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https://github.com/ghostty-org/ghostty.git
synced 2025-07-14 15:56:13 +03:00
Merge pull request #2036 from ghostty-org/padding-extend
`window-padding-color = extend` to extend nearest cell bg color to padding
This commit is contained in:
@ -20,6 +20,7 @@ pub const RepeatableCodepointMap = Config.RepeatableCodepointMap;
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pub const RepeatableFontVariation = Config.RepeatableFontVariation;
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pub const RepeatableString = Config.RepeatableString;
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pub const ShellIntegrationFeatures = Config.ShellIntegrationFeatures;
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pub const WindowPaddingColor = Config.WindowPaddingColor;
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// Alternate APIs
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pub const CAPI = @import("config/CAPI.zig");
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@ -669,6 +669,16 @@ keybind: Keybinds = .{},
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/// given a certain viewport size and grid cell size.
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@"window-padding-balance": bool = false,
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/// The color of the padding area of the window. Valid values are:
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///
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/// * `background` - The background color specified in `background`.
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/// * `extend` - Extend the background color of the nearest grid cell.
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///
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/// The default value is "extend". This allows for smooth resizing of a
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/// terminal grid without having visible empty areas around the edge. The edge
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/// cells may appear slightly larger due to the extension.
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@"window-padding-color": WindowPaddingColor = .extend,
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/// Synchronize rendering with the screen refresh rate. If true, this will
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/// minimize tearing and align redraws with the screen but may cause input
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/// latency. If false, this will maximize redraw frequency but may cause tearing,
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@ -2678,6 +2688,11 @@ pub const OptionAsAlt = enum {
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right,
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};
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pub const WindowPaddingColor = enum {
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background,
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extend,
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};
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/// Color represents a color using RGB.
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///
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/// This is a packed struct so that the C API to read color values just
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@ -345,6 +345,7 @@ pub const DerivedConfig = struct {
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invert_selection_fg_bg: bool,
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bold_is_bright: bool,
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min_contrast: f32,
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padding_color: configpkg.WindowPaddingColor,
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custom_shaders: std.ArrayListUnmanaged([:0]const u8),
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links: link.Set,
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vsync: bool,
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@ -402,6 +403,7 @@ pub const DerivedConfig = struct {
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.invert_selection_fg_bg = config.@"selection-invert-fg-bg",
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.bold_is_bright = config.@"bold-is-bright",
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.min_contrast = @floatCast(config.@"minimum-contrast"),
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.padding_color = config.@"window-padding-color",
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.selection_background = if (config.@"selection-background") |bg|
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bg.toTerminalRGB()
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@ -621,6 +623,8 @@ pub fn init(alloc: Allocator, options: renderer.Options) !Metal {
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.uniforms = .{
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.projection_matrix = undefined,
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.cell_size = undefined,
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.grid_size = undefined,
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.grid_padding = undefined,
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.min_contrast = options.config.min_contrast,
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.cursor_pos = .{ std.math.maxInt(u16), std.math.maxInt(u16) },
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.cursor_color = undefined,
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@ -831,15 +835,6 @@ pub fn setFontGrid(self: *Metal, grid: *font.SharedGrid) void {
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const metrics = grid.metrics;
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self.grid_metrics = metrics;
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// Reset our cell contents.
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self.cells.resize(self.alloc, self.gridSize().?) catch |err| {
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// The setFontGrid function can't fail but resizing our cell
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// buffer definitely can fail. If it does, our renderer is probably
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// screwed but let's just log it and continue until we can figure
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// out a better way to handle this.
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log.err("error resizing cells buffer err={}", .{err});
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};
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// Reset our shaper cache. If our font changed (not just the size) then
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// the data in the shaper cache may be invalid and cannot be used, so we
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// always clear the cache just in case.
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@ -847,20 +842,21 @@ pub fn setFontGrid(self: *Metal, grid: *font.SharedGrid) void {
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self.font_shaper_cache.deinit(self.alloc);
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self.font_shaper_cache = font_shaper_cache;
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// Reset our viewport to force a rebuild
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self.cells_viewport = null;
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// Update our uniforms
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self.uniforms = .{
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.projection_matrix = self.uniforms.projection_matrix,
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.cell_size = .{
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@floatFromInt(metrics.cell_width),
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@floatFromInt(metrics.cell_height),
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},
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.min_contrast = self.uniforms.min_contrast,
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.cursor_pos = self.uniforms.cursor_pos,
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.cursor_color = self.uniforms.cursor_color,
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};
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// Run a screen size update since this handles a lot of our uniforms
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// that are grid size dependent and changing the font grid can change
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// the grid size.
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//
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// If the screen size isn't set, it will be eventually so that'll call
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// the setScreenSize automatically.
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if (self.screen_size) |size| {
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self.setScreenSize(size, self.padding.explicit) catch |err| {
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// The setFontGrid function can't fail but resizing our cell
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// buffer definitely can fail. If it does, our renderer is probably
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// screwed but let's just log it and continue until we can figure
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// out a better way to handle this.
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log.err("error resizing cells buffer err={}", .{err});
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};
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}
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}
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/// Update the frame data.
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@ -1951,6 +1947,18 @@ pub fn setScreenSize(
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self.padding.explicit;
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const padded_dim = dim.subPadding(padding);
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// Blank space around the grid.
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const blank: renderer.Padding = switch (self.config.padding_color) {
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// We can use zero padding because the backgroudn color is our
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// clear color.
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.background => .{},
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.extend => dim.blankPadding(padding, grid_size, .{
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.width = self.grid_metrics.cell_width,
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.height = self.grid_metrics.cell_height,
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}).add(padding),
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};
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// Set the size of the drawable surface to the bounds
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self.layer.setProperty("drawableSize", macos.graphics.Size{
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.width = @floatFromInt(dim.width),
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@ -1970,6 +1978,16 @@ pub fn setScreenSize(
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@floatFromInt(self.grid_metrics.cell_width),
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@floatFromInt(self.grid_metrics.cell_height),
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},
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.grid_size = .{
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grid_size.columns,
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grid_size.rows,
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},
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.grid_padding = .{
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@floatFromInt(blank.top),
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@floatFromInt(blank.right),
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@floatFromInt(blank.bottom),
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@floatFromInt(blank.left),
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},
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.min_contrast = old.min_contrast,
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.cursor_pos = old.cursor_pos,
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.cursor_color = old.cursor_color,
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@ -138,10 +138,11 @@ const SetScreenSize = struct {
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return error.OpenGLUninitialized;
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// Apply our padding
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const grid_size = r.gridSize(self.size);
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const padding = if (r.padding.balance)
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renderer.Padding.balanced(
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self.size,
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r.gridSize(self.size),
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grid_size,
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.{
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.width = r.grid_metrics.cell_width,
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.height = r.grid_metrics.cell_height,
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@ -151,6 +152,18 @@ const SetScreenSize = struct {
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r.padding.explicit;
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const padded_size = self.size.subPadding(padding);
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// Blank space around the grid.
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const blank: renderer.Padding = switch (r.config.padding_color) {
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// We can use zero padding because the backgroudn color is our
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// clear color.
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.background => .{},
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.extend => self.size.blankPadding(padding, grid_size, .{
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.width = r.grid_metrics.cell_width,
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.height = r.grid_metrics.cell_height,
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}).add(padding),
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};
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log.debug("GL api: screen size padded={} screen={} grid={} cell={} padding={}", .{
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padded_size,
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self.size,
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@ -189,6 +202,29 @@ const SetScreenSize = struct {
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);
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}
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// Setup our grid padding
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{
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const program = gl_state.cell_program;
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const bind = try program.program.use();
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defer bind.unbind();
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try program.program.setUniform(
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"grid_padding",
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@Vector(4, f32){
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@floatFromInt(blank.top),
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@floatFromInt(blank.right),
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@floatFromInt(blank.bottom),
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@floatFromInt(blank.left),
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},
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);
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try program.program.setUniform(
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"grid_size",
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@Vector(2, f32){
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@floatFromInt(grid_size.columns),
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@floatFromInt(grid_size.rows),
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},
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);
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}
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// Update our custom shader resolution
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if (gl_state.custom) |*custom_state| {
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try custom_state.setScreenSize(self.size);
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@ -252,6 +288,7 @@ pub const DerivedConfig = struct {
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invert_selection_fg_bg: bool,
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bold_is_bright: bool,
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min_contrast: f32,
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padding_color: configpkg.WindowPaddingColor,
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custom_shaders: std.ArrayListUnmanaged([:0]const u8),
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links: link.Set,
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@ -308,6 +345,7 @@ pub const DerivedConfig = struct {
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.invert_selection_fg_bg = config.@"selection-invert-fg-bg",
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.bold_is_bright = config.@"bold-is-bright",
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.min_contrast = @floatCast(config.@"minimum-contrast"),
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.padding_color = config.@"window-padding-color",
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.selection_background = if (config.@"selection-background") |bg|
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bg.toTerminalRGB()
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@ -106,20 +106,31 @@ pub const Image = extern struct {
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/// The uniforms that are passed to the terminal cell shader.
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pub const Uniforms = extern struct {
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// Note: all of the explicit aligmnments are copied from the
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// MSL developer reference just so that we can be sure that we got
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// it all exactly right.
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/// The projection matrix for turning world coordinates to normalized.
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/// This is calculated based on the size of the screen.
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projection_matrix: math.Mat,
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projection_matrix: math.Mat align(16),
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/// Size of a single cell in pixels, unscaled.
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cell_size: [2]f32,
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cell_size: [2]f32 align(8),
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/// Size of the grid in columns and rows.
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grid_size: [2]u16 align(4),
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/// The padding around the terminal grid in pixels. In order:
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/// top, right, bottom, left.
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grid_padding: [4]f32 align(16),
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/// The minimum contrast ratio for text. The contrast ratio is calculated
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/// according to the WCAG 2.0 spec.
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min_contrast: f32,
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min_contrast: f32 align(4),
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/// The cursor position and color.
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cursor_pos: [2]u16,
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cursor_color: [4]u8,
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cursor_pos: [2]u16 align(4),
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cursor_color: [4]u8 align(4),
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};
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/// The uniforms used for custom postprocess shaders.
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@ -3,6 +3,8 @@ using namespace metal;
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struct Uniforms {
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float4x4 projection_matrix;
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float2 cell_size;
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ushort2 grid_size;
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float4 grid_padding;
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float min_contrast;
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ushort2 cursor_pos;
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uchar4 cursor_color;
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@ -98,6 +100,21 @@ vertex CellBgVertexOut cell_bg_vertex(unsigned int vid [[vertex_id]],
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float2 cell_size_scaled = uniforms.cell_size;
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cell_size_scaled.x = cell_size_scaled.x * input.cell_width;
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// If we're at the edge of the grid, we add our padding to the background
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// to extend it. Note: grid_padding is top/right/bottom/left.
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if (input.grid_pos.y == 0) {
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cell_pos.y -= uniforms.grid_padding.r;
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cell_size_scaled.y += uniforms.grid_padding.r;
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} else if (input.grid_pos.y == uniforms.grid_size.y - 1) {
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cell_size_scaled.y += uniforms.grid_padding.b;
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}
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if (input.grid_pos.x == 0) {
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cell_pos.x -= uniforms.grid_padding.a;
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cell_size_scaled.x += uniforms.grid_padding.a;
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} else if (input.grid_pos.x == uniforms.grid_size.x - 1) {
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cell_size_scaled.x += uniforms.grid_padding.g;
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}
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// Turn the cell position into a vertex point depending on the
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// vertex ID. Since we use instanced drawing, we have 4 vertices
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// for each corner of the cell. We can use vertex ID to determine
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@ -55,6 +55,8 @@ flat out uint mode;
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uniform sampler2D text;
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uniform sampler2D text_color;
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uniform vec2 cell_size;
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uniform vec2 grid_size;
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uniform vec4 grid_padding;
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uniform mat4 projection;
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uniform float min_contrast;
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@ -167,6 +169,21 @@ void main() {
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switch (mode) {
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case MODE_BG:
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// If we're at the edge of the grid, we add our padding to the background
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// to extend it. Note: grid_padding is top/right/bottom/left.
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if (grid_coord.y == 0) {
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cell_pos.y -= grid_padding.r;
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cell_size_scaled.y += grid_padding.r;
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} else if (grid_coord.y == grid_size.y - 1) {
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cell_size_scaled.y += grid_padding.b;
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}
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if (grid_coord.x == 0) {
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cell_pos.x -= grid_padding.a;
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cell_size_scaled.x += grid_padding.a;
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} else if (grid_coord.x == grid_size.x - 1) {
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cell_size_scaled.x += grid_padding.g;
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}
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// Calculate the final position of our cell in world space.
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// We have to add our cell size since our vertices are offset
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// one cell up and to the left. (Do the math to verify yourself)
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@ -34,6 +34,25 @@ pub const ScreenSize = struct {
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};
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}
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/// Calculates the amount of blank space around the grid. This is possible
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/// when padding isn't balanced.
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///
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/// The "self" screen size here should be the unpadded screen.
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pub fn blankPadding(self: ScreenSize, padding: Padding, grid: GridSize, cell: CellSize) Padding {
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const grid_width = grid.columns * cell.width;
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const grid_height = grid.rows * cell.height;
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const padded_width = grid_width + (padding.left + padding.right);
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const padded_height = grid_height + (padding.top + padding.bottom);
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const leftover_width = self.width - padded_width;
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const leftover_height = self.height - padded_height;
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return .{
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.top = 0,
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.bottom = leftover_height,
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.right = leftover_width,
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.left = 0,
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};
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}
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/// Returns true if two sizes are equal.
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pub fn equals(self: ScreenSize, other: ScreenSize) bool {
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return self.width == other.width and self.height == other.height;
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