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https://github.com/ghostty-org/ghostty.git
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Merge pull request #2365 from qwerasd205/underline-fixes
Underline Fixes
This commit is contained in:
@ -631,6 +631,7 @@ pub fn init(alloc: Allocator, options: renderer.Options) !Metal {
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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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.cursor_wide = false,
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},
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// Fonts
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@ -2034,6 +2035,7 @@ pub fn setScreenSize(
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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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.cursor_wide = old.cursor_wide,
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};
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// Reset our cell contents if our grid size has changed.
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@ -2274,6 +2276,10 @@ fn rebuildCells(
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};
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for (shaper_cells) |shaper_cell| {
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// The shaper can emit null glyphs representing the right half
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// of wide characters, we don't need to do anything with them.
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if (shaper_cell.glyph_index == null) continue;
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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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@ -2349,11 +2355,24 @@ fn rebuildCells(
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// If the cursor is visible then we set our uniforms.
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if (style == .block and screen.viewportIsBottom()) {
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const wide = screen.cursor.page_cell.wide;
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self.uniforms.cursor_pos = .{
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screen.cursor.x,
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// If we are a spacer tail of a wide cell, our cursor needs
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// to move back one cell. The saturate is to ensure we don't
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// overflow but this shouldn't happen with well-formed input.
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switch (wide) {
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.narrow, .spacer_head, .wide => screen.cursor.x,
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.spacer_tail => screen.cursor.x -| 1,
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},
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screen.cursor.y,
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};
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self.uniforms.cursor_wide = switch (wide) {
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.narrow, .spacer_head => false,
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.wide, .spacer_tail => true,
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};
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const uniform_color = if (self.cursor_invert) blk: {
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const sty = screen.cursor.page_pin.style(screen.cursor.page_cell);
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break :blk sty.bg(screen.cursor.page_cell, color_palette) orelse self.background_color;
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@ -2541,17 +2560,17 @@ fn updateCell(
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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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.cell_width = 1,
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.grid_metrics = self.grid_metrics,
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},
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);
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const color = style.underlineColor(palette) orelse colors.fg;
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try self.cells.add(self.alloc, .underline, .{
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var gpu_cell: mtl_cell.Key.underline.CellType() = .{
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.mode = .fg,
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.grid_pos = .{ @intCast(coord.x), @intCast(coord.y) },
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.constraint_width = cell.gridWidth(),
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.constraint_width = 1,
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.color = .{ color.r, color.g, color.b, alpha },
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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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@ -2559,7 +2578,13 @@ fn updateCell(
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@intCast(render.glyph.offset_x),
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@intCast(render.glyph.offset_y),
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},
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});
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};
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try self.cells.add(self.alloc, .underline, gpu_cell);
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// If it's a wide cell we need to underline the right half as well.
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if (cell.gridWidth() > 1 and coord.x < self.cells.size.columns - 1) {
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gpu_cell.grid_pos[0] = @intCast(coord.x + 1);
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try self.cells.add(self.alloc, .underline, gpu_cell);
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}
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}
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// If the shaper cell has a glyph, draw it.
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@ -2611,15 +2636,15 @@ fn updateCell(
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font.sprite_index,
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@intFromEnum(font.Sprite.strikethrough),
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.{
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.cell_width = if (cell.wide == .wide) 2 else 1,
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.cell_width = 1,
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.grid_metrics = self.grid_metrics,
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},
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);
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try self.cells.add(self.alloc, .strikethrough, .{
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var gpu_cell: mtl_cell.Key.strikethrough.CellType() = .{
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.mode = .fg,
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.grid_pos = .{ @intCast(coord.x), @intCast(coord.y) },
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.constraint_width = cell.gridWidth(),
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.constraint_width = 1,
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.color = .{ colors.fg.r, colors.fg.g, colors.fg.b, alpha },
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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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@ -2627,7 +2652,13 @@ fn updateCell(
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@intCast(render.glyph.offset_x),
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@intCast(render.glyph.offset_y),
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},
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});
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};
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try self.cells.add(self.alloc, .strikethrough, gpu_cell);
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// If it's a wide cell we need to strike through the right half as well.
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if (cell.gridWidth() > 1 and coord.x < self.cells.size.columns - 1) {
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gpu_cell.grid_pos[0] = @intCast(coord.x + 1);
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try self.cells.add(self.alloc, .strikethrough, gpu_cell);
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}
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}
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return true;
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@ -1227,10 +1227,15 @@ pub fn rebuildCells(
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};
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} else null;
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// This is the cell that has [mode == .fg] and is underneath our cursor.
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// We keep track of it so that we can invert the colors so the character
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// remains visible.
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var cursor_cell: ?CellProgram.Cell = null;
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// These are all the foreground cells underneath the cursor.
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//
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// We keep track of these so that we can invert the colors and move them
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// in front of the block cursor so that the character remains visible.
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//
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// We init with a capacity of 4 to account for decorations such
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// as underline and strikethrough, as well as combining chars.
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var cursor_cells = try std.ArrayListUnmanaged(CellProgram.Cell).initCapacity(arena_alloc, 4);
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defer cursor_cells.deinit(arena_alloc);
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if (rebuild) {
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switch (self.config.padding_color) {
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@ -1277,14 +1282,24 @@ pub fn rebuildCells(
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// the cell with the cursor.
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const start_i: usize = self.cells.items.len;
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defer if (cursor_row) {
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// If we're on a wide spacer tail, then we want to look for
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// the previous cell.
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const screen_cell = row.cells(.all)[screen.cursor.x];
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const x = screen.cursor.x - @intFromBool(screen_cell.wide == .spacer_tail);
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const x = screen.cursor.x;
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const wide = row.cells(.all)[x].wide;
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const min_x = switch (wide) {
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.narrow, .spacer_head, .wide => x,
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.spacer_tail => x -| 1,
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};
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const max_x = switch (wide) {
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.narrow, .spacer_head, .spacer_tail => x,
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.wide => x +| 1,
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};
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for (self.cells.items[start_i..]) |cell| {
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if (cell.grid_col == x and cell.mode.isFg()) {
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cursor_cell = cell;
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break;
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if (cell.grid_col < min_x or cell.grid_col > max_x) continue;
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if (cell.mode.isFg()) {
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cursor_cells.append(arena_alloc, cell) catch {
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// We silently ignore if this fails because
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// worst case scenario some combining glyphs
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// aren't visible under the cursor '\_('-')_/'
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};
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}
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}
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};
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@ -1338,6 +1353,10 @@ pub fn rebuildCells(
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};
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for (shaper_cells) |shaper_cell| {
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// The shaper can emit null glyphs representing the right half
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// of wide characters, we don't need to do anything with them.
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if (shaper_cell.glyph_index == null) continue;
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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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@ -1418,7 +1437,7 @@ pub fn rebuildCells(
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};
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_ = try self.addCursor(screen, cursor_style, cursor_color);
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if (cursor_cell) |*cell| {
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for (cursor_cells.items) |*cell| {
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if (cell.mode.isFg() and cell.mode != .fg_color) {
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const cell_color = if (self.cursor_invert) blk: {
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const sty = screen.cursor.page_pin.style(screen.cursor.page_cell);
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@ -1779,7 +1798,7 @@ fn updateCell(
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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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.cell_width = 1,
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.grid_metrics = self.grid_metrics,
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},
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);
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@ -1790,7 +1809,7 @@ fn updateCell(
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.mode = .fg,
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.grid_col = @intCast(x),
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.grid_row = @intCast(y),
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.grid_width = cell.gridWidth(),
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.grid_width = 1,
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.glyph_x = render.glyph.atlas_x,
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.glyph_y = render.glyph.atlas_y,
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.glyph_width = render.glyph.width,
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@ -1806,6 +1825,29 @@ fn updateCell(
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.bg_b = bg[2],
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.bg_a = bg[3],
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});
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// If it's a wide cell we need to underline the right half as well.
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if (cell.gridWidth() > 1 and x < self.grid_size.columns - 1) {
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try self.cells.append(self.alloc, .{
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.mode = .fg,
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.grid_col = @intCast(x + 1),
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.grid_row = @intCast(y),
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.grid_width = 1,
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.glyph_x = render.glyph.atlas_x,
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.glyph_y = render.glyph.atlas_y,
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.glyph_width = render.glyph.width,
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.glyph_height = render.glyph.height,
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.glyph_offset_x = render.glyph.offset_x,
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.glyph_offset_y = render.glyph.offset_y,
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.r = color.r,
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.g = color.g,
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.b = color.b,
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.a = alpha,
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.bg_r = bg[0],
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.bg_g = bg[1],
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.bg_b = bg[2],
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.bg_a = bg[3],
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});
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}
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}
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// If the shaper cell has a glyph, draw it.
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@ -1866,7 +1908,7 @@ fn updateCell(
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font.sprite_index,
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@intFromEnum(font.Sprite.strikethrough),
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.{
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.cell_width = if (cell.wide == .wide) 2 else 1,
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.cell_width = 1,
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.grid_metrics = self.grid_metrics,
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},
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);
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@ -1875,7 +1917,7 @@ fn updateCell(
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.mode = .fg,
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.grid_col = @intCast(x),
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.grid_row = @intCast(y),
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.grid_width = cell.gridWidth(),
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.grid_width = 1,
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.glyph_x = render.glyph.atlas_x,
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.glyph_y = render.glyph.atlas_y,
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.glyph_width = render.glyph.width,
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@ -1891,6 +1933,29 @@ fn updateCell(
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.bg_b = bg[2],
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.bg_a = bg[3],
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});
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// If it's a wide cell we need to strike through the right half as well.
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if (cell.gridWidth() > 1 and x < self.grid_size.columns - 1) {
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try self.cells.append(self.alloc, .{
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.mode = .fg,
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.grid_col = @intCast(x + 1),
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.grid_row = @intCast(y),
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.grid_width = 1,
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.glyph_x = render.glyph.atlas_x,
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.glyph_y = render.glyph.atlas_y,
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.glyph_width = render.glyph.width,
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.glyph_height = render.glyph.height,
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.glyph_offset_x = render.glyph.offset_x,
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.glyph_offset_y = render.glyph.offset_y,
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.r = colors.fg.r,
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.g = colors.fg.g,
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.b = colors.fg.b,
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.a = alpha,
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.bg_r = bg[0],
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.bg_g = bg[1],
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.bg_b = bg[2],
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.bg_a = bg[3],
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});
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}
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}
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return true;
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@ -14,7 +14,7 @@ pub const Key = enum {
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strikethrough,
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/// Returns the GPU vertex type for this key.
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fn CellType(self: Key) type {
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pub fn CellType(self: Key) type {
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return switch (self) {
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.bg => mtl_shaders.CellBg,
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@ -137,6 +137,9 @@ pub const Uniforms = extern struct {
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cursor_pos: [2]u16 align(4),
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cursor_color: [4]u8 align(4),
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// Whether the cursor is 2 cells wide.
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cursor_wide: bool align(1),
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const PaddingExtend = packed struct(u8) {
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left: bool = false,
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right: bool = false,
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@ -18,6 +18,7 @@ struct Uniforms {
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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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bool cursor_wide;
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};
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//-------------------------------------------------------------------
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@ -293,7 +294,11 @@ vertex CellTextVertexOut cell_text_vertex(
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// If this cell is the cursor cell, then we need to change the color.
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if (
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in.mode != MODE_TEXT_CURSOR &&
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in.grid_pos.x == uniforms.cursor_pos.x &&
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(
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in.grid_pos.x == uniforms.cursor_pos.x ||
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uniforms.cursor_wide &&
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in.grid_pos.x == uniforms.cursor_pos.x + 1
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) &&
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in.grid_pos.y == uniforms.cursor_pos.y
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) {
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out.color = float4(uniforms.cursor_color) / 255.0f;
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