mirror of
https://github.com/ghostty-org/ghostty.git
synced 2025-07-21 11:16:08 +03:00
look up keybindings on keypress, clean up how non-printables are handled
This commit is contained in:
136
src/Window.zig
136
src/Window.zig
@ -20,6 +20,7 @@ const trace = @import("tracy").trace;
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const max_timer = @import("max_timer.zig");
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const terminal = @import("terminal/main.zig");
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const Config = @import("config.zig").Config;
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const input = @import("input.zig");
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const RenderTimer = max_timer.MaxTimer(renderTimerCallback);
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@ -486,15 +487,69 @@ fn keyCallback(
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const tracy = trace(@src());
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defer tracy.end();
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const win = window.getUserPointer(Window) orelse return;
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// Reset the ignore char setting. If we didn't handle the char
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// by here, we aren't going to get it so we just reset this.
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win.ignore_char = false;
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//log.info("KEY {} {} {} {}", .{ key, scancode, mods, action });
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_ = scancode;
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if (action == .press or action == .repeat) {
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// Convert our glfw input into a platform agnostic trigger. When we
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// extract the platform out of this file, we'll pull a lot of this out
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// into a function. For now, this is the only place we do it so we just
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// put it right here.
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const trigger: input.Binding.Trigger = .{
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.mods = @bitCast(input.Mods, mods),
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.key = switch (key) {
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.a => .a,
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.b => .b,
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.c => .c,
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.d => .d,
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.e => .e,
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.f => .f,
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.g => .g,
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.h => .h,
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.i => .i,
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.j => .j,
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.k => .k,
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.l => .l,
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.m => .m,
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.n => .n,
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.o => .o,
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.p => .p,
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.q => .q,
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.r => .r,
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.s => .s,
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.t => .t,
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.u => .u,
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.v => .v,
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.w => .w,
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.x => .x,
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.y => .y,
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.z => .z,
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else => .invalid,
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},
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};
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if (win.config.keybind.set.get(trigger)) |binding_action| {
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log.warn("BINDING ACTION={}", .{binding_action});
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_ = binding_action;
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// Bindings always result in us ignoring the char if printable
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win.ignore_char = true;
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// No matter what, if there is a binding then we are done.
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return;
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}
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}
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if (action == .press and mods.super) {
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switch (key) {
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// Copy
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.c => {
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const win = window.getUserPointer(Window) orelse return;
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// Ignore this character for writing
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win.ignore_char = true;
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@ -517,7 +572,6 @@ fn keyCallback(
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// Paste
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.v => {
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const win = window.getUserPointer(Window) orelse return;
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// Ignore this character for writing
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win.ignore_char = true;
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@ -543,46 +597,52 @@ fn keyCallback(
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}
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}
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if (action == .press or action == .repeat) {
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const c: u8 = switch (key) {
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// Lots more of these:
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// https://www.physics.udel.edu/~watson/scen103/ascii.html
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.a => if (mods.control and !mods.shift) 0x01 else return,
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.b => if (mods.control and !mods.shift) 0x02 else return,
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.c => if (mods.control and !mods.shift) 0x03 else return,
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.d => if (mods.control and !mods.shift) 0x04 else return,
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.e => if (mods.control and !mods.shift) 0x05 else return,
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.f => if (mods.control and !mods.shift) 0x06 else return,
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.g => if (mods.control and !mods.shift) 0x07 else return,
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.h => if (mods.control and !mods.shift) 0x08 else return,
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.i => if (mods.control and !mods.shift) 0x09 else return,
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.j => if (mods.control and !mods.shift) 0x0A else return,
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.k => if (mods.control and !mods.shift) 0x0B else return,
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.l => if (mods.control and !mods.shift) 0x0C else return,
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.m => if (mods.control and !mods.shift) 0x0D else return,
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.n => if (mods.control and !mods.shift) 0x0E else return,
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.o => if (mods.control and !mods.shift) 0x0F else return,
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.p => if (mods.control and !mods.shift) 0x10 else return,
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.q => if (mods.control and !mods.shift) 0x11 else return,
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.r => if (mods.control and !mods.shift) 0x12 else return,
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.s => if (mods.control and !mods.shift) 0x13 else return,
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.t => if (mods.control and !mods.shift) 0x14 else return,
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.u => if (mods.control and !mods.shift) 0x15 else return,
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.v => if (mods.control and !mods.shift) 0x16 else return,
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.w => if (mods.control and !mods.shift) 0x17 else return,
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.x => if (mods.control and !mods.shift) 0x18 else return,
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.y => if (mods.control and !mods.shift) 0x19 else return,
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.z => if (mods.control and !mods.shift) 0x1A else return,
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// Handle non-printable characters
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const char: u8 = switch (@bitCast(u8, mods)) {
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// No modifiers pressed at all
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0 => @as(u8, switch (key) {
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.backspace => 0x08,
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.enter => '\r',
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.tab => '\t',
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.escape => 0x1B,
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else => return,
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};
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else => 0,
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}),
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const win = window.getUserPointer(Window) orelse return;
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win.queueWrite(&[1]u8{c}) catch |err|
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// Control only
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@bitCast(u8, glfw.Mods{ .control = true }) => @as(u8, switch (key) {
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.a => 0x01,
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.b => 0x02,
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.c => 0x03,
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.d => 0x04,
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.e => 0x05,
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.f => 0x06,
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.g => 0x07,
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.h => 0x08,
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.i => 0x09,
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.j => 0x0A,
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.k => 0x0B,
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.l => 0x0C,
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.m => 0x0D,
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.n => 0x0E,
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.o => 0x0F,
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.p => 0x10,
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.q => 0x11,
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.r => 0x12,
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.s => 0x13,
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.t => 0x14,
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.u => 0x15,
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.v => 0x16,
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.w => 0x17,
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.x => 0x18,
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.y => 0x19,
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.z => 0x1A,
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else => 0,
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}),
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else => 0,
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};
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if (char > 0) {
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win.queueWrite(&[1]u8{char}) catch |err|
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log.err("error queueing write in keyCallback err={}", .{err});
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}
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}
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