//! App is the primary GUI application for ghostty. This builds the window, //! sets up the renderer, etc. The primary run loop is started by calling //! the "run" function. const App = @This(); const std = @import("std"); const builtin = @import("builtin"); const assert = std.debug.assert; const Allocator = std.mem.Allocator; const build_config = @import("build_config.zig"); const apprt = @import("apprt.zig"); const Surface = @import("Surface.zig"); const tracy = @import("tracy"); const input = @import("input.zig"); const configpkg = @import("config.zig"); const Config = configpkg.Config; const BlockingQueue = @import("datastruct/main.zig").BlockingQueue; const renderer = @import("renderer.zig"); const font = @import("font/main.zig"); const internal_os = @import("os/main.zig"); const macos = @import("macos"); const objc = @import("objc"); const log = std.log.scoped(.app); const SurfaceList = std.ArrayListUnmanaged(*apprt.Surface); /// General purpose allocator alloc: Allocator, /// The list of surfaces that are currently active. surfaces: SurfaceList, /// This is true if the app that Ghostty is in is focused. This may /// mean that no surfaces (terminals) are focused but the app is still /// focused, i.e. may an about window. On macOS, this concept is known /// as the "active" app while focused windows are known as the /// "main" window. /// /// This is used to determine if keyboard shortcuts that are non-global /// should be processed. If the app is not focused, then we don't want /// to process keyboard shortcuts that are not global. /// /// This defaults to true since we assume that the app is focused when /// Ghostty is initialized but a well behaved apprt should call /// focusEvent to set this to the correct value right away. focused: bool = true, /// The last focused surface. This surface may not be valid; /// you must always call hasSurface to validate it. focused_surface: ?*Surface = null, /// The mailbox that can be used to send this thread messages. Note /// this is a blocking queue so if it is full you will get errors (or block). mailbox: Mailbox.Queue, /// The set of font GroupCache instances shared by surfaces with the /// same font configuration. font_grid_set: font.SharedGridSet, // Used to rate limit desktop notifications. Some platforms (notably macOS) will // run out of resources if desktop notifications are sent too fast and the OS // will kill Ghostty. last_notification_time: ?std.time.Instant = null, last_notification_digest: u64 = 0, /// The conditional state of the configuration. See the equivalent field /// in the Surface struct for more information. In this case, this applies /// to the app-level config and as a default for new surfaces. config_conditional_state: configpkg.ConditionalState, /// Set to false once we've created at least one surface. This /// never goes true again. This can be used by surfaces to determine /// if they are the first surface. first: bool = true, pub const CreateError = Allocator.Error || font.SharedGridSet.InitError; /// Initialize the main app instance. This creates the main window, sets /// up the renderer state, compiles the shaders, etc. This is the primary /// "startup" logic. /// /// After calling this function, well behaved apprts should then call /// `focusEvent` to set the initial focus state of the app. pub fn create( alloc: Allocator, ) CreateError!*App { var app = try alloc.create(App); errdefer alloc.destroy(app); var font_grid_set = try font.SharedGridSet.init(alloc); errdefer font_grid_set.deinit(); app.* = .{ .alloc = alloc, .surfaces = .{}, .mailbox = .{}, .font_grid_set = font_grid_set, .config_conditional_state = .{}, }; errdefer app.surfaces.deinit(alloc); return app; } pub fn destroy(self: *App) void { // Clean up all our surfaces for (self.surfaces.items) |surface| surface.deinit(); self.surfaces.deinit(self.alloc); // Clean up our font group cache // We should have zero items in the grid set at this point because // destroy only gets called when the app is shutting down and this // should gracefully close all surfaces. assert(self.font_grid_set.count() == 0); self.font_grid_set.deinit(); self.alloc.destroy(self); } /// Tick ticks the app loop. This will drain our mailbox and process those /// events. This should be called by the application runtime on every loop /// tick. pub fn tick(self: *App, rt_app: *apprt.App) !void { // If any surfaces are closing, destroy them var i: usize = 0; while (i < self.surfaces.items.len) { const surface = self.surfaces.items[i]; if (surface.shouldClose()) { surface.close(false); continue; } i += 1; } // Drain our mailbox try self.drainMailbox(rt_app); } /// Update the configuration associated with the app. This can only be /// called from the main thread. The caller owns the config memory. The /// memory can be freed immediately when this returns. pub fn updateConfig(self: *App, rt_app: *apprt.App, config: *const Config) !void { // Go through and update all of the surface configurations. for (self.surfaces.items) |surface| { try surface.core_surface.handleMessage(.{ .change_config = config }); } // Apply our conditional state. If we fail to apply the conditional state // then we log and attempt to move forward with the old config. // We only apply this to the app-level config because the surface // config applies its own conditional state. var applied_: ?configpkg.Config = config.changeConditionalState( self.config_conditional_state, ) catch |err| err: { log.warn("failed to apply conditional state to config err={}", .{err}); break :err null; }; defer if (applied_) |*c| c.deinit(); const applied: *const configpkg.Config = if (applied_) |*c| c else config; // Notify the apprt that the app has changed configuration. _ = try rt_app.performAction( .app, .config_change, .{ .config = applied }, ); } /// Add an initialized surface. This is really only for the runtime /// implementations to call and should NOT be called by general app users. /// The surface must be from the pool. pub fn addSurface( self: *App, rt_surface: *apprt.Surface, ) Allocator.Error!void { try self.surfaces.append(self.alloc, rt_surface); // Since we have non-zero surfaces, we can cancel the quit timer. // It is up to the apprt if there is a quit timer at all and if it // should be canceled. _ = rt_surface.app.performAction( .app, .quit_timer, .stop, ) catch |err| { log.warn("error stopping quit timer err={}", .{err}); }; } /// Delete the surface from the known surface list. This will NOT call the /// destructor or free the memory. pub fn deleteSurface(self: *App, rt_surface: *apprt.Surface) void { // If this surface is the focused surface then we need to clear it. // There was a bug where we relied on hasSurface to return false and // just let focused surface be but the allocator was reusing addresses // after free and giving false positives, so we must clear it. if (self.focused_surface) |focused| { if (focused == &rt_surface.core_surface) { self.focused_surface = null; } } var i: usize = 0; while (i < self.surfaces.items.len) { if (self.surfaces.items[i] == rt_surface) { _ = self.surfaces.swapRemove(i); continue; } i += 1; } // If we have no surfaces, we can start the quit timer. It is up to the // apprt to determine if this is necessary. if (self.surfaces.items.len == 0) _ = rt_surface.app.performAction( .app, .quit_timer, .start, ) catch |err| { log.warn("error starting quit timer err={}", .{err}); }; } /// The last focused surface. This is only valid while on the main thread /// before tick is called. pub fn focusedSurface(self: *const App) ?*Surface { const surface = self.focused_surface orelse return null; if (!self.hasSurface(surface)) return null; return surface; } /// Returns true if confirmation is needed to quit the app. It is up to /// the apprt to call this. pub fn needsConfirmQuit(self: *const App) bool { for (self.surfaces.items) |v| { if (v.core_surface.needsConfirmQuit()) return true; } return false; } /// Drain the mailbox. fn drainMailbox(self: *App, rt_app: *apprt.App) !void { while (self.mailbox.pop()) |message| { log.debug("mailbox message={s}", .{@tagName(message)}); switch (message) { .open_config => try self.performAction(rt_app, .open_config), .new_window => |msg| try self.newWindow(rt_app, msg), .close => |surface| self.closeSurface(surface), .surface_message => |msg| try self.surfaceMessage(msg.surface, msg.message), .redraw_surface => |surface| self.redrawSurface(rt_app, surface), .redraw_inspector => |surface| self.redrawInspector(rt_app, surface), // If we're quitting, then we set the quit flag and stop // draining the mailbox immediately. This lets us defer // mailbox processing to the next tick so that the apprt // can try to quit as quickly as possible. .quit => { log.info("quit message received, short circuiting mailbox drain", .{}); try self.performAction(rt_app, .quit); return; }, } } } pub fn closeSurface(self: *App, surface: *Surface) void { if (!self.hasSurface(surface)) return; surface.close(); } pub fn focusSurface(self: *App, surface: *Surface) void { if (!self.hasSurface(surface)) return; self.focused_surface = surface; } fn redrawSurface(self: *App, rt_app: *apprt.App, surface: *apprt.Surface) void { if (!self.hasSurface(&surface.core_surface)) return; rt_app.redrawSurface(surface); } fn redrawInspector(self: *App, rt_app: *apprt.App, surface: *apprt.Surface) void { if (!self.hasSurface(&surface.core_surface)) return; rt_app.redrawInspector(surface); } /// Create a new window pub fn newWindow(self: *App, rt_app: *apprt.App, msg: Message.NewWindow) !void { const target: apprt.Target = target: { const parent = msg.parent orelse break :target .app; if (self.hasSurface(parent)) break :target .{ .surface = parent }; break :target .app; }; _ = try rt_app.performAction( target, .new_window, {}, ); } /// Handle an app-level focus event. This should be called whenever /// the focus state of the entire app containing Ghostty changes. /// This is separate from surface focus events. See the `focused` /// field for more information. pub fn focusEvent(self: *App, focused: bool) void { // Prevent redundant focus events if (self.focused == focused) return; log.debug("focus event focused={}", .{focused}); self.focused = focused; } /// Returns true if the given key event would trigger a keybinding /// if it were to be processed. This is useful for determining if /// a key event should be sent to the terminal or not. pub fn keyEventIsBinding( self: *App, rt_app: *apprt.App, event: input.KeyEvent, ) bool { _ = self; switch (event.action) { .release => return false, .press, .repeat => {}, } // If we have a keybinding for this event then we return true. return rt_app.config.keybind.set.getEvent(event) != null; } /// Handle a key event at the app-scope. If this key event is used, /// this will return true and the caller shouldn't continue processing /// the event. If the event is not used, this will return false. /// /// If the app currently has focus then all key events are processed. /// If the app does not have focus then only global key events are /// processed. pub fn keyEvent( self: *App, rt_app: *apprt.App, event: input.KeyEvent, ) bool { switch (event.action) { // We don't care about key release events. .release => return false, // Continue processing key press events. .press, .repeat => {}, } // Get the keybind entry for this event. We don't support key sequences // so we can look directly in the top-level set. const entry = rt_app.config.keybind.set.getEvent(event) orelse return false; const leaf: input.Binding.Set.Leaf = switch (entry.value_ptr.*) { // Sequences aren't supported. Our configuration parser verifies // this for global keybinds but we may still get an entry for // a non-global keybind. .leader => return false, // Leaf entries are good .leaf => |leaf| leaf, }; // If we aren't focused, then we only process global keybinds. if (!self.focused and !leaf.flags.global) return false; // Global keybinds are done using performAll so that they // can target all surfaces too. if (leaf.flags.global) { self.performAllAction(rt_app, leaf.action) catch |err| { log.warn("error performing global keybind action action={s} err={}", .{ @tagName(leaf.action), err, }); }; return true; } // Must be focused to process non-global keybinds assert(self.focused); assert(!leaf.flags.global); // If we are focused, then we process keybinds only if they are // app-scoped. Otherwise, we do nothing. Surface-scoped should // be processed by Surface.keyEvent. const app_action = leaf.action.scoped(.app) orelse return false; self.performAction(rt_app, app_action) catch |err| { log.warn("error performing app keybind action action={s} err={}", .{ @tagName(app_action), err, }); }; return true; } /// Call to notify Ghostty that the color scheme for the app has changed. /// "Color scheme" in this case refers to system themes such as "light/dark". pub fn colorSchemeEvent( self: *App, rt_app: *apprt.App, scheme: apprt.ColorScheme, ) !void { const new_scheme: configpkg.ConditionalState.Theme = switch (scheme) { .light => .light, .dark => .dark, }; // If our scheme didn't change, then we don't do anything. if (self.config_conditional_state.theme == new_scheme) return; // Setup our conditional state which has the current color theme. self.config_conditional_state.theme = new_scheme; // Request our configuration be reloaded because the new scheme may // impact the colors of the app. _ = try rt_app.performAction( .app, .reload_config, .{ .soft = true }, ); } /// Perform a binding action. This only accepts actions that are scoped /// to the app. Callers can use performAllAction to perform any action /// and any non-app-scoped actions will be performed on all surfaces. pub fn performAction( self: *App, rt_app: *apprt.App, action: input.Binding.Action.Scoped(.app), ) !void { switch (action) { .unbind => unreachable, .ignore => {}, .quit => _ = try rt_app.performAction(.app, .quit, {}), .new_window => _ = try self.newWindow(rt_app, .{ .parent = null }), .open_config => _ = try rt_app.performAction(.app, .open_config, {}), .reload_config => _ = try rt_app.performAction(.app, .reload_config, .{}), .close_all_windows => _ = try rt_app.performAction(.app, .close_all_windows, {}), .toggle_quick_terminal => _ = try rt_app.performAction(.app, .toggle_quick_terminal, {}), .toggle_visibility => _ = try rt_app.performAction(.app, .toggle_visibility, {}), } } /// Perform an app-wide binding action. If the action is surface-specific /// then it will be performed on all surfaces. To perform only app-scoped /// actions, use performAction. pub fn performAllAction( self: *App, rt_app: *apprt.App, action: input.Binding.Action, ) !void { switch (action.scope()) { // App-scoped actions are handled by the app so that they aren't // repeated for each surface (since each surface forwards // app-scoped actions back up). .app => try self.performAction( rt_app, action.scoped(.app).?, // asserted through the scope match ), // Surface-scoped actions are performed on all surfaces. Errors // are logged but processing continues. .surface => for (self.surfaces.items) |surface| { _ = surface.core_surface.performBindingAction(action) catch |err| { log.warn("error performing binding action on surface ptr={X} err={}", .{ @intFromPtr(surface), err, }); }; }, } } /// Handle a window message fn surfaceMessage(self: *App, surface: *Surface, msg: apprt.surface.Message) !void { // We want to ensure our window is still active. Window messages // are quite rare and we normally don't have many windows so we do // a simple linear search here. if (self.hasSurface(surface)) { try surface.handleMessage(msg); } // Window was not found, it probably quit before we handled the message. // Not a problem. } fn hasSurface(self: *const App, surface: *const Surface) bool { for (self.surfaces.items) |v| { if (&v.core_surface == surface) return true; } return false; } /// The message types that can be sent to the app thread. pub const Message = union(enum) { // Open the configuration file open_config: void, /// Create a new terminal window. new_window: NewWindow, /// Close a surface. This notifies the runtime that a surface /// should close. close: *Surface, /// Quit quit: void, /// A message for a specific surface. surface_message: struct { surface: *Surface, message: apprt.surface.Message, }, /// Redraw a surface. This only has an effect for runtimes that /// use single-threaded draws. To redraw a surface for all runtimes, /// wake up the renderer thread. The renderer thread will send this /// message if it needs to. redraw_surface: *apprt.Surface, /// Redraw the inspector. This is called whenever some non-OS event /// causes the inspector to need to be redrawn. redraw_inspector: *apprt.Surface, const NewWindow = struct { /// The parent surface parent: ?*Surface = null, }; }; /// Mailbox is the way that other threads send the app thread messages. pub const Mailbox = struct { /// The type used for sending messages to the app thread. pub const Queue = BlockingQueue(Message, 64); rt_app: *apprt.App, mailbox: *Queue, /// Send a message to the surface. pub fn push(self: Mailbox, msg: Message, timeout: Queue.Timeout) Queue.Size { const result = self.mailbox.push(msg, timeout); // Wake up our app loop self.rt_app.wakeup(); return result; } }; // Wasm API. pub const Wasm = if (!builtin.target.isWasm()) struct {} else struct { const wasm = @import("os/wasm.zig"); const alloc = wasm.alloc; // export fn app_new(config: *Config) ?*App { // return app_new_(config) catch |err| { log.err("error initializing app err={}", .{err}); // return null; // }; // } // // fn app_new_(config: *Config) !*App { // const app = try App.create(alloc, config); // errdefer app.destroy(); // // const result = try alloc.create(App); // result.* = app; // return result; // } // // export fn app_free(ptr: ?*App) void { // if (ptr) |v| { // v.destroy(); // alloc.destroy(v); // } // } };