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https://github.com/ghostty-org/ghostty.git
synced 2025-07-15 00:06:09 +03:00
renderer/metal: invert text under cursor again
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@ -565,6 +565,8 @@ pub fn init(alloc: Allocator, options: renderer.Options) !Metal {
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.projection_matrix = undefined,
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.cell_size = 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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},
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// Fonts
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@ -683,6 +685,8 @@ pub fn setFontGrid(self: *Metal, grid: *font.SharedGrid) void {
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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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}
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@ -1586,6 +1590,8 @@ pub fn setScreenSize(
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@floatFromInt(self.grid_metrics.cell_height),
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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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};
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// Reset our cell contents.
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@ -1987,11 +1993,30 @@ fn rebuildCells2(
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// If we have no cursor style then we don't render the cursor.
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const style = cursor_style_ orelse {
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self.cells.setCursor(null);
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self.uniforms.cursor_pos = .{
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std.math.maxInt(u16),
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std.math.maxInt(u16),
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};
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break :cursor;
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};
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// Prepare the cursor cell contents.
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self.addCursor2(screen, style);
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// Setup our uniforms for the cursor so that any data
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// under the cursor can render differently.
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self.uniforms.cursor_pos = .{ screen.cursor.x, screen.cursor.y };
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self.uniforms.cursor_color = if (self.config.cursor_text) |txt| .{
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txt.r,
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txt.g,
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txt.b,
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255,
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} else .{
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self.background_color.r,
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self.background_color.g,
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self.background_color.b,
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255,
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};
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}
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// If we have a preedit, we try to render the preedit text on top
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@ -2512,7 +2537,7 @@ fn addCursor2(
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};
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self.cells.setCursor(.{
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.mode = .fg,
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.mode = .cursor,
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.grid_pos = .{ x, screen.cursor.y },
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.cell_width = if (wide) 2 else 1,
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.color = .{ color.r, color.g, color.b, alpha },
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@ -116,6 +116,10 @@ pub const Uniforms = extern struct {
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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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/// 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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};
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/// The uniforms used for custom postprocess shaders.
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@ -296,10 +300,10 @@ pub const CellText = extern struct {
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cell_width: u8,
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pub const Mode = enum(u8) {
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bg = 1,
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fg = 2,
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fg_constrained = 3,
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fg_color = 7,
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fg = 1,
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fg_constrained = 2,
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fg_color = 3,
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cursor = 4,
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};
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};
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@ -4,6 +4,8 @@ struct Uniforms {
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float4x4 projection_matrix;
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float2 cell_size;
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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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};
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//-------------------------------------------------------------------
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@ -134,9 +136,10 @@ fragment float4 cell_bg_fragment(CellBgVertexOut in [[stage_in]]) {
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// The possible modes that a cell fg entry can take.
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enum CellTextMode : uint8_t {
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MODE_TEXT = 2u,
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MODE_TEXT_CONSTRAINED = 3u,
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MODE_TEXT_COLOR = 7u,
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MODE_TEXT = 1u,
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MODE_TEXT_CONSTRAINED = 2u,
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MODE_TEXT_COLOR = 3u,
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MODE_TEXT_CURSOR = 4u,
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};
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struct CellTextVertexIn {
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@ -243,6 +246,13 @@ vertex CellTextVertexOut cell_text_vertex(unsigned int vid [[vertex_id]],
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out.color = contrasted_color(uniforms.min_contrast, out.color, bg_color);
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}
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// If this cell is the cursor cell, then we need to change the color.
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if (input.mode != MODE_TEXT_CURSOR &&
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input.grid_pos.x == uniforms.cursor_pos.x &&
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input.grid_pos.y == uniforms.cursor_pos.y) {
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out.color = float4(uniforms.cursor_color) / 255.0f;
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}
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return out;
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}
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@ -254,6 +264,7 @@ fragment float4 cell_text_fragment(CellTextVertexOut in [[stage_in]],
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constexpr sampler textureSampler(address::clamp_to_edge, filter::linear);
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switch (in.mode) {
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case MODE_TEXT_CURSOR:
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case MODE_TEXT_CONSTRAINED:
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case MODE_TEXT: {
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// Normalize the texture coordinates to [0,1]
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