This is a big'un.
- **Glyph constraint logic is now done fully on the CPU** at the
rasterization stage, so it only needs to be done once per glyph instead
of every frame. This also lets us eliminate padding between glyphs on
the atlas because we're doing nearest-neighbor sampling instead of
interpolating-- which ever so slightly increases our packing efficiency.
- **Special constraints for nerd font glyphs** are applied based roughly
on the constraints they use in their patcher. It's a simplification of
what they do, the largest difference being that they scale groups of
glyphs based on a shared bounding box so that they maintain relative
size to one another, but that would require loading all glyphs on the
group and I'd want to do that on font load TBH and at that point I'd
basically be re-implementing the nerd fonts patcher in Zig to patch
fonts at load time which is way beyond the scope I want to have. (Fixes
#7069)
- These constraints allow for **perfectly sized and centered emojis**,
this is very nice.
- **Changed the default embedded fonts** from 4 copies (regular, italic,
bold, bold italic) of a patched (and outdated) JetBrains Mono to a
single JetBrains Mono variable font and a single Nerd Fonts Symbols Only
font. This cuts the weight of those down from 9MB to 3MB!
- **FreeType's `renderGlyph` is significantly reworked**, and the new
code is, IMO, much cleaner- although there are probably some edge case
behavior differences I've introduced.
> [!NOTE]
> One breaking change I definitely introduced is changing the
`monochrome` freetype load flag config from its previous completely
backwards meaning to instead the correct one (I also changed the
default, so this won't affect any user who hasn't touched it, but users
who set the `monochrome` flag will find their fonts quite crispy after
this change because they will have no anti-aliasing anymore)
### Future work
Following this change I want to get to work on automatic font size
matching (a la CSS
[`font-size-adjust`](https://developer.mozilla.org/en-US/docs/Web/CSS/font-size-adjust)).
I set the stage for that quite some time ago so it shouldn't be too much
work and it will be a big benefit for users who regularly use multiple
writing systems and so have multiple fonts for them that aren't
necessarily size-compatible.
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.)
Rather than using binaries statically in our source tree; this makes
them easier to update. This also makes it so that they are separated
from each other rather than using a patched JB mono as our fallback.
We need to use this version of z2d so that we can get reproducible PNG
exports in CI for testing, since previously the PNG export was affected
by the CPU arch / features because it depended on vector width.
We default system-integration to true as this is a shared library that
must be installed on a library path and it is recommended to use the
system package.
If the system does not package gtk4-layer-shell then doing `zig build
-fno-sys` will now correctly build and install the shared library under
a lib/ subdirectory of the output prefix.
The output prefix should be a default library path (`/lib`, `/usr/lib`,
or a lib64 variant) otherwise a custom library path can be configured
using ldconfig (see `man ld.so 8`)
In this format it will be a lot easier to iterate on this since adding
and removing pipelines only has to be done in a single place.
This commit also separates out the main background color from individual
cell background color drawing, because sometimes kitty images need to be
between the main background and individual cell backgrounds (kitty image
z-index seems to be entirely broken at the moment, I intend to fix it in
future commits).
I'm not sure if this should be enabled by default like the tab
animation, but on KDE at least this is unintrusive enough for me to
always enable by default. Alacritty appears to agree with me as well.
This fixes an issue where Ghostty would not build against the macOS 15.5 SDK.
What was happening was that Zig was adding its embedded libc paths to
the clang command line, which included old headers that were
incompatible with the latest (macOS 15.5) SDK. Ghostty was adding the
newer paths but they were being overridden by the embedded libc paths.
The reason this was happening is because Zig was using its own logic to
find the libc paths and this was colliding with the paths we were
setting manually. To fix this, we now use a `libc.txt` file that
explicitly tells Zig where to find libc, and we base this on our own SDK
search logic.
This commit changes a LOT of areas of the code to use decl literals
instead of redundantly referring to the type.
These changes were mostly driven by some regex searches and then manual
adjustment on a case-by-case basis.
I almost certainly missed quite a few places where decl literals could
be used, but this is a good first step in converting things, and other
instances can be addressed when they're discovered.
I tested GLFW+Metal and building the framework on macOS and tested a GTK
build on Linux, so I'm 99% sure I didn't introduce any syntax errors or
other problems with this. (fingers crossed)
This commit adds a few new mode flags to the `bench-stream` program
to generator synthetic OSC sequences. The new modes are `gen-osc`,
`gen-osc-valid`, and `gen-osc-invalid`. The `gen-osc` mode generates
equal parts valid and invalid OSC sequences, while the suffixed variants
are for generating only valid or invalid sequences, respectively.
This commit also fixes our build system to actually be able to build the
benchmarks. It turns out we were just rebuilding the main Ghostty binary
for `-Demit-bench`. And, our benchmarks didn't run under Zig 0.14, which
is now fixed.
An important new design I'm working towards in this commit is to split
out synthetic data generation to a dedicated package in
`src/bench/synth` although I'm tempted to move it to `src/synth` since
it may be useful outside of benchmarks.
The synth package is a work-in-progress, but it contains a hint of
what's to come. I ultimately want to able to generate all kinds of
synthetic data with a lot of knobs to control dimensionality (e.g. in
the case of OSC sequences: valid/invalid, length, operation types,
etc.).
Changes:
1. Require `blueprint-compiler` 0.16.0 (or newer) for building from
a git checkout. With #6822 distributions that can't meet that
requirement can use generated source tarballs to build.
2. Remove all `.ui` files as they are unnecessary.
3. Simplify the `Builder` interface since raw `.ui` files are no
longer used.
4. Removed build-time check of raw `.ui` files.
This introduces the concept of a "dist resource" (specifically a
`GhosttyDist.Resource` type). This is a resource that may be present in
dist tarballs but not in the source tree. If the resource is present and
we're not in a Git checkout, then we use it directly instead of
generating it.
This is used for the first time in this commit for the gresource c/h
files, which depend on a variety of external tools (blueprint-compiler,
glib-compile-resources, etc.) that we do not want to require downstream
users/packagers to have and we also do not want to worry about them
having the right versions.
This also adds a check for `distcheck` to ensure our distribution
contains all the expected files.
Lazy dependencies are only fetched if the build script would actually
reach a usage of that dependency at runtime (when the `lazyDependency`
function is called). This can save a lot of network traffic, disk uage,
and time because we don't have to fetch and build dependencies that we
don't actually need.
Prior to this commit, Ghostty fetched almost everything for all
platforms and configurations all the time. This commit reverses that to
fetching almost nothing until it's actually needed.
There are very little downsides to doing this[1]. One downside is `zig
build --fetch` doesn't fetch lazy dependencies, but we don't rely on
this command for packaging and suggest using our custom shell script
that downloads a cached list of URLs (`build.zig.zon.txt`).
This commit doesn't cover 100% of dependencies, since some provide no
benefit to make lazy while the complexity to make them lazy is higher
(in code style typically).
Conversely, some simple dependencies are marked lazy even if they're
almost always needed if they don't introduce any real complexity to the
code, because there is very little downside to do so.
[1]: https://ziggit.dev/t/lazy-dependencies-best-dependencies/5509/5
Closes#6702
This removes our mach-glfw dependency and replaces it with an in-tree
pkg/glfw that includes both the source for compiling glfw as well as the
Zig bindings. This matches the pattern from our other packages.
This is based on the upstream mach-glfw work and therefore includes the
original license and copyright information.
The reasoning is stated in the issue but to summarize for the commit:
- mach-glfw is no longer maintained, so we have to take ownership
- mach-glfw depended on some large blobs of header files to enable
cross-compilation but this isn't something we actually care about,
so we can (and do) drop the blobs
- mach-glfw blobs were hosted on mach hosts. given mach-glfw is
unmaintained, we can't rely on this hosting
- mach-glfw relied on a "glfw" package which was owned by another
person to be Zig 0.14 compatible, but we no longer need to rely on
this
- mach-glfw builds were outdated based on latest Zig practices
By linking using the pkg-config name we gain the compiler flags in pkgconf
for linking, specifically the -I <headers> to include system-installed
headers. This allows the gtk4-layer-shell pkg to not require the source
files specified in the `pkg/gtk4-layer-shell/build.zig.zon`.
pkg(gtk4-layer-shell): Refactor to allow dynamic linking
Refactored `pkg/gtk4-layer-shell/build.zig` to have similar structure
to `pkg/oniguruma/build.zig`.
Now dynamic link using pkgconfig, this adds pkgconfig compiler flags.
So we are now using system-installed headers to resolve @cInclude().
As of now `gtk4-layer-shell` is unavailable on recent, stable releases
of many distros (Debian 12, Ubuntu 24.04, openSUSE Leap & Tumbleweed, etc.)
and outdated on many others (Nixpkgs 24.11/unstable, Fedora 41, etc.)
This is inconvenient for our users and severely limits where the quick
terminal can be used. As a result we then build gtk4-layer-shell ourselves
by default unless `--system` or `-fsys=gtk4-layer-shell` are specified.
This also allows me to add an idiomatic Zig API on top of the library
and avoiding adding even more raw C code in the GTK apprt.
Since we now build gtk4-layer-shell it should be theoretically available
on all Linux systems we target. As such, the `-Dgtk-layer-shell` build
option has been removed. This is somewhat of an experimental change as
I don't know if gtk4-layer-shell works perfectly across all distros, and
we can always add the option back if need be.
Using `gtk4-layer-shell` still seems like the path of least resistance,
and to my delight it pretty much Just Works. Hurrah!
This implementation could do with some further polish (e.g. animations,
which can be implemented via libadwaita's animations API, and global
shortcuts), but as a MVP it works well enough.
It even supports tabs!
Fixes#4624.
Add a `+boo` command to show the animation from the website. The data
for the frames is compressed during the build process. This build step
was added to the SharedDeps object because it is used in both
libghostty and in binaries.
The compression is done as follows:
- All files are concatenated together using \x01 as a combining byte
- The files are compressed to a cached build file
- A zig file is written to stdout which `@embedFile`s the compressed
file and exposes it to the importer
- A new anonymous module "framedata" is added in the SharedDeps object
Any file can import framedata and access the compressed bytes via
`framedata.compressed`. In the `boo` command, we decompress the file and
split it into frames for use in the animation.
The overall addition to the binary size is 348k.
Adds buildtime and comptime checks to make sure that Blueprints/UI files
are availble and correctly formed. Will also compile Blueprints to UI
files so that they are available to GTK code.
`zig-gobject` is a set of GObject bindings that allow us to write
GTK-facing code in Zig instead of getting hands dirty with C.
It's been tested and refined in real-life applications and several
GTK contributors agree that it is a marked improvement over using
the C API directly, such as allowing method call syntax and avoiding
many manual `@ptrCast`s.
This commit doesn't actually contain any changes to our preexisting
GTK code — the migration process is intended to begin in chunks,
firstly in self-contained components (e.g. the header bar, overlays,
etc.), and then full-scale migration can begin when we remove non-Adwaita
GTK builds for 1.2. (After all, why port code that you'll remove later
either way?)
The major idea behind the refactor is to split the `build.zig` file up into
distinct `src/build/*.zig` files. By doing so, we can improve readability of
the primary `build.zig` while also enabling better reuse of steps. Our
`build.zig` is now less than 150 lines of code (of course, it calls into a lot
more lines but they're neatly organized now).
Improvements:
* `build.zig` is less than 150 lines of readable code.
* Help strings and unicode table generators are only run once when multiple
artifacts are built since the results are the same regardless of target.
* Metal lib is only built once per architecture (rather than once per artifact)
* Resources (shell integration, terminfo, etc.) and docs are only
built/installed for artifacts that need them
Breaking changes:
* Removed broken wasm build (@gabydd will re-add)
* Removed conformance files, shell scripts are better and we don't run
these anymore
* Removed macOS app bundle creation, we don't use this anymore since we
use Xcode
## Some History
Our `build.zig` hasn't been significantly refactored since the project started,
when Zig was _version 0.10_. Since then, the build system has changed
significantly. We've only ever duct taped the `build.zig` as we needed to
support new Zig versions, new features, etc. It was a mess.
The major improvement is adapting the entire Ghostty `build.zig` to the Step
and LazyPath changes introduced way back in Zig 0.12. This lets us better take
advantage of parallelism and the dependency graph so that steps are only
executed as they're needed.
As such, you can see in the build.zig that we initialize a lot of things, but
unless a final target (i.e. install, run) references those steps, _they'll
never be executed_. This lets us clean up a lot.