fix: draw cursor on top of text for most cursor styles (#7810)

This addresses #7739.

## Changes
* Added second cursor list to the renderer as suggested
* Modified `Contents.setCursor` to accept a cursor style argument in
order to conditionally render the cursor
* Not sure if this the optimal workaround so suggestions would be
appreciated

## Screenshots
Block:
![Screenshot 2025-07-04 at 7 10
19 PM](https://github.com/user-attachments/assets/39caf936-863b-42f3-9ca9-a32a2da237b8)

Hollow block:
![Screenshot 2025-07-04 at 7 10
06 PM](https://github.com/user-attachments/assets/5063e1a0-06c7-46d1-9118-5855bff7cc5c)
This commit is contained in:
Mitchell Hashimoto
2025-07-04 21:05:04 -07:00
committed by GitHub
2 changed files with 30 additions and 13 deletions

View File

@ -103,11 +103,12 @@ pub const Contents = struct {
// form a single grapheme, and multi-substitutions in fonts, the number
// of glyphs in a row is theoretically unlimited.
//
// We have size.rows + 1 lists because index 0 is used for a special
// list containing the cursor cell which needs to be first in the buffer.
// We have size.rows + 2 lists because indexes 0 and size.rows - 1 are
// used for special lists containing the cursor cell which need to
// be first and last in the buffer, respectively.
var fg_rows = try ArrayListCollection(shaderpkg.CellText).init(
alloc,
size.rows + 1,
size.rows + 2,
size.columns * 3,
);
errdefer fg_rows.deinit(alloc);
@ -118,14 +119,19 @@ pub const Contents = struct {
self.bg_cells = bg_cells;
self.fg_rows = fg_rows;
// We don't need 3*cols worth of cells for the cursor list, so we can
// replace it with a smaller list. This is technically a tiny bit of
// We don't need 3*cols worth of cells for the cursor lists, so we can
// replace them with smaller lists. This is technically a tiny bit of
// extra work but resize is not a hot function so it's worth it to not
// waste the memory.
self.fg_rows.lists[0].deinit(alloc);
self.fg_rows.lists[0] = try std.ArrayListUnmanaged(
shaderpkg.CellText,
).initCapacity(alloc, 1);
self.fg_rows.lists[size.rows + 1].deinit(alloc);
self.fg_rows.lists[size.rows + 1] = try std.ArrayListUnmanaged(
shaderpkg.CellText,
).initCapacity(alloc, 1);
}
/// Reset the cell contents to an empty state without resizing.
@ -135,11 +141,18 @@ pub const Contents = struct {
}
/// Set the cursor value. If the value is null then the cursor is hidden.
pub fn setCursor(self: *Contents, v: ?shaderpkg.CellText) void {
pub fn setCursor(self: *Contents, v: ?shaderpkg.CellText, cursor_style: ?renderer.CursorStyle) void {
self.fg_rows.lists[0].clearRetainingCapacity();
self.fg_rows.lists[self.size.rows + 1].clearRetainingCapacity();
if (v) |cell| {
self.fg_rows.lists[0].appendAssumeCapacity(cell);
const cell = v orelse return;
const style = cursor_style orelse return;
switch (style) {
// Block cursors should be drawn first
.block => self.fg_rows.lists[0].appendAssumeCapacity(cell),
// Other cursor styles should be drawn last
.block_hollow, .bar, .underline, .lock => self.fg_rows.lists[self.size.rows + 1].appendAssumeCapacity(cell),
}
}
@ -367,18 +380,22 @@ test Contents {
}
}
// Add a cursor.
// Add a block cursor.
const cursor_cell: shaderpkg.CellText = .{
.mode = .cursor,
.grid_pos = .{ 2, 3 },
.color = .{ 0, 0, 0, 1 },
};
c.setCursor(cursor_cell);
c.setCursor(cursor_cell, .block);
try testing.expectEqual(cursor_cell, c.fg_rows.lists[0].items[0]);
// And remove it.
c.setCursor(null);
c.setCursor(null, null);
try testing.expectEqual(0, c.fg_rows.lists[0].items.len);
// Add a hollow cursor.
c.setCursor(cursor_cell, .block_hollow);
try testing.expectEqual(cursor_cell, c.fg_rows.lists[rows + 1].items[0]);
}
test "Contents clear retains other content" {

View File

@ -2791,7 +2791,7 @@ pub fn Renderer(comptime GraphicsAPI: type) type {
// Setup our cursor rendering information.
cursor: {
// By default, we don't handle cursor inversion on the shader.
self.cells.setCursor(null);
self.cells.setCursor(null, null);
self.uniforms.cursor_pos = .{
std.math.maxInt(u16),
std.math.maxInt(u16),
@ -3162,7 +3162,7 @@ pub fn Renderer(comptime GraphicsAPI: type) type {
@intCast(render.glyph.offset_x),
@intCast(render.glyph.offset_y),
},
});
}, cursor_style);
}
fn addPreeditCell(