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https://github.com/ghostty-org/ghostty.git
synced 2025-07-14 15:56:13 +03:00
move global state to dedicated file
This commit is contained in:
147
src/global.zig
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147
src/global.zig
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@ -0,0 +1,147 @@
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const std = @import("std");
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const builtin = @import("builtin");
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const build_config = @import("build_config.zig");
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const cli = @import("cli.zig");
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const internal_os = @import("os/main.zig");
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const fontconfig = @import("fontconfig");
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const glslang = @import("glslang");
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const harfbuzz = @import("harfbuzz");
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const oni = @import("oniguruma");
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const renderer = @import("renderer.zig");
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const xev = @import("xev");
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/// Global process state. This is initialized in main() for exe artifacts
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/// and by ghostty_init() for lib artifacts. This should ONLY be used by
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/// the C API. The Zig API should NOT use any global state and should
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/// rely on allocators being passed in as parameters.
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pub var state: GlobalState = undefined;
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/// This represents the global process state. There should only
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/// be one of these at any given moment. This is extracted into a dedicated
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/// struct because it is reused by main and the static C lib.
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pub const GlobalState = struct {
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const GPA = std.heap.GeneralPurposeAllocator(.{});
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gpa: ?GPA,
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alloc: std.mem.Allocator,
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action: ?cli.Action,
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logging: Logging,
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/// The app resources directory, equivalent to zig-out/share when we build
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/// from source. This is null if we can't detect it.
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resources_dir: ?[]const u8,
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/// Where logging should go
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pub const Logging = union(enum) {
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disabled: void,
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stderr: void,
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};
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/// Initialize the global state.
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pub fn init(self: *GlobalState) !void {
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// Initialize ourself to nothing so we don't have any extra state.
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// IMPORTANT: this MUST be initialized before any log output because
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// the log function uses the global state.
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self.* = .{
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.gpa = null,
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.alloc = undefined,
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.action = null,
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.logging = .{ .stderr = {} },
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.resources_dir = null,
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};
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errdefer self.deinit();
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self.gpa = gpa: {
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// Use the libc allocator if it is available because it is WAY
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// faster than GPA. We only do this in release modes so that we
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// can get easy memory leak detection in debug modes.
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if (builtin.link_libc) {
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if (switch (builtin.mode) {
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.ReleaseSafe, .ReleaseFast => true,
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// We also use it if we can detect we're running under
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// Valgrind since Valgrind only instruments the C allocator
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else => std.valgrind.runningOnValgrind() > 0,
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}) break :gpa null;
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}
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break :gpa GPA{};
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};
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self.alloc = if (self.gpa) |*value|
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value.allocator()
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else if (builtin.link_libc)
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std.heap.c_allocator
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else
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unreachable;
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// We first try to parse any action that we may be executing.
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self.action = try cli.Action.detectCLI(self.alloc);
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// If we have an action executing, we disable logging by default
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// since we write to stderr we don't want logs messing up our
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// output.
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if (self.action != null) self.logging = .{ .disabled = {} };
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// For lib mode we always disable stderr logging by default.
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if (comptime build_config.app_runtime == .none) {
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self.logging = .{ .disabled = {} };
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}
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// I don't love the env var name but I don't have it in my heart
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// to parse CLI args 3 times (once for actions, once for config,
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// maybe once for logging) so for now this is an easy way to do
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// this. Env vars are useful for logging too because they are
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// easy to set.
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if ((try internal_os.getenv(self.alloc, "GHOSTTY_LOG"))) |v| {
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defer v.deinit(self.alloc);
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if (v.value.len > 0) {
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self.logging = .{ .stderr = {} };
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}
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}
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// Output some debug information right away
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std.log.info("ghostty version={s}", .{build_config.version_string});
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std.log.info("ghostty build optimize={s}", .{build_config.mode_string});
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std.log.info("runtime={}", .{build_config.app_runtime});
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std.log.info("font_backend={}", .{build_config.font_backend});
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if (comptime build_config.font_backend.hasHarfbuzz()) {
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std.log.info("dependency harfbuzz={s}", .{harfbuzz.versionString()});
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}
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if (comptime build_config.font_backend.hasFontconfig()) {
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std.log.info("dependency fontconfig={d}", .{fontconfig.version()});
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}
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std.log.info("renderer={}", .{renderer.Renderer});
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std.log.info("libxev backend={}", .{xev.backend});
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// First things first, we fix our file descriptors
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internal_os.fixMaxFiles();
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// We need to make sure the process locale is set properly. Locale
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// affects a lot of behaviors in a shell.
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try internal_os.ensureLocale(self.alloc);
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// Initialize glslang for shader compilation
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try glslang.init();
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// Initialize oniguruma for regex
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try oni.init(&.{oni.Encoding.utf8});
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// Find our resources directory once for the app so every launch
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// hereafter can use this cached value.
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self.resources_dir = try internal_os.resourcesDir(self.alloc);
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errdefer if (self.resources_dir) |dir| self.alloc.free(dir);
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}
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/// Cleans up the global state. This doesn't _need_ to be called but
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/// doing so in dev modes will check for memory leaks.
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pub fn deinit(self: *GlobalState) void {
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if (self.resources_dir) |dir| self.alloc.free(dir);
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if (self.gpa) |*value| {
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// We want to ensure that we deinit the GPA because this is
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// the point at which it will output if there were safety violations.
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_ = value.deinit();
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}
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}
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};
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