mirror of
https://github.com/ghostty-org/ghostty.git
synced 2025-07-16 16:56:09 +03:00
Window thread is now single event loop!
This commit is contained in:
69
src/App.zig
69
src/App.zig
@ -7,7 +7,6 @@ const std = @import("std");
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const Allocator = std.mem.Allocator;
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const glfw = @import("glfw");
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const Window = @import("Window.zig");
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const libuv = @import("libuv");
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const tracy = @import("tracy");
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const Config = @import("config.zig").Config;
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@ -20,11 +19,6 @@ alloc: Allocator,
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/// single window operations.
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window: *Window,
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// The main event loop for the application. The user data of this loop
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// is always the allocator used to create the loop. This is a convenience
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// so that users of the loop always have an allocator.
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loop: libuv.Loop,
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// The configuration for the app.
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config: *const Config,
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@ -32,63 +26,23 @@ config: *const Config,
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/// up the renderer state, compiles the shaders, etc. This is the primary
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/// "startup" logic.
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pub fn init(alloc: Allocator, config: *const Config) !App {
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// Create the event loop
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var loop = try libuv.Loop.init(alloc);
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errdefer loop.deinit(alloc);
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// We always store allocator pointer on the loop data so that
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// handles can use our global allocator.
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const allocPtr = try alloc.create(Allocator);
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errdefer alloc.destroy(allocPtr);
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allocPtr.* = alloc;
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loop.setData(allocPtr);
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// Create the window
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var window = try Window.create(alloc, loop, config);
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var window = try Window.create(alloc, config);
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errdefer window.destroy();
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return App{
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.alloc = alloc,
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.window = window,
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.loop = loop,
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.config = config,
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};
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}
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pub fn deinit(self: *App) void {
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self.window.destroy();
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// Run the loop one more time, because destroying our other things
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// like windows usually cancel all our event loop stuff and we need
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// one more run through to finalize all the closes.
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_ = self.loop.run(.default) catch |err|
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log.err("error finalizing event loop: {}", .{err});
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// Dealloc our allocator copy
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self.alloc.destroy(self.loop.getData(Allocator).?);
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self.loop.deinit(self.alloc);
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self.* = undefined;
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}
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pub fn run(self: App) !void {
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// We are embedding two event loops: glfw and libuv. To do this, we
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// create a separate thread that watches for libuv events and notifies
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// glfw to wake up so we can run the libuv tick.
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var embed = try libuv.Embed.init(self.alloc, self.loop, (struct {
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fn callback() void {
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glfw.postEmptyEvent() catch unreachable;
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}
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}).callback);
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defer embed.deinit(self.alloc);
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try embed.start();
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// This async handle is used to "wake up" the embed thread so we can
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// exit immediately once the windows want to close.
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var async_h = try libuv.Async.init(self.alloc, self.loop, (struct {
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fn callback(_: *libuv.Async) void {}
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}).callback);
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while (!self.window.shouldClose()) {
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// Block for any glfw events. This may also be an "empty" event
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// posted by the libuv watcher so that we trigger a libuv loop tick.
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@ -96,26 +50,5 @@ pub fn run(self: App) !void {
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// Mark this so we're in a totally different "frame"
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tracy.frameMark();
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// Run the libuv loop
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const frame = tracy.frame("libuv");
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defer frame.end();
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try embed.loopRun();
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}
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// Notify the embed thread to stop. We do this before we send on the
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// async handle so that when the thread goes around it exits.
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embed.stop();
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// Wake up the event loop and schedule our close.
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try async_h.send();
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async_h.close((struct {
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fn callback(h: *libuv.Async) void {
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const alloc = h.loop().getData(Allocator).?.*;
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h.deinit(alloc);
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}
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}).callback);
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// Wait for the thread to end which should be almost instant.
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try embed.join();
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}
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@ -14,11 +14,9 @@ const termio = @import("termio.zig");
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const objc = @import("objc");
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const glfw = @import("glfw");
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const imgui = @import("imgui");
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const libuv = @import("libuv");
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const Pty = @import("Pty.zig");
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const font = @import("font/main.zig");
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const Command = @import("Command.zig");
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const SegmentedPool = @import("segmented_pool.zig").SegmentedPool;
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const trace = @import("tracy").trace;
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const terminal = @import("terminal/main.zig");
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const Config = @import("config.zig").Config;
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@ -70,6 +68,7 @@ mouse: Mouse,
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io: termio.Impl,
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io_thread: termio.Thread,
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io_thr: std.Thread,
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/// The dimensions of the grid in rows and columns.
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grid_size: renderer.GridSize,
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@ -82,30 +81,6 @@ config: *const Config,
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/// like such as "control-v" will write a "v" even if they're intercepted.
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ignore_char: bool = false,
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/// Information related to the current cursor for the window.
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//
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// QUESTION(mitchellh): should this be attached to the Screen instead?
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// I'm not sure if the cursor settings stick to the screen, i.e. if you
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// change to an alternate screen if those are preserved. Need to check this.
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const Cursor = struct {
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/// Timer for cursor blinking.
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timer: libuv.Timer,
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/// Start (or restart) the timer. This is idempotent.
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pub fn startTimer(self: Cursor) !void {
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try self.timer.start(
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cursorTimerCallback,
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0,
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self.timer.getRepeat(),
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);
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}
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/// Stop the timer. This is idempotent.
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pub fn stopTimer(self: Cursor) !void {
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try self.timer.stop();
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}
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};
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/// Mouse state for the window.
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const Mouse = struct {
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/// The last tracked mouse button state by button.
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@ -132,8 +107,7 @@ const Mouse = struct {
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/// Create a new window. This allocates and returns a pointer because we
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/// need a stable pointer for user data callbacks. Therefore, a stack-only
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/// initialization is not currently possible.
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pub fn create(alloc: Allocator, loop: libuv.Loop, config: *const Config) !*Window {
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_ = loop;
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pub fn create(alloc: Allocator, config: *const Config) !*Window {
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var self = try alloc.create(Window);
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errdefer alloc.destroy(self);
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@ -1458,25 +1432,6 @@ fn posToViewport(self: Window, xpos: f64, ypos: f64) terminal.point.Viewport {
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};
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}
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fn cursorTimerCallback(t: *libuv.Timer) void {
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const tracy = trace(@src());
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defer tracy.end();
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const win = t.getData(Window) orelse return;
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// We are modifying renderer state from here on out
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win.renderer_state.mutex.lock();
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defer win.renderer_state.mutex.unlock();
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// If the cursor is currently invisible, then we do nothing. Ideally
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// in this state the timer would be cancelled but no big deal.
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if (!win.renderer_state.cursor.visible) return;
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// Swap blink state and schedule a render
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win.renderer_state.cursor.blink = !win.renderer_state.cursor.blink;
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win.queueRender() catch unreachable;
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}
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const face_ttf = @embedFile("font/res/FiraCode-Regular.ttf");
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const face_bold_ttf = @embedFile("font/res/FiraCode-Bold.ttf");
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const face_emoji_ttf = @embedFile("font/res/NotoColorEmoji.ttf");
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