mouse.
if (!self.mouse.mods.equal(mods)) {
// The mouse mods only contain binding modifiers since we don't
// want caps/num lock or sided modifiers to affect the mouse.
self.mouse.mods = mods.binding();
// We also need to update the renderer so it knows if it should
// highlight links. Additionally, mark the screen as dirty so
// that the highlight state of all links is properly updated.
{
self.renderer_state.mutex.lock();
defer self.renderer_state.mutex.unlock();
self.renderer_state.mouse.mods = self.mouseModsWithCapture(self.mouse.mods);
// We use the clear screen dirty flag to force a rebuild of all
// rows because changing mouse mods can affect the highlight state
// of a link. If there is no link this seems very wasteful but
// its really only one frame so it's not so bad.
self.renderer_state.terminal.flags.dirty.clear = true;
}
self.queueRender() catch |err| {
// Not a big deal if this fails.
log.warn("failed to notify renderer of mods change err={}", .{err});
};
}
}
/// Call this whenever the mouse moves or mods changed. The time
/// at which this is called may matter for the correctness of other
/// mouse events (see cursorPosCallback) but this is shared logic
/// for multiple events.
fn mouseRefreshLinks(
self: *Surface,
pos: apprt.CursorPos,
pos_vp: terminal.point.Coordinate,
over_link: bool,
) !void {
// If the position is outside our viewport, do nothing
if (pos.x < 0 or pos.y < 0) return;
// Update the last point that we checked for links so we don't
// recheck if the mouse moves some pixels to the same point.
self.mouse.link_point = pos_vp;
// We use an arena for everything below to make things easy to clean up.
// In the case we don't do any allocs this is very cheap to setup
// (effectively just struct init).
var arena = ArenaAllocator.init(self.alloc);
defer arena.deinit();
const alloc = arena.allocator();
// Get our link at the current position. This returns null if there
// isn't a link OR if we shouldn't be showing links for some reason
// (see further comments for cases).
const link_: ?apprt.action.MouseOverLink = link: {
// If we clicked and our mouse moved cells then we never
// highlight links until the mouse is unclicked. This follows
// standard macOS and Linux behavior where a click and drag cancels
// mouse actions.
const left_idx = @intFromEnum(input.MouseButton.left);
if (self.mouse.click_state[left_idx] == .press) click: {
const pin = self.mouse.left_click_pin orelse break :click;
const click_pt = self.io.terminal.screen.pages.pointFromPin(
.viewport,
pin.*,
) orelse break :click;
if (!click_pt.coord().eql(pos_vp)) {
log.debug("mouse moved while left click held, ignoring link hover", .{});
break :link null;
}
}
const link = (try self.linkAtPos(pos)) orelse break :link null;
switch (link[0]) {
.open => {
const str = try self.io.terminal.screen.selectionString(alloc, .{
.sel = link[1],
.trim = false,
});
break :link .{ .url = str };
},
._open_osc8 => {
// Show the URL in the status bar
const pin = link[1].start();
const uri = self.osc8URI(pin) orelse {
log.warn("failed to get URI for OSC8 hyperlink", .{});
break :link null;
};
break :link .{ .url = uri };
},
}
};
// If we found a link, setup our internal state and notify the
// apprt so it can highlight it.
if (link_) |link| {
self.renderer_state.mouse.point = pos_vp;
self.mouse.over_link = true;
self.renderer_state.terminal.screen.dirty.hyperlink_hover = true;
_ = try self.rt_app.performAction(
.{ .surface = self },
.mouse_shape,
.pointer,
);
_ = try self.rt_app.performAction(
.{ .surface = self },
.mouse_over_link,
link,
);
try self.queueRender();
return;
}
// No link, if we're previously over a link then we need to clear
// the over-link apprt state.
if (over_link) {
_ = try self.rt_app.performAction(
.{ .surface = self },
.mouse_shape,
self.io.terminal.mouse_shape,
);
_ = try self.rt_app.performAction(
.{ .surface = self },
.mouse_over_link,
.{ .url = "" },
);
try self.queueRender();
return;
}
}
/// Called when our renderer health state changes.
fn updateRendererHealth(self: *Surface, health: rendererpkg.Health) void {
log.warn("renderer health status change status={}", .{health});
_ = self.rt_app.performAction(
.{ .surface = self },
.renderer_health,
health,
) catch |err| {
log.warn("failed to notify app of renderer health change err={}", .{err});
};
}
/// This should be called anytime `config_conditional_state` changes
/// so that the apprt can reload the configuration.
fn notifyConfigConditionalState(self: *Surface) void {
_ = self.rt_app.performAction(
.{ .surface = self },
.reload_config,
.{ .soft = true },
) catch |err| {
log.warn("failed to notify app of config state change err={}", .{err});
};
}
/// Update our configuration at runtime. This can be called by the apprt
/// to set a surface-specific configuration that differs from the app
/// or other surfaces.
pub fn updateConfig(
self: *Surface,
original: *const configpkg.Config,
) !void {
// Apply our conditional state. If we fail to apply the conditional state
// then we log and attempt to move forward with the old config.
var config_: ?configpkg.Config = original.changeConditionalState(
self.config_conditional_state,
) catch |err| err: {
log.warn("failed to apply conditional state to config err={}", .{err});
break :err null;
};
defer if (config_) |*c| c.deinit();
// We want a config pointer for everything so we get that either
// based on our conditional state or the original config.
const config: *const configpkg.Config = if (config_) |*c| c else original;
// Update our new derived config immediately
const derived = DerivedConfig.init(self.alloc, config) catch |err| {
// If the derivation fails then we just log and return. We don't
// hard fail in this case because we don't want to error the surface
// when config fails we just want to keep using the old config.
log.err("error updating configuration err={}", .{err});
return;
};
self.config.deinit();
self.config = derived;
// If our mouse is hidden but we disabled mouse hiding, then show it again.
if (!self.config.mouse_hide_while_typing and self.mouse.hidden) {
self.showMouse();
}
// If we are in the middle of a key sequence, clear it.
self.endKeySequence(.drop, .free);
// Before sending any other config changes, we give the renderer a new font
// grid. We could check to see if there was an actual change to the font,
// but this is easier and pretty rare so it's not a performance concern.
//
// (Calling setFontSize builds and sends a new font grid to the renderer.)
try self.setFontSize(self.font_size);
// We need to store our configs in a heap-allocated pointer so that
// our messages aren't huge.
var renderer_message = try rendererpkg.Message.initChangeConfig(self.alloc, config);
errdefer renderer_message.deinit();
var termio_config_ptr = try self.alloc.create(termio.Termio.DerivedConfig);
errdefer self.alloc.destroy(termio_config_ptr);
termio_config_ptr.* = try termio.Termio.DerivedConfig.init(self.alloc, config);
errdefer termio_config_ptr.deinit();
_ = self.renderer_thread.mailbox.push(renderer_message, .{ .forever = {} });
self.io.queueMessage(.{
.change_config = .{
.alloc = self.alloc,
.ptr = termio_config_ptr,
},
}, .unlocked);
// With mailbox messages sent, we have to wake them up so they process it.
self.queueRender() catch |err| {
log.warn("failed to notify renderer of config change err={}", .{err});
};
// If we have a title set then we update our window to have the
// newly configured title.
if (config.title) |title| _ = try self.rt_app.performAction(
.{ .surface = self },
.set_title,
.{ .title = title },
);
// Notify the window
_ = try self.rt_app.performAction(
.{ .surface = self },
.config_change,
.{ .config = config },
);
}
const InitialSizeError = error{
ContentScaleUnavailable,
AppActionFailed,
};
/// Recalculate the initial size of the window based on the
/// configuration and invoke the apprt `initial_size` action if
/// necessary.
fn recomputeInitialSize(
self: *Surface,
) InitialSizeError!void {
// Both width and height must be set for this to work, as
// documented on the config options.
if (self.config.window_height <= 0 or
self.config.window_width <= 0) return;
const scale = self.rt_surface.getContentScale() catch
return error.ContentScaleUnavailable;
const height = @max(
self.config.window_height,
min_window_height_cells,
) * self.size.cell.height;
const width = @max(
self.config.window_width,
min_window_width_cells,
) * self.size.cell.width;
const width_f32: f32 = @floatFromInt(width);
const height_f32: f32 = @floatFromInt(height);
// The final values are affected by content scale and we need to
// account for the padding so we get the exact correct grid size.
const final_width: u32 =
@as(u32, @intFromFloat(@ceil(width_f32 / scale.x))) +
self.size.padding.left +
self.size.padding.right;
const final_height: u32 =
@as(u32, @intFromFloat(@ceil(height_f32 / scale.y))) +
self.size.padding.top +
self.size.padding.bottom;
_ = self.rt_app.performAction(
.{ .surface = self },
.initial_size,
.{ .width = final_width, .height = final_height },
) catch return error.AppActionFailed;
}
/// Returns true if the terminal has a selection.
pub fn hasSelection(self: *const Surface) bool {
self.renderer_state.mutex.lock();
defer self.renderer_state.mutex.unlock();
return self.io.terminal.screen.selection != null;
}
/// Returns the selected text. This is allocated.
pub fn selectionString(self: *Surface, alloc: Allocator) !?[:0]const u8 {
self.renderer_state.mutex.lock();
defer self.renderer_state.mutex.unlock();
const sel = self.io.terminal.screen.selection orelse return null;
return try self.io.terminal.screen.selectionString(alloc, .{
.sel = sel,
.trim = false,
});
}
/// Return the apprt selection metadata used by apprt's for implementing
/// things like contextual information on right click and so on.
///
/// This only returns non-null if the selection is fully contained within
/// the viewport. The use case for this function at the time of authoring
/// it is for apprt's to implement right-click contextual menus and
/// those only make sense for selections fully contained within the
/// viewport. We don't handle the case where you right click a word-wrapped
/// word at the end of the viewport yet.
pub fn selectionInfo(self: *const Surface) ?apprt.Selection {
self.renderer_state.mutex.lock();
defer self.renderer_state.mutex.unlock();
const sel = self.io.terminal.screen.selection orelse return null;
// Get the TL/BR pins for the selection and convert to viewport.
const tl = sel.topLeft(&self.io.terminal.screen);
const br = sel.bottomRight(&self.io.terminal.screen);
const tl_pt = self.io.terminal.screen.pages.pointFromPin(.viewport, tl) orelse return null;
const br_pt = self.io.terminal.screen.pages.pointFromPin(.viewport, br) orelse return null;
const tl_coord = tl_pt.coord();
const br_coord = br_pt.coord();
// Utilize viewport sizing to convert to offsets
const start = tl_coord.y * self.io.terminal.screen.pages.cols + tl_coord.x;
const end = br_coord.y * self.io.terminal.screen.pages.cols + br_coord.x;
// Our sizes are all scaled so we need to send the unscaled values back.
const content_scale = self.rt_surface.getContentScale() catch .{ .x = 1, .y = 1 };
const x: f64 = x: {
// Simple x * cell width gives the left
var x: f64 = @floatFromInt(tl_coord.x * self.size.cell.width);
// Add padding
x += @floatFromInt(self.size.padding.left);
// Scale
x /= content_scale.x;
break :x x;
};
const y: f64 = y: {
// Simple y * cell height gives the top
var y: f64 = @floatFromInt(tl_coord.y * self.size.cell.height);
// We want the text baseline
y += @floatFromInt(self.size.cell.height);
y -= @floatFromInt(self.font_metrics.cell_baseline);
// Add padding
y += @floatFromInt(self.size.padding.top);
// Scale
y /= content_scale.y;
break :y y;
};
return .{
.tl_x_px = x,
.tl_y_px = y,
.offset_start = start,
.offset_len = end - start,
};
}
/// Returns the pwd of the terminal, if any. This is always copied because
/// the pwd can change at any point from termio. If we are calling from the IO
/// thread you should just check the terminal directly.
pub fn pwd(self: *const Surface, alloc: Allocator) !?[]const u8 {
self.renderer_state.mutex.lock();
defer self.renderer_state.mutex.unlock();
const terminal_pwd = self.io.terminal.getPwd() orelse return null;
return try alloc.dupe(u8, terminal_pwd);
}
/// Returns the x/y coordinate of where the IME (Input Method Editor)
/// keyboard should be rendered.
pub fn imePoint(self: *const Surface) apprt.IMEPos {
self.renderer_state.mutex.lock();
const cursor = self.renderer_state.terminal.screen.cursor;
self.renderer_state.mutex.unlock();
// TODO: need to handle when scrolling and the cursor is not
// in the visible portion of the screen.
// Our sizes are all scaled so we need to send the unscaled values back.
const content_scale = self.rt_surface.getContentScale() catch .{ .x = 1, .y = 1 };
const x: f64 = x: {
// Simple x * cell width gives the top-left corner, then add padding offset
var x: f64 = @floatFromInt(cursor.x * self.size.cell.width + self.size.padding.left);
// We want the midpoint
x += @as(f64, @floatFromInt(self.size.cell.width)) / 2;
// And scale it
x /= content_scale.x;
break :x x;
};
const y: f64 = y: {
// Simple y * cell height gives the top-left corner, then add padding offset
var y: f64 = @floatFromInt(cursor.y * self.size.cell.height + self.size.padding.top);
// We want the bottom
y += @floatFromInt(self.size.cell.height);
// And scale it
y /= content_scale.y;
break :y y;
};
return .{ .x = x, .y = y };
}
fn clipboardWrite(self: *const Surface, data: []const u8, loc: apprt.Clipboard) !void {
if (self.config.clipboard_write == .deny) {
log.info("application attempted to write clipboard, but 'clipboard-write' is set to deny", .{});
return;
}
const dec = std.base64.standard.Decoder;
// Build buffer
const size = dec.calcSizeForSlice(data) catch |err| switch (err) {
error.InvalidPadding => {
log.info("application sent invalid base64 data for OSC 52", .{});
return;
},
// Should not be reachable but don't want to risk it.
else => return,
};
var buf = try self.alloc.allocSentinel(u8, size, 0);
defer self.alloc.free(buf);
buf[buf.len] = 0;
// Decode
dec.decode(buf, data) catch |err| switch (err) {
// Ignore this. It is possible to actually have valid data and
// get this error, so we allow it.
error.InvalidPadding => {},
else => {
log.info("application sent invalid base64 data for OSC 52", .{});
return;
},
};
assert(buf[buf.len] == 0);
// When clipboard-write is "ask" a prompt is displayed to the user asking
// them to confirm the clipboard access. Each app runtime handles this
// differently.
const confirm = self.config.clipboard_write == .ask;
self.rt_surface.setClipboardString(buf, loc, confirm) catch |err| {
log.err("error setting clipboard string err={}", .{err});
return;
};
}
/// Set the selection contents.
///
/// This must be called with the renderer mutex held.
fn setSelection(self: *Surface, sel_: ?terminal.Selection) !void {
const prev_ = self.io.terminal.screen.selection;
try self.io.terminal.screen.select(sel_);
// If copy on select is false then exit early.
if (self.config.copy_on_select == .false) return;
// Set our selection clipboard. If the selection is cleared we do not
// clear the clipboard. If the selection is set, we only set the clipboard
// again if it changed, since setting the clipboard can be an expensive
// operation.
const sel = sel_ orelse return;
if (prev_) |prev| if (sel.eql(prev)) return;
const buf = self.io.terminal.screen.selectionString(self.alloc, .{
.sel = sel,
.trim = self.config.clipboard_trim_trailing_spaces,
}) catch |err| {
log.err("error reading selection string err={}", .{err});
return;
};
defer self.alloc.free(buf);
// Set the clipboard. This is not super DRY but it is clear what
// we're doing for each setting without being clever.
switch (self.config.copy_on_select) {
.false => unreachable, // handled above with an early exit
// Both standard and selection clipboards are set.
.clipboard => {
const clipboards: []const apprt.Clipboard = &.{ .standard, .selection };
for (clipboards) |clipboard| self.rt_surface.setClipboardString(
buf,
clipboard,
false,
) catch |err| {
log.err(
"error setting clipboard string clipboard={} err={}",
.{ clipboard, err },
);
};
},
// The selection clipboard is set if supported, otherwise the standard.
.true => {
const clipboard: apprt.Clipboard = if (self.rt_surface.supportsClipboard(.selection))
.selection
else
.standard;
self.rt_surface.setClipboardString(
buf,
clipboard,
false,
) catch |err| {
log.err(
"error setting clipboard string clipboard={} err={}",
.{ clipboard, err },
);
};
},
}
}
/// Change the cell size for the terminal grid. This can happen as
/// a result of changing the font size at runtime.
fn setCellSize(self: *Surface, size: rendererpkg.CellSize) !void {
// Update our cell size within our size struct
self.size.cell = size;
self.balancePaddingIfNeeded();
// Notify the terminal
self.io.queueMessage(.{ .resize = self.size }, .unlocked);
// Update our terminal default size if necessary.
self.recomputeInitialSize() catch |err| {
// We don't treat this as a fatal error because not setting
// an initial size shouldn't stop our terminal from working.
log.warn("unable to recompute initial window size: {}", .{err});
};
// Notify the window
_ = try self.rt_app.performAction(
.{ .surface = self },
.cell_size,
.{ .width = size.width, .height = size.height },
);
}
/// Change the font size.
///
/// This can only be called from the main thread.
pub fn setFontSize(self: *Surface, size: font.face.DesiredSize) !void {
log.debug("set font size size={}", .{size.points});
// Update our font size so future changes work
self.font_size = size;
// We need to build up a new font stack for this font size.
const font_grid_key, const font_grid = try self.app.font_grid_set.ref(
&self.config.font,
self.font_size,
);
errdefer self.app.font_grid_set.deref(font_grid_key);
// Set our cell size
try self.setCellSize(.{
.width = font_grid.metrics.cell_width,
.height = font_grid.metrics.cell_height,
});
// Notify our render thread of the new font stack. The renderer
// MUST accept the new font grid and deref the old.
_ = self.renderer_thread.mailbox.push(.{
.font_grid = .{
.grid = font_grid,
.set = &self.app.font_grid_set,
.old_key = self.font_grid_key,
.new_key = font_grid_key,
},
}, .{ .forever = {} });
// Once we've sent the key we can replace our key
self.font_grid_key = font_grid_key;
self.font_metrics = font_grid.metrics;
// Schedule render which also drains our mailbox
self.queueRender() catch unreachable;
}
/// This queues a render operation with the renderer thread. The render
/// isn't guaranteed to happen immediately but it will happen as soon as
/// practical.
fn queueRender(self: *Surface) !void {
try self.renderer_thread.wakeup.notify();
}
pub fn sizeCallback(self: *Surface, size: apprt.SurfaceSize) !void {
// Crash metadata in case we crash in here
crash.sentry.thread_state = self.crashThreadState();
defer crash.sentry.thread_state = null;
const new_screen_size: rendererpkg.ScreenSize = .{
.width = size.width,
.height = size.height,
};
// Update our screen size, but only if it actually changed. And if
// the screen size didn't change, then our grid size could not have
// changed, so we just return.
if (self.size.screen.equals(new_screen_size)) return;
try self.resize(new_screen_size);
}
fn resize(self: *Surface, size: rendererpkg.ScreenSize) !void {
// Save our screen size
self.size.screen = size;
self.balancePaddingIfNeeded();
// Recalculate our grid size. Because Ghostty supports fluid resizing,
// its possible the grid doesn't change at all even if the screen size changes.
// We have to update the IO thread no matter what because we send
// pixel-level sizing to the subprocess.
const grid_size = self.size.grid();
if (grid_size.columns < 5 and (self.size.padding.left > 0 or self.size.padding.right > 0)) {
log.warn("WARNING: very small terminal grid detected with padding " ++
"set. Is your padding reasonable?", .{});
}
if (grid_size.rows < 2 and (self.size.padding.top > 0 or self.size.padding.bottom > 0)) {
log.warn("WARNING: very small terminal grid detected with padding " ++
"set. Is your padding reasonable?", .{});
}
// Mail the IO thread
self.io.queueMessage(.{ .resize = self.size }, .unlocked);
}
/// Recalculate the balanced padding if needed.
fn balancePaddingIfNeeded(self: *Surface) void {
if (!self.config.window_padding_balance) return;
const content_scale = try self.rt_surface.getContentScale();
const x_dpi = content_scale.x * font.face.default_dpi;
const y_dpi = content_scale.y * font.face.default_dpi;
self.size.balancePadding(self.config.scaledPadding(x_dpi, y_dpi));
}
/// Called to set the preedit state for character input. Preedit is used
/// with dead key states, for example, when typing an accent character.
/// This should be called with null to reset the preedit state.
///
/// The core surface will NOT reset the preedit state on charCallback or
/// keyCallback and we rely completely on the apprt implementation to track
/// the preedit state correctly.
///
/// The preedit input must be UTF-8 encoded.
pub fn preeditCallback(self: *Surface, preedit_: ?[]const u8) !void {
// log.debug("text preeditCallback value={any}", .{preedit_});
// Crash metadata in case we crash in here
crash.sentry.thread_state = self.crashThreadState();
defer crash.sentry.thread_state = null;
self.renderer_state.mutex.lock();
defer self.renderer_state.mutex.unlock();
// We clear our selection when ANY OF:
// 1. We have an existing preedit
// 2. We have preedit text
if (self.renderer_state.preedit != null or
preedit_ != null)
{
self.setSelection(null) catch {};
}
// We always clear our prior preedit
if (self.renderer_state.preedit) |p| {
self.alloc.free(p.codepoints);
self.renderer_state.preedit = null;
}
// Mark preedit dirty flag
self.io.terminal.flags.dirty.preedit = true;
// If we have no text, we're done. We queue a render in case we cleared
// a prior preedit (likely).
const text = preedit_ orelse {
try self.queueRender();
return;
};
// We convert the UTF-8 text to codepoints.
const view = try std.unicode.Utf8View.init(text);
var it = view.iterator();
// Allocate the codepoints slice
const Codepoint = rendererpkg.State.Preedit.Codepoint;
var codepoints: std.ArrayListUnmanaged(Codepoint) = .{};
defer codepoints.deinit(self.alloc);
while (it.nextCodepoint()) |cp| {
const width: usize = @intCast(unicode.table.get(cp).width);
// I've never seen a preedit text with a zero-width character. In
// theory its possible but we can't really handle it right now.
// Let's just ignore it.
if (width <= 0) continue;
try codepoints.append(
self.alloc,
.{ .codepoint = cp, .wide = width >= 2 },
);
}
// If we have no codepoints, then we're done.
if (codepoints.items.len == 0) {
try self.queueRender();
return;
}
self.renderer_state.preedit = .{
.codepoints = try codepoints.toOwnedSlice(self.alloc),
};
try self.queueRender();
}
/// Returns true if the given key event would trigger a keybinding
/// if it were to be processed. This is useful for determining if
/// a key event should be sent to the terminal or not.
///
/// Note that this function does not check if the binding itself
/// is performable, only if the key event would trigger a binding.
/// If a performable binding is found and the event is not performable,
/// then Ghosty will act as though the binding does not exist.
pub fn keyEventIsBinding(
self: *Surface,
event: input.KeyEvent,
) bool {
switch (event.action) {
.release => return false,
.press, .repeat => {},
}
// Our keybinding set is either our current nested set (for
// sequences) or the root set.
const set = self.keyboard.bindings orelse &self.config.keybind.set;
// If we have a keybinding for this event then we return true.
return set.getEvent(event) != null;
}
/// Called for any key events. This handles keybindings, encoding and
/// sending to the terminal, etc.
pub fn keyCallback(
self: *Surface,
event: input.KeyEvent,
) !InputEffect {
// log.warn("text keyCallback event={}", .{event});
// Crash metadata in case we crash in here
crash.sentry.thread_state = self.crashThreadState();
defer crash.sentry.thread_state = null;
// Setup our inspector event if we have an inspector.
var insp_ev: ?inspectorpkg.key.Event = if (self.inspector != null) ev: {
var copy = event;
copy.utf8 = "";
if (event.utf8.len > 0) copy.utf8 = try self.alloc.dupe(u8, event.utf8);
break :ev .{ .event = copy };
} else null;
// When we're done processing, we always want to add the event to
// the inspector.
defer if (insp_ev) |ev| ev: {
// We have to check for the inspector again because our keybinding
// might close it.
const insp = self.inspector orelse {
ev.deinit(self.alloc);
break :ev;
};
if (insp.recordKeyEvent(ev)) {
self.queueRender() catch {};
} else |err| {
log.warn("error adding key event to inspector err={}", .{err});
}
};
// Handle keybindings first. We need to handle this on all events
// (press, repeat, release) because a press may perform a binding but
// a release should not encode if we consumed the press.
if (try self.maybeHandleBinding(
event,
if (insp_ev) |*ev| ev else null,
)) |v| return v;
// If we allow KAM and KAM is enabled then we do nothing.
if (self.config.vt_kam_allowed) {
self.renderer_state.mutex.lock();
defer self.renderer_state.mutex.unlock();
if (self.io.terminal.modes.get(.disable_keyboard)) return .consumed;
}
// If this input event has text, then we hide the mouse if configured.
// We only do this on pressed events to avoid hiding the mouse when we
// change focus due to a keybinding (i.e. switching tabs).
if (self.config.mouse_hide_while_typing and
event.action == .press and
!self.mouse.hidden and
event.utf8.len > 0)
{
self.hideMouse();
}
// If our mouse modifiers change we may need to change our
// link highlight state.
if (!self.mouse.mods.equal(event.mods)) mouse_mods: {
// Update our modifiers, this will update mouse mods too
self.modsChanged(event.mods);
// We only refresh links if
// 1. mouse reporting is off
// OR
// 2. mouse reporting is on and we are not reporting shift to the terminal
if (self.io.terminal.flags.mouse_event == .none or
(self.mouse.mods.shift and !self.mouseShiftCapture(false)))
{
// Refresh our link state
const pos = self.rt_surface.getCursorPos() catch break :mouse_mods;
self.mouseRefreshLinks(
pos,
self.posToViewport(pos.x, pos.y),
self.mouse.over_link,
) catch |err| {
log.warn("failed to refresh links err={}", .{err});
break :mouse_mods;
};
} else if (self.io.terminal.flags.mouse_event != .none and !self.mouse.mods.shift) {
// If we have mouse reports on and we don't have shift pressed, we reset state
_ = try self.rt_app.performAction(
.{ .surface = self },
.mouse_shape,
self.io.terminal.mouse_shape,
);
_ = try self.rt_app.performAction(
.{ .surface = self },
.mouse_over_link,
.{ .url = "" },
);
try self.queueRender();
}
}
// Process the cursor state logic. This will update the cursor shape if
// needed, depending on the key state.
if ((SurfaceMouse{
.physical_key = event.physical_key,
.mouse_event = self.io.terminal.flags.mouse_event,
.mouse_shape = self.io.terminal.mouse_shape,
.mods = self.mouse.mods,
.over_link = self.mouse.over_link,
.hidden = self.mouse.hidden,
}).keyToMouseShape()) |shape| _ = try self.rt_app.performAction(
.{ .surface = self },
.mouse_shape,
shape,
);
// We've processed a key event that produced some data so we want to
// track the last pressed key.
self.pressed_key = event: {
// We need to unset the allocated fields that will become invalid
var copy = event;
copy.utf8 = "";
// If we have a previous pressed key and we're releasing it
// then we set it to invalid to prevent repeating the release event.
if (event.action == .release) {
// if we didn't have a previous event and this is a release
// event then we just want to set it to null.
const prev = self.pressed_key orelse break :event null;
if (prev.key == copy.key) copy.key = .invalid;
}
// If our key is invalid and we have no mods, then we're done!
// This helps catch the state that we naturally released all keys.
if (copy.key == .invalid and copy.mods.empty()) break :event null;
break :event copy;
};
// Encode and send our key. If we didn't encode anything, then we
// return the effect as ignored.
if (try self.encodeKey(
event,
if (insp_ev) |*ev| ev else null,
)) |write_req| {
errdefer write_req.deinit();
self.io.queueMessage(switch (write_req) {
.small => |v| .{ .write_small = v },
.stable => |v| .{ .write_stable = v },
.alloc => |v| .{ .write_alloc = v },
}, .unlocked);
} else {
// No valid request means that we didn't encode anything.
return .ignored;
}
// If our event is any keypress that isn't a modifier and we generated
// some data to send to the pty, then we move the viewport down to the
// bottom. We also clear the selection for any key other then modifiers.
if (!event.key.modifier()) {
self.renderer_state.mutex.lock();
defer self.renderer_state.mutex.unlock();
try self.setSelection(null);
try self.io.terminal.scrollViewport(.{ .bottom = {} });
try self.queueRender();
}
return .consumed;
}
/// Maybe handles a binding for a given event and if so returns the effect.
/// Returns null if the event is not handled in any way and processing should
/// continue.
fn maybeHandleBinding(
self: *Surface,
event: input.KeyEvent,
insp_ev: ?*inspectorpkg.key.Event,
) !?InputEffect {
switch (event.action) {
// Release events never trigger a binding but we need to check if
// we consumed the press event so we don't encode the release.
.release => {
if (self.keyboard.last_trigger) |last| {
if (last == event.bindingHash()) {
// We don't reset the last trigger on release because
// an apprt may send multiple release events for a single
// press event.
return .consumed;
}
}
return null;
},
// Carry on processing.
.press, .repeat => {},
}
// Find an entry in the keybind set that matches our event.
const entry: input.Binding.Set.Entry = entry: {
const set = self.keyboard.bindings orelse &self.config.keybind.set;
// Get our entry from the set for the given event.
if (set.getEvent(event)) |v| break :entry v;
// No entry found. If we're not looking at the root set of the
// bindings we need to encode everything up to this point and
// send to the pty.
//
// We also ignore modifiers so that nested sequences such as
// ctrl+a>ctrl+b>c work.
if (self.keyboard.bindings != null and
!event.key.modifier())
{
// Encode everything up to this point
self.endKeySequence(.flush, .retain);
}
return null;
};
// Determine if this entry has an action or if its a leader key.
const leaf: input.Binding.Set.Leaf = switch (entry.value_ptr.*) {
.leader => |set| {
// Setup the next set we'll look at.
self.keyboard.bindings = set;
// Store this event so that we can drain and encode on invalid.
// We don't need to cap this because it is naturally capped by
// the config validation.
if (try self.encodeKey(event, insp_ev)) |req| {
try self.keyboard.queued.append(self.alloc, req);
}
// Start or continue our key sequence
_ = self.rt_app.performAction(
.{ .surface = self },
.key_sequence,
.{ .trigger = entry.key_ptr.* },
) catch |err| {
log.warn(
"failed to notify app of key sequence err={}",
.{err},
);
};
return .consumed;
},
.leaf => |leaf| leaf,
};
const action = leaf.action;
// consumed determines if the input is consumed or if we continue
// encoding the key (if we have a key to encode).
const consumed = consumed: {
// If the consumed flag is explicitly set, then we are consumed.
if (leaf.flags.consumed) break :consumed true;
// If the global or all flag is set, we always consume.
if (leaf.flags.global or leaf.flags.all) break :consumed true;
break :consumed false;
};
// We have an action, so at this point we're handling SOMETHING so
// we reset the last trigger to null. We only set this if we actually
// perform an action (below)
self.keyboard.last_trigger = null;
// An action also always resets the binding set.
self.keyboard.bindings = null;
// Attempt to perform the action
log.debug("key event binding flags={} action={}", .{
leaf.flags,
action,
});
const performed = performed: {
// If this is a global or all action, then we perform it on
// the app and it applies to every surface.
if (leaf.flags.global or leaf.flags.all) {
try self.app.performAllAction(self.rt_app, action);
// "All" actions are always performed since they are global.
break :performed true;
}
break :performed try self.performBindingAction(action);
};
// If we performed an action and it was a closing action,
// our "self" pointer is not safe to use anymore so we need to
// just exit immediately.
if (performed and closingAction(action)) {
log.debug("key binding is a closing binding, halting key event processing", .{});
return .closed;
}
// If we have the performable flag and the action was not performed,
// then we act as though a binding didn't exist.
if (leaf.flags.performable and !performed) {
// If we're in a sequence, we treat this as if we pressed a key
// that doesn't exist in the sequence. Reset our sequence and flush
// any queued events.
self.endKeySequence(.flush, .retain);
return null;
}
// If we consume this event, then we are done. If we don't consume
// it, we processed the action but we still want to process our
// encodings, too.
if (consumed) {
// If we had queued events, we deinit them since we consumed
self.endKeySequence(.drop, .retain);
// Store our last trigger so we don't encode the release event
self.keyboard.last_trigger = event.bindingHash();
if (insp_ev) |ev| ev.binding = action;
return .consumed;
}
// If we didn't perform OR we didn't consume, then we want to
// encode any queued events for a sequence.
self.endKeySequence(.flush, .retain);
return null;
}
const KeySequenceQueued = enum { flush, drop };
const KeySequenceMemory = enum { retain, free };
/// End a key sequence. Safe to call if no key sequence is active.
///
/// Action and mem determine the behavior of the queued inputs up to this
/// point.
fn endKeySequence(
self: *Surface,
action: KeySequenceQueued,
mem: KeySequenceMemory,
) void {
// Notify apprt key sequence ended
_ = self.rt_app.performAction(
.{ .surface = self },
.key_sequence,
.end,
) catch |err| {
log.warn(
"failed to notify app of key sequence end err={}",
.{err},
);
};
// No matter what we clear our current binding set. This restores
// the set we look at to the root set.
self.keyboard.bindings = null;
if (self.keyboard.queued.items.len > 0) {
switch (action) {
.flush => for (self.keyboard.queued.items) |write_req| {
self.io.queueMessage(switch (write_req) {
.small => |v| .{ .write_small = v },
.stable => |v| .{ .write_stable = v },
.alloc => |v| .{ .write_alloc = v },
}, .unlocked);
},
.drop => for (self.keyboard.queued.items) |req| req.deinit(),
}
switch (mem) {
.free => self.keyboard.queued.clearAndFree(self.alloc),
.retain => self.keyboard.queued.clearRetainingCapacity(),
}
}
}
/// Encodes the key event into a write request. The write request will
/// always copy or allocate so the caller can safely free the event.
fn encodeKey(
self: *Surface,
event: input.KeyEvent,
insp_ev: ?*inspectorpkg.key.Event,
) !?termio.Message.WriteReq {
// Build up our encoder. Under different modes and
// inputs there are many keybindings that result in no encoding
// whatsoever.
const enc: input.KeyEncoder = enc: {
const option_as_alt: configpkg.OptionAsAlt = self.config.macos_option_as_alt orelse detect: {
// Non-macOS doesn't use this value so ignore.
if (comptime builtin.os.tag != .macos) break :detect .false;
// If we don't have alt pressed, it doesn't matter what this
// config is so we can just say "false" and break out and avoid
// more expensive checks below.
if (!event.mods.alt) break :detect .false;
// Alt is pressed, we're on macOS. We break some encapsulation
// here and assume libghostty for ease...
break :detect self.rt_app.keyboardLayout().detectOptionAsAlt();
};
self.renderer_state.mutex.lock();
defer self.renderer_state.mutex.unlock();
const t = &self.io.terminal;
break :enc .{
.event = event,
.macos_option_as_alt = option_as_alt,
.alt_esc_prefix = t.modes.get(.alt_esc_prefix),
.cursor_key_application = t.modes.get(.cursor_keys),
.keypad_key_application = t.modes.get(.keypad_keys),
.ignore_keypad_with_numlock = t.modes.get(.ignore_keypad_with_numlock),
.modify_other_keys_state_2 = t.flags.modify_other_keys_2,
.kitty_flags = t.screen.kitty_keyboard.current(),
};
};
const write_req: termio.Message.WriteReq = req: {
// Try to write the input into a small array. This fits almost
// every scenario. Larger situations can happen due to long
// pre-edits.
var data: termio.Message.WriteReq.Small.Array = undefined;
if (enc.encode(&data)) |seq| {
// Special-case: we did nothing.
if (seq.len == 0) return null;
break :req .{ .small = .{
.data = data,
.len = @intCast(seq.len),
} };
} else |err| switch (err) {
// Means we need to allocate
error.OutOfMemory => {},
else => return err,
}
// We need to allocate. We allocate double the UTF-8 length
// or double the small array size, whichever is larger. That's
// a heuristic that should work. The only scenario I know while
// typing this where we don't have enough space is a long preedit,
// and in that case the size we need is exactly the UTF-8 length,
// so the double is being safe.
const buf = try self.alloc.alloc(u8, @max(
event.utf8.len * 2,
data.len * 2,
));
defer self.alloc.free(buf);
// This results in a double allocation but this is such an unlikely
// path the performance impact is unimportant.
const seq = try enc.encode(buf);
break :req try termio.Message.WriteReq.init(self.alloc, seq);
};
// Copy the encoded data into the inspector event if we have one.
// We do this before the mailbox because the IO thread could
// release the memory before we get a chance to copy it.
if (insp_ev) |ev| pty: {
const slice = write_req.slice();
const copy = self.alloc.alloc(u8, slice.len) catch |err| {
log.warn("error allocating pty data for inspector err={}", .{err});
break :pty;
};
errdefer self.alloc.free(copy);
@memcpy(copy, slice);
ev.pty = copy;
}
return write_req;
}
/// Sends text as-is to the terminal without triggering any keyboard
/// protocol. This will treat the input text as if it was pasted
/// from the clipboard so the same logic will be applied. Namely,
/// if bracketed mode is on this will do a bracketed paste. Otherwise,
/// this will filter newlines to '\r'.
pub fn textCallback(self: *Surface, text: []const u8) !void {
// Crash metadata in case we crash in here
crash.sentry.thread_state = self.crashThreadState();
defer crash.sentry.thread_state = null;
try self.completeClipboardPaste(text, true);
}
/// Callback for when the surface is fully visible or not, regardless
/// of focus state. This is used to pause rendering when the surface
/// is not visible, and also re-render when it becomes visible again.
pub fn occlusionCallback(self: *Surface, visible: bool) !void {
// Crash metadata in case we crash in here
crash.sentry.thread_state = self.crashThreadState();
defer crash.sentry.thread_state = null;
_ = self.renderer_thread.mailbox.push(.{
.visible = visible,
}, .{ .forever = {} });
try self.queueRender();
}
pub fn focusCallback(self: *Surface, focused: bool) !void {
// Crash metadata in case we crash in here
crash.sentry.thread_state = self.crashThreadState();
defer crash.sentry.thread_state = null;
// If our focus state is the same we do nothing.
if (self.focused == focused) return;
self.focused = focused;
// Notify our render thread of the new state
_ = self.renderer_thread.mailbox.push(.{
.focus = focused,
}, .{ .forever = {} });
if (focused) {
// Notify our app if we gained focus.
self.app.focusSurface(self);
} else unfocused: {
// If we lost focus and we have a keypress, then we want to send a key
// release event for it. Depending on the apprt, this CAN result in
// duplicate key release events, but that is better than not sending
// a key release event at all.
var pressed_key = self.pressed_key orelse break :unfocused;
self.pressed_key = null;
// All our actions will be releases
pressed_key.action = .release;
// Release the full key first
if (pressed_key.key != .invalid) {
assert(self.keyCallback(pressed_key) catch |err| err: {
log.warn("error releasing key on focus loss err={}", .{err});
break :err .ignored;
} != .closed);
}
// Release any modifiers if set
if (pressed_key.mods.empty()) break :unfocused;
// This is kind of nasty comptime meta programming but all we're doing
// here is going through all the modifiers and if they're set, releasing
// both the left and right sides of the modifier. This may not match
// the exact input event but it ensures a full reset.
const keys = &.{ "shift", "ctrl", "alt", "super" };
const original_key = pressed_key.key;
inline for (keys) |key| {
if (@field(pressed_key.mods, key)) {
@field(pressed_key.mods, key) = false;
inline for (&.{ "right", "left" }) |side| {
const keyname = if (comptime std.mem.eql(u8, key, "ctrl")) "control" else key;
pressed_key.key = @field(input.Key, side ++ "_" ++ keyname);
if (pressed_key.key != original_key) {
assert(self.keyCallback(pressed_key) catch |err| err: {
log.warn("error releasing key on focus loss err={}", .{err});
break :err .ignored;
} != .closed);
}
}
}
}
}
// Schedule render which also drains our mailbox
try self.queueRender();
// Whenever our focus changes we unhide the mouse. The mouse will be
// hidden again if the user starts typing. This helps alleviate some
// buggy behavior upstream in macOS with the mouse never becoming visible
// again when tabbing between programs (see #2525).
self.showMouse();
// Update the focus state and notify the terminal
{
self.renderer_state.mutex.lock();
self.io.terminal.flags.focused = focused;
self.renderer_state.mutex.unlock();
self.io.queueMessage(.{ .focused = focused }, .unlocked);
}
}
pub fn refreshCallback(self: *Surface) !void {
// Crash metadata in case we crash in here
crash.sentry.thread_state = self.crashThreadState();
defer crash.sentry.thread_state = null;
// The point of this callback is to schedule a render, so do that.
try self.queueRender();
}
// The amount to scroll. This structure is always normalized so that
// negative is down, left and positive is up, right. Note that INTERNALLY,
// vertical scroll on our terminal uses positive for down (right is not
// supported by our screen since scrollback is only vertical).
const ScrollAmount = struct {
delta: isize = 0,
pub fn direction(self: ScrollAmount) enum { down_left, up_right } {
return if (self.delta < 0) .down_left else .up_right;
}
pub fn magnitude(self: ScrollAmount) usize {
return @abs(self.delta);
}
};
/// Mouse scroll event. Negative is down, left. Positive is up, right.
///
/// "Natural scrolling" is a macOS term for inverting the scroll direction.
/// This should be handled by the apprt implementation. At this layer,
/// negative is always down, left.
pub fn scrollCallback(
self: *Surface,
xoff: f64,
yoff: f64,
scroll_mods: input.ScrollMods,
) !void {
// log.info("SCROLL: xoff={} yoff={} mods={}", .{ xoff, yoff, scroll_mods });
// Crash metadata in case we crash in here
crash.sentry.thread_state = self.crashThreadState();
defer crash.sentry.thread_state = null;
// Always show the mouse again if it is hidden
if (self.mouse.hidden) self.showMouse();
const y: ScrollAmount = if (yoff == 0) .{} else y: {
// We use cell_size to determine if we have accumulated enough to trigger a scroll
const cell_size: f64 = @floatFromInt(self.size.cell.height);
// If we have precision scroll, yoff is the number of pixels to scroll. In non-precision
// scroll, yoff is the number of wheel ticks. Some mice are capable of reporting fractional
// wheel ticks, which don't necessarily get reported as precision scrolls. We normalize all
// scroll events to pixels by multiplying the wheel tick value and the cell size. This means
// that a wheel tick of 1 results in single scroll event.
const yoff_adjusted: f64 = if (scroll_mods.precision)
yoff
else
yoff * cell_size * self.config.mouse_scroll_multiplier;
// Add our previously saved pending amount to the offset to get the
// new offset value. The signs of the pending and yoff should match
// so that we move further away from zero, but we don't assert
// this because in theory a user could scroll in the opposite
// direction and undo a pending scroll.
const poff: f64 = self.mouse.pending_scroll_y + yoff_adjusted;
// If the new offset is less than a single unit of scroll, we save
// the new pending value and do not scroll yet.
if (@abs(poff) < cell_size) {
self.mouse.pending_scroll_y = poff;
break :y .{};
}
// We scroll by the number of rows in the offset and save the remainder
const amount = poff / cell_size;
assert(@abs(amount) >= 1);
self.mouse.pending_scroll_y = poff - (amount * cell_size);
// Round towards zero.
const delta: isize = @intFromFloat(@trunc(amount));
assert(@abs(delta) >= 1);
break :y .{ .delta = delta };
};
// For detailed comments see the y calculation above.
const x: ScrollAmount = if (xoff == 0) .{} else x: {
if (!scroll_mods.precision) {
const x_delta_isize: isize = @intFromFloat(@round(xoff));
break :x .{ .delta = x_delta_isize };
}
const poff: f64 = self.mouse.pending_scroll_x + xoff;
const cell_size: f64 = @floatFromInt(self.size.cell.width);
if (@abs(poff) < cell_size) {
self.mouse.pending_scroll_x = poff;
break :x .{};
}
const amount = poff / cell_size;
assert(@abs(amount) >= 1);
self.mouse.pending_scroll_x = poff - (amount * cell_size);
const delta: isize = @intFromFloat(@trunc(amount));
assert(@abs(delta) >= 1);
break :x .{ .delta = delta };
};
// log.info("SCROLL: delta_y={} delta_x={}", .{ y.delta, x.delta });
{
self.renderer_state.mutex.lock();
defer self.renderer_state.mutex.unlock();
// If we have an active mouse reporting mode, clear the selection.
// The selection can occur if the user uses the shift mod key to
// override mouse grabbing from the window.
if (self.io.terminal.flags.mouse_event != .none) {
try self.setSelection(null);
}
// If we're in alternate screen with alternate scroll enabled, then
// we convert to cursor keys. This only happens if we're:
// (1) alt screen (2) no explicit mouse reporting and (3) alt
// scroll mode enabled.
if (self.io.terminal.active_screen == .alternate and
self.io.terminal.flags.mouse_event == .none and
self.io.terminal.modes.get(.mouse_alternate_scroll))
{
if (y.delta != 0) {
// When we send mouse events as cursor keys we always
// clear the selection.
try self.setSelection(null);
const seq = if (self.io.terminal.modes.get(.cursor_keys)) seq: {
// cursor key: application mode
break :seq switch (y.direction()) {
.up_right => "\x1bOA",
.down_left => "\x1bOB",
};
} else seq: {
// cursor key: normal mode
break :seq switch (y.direction()) {
.up_right => "\x1b[A",
.down_left => "\x1b[B",
};
};
for (0..y.magnitude()) |_| {
self.io.queueMessage(.{ .write_stable = seq }, .locked);
}
}
return;
}
// We have mouse events, are not in an alternate scroll buffer,
// or have alternate scroll disabled. In this case, we just run
// the normal logic.
// If we're scrolling up or down, then send a mouse event.
if (self.io.terminal.flags.mouse_event != .none) {
for (0..@abs(y.delta)) |_| {
const pos = try self.rt_surface.getCursorPos();
try self.mouseReport(switch (y.direction()) {
.up_right => .four,
.down_left => .five,
}, .press, self.mouse.mods, pos);
}
for (0..@abs(x.delta)) |_| {
const pos = try self.rt_surface.getCursorPos();
try self.mouseReport(switch (x.direction()) {
.up_right => .six,
.down_left => .seven,
}, .press, self.mouse.mods, pos);
}
// If mouse reporting is on, we do not want to scroll the
// viewport.
return;
}
if (y.delta != 0) {
// Modify our viewport, this requires a lock since it affects
// rendering. We have to switch signs here because our delta
// is negative down but our viewport is positive down.
try self.io.terminal.scrollViewport(.{ .delta = y.delta * -1 });
}
}
try self.queueRender();
}
/// This is called when the content scale of the surface changes. The surface
/// can then update any DPI-sensitive state.
pub fn contentScaleCallback(self: *Surface, content_scale: apprt.ContentScale) !void {
// Crash metadata in case we crash in here
crash.sentry.thread_state = self.crashThreadState();
defer crash.sentry.thread_state = null;
// Calculate the new DPI
const x_dpi = content_scale.x * font.face.default_dpi;
const y_dpi = content_scale.y * font.face.default_dpi;
// Update our font size which is dependent on the DPI
const size = size: {
var size = self.font_size;
size.xdpi = @intFromFloat(x_dpi);
size.ydpi = @intFromFloat(y_dpi);
break :size size;
};
// If our DPI didn't actually change, save a lot of work by doing nothing.
if (size.xdpi == self.font_size.xdpi and size.ydpi == self.font_size.ydpi) {
return;
}
try self.setFontSize(size);
// Update our padding which is dependent on DPI. We only do this for
// unbalanced padding since balanced padding is not dependent on DPI.
if (!self.config.window_padding_balance) {
self.size.padding = self.config.scaledPadding(x_dpi, y_dpi);
}
// Force a resize event because the change in padding will affect
// pixel-level changes to the renderer and viewport.
try self.resize(self.size.screen);
}
/// The type of action to report for a mouse event.
const MouseReportAction = enum { press, release, motion };
fn mouseReport(
self: *Surface,
button: ?input.MouseButton,
action: MouseReportAction,
mods: input.Mods,
pos: apprt.CursorPos,
) !void {
// Depending on the event, we may do nothing at all.
switch (self.io.terminal.flags.mouse_event) {
.none => return,
// X10 only reports clicks with mouse button 1, 2, 3. We verify
// the button later.
.x10 => if (action != .press or
button == null or
!(button.? == .left or
button.? == .right or
button.? == .middle)) return,
// Doesn't report motion
.normal => if (action == .motion) return,
// Button must be pressed
.button => if (button == null) return,
// Everything
.any => {},
}
// Handle scenarios where the mouse position is outside the viewport.
// We always report release events no matter where they happen.
if (action != .release) {
const pos_out_viewport = pos_out_viewport: {
const max_x: f32 = @floatFromInt(self.size.screen.width);
const max_y: f32 = @floatFromInt(self.size.screen.height);
break :pos_out_viewport pos.x < 0 or pos.y < 0 or
pos.x > max_x or pos.y > max_y;
};
if (pos_out_viewport) outside_viewport: {
// If we don't have a motion-tracking event mode, do nothing.
if (!self.io.terminal.flags.mouse_event.motion()) return;
// If any button is pressed, we still do the report. Otherwise,
// we do not do the report.
for (self.mouse.click_state) |state| {
if (state != .release) break :outside_viewport;
}
return;
}
}
// This format reports X/Y
const viewport_point = self.posToViewport(pos.x, pos.y);
// Record our new point. We only want to send a mouse event if the
// cell changed, unless we're tracking raw pixels.
if (action == .motion and self.io.terminal.flags.mouse_format != .sgr_pixels) {
if (self.mouse.event_point) |last_point| {
if (last_point.eql(viewport_point)) return;
}
}
self.mouse.event_point = viewport_point;
// Get the code we'll actually write
const button_code: u8 = code: {
var acc: u8 = 0;
// Determine our initial button value
if (button == null) {
// Null button means motion without a button pressed
acc = 3;
} else if (action == .release and
self.io.terminal.flags.mouse_format != .sgr and
self.io.terminal.flags.mouse_format != .sgr_pixels)
{
// Release is 3. It is NOT 3 in SGR mode because SGR can tell
// the application what button was released.
acc = 3;
} else {
acc = switch (button.?) {
.left => 0,
.middle => 1,
.right => 2,
.four => 64,
.five => 65,
.six => 66,
.seven => 67,
else => return, // unsupported
};
}
// X10 doesn't have modifiers
if (self.io.terminal.flags.mouse_event != .x10) {
if (mods.shift) acc += 4;
if (mods.alt) acc += 8;
if (mods.ctrl) acc += 16;
}
// Motion adds another bit
if (action == .motion) acc += 32;
break :code acc;
};
switch (self.io.terminal.flags.mouse_format) {
.x10 => {
if (viewport_point.x > 222 or viewport_point.y > 222) {
log.info("X10 mouse format can only encode X/Y up to 223", .{});
return;
}
// + 1 below is because our x/y is 0-indexed and the protocol wants 1
var data: termio.Message.WriteReq.Small.Array = undefined;
assert(data.len >= 6);
data[0] = '\x1b';
data[1] = '[';
data[2] = 'M';
data[3] = 32 + button_code;
data[4] = 32 + @as(u8, @intCast(viewport_point.x)) + 1;
data[5] = 32 + @as(u8, @intCast(viewport_point.y)) + 1;
// Ask our IO thread to write the data
self.io.queueMessage(.{ .write_small = .{
.data = data,
.len = 6,
} }, .locked);
},
.utf8 => {
// Maximum of 12 because at most we have 2 fully UTF-8 encoded chars
var data: termio.Message.WriteReq.Small.Array = undefined;
assert(data.len >= 12);
data[0] = '\x1b';
data[1] = '[';
data[2] = 'M';
// The button code will always fit in a single u8
data[3] = 32 + button_code;
// UTF-8 encode the x/y
var i: usize = 4;
i += try std.unicode.utf8Encode(@intCast(32 + viewport_point.x + 1), data[i..]);
i += try std.unicode.utf8Encode(@intCast(32 + viewport_point.y + 1), data[i..]);
// Ask our IO thread to write the data
self.io.queueMessage(.{ .write_small = .{
.data = data,
.len = @intCast(i),
} }, .locked);
},
.sgr => {
// Final character to send in the CSI
const final: u8 = if (action == .release) 'm' else 'M';
// Response always is at least 4 chars, so this leaves the
// remainder for numbers which are very large...
var data: termio.Message.WriteReq.Small.Array = undefined;
const resp = try std.fmt.bufPrint(&data, "\x1B[<{d};{d};{d}{c}", .{
button_code,
viewport_point.x + 1,
viewport_point.y + 1,
final,
});
// Ask our IO thread to write the data
self.io.queueMessage(.{ .write_small = .{
.data = data,
.len = @intCast(resp.len),
} }, .locked);
},
.urxvt => {
// Response always is at least 4 chars, so this leaves the
// remainder for numbers which are very large...
var data: termio.Message.WriteReq.Small.Array = undefined;
const resp = try std.fmt.bufPrint(&data, "\x1B[{d};{d};{d}M", .{
32 + button_code,
viewport_point.x + 1,
viewport_point.y + 1,
});
// Ask our IO thread to write the data
self.io.queueMessage(.{ .write_small = .{
.data = data,
.len = @intCast(resp.len),
} }, .locked);
},
.sgr_pixels => {
// Final character to send in the CSI
const final: u8 = if (action == .release) 'm' else 'M';
// The position has to be adjusted to the terminal space.
const coord: rendererpkg.Coordinate.Terminal = (rendererpkg.Coordinate{
.surface = .{
.x = pos.x,
.y = pos.y,
},
}).convert(.terminal, self.size).terminal;
// Response always is at least 4 chars, so this leaves the
// remainder for numbers which are very large...
var data: termio.Message.WriteReq.Small.Array = undefined;
const resp = try std.fmt.bufPrint(&data, "\x1B[<{d};{d};{d}{c}", .{
button_code,
@as(i32, @intFromFloat(@round(coord.x))),
@as(i32, @intFromFloat(@round(coord.y))),
final,
});
// Ask our IO thread to write the data
self.io.queueMessage(.{ .write_small = .{
.data = data,
.len = @intCast(resp.len),
} }, .locked);
},
}
}
/// Returns true if the shift modifier is allowed to be captured by modifier
/// events. It is up to the caller to still verify it is a situation in which
/// shift capture makes sense (i.e. left button, mouse click, etc.)
fn mouseShiftCapture(self: *const Surface, lock: bool) bool {
// Handle our never/always case where we don't need a lock.
switch (self.config.mouse_shift_capture) {
.never => return false,
.always => return true,
.false, .true => {},
}
if (lock) self.renderer_state.mutex.lock();
defer if (lock) self.renderer_state.mutex.unlock();
// If the terminal explicitly requests it then we always allow it
// since we processed never/always at this point.
switch (self.io.terminal.flags.mouse_shift_capture) {
.false => return false,
.true => return true,
.null => {},
}
// Otherwise, go with the user's preference
return switch (self.config.mouse_shift_capture) {
.false => false,
.true => true,
.never, .always => unreachable, // handled earlier
};
}
/// Returns true if the mouse is currently captured by the terminal
/// (i.e. reporting events).
pub fn mouseCaptured(self: *Surface) bool {
self.renderer_state.mutex.lock();
defer self.renderer_state.mutex.unlock();
return self.io.terminal.flags.mouse_event != .none;
}
/// Called for mouse button press/release events. This will return true
/// if the mouse event was consumed in some way (i.e. the program is capturing
/// mouse events). If the event was not consumed, then false is returned.
pub fn mouseButtonCallback(
self: *Surface,
action: input.MouseButtonState,
button: input.MouseButton,
mods: input.Mods,
) !bool {
// Crash metadata in case we crash in here
crash.sentry.thread_state = self.crashThreadState();
defer crash.sentry.thread_state = null;
// log.debug("mouse action={} button={} mods={}", .{ action, button, mods });
// If we have an inspector, we always queue a render
if (self.inspector) |insp| {
defer self.queueRender() catch {};
self.renderer_state.mutex.lock();
defer self.renderer_state.mutex.unlock();
// If the inspector is requesting a cell, then we intercept
// left mouse clicks and send them to the inspector.
if (insp.cell == .requested and
button == .left and
action == .press)
{
const pos = try self.rt_surface.getCursorPos();
const point = self.posToViewport(pos.x, pos.y);
const screen = &self.renderer_state.terminal.screen;
const p = screen.pages.pin(.{ .viewport = point }) orelse {
log.warn("failed to get pin for clicked point", .{});
return false;
};
insp.cell.select(
self.alloc,
p,
point.x,
point.y,
) catch |err| {
log.warn("error selecting cell for inspector err={}", .{err});
};
return false;
}
}
// Always record our latest mouse state
self.mouse.click_state[@intCast(@intFromEnum(button))] = action;
// Always show the mouse again if it is hidden
if (self.mouse.hidden) self.showMouse();
// Update our modifiers if they changed
self.modsChanged(mods);
// This is set to true if the terminal is allowed to capture the shift
// modifier. Note we can do this more efficiently probably with less
// locking/unlocking but clicking isn't that frequent enough to be a
// bottleneck.
const shift_capture = self.mouseShiftCapture(true);
// Shift-click continues the previous mouse state if we have a selection.
// cursorPosCallback will also do a mouse report so we don't need to do any
// of the logic below.
if (button == .left and action == .press) {
// We could do all the conditionals in one but I find it more
// readable as a human to break this one up.
if (mods.shift and
self.mouse.left_click_count > 0 and
!shift_capture)
extend_selection: {
// We split this conditional out on its own because this is the
// only one that requires a renderer mutex grab which is VERY
// expensive because it could block all our threads.
if (!self.hasSelection()) break :extend_selection;
// If we are within the interval that the click would register
// an increment then we do not extend the selection.
if (std.time.Instant.now()) |now| {
const since = now.since(self.mouse.left_click_time);
if (since <= self.config.mouse_interval) {
// Click interval very short, we may be increasing
// click counts so we don't extend the selection.
break :extend_selection;
}
} else |err| {
// This is a weird behavior, I think either behavior is actually
// fine. This failure should be exceptionally rare anyways.
// My thinking here is that we can't be sure if we should extend
// the selection or not so we just don't.
log.warn("failed to get time, not extending selection err={}", .{err});
break :extend_selection;
}
const pos = try self.rt_surface.getCursorPos();
try self.cursorPosCallback(pos, null);
return true;
}
}
// Handle link clicking. We want to do this before we do mouse
// reporting or any other mouse handling because a successfully
// clicked link will swallow the event.
if (button == .left and action == .release and self.mouse.over_link) {
const pos = try self.rt_surface.getCursorPos();
if (self.processLinks(pos)) |processed| {
if (processed) return true;
} else |err| {
log.warn("error processing links err={}", .{err});
}
}
// Report mouse events if enabled
{
self.renderer_state.mutex.lock();
defer self.renderer_state.mutex.unlock();
if (self.io.terminal.flags.mouse_event != .none) report: {
// If we have shift-pressed and we aren't allowed to capture it,
// then we do not do a mouse report.
if (mods.shift and !shift_capture) break :report;
// In any other mouse button scenario without shift pressed we
// clear the selection since the underlying application can handle
// that in any way (i.e. "scrolling").
try self.setSelection(null);
// We also set the left click count to 0 so that if mouse reporting
// is disabled in the middle of press (before release) we don't
// suddenly start selecting text.
self.mouse.left_click_count = 0;
const pos = try self.rt_surface.getCursorPos();
const report_action: MouseReportAction = switch (action) {
.press => .press,
.release => .release,
};
try self.mouseReport(
button,
report_action,
self.mouse.mods,
pos,
);
// If we're doing mouse reporting, we do not support any other
// selection or highlighting.
return true;
}
}
// For left button click release we check if we are moving our cursor.
if (button == .left and
action == .release and
mods.alt)
click_move: {
self.renderer_state.mutex.lock();
defer self.renderer_state.mutex.unlock();
// If we have a selection then we do not do click to move because
// it means that we moved our cursor while pressing the mouse button.
if (self.io.terminal.screen.selection != null) break :click_move;
// Moving always resets the click count so that we don't highlight.
self.mouse.left_click_count = 0;
const pin = self.mouse.left_click_pin orelse break :click_move;
try self.clickMoveCursor(pin.*);
return true;
}
// For left button clicks we always record some information for
// selection/highlighting purposes.
if (button == .left and action == .press) click: {
self.renderer_state.mutex.lock();
defer self.renderer_state.mutex.unlock();
const t: *terminal.Terminal = self.renderer_state.terminal;
const screen = &self.renderer_state.terminal.screen;
const pos = try self.rt_surface.getCursorPos();
const pin = pin: {
const pt_viewport = self.posToViewport(pos.x, pos.y);
const pin = screen.pages.pin(.{
.viewport = .{
.x = pt_viewport.x,
.y = pt_viewport.y,
},
}) orelse {
// Weird... our viewport x/y that we just converted isn't
// found in our pages. This is probably a bug but we don't
// want to crash in releases because its harmless. So, we
// only assert in debug mode.
if (comptime std.debug.runtime_safety) unreachable;
break :click;
};
break :pin try screen.pages.trackPin(pin);
};
errdefer screen.pages.untrackPin(pin);
// If we move our cursor too much between clicks then we reset
// the multi-click state.
if (self.mouse.left_click_count > 0) {
const max_distance: f64 = @floatFromInt(self.size.cell.width);
const distance = @sqrt(
std.math.pow(f64, pos.x - self.mouse.left_click_xpos, 2) +
std.math.pow(f64, pos.y - self.mouse.left_click_ypos, 2),
);
if (distance > max_distance) self.mouse.left_click_count = 0;
}
if (self.mouse.left_click_pin) |prev| {
const pin_screen = t.getScreen(self.mouse.left_click_screen);
pin_screen.pages.untrackPin(prev);
self.mouse.left_click_pin = null;
}
// Store it
self.mouse.left_click_pin = pin;
self.mouse.left_click_screen = t.active_screen;
self.mouse.left_click_xpos = pos.x;
self.mouse.left_click_ypos = pos.y;
// Setup our click counter and timer
if (std.time.Instant.now()) |now| {
// If we have mouse clicks, then we check if the time elapsed
// is less than and our interval and if so, increase the count.
if (self.mouse.left_click_count > 0) {
const since = now.since(self.mouse.left_click_time);
if (since > self.config.mouse_interval) {
self.mouse.left_click_count = 0;
}
}
self.mouse.left_click_time = now;
self.mouse.left_click_count += 1;
// We only support up to triple-clicks.
if (self.mouse.left_click_count > 3) self.mouse.left_click_count = 1;
} else |err| {
self.mouse.left_click_count = 1;
log.err("error reading time, mouse multi-click won't work err={}", .{err});
}
switch (self.mouse.left_click_count) {
// Single click
1 => {
// If we have a selection, clear it. This always happens.
if (self.io.terminal.screen.selection != null) {
try self.setSelection(null);
try self.queueRender();
}
},
// Double click, select the word under our mouse
2 => {
const sel_ = self.io.terminal.screen.selectWord(pin.*);
if (sel_) |sel| {
try self.setSelection(sel);
try self.queueRender();
}
},
// Triple click, select the line under our mouse
3 => {
const sel_ = if (mods.ctrlOrSuper())
self.io.terminal.screen.selectOutput(pin.*)
else
self.io.terminal.screen.selectLine(.{ .pin = pin.* });
if (sel_) |sel| {
try self.setSelection(sel);
try self.queueRender();
}
},
// We should be bounded by 1 to 3
else => unreachable,
}
}
// Middle-click pastes from our selection clipboard
if (button == .middle and action == .press) {
const clipboard: apprt.Clipboard = if (self.rt_surface.supportsClipboard(.selection))
.selection
else
.standard;
try self.startClipboardRequest(clipboard, .{ .paste = {} });
}
// Right-click down selects word for context menus. If the apprt
// doesn't implement context menus this can be a bit weird but they
// are supported by our two main apprts so we always do this. If we
// want to be careful in the future we can add a function to apprts
// that let's us know.
if (button == .right and action == .press) sel: {
self.renderer_state.mutex.lock();
defer self.renderer_state.mutex.unlock();
// Get our viewport pin
const screen = &self.renderer_state.terminal.screen;
const pin = pin: {
const pos = try self.rt_surface.getCursorPos();
const pt_viewport = self.posToViewport(pos.x, pos.y);
const pin = screen.pages.pin(.{
.viewport = .{
.x = pt_viewport.x,
.y = pt_viewport.y,
},
}) orelse {
// Weird... our viewport x/y that we just converted isn't
// found in our pages. This is probably a bug but we don't
// want to crash in releases because its harmless. So, we
// only assert in debug mode.
if (comptime std.debug.runtime_safety) unreachable;
break :sel;
};
break :pin pin;
};
// If we already have a selection and the selection contains
// where we clicked then we don't want to modify the selection.
if (self.io.terminal.screen.selection) |prev_sel| {
if (prev_sel.contains(screen, pin)) break :sel;
// The selection doesn't contain our pin, so we create a new
// word selection where we clicked.
}
const sel = screen.selectWord(pin) orelse break :sel;
try self.setSelection(sel);
try self.queueRender();
}
return false;
}
/// Performs the "click-to-move" logic to move the cursor to the given
/// screen point if possible. This works by converting the path to the
/// given point into a series of arrow key inputs.
fn clickMoveCursor(self: *Surface, to: terminal.Pin) !void {
// If click-to-move is disabled then we're done.
if (!self.config.cursor_click_to_move) return;
const t = &self.io.terminal;
// Click to move cursor only works on the primary screen where prompts
// exist. This means that alt screen multiplexers like tmux will not
// support this feature. It is just too messy.
if (t.active_screen != .primary) return;
// This flag is only set if we've seen at least one semantic prompt
// OSC sequence. If we've never seen that sequence, we can't possibly
// move the cursor so we can fast path out of here.
if (!t.flags.shell_redraws_prompt) return;
// Get our path
const from = t.screen.cursor.page_pin.*;
const path = t.screen.promptPath(from, to);
log.debug("click-to-move-cursor from={} to={} path={}", .{ from, to, path });
// If we aren't moving at all, fast path out of here.
if (path.x == 0 and path.y == 0) return;
// Convert our path to arrow key inputs. Yes, that is how this works.
// Yes, that is pretty sad. Yes, this could backfire in various ways.
// But its the best we can do.
// We do Y first because it prevents any weird wrap behavior.
if (path.y != 0) {
const arrow = if (path.y < 0) arrow: {
break :arrow if (t.modes.get(.cursor_keys)) "\x1bOA" else "\x1b[A";
} else arrow: {
break :arrow if (t.modes.get(.cursor_keys)) "\x1bOB" else "\x1b[B";
};
for (0..@abs(path.y)) |_| {
self.io.queueMessage(.{ .write_stable = arrow }, .locked);
}
}
if (path.x != 0) {
const arrow = if (path.x < 0) arrow: {
break :arrow if (t.modes.get(.cursor_keys)) "\x1bOD" else "\x1b[D";
} else arrow: {
break :arrow if (t.modes.get(.cursor_keys)) "\x1bOC" else "\x1b[C";
};
for (0..@abs(path.x)) |_| {
self.io.queueMessage(.{ .write_stable = arrow }, .locked);
}
}
}
/// Returns the link at the given cursor position, if any.
///
/// Requires the renderer mutex is held.
fn linkAtPos(
self: *Surface,
pos: apprt.CursorPos,
) !?struct {
input.Link.Action,
terminal.Selection,
} {
// Convert our cursor position to a screen point.
const screen = &self.renderer_state.terminal.screen;
const mouse_pin: terminal.Pin = mouse_pin: {
const point = self.posToViewport(pos.x, pos.y);
const pin = screen.pages.pin(.{ .viewport = point }) orelse {
log.warn("failed to get pin for clicked point", .{});
return null;
};
break :mouse_pin pin;
};
// Get our comparison mods
const mouse_mods = self.mouseModsWithCapture(self.mouse.mods);
// If we have the proper modifiers set then we can check for OSC8 links.
if (mouse_mods.equal(input.ctrlOrSuper(.{}))) hyperlink: {
const rac = mouse_pin.rowAndCell();
const cell = rac.cell;
if (!cell.hyperlink) break :hyperlink;
const sel = terminal.Selection.init(mouse_pin, mouse_pin, false);
return .{ ._open_osc8, sel };
}
// If we have no OSC8 links then we fallback to regex-based URL detection.
// If we have no configured links we can save a lot of work going forward.
if (self.config.links.len == 0) return null;
// Get the line we're hovering over.
const line = screen.selectLine(.{
.pin = mouse_pin,
.whitespace = null,
.semantic_prompt_boundary = false,
}) orelse return null;
var strmap: terminal.StringMap = undefined;
self.alloc.free(try screen.selectionString(self.alloc, .{
.sel = line,
.trim = false,
.map = &strmap,
}));
defer strmap.deinit(self.alloc);
// Go through each link and see if we clicked it
for (self.config.links) |link| {
switch (link.highlight) {
.always, .hover => {},
.always_mods, .hover_mods => |v| if (!v.equal(mouse_mods)) continue,
}
var it = strmap.searchIterator(link.regex);
while (true) {
var match = (try it.next()) orelse break;
defer match.deinit();
const sel = match.selection();
if (!sel.contains(screen, mouse_pin)) continue;
return .{ link.action, sel };
}
}
return null;
}
/// This returns the mouse mods to consider for link highlighting or
/// other purposes taking into account when shift is pressed for releasing
/// the mouse from capture.
///
/// The renderer state mutex must be held.
fn mouseModsWithCapture(self: *Surface, mods: input.Mods) input.Mods {
// In any of these scenarios, whatever mods are set (even shift)
// are preserved.
if (self.io.terminal.flags.mouse_event == .none) return mods;
if (!mods.shift) return mods;
if (self.mouseShiftCapture(false)) return mods;
// We have mouse capture, shift set, and we're not allowed to capture
// shift, so we can clear shift.
var final = mods;
final.shift = false;
return final;
}
/// Attempt to invoke the action of any link that is under the
/// given position.
///
/// Requires the renderer state mutex is held.
fn processLinks(self: *Surface, pos: apprt.CursorPos) !bool {
const action, const sel = try self.linkAtPos(pos) orelse return false;
switch (action) {
.open => {
const str = try self.io.terminal.screen.selectionString(self.alloc, .{
.sel = sel,
.trim = false,
});
defer self.alloc.free(str);
try internal_os.open(self.alloc, .unknown, str);
},
._open_osc8 => {
const uri = self.osc8URI(sel.start()) orelse {
log.warn("failed to get URI for OSC8 hyperlink", .{});
return false;
};
try internal_os.open(self.alloc, .unknown, uri);
},
}
return true;
}
/// Return the URI for an OSC8 hyperlink at the given position or null
/// if there is no hyperlink.
fn osc8URI(self: *Surface, pin: terminal.Pin) ?[]const u8 {
_ = self;
const page = &pin.node.data;
const cell = pin.rowAndCell().cell;
const link_id = page.lookupHyperlink(cell) orelse return null;
const entry = page.hyperlink_set.get(page.memory, link_id);
return entry.uri.offset.ptr(page.memory)[0..entry.uri.len];
}
pub fn mousePressureCallback(
self: *Surface,
stage: input.MousePressureStage,
pressure: f64,
) !void {
// Crash metadata in case we crash in here
crash.sentry.thread_state = self.crashThreadState();
defer crash.sentry.thread_state = null;
// We don't currently use the pressure value for anything. In the
// future, we could report this to applications using new mouse
// events or utilize it for some custom UI.
_ = pressure;
// If the pressure stage is the same as what we already have do nothing
if (self.mouse.pressure_stage == stage) return;
// Update our pressure stage.
self.mouse.pressure_stage = stage;
// If our left mouse button is pressed and we're entering a deep
// click then we want to start a selection. We treat this as a
// word selection since that is typical macOS behavior.
const left_idx = @intFromEnum(input.MouseButton.left);
if (self.mouse.click_state[left_idx] == .press and
stage == .deep)
select: {
self.renderer_state.mutex.lock();
defer self.renderer_state.mutex.unlock();
// This should always be set in this state but we don't want
// to handle state inconsistency here.
const pin = self.mouse.left_click_pin orelse break :select;
const sel = self.io.terminal.screen.selectWord(pin.*) orelse break :select;
try self.setSelection(sel);
try self.queueRender();
}
}
/// Cursor position callback.
///
/// Send negative x or y values to indicate the cursor is outside the
/// viewport. The magnitude of the negative values are meaningless;
/// they are only used to indicate the cursor is outside the viewport.
/// It's important to do this to ensure hover states are cleared.
///
/// The mods parameter is optional because some apprts do not provide
/// modifier information on cursor position events. If mods is null then
/// we'll use the last known mods. This is usually accurate since mod events
/// will trigger key press events but on some platforms we don't get them.
/// For example, on macOS, unfocused surfaces don't receive key events but
/// do receive mouse events so we have to rely on updated mods.
pub fn cursorPosCallback(
self: *Surface,
pos: apprt.CursorPos,
mods: ?input.Mods,
) !void {
// Crash metadata in case we crash in here
crash.sentry.thread_state = self.crashThreadState();
defer crash.sentry.thread_state = null;
// If the position is negative, it is outside our viewport and
// we need to clear any hover states.
if (pos.x < 0 or pos.y < 0) {
// Reset our hyperlink state
self.mouse.link_point = null;
if (self.mouse.over_link) {
self.mouse.over_link = false;
_ = try self.rt_app.performAction(
.{ .surface = self },
.mouse_shape,
self.io.terminal.mouse_shape,
);
_ = try self.rt_app.performAction(
.{ .surface = self },
.mouse_over_link,
.{ .url = "" },
);
try self.queueRender();
}
self.renderer_state.mutex.lock();
defer self.renderer_state.mutex.unlock();
// No mouse point so we don't highlight links
self.renderer_state.mouse.point = null;
// Mark the link's row as dirty, but continue with updating the
// mouse state below so we can scroll when our position is negative.
self.renderer_state.terminal.screen.dirty.hyperlink_hover = true;
}
// Always show the mouse again if it is hidden
if (self.mouse.hidden) self.showMouse();
// Update our modifiers if they changed
if (mods) |v| self.modsChanged(v);
// The mouse position in the viewport
const pos_vp = self.posToViewport(pos.x, pos.y);
// We always reset the over link status because it will be reprocessed
// below. But we need the old value to know if we need to undo mouse
// shape changes.
const over_link = self.mouse.over_link;
self.mouse.over_link = false;
// We are reading/writing state for the remainder
self.renderer_state.mutex.lock();
defer self.renderer_state.mutex.unlock();
// Update our mouse state. We set this to null initially because we only
// want to set it when we're not selecting or doing any other mouse
// event.
self.renderer_state.mouse.point = null;
// If we have an inspector, we need to always record position information
if (self.inspector) |insp| {
insp.mouse.last_xpos = pos.x;
insp.mouse.last_ypos = pos.y;
const screen = &self.renderer_state.terminal.screen;
insp.mouse.last_point = screen.pages.pin(.{ .viewport = .{
.x = pos_vp.x,
.y = pos_vp.y,
} });
try self.queueRender();
}
// Handle link hovering
// We refresh links when
// 1. we were previously over a link
// OR
// 2. the cursor position has changed (either we have no previous state, or the state has
// changed)
// AND
// 1. mouse reporting is off
// OR
// 2. mouse reporting is on and we are not reporting shift to the terminal
if ((over_link or
self.mouse.link_point == null or
(self.mouse.link_point != null and !self.mouse.link_point.?.eql(pos_vp))) and
(self.io.terminal.flags.mouse_event == .none or
(self.mouse.mods.shift and !self.mouseShiftCapture(false))))
{
// If we were previously over a link, we always update. We do this so that if the text
// changed underneath us, even if the mouse didn't move, we update the URL hints and state
try self.mouseRefreshLinks(pos, pos_vp, over_link);
}
// Do a mouse report
if (self.io.terminal.flags.mouse_event != .none) report: {
// Shift overrides mouse "grabbing" in the window, taken from Kitty.
// This only applies if there is a mouse button pressed so that
// movement reports are not affected.
if (self.mouse.mods.shift and !self.mouseShiftCapture(false)) {
for (self.mouse.click_state) |state| {
if (state != .release) break :report;
}
}
// We use the first mouse button we find pressed in order to report
// since the spec (afaict) does not say...
const button: ?input.MouseButton = button: for (self.mouse.click_state, 0..) |state, i| {
if (state == .press)
break :button @enumFromInt(i);
} else null;
try self.mouseReport(button, .motion, self.mouse.mods, pos);
// If we're doing mouse motion tracking, we do not support text
// selection.
return;
}
// Handle cursor position for text selection
if (self.mouse.click_state[@intFromEnum(input.MouseButton.left)] == .press) select: {
// Left click pressed but count zero can happen if mouse reporting is on.
// In this scenario, we mark the click state because we need that to
// properly make some mouse reports, but we don't keep track of the
// count because we don't want to handle selection.
if (self.mouse.left_click_count == 0) break :select;
// All roads lead to requiring a re-render at this point.
try self.queueRender();
// If our y is negative, we're above the window. In this case, we scroll
// up. The amount we scroll up is dependent on how negative we are.
// We allow for a 1 pixel buffer at the top and bottom to detect
// scroll even in full screen windows.
// Note: one day, we can change this from distance to time based if we want.
//log.warn("CURSOR POS: {} {}", .{ pos, self.size.screen });
const max_y: f32 = @floatFromInt(self.size.screen.height);
if (pos.y <= 1 or pos.y > max_y - 1) {
const delta: isize = if (pos.y < 0) -1 else 1;
try self.io.terminal.scrollViewport(.{ .delta = delta });
// TODO: We want a timer or something to repeat while we're still
// at this cursor position. Right now, the user has to jiggle their
// mouse in order to scroll.
}
// Convert to points
const screen = &self.renderer_state.terminal.screen;
const pin = screen.pages.pin(.{
.viewport = .{
.x = pos_vp.x,
.y = pos_vp.y,
},
}) orelse {
if (comptime std.debug.runtime_safety) unreachable;
return;
};
// Handle dragging depending on click count
switch (self.mouse.left_click_count) {
1 => try self.dragLeftClickSingle(pin, pos.x),
2 => try self.dragLeftClickDouble(pin),
3 => try self.dragLeftClickTriple(pin),
0 => unreachable, // handled above
else => unreachable,
}
return;
}
}
/// Double-click dragging moves the selection one "word" at a time.
fn dragLeftClickDouble(
self: *Surface,
drag_pin: terminal.Pin,
) !void {
const screen = &self.io.terminal.screen;
const click_pin = self.mouse.left_click_pin.?.*;
// Get the word closest to our starting click.
const word_start = screen.selectWordBetween(click_pin, drag_pin) orelse {
try self.setSelection(null);
return;
};
// Get the word closest to our current point.
const word_current = screen.selectWordBetween(
drag_pin,
click_pin,
) orelse {
try self.setSelection(null);
return;
};
// If our current mouse position is before the starting position,
// then the selection start is the word nearest our current position.
if (drag_pin.before(click_pin)) {
try self.setSelection(terminal.Selection.init(
word_current.start(),
word_start.end(),
false,
));
} else {
try self.setSelection(terminal.Selection.init(
word_start.start(),
word_current.end(),
false,
));
}
}
/// Triple-click dragging moves the selection one "line" at a time.
fn dragLeftClickTriple(
self: *Surface,
drag_pin: terminal.Pin,
) !void {
const screen = &self.io.terminal.screen;
const click_pin = self.mouse.left_click_pin.?.*;
// Get the line selection under our current drag point. If there isn't a
// line, do nothing.
const line = screen.selectLine(.{ .pin = drag_pin }) orelse return;
// Get the selection under our click point. We first try to trim
// whitespace if we've selected a word. But if no word exists then
// we select the blank line.
const sel_ = screen.selectLine(.{ .pin = click_pin }) orelse
screen.selectLine(.{ .pin = click_pin, .whitespace = null });
var sel = sel_ orelse return;
if (drag_pin.before(click_pin)) {
sel.startPtr().* = line.start();
} else {
sel.endPtr().* = line.end();
}
try self.setSelection(sel);
}
fn dragLeftClickSingle(
self: *Surface,
drag_pin: terminal.Pin,
xpos: f64,
) !void {
// NOTE(mitchellh): This logic super sucks. There has to be an easier way
// to calculate this, but this is good for a v1. Selection isn't THAT
// common so its not like this performance heavy code is running that
// often.
// TODO: unit test this, this logic sucks
// If we were selecting, and we switched directions, then we restart
// calculations because it forces us to reconsider if the first cell is
// selected.
self.checkResetSelSwitch(drag_pin);
// Our logic for determining if the starting cell is selected:
//
// - The "xboundary" is 60% the width of a cell from the left. We choose
// 60% somewhat arbitrarily based on feeling.
// - If we started our click left of xboundary, backwards selections
// can NEVER select the current char.
// - If we started our click right of xboundary, backwards selections
// ALWAYS selected the current char, but we must move the cursor
// left of the xboundary.
// - Inverted logic for forwards selections.
//
// Our clicking point
const click_pin = self.mouse.left_click_pin.?.*;
// the boundary point at which we consider selection or non-selection
const cell_width_f64: f64 = @floatFromInt(self.size.cell.width);
const cell_xboundary = cell_width_f64 * 0.6;
// first xpos of the clicked cell adjusted for padding
const left_padding_f64: f64 = @as(f64, @floatFromInt(self.size.padding.left));
const cell_xstart = @as(f64, @floatFromInt(click_pin.x)) * cell_width_f64;
const cell_start_xpos = self.mouse.left_click_xpos - cell_xstart - left_padding_f64;
// If this is the same cell, then we only start the selection if weve
// moved past the boundary point the opposite direction from where we
// started.
if (click_pin.eql(drag_pin)) {
// Ensuring to adjusting the cursor position for padding
const cell_xpos = xpos - cell_xstart - left_padding_f64;
const selected: bool = if (cell_start_xpos < cell_xboundary)
cell_xpos >= cell_xboundary
else
cell_xpos < cell_xboundary;
try self.setSelection(if (selected) terminal.Selection.init(
drag_pin,
drag_pin,
SurfaceMouse.isRectangleSelectState(self.mouse.mods),
) else null);
return;
}
// If this is a different cell and we haven't started selection,
// we determine the starting cell first.
if (self.io.terminal.screen.selection == null) {
// - If we're moving to a point before the start, then we select
// the starting cell if we started after the boundary, else
// we start selection of the prior cell.
// - Inverse logic for a point after the start.
const start: terminal.Pin = if (dragLeftClickBefore(
drag_pin,
click_pin,
self.mouse.mods,
)) start: {
if (cell_start_xpos >= cell_xboundary) break :start click_pin;
if (click_pin.x > 0) break :start click_pin.left(1);
var start = click_pin.up(1) orelse click_pin;
start.x = self.io.terminal.screen.pages.cols - 1;
break :start start;
} else start: {
if (cell_start_xpos < cell_xboundary) break :start click_pin;
if (click_pin.x < self.io.terminal.screen.pages.cols - 1)
break :start click_pin.right(1);
var start = click_pin.down(1) orelse click_pin;
start.x = 0;
break :start start;
};
try self.setSelection(terminal.Selection.init(
start,
drag_pin,
SurfaceMouse.isRectangleSelectState(self.mouse.mods),
));
return;
}
// TODO: detect if selection point is passed the point where we've
// actually written data before and disallow it.
// We moved! Set the selection end point. The start point should be
// set earlier.
assert(self.io.terminal.screen.selection != null);
const sel = self.io.terminal.screen.selection.?;
try self.setSelection(terminal.Selection.init(
sel.start(),
drag_pin,
sel.rectangle,
));
}
// Resets the selection if we switched directions, depending on the select
// mode. See dragLeftClickSingle for more details.
fn checkResetSelSwitch(
self: *Surface,
drag_pin: terminal.Pin,
) void {
const screen = &self.io.terminal.screen;
const sel = screen.selection orelse return;
const sel_start = sel.start();
const sel_end = sel.end();
var reset: bool = false;
if (sel.rectangle) {
// When we're in rectangle mode, we reset the selection relative to
// the click point depending on the selection mode we're in, with
// the exception of single-column selections, which we always reset
// on if we drift.
if (sel_start.x == sel_end.x) {
reset = drag_pin.x != sel_start.x;
} else {
reset = switch (sel.order(screen)) {
.forward => drag_pin.x < sel_start.x or drag_pin.before(sel_start),
.reverse => drag_pin.x > sel_start.x or sel_start.before(drag_pin),
.mirrored_forward => drag_pin.x > sel_start.x or drag_pin.before(sel_start),
.mirrored_reverse => drag_pin.x < sel_start.x or sel_start.before(drag_pin),
};
}
} else {
// Normal select uses simpler logic that is just based on the
// selection start/end.
reset = if (sel_end.before(sel_start))
sel_start.before(drag_pin)
else
drag_pin.before(sel_start);
}
// Nullifying a selection can't fail.
if (reset) self.setSelection(null) catch unreachable;
}
// Handles how whether or not the drag screen point is before the click point.
// When we are in rectangle select, we only interpret the x axis to determine
// where to start the selection (before or after the click point). See
// dragLeftClickSingle for more details.
fn dragLeftClickBefore(
drag_pin: terminal.Pin,
click_pin: terminal.Pin,
mods: input.Mods,
) bool {
if (mods.ctrlOrSuper() and mods.alt) {
return drag_pin.x < click_pin.x;
}
return drag_pin.before(click_pin);
}
/// Call to notify Ghostty that the color scheme for the terminal has
/// changed.
pub fn colorSchemeCallback(self: *Surface, scheme: apprt.ColorScheme) !void {
// Crash metadata in case we crash in here
crash.sentry.thread_state = self.crashThreadState();
defer crash.sentry.thread_state = null;
const new_scheme: configpkg.ConditionalState.Theme = switch (scheme) {
.light => .light,
.dark => .dark,
};
// If our scheme didn't change, then we don't do anything.
if (self.config_conditional_state.theme == new_scheme) return;
// Setup our conditional state which has the current color theme.
self.config_conditional_state.theme = new_scheme;
self.notifyConfigConditionalState();
// If mode 2031 is on, then we report the change live.
self.reportColorScheme(false);
}
pub fn posToViewport(self: Surface, xpos: f64, ypos: f64) terminal.point.Coordinate {
// Get our grid cell
const coord: rendererpkg.Coordinate = .{ .surface = .{ .x = xpos, .y = ypos } };
const grid = coord.convert(.grid, self.size).grid;
return .{ .x = grid.x, .y = grid.y };
}
/// Scroll to the bottom of the viewport.
///
/// Precondition: the render_state mutex must be held.
fn scrollToBottom(self: *Surface) !void {
try self.io.terminal.scrollViewport(.{ .bottom = {} });
try self.queueRender();
}
fn hideMouse(self: *Surface) void {
if (self.mouse.hidden) return;
self.mouse.hidden = true;
_ = self.rt_app.performAction(
.{ .surface = self },
.mouse_visibility,
.hidden,
) catch |err| {
log.warn("apprt failed to set mouse visibility err={}", .{err});
};
}
fn showMouse(self: *Surface) void {
if (!self.mouse.hidden) return;
self.mouse.hidden = false;
_ = self.rt_app.performAction(
.{ .surface = self },
.mouse_visibility,
.visible,
) catch |err| {
log.warn("apprt failed to set mouse visibility err={}", .{err});
};
}
/// Perform a binding action. A binding is a keybinding. This function
/// must be called from the GUI thread.
///
/// This function returns true if the binding action was performed. This
/// may return false if the binding action is not supported or if the
/// binding action would do nothing (i.e. previous tab with no tabs).
///
/// NOTE: At the time of writing this comment, only previous/next tab
/// will ever return false. We can expand this in the future if it becomes
/// useful. We did previous/next tab so we could implement #498.
pub fn performBindingAction(self: *Surface, action: input.Binding.Action) !bool {
// Forward app-scoped actions to the app. Some app-scoped actions are
// special-cased here because they do some special things when performed
// from the surface.
if (action.scoped(.app)) |app_action| {
switch (app_action) {
.new_window => try self.app.newWindow(
self.rt_app,
.{ .parent = self },
),
else => try self.app.performAction(
self.rt_app,
action.scoped(.app).?,
),
}
return true;
}
switch (action.scoped(.surface).?) {
.csi, .esc => |data| {
// We need to send the CSI/ESC sequence as a single write request.
// If you split it across two then the shell can interpret it
// as two literals.
var buf: [128]u8 = undefined;
const full_data = switch (action) {
.csi => try std.fmt.bufPrint(&buf, "\x1b[{s}", .{data}),
.esc => try std.fmt.bufPrint(&buf, "\x1b{s}", .{data}),
else => unreachable,
};
self.io.queueMessage(try termio.Message.writeReq(
self.alloc,
full_data,
), .unlocked);
// CSI/ESC triggers a scroll.
{
self.renderer_state.mutex.lock();
defer self.renderer_state.mutex.unlock();
self.scrollToBottom() catch |err| {
log.warn("error scrolling to bottom err={}", .{err});
};
}
},
.text => |data| {
// For text we always allocate just because its easier to
// handle all cases that way.
const buf = try self.alloc.alloc(u8, data.len);
defer self.alloc.free(buf);
const text = configpkg.string.parse(buf, data) catch |err| {
log.warn(
"error parsing text binding text={s} err={}",
.{ data, err },
);
return true;
};
self.io.queueMessage(try termio.Message.writeReq(
self.alloc,
text,
), .unlocked);
// Text triggers a scroll.
{
self.renderer_state.mutex.lock();
defer self.renderer_state.mutex.unlock();
self.scrollToBottom() catch |err| {
log.warn("error scrolling to bottom err={}", .{err});
};
}
},
.cursor_key => |ck| {
// We send a different sequence depending on if we're
// in cursor keys mode. We're in "normal" mode if cursor
// keys mode is NOT set.
const normal = normal: {
self.renderer_state.mutex.lock();
defer self.renderer_state.mutex.unlock();
// With the lock held, we must scroll to the bottom.
// We always scroll to the bottom for these inputs.
self.scrollToBottom() catch |err| {
log.warn("error scrolling to bottom err={}", .{err});
};
break :normal !self.io.terminal.modes.get(.cursor_keys);
};
if (normal) {
self.io.queueMessage(.{ .write_stable = ck.normal }, .unlocked);
} else {
self.io.queueMessage(.{ .write_stable = ck.application }, .unlocked);
}
},
.reset => {
self.renderer_state.mutex.lock();
defer self.renderer_state.mutex.unlock();
self.renderer_state.terminal.fullReset();
},
.copy_to_clipboard => {
// We can read from the renderer state without holding
// the lock because only we will write to this field.
if (self.io.terminal.screen.selection) |sel| {
const buf = self.io.terminal.screen.selectionString(self.alloc, .{
.sel = sel,
.trim = self.config.clipboard_trim_trailing_spaces,
}) catch |err| {
log.err("error reading selection string err={}", .{err});
return true;
};
defer self.alloc.free(buf);
self.rt_surface.setClipboardString(buf, .standard, false) catch |err| {
log.err("error setting clipboard string err={}", .{err});
return true;
};
return true;
}
return false;
},
.copy_url_to_clipboard => {
// If the mouse isn't over a link, nothing we can do.
if (!self.mouse.over_link) return false;
const pos = try self.rt_surface.getCursorPos();
if (try self.linkAtPos(pos)) |link_info| {
// Get the URL text from selection
const url_text = (self.io.terminal.screen.selectionString(self.alloc, .{
.sel = link_info[1],
.trim = self.config.clipboard_trim_trailing_spaces,
})) catch |err| {
log.err("error reading url string err={}", .{err});
return false;
};
defer self.alloc.free(url_text);
self.rt_surface.setClipboardString(url_text, .standard, false) catch |err| {
log.err("error copying url to clipboard err={}", .{err});
return true;
};
return true;
}
return false;
},
.paste_from_clipboard => try self.startClipboardRequest(
.standard,
.{ .paste = {} },
),
.paste_from_selection => try self.startClipboardRequest(
.selection,
.{ .paste = {} },
),
.increase_font_size => |delta| {
// Max delta is somewhat arbitrary.
const clamped_delta = @max(0, @min(255, delta));
log.debug("increase font size={}", .{clamped_delta});
var size = self.font_size;
// Max point size is somewhat arbitrary.
size.points = @min(size.points + clamped_delta, 255);
try self.setFontSize(size);
},
.decrease_font_size => |delta| {
// Max delta is somewhat arbitrary.
const clamped_delta = @max(0, @min(255, delta));
log.debug("decrease font size={}", .{clamped_delta});
var size = self.font_size;
size.points = @max(1, size.points - clamped_delta);
try self.setFontSize(size);
},
.reset_font_size => {
log.debug("reset font size", .{});
var size = self.font_size;
size.points = self.config.original_font_size;
try self.setFontSize(size);
},
.prompt_surface_title => return try self.rt_app.performAction(
.{ .surface = self },
.prompt_title,
{},
),
.clear_screen => {
// This is a duplicate of some of the logic in termio.clearScreen
// but we need to do this here so we can know the answer before
// we send the message. If the currently active screen is on the
// alternate screen then clear screen does nothing so we want to
// return false so the keybind can be unconsumed.
{
self.renderer_state.mutex.lock();
defer self.renderer_state.mutex.unlock();
if (self.io.terminal.active_screen == .alternate) return false;
}
self.io.queueMessage(.{
.clear_screen = .{ .history = true },
}, .unlocked);
},
.scroll_to_top => {
self.io.queueMessage(.{
.scroll_viewport = .{ .top = {} },
}, .unlocked);
},
.scroll_to_bottom => {
self.io.queueMessage(.{
.scroll_viewport = .{ .bottom = {} },
}, .unlocked);
},
.scroll_page_up => {
const rows: isize = @intCast(self.size.grid().rows);
self.io.queueMessage(.{
.scroll_viewport = .{ .delta = -1 * rows },
}, .unlocked);
},
.scroll_page_down => {
const rows: isize = @intCast(self.size.grid().rows);
self.io.queueMessage(.{
.scroll_viewport = .{ .delta = rows },
}, .unlocked);
},
.scroll_page_fractional => |fraction| {
const rows: f32 = @floatFromInt(self.size.grid().rows);
const delta: isize = @intFromFloat(@trunc(fraction * rows));
self.io.queueMessage(.{
.scroll_viewport = .{ .delta = delta },
}, .unlocked);
},
.scroll_page_lines => |lines| {
self.io.queueMessage(.{
.scroll_viewport = .{ .delta = lines },
}, .unlocked);
},
.jump_to_prompt => |delta| {
self.io.queueMessage(.{
.jump_to_prompt = @intCast(delta),
}, .unlocked);
},
.write_screen_file => |v| try self.writeScreenFile(
.screen,
v,
),
.write_scrollback_file => |v| try self.writeScreenFile(
.history,
v,
),
.write_selection_file => |v| try self.writeScreenFile(
.selection,
v,
),
.new_tab => return try self.rt_app.performAction(
.{ .surface = self },
.new_tab,
{},
),
.close_tab => return try self.rt_app.performAction(
.{ .surface = self },
.close_tab,
{},
),
inline .previous_tab,
.next_tab,
.last_tab,
.goto_tab,
=> |v, tag| return try self.rt_app.performAction(
.{ .surface = self },
.goto_tab,
switch (tag) {
.previous_tab => .previous,
.next_tab => .next,
.last_tab => .last,
.goto_tab => @enumFromInt(v),
else => comptime unreachable,
},
),
.move_tab => |position| return try self.rt_app.performAction(
.{ .surface = self },
.move_tab,
.{ .amount = position },
),
.new_split => |direction| return try self.rt_app.performAction(
.{ .surface = self },
.new_split,
switch (direction) {
.right => .right,
.left => .left,
.down => .down,
.up => .up,
.auto => if (self.size.screen.width > self.size.screen.height)
.right
else
.down,
},
),
.goto_split => |direction| return try self.rt_app.performAction(
.{ .surface = self },
.goto_split,
switch (direction) {
inline else => |tag| @field(
apprt.action.GotoSplit,
@tagName(tag),
),
},
),
.resize_split => |value| return try self.rt_app.performAction(
.{ .surface = self },
.resize_split,
.{
.amount = value[1],
.direction = switch (value[0]) {
inline else => |tag| @field(
apprt.action.ResizeSplit.Direction,
@tagName(tag),
),
},
},
),
.equalize_splits => return try self.rt_app.performAction(
.{ .surface = self },
.equalize_splits,
{},
),
.toggle_split_zoom => return try self.rt_app.performAction(
.{ .surface = self },
.toggle_split_zoom,
{},
),
.reset_window_size => return try self.rt_app.performAction(
.{ .surface = self },
.reset_window_size,
{},
),
.toggle_maximize => return try self.rt_app.performAction(
.{ .surface = self },
.toggle_maximize,
{},
),
.toggle_fullscreen => return try self.rt_app.performAction(
.{ .surface = self },
.toggle_fullscreen,
switch (self.config.macos_non_native_fullscreen) {
.false => .native,
.true => .macos_non_native,
.@"visible-menu" => .macos_non_native_visible_menu,
.@"padded-notch" => .macos_non_native_padded_notch,
},
),
.toggle_window_decorations => return try self.rt_app.performAction(
.{ .surface = self },
.toggle_window_decorations,
{},
),
.toggle_tab_overview => return try self.rt_app.performAction(
.{ .surface = self },
.toggle_tab_overview,
{},
),
.toggle_window_float_on_top => return try self.rt_app.performAction(
.{ .surface = self },
.float_window,
.toggle,
),
.toggle_secure_input => return try self.rt_app.performAction(
.{ .surface = self },
.secure_input,
.toggle,
),
.toggle_command_palette => return try self.rt_app.performAction(
.{ .surface = self },
.toggle_command_palette,
{},
),
.select_all => {
const sel = self.io.terminal.screen.selectAll();
if (sel) |s| {
try self.setSelection(s);
try self.queueRender();
}
},
.inspector => |mode| return try self.rt_app.performAction(
.{ .surface = self },
.inspector,
switch (mode) {
inline else => |tag| @field(
apprt.action.Inspector,
@tagName(tag),
),
},
),
.close_surface => self.close(),
.close_window => return try self.rt_app.performAction(
.{ .surface = self },
.close_window,
{},
),
.crash => |location| switch (location) {
.main => @panic("crash binding action, crashing intentionally"),
.render => {
_ = self.renderer_thread.mailbox.push(.{ .crash = {} }, .{ .forever = {} });
self.queueRender() catch |err| {
// Not a big deal if this fails.
log.warn("failed to notify renderer of crash message err={}", .{err});
};
},
.io => self.io.queueMessage(.{ .crash = {} }, .unlocked),
},
.adjust_selection => |direction| {
self.renderer_state.mutex.lock();
defer self.renderer_state.mutex.unlock();
const screen = &self.io.terminal.screen;
const sel = if (screen.selection) |*sel| sel else {
// If we don't have a selection we do not perform this
// action, allowing the keybind to fall through to the
// terminal.
return false;
};
sel.adjust(screen, switch (direction) {
.left => .left,
.right => .right,
.up => .up,
.down => .down,
.page_up => .page_up,
.page_down => .page_down,
.home => .home,
.end => .end,
.beginning_of_line => .beginning_of_line,
.end_of_line => .end_of_line,
});
// If the selection endpoint is outside of the current viewpoint,
// scroll it in to view. Note we always specifically use sel.end
// because that is what adjust modifies.
scroll: {
const viewport_tl = screen.pages.getTopLeft(.viewport);
const viewport_br = screen.pages.getBottomRight(.viewport).?;
if (sel.end().isBetween(viewport_tl, viewport_br))
break :scroll;
// Our end point is not within the viewport. If the end
// point is after the br then we need to adjust the end so
// that it is at the bottom right of the viewport.
const target = if (sel.end().before(viewport_tl))
sel.end()
else
sel.end().up(screen.pages.rows - 1) orelse sel.end();
screen.scroll(.{ .pin = target });
}
// Queue a render so its shown
screen.dirty.selection = true;
try self.queueRender();
},
}
return true;
}
/// Returns true if performing the given action result in closing
/// the surface. This is used to determine if our self pointer is
/// still valid after performing some binding action.
fn closingAction(action: input.Binding.Action) bool {
return switch (action) {
.close_surface,
.close_window,
.close_tab,
=> true,
else => false,
};
}
/// The portion of the screen to write for writeScreenFile.
const WriteScreenLoc = enum {
screen, // Full screen
history, // History (scrollback)
selection, // Selected text
};
fn writeScreenFile(
self: *Surface,
loc: WriteScreenLoc,
write_action: input.Binding.Action.WriteScreenAction,
) !void {
// Create a temporary directory to store our scrollback.
var tmp_dir = try internal_os.TempDir.init();
errdefer tmp_dir.deinit();
var filename_buf: [std.fs.max_path_bytes]u8 = undefined;
const filename = try std.fmt.bufPrint(&filename_buf, "{s}.txt", .{@tagName(loc)});
// Open our scrollback file
var file = try tmp_dir.dir.createFile(
filename,
switch (builtin.os.tag) {
.windows => .{},
else => .{ .mode = 0o600 },
},
);
defer file.close();
// Screen.dumpString writes byte-by-byte, so buffer it
var buf_writer = std.io.bufferedWriter(file.writer());
// Write the scrollback contents. This requires a lock.
{
self.renderer_state.mutex.lock();
defer self.renderer_state.mutex.unlock();
// We only dump history if we have history. We still keep
// the file and write the empty file to the pty so that this
// command always works on the primary screen.
const pages = &self.io.terminal.screen.pages;
const sel_: ?terminal.Selection = switch (loc) {
.history => history: {
// We do not support this for alternate screens
// because they don't have scrollback anyways.
if (self.io.terminal.active_screen == .alternate) {
break :history null;
}
break :history terminal.Selection.init(
pages.getTopLeft(.history),
pages.getBottomRight(.history) orelse
break :history null,
false,
);
},
.screen => screen: {
break :screen terminal.Selection.init(
pages.getTopLeft(.screen),
pages.getBottomRight(.screen) orelse
break :screen null,
false,
);
},
.selection => self.io.terminal.screen.selection,
};
const sel = sel_ orelse {
// If we have no selection we have no data so we do nothing.
tmp_dir.deinit();
return;
};
// Use topLeft and bottomRight to ensure correct coordinate ordering
const tl = sel.topLeft(&self.io.terminal.screen);
const br = sel.bottomRight(&self.io.terminal.screen);
try self.io.terminal.screen.dumpString(
buf_writer.writer(),
.{
.tl = tl,
.br = br,
.unwrap = true,
},
);
}
try buf_writer.flush();
// Get the final path
var path_buf: [std.fs.max_path_bytes]u8 = undefined;
const path = try tmp_dir.dir.realpath(filename, &path_buf);
switch (write_action) {
.open => try internal_os.open(self.alloc, .text, path),
.paste => self.io.queueMessage(try termio.Message.writeReq(
self.alloc,
path,
), .unlocked),
}
}
/// Call this to complete a clipboard request sent to apprt. This should
/// only be called once for each request. The data is immediately copied so
/// it is safe to free the data after this call.
///
/// If `confirmed` is true then any clipboard confirmation prompts are skipped:
///
/// - For "regular" pasting this means that unsafe pastes are allowed. Unsafe
/// data is defined as data that contains newlines, though this definition
/// may change later to detect other scenarios.
///
/// - For OSC 52 reads and writes no prompt is shown to the user if
/// `confirmed` is true.
///
/// If `confirmed` is false then this may return either an UnsafePaste or
/// UnauthorizedPaste error, depending on the type of clipboard request.
pub fn completeClipboardRequest(
self: *Surface,
req: apprt.ClipboardRequest,
data: [:0]const u8,
confirmed: bool,
) !void {
switch (req) {
.paste => try self.completeClipboardPaste(data, confirmed),
.osc_52_read => |clipboard| try self.completeClipboardReadOSC52(
data,
clipboard,
confirmed,
),
.osc_52_write => |clipboard| try self.rt_surface.setClipboardString(
data,
clipboard,
!confirmed,
),
}
}
/// This starts a clipboard request, with some basic validation. For example,
/// an OSC 52 request is not actually requested if OSC 52 is disabled.
fn startClipboardRequest(
self: *Surface,
loc: apprt.Clipboard,
req: apprt.ClipboardRequest,
) !void {
switch (req) {
.paste => {}, // always allowed
.osc_52_read => if (self.config.clipboard_read == .deny) {
log.info(
"application attempted to read clipboard, but 'clipboard-read' is set to deny",
.{},
);
return;
},
// No clipboard write code paths travel through this function
.osc_52_write => unreachable,
}
try self.rt_surface.clipboardRequest(loc, req);
}
fn completeClipboardPaste(
self: *Surface,
data: []const u8,
allow_unsafe: bool,
) !void {
if (data.len == 0) return;
const critical: struct {
bracketed: bool,
} = critical: {
self.renderer_state.mutex.lock();
defer self.renderer_state.mutex.unlock();
const bracketed = self.io.terminal.modes.get(.bracketed_paste);
// If we have paste protection enabled, we detect unsafe pastes and return
// an error. The error approach allows apprt to attempt to complete the paste
// before falling back to requesting confirmation.
//
// We do not do this for bracketed pastes because bracketed pastes are
// by definition safe since they're framed.
const unsafe = unsafe: {
// If we've disabled paste protection then we always allow the paste.
if (!self.config.clipboard_paste_protection) break :unsafe false;
// If we're allowed to paste unsafe data then we always allow the paste.
// This is set during confirmation usually.
if (allow_unsafe) break :unsafe false;
if (bracketed) {
// If we're bracketed and the paste contains and ending
// bracket then something naughty might be going on and we
// never trust it.
if (std.mem.indexOf(u8, data, "\x1B[201~") != null) break :unsafe true;
// If we are bracketed and configured to trust that then the
// paste is not unsafe.
if (self.config.clipboard_paste_bracketed_safe) break :unsafe false;
}
break :unsafe !terminal.isSafePaste(data);
};
if (unsafe) {
log.info("potentially unsafe paste detected, rejecting until confirmation", .{});
return error.UnsafePaste;
}
// With the lock held, we must scroll to the bottom.
// We always scroll to the bottom for these inputs.
self.scrollToBottom() catch |err| {
log.warn("error scrolling to bottom err={}", .{err});
};
break :critical .{
.bracketed = bracketed,
};
};
if (critical.bracketed) {
// If we're bracketd we write the data as-is to the terminal with
// the bracketed paste escape codes around it.
self.io.queueMessage(.{
.write_stable = "\x1B[200~",
}, .unlocked);
self.io.queueMessage(try termio.Message.writeReq(
self.alloc,
data,
), .unlocked);
self.io.queueMessage(.{
.write_stable = "\x1B[201~",
}, .unlocked);
} else {
// If its not bracketed the input bytes are indistinguishable from
// keystrokes, so we must be careful. For example, we must replace
// any newlines with '\r'.
// We just do a heap allocation here because its easy and I don't think
// worth the optimization of using small messages.
var buf = try self.alloc.alloc(u8, data.len);
defer self.alloc.free(buf);
// This is super, super suboptimal. We can easily make use of SIMD
// here, but maybe LLVM in release mode is smart enough to figure
// out something clever. Either way, large non-bracketed pastes are
// increasingly rare for modern applications.
var len: usize = 0;
for (data, 0..) |ch, i| {
const dch = switch (ch) {
'\n' => '\r',
'\r' => if (i + 1 < data.len and data[i + 1] == '\n') continue else ch,
else => ch,
};
buf[len] = dch;
len += 1;
}
self.io.queueMessage(try termio.Message.writeReq(
self.alloc,
buf[0..len],
), .unlocked);
}
}
fn completeClipboardReadOSC52(
self: *Surface,
data: []const u8,
clipboard_type: apprt.Clipboard,
confirmed: bool,
) !void {
// We should never get here if clipboard-read is set to deny
assert(self.config.clipboard_read != .deny);
// If clipboard-read is set to ask and we haven't confirmed with the user,
// do that now
if (self.config.clipboard_read == .ask and !confirmed) {
return error.UnauthorizedPaste;
}
// Even if the clipboard data is empty we reply, since presumably
// the client app is expecting a reply. We first allocate our buffer.
// This must hold the base64 encoded data PLUS the OSC code surrounding it.
const enc = std.base64.standard.Encoder;
const size = enc.calcSize(data.len);
var buf = try self.alloc.alloc(u8, size + 9); // const for OSC
defer self.alloc.free(buf);
const kind: u8 = switch (clipboard_type) {
.standard => 'c',
.selection => 's',
.primary => 'p',
};
// Wrap our data with the OSC code
const prefix = try std.fmt.bufPrint(buf, "\x1b]52;{c};", .{kind});
assert(prefix.len == 7);
buf[buf.len - 2] = '\x1b';
buf[buf.len - 1] = '\\';
// Do the base64 encoding
const encoded = enc.encode(buf[prefix.len..], data);
assert(encoded.len == size);
self.io.queueMessage(try termio.Message.writeReq(
self.alloc,
buf,
), .unlocked);
}
fn showDesktopNotification(self: *Surface, title: [:0]const u8, body: [:0]const u8) !void {
// Wyhash is used to hash the contents of the desktop notification to limit
// how fast identical notifications can be sent sequentially.
const hash_algorithm = std.hash.Wyhash;
const now = try std.time.Instant.now();
// Set a limit of one desktop notification per second so that the OS
// doesn't kill us when we run out of resources.
if (self.app.last_notification_time) |last| {
if (now.since(last) < 1 * std.time.ns_per_s) {
log.warn("rate limiting desktop notifications", .{});
return;
}
}
const new_digest = d: {
var hash = hash_algorithm.init(0);
hash.update(title);
hash.update(body);
break :d hash.final();
};
// Set a limit of one notification per five seconds for desktop
// notifications with identical content.
if (self.app.last_notification_time) |last| {
if (self.app.last_notification_digest == new_digest) {
if (now.since(last) < 5 * std.time.ns_per_s) {
log.warn("suppressing identical desktop notification", .{});
return;
}
}
}
self.app.last_notification_time = now;
self.app.last_notification_digest = new_digest;
_ = try self.rt_app.performAction(
.{ .surface = self },
.desktop_notification,
.{
.title = title,
.body = body,
},
);
}
fn crashThreadState(self: *Surface) crash.sentry.ThreadState {
return .{
.type = .main,
.surface = self,
};
}
/// Tell the surface to present itself to the user. This may involve raising the
/// window and switching tabs.
fn presentSurface(self: *Surface) !void {
_ = try self.rt_app.performAction(
.{ .surface = self },
.present_terminal,
{},
);
}