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https://github.com/ghostty-org/ghostty.git
synced 2025-07-14 15:56:13 +03:00
renderer: some tweaks
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@ -631,7 +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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.wide_cursor = false,
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.cursor_wide = false,
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},
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// Fonts
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@ -2035,7 +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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.wide_cursor = old.wide_cursor,
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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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@ -2358,13 +2358,17 @@ fn rebuildCells(
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const wide = screen.cursor.page_cell.wide;
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self.uniforms.cursor_pos = .{
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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.wide_cursor = switch (wide) {
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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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@ -2563,7 +2567,7 @@ fn updateCell(
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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 = 1,
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@ -2574,21 +2578,12 @@ 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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try self.cells.add(self.alloc, .underline, .{
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.mode = .fg,
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.grid_pos = .{ @intCast(coord.x + 1), @intCast(coord.y) },
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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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.bearings = .{
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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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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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@ -2646,7 +2641,7 @@ fn updateCell(
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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 = 1,
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@ -2657,21 +2652,12 @@ 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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try self.cells.add(self.alloc, .strikethrough, .{
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.mode = .fg,
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.grid_pos = .{ @intCast(coord.x + 1), @intCast(coord.y) },
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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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.bearings = .{
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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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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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@ -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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@ -125,7 +125,7 @@ pub const Contents = struct {
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const bg_cells = try alloc.alloc(mtl_shaders.CellBg, cell_count);
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errdefer alloc.free(bg_cells);
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@memset(bg_cells, .{0, 0, 0, 0});
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@memset(bg_cells, .{ 0, 0, 0, 0 });
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// The foreground lists can hold 3 types of items:
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// - Glyphs
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@ -231,7 +231,7 @@ test Contents {
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for (0..rows) |y| {
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try testing.expect(c.fg_rows.lists[y + 1].items.len == 0);
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for (0..cols) |x| {
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try testing.expectEqual(.{0, 0, 0, 0}, c.bgCell(y, x).*);
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try testing.expectEqual(.{ 0, 0, 0, 0 }, c.bgCell(y, x).*);
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}
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}
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// And the cursor row should have a capacity of 1 and also be empty.
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@ -256,7 +256,7 @@ test Contents {
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for (0..rows) |y| {
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try testing.expect(c.fg_rows.lists[y + 1].items.len == 0);
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for (0..cols) |x| {
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try testing.expectEqual(.{0, 0, 0, 0}, c.bgCell(y, x).*);
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try testing.expectEqual(.{ 0, 0, 0, 0 }, c.bgCell(y, x).*);
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}
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}
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@ -138,7 +138,7 @@ pub const Uniforms = extern struct {
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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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wide_cursor: bool align(1),
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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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@ -18,7 +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 wide_cursor;
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bool cursor_wide;
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};
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//-------------------------------------------------------------------
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@ -296,7 +296,7 @@ vertex CellTextVertexOut cell_text_vertex(
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in.mode != MODE_TEXT_CURSOR &&
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(
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in.grid_pos.x == uniforms.cursor_pos.x ||
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uniforms.wide_cursor &&
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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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