Without this, the only indication would be the difference between a red
or a green background which would be problematic for users with limited
vision or color blindness.
If a native GUI is shown by the runtime when a child exits, use the
returned boolean to determine if text should be show in the terminal to
avoid duplicating information.
Addresses #7649 for the core and GTK. macOS support will need to be
added later.
This adds an apprt action to show a native GUI warning of some kind when
the child process of a terminal exits.
Also adds a basic GTK implementation of this. In GTK it overlays an
Adwaita banner at the bottom of the window (similar to the banner that
shows up in at the top of windows in debug builds).
This allows `systemctl` to send SIGUSR2 to Ghostty to trigger a reload,
which is more convenient than scripting `ps` and `kill` to find the
Ghostty main PID.
Fixes#5256
This updates the macOS apprt to implement the `OPEN_URL` apprt action to
use the NSWorkspace APIs instead of the `open` command line utility.
As part of this, we removed the `ghostty_config_open` libghostty API and
instead introduced a new `ghostty_config_open_path` API that returns the
path to open, and then we use the `NSWorkspace` APIs to open it (same
function as the `OPEN_URL` action).
Partial implementation of #5256
This implements the core changes necessary to open urls using an apprt
action rather than doing it directly from the core.
Implements the open_url action in the GTK and GLFW apprts.
Note that this should not be merged until a macOS-savvy developer can add
an implementation of the open_url action for the macOS apprt.
This makes it so `zig build run` can take arguments such as
`--config-default-files=false` or any other configuration. Previously,
it only accepted commands such as `+version`.
Incidentally, this also makes it so that the app in general can now take
configuration arguments via the CLI if it is launched as a new instance
via `open`. For example:
open -n Ghostty.app --args --config-default-files=false
This previously didn't work. This is kind of cool.
To make this work, the libghostty C API was modified so that
initialization requires the CLI args, and there is a new C API to try to
execute an action if it was set.
This deletes the GLFW apprt from the Ghostty codebase.
The GLFW apprt was the original apprt used by Ghostty (well, before
Ghostty even had the concept of an "apprt" -- it was all just a single
application then). It let me iterate on the core terminal features,
rendering, etc. without bothering about the UI. It was a good way to get
started. But it has long since outlived its usefulness.
We've had a stable GTK apprt for Linux (and Windows via WSL) and a
native macOS app via libghostty for awhile now. The GLFW apprt only
remained within the tree for a few reasons:
1. Primarily, it provided a faster feedback loop on macOS because
building the macOS app historically required us to hop out of the
zig build system and into Xcode, which is slow and cumbersome.
2. It was a convenient way to narrow whether a bug was in the
core Ghostty codebase or in the apprt itself. If a bug was in both
the glfw and macOS app then it was likely in the core.
3. It provided us a way on macOS to test OpenGL.
All of these reasons are no longer valid. Respectively:
1. Our Zig build scripts now execute the `xcodebuild` CLI directly and
can open the resulting app, stream logs, etc. This is the same
experience we have on Linux. (Xcode has always been a dependency of
building on macOS in general, so this is not cumbersome.)
2. We have a healthy group of maintainers, many of which have access
to both macOS and Linux, so we can quickly narrow down bugs
regardless of the apprt.
3. Our OpenGL renderer hasn't been compatible with macOS for some time
now, so this is no longer a useful feature.
At this point, the GLFW apprt is just a burden. It adds complexity
across the board, and some people try to run Ghostty with it in the real
world and get confused when it doesn't work (it's always been lacking in
features and buggy compared to the other apprts).
So, it's time to say goodbye. Its bittersweet because it is a big part
of Ghostty's history, but we've grown up now and it's time to move on.
Thank you, goodbye.
(NOTE: If you are a user of the GLFW apprt, then please fork the project
prior to this commit or start a new project based on it. We've warned
against using it for a very, very long time now.)
This is done at the apprt-level for a couple reasons.
(1) For libghostty, we don't have a way to know what the embedding
application is doing, so its risky to create signal handlers that
might overwrite the application's signal handlers.
(2) It's extremely messy to deal with signals and multi-threading.
Apprts have framework access that handles this for us.
For GTK, we use g_unix_signal_add.
For macOS, we use `DispatchSource.makeSignalSource`. This is an awkward
API but made for this purpose.
Supersedes #7154
In gtk4-layer-shell versions < 1.0.4, the app could crash upon opening
a quick terminal window on certain compositors that implement the
`xdg_wm_dialog_v1` protocol. The exact reason is a bit complicated,
but is nicely summarized in the upstream issue (wmww/gtk4-layer-shell#50).
The circumstances that could cause this crash to occur should gradually
diminish as distros update to newer gtk4-layer-shell versions, but this
is known to crash on Fedora 41 and Hyprland, which could be a sizable
chunk of our userbase given that this would also occur on GNOME/Mutter
and KDE/KWin. The diff should be minimal enough that this can be removed
or reverted once this band-aid fix is no longer necessary.
Fixes#7500
Supersedes #7582
This commit moves the child exit handling logic from the IO thead to the
apprt thread. The IO thread now only sends a `child_exited` message to
the apprt thread with metadata about the exit conditions (exit code,
runtime).
From there, the apprt thread can handle the exit situation however is
necessary. This commit doesn't change the behavior but it does fix the
issue #7500. The behavior is: exit immediately, show abnormal exit
message, wait for user input, etc.
This also gets us closer to #7649.
Also fixes crashes in both vanilla GTK and Adwaita implementations of
`closeTab`, which erroneously close windows twice when there are no more
tabs left (we probably already handle it somewhere else).
Besides avoiding copying, this allows consumers to choose to allocate
these structs on the stack or to allocate on the heap. It also gives the
apprt.App a stable pointer sooner in the process.
This replaces #7433. The improvements are:
1) Install the systemd user service in the proper directory depending
on if it's a 'user' install or a 'system' install. This is controlled
either by using the `--system` build flag (as most packages will) or by
the `-Dsystem-package` flag.
2) Add the absolute path to the `ghostty` binary in the application
file, the DBus service, and the systemd user service. This is done so
that they do not depend on `ghostty` being in the `PATH` of whatever
is launching Ghostty. That `PATH` is not necessarily the same as the
`PATH` in a user shell (especially for DBus activation and systemd user
services).
3) Adjust the DBus bus name that is expected by the system depending on
the optimization level that Ghostty is compiled with.
Reverts two commits:
977cd530c7bb9551de93900170bdaec4601b1b5b
820b7e432b57cd08c49d2e76cce4cb78016f0418
These break build from source on Linux for two reasons:
1.) The systemd user service needs to be installed in the `share`
prefix, not the `lib` prefix. This lets it get picked up in `~/.local`
but is also correct for just standard FHS paths.
2.) The `ghostty` path in the systemd user service needs to be absolute.
We should interpolate in the build install prefix to form an absolute
path.
Introduces host resources directory as a new concept: A directory
containing application resources that can only be accessed from the host
operating system. This is significant for sandboxed application runtimes
like Flatpak where shells spawned on the host should have access to
application resources to enable integrations.
Alongside this, apprt is now allowed to override the resources lookup
logic.
Fixes#7647
See #7647 for context. This commit works by extending the `input` work
introduced in #7652 to libghostty so that the macOS can take advantage
of it. At that point, its just the macOS utilizing `input` in order to
set the command and `exit` up similar to Terminal and iTerm2.
It's here, the long-foretold and long-procrastinated renderer rework!
Hopefully this makes it easier to adapt and modify the renderer in the
future and ensures feature parity between Metal and OpenGL. Despite
having been a lot of work to write initially, with the abstraction layer
in place I feel like working on the renderer will be a much more
pleasant experience going forward.
## Key points
- CPU-side renderer logic is now mostly unified via a generic
`Renderer`.
- A graphics API abstraction layer over OpenGL and Metal has been
introduced.
- Minimum OpenGL version bumped to `4.3`, so can no longer be run on
macOS; I used the nix VM stuff for my testing during development. (Edit
by @mitchellh: Note for readers that Ghostty still works on macOS, but
the OpenGL backend doesn't, only the Metal one)
- The OpenGL backend now supports linear blending! Woohoo! The default
`alpha-blending` has been updated to `linear-corrected` since it's
essentially a strict improvement over `native`. The default on macOS is
still `native` though to match other mac apps in appearance, since macOS
users are more sensitive to text appearance.
- Custom shaders can now be hot reloaded.
- The background color is once again drawn by us, so custom shaders can
interact with it properly. In general, custom shaders should be a little
more robust.
## The abstraction layer
The general hierarchy of the abstraction layer is as such:
```
[ GraphicsAPI ] - Responsible for configuring the runtime surface
| | and providing render `Target`s that draw to it,
| | as well as `Frame`s and `Pipeline`s.
| V
| [ Target ] - Represents an abstract target for rendering, which
| could be a surface directly but is also used as an
| abstraction for off-screen frame buffers.
V
[ Frame ] - Represents the context for drawing a given frame,
| provides `RenderPass`es for issuing draw commands
| to, and reports the frame health when complete.
V
[ RenderPass ] - Represents a render pass in a frame, consisting of
: one or more `Step`s applied to the same target(s),
[ Step ] - - - - each describing the input buffers and textures and
: the vertex/fragment functions and geometry to use.
:_ _ _ _ _ _ _ _ _ _/
v
[ Pipeline ] - Describes a vertex and fragment function to be used
for a `Step`; the `GraphicsAPI` is responsible for
these and they should be constructed and cached
ahead of time.
[ Buffer ] - An abstraction over a GPU buffer.
[ Texture ] - An abstraction over a GPU texture.
```
More specific documentation can be found on the relevant structures.
## Miscellany
Renderers (which effectively just means the generic renderer) are now
expected to only touch GPU resources in `init`, certain lifecycle
functions such as the `displayRealized`/`displayUnrealized` callbacks
from GTK-- and `drawFrame`; and are also expected to be thread-safe.
This allows the renderer thread to build the CPU-side buffers
(`updateFrame`) even if we can only *draw* from the app thread.
Because of this change, we can draw synchronously from the main thread
on macOS when necessary to always have a frame of the correct size
during a resize animation. This was necessary to allow the background to
be drawn by our GPU code (instead of setting a background color on the
layer) while still avoiding holes during resize.
The OpenGL backend now theoretically has access to multi-buffering, but
it's disabled (by setting the buffer count to 1) because it
synchronously waits for frames to complete anyway which means that the
extra buffers were just a waste of memory.
## Validation
To validate that there are no significant or obvious problems, I
exercised both backends with a variety of configurations, and visually
inspected the results. Everything looks to be in order.
The images are available in a gist here:
https://gist.github.com/qwerasd205/c1bd3e4c694d888e41612e53c0560179
## Memory
Here's a comparison of memory usage for ReleaseFast builds on macOS,
between `main` and this branch.
Memory figures given are values from Activity Monitor measuring windows
of the same size, with two tabs with 3 splits each.
||Before|After|
|-:|-|-|
|**Memory**|247.9 MB|224.2 MB|
|**Real Memory**|174.4 MB|172.5 MB|
Happily, the rework has slightly *reduced* the memory footprint- likely
due to removing the overhead of `CAMetalLayer`. (The footprint could be
reduced much further if we got rid of multi-buffering and satisfied
ourselves with blocking for each frame, but that's a discussion for
another day.)
If someone could do a similar comparison for Linux, that'd be much
appreciated!
## Notes / future work
- There are a couple structures that *can* be unified using the
abstraction layer, but I haven't gotten around to unifying yet.
Specifically, in `renderer/(opengl|metal)/`, there's `cell.zig` and
`image.zig`, both of which are substantially identical between the two
backends. `shaders.zig` may also be a candidate for unification, but
that might be *overly* DRY.
- ~~I did not double-check the documentation for config options, which
may mention whether certain options can be hot-reloaded; if it does then
that will need to be updated.~~ Fixed: be5908f
- The `fragCoord` for custom shaders originates at the top left for
Metal, but *bottom* left for OpenGL; fixing this will be a bit annoying,
since the screen texture is likewise vertically flipped between the two.
Some shaders rely on the fragcoord for things like falling particles, so
this does need to be fixed.
- `Target` should be improved to support multiple types of targets right
now it only represents a framebuffer or iosurface, but it should also be
able to represent a texture; right now a kind of messy tagged union is
used so that steps can accept both.
- Custom shader cursor uniforms (#6912) and terminal background images
(#4226, #5233) should be much more straightforward to implement on top
of this rework, and I plan to make follow-up PRs for them once this is
merged.
- I *do* want to do a rework of the pipelines themselves, since the way
we're rendering stuff is a bit messy currently, but this is already a
huge enough PR as it is- so for now the renderer still uses the same
rendering passes that Metal did before.
- We should probably add a system requirements section to the README
where we can note the minimum required OpenGL version of `4.3`, any even
slightly modern Linux system will support this, but it would be good to
document it somewhere user-facing anyway.
# TODO BEFORE MERGE
- [x] Have multiple people test this on both macOS and linux.
- [ ] ~~Have someone with a better dev setup on linux check for memory
leaks and other problems.~~ (Skipped, will merge and let tip users
figure this out, someone should *specifically* look for memory leaks
before the next versioned release though.)
- [x] Address any code review feedback.
This commit is very large, representing about a month of work with many
interdependent changes that don't separate cleanly in to atomic commits.
The main change here is unifying the renderer logic to a single generic
renderer, implemented on top of an abstraction layer over OpenGL/Metal.
I'll write a more complete summary of the changes in the description of
the PR.
This PR implements the ability to undo/redo new and closed windows,
tabs, and splits.
## Demo
https://github.com/user-attachments/assets/98601810-71b8-4adb-bfa4-bdfaa2526dc6
## Details
### Undo Timeout
Running terminal sessions _remain running_ for a configurable period of
time after close, during which time they're undoable. This is similar to
"email unsend" (since email in the traditional sense can't be unsent,
clients simply hold onto it for a period of time before sending).
This behavior is not unique to Ghostty. The first and only place I've
seen it is in iTerm2. And iTerm2 behaves similarly, although details of
our behavior and our implementation vary greatly.
The configurable period of time is done via the `undo-timeout`
configuration. The default value is 5 seconds. This feels reasonable to
be and is grounded in being the default for iTerm2 as well, so it's
probably a safe choice.
Undo can be disabled by setting `undo-timeout = 0`.
### Future
The actions that can be potentially undone/redone can be easily expanded
in the future. Some thoughts on things that make sense to me:
- Any sort of split resizing, including equalization
- Moving tabs or splits
#### What about Linux?
I'd love to support this on Linux. I don't think any other terminal on
Linux has this kind of feature (definitely might be wrong, but I've
never seen it and I've looked at a lot of terminal emulators 😄 ). But
there's some work to be done to get there.
## TODO for the Draft PR
This is still a draft. There are some items remaining (list will update
as I go):
- [x] Undoing a closed window is sometimes buggy still and I'm not sure
why, I have to dig into this.
- [x] New window should be undoable
- [x] New tab should be undoable
- [x] Close All Windows should be undoable
- [x] I think I have to get rid of TerminalManager. Undone windows won't
be in TerminalManager's list of controllers and I think that's going to
break a lot of things.
- [x] I haven't tested this with QuickTerminal at all. I expect bugs
there but I want undo to work with splits there.
- [x] Close window with the red traffic light button doesn't trigger
undo
- [x] Closing window with multiple tabs undoes them as separate windows