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https://github.com/ghostty-org/ghostty.git
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renderer/metal: working on cell contents map
This commit is contained in:
@ -29,6 +29,7 @@ const Health = renderer.Health;
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const mtl = @import("metal/api.zig");
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const mtl_buffer = @import("metal/buffer.zig");
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const mtl_cell = @import("metal/cell.zig");
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const mtl_image = @import("metal/image.zig");
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const mtl_sampler = @import("metal/sampler.zig");
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const mtl_shaders = @import("metal/shaders.zig");
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@ -91,7 +92,7 @@ current_background_color: terminal.color.RGB,
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/// cells goes into a separate shader.
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cells_bg: std.ArrayListUnmanaged(mtl_shaders.CellBg),
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cells_text: std.ArrayListUnmanaged(mtl_shaders.CellText),
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cells: CellContents,
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cells: mtl_cell.Contents,
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/// The current GPU uniform values.
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uniforms: mtl_shaders.Uniforms,
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@ -122,76 +123,6 @@ health: std.atomic.Value(Health) = .{ .raw = .healthy },
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/// Our GPU state
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gpu_state: GPUState,
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/// The contents of all the cells in the terminal.
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const CellContents = struct {
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/// The possible cell content keys that exist.
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const Key = enum { bg, text, underline, strikethrough };
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/// The map contains the mapping of cell content for every cell in the
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/// terminal to the index in the cells array that the content is at.
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/// This is ALWAYS sized to exactly (rows * cols) so we want to keep
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/// this as small as possible.
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map: []const Map = &.{},
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/// The actual GPU data (on the CPU) for all the cells in the terminal.
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/// This only contains the cells that have content set. To determine
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/// if a cell has content set, we check the map.
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///
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/// This data is synced to a buffer on every frame.
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bgs: std.ArrayListUnmanaged(mtl_shaders.CellBg) = .{},
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text: std.ArrayListUnmanaged(mtl_shaders.CellText) = .{},
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pub fn deinit(self: *CellContents, alloc: Allocator) void {
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alloc.free(self.map);
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self.bgs.deinit(alloc);
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self.text.deinit(alloc);
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}
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/// Resize the cell contents for the given grid size. This will
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/// always invalidate the entire cell contents.
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pub fn resize(
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self: *CellContents,
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alloc: Allocator,
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size: renderer.GridSize,
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) !void {
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const map = try alloc.alloc(Map, size.rows * size.columns);
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errdefer alloc.free(map);
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@memset(map, .{});
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alloc.free(self.map);
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self.map = map;
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self.bgs.clearAndFree(alloc);
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self.text.clearAndFree(alloc);
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}
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/// Structures related to the contents of the cell.
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const Map = struct {
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/// The set of cell content mappings for a given cell for every
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/// possible key. This is used to determine if a cell has a given
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/// type of content (i.e. an underlyine styling) and if so what index
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/// in the cells array that content is at.
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const Array = std.EnumArray(Key, Mapping);
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/// The mapping for a given key consists of a bit indicating if the
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/// content is set and the index in the cells array that the content
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/// is at. We pack this into a 32-bit integer so we only use 4 bytes
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/// per possible cell content type.
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const Mapping = packed struct(u32) {
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set: bool = false,
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index: u31 = 0,
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};
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/// The backing array of mappings.
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array: Array = Array.initFill(.{}),
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};
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};
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test "CellContents.Map size" {
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// We want to be mindful of when this increases because it affects
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// renderer memory significantly.
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try std.testing.expectEqual(@as(usize, 16), @sizeOf(CellContents.Map));
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}
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/// State we need for the GPU that is shared between all frames.
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pub const GPUState = struct {
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// The count of buffers we use for double/triple buffering. If
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@ -844,7 +775,7 @@ pub fn updateFrame(
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if (critical.preedit) |p| p.deinit(self.alloc);
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}
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// Build our GPU cells
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// Build our GPU cells (OLD)
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try self.rebuildCells(
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&critical.screen,
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critical.mouse,
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@ -853,6 +784,15 @@ pub fn updateFrame(
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&critical.color_palette,
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);
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// Build our GPU cells
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try self.rebuildCells2(
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&critical.screen,
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critical.mouse,
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critical.preedit,
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critical.cursor_style,
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&critical.color_palette,
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);
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// Update our background color
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self.current_background_color = critical.bg;
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@ -1921,6 +1861,388 @@ fn rebuildCells(
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}
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}
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/// Convert the terminal state to GPU cells stored in CPU memory. These
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/// are then synced to the GPU in the next frame. This only updates CPU
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/// memory and doesn't touch the GPU.
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fn rebuildCells2(
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self: *Metal,
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screen: *terminal.Screen,
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mouse: renderer.State.Mouse,
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preedit: ?renderer.State.Preedit,
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cursor_style_: ?renderer.CursorStyle,
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color_palette: *const terminal.color.Palette,
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) !void {
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// TODO: cursor_cell
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// TODO: cursor_Row
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_ = cursor_style_;
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// Create an arena for all our temporary allocations while rebuilding
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var arena = ArenaAllocator.init(self.alloc);
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defer arena.deinit();
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const arena_alloc = arena.allocator();
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// Create our match set for the links.
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var link_match_set: link.MatchSet = if (mouse.point) |mouse_pt| try self.config.links.matchSet(
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arena_alloc,
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screen,
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mouse_pt,
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mouse.mods,
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) else .{};
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// Determine our x/y range for preedit. We don't want to render anything
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// here because we will render the preedit separately.
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const preedit_range: ?struct {
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y: usize,
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x: [2]usize,
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cp_offset: usize,
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} = if (preedit) |preedit_v| preedit: {
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const range = preedit_v.range(screen.cursor.x, screen.pages.cols - 1);
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break :preedit .{
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.y = screen.cursor.y,
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.x = .{ range.start, range.end },
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.cp_offset = range.cp_offset,
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};
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} else null;
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// Go row-by-row to build the cells. We go row by row because we do
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// font shaping by row. In the future, we will also do dirty tracking
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// by row.
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var row_it = screen.pages.rowIterator(.right_down, .{ .viewport = .{} }, null);
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var y: usize = 0;
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while (row_it.next()) |row| {
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defer y += 1;
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// True if we want to do font shaping around the cursor. We want to
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// do font shaping as long as the cursor is enabled.
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const shape_cursor = screen.viewportIsBottom() and
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y == screen.cursor.y;
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// We need to get this row's selection if there is one for proper
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// run splitting.
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const row_selection = sel: {
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const sel = screen.selection orelse break :sel null;
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const pin = screen.pages.pin(.{ .viewport = .{ .y = y } }) orelse
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break :sel null;
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break :sel sel.containedRow(screen, pin) orelse null;
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};
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// Split our row into runs and shape each one.
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var iter = self.font_shaper.runIterator(
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self.font_grid,
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screen,
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row,
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row_selection,
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if (shape_cursor) screen.cursor.x else null,
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);
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while (try iter.next(self.alloc)) |run| {
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for (try self.font_shaper.shape(run)) |shaper_cell| {
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const coord: terminal.Coordinate = .{
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.x = shaper_cell.x,
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.y = y,
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};
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// If this cell falls within our preedit range then we skip it.
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// We do this so we don't have conflicting data on the same
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// cell.
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if (preedit_range) |range| {
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if (range.y == coord.y and
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coord.x >= range.x[0] and
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coord.x <= range.x[1])
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{
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continue;
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}
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}
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// It this cell is within our hint range then we need to
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// underline it.
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const cell: terminal.Pin = cell: {
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var copy = row;
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copy.x = coord.x;
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break :cell copy;
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};
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if (self.updateCell2(
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screen,
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cell,
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if (link_match_set.orderedContains(screen, cell))
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.single
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else
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null,
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color_palette,
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shaper_cell,
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run,
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coord,
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)) |update| {
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assert(update);
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} else |err| {
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log.warn("error building cell, will be invalid x={} y={}, err={}", .{
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coord.x,
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coord.y,
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err,
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});
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}
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}
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}
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}
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// Add the cursor at the end so that it overlays everything. If we have
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// a cursor cell then we invert the colors on that and add it in so
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// that we can always see it.
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// if (cursor_style_) |cursor_style| cursor_style: {
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// // If we have a preedit, we try to render the preedit text on top
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// // of the cursor.
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// if (preedit) |preedit_v| {
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// const range = preedit_range.?;
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// var x = range.x[0];
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// for (preedit_v.codepoints[range.cp_offset..]) |cp| {
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// self.addPreeditCell(cp, x, range.y) catch |err| {
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// log.warn("error building preedit cell, will be invalid x={} y={}, err={}", .{
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// x,
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// range.y,
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// err,
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// });
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// };
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//
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// x += if (cp.wide) 2 else 1;
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// }
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//
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// // Preedit hides the cursor
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// break :cursor_style;
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// }
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//
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// _ = self.addCursor(screen, cursor_style);
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// // if (cursor_cell) |*cell| {
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// // if (cell.mode == .fg) {
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// // cell.color = if (self.config.cursor_text) |txt|
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// // .{ txt.r, txt.g, txt.b, 255 }
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// // else
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// // .{ self.background_color.r, self.background_color.g, self.background_color.b, 255 };
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// // }
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// //
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// // self.cells_text.appendAssumeCapacity(cell.*);
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// // }
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// }
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}
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fn updateCell2(
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self: *Metal,
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screen: *const terminal.Screen,
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cell_pin: terminal.Pin,
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cell_underline: ?terminal.Attribute.Underline,
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palette: *const terminal.color.Palette,
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shaper_cell: font.shape.Cell,
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shaper_run: font.shape.TextRun,
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coord: terminal.Coordinate,
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) !bool {
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const BgFg = struct {
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/// Background is optional because in un-inverted mode
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/// it may just be equivalent to the default background in
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/// which case we do nothing to save on GPU render time.
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bg: ?terminal.color.RGB,
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/// Fg is always set to some color, though we may not render
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/// any fg if the cell is empty or has no attributes like
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/// underline.
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fg: terminal.color.RGB,
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};
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// True if this cell is selected
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const selected: bool = if (screen.selection) |sel|
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sel.contains(screen, cell_pin)
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else
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false;
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const rac = cell_pin.rowAndCell();
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const cell = rac.cell;
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const style = cell_pin.style(cell);
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const underline = cell_underline orelse style.flags.underline;
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// The colors for the cell.
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const colors: BgFg = colors: {
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// The normal cell result
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const cell_res: BgFg = if (!style.flags.inverse) .{
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// In normal mode, background and fg match the cell. We
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// un-optionalize the fg by defaulting to our fg color.
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.bg = style.bg(cell, palette),
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.fg = style.fg(palette) orelse self.foreground_color,
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} else .{
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// In inverted mode, the background MUST be set to something
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// (is never null) so it is either the fg or default fg. The
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// fg is either the bg or default background.
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.bg = style.fg(palette) orelse self.foreground_color,
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.fg = style.bg(cell, palette) orelse self.background_color,
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};
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// If we are selected, we our colors are just inverted fg/bg
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const selection_res: ?BgFg = if (selected) .{
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.bg = if (self.config.invert_selection_fg_bg)
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cell_res.fg
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else
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self.config.selection_background orelse self.foreground_color,
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.fg = if (self.config.invert_selection_fg_bg)
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cell_res.bg orelse self.background_color
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else
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self.config.selection_foreground orelse self.background_color,
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} else null;
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// If the cell is "invisible" then we just make fg = bg so that
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// the cell is transparent but still copy-able.
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const res: BgFg = selection_res orelse cell_res;
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if (style.flags.invisible) {
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break :colors BgFg{
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.bg = res.bg,
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.fg = res.bg orelse self.background_color,
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};
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}
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break :colors res;
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};
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// Alpha multiplier
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const alpha: u8 = if (style.flags.faint) 175 else 255;
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// If the cell has a background, we always draw it.
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const bg: [4]u8 = if (colors.bg) |rgb| bg: {
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// Determine our background alpha. If we have transparency configured
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// then this is dynamic depending on some situations. This is all
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// in an attempt to make transparency look the best for various
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// situations. See inline comments.
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const bg_alpha: u8 = bg_alpha: {
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const default: u8 = 255;
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if (self.config.background_opacity >= 1) break :bg_alpha default;
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// If we're selected, we do not apply background opacity
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if (selected) break :bg_alpha default;
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// If we're reversed, do not apply background opacity
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if (style.flags.inverse) break :bg_alpha default;
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// If we have a background and its not the default background
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// then we apply background opacity
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if (style.bg(cell, palette) != null and !rgb.eql(self.background_color)) {
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break :bg_alpha default;
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}
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// We apply background opacity.
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var bg_alpha: f64 = @floatFromInt(default);
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bg_alpha *= self.config.background_opacity;
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bg_alpha = @ceil(bg_alpha);
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break :bg_alpha @intFromFloat(bg_alpha);
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};
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try self.cells.set(self.alloc, .bg, .{
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.mode = .rgb,
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.grid_pos = .{ @intCast(coord.x), @intCast(coord.y) },
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.cell_width = cell.gridWidth(),
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.color = .{ rgb.r, rgb.g, rgb.b, bg_alpha },
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});
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break :bg .{ rgb.r, rgb.g, rgb.b, bg_alpha };
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} else .{
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self.current_background_color.r,
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self.current_background_color.g,
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self.current_background_color.b,
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@intFromFloat(@max(0, @min(255, @round(self.config.background_opacity * 255)))),
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};
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// If the cell has a character, draw it
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if (cell.hasText()) fg: {
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// Render
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const render = try self.font_grid.renderGlyph(
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self.alloc,
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shaper_run.font_index,
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shaper_cell.glyph_index orelse break :fg,
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.{
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.grid_metrics = self.grid_metrics,
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.thicken = self.config.font_thicken,
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},
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);
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const mode: mtl_shaders.CellText.Mode = switch (try fgMode(
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render.presentation,
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cell_pin,
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)) {
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.normal => .fg,
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.color => .fg_color,
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.constrained => .fg_constrained,
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};
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try self.cells.set(self.alloc, .text, .{
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.mode = mode,
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.grid_pos = .{ @intCast(coord.x), @intCast(coord.y) },
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.cell_width = cell.gridWidth(),
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.color = .{ colors.fg.r, colors.fg.g, colors.fg.b, alpha },
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.bg_color = bg,
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.glyph_pos = .{ render.glyph.atlas_x, render.glyph.atlas_y },
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.glyph_size = .{ render.glyph.width, render.glyph.height },
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.glyph_offset = .{
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render.glyph.offset_x + shaper_cell.x_offset,
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render.glyph.offset_y + shaper_cell.y_offset,
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},
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});
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}
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if (underline != .none) {
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const sprite: font.Sprite = switch (underline) {
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.none => unreachable,
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.single => .underline,
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.double => .underline_double,
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.dotted => .underline_dotted,
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.dashed => .underline_dashed,
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.curly => .underline_curly,
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};
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const render = try self.font_grid.renderGlyph(
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self.alloc,
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font.sprite_index,
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@intFromEnum(sprite),
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.{
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.cell_width = if (cell.wide == .wide) 2 else 1,
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.grid_metrics = self.grid_metrics,
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},
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);
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||||
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const color = style.underlineColor(palette) orelse colors.fg;
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||||
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||||
try self.cells.set(self.alloc, .underline, .{
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||||
.mode = .fg,
|
||||
.grid_pos = .{ @intCast(coord.x), @intCast(coord.y) },
|
||||
.cell_width = cell.gridWidth(),
|
||||
.color = .{ color.r, color.g, color.b, alpha },
|
||||
.bg_color = bg,
|
||||
.glyph_pos = .{ render.glyph.atlas_x, render.glyph.atlas_y },
|
||||
.glyph_size = .{ render.glyph.width, render.glyph.height },
|
||||
.glyph_offset = .{ render.glyph.offset_x, render.glyph.offset_y },
|
||||
});
|
||||
}
|
||||
|
||||
if (style.flags.strikethrough) {
|
||||
const render = try self.font_grid.renderGlyph(
|
||||
self.alloc,
|
||||
font.sprite_index,
|
||||
@intFromEnum(font.Sprite.strikethrough),
|
||||
.{
|
||||
.cell_width = if (cell.wide == .wide) 2 else 1,
|
||||
.grid_metrics = self.grid_metrics,
|
||||
},
|
||||
);
|
||||
|
||||
try self.cells.set(self.alloc, .strikethrough, .{
|
||||
.mode = .fg,
|
||||
.grid_pos = .{ @intCast(coord.x), @intCast(coord.y) },
|
||||
.cell_width = cell.gridWidth(),
|
||||
.color = .{ colors.fg.r, colors.fg.g, colors.fg.b, alpha },
|
||||
.bg_color = bg,
|
||||
.glyph_pos = .{ render.glyph.atlas_x, render.glyph.atlas_y },
|
||||
.glyph_size = .{ render.glyph.width, render.glyph.height },
|
||||
.glyph_offset = .{ render.glyph.offset_x, render.glyph.offset_y },
|
||||
});
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
fn updateCell(
|
||||
self: *Metal,
|
||||
screen: *const terminal.Screen,
|
||||
@ -2326,3 +2648,7 @@ fn initAtlasTexture(device: objc.Object, atlas: *const font.Atlas) !objc.Object
|
||||
fn deinitMTLResource(obj: objc.Object) void {
|
||||
obj.msgSend(void, objc.sel("release"), .{});
|
||||
}
|
||||
|
||||
test {
|
||||
_ = mtl_cell;
|
||||
}
|
||||
|
294
src/renderer/metal/cell.zig
Normal file
294
src/renderer/metal/cell.zig
Normal file
@ -0,0 +1,294 @@
|
||||
const std = @import("std");
|
||||
const assert = std.debug.assert;
|
||||
const Allocator = std.mem.Allocator;
|
||||
|
||||
const renderer = @import("../../renderer.zig");
|
||||
const terminal = @import("../../terminal/main.zig");
|
||||
const mtl_shaders = @import("shaders.zig");
|
||||
|
||||
/// The possible cell content keys that exist.
|
||||
pub const Key = enum {
|
||||
bg,
|
||||
text,
|
||||
underline,
|
||||
strikethrough,
|
||||
|
||||
/// Returns the GPU vertex type for this key.
|
||||
fn CellType(self: Key) type {
|
||||
return switch (self) {
|
||||
.bg => mtl_shaders.CellBg,
|
||||
|
||||
.text,
|
||||
.underline,
|
||||
.strikethrough,
|
||||
=> mtl_shaders.CellText,
|
||||
};
|
||||
}
|
||||
};
|
||||
|
||||
/// The contents of all the cells in the terminal.
|
||||
pub const Contents = struct {
|
||||
/// The map contains the mapping of cell content for every cell in the
|
||||
/// terminal to the index in the cells array that the content is at.
|
||||
/// This is ALWAYS sized to exactly (rows * cols) so we want to keep
|
||||
/// this as small as possible.
|
||||
///
|
||||
/// Before any operation, this must be initialized by calling resize
|
||||
/// on the contents.
|
||||
map: []Map = undefined,
|
||||
|
||||
/// The grid size of the terminal. This is used to determine the
|
||||
/// map array index from a coordinate.
|
||||
cols: usize = 0,
|
||||
|
||||
/// The actual GPU data (on the CPU) for all the cells in the terminal.
|
||||
/// This only contains the cells that have content set. To determine
|
||||
/// if a cell has content set, we check the map.
|
||||
///
|
||||
/// This data is synced to a buffer on every frame.
|
||||
bgs: std.ArrayListUnmanaged(mtl_shaders.CellBg) = .{},
|
||||
text: std.ArrayListUnmanaged(mtl_shaders.CellText) = .{},
|
||||
|
||||
pub fn deinit(self: *Contents, alloc: Allocator) void {
|
||||
alloc.free(self.map);
|
||||
self.bgs.deinit(alloc);
|
||||
self.text.deinit(alloc);
|
||||
}
|
||||
|
||||
/// Resize the cell contents for the given grid size. This will
|
||||
/// always invalidate the entire cell contents.
|
||||
pub fn resize(
|
||||
self: *Contents,
|
||||
alloc: Allocator,
|
||||
size: renderer.GridSize,
|
||||
) !void {
|
||||
const map = try alloc.alloc(Map, size.rows * size.columns);
|
||||
errdefer alloc.free(map);
|
||||
@memset(map, .{});
|
||||
|
||||
alloc.free(self.map);
|
||||
self.map = map;
|
||||
self.cols = size.columns;
|
||||
self.bgs.clearAndFree(alloc);
|
||||
self.text.clearAndFree(alloc);
|
||||
}
|
||||
|
||||
/// Get the cell contents for the given type and coordinate.
|
||||
pub fn get(
|
||||
self: *const Contents,
|
||||
comptime key: Key,
|
||||
coord: terminal.Coordinate,
|
||||
) ?key.CellType() {
|
||||
const idx = coord.y * self.cols + coord.x;
|
||||
const mapping = self.map[idx].array.get(key);
|
||||
if (!mapping.set) return null;
|
||||
return switch (key) {
|
||||
.bg => self.bgs.items[mapping.index],
|
||||
|
||||
.text,
|
||||
.underline,
|
||||
.strikethrough,
|
||||
=> self.text.items[mapping.index],
|
||||
};
|
||||
}
|
||||
|
||||
/// Set the cell contents for a given type of content at a given
|
||||
/// coordinate (provided by the celll contents).
|
||||
pub fn set(
|
||||
self: *Contents,
|
||||
alloc: Allocator,
|
||||
comptime key: Key,
|
||||
cell: key.CellType(),
|
||||
) !void {
|
||||
const mapping = self.map[
|
||||
self.index(.{
|
||||
.x = cell.grid_pos[0],
|
||||
.y = cell.grid_pos[1],
|
||||
})
|
||||
].array.getPtr(key);
|
||||
|
||||
// Get our list of cells based on the key (comptime).
|
||||
const list = &@field(self, switch (key) {
|
||||
.bg => "bgs",
|
||||
.text, .underline, .strikethrough => "text",
|
||||
});
|
||||
|
||||
// If this content type is already set on this cell, we can
|
||||
// simply update the pre-existing index in the list to the new
|
||||
// contents.
|
||||
if (mapping.set) {
|
||||
list.items[mapping.index] = cell;
|
||||
return;
|
||||
}
|
||||
|
||||
// Otherwise we need to append the new cell to the list.
|
||||
const idx: u31 = @intCast(list.items.len);
|
||||
try list.append(alloc, cell);
|
||||
mapping.* = .{ .set = true, .index = idx };
|
||||
}
|
||||
|
||||
/// Clear all of the cell contents for a given row.
|
||||
pub fn clear(
|
||||
self: *Contents,
|
||||
y: usize,
|
||||
) void {
|
||||
const start_idx = y * self.cols;
|
||||
const end_idx = start_idx + self.cols;
|
||||
const maps = self.map[start_idx..end_idx];
|
||||
for (maps) |*map| {
|
||||
var it = map.array.iterator();
|
||||
while (it.next()) |entry| {
|
||||
if (!entry.value.set) continue;
|
||||
|
||||
// This value is no longer set
|
||||
entry.value.set = false;
|
||||
|
||||
// Remove the value at index. This does a "swap remove"
|
||||
// which swaps the last element in to this place. This is
|
||||
// important because after this we need to update the mapping
|
||||
// for the swapped element.
|
||||
const original_index = entry.value.index;
|
||||
const coord_: ?terminal.Coordinate = switch (entry.key) {
|
||||
.bg => bg: {
|
||||
_ = self.bgs.swapRemove(original_index);
|
||||
if (self.bgs.items.len == 0) break :bg null;
|
||||
const new = self.bgs.items[original_index];
|
||||
break :bg .{ .x = new.grid_pos[0], .y = new.grid_pos[1] };
|
||||
},
|
||||
|
||||
.text,
|
||||
.underline,
|
||||
.strikethrough,
|
||||
=> text: {
|
||||
_ = self.text.swapRemove(original_index);
|
||||
if (self.text.items.len == 0) break :text null;
|
||||
const new = self.text.items[original_index];
|
||||
break :text .{ .x = new.grid_pos[0], .y = new.grid_pos[1] };
|
||||
},
|
||||
};
|
||||
|
||||
// If we have the coordinate of the swapped element, then
|
||||
// we need to update it to point at its new index, which is
|
||||
// the index of the element we just removed.
|
||||
//
|
||||
// The reason we wouldn't have a coordinate is if we are
|
||||
// removing the last element in the array, then nothing
|
||||
// is swapped in and nothing needs to be updated.
|
||||
if (coord_) |coord| {
|
||||
const mapping = self.map[self.index(coord)].array.getPtr(entry.key);
|
||||
assert(mapping.set);
|
||||
mapping.index = original_index;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn index(self: *const Contents, coord: terminal.Coordinate) usize {
|
||||
return coord.y * self.cols + coord.x;
|
||||
}
|
||||
|
||||
/// Structures related to the contents of the cell.
|
||||
const Map = struct {
|
||||
/// The set of cell content mappings for a given cell for every
|
||||
/// possible key. This is used to determine if a cell has a given
|
||||
/// type of content (i.e. an underlyine styling) and if so what index
|
||||
/// in the cells array that content is at.
|
||||
const Array = std.EnumArray(Key, Mapping);
|
||||
|
||||
/// The mapping for a given key consists of a bit indicating if the
|
||||
/// content is set and the index in the cells array that the content
|
||||
/// is at. We pack this into a 32-bit integer so we only use 4 bytes
|
||||
/// per possible cell content type.
|
||||
const Mapping = packed struct(u32) {
|
||||
set: bool = false,
|
||||
index: u31 = 0,
|
||||
};
|
||||
|
||||
/// The backing array of mappings.
|
||||
array: Array = Array.initFill(.{}),
|
||||
|
||||
pub fn empty(self: *Map) bool {
|
||||
var it = self.array.iterator();
|
||||
while (it.next()) |entry| {
|
||||
if (entry.value.set) return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
};
|
||||
};
|
||||
|
||||
test Contents {
|
||||
const testing = std.testing;
|
||||
const alloc = testing.allocator;
|
||||
|
||||
const rows = 10;
|
||||
const cols = 10;
|
||||
|
||||
var c: Contents = .{};
|
||||
try c.resize(alloc, .{ .rows = rows, .columns = cols });
|
||||
defer c.deinit(alloc);
|
||||
|
||||
// Assert that get returns null for everything.
|
||||
for (0..rows) |y| {
|
||||
for (0..cols) |x| {
|
||||
try testing.expect(c.get(.bg, .{ .x = x, .y = y }) == null);
|
||||
}
|
||||
}
|
||||
|
||||
// Set some contents
|
||||
const cell: mtl_shaders.CellBg = .{
|
||||
.mode = .rgb,
|
||||
.grid_pos = .{ 4, 1 },
|
||||
.cell_width = 1,
|
||||
.color = .{ 0, 0, 0, 1 },
|
||||
};
|
||||
try c.set(alloc, .bg, cell);
|
||||
try testing.expectEqual(cell, c.get(.bg, .{ .x = 4, .y = 1 }).?);
|
||||
|
||||
// Can clear it
|
||||
c.clear(1);
|
||||
for (0..rows) |y| {
|
||||
for (0..cols) |x| {
|
||||
try testing.expect(c.get(.bg, .{ .x = x, .y = y }) == null);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
test "Contents clear retains other content" {
|
||||
const testing = std.testing;
|
||||
const alloc = testing.allocator;
|
||||
|
||||
const rows = 10;
|
||||
const cols = 10;
|
||||
|
||||
var c: Contents = .{};
|
||||
try c.resize(alloc, .{ .rows = rows, .columns = cols });
|
||||
defer c.deinit(alloc);
|
||||
|
||||
// Set some contents
|
||||
const cell1: mtl_shaders.CellBg = .{
|
||||
.mode = .rgb,
|
||||
.grid_pos = .{ 4, 1 },
|
||||
.cell_width = 1,
|
||||
.color = .{ 0, 0, 0, 1 },
|
||||
};
|
||||
const cell2: mtl_shaders.CellBg = .{
|
||||
.mode = .rgb,
|
||||
.grid_pos = .{ 4, 2 },
|
||||
.cell_width = 1,
|
||||
.color = .{ 0, 0, 0, 1 },
|
||||
};
|
||||
try c.set(alloc, .bg, cell1);
|
||||
try c.set(alloc, .bg, cell2);
|
||||
c.clear(1);
|
||||
|
||||
// Row 2 should still be valid.
|
||||
try testing.expectEqual(cell2, c.get(.bg, .{ .x = 4, .y = 2 }).?);
|
||||
}
|
||||
|
||||
test "Contents.Map size" {
|
||||
// We want to be mindful of when this increases because it affects
|
||||
// renderer memory significantly.
|
||||
try std.testing.expectEqual(@as(usize, 16), @sizeOf(Contents.Map));
|
||||
}
|
Reference in New Issue
Block a user