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https://github.com/ghostty-org/ghostty.git
synced 2025-07-16 00:36:07 +03:00
renderer/metal: extend background color of grid border into padding
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@ -621,6 +621,8 @@ 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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@ -832,7 +834,8 @@ pub fn setFontGrid(self: *Metal, grid: *font.SharedGrid) void {
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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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const grid_size = self.gridSize().?;
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self.cells.resize(self.alloc, grid_size) 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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@ -857,6 +860,11 @@ pub fn setFontGrid(self: *Metal, grid: *font.SharedGrid) void {
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@floatFromInt(metrics.cell_width),
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@floatFromInt(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 = self.uniforms.grid_padding,
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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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@ -1951,6 +1959,12 @@ 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 = 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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// 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 +1984,16 @@ 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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@ -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 +100,16 @@ 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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// TODO: top/left
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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 == 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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@ -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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