//! Surface represents a single terminal "surface". A terminal surface is //! a minimal "widget" where the terminal is drawn and responds to events //! such as keyboard and mouse. Each surface also creates and owns its pty //! session. //! //! The word "surface" is used because it is left to the higher level //! application runtime to determine if the surface is a window, a tab, //! a split, a preview pane in a larger window, etc. This struct doesn't care: //! it just draws and responds to events. The events come from the application //! runtime so the runtime can determine when and how those are delivered //! (i.e. with focus, without focus, and so on). const Surface = @This(); const apprt = @import("apprt.zig"); pub const Mailbox = apprt.surface.Mailbox; pub const Message = apprt.surface.Message; const std = @import("std"); const builtin = @import("builtin"); const assert = std.debug.assert; const Allocator = std.mem.Allocator; const ArenaAllocator = std.heap.ArenaAllocator; const global_state = &@import("global.zig").state; const oni = @import("oniguruma"); const crash = @import("crash/main.zig"); const unicode = @import("unicode/main.zig"); const renderer = @import("renderer.zig"); const termio = @import("termio.zig"); const objc = @import("objc"); const imgui = @import("imgui"); const Pty = @import("pty.zig").Pty; const font = @import("font/main.zig"); const Command = @import("Command.zig"); const terminal = @import("terminal/main.zig"); const configpkg = @import("config.zig"); const input = @import("input.zig"); const App = @import("App.zig"); const internal_os = @import("os/main.zig"); const inspector = @import("inspector/main.zig"); const SurfaceMouse = @import("surface_mouse.zig"); const log = std.log.scoped(.surface); // The renderer implementation to use. const Renderer = renderer.Renderer; /// Allocator alloc: Allocator, /// The app that this surface is attached to. app: *App, /// The windowing system surface and app. rt_app: *apprt.runtime.App, rt_surface: *apprt.runtime.Surface, /// The font structures font_grid_key: font.SharedGridSet.Key, font_size: font.face.DesiredSize, font_metrics: font.Metrics, /// The renderer for this surface. renderer: Renderer, /// The render state renderer_state: renderer.State, /// The renderer thread manager renderer_thread: renderer.Thread, /// The actual thread renderer_thr: std.Thread, /// Mouse state. mouse: Mouse, /// Keyboard input state. keyboard: Keyboard, /// A currently pressed key. This is used so that we can send a keyboard /// release event when the surface is unfocused. Note that when the surface /// is refocused, a key press event may not be sent again -- this depends /// on the apprt (UI framework) in use, but we want to consistently send /// a release. /// /// This is only sent when a keypress event results in a key event being /// sent to the pty. If it is consumed by a keybinding or other action, /// this is not set. /// /// Also note the utf8 value is not valid for this event so some unfocused /// release events may not send exactly the right data within Kitty keyboard /// events. This seems unspecified in the spec so for now I'm okay with /// this. Plus, its only for release events where the key text is far /// less important. pressed_key: ?input.KeyEvent = null, /// The hash value of the last keybinding trigger that we performed. This /// is only set if the last key input matched a keybinding, consumed it, /// and performed it. This is used to prevent sending release/repeat events /// for handled bindings. last_binding_trigger: u64 = 0, /// The terminal IO handler. io: termio.Termio, io_thread: termio.Thread, io_thr: std.Thread, /// Terminal inspector inspector: ?*inspector.Inspector = null, /// All our sizing information. size: renderer.Size, /// The configuration derived from the main config. We "derive" it so that /// we don't have a shared pointer hanging around that we need to worry about /// the lifetime of. This makes updating config at runtime easier. config: DerivedConfig, /// The conditional state of the configuration. This can affect /// how certain configurations take effect such as light/dark mode. /// This is managed completely by Ghostty core but an apprt action /// is sent whenever this changes. config_conditional_state: configpkg.ConditionalState, /// This is set to true if our IO thread notifies us our child exited. /// This is used to determine if we need to confirm, hold open, etc. child_exited: bool = false, /// We maintain our focus state and assume we're focused by default. /// If we're not initially focused then apprts can call focusCallback /// to let us know. focused: bool = true, /// The effect of an input event. This can be used by callers to take /// the appropriate action after an input event. For example, key /// input can be forwarded to the OS for further processing if it /// wasn't handled in any way by Ghostty. pub const InputEffect = enum { /// The input was not handled in any way by Ghostty and should be /// forwarded to other subsystems (i.e. the OS) for further /// processing. ignored, /// The input was handled and consumed by Ghostty. consumed, /// The input resulted in a close event for this surface so /// the surface, runtime surface, etc. pointers may all be /// unsafe to use so exit immediately. closed, }; /// Mouse state for the surface. const Mouse = struct { /// The last tracked mouse button state by button. click_state: [input.MouseButton.max]input.MouseButtonState = .{.release} ** input.MouseButton.max, /// The last mods state when the last mouse button (whatever it was) was /// pressed or release. mods: input.Mods = .{}, /// The point at which the left mouse click happened. This is in screen /// coordinates so that scrolling preserves the location. left_click_pin: ?*terminal.Pin = null, left_click_screen: terminal.ScreenType = .primary, /// The starting xpos/ypos of the left click. Note that if scrolling occurs, /// these will point to different "cells", but the xpos/ypos will stay /// stable during scrolling relative to the surface. left_click_xpos: f64 = 0, left_click_ypos: f64 = 0, /// The count of clicks to count double and triple clicks and so on. /// The left click time was the last time the left click was done. This /// is always set on the first left click. left_click_count: u8 = 0, left_click_time: std.time.Instant = undefined, /// The last x/y sent for mouse reports. event_point: ?terminal.point.Coordinate = null, /// The pressure stage for the mouse. This should always be none if /// the mouse is not pressed. pressure_stage: input.MousePressureStage = .none, /// Pending scroll amounts for high-precision scrolls pending_scroll_x: f64 = 0, pending_scroll_y: f64 = 0, /// True if the mouse is hidden hidden: bool = false, /// True if the mouse position is currently over a link. over_link: bool = false, /// The last x/y in the cursor position for links. We use this to /// only process link hover events when the mouse actually moves cells. link_point: ?terminal.point.Coordinate = null, }; /// Keyboard state for the surface. pub const Keyboard = struct { /// The currently active keybindings for the surface. This is used to /// implement sequences: as leader keys are pressed, the active bindings /// set is updated to reflect the current leader key sequence. If this is /// null then the root bindings are used. bindings: ?*const input.Binding.Set = null, /// The last handled binding. This is used to prevent encoding release /// events for handled bindings. We only need to keep track of one because /// at least at the time of writing this, its impossible for two keys of /// a combination to be handled by different bindings before the release /// of the prior (namely since you can't bind modifier-only). last_trigger: ?u64 = null, /// The queued keys when we're in the middle of a sequenced binding. /// These are flushed when the sequence is completed and unconsumed or /// invalid. /// /// This is naturally bounded due to the configuration maximum /// length of a sequence. queued: std.ArrayListUnmanaged(termio.Message.WriteReq) = .{}, }; /// The configuration that a surface has, this is copied from the main /// Config struct usually to prevent sharing a single value. const DerivedConfig = struct { arena: ArenaAllocator, /// For docs for these, see the associated config they are derived from. original_font_size: f32, keybind: configpkg.Keybinds, clipboard_read: configpkg.ClipboardAccess, clipboard_write: configpkg.ClipboardAccess, clipboard_trim_trailing_spaces: bool, clipboard_paste_protection: bool, clipboard_paste_bracketed_safe: bool, copy_on_select: configpkg.CopyOnSelect, confirm_close_surface: configpkg.ConfirmCloseSurface, cursor_click_to_move: bool, desktop_notifications: bool, font: font.SharedGridSet.DerivedConfig, mouse_interval: u64, mouse_hide_while_typing: bool, mouse_scroll_multiplier: f64, mouse_shift_capture: configpkg.MouseShiftCapture, macos_non_native_fullscreen: configpkg.NonNativeFullscreen, macos_option_as_alt: ?configpkg.OptionAsAlt, vt_kam_allowed: bool, window_padding_top: u32, window_padding_bottom: u32, window_padding_left: u32, window_padding_right: u32, window_padding_balance: bool, title: ?[:0]const u8, title_report: bool, links: []Link, const Link = struct { regex: oni.Regex, action: input.Link.Action, highlight: input.Link.Highlight, }; pub fn init(alloc_gpa: Allocator, config: *const configpkg.Config) !DerivedConfig { var arena = ArenaAllocator.init(alloc_gpa); errdefer arena.deinit(); const alloc = arena.allocator(); // Build all of our links const links = links: { var links = std.ArrayList(Link).init(alloc); defer links.deinit(); for (config.link.links.items) |link| { var regex = try link.oniRegex(); errdefer regex.deinit(); try links.append(.{ .regex = regex, .action = link.action, .highlight = link.highlight, }); } break :links try links.toOwnedSlice(); }; errdefer { for (links) |*link| link.regex.deinit(); alloc.free(links); } return .{ .original_font_size = config.@"font-size", .keybind = try config.keybind.clone(alloc), .clipboard_read = config.@"clipboard-read", .clipboard_write = config.@"clipboard-write", .clipboard_trim_trailing_spaces = config.@"clipboard-trim-trailing-spaces", .clipboard_paste_protection = config.@"clipboard-paste-protection", .clipboard_paste_bracketed_safe = config.@"clipboard-paste-bracketed-safe", .copy_on_select = config.@"copy-on-select", .confirm_close_surface = config.@"confirm-close-surface", .cursor_click_to_move = config.@"cursor-click-to-move", .desktop_notifications = config.@"desktop-notifications", .font = try font.SharedGridSet.DerivedConfig.init(alloc, config), .mouse_interval = config.@"click-repeat-interval" * 1_000_000, // 500ms .mouse_hide_while_typing = config.@"mouse-hide-while-typing", .mouse_scroll_multiplier = config.@"mouse-scroll-multiplier", .mouse_shift_capture = config.@"mouse-shift-capture", .macos_non_native_fullscreen = config.@"macos-non-native-fullscreen", .macos_option_as_alt = config.@"macos-option-as-alt", .vt_kam_allowed = config.@"vt-kam-allowed", .window_padding_top = config.@"window-padding-y".top_left, .window_padding_bottom = config.@"window-padding-y".bottom_right, .window_padding_left = config.@"window-padding-x".top_left, .window_padding_right = config.@"window-padding-x".bottom_right, .window_padding_balance = config.@"window-padding-balance", .title = config.title, .title_report = config.@"title-report", .links = links, // Assignments happen sequentially so we have to do this last // so that the memory is captured from allocs above. .arena = arena, }; } pub fn deinit(self: *DerivedConfig) void { for (self.links) |*link| link.regex.deinit(); self.arena.deinit(); } fn scaledPadding(self: *const DerivedConfig, x_dpi: f32, y_dpi: f32) renderer.Padding { const padding_top: u32 = padding_top: { const padding_top: f32 = @floatFromInt(self.window_padding_top); break :padding_top @intFromFloat(@floor(padding_top * y_dpi / 72)); }; const padding_bottom: u32 = padding_bottom: { const padding_bottom: f32 = @floatFromInt(self.window_padding_bottom); break :padding_bottom @intFromFloat(@floor(padding_bottom * y_dpi / 72)); }; const padding_left: u32 = padding_left: { const padding_left: f32 = @floatFromInt(self.window_padding_left); break :padding_left @intFromFloat(@floor(padding_left * x_dpi / 72)); }; const padding_right: u32 = padding_right: { const padding_right: f32 = @floatFromInt(self.window_padding_right); break :padding_right @intFromFloat(@floor(padding_right * x_dpi / 72)); }; return .{ .top = padding_top, .bottom = padding_bottom, .left = padding_left, .right = padding_right, }; } }; /// Create a new surface. This must be called from the main thread. The /// pointer to the memory for the surface must be provided and must be /// stable due to interfacing with various callbacks. pub fn init( self: *Surface, alloc: Allocator, config_original: *const configpkg.Config, app: *App, rt_app: *apprt.runtime.App, rt_surface: *apprt.runtime.Surface, ) !void { // Apply our conditional state. If we fail to apply the conditional state // then we log and attempt to move forward with the old config. var config_: ?configpkg.Config = config_original.changeConditionalState( app.config_conditional_state, ) catch |err| err: { log.warn("failed to apply conditional state to config err={}", .{err}); break :err null; }; defer if (config_) |*c| c.deinit(); // We want a config pointer for everything so we get that either // based on our conditional state or the original config. const config: *const configpkg.Config = if (config_) |*c| config: { // We want to preserve our original working directory. We // don't need to dupe memory here because termio will derive // it. We preserve this so directory inheritance works. c.@"working-directory" = config_original.@"working-directory"; break :config c; } else config_original; // Get our configuration var derived_config = try DerivedConfig.init(alloc, config); errdefer derived_config.deinit(); // Initialize our renderer with our initialized surface. try Renderer.surfaceInit(rt_surface); // Determine our DPI configurations so we can properly configure // font points to pixels and handle other high-DPI scaling factors. const content_scale = try rt_surface.getContentScale(); const x_dpi = content_scale.x * font.face.default_dpi; const y_dpi = content_scale.y * font.face.default_dpi; log.debug("xscale={} yscale={} xdpi={} ydpi={}", .{ content_scale.x, content_scale.y, x_dpi, y_dpi, }); // The font size we desire along with the DPI determined for the surface const font_size: font.face.DesiredSize = .{ .points = config.@"font-size", .xdpi = @intFromFloat(x_dpi), .ydpi = @intFromFloat(y_dpi), }; // Setup our font group. This will reuse an existing font group if // it was already loaded. const font_grid_key, const font_grid = try app.font_grid_set.ref( &derived_config.font, font_size, ); // Pre-calculate our initial cell size ourselves. const cell_size = font_grid.cellSize(); // Build our size struct which has all the sizes we need. const size: renderer.Size = size: { var size: renderer.Size = .{ .screen = screen: { const surface_size = try rt_surface.getSize(); break :screen .{ .width = surface_size.width, .height = surface_size.height, }; }, .cell = font_grid.cellSize(), .padding = .{}, }; const explicit: renderer.Padding = derived_config.scaledPadding( x_dpi, y_dpi, ); if (derived_config.window_padding_balance) { size.balancePadding(explicit); } else { size.padding = explicit; } break :size size; }; // Create our terminal grid with the initial size const app_mailbox: App.Mailbox = .{ .rt_app = rt_app, .mailbox = &app.mailbox }; var renderer_impl = try Renderer.init(alloc, .{ .config = try Renderer.DerivedConfig.init(alloc, config), .font_grid = font_grid, .size = size, .surface_mailbox = .{ .surface = self, .app = app_mailbox }, .rt_surface = rt_surface, }); errdefer renderer_impl.deinit(); // The mutex used to protect our renderer state. const mutex = try alloc.create(std.Thread.Mutex); mutex.* = .{}; errdefer alloc.destroy(mutex); // Create the renderer thread var render_thread = try renderer.Thread.init( alloc, config, rt_surface, &self.renderer, &self.renderer_state, app_mailbox, ); errdefer render_thread.deinit(); // Create the IO thread var io_thread = try termio.Thread.init(alloc); errdefer io_thread.deinit(); self.* = .{ .alloc = alloc, .app = app, .rt_app = rt_app, .rt_surface = rt_surface, .font_grid_key = font_grid_key, .font_size = font_size, .font_metrics = font_grid.metrics, .renderer = renderer_impl, .renderer_thread = render_thread, .renderer_state = .{ .mutex = mutex, .terminal = &self.io.terminal, }, .renderer_thr = undefined, .mouse = .{}, .keyboard = .{}, .io = undefined, .io_thread = io_thread, .io_thr = undefined, .size = size, .config = derived_config, // Our conditional state is initialized to the app state. This // lets us get the most likely correct color theme and so on. .config_conditional_state = app.config_conditional_state, }; // The command we're going to execute const command: ?[]const u8 = if (app.first) config.@"initial-command" orelse config.command else config.command; // Start our IO implementation // This separate block ({}) is important because our errdefers must // be scoped here to be valid. { // Initialize our IO backend var io_exec = try termio.Exec.init(alloc, .{ .command = command, .shell_integration = config.@"shell-integration", .shell_integration_features = config.@"shell-integration-features", .working_directory = config.@"working-directory", .resources_dir = global_state.resources_dir, .term = config.term, // Get the cgroup if we're on linux and have the decl. I'd love // to change this from a decl to a surface options struct because // then we can do memory management better (don't need to retain // the string around). .linux_cgroup = if (comptime builtin.os.tag == .linux and @hasDecl(apprt.runtime.Surface, "cgroup")) rt_surface.cgroup() else Command.linux_cgroup_default, }); errdefer io_exec.deinit(); // Initialize our IO mailbox var io_mailbox = try termio.Mailbox.initSPSC(alloc); errdefer io_mailbox.deinit(alloc); try termio.Termio.init(&self.io, alloc, .{ .size = size, .full_config = config, .config = try termio.Termio.DerivedConfig.init(alloc, config), .backend = .{ .exec = io_exec }, .mailbox = io_mailbox, .renderer_state = &self.renderer_state, .renderer_wakeup = render_thread.wakeup, .renderer_mailbox = render_thread.mailbox, .surface_mailbox = .{ .surface = self, .app = app_mailbox }, }); } // Outside the block, IO has now taken ownership of our temporary state // so we can just defer this and not the subcomponents. errdefer self.io.deinit(); // Report initial cell size on surface creation try rt_app.performAction( .{ .surface = self }, .cell_size, .{ .width = size.cell.width, .height = size.cell.height }, ); // Set a minimum size that is cols=10 h=4. This matches Mac's Terminal.app // but is otherwise somewhat arbitrary. const min_window_width_cells: u32 = 10; const min_window_height_cells: u32 = 4; try rt_app.performAction( .{ .surface = self }, .size_limit, .{ .min_width = size.cell.width * min_window_width_cells, .min_height = size.cell.height * min_window_height_cells, // No max: .max_width = 0, .max_height = 0, }, ); // Call our size callback which handles all our retina setup // Note: this shouldn't be necessary and when we clean up the surface // init stuff we should get rid of this. But this is required because // sizeCallback does retina-aware stuff we don't do here and don't want // to duplicate. try self.resize(self.size.screen); // Give the renderer one more opportunity to finalize any surface // setup on the main thread prior to spinning up the rendering thread. try renderer_impl.finalizeSurfaceInit(rt_surface); // Start our renderer thread self.renderer_thr = try std.Thread.spawn( .{}, renderer.Thread.threadMain, .{&self.renderer_thread}, ); self.renderer_thr.setName("renderer") catch {}; // Start our IO thread self.io_thr = try std.Thread.spawn( .{}, termio.Thread.threadMain, .{ &self.io_thread, &self.io }, ); self.io_thr.setName("io") catch {}; // Determine our initial window size if configured. We need to do this // quite late in the process because our height/width are in grid dimensions, // so we need to know our cell sizes first. // // Note: it is important to do this after the renderer is setup above. // This allows the apprt to fully initialize the surface before we // start messing with the window. if (config.@"window-height" > 0 and config.@"window-width" > 0) init: { const scale = rt_surface.getContentScale() catch break :init; const height = @max(config.@"window-height", min_window_height_cells) * cell_size.height; const width = @max(config.@"window-width", min_window_width_cells) * cell_size.width; const width_f32: f32 = @floatFromInt(width); const height_f32: f32 = @floatFromInt(height); // The final values are affected by content scale and we need to // account for the padding so we get the exact correct grid size. const final_width: u32 = @as(u32, @intFromFloat(@ceil(width_f32 / scale.x))) + size.padding.left + size.padding.right; const final_height: u32 = @as(u32, @intFromFloat(@ceil(height_f32 / scale.y))) + size.padding.top + size.padding.bottom; rt_app.performAction( .{ .surface = self }, .initial_size, .{ .width = final_width, .height = final_height }, ) catch |err| { // We don't treat this as a fatal error because not setting // an initial size shouldn't stop our terminal from working. log.warn("unable to set initial window size: {s}", .{err}); }; } if (config.title) |title| { try rt_app.performAction( .{ .surface = self }, .set_title, .{ .title = title }, ); } else if ((comptime builtin.os.tag == .linux) and config.@"_xdg-terminal-exec") xdg: { // For xdg-terminal-exec execution we special-case and set the window // title to the command being executed. This allows window managers // to set custom styling based on the command being executed. const v = command orelse break :xdg; if (v.len > 0) { const title = alloc.dupeZ(u8, v) catch |err| { log.warn( "error copying command for title, title will not be set err={}", .{err}, ); break :xdg; }; defer alloc.free(title); try rt_app.performAction( .{ .surface = self }, .set_title, .{ .title = title }, ); } } // We are no longer the first surface app.first = false; } pub fn deinit(self: *Surface) void { // Stop rendering thread { self.renderer_thread.stop.notify() catch |err| log.err("error notifying renderer thread to stop, may stall err={}", .{err}); self.renderer_thr.join(); // We need to become the active rendering thread again self.renderer.threadEnter(self.rt_surface) catch unreachable; } // Stop our IO thread { self.io_thread.stop.notify() catch |err| log.err("error notifying io thread to stop, may stall err={}", .{err}); self.io_thr.join(); } // We need to deinit AFTER everything is stopped, since there are // shared values between the two threads. self.renderer_thread.deinit(); self.renderer.deinit(); self.io_thread.deinit(); self.io.deinit(); if (self.inspector) |v| { v.deinit(); self.alloc.destroy(v); } // Clean up our keyboard state for (self.keyboard.queued.items) |req| req.deinit(); self.keyboard.queued.deinit(self.alloc); // Clean up our font grid self.app.font_grid_set.deref(self.font_grid_key); // Clean up our render state if (self.renderer_state.preedit) |p| self.alloc.free(p.codepoints); self.alloc.destroy(self.renderer_state.mutex); self.config.deinit(); log.info("surface closed addr={x}", .{@intFromPtr(self)}); } /// Close this surface. This will trigger the runtime to start the /// close process, which should ultimately deinitialize this surface. pub fn close(self: *Surface) void { self.rt_surface.close(self.needsConfirmQuit()); } /// Forces the surface to render. This is useful for when the surface /// is in the middle of animation (such as a resize, etc.) or when /// the render timer is managed manually by the apprt. pub fn draw(self: *Surface) !void { try self.renderer_thread.draw_now.notify(); } /// Activate the inspector. This will begin collecting inspection data. /// This will not affect the GUI. The GUI must use performAction to /// show/hide the inspector UI. pub fn activateInspector(self: *Surface) !void { if (self.inspector != null) return; // Setup the inspector const ptr = try self.alloc.create(inspector.Inspector); errdefer self.alloc.destroy(ptr); ptr.* = try inspector.Inspector.init(self); self.inspector = ptr; // Put the inspector onto the render state { self.renderer_state.mutex.lock(); defer self.renderer_state.mutex.unlock(); assert(self.renderer_state.inspector == null); self.renderer_state.inspector = self.inspector; } // Notify our components we have an inspector active _ = self.renderer_thread.mailbox.push(.{ .inspector = true }, .{ .forever = {} }); self.io.queueMessage(.{ .inspector = true }, .unlocked); } /// Deactivate the inspector and stop collecting any information. pub fn deactivateInspector(self: *Surface) void { const insp = self.inspector orelse return; // Remove the inspector from the render state { self.renderer_state.mutex.lock(); defer self.renderer_state.mutex.unlock(); assert(self.renderer_state.inspector != null); self.renderer_state.inspector = null; } // Notify our components we have deactivated inspector _ = self.renderer_thread.mailbox.push(.{ .inspector = false }, .{ .forever = {} }); self.io.queueMessage(.{ .inspector = false }, .unlocked); // Deinit the inspector insp.deinit(); self.alloc.destroy(insp); self.inspector = null; } /// True if the surface requires confirmation to quit. This should be called /// by apprt to determine if the surface should confirm before quitting. pub fn needsConfirmQuit(self: *Surface) bool { // If the child has exited, then our process is certainly not alive. // We check this first to avoid the locking overhead below. if (self.child_exited) return false; // Check the configuration for confirming close behavior. return switch (self.config.confirm_close_surface) { .always => true, .false => false, .true => true: { self.renderer_state.mutex.lock(); defer self.renderer_state.mutex.unlock(); break :true !self.io.terminal.cursorIsAtPrompt(); }, }; } /// Called from the app thread to handle mailbox messages to our specific /// surface. pub fn handleMessage(self: *Surface, msg: Message) !void { switch (msg) { .change_config => |config| try self.updateConfig(config), .set_title => |*v| { // We ignore the message in case the title was set via config. if (self.config.title != null) { log.debug("ignoring title change request since static title is set via config", .{}); return; } // The ptrCast just gets sliceTo to return the proper type. // We know that our title should end in 0. const slice = std.mem.sliceTo(@as([*:0]const u8, @ptrCast(v)), 0); log.debug("changing title \"{s}\"", .{slice}); try self.rt_app.performAction( .{ .surface = self }, .set_title, .{ .title = slice }, ); }, .report_title => |style| report_title: { if (!self.config.title_report) { log.info("report_title requested, but disabled via config", .{}); break :report_title; } const title: ?[:0]const u8 = self.rt_surface.getTitle(); const data = switch (style) { .csi_21_t => try std.fmt.allocPrint( self.alloc, "\x1b]l{s}\x1b\\", .{title orelse ""}, ), }; // We always use an allocating message because we don't know // the length of the title and this isn't a performance critical // path. self.io.queueMessage(.{ .write_alloc = .{ .alloc = self.alloc, .data = data, }, }, .unlocked); }, .color_change => |change| { // Notify our apprt, but don't send a mode 2031 DSR report // because VT sequences were used to change the color. try self.rt_app.performAction( .{ .surface = self }, .color_change, .{ .kind = switch (change.kind) { .background => .background, .foreground => .foreground, .cursor => .cursor, .palette => |v| @enumFromInt(v), }, .r = change.color.r, .g = change.color.g, .b = change.color.b, }, ); }, .set_mouse_shape => |shape| { log.debug("changing mouse shape: {}", .{shape}); try self.rt_app.performAction( .{ .surface = self }, .mouse_shape, shape, ); }, .clipboard_read => |clipboard| { if (self.config.clipboard_read == .deny) { log.info("application attempted to read clipboard, but 'clipboard-read' is set to deny", .{}); return; } try self.startClipboardRequest(.standard, .{ .osc_52_read = clipboard }); }, .clipboard_write => |w| switch (w.req) { .small => |v| try self.clipboardWrite(v.data[0..v.len], w.clipboard_type), .stable => |v| try self.clipboardWrite(v, w.clipboard_type), .alloc => |v| { defer v.alloc.free(v.data); try self.clipboardWrite(v.data, w.clipboard_type); }, }, .pwd_change => |w| { defer w.deinit(); // We always allocate for this because we need to null-terminate. const str = try self.alloc.dupeZ(u8, w.slice()); defer self.alloc.free(str); try self.rt_app.performAction( .{ .surface = self }, .pwd, .{ .pwd = str }, ); }, .close => self.close(), // Close without confirmation. .child_exited => { self.child_exited = true; self.close(); }, .desktop_notification => |notification| { if (!self.config.desktop_notifications) { log.info("application attempted to display a desktop notification, but 'desktop-notifications' is disabled", .{}); return; } const title = std.mem.sliceTo(¬ification.title, 0); const body = std.mem.sliceTo(¬ification.body, 0); try self.showDesktopNotification(title, body); }, .renderer_health => |health| self.updateRendererHealth(health), .report_color_scheme => |force| self.reportColorScheme(force), .present_surface => try self.presentSurface(), .password_input => |v| try self.passwordInput(v), } } /// Called when the terminal detects there is a password input prompt. fn passwordInput(self: *Surface, v: bool) !void { { self.renderer_state.mutex.lock(); defer self.renderer_state.mutex.unlock(); // If our password input state is unchanged then we don't // waste time doing anything more. const old = self.io.terminal.flags.password_input; if (old == v) return; self.io.terminal.flags.password_input = v; } // Notify our apprt so it can do whatever it wants. self.rt_app.performAction( .{ .surface = self }, .secure_input, if (v) .on else .off, ) catch |err| { // We ignore this error because we don't want to fail this // entire operation just because the apprt failed to set // the secure input state. log.warn("apprt failed to set secure input state err={}", .{err}); }; try self.queueRender(); } /// Sends a DSR response for the current color scheme to the pty. If /// force is false then we only send the response if the terminal mode /// 2031 is enabled. fn reportColorScheme(self: *Surface, force: bool) void { if (!force) { self.renderer_state.mutex.lock(); defer self.renderer_state.mutex.unlock(); if (!self.renderer_state.terminal.modes.get(.report_color_scheme)) { return; } } const output = switch (self.config_conditional_state.theme) { .light => "\x1B[?997;2n", .dark => "\x1B[?997;1n", }; self.io.queueMessage(.{ .write_stable = output }, .unlocked); } /// Call this when modifiers change. This is safe to call even if modifiers /// match the previous state. /// /// This is not publicly exported because modifier changes happen implicitly /// on mouse callbacks, key callbacks, etc. /// /// The renderer state mutex MUST NOT be held. fn modsChanged(self: *Surface, mods: input.Mods) void { // The only place we keep track of mods currently is on the mouse. if (!self.mouse.mods.equal(mods)) { // The mouse mods only contain binding modifiers since we don't // want caps/num lock or sided modifiers to affect the mouse. self.mouse.mods = mods.binding(); // We also need to update the renderer so it knows if it should // highlight links. Additionally, mark the screen as dirty so // that the highlight state of all links is properly updated. { self.renderer_state.mutex.lock(); defer self.renderer_state.mutex.unlock(); self.renderer_state.mouse.mods = self.mouseModsWithCapture(self.mouse.mods); // We use the clear screen dirty flag to force a rebuild of all // rows because changing mouse mods can affect the highlight state // of a link. If there is no link this seems very wasteful but // its really only one frame so it's not so bad. self.renderer_state.terminal.flags.dirty.clear = true; } self.queueRender() catch |err| { // Not a big deal if this fails. log.warn("failed to notify renderer of mods change err={}", .{err}); }; } } /// Call this whenever the mouse moves or mods changed. The time /// at which this is called may matter for the correctness of other /// mouse events (see cursorPosCallback) but this is shared logic /// for multiple events. fn mouseRefreshLinks( self: *Surface, pos: apprt.CursorPos, pos_vp: terminal.point.Coordinate, over_link: bool, ) !void { self.mouse.link_point = pos_vp; if (try self.linkAtPos(pos)) |link| { self.renderer_state.mouse.point = pos_vp; self.mouse.over_link = true; self.renderer_state.terminal.screen.dirty.hyperlink_hover = true; try self.rt_app.performAction( .{ .surface = self }, .mouse_shape, .pointer, ); switch (link[0]) { .open => { const str = try self.io.terminal.screen.selectionString(self.alloc, .{ .sel = link[1], .trim = false, }); defer self.alloc.free(str); try self.rt_app.performAction( .{ .surface = self }, .mouse_over_link, .{ .url = str }, ); }, ._open_osc8 => link: { // Show the URL in the status bar const pin = link[1].start(); const uri = self.osc8URI(pin) orelse { log.warn("failed to get URI for OSC8 hyperlink", .{}); break :link; }; try self.rt_app.performAction( .{ .surface = self }, .mouse_over_link, .{ .url = uri }, ); }, } try self.queueRender(); } else if (over_link) { try self.rt_app.performAction( .{ .surface = self }, .mouse_shape, self.io.terminal.mouse_shape, ); try self.rt_app.performAction( .{ .surface = self }, .mouse_over_link, .{ .url = "" }, ); try self.queueRender(); } } /// Called when our renderer health state changes. fn updateRendererHealth(self: *Surface, health: renderer.Health) void { log.warn("renderer health status change status={}", .{health}); self.rt_app.performAction( .{ .surface = self }, .renderer_health, health, ) catch |err| { log.warn("failed to notify app of renderer health change err={}", .{err}); }; } /// This should be called anytime `config_conditional_state` changes /// so that the apprt can reload the configuration. fn notifyConfigConditionalState(self: *Surface) void { self.rt_app.performAction( .{ .surface = self }, .reload_config, .{ .soft = true }, ) catch |err| { log.warn("failed to notify app of config state change err={}", .{err}); }; } /// Update our configuration at runtime. This can be called by the apprt /// to set a surface-specific configuration that differs from the app /// or other surfaces. pub fn updateConfig( self: *Surface, original: *const configpkg.Config, ) !void { // Apply our conditional state. If we fail to apply the conditional state // then we log and attempt to move forward with the old config. var config_: ?configpkg.Config = original.changeConditionalState( self.config_conditional_state, ) catch |err| err: { log.warn("failed to apply conditional state to config err={}", .{err}); break :err null; }; defer if (config_) |*c| c.deinit(); // We want a config pointer for everything so we get that either // based on our conditional state or the original config. const config: *const configpkg.Config = if (config_) |*c| c else original; // Update our new derived config immediately const derived = DerivedConfig.init(self.alloc, config) catch |err| { // If the derivation fails then we just log and return. We don't // hard fail in this case because we don't want to error the surface // when config fails we just want to keep using the old config. log.err("error updating configuration err={}", .{err}); return; }; self.config.deinit(); self.config = derived; // If our mouse is hidden but we disabled mouse hiding, then show it again. if (!self.config.mouse_hide_while_typing and self.mouse.hidden) { self.showMouse(); } // If we are in the middle of a key sequence, clear it. self.endKeySequence(.drop, .free); // Before sending any other config changes, we give the renderer a new font // grid. We could check to see if there was an actual change to the font, // but this is easier and pretty rare so it's not a performance concern. // // (Calling setFontSize builds and sends a new font grid to the renderer.) try self.setFontSize(self.font_size); // We need to store our configs in a heap-allocated pointer so that // our messages aren't huge. var renderer_message = try renderer.Message.initChangeConfig(self.alloc, config); errdefer renderer_message.deinit(); var termio_config_ptr = try self.alloc.create(termio.Termio.DerivedConfig); errdefer self.alloc.destroy(termio_config_ptr); termio_config_ptr.* = try termio.Termio.DerivedConfig.init(self.alloc, config); errdefer termio_config_ptr.deinit(); _ = self.renderer_thread.mailbox.push(renderer_message, .{ .forever = {} }); self.io.queueMessage(.{ .change_config = .{ .alloc = self.alloc, .ptr = termio_config_ptr, }, }, .unlocked); // With mailbox messages sent, we have to wake them up so they process it. self.queueRender() catch |err| { log.warn("failed to notify renderer of config change err={}", .{err}); }; // If we have a title set then we update our window to have the // newly configured title. if (config.title) |title| try self.rt_app.performAction( .{ .surface = self }, .set_title, .{ .title = title }, ); // Notify the window try self.rt_app.performAction( .{ .surface = self }, .config_change, .{ .config = config }, ); } /// Returns true if the terminal has a selection. pub fn hasSelection(self: *const Surface) bool { self.renderer_state.mutex.lock(); defer self.renderer_state.mutex.unlock(); return self.io.terminal.screen.selection != null; } /// Returns the selected text. This is allocated. pub fn selectionString(self: *Surface, alloc: Allocator) !?[:0]const u8 { self.renderer_state.mutex.lock(); defer self.renderer_state.mutex.unlock(); const sel = self.io.terminal.screen.selection orelse return null; return try self.io.terminal.screen.selectionString(alloc, .{ .sel = sel, .trim = false, }); } /// Return the apprt selection metadata used by apprt's for implementing /// things like contextual information on right click and so on. /// /// This only returns non-null if the selection is fully contained within /// the viewport. The use case for this function at the time of authoring /// it is for apprt's to implement right-click contextual menus and /// those only make sense for selections fully contained within the /// viewport. We don't handle the case where you right click a word-wrapped /// word at the end of the viewport yet. pub fn selectionInfo(self: *const Surface) ?apprt.Selection { self.renderer_state.mutex.lock(); defer self.renderer_state.mutex.unlock(); const sel = self.io.terminal.screen.selection orelse return null; // Get the TL/BR pins for the selection and convert to viewport. const tl = sel.topLeft(&self.io.terminal.screen); const br = sel.bottomRight(&self.io.terminal.screen); const tl_pt = self.io.terminal.screen.pages.pointFromPin(.viewport, tl) orelse return null; const br_pt = self.io.terminal.screen.pages.pointFromPin(.viewport, br) orelse return null; const tl_coord = tl_pt.coord(); const br_coord = br_pt.coord(); // Utilize viewport sizing to convert to offsets const start = tl_coord.y * self.io.terminal.screen.pages.cols + tl_coord.x; const end = br_coord.y * self.io.terminal.screen.pages.cols + br_coord.x; // Our sizes are all scaled so we need to send the unscaled values back. const content_scale = self.rt_surface.getContentScale() catch .{ .x = 1, .y = 1 }; const x: f64 = x: { // Simple x * cell width gives the left var x: f64 = @floatFromInt(tl_coord.x * self.size.cell.width); // Add padding x += @floatFromInt(self.size.padding.left); // Scale x /= content_scale.x; break :x x; }; const y: f64 = y: { // Simple y * cell height gives the top var y: f64 = @floatFromInt(tl_coord.y * self.size.cell.height); // We want the text baseline y += @floatFromInt(self.size.cell.height); y -= @floatFromInt(self.font_metrics.cell_baseline); // Add padding y += @floatFromInt(self.size.padding.top); // Scale y /= content_scale.y; break :y y; }; return .{ .tl_x_px = x, .tl_y_px = y, .offset_start = start, .offset_len = end - start, }; } /// Returns the pwd of the terminal, if any. This is always copied because /// the pwd can change at any point from termio. If we are calling from the IO /// thread you should just check the terminal directly. pub fn pwd(self: *const Surface, alloc: Allocator) !?[]const u8 { self.renderer_state.mutex.lock(); defer self.renderer_state.mutex.unlock(); const terminal_pwd = self.io.terminal.getPwd() orelse return null; return try alloc.dupe(u8, terminal_pwd); } /// Returns the x/y coordinate of where the IME (Input Method Editor) /// keyboard should be rendered. pub fn imePoint(self: *const Surface) apprt.IMEPos { self.renderer_state.mutex.lock(); const cursor = self.renderer_state.terminal.screen.cursor; self.renderer_state.mutex.unlock(); // TODO: need to handle when scrolling and the cursor is not // in the visible portion of the screen. // Our sizes are all scaled so we need to send the unscaled values back. const content_scale = self.rt_surface.getContentScale() catch .{ .x = 1, .y = 1 }; const x: f64 = x: { // Simple x * cell width gives the top-left corner var x: f64 = @floatFromInt(cursor.x * self.size.cell.width); // We want the midpoint x += @as(f64, @floatFromInt(self.size.cell.width)) / 2; // And scale it x /= content_scale.x; break :x x; }; const y: f64 = y: { // Simple x * cell width gives the top-left corner var y: f64 = @floatFromInt(cursor.y * self.size.cell.height); // We want the bottom y += @floatFromInt(self.size.cell.height); // And scale it y /= content_scale.y; break :y y; }; return .{ .x = x, .y = y }; } fn clipboardWrite(self: *const Surface, data: []const u8, loc: apprt.Clipboard) !void { if (self.config.clipboard_write == .deny) { log.info("application attempted to write clipboard, but 'clipboard-write' is set to deny", .{}); return; } const dec = std.base64.standard.Decoder; // Build buffer const size = dec.calcSizeForSlice(data) catch |err| switch (err) { error.InvalidPadding => { log.info("application sent invalid base64 data for OSC 52", .{}); return; }, // Should not be reachable but don't want to risk it. else => return, }; var buf = try self.alloc.allocSentinel(u8, size, 0); defer self.alloc.free(buf); buf[buf.len] = 0; // Decode dec.decode(buf, data) catch |err| switch (err) { // Ignore this. It is possible to actually have valid data and // get this error, so we allow it. error.InvalidPadding => {}, else => { log.info("application sent invalid base64 data for OSC 52", .{}); return; }, }; assert(buf[buf.len] == 0); // When clipboard-write is "ask" a prompt is displayed to the user asking // them to confirm the clipboard access. Each app runtime handles this // differently. const confirm = self.config.clipboard_write == .ask; self.rt_surface.setClipboardString(buf, loc, confirm) catch |err| { log.err("error setting clipboard string err={}", .{err}); return; }; } /// Set the selection contents. /// /// This must be called with the renderer mutex held. fn setSelection(self: *Surface, sel_: ?terminal.Selection) !void { const prev_ = self.io.terminal.screen.selection; try self.io.terminal.screen.select(sel_); // If copy on select is false then exit early. if (self.config.copy_on_select == .false) return; // Set our selection clipboard. If the selection is cleared we do not // clear the clipboard. If the selection is set, we only set the clipboard // again if it changed, since setting the clipboard can be an expensive // operation. const sel = sel_ orelse return; if (prev_) |prev| if (sel.eql(prev)) return; const buf = self.io.terminal.screen.selectionString(self.alloc, .{ .sel = sel, .trim = self.config.clipboard_trim_trailing_spaces, }) catch |err| { log.err("error reading selection string err={}", .{err}); return; }; defer self.alloc.free(buf); // Set the clipboard. This is not super DRY but it is clear what // we're doing for each setting without being clever. switch (self.config.copy_on_select) { .false => unreachable, // handled above with an early exit // Both standard and selection clipboards are set. .clipboard => { const clipboards: []const apprt.Clipboard = &.{ .standard, .selection }; for (clipboards) |clipboard| self.rt_surface.setClipboardString( buf, clipboard, false, ) catch |err| { log.err( "error setting clipboard string clipboard={} err={}", .{ clipboard, err }, ); }; }, // The selection clipboard is set if supported, otherwise the standard. .true => { const clipboard: apprt.Clipboard = if (self.rt_surface.supportsClipboard(.selection)) .selection else .standard; self.rt_surface.setClipboardString( buf, clipboard, false, ) catch |err| { log.err( "error setting clipboard string clipboard={} err={}", .{ clipboard, err }, ); }; }, } } /// Change the cell size for the terminal grid. This can happen as /// a result of changing the font size at runtime. fn setCellSize(self: *Surface, size: renderer.CellSize) !void { // Update our cell size within our size struct self.size.cell = size; self.balancePaddingIfNeeded(); // Notify the terminal self.io.queueMessage(.{ .resize = self.size }, .unlocked); // Notify the window try self.rt_app.performAction( .{ .surface = self }, .cell_size, .{ .width = size.width, .height = size.height }, ); } /// Change the font size. /// /// This can only be called from the main thread. pub fn setFontSize(self: *Surface, size: font.face.DesiredSize) !void { log.debug("set font size size={}", .{size.points}); // Update our font size so future changes work self.font_size = size; // We need to build up a new font stack for this font size. const font_grid_key, const font_grid = try self.app.font_grid_set.ref( &self.config.font, self.font_size, ); errdefer self.app.font_grid_set.deref(font_grid_key); // Set our cell size try self.setCellSize(.{ .width = font_grid.metrics.cell_width, .height = font_grid.metrics.cell_height, }); // Notify our render thread of the new font stack. The renderer // MUST accept the new font grid and deref the old. _ = self.renderer_thread.mailbox.push(.{ .font_grid = .{ .grid = font_grid, .set = &self.app.font_grid_set, .old_key = self.font_grid_key, .new_key = font_grid_key, }, }, .{ .forever = {} }); // Once we've sent the key we can replace our key self.font_grid_key = font_grid_key; self.font_metrics = font_grid.metrics; // Schedule render which also drains our mailbox self.queueRender() catch unreachable; } /// This queues a render operation with the renderer thread. The render /// isn't guaranteed to happen immediately but it will happen as soon as /// practical. fn queueRender(self: *Surface) !void { try self.renderer_thread.wakeup.notify(); } pub fn sizeCallback(self: *Surface, size: apprt.SurfaceSize) !void { // Crash metadata in case we crash in here crash.sentry.thread_state = self.crashThreadState(); defer crash.sentry.thread_state = null; const new_screen_size: renderer.ScreenSize = .{ .width = size.width, .height = size.height, }; // Update our screen size, but only if it actually changed. And if // the screen size didn't change, then our grid size could not have // changed, so we just return. if (self.size.screen.equals(new_screen_size)) return; try self.resize(new_screen_size); } fn resize(self: *Surface, size: renderer.ScreenSize) !void { // Save our screen size self.size.screen = size; self.balancePaddingIfNeeded(); // Recalculate our grid size. Because Ghostty supports fluid resizing, // its possible the grid doesn't change at all even if the screen size changes. // We have to update the IO thread no matter what because we send // pixel-level sizing to the subprocess. const grid_size = self.size.grid(); if (grid_size.columns < 5 and (self.size.padding.left > 0 or self.size.padding.right > 0)) { log.warn("WARNING: very small terminal grid detected with padding " ++ "set. Is your padding reasonable?", .{}); } if (grid_size.rows < 2 and (self.size.padding.top > 0 or self.size.padding.bottom > 0)) { log.warn("WARNING: very small terminal grid detected with padding " ++ "set. Is your padding reasonable?", .{}); } // Mail the IO thread self.io.queueMessage(.{ .resize = self.size }, .unlocked); } /// Recalculate the balanced padding if needed. fn balancePaddingIfNeeded(self: *Surface) void { if (!self.config.window_padding_balance) return; const content_scale = try self.rt_surface.getContentScale(); const x_dpi = content_scale.x * font.face.default_dpi; const y_dpi = content_scale.y * font.face.default_dpi; self.size.balancePadding(self.config.scaledPadding(x_dpi, y_dpi)); } /// Called to set the preedit state for character input. Preedit is used /// with dead key states, for example, when typing an accent character. /// This should be called with null to reset the preedit state. /// /// The core surface will NOT reset the preedit state on charCallback or /// keyCallback and we rely completely on the apprt implementation to track /// the preedit state correctly. /// /// The preedit input must be UTF-8 encoded. pub fn preeditCallback(self: *Surface, preedit_: ?[]const u8) !void { // log.debug("text preeditCallback value={any}", .{preedit_}); // Crash metadata in case we crash in here crash.sentry.thread_state = self.crashThreadState(); defer crash.sentry.thread_state = null; self.renderer_state.mutex.lock(); defer self.renderer_state.mutex.unlock(); // We always clear our prior preedit if (self.renderer_state.preedit) |p| { self.alloc.free(p.codepoints); self.renderer_state.preedit = null; } // Mark preedit dirty flag self.io.terminal.flags.dirty.preedit = true; // If we have no text, we're done. We queue a render in case we cleared // a prior preedit (likely). const text = preedit_ orelse { try self.queueRender(); return; }; // We convert the UTF-8 text to codepoints. const view = try std.unicode.Utf8View.init(text); var it = view.iterator(); // Allocate the codepoints slice const Codepoint = renderer.State.Preedit.Codepoint; var codepoints: std.ArrayListUnmanaged(Codepoint) = .{}; defer codepoints.deinit(self.alloc); while (it.nextCodepoint()) |cp| { const width: usize = @intCast(unicode.table.get(cp).width); // I've never seen a preedit text with a zero-width character. In // theory its possible but we can't really handle it right now. // Let's just ignore it. if (width <= 0) continue; try codepoints.append( self.alloc, .{ .codepoint = cp, .wide = width >= 2 }, ); } // If we have no codepoints, then we're done. if (codepoints.items.len == 0) { try self.queueRender(); return; } self.renderer_state.preedit = .{ .codepoints = try codepoints.toOwnedSlice(self.alloc), }; try self.queueRender(); } /// 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. /// /// Note that this function does not check if the binding itself /// is performable, only if the key event would trigger a binding. /// If a performable binding is found and the event is not performable, /// then Ghosty will act as though the binding does not exist. pub fn keyEventIsBinding( self: *Surface, event: input.KeyEvent, ) bool { switch (event.action) { .release => return false, .press, .repeat => {}, } // Our keybinding set is either our current nested set (for // sequences) or the root set. const set = self.keyboard.bindings orelse &self.config.keybind.set; // If we have a keybinding for this event then we return true. return set.getEvent(event) != null; } /// Called for any key events. This handles keybindings, encoding and /// sending to the terminal, etc. pub fn keyCallback( self: *Surface, event: input.KeyEvent, ) !InputEffect { // log.debug("text keyCallback event={}", .{event}); // Crash metadata in case we crash in here crash.sentry.thread_state = self.crashThreadState(); defer crash.sentry.thread_state = null; // Setup our inspector event if we have an inspector. var insp_ev: ?inspector.key.Event = if (self.inspector != null) ev: { var copy = event; copy.utf8 = ""; if (event.utf8.len > 0) copy.utf8 = try self.alloc.dupe(u8, event.utf8); break :ev .{ .event = copy }; } else null; // When we're done processing, we always want to add the event to // the inspector. defer if (insp_ev) |ev| ev: { // We have to check for the inspector again because our keybinding // might close it. const insp = self.inspector orelse { ev.deinit(self.alloc); break :ev; }; if (insp.recordKeyEvent(ev)) { self.queueRender() catch {}; } else |err| { log.warn("error adding key event to inspector err={}", .{err}); } }; // Handle keybindings first. We need to handle this on all events // (press, repeat, release) because a press may perform a binding but // a release should not encode if we consumed the press. if (try self.maybeHandleBinding( event, if (insp_ev) |*ev| ev else null, )) |v| return v; // If we allow KAM and KAM is enabled then we do nothing. if (self.config.vt_kam_allowed) { self.renderer_state.mutex.lock(); defer self.renderer_state.mutex.unlock(); if (self.io.terminal.modes.get(.disable_keyboard)) return .consumed; } // If this input event has text, then we hide the mouse if configured. // We only do this on pressed events to avoid hiding the mouse when we // change focus due to a keybinding (i.e. switching tabs). if (self.config.mouse_hide_while_typing and event.action == .press and !self.mouse.hidden and event.utf8.len > 0) { self.hideMouse(); } // If our mouse modifiers change we may need to change our // link highlight state. if (!self.mouse.mods.equal(event.mods)) mouse_mods: { // Update our modifiers, this will update mouse mods too self.modsChanged(event.mods); // We only refresh links if // 1. mouse reporting is off // OR // 2. mouse reporting is on and we are not reporting shift to the terminal if (self.io.terminal.flags.mouse_event == .none or (self.mouse.mods.shift and !self.mouseShiftCapture(false))) { // Refresh our link state const pos = self.rt_surface.getCursorPos() catch break :mouse_mods; self.mouseRefreshLinks( pos, self.posToViewport(pos.x, pos.y), self.mouse.over_link, ) catch |err| { log.warn("failed to refresh links err={}", .{err}); break :mouse_mods; }; } else if (self.io.terminal.flags.mouse_event != .none and !self.mouse.mods.shift) { // If we have mouse reports on and we don't have shift pressed, we reset state try self.rt_app.performAction( .{ .surface = self }, .mouse_shape, self.io.terminal.mouse_shape, ); try self.rt_app.performAction( .{ .surface = self }, .mouse_over_link, .{ .url = "" }, ); try self.queueRender(); } } // Process the cursor state logic. This will update the cursor shape if // needed, depending on the key state. if ((SurfaceMouse{ .physical_key = event.physical_key, .mouse_event = self.io.terminal.flags.mouse_event, .mouse_shape = self.io.terminal.mouse_shape, .mods = self.mouse.mods, .over_link = self.mouse.over_link, .hidden = self.mouse.hidden, }).keyToMouseShape()) |shape| try self.rt_app.performAction( .{ .surface = self }, .mouse_shape, shape, ); // We've processed a key event that produced some data so we want to // track the last pressed key. self.pressed_key = event: { // We need to unset the allocated fields that will become invalid var copy = event; copy.utf8 = ""; // If we have a previous pressed key and we're releasing it // then we set it to invalid to prevent repeating the release event. if (event.action == .release) { // if we didn't have a previous event and this is a release // event then we just want to set it to null. const prev = self.pressed_key orelse break :event null; if (prev.key == copy.key) copy.key = .invalid; } // If our key is invalid and we have no mods, then we're done! // This helps catch the state that we naturally released all keys. if (copy.key == .invalid and copy.mods.empty()) break :event null; break :event copy; }; // Encode and send our key. If we didn't encode anything, then we // return the effect as ignored. if (try self.encodeKey( event, if (insp_ev) |*ev| ev else null, )) |write_req| { errdefer write_req.deinit(); self.io.queueMessage(switch (write_req) { .small => |v| .{ .write_small = v }, .stable => |v| .{ .write_stable = v }, .alloc => |v| .{ .write_alloc = v }, }, .unlocked); } else { // No valid request means that we didn't encode anything. return .ignored; } // If our event is any keypress that isn't a modifier and we generated // some data to send to the pty, then we move the viewport down to the // bottom. We also clear the selection for any key other then modifiers. if (!event.key.modifier()) { self.renderer_state.mutex.lock(); defer self.renderer_state.mutex.unlock(); try self.setSelection(null); try self.io.terminal.scrollViewport(.{ .bottom = {} }); try self.queueRender(); } return .consumed; } /// Maybe handles a binding for a given event and if so returns the effect. /// Returns null if the event is not handled in any way and processing should /// continue. fn maybeHandleBinding( self: *Surface, event: input.KeyEvent, insp_ev: ?*inspector.key.Event, ) !?InputEffect { switch (event.action) { // Release events never trigger a binding but we need to check if // we consumed the press event so we don't encode the release. .release => { if (self.keyboard.last_trigger) |last| { if (last == event.bindingHash()) { // We don't reset the last trigger on release because // an apprt may send multiple release events for a single // press event. return .consumed; } } return null; }, // Carry on processing. .press, .repeat => {}, } // Find an entry in the keybind set that matches our event. const entry: input.Binding.Set.Entry = entry: { const set = self.keyboard.bindings orelse &self.config.keybind.set; // Get our entry from the set for the given event. if (set.getEvent(event)) |v| break :entry v; // No entry found. If we're not looking at the root set of the // bindings we need to encode everything up to this point and // send to the pty. // // We also ignore modifiers so that nested sequences such as // ctrl+a>ctrl+b>c work. if (self.keyboard.bindings != null and !event.key.modifier()) { // Encode everything up to this point self.endKeySequence(.flush, .retain); } return null; }; // Determine if this entry has an action or if its a leader key. const leaf: input.Binding.Set.Leaf = switch (entry.value_ptr.*) { .leader => |set| { // Setup the next set we'll look at. self.keyboard.bindings = set; // Store this event so that we can drain and encode on invalid. // We don't need to cap this because it is naturally capped by // the config validation. if (try self.encodeKey(event, insp_ev)) |req| { try self.keyboard.queued.append(self.alloc, req); } // Start or continue our key sequence self.rt_app.performAction( .{ .surface = self }, .key_sequence, .{ .trigger = entry.key_ptr.* }, ) catch |err| { log.warn( "failed to notify app of key sequence err={}", .{err}, ); }; return .consumed; }, .leaf => |leaf| leaf, }; const action = leaf.action; // consumed determines if the input is consumed or if we continue // encoding the key (if we have a key to encode). const consumed = consumed: { // If the consumed flag is explicitly set, then we are consumed. if (leaf.flags.consumed) break :consumed true; // If the global or all flag is set, we always consume. if (leaf.flags.global or leaf.flags.all) break :consumed true; break :consumed false; }; // We have an action, so at this point we're handling SOMETHING so // we reset the last trigger to null. We only set this if we actually // perform an action (below) self.keyboard.last_trigger = null; // An action also always resets the binding set. self.keyboard.bindings = null; // Attempt to perform the action log.debug("key event binding flags={} action={}", .{ leaf.flags, action, }); const performed = performed: { // If this is a global or all action, then we perform it on // the app and it applies to every surface. if (leaf.flags.global or leaf.flags.all) { try self.app.performAllAction(self.rt_app, action); // "All" actions are always performed since they are global. break :performed true; } break :performed try self.performBindingAction(action); }; // If we performed an action and it was a closing action, // our "self" pointer is not safe to use anymore so we need to // just exit immediately. if (performed and closingAction(action)) { log.debug("key binding is a closing binding, halting key event processing", .{}); return .closed; } // If we have the performable flag and the action was not performed, // then we act as though a binding didn't exist. if (leaf.flags.performable and !performed) { // If we're in a sequence, we treat this as if we pressed a key // that doesn't exist in the sequence. Reset our sequence and flush // any queued events. self.endKeySequence(.flush, .retain); return null; } // If we consume this event, then we are done. If we don't consume // it, we processed the action but we still want to process our // encodings, too. if (consumed) { // If we had queued events, we deinit them since we consumed self.endKeySequence(.drop, .retain); // Store our last trigger so we don't encode the release event self.keyboard.last_trigger = event.bindingHash(); if (insp_ev) |ev| ev.binding = action; return .consumed; } // If we didn't perform OR we didn't consume, then we want to // encode any queued events for a sequence. self.endKeySequence(.flush, .retain); return null; } const KeySequenceQueued = enum { flush, drop }; const KeySequenceMemory = enum { retain, free }; /// End a key sequence. Safe to call if no key sequence is active. /// /// Action and mem determine the behavior of the queued inputs up to this /// point. fn endKeySequence( self: *Surface, action: KeySequenceQueued, mem: KeySequenceMemory, ) void { // Notify apprt key sequence ended self.rt_app.performAction( .{ .surface = self }, .key_sequence, .end, ) catch |err| { log.warn( "failed to notify app of key sequence end err={}", .{err}, ); }; // No matter what we clear our current binding set. This restores // the set we look at to the root set. self.keyboard.bindings = null; if (self.keyboard.queued.items.len > 0) { switch (action) { .flush => for (self.keyboard.queued.items) |write_req| { self.io.queueMessage(switch (write_req) { .small => |v| .{ .write_small = v }, .stable => |v| .{ .write_stable = v }, .alloc => |v| .{ .write_alloc = v }, }, .unlocked); }, .drop => for (self.keyboard.queued.items) |req| req.deinit(), } switch (mem) { .free => self.keyboard.queued.clearAndFree(self.alloc), .retain => self.keyboard.queued.clearRetainingCapacity(), } } } /// Encodes the key event into a write request. The write request will /// always copy or allocate so the caller can safely free the event. fn encodeKey( self: *Surface, event: input.KeyEvent, insp_ev: ?*inspector.key.Event, ) !?termio.Message.WriteReq { // Build up our encoder. Under different modes and // inputs there are many keybindings that result in no encoding // whatsoever. const enc: input.KeyEncoder = enc: { const option_as_alt: configpkg.OptionAsAlt = self.config.macos_option_as_alt orelse detect: { // Non-macOS doesn't use this value so ignore. if (comptime builtin.os.tag != .macos) break :detect .false; // If we don't have alt pressed, it doesn't matter what this // config is so we can just say "false" and break out and avoid // more expensive checks below. if (!event.mods.alt) break :detect .false; // Alt is pressed, we're on macOS. We break some encapsulation // here and assume libghostty for ease... break :detect self.rt_app.keyboardLayout().detectOptionAsAlt(); }; self.renderer_state.mutex.lock(); defer self.renderer_state.mutex.unlock(); const t = &self.io.terminal; break :enc .{ .event = event, .macos_option_as_alt = option_as_alt, .alt_esc_prefix = t.modes.get(.alt_esc_prefix), .cursor_key_application = t.modes.get(.cursor_keys), .keypad_key_application = t.modes.get(.keypad_keys), .ignore_keypad_with_numlock = t.modes.get(.ignore_keypad_with_numlock), .modify_other_keys_state_2 = t.flags.modify_other_keys_2, .kitty_flags = t.screen.kitty_keyboard.current(), }; }; const write_req: termio.Message.WriteReq = req: { // Try to write the input into a small array. This fits almost // every scenario. Larger situations can happen due to long // pre-edits. var data: termio.Message.WriteReq.Small.Array = undefined; if (enc.encode(&data)) |seq| { // Special-case: we did nothing. if (seq.len == 0) return null; break :req .{ .small = .{ .data = data, .len = @intCast(seq.len), } }; } else |err| switch (err) { // Means we need to allocate error.OutOfMemory => {}, else => return err, } // We need to allocate. We allocate double the UTF-8 length // or double the small array size, whichever is larger. That's // a heuristic that should work. The only scenario I know while // typing this where we don't have enough space is a long preedit, // and in that case the size we need is exactly the UTF-8 length, // so the double is being safe. const buf = try self.alloc.alloc(u8, @max( event.utf8.len * 2, data.len * 2, )); defer self.alloc.free(buf); // This results in a double allocation but this is such an unlikely // path the performance impact is unimportant. const seq = try enc.encode(buf); break :req try termio.Message.WriteReq.init(self.alloc, seq); }; // Copy the encoded data into the inspector event if we have one. // We do this before the mailbox because the IO thread could // release the memory before we get a chance to copy it. if (insp_ev) |ev| pty: { const slice = write_req.slice(); const copy = self.alloc.alloc(u8, slice.len) catch |err| { log.warn("error allocating pty data for inspector err={}", .{err}); break :pty; }; errdefer self.alloc.free(copy); @memcpy(copy, slice); ev.pty = copy; } return write_req; } /// Sends text as-is to the terminal without triggering any keyboard /// protocol. This will treat the input text as if it was pasted /// from the clipboard so the same logic will be applied. Namely, /// if bracketed mode is on this will do a bracketed paste. Otherwise, /// this will filter newlines to '\r'. pub fn textCallback(self: *Surface, text: []const u8) !void { // Crash metadata in case we crash in here crash.sentry.thread_state = self.crashThreadState(); defer crash.sentry.thread_state = null; try self.completeClipboardPaste(text, true); } /// Callback for when the surface is fully visible or not, regardless /// of focus state. This is used to pause rendering when the surface /// is not visible, and also re-render when it becomes visible again. pub fn occlusionCallback(self: *Surface, visible: bool) !void { // Crash metadata in case we crash in here crash.sentry.thread_state = self.crashThreadState(); defer crash.sentry.thread_state = null; _ = self.renderer_thread.mailbox.push(.{ .visible = visible, }, .{ .forever = {} }); try self.queueRender(); } pub fn focusCallback(self: *Surface, focused: bool) !void { // Crash metadata in case we crash in here crash.sentry.thread_state = self.crashThreadState(); defer crash.sentry.thread_state = null; // If our focus state is the same we do nothing. if (self.focused == focused) return; self.focused = focused; // Notify our render thread of the new state _ = self.renderer_thread.mailbox.push(.{ .focus = focused, }, .{ .forever = {} }); if (focused) { // Notify our app if we gained focus. self.app.focusSurface(self); } else unfocused: { // If we lost focus and we have a keypress, then we want to send a key // release event for it. Depending on the apprt, this CAN result in // duplicate key release events, but that is better than not sending // a key release event at all. var pressed_key = self.pressed_key orelse break :unfocused; self.pressed_key = null; // All our actions will be releases pressed_key.action = .release; // Release the full key first if (pressed_key.key != .invalid) { assert(self.keyCallback(pressed_key) catch |err| err: { log.warn("error releasing key on focus loss err={}", .{err}); break :err .ignored; } != .closed); } // Release any modifiers if set if (pressed_key.mods.empty()) break :unfocused; // This is kind of nasty comptime meta programming but all we're doing // here is going through all the modifiers and if they're set, releasing // both the left and right sides of the modifier. This may not match // the exact input event but it ensures a full reset. const keys = &.{ "shift", "ctrl", "alt", "super" }; const original_key = pressed_key.key; inline for (keys) |key| { if (@field(pressed_key.mods, key)) { @field(pressed_key.mods, key) = false; inline for (&.{ "right", "left" }) |side| { const keyname = if (comptime std.mem.eql(u8, key, "ctrl")) "control" else key; pressed_key.key = @field(input.Key, side ++ "_" ++ keyname); if (pressed_key.key != original_key) { assert(self.keyCallback(pressed_key) catch |err| err: { log.warn("error releasing key on focus loss err={}", .{err}); break :err .ignored; } != .closed); } } } } } // Schedule render which also drains our mailbox try self.queueRender(); // Whenever our focus changes we unhide the mouse. The mouse will be // hidden again if the user starts typing. This helps alleviate some // buggy behavior upstream in macOS with the mouse never becoming visible // again when tabbing between programs (see #2525). self.showMouse(); // Update the focus state and notify the terminal { self.renderer_state.mutex.lock(); self.io.terminal.flags.focused = focused; self.renderer_state.mutex.unlock(); self.io.queueMessage(.{ .focused = focused }, .unlocked); } } pub fn refreshCallback(self: *Surface) !void { // Crash metadata in case we crash in here crash.sentry.thread_state = self.crashThreadState(); defer crash.sentry.thread_state = null; // The point of this callback is to schedule a render, so do that. try self.queueRender(); } // The amount to scroll. This structure is always normalized so that // negative is down, left and positive is up, right. Note that INTERNALLY, // vertical scroll on our terminal uses positive for down (right is not // supported by our screen since scrollback is only vertical). const ScrollAmount = struct { delta: isize = 0, pub fn direction(self: ScrollAmount) enum { down_left, up_right } { return if (self.delta < 0) .down_left else .up_right; } pub fn magnitude(self: ScrollAmount) usize { return @abs(self.delta); } }; /// Mouse scroll event. Negative is down, left. Positive is up, right. /// /// "Natural scrolling" is a macOS term for inverting the scroll direction. /// This should be handled by the apprt implementation. At this layer, /// negative is always down, left. pub fn scrollCallback( self: *Surface, xoff: f64, yoff: f64, scroll_mods: input.ScrollMods, ) !void { // log.info("SCROLL: xoff={} yoff={} mods={}", .{ xoff, yoff, scroll_mods }); // Crash metadata in case we crash in here crash.sentry.thread_state = self.crashThreadState(); defer crash.sentry.thread_state = null; // Always show the mouse again if it is hidden if (self.mouse.hidden) self.showMouse(); const y: ScrollAmount = if (yoff == 0) .{} else y: { // Non-precision scrolling is easy to calculate. We don't use // the given offset at all and instead just treat a positive // as a scroll up and a negative as a scroll down and scroll in // steps. if (!scroll_mods.precision) { // Calculate our magnitude of scroll. This is constant (not // dependent on yoff). const grid_size = self.size.grid(); const grid_rows_f64: f64 = @floatFromInt(grid_size.rows); const y_delta_f64: f64 = @round((grid_rows_f64 * self.config.mouse_scroll_multiplier) / 15.0); const y_delta_usize: usize = @max(1, @as(usize, @intFromFloat(y_delta_f64))); // Calculate our direction of scroll based on the sign of yoff. const y_sign: isize = if (yoff >= 0) 1 else -1; const y_delta_isize: isize = y_sign * @as(isize, @intCast(y_delta_usize)); break :y .{ .delta = y_delta_isize }; } // Precision scrolling is more complicated. We need to maintain state // to build up a pending scroll amount if we're only scrolling by a // tiny amount so that we can scroll by a full row when we have enough. // Adjust our offset by the multiplier const yoff_adjusted: f64 = yoff * self.config.mouse_scroll_multiplier; // Add our previously saved pending amount to the offset to get the // new offset value. The signs of the pending and yoff should match // so that we move further away from zero, but we don't assert // this because in theory a user could scroll in the opposite // direction and undo a pending scroll. const poff: f64 = self.mouse.pending_scroll_y + yoff_adjusted; // If the new offset is less than a single unit of scroll, we save // the new pending value and do not scroll yet. const cell_size: f64 = @floatFromInt(self.size.cell.height); if (@abs(poff) < cell_size) { self.mouse.pending_scroll_y = poff; break :y .{}; } // We scroll by the number of rows in the offset and save the remainder const amount = poff / cell_size; assert(@abs(amount) >= 1); self.mouse.pending_scroll_y = poff - (amount * cell_size); // Round towards zero. const delta: isize = @intFromFloat(@trunc(amount)); assert(@abs(delta) >= 1); break :y .{ .delta = delta }; }; // For detailed comments see the y calculation above. const x: ScrollAmount = if (xoff == 0) .{} else x: { if (!scroll_mods.precision) { const x_delta_f64: f64 = @round(1 * self.config.mouse_scroll_multiplier); const x_delta_usize: usize = @max(1, @as(usize, @intFromFloat(x_delta_f64))); const x_sign: isize = if (xoff >= 0) 1 else -1; const x_delta_isize: isize = x_sign * @as(isize, @intCast(x_delta_usize)); break :x .{ .delta = x_delta_isize }; } const xoff_adjusted: f64 = xoff * self.config.mouse_scroll_multiplier; const poff: f64 = self.mouse.pending_scroll_x + xoff_adjusted; const cell_size: f64 = @floatFromInt(self.size.cell.width); if (@abs(poff) < cell_size) { self.mouse.pending_scroll_x = poff; break :x .{}; } const amount = poff / cell_size; assert(@abs(amount) >= 1); self.mouse.pending_scroll_x = poff - (amount * cell_size); const delta: isize = @intFromFloat(@trunc(amount)); assert(@abs(delta) >= 1); break :x .{ .delta = delta }; }; // log.info("SCROLL: delta_y={} delta_x={}", .{ y.delta, x.delta }); { self.renderer_state.mutex.lock(); defer self.renderer_state.mutex.unlock(); // If we have an active mouse reporting mode, clear the selection. // The selection can occur if the user uses the shift mod key to // override mouse grabbing from the window. if (self.io.terminal.flags.mouse_event != .none) { try self.setSelection(null); } // If we're in alternate screen with alternate scroll enabled, then // we convert to cursor keys. This only happens if we're: // (1) alt screen (2) no explicit mouse reporting and (3) alt // scroll mode enabled. if (self.io.terminal.active_screen == .alternate and self.io.terminal.flags.mouse_event == .none and self.io.terminal.modes.get(.mouse_alternate_scroll)) { if (y.delta != 0) { // When we send mouse events as cursor keys we always // clear the selection. try self.setSelection(null); const seq = if (self.io.terminal.modes.get(.cursor_keys)) seq: { // cursor key: application mode break :seq switch (y.direction()) { .up_right => "\x1bOA", .down_left => "\x1bOB", }; } else seq: { // cursor key: normal mode break :seq switch (y.direction()) { .up_right => "\x1b[A", .down_left => "\x1b[B", }; }; for (0..y.magnitude()) |_| { self.io.queueMessage(.{ .write_stable = seq }, .locked); } } return; } // We have mouse events, are not in an alternate scroll buffer, // or have alternate scroll disabled. In this case, we just run // the normal logic. // If we're scrolling up or down, then send a mouse event. if (self.io.terminal.flags.mouse_event != .none) { for (0..@abs(y.delta)) |_| { const pos = try self.rt_surface.getCursorPos(); try self.mouseReport(switch (y.direction()) { .up_right => .four, .down_left => .five, }, .press, self.mouse.mods, pos); } for (0..@abs(x.delta)) |_| { const pos = try self.rt_surface.getCursorPos(); try self.mouseReport(switch (x.direction()) { .up_right => .six, .down_left => .seven, }, .press, self.mouse.mods, pos); } // If mouse reporting is on, we do not want to scroll the // viewport. return; } if (y.delta != 0) { // Modify our viewport, this requires a lock since it affects // rendering. We have to switch signs here because our delta // is negative down but our viewport is positive down. try self.io.terminal.scrollViewport(.{ .delta = y.delta * -1 }); } } try self.queueRender(); } /// This is called when the content scale of the surface changes. The surface /// can then update any DPI-sensitive state. pub fn contentScaleCallback(self: *Surface, content_scale: apprt.ContentScale) !void { // Crash metadata in case we crash in here crash.sentry.thread_state = self.crashThreadState(); defer crash.sentry.thread_state = null; // Calculate the new DPI const x_dpi = content_scale.x * font.face.default_dpi; const y_dpi = content_scale.y * font.face.default_dpi; // Update our font size which is dependent on the DPI const size = size: { var size = self.font_size; size.xdpi = @intFromFloat(x_dpi); size.ydpi = @intFromFloat(y_dpi); break :size size; }; // If our DPI didn't actually change, save a lot of work by doing nothing. if (size.xdpi == self.font_size.xdpi and size.ydpi == self.font_size.ydpi) { return; } try self.setFontSize(size); // Update our padding which is dependent on DPI. We only do this for // unbalanced padding since balanced padding is not dependent on DPI. if (!self.config.window_padding_balance) { self.size.padding = self.config.scaledPadding(x_dpi, y_dpi); } // Force a resize event because the change in padding will affect // pixel-level changes to the renderer and viewport. try self.resize(self.size.screen); } /// The type of action to report for a mouse event. const MouseReportAction = enum { press, release, motion }; fn mouseReport( self: *Surface, button: ?input.MouseButton, action: MouseReportAction, mods: input.Mods, pos: apprt.CursorPos, ) !void { // Depending on the event, we may do nothing at all. switch (self.io.terminal.flags.mouse_event) { .none => return, // X10 only reports clicks with mouse button 1, 2, 3. We verify // the button later. .x10 => if (action != .press or button == null or !(button.? == .left or button.? == .right or button.? == .middle)) return, // Doesn't report motion .normal => if (action == .motion) return, // Button must be pressed .button => if (button == null) return, // Everything .any => {}, } // Handle scenarios where the mouse position is outside the viewport. // We always report release events no matter where they happen. if (action != .release) { const pos_out_viewport = pos_out_viewport: { const max_x: f32 = @floatFromInt(self.size.screen.width); const max_y: f32 = @floatFromInt(self.size.screen.height); break :pos_out_viewport pos.x < 0 or pos.y < 0 or pos.x > max_x or pos.y > max_y; }; if (pos_out_viewport) outside_viewport: { // If we don't have a motion-tracking event mode, do nothing. if (!self.io.terminal.flags.mouse_event.motion()) return; // If any button is pressed, we still do the report. Otherwise, // we do not do the report. for (self.mouse.click_state) |state| { if (state != .release) break :outside_viewport; } return; } } // This format reports X/Y const viewport_point = self.posToViewport(pos.x, pos.y); // Record our new point. We only want to send a mouse event if the // cell changed, unless we're tracking raw pixels. if (action == .motion and self.io.terminal.flags.mouse_format != .sgr_pixels) { if (self.mouse.event_point) |last_point| { if (last_point.eql(viewport_point)) return; } } self.mouse.event_point = viewport_point; // Get the code we'll actually write const button_code: u8 = code: { var acc: u8 = 0; // Determine our initial button value if (button == null) { // Null button means motion without a button pressed acc = 3; } else if (action == .release and self.io.terminal.flags.mouse_format != .sgr and self.io.terminal.flags.mouse_format != .sgr_pixels) { // Release is 3. It is NOT 3 in SGR mode because SGR can tell // the application what button was released. acc = 3; } else { acc = switch (button.?) { .left => 0, .middle => 1, .right => 2, .four => 64, .five => 65, .six => 66, .seven => 67, else => return, // unsupported }; } // X10 doesn't have modifiers if (self.io.terminal.flags.mouse_event != .x10) { if (mods.shift) acc += 4; if (mods.alt) acc += 8; if (mods.ctrl) acc += 16; } // Motion adds another bit if (action == .motion) acc += 32; break :code acc; }; switch (self.io.terminal.flags.mouse_format) { .x10 => { if (viewport_point.x > 222 or viewport_point.y > 222) { log.info("X10 mouse format can only encode X/Y up to 223", .{}); return; } // + 1 below is because our x/y is 0-indexed and the protocol wants 1 var data: termio.Message.WriteReq.Small.Array = undefined; assert(data.len >= 6); data[0] = '\x1b'; data[1] = '['; data[2] = 'M'; data[3] = 32 + button_code; data[4] = 32 + @as(u8, @intCast(viewport_point.x)) + 1; data[5] = 32 + @as(u8, @intCast(viewport_point.y)) + 1; // Ask our IO thread to write the data self.io.queueMessage(.{ .write_small = .{ .data = data, .len = 6, } }, .locked); }, .utf8 => { // Maximum of 12 because at most we have 2 fully UTF-8 encoded chars var data: termio.Message.WriteReq.Small.Array = undefined; assert(data.len >= 12); data[0] = '\x1b'; data[1] = '['; data[2] = 'M'; // The button code will always fit in a single u8 data[3] = 32 + button_code; // UTF-8 encode the x/y var i: usize = 4; i += try std.unicode.utf8Encode(@intCast(32 + viewport_point.x + 1), data[i..]); i += try std.unicode.utf8Encode(@intCast(32 + viewport_point.y + 1), data[i..]); // Ask our IO thread to write the data self.io.queueMessage(.{ .write_small = .{ .data = data, .len = @intCast(i), } }, .locked); }, .sgr => { // Final character to send in the CSI const final: u8 = if (action == .release) 'm' else 'M'; // Response always is at least 4 chars, so this leaves the // remainder for numbers which are very large... var data: termio.Message.WriteReq.Small.Array = undefined; const resp = try std.fmt.bufPrint(&data, "\x1B[<{d};{d};{d}{c}", .{ button_code, viewport_point.x + 1, viewport_point.y + 1, final, }); // Ask our IO thread to write the data self.io.queueMessage(.{ .write_small = .{ .data = data, .len = @intCast(resp.len), } }, .locked); }, .urxvt => { // Response always is at least 4 chars, so this leaves the // remainder for numbers which are very large... var data: termio.Message.WriteReq.Small.Array = undefined; const resp = try std.fmt.bufPrint(&data, "\x1B[{d};{d};{d}M", .{ 32 + button_code, viewport_point.x + 1, viewport_point.y + 1, }); // Ask our IO thread to write the data self.io.queueMessage(.{ .write_small = .{ .data = data, .len = @intCast(resp.len), } }, .locked); }, .sgr_pixels => { // Final character to send in the CSI const final: u8 = if (action == .release) 'm' else 'M'; // The position has to be adjusted to the terminal space. const coord: renderer.Coordinate.Terminal = (renderer.Coordinate{ .surface = .{ .x = pos.x, .y = pos.y, }, }).convert(.terminal, self.size).terminal; // Response always is at least 4 chars, so this leaves the // remainder for numbers which are very large... var data: termio.Message.WriteReq.Small.Array = undefined; const resp = try std.fmt.bufPrint(&data, "\x1B[<{d};{d};{d}{c}", .{ button_code, @as(i32, @intFromFloat(@round(coord.x))), @as(i32, @intFromFloat(@round(coord.y))), final, }); // Ask our IO thread to write the data self.io.queueMessage(.{ .write_small = .{ .data = data, .len = @intCast(resp.len), } }, .locked); }, } } /// Returns true if the shift modifier is allowed to be captured by modifier /// events. It is up to the caller to still verify it is a situation in which /// shift capture makes sense (i.e. left button, mouse click, etc.) fn mouseShiftCapture(self: *const Surface, lock: bool) bool { // Handle our never/always case where we don't need a lock. switch (self.config.mouse_shift_capture) { .never => return false, .always => return true, .false, .true => {}, } if (lock) self.renderer_state.mutex.lock(); defer if (lock) self.renderer_state.mutex.unlock(); // If the terminal explicitly requests it then we always allow it // since we processed never/always at this point. switch (self.io.terminal.flags.mouse_shift_capture) { .false => return false, .true => return true, .null => {}, } // Otherwise, go with the user's preference return switch (self.config.mouse_shift_capture) { .false => false, .true => true, .never, .always => unreachable, // handled earlier }; } /// Returns true if the mouse is currently captured by the terminal /// (i.e. reporting events). pub fn mouseCaptured(self: *Surface) bool { self.renderer_state.mutex.lock(); defer self.renderer_state.mutex.unlock(); return self.io.terminal.flags.mouse_event != .none; } /// Called for mouse button press/release events. This will return true /// if the mouse event was consumed in some way (i.e. the program is capturing /// mouse events). If the event was not consumed, then false is returned. pub fn mouseButtonCallback( self: *Surface, action: input.MouseButtonState, button: input.MouseButton, mods: input.Mods, ) !bool { // Crash metadata in case we crash in here crash.sentry.thread_state = self.crashThreadState(); defer crash.sentry.thread_state = null; // log.debug("mouse action={} button={} mods={}", .{ action, button, mods }); // If we have an inspector, we always queue a render if (self.inspector) |insp| { defer self.queueRender() catch {}; self.renderer_state.mutex.lock(); defer self.renderer_state.mutex.unlock(); // If the inspector is requesting a cell, then we intercept // left mouse clicks and send them to the inspector. if (insp.cell == .requested and button == .left and action == .press) { const pos = try self.rt_surface.getCursorPos(); const point = self.posToViewport(pos.x, pos.y); const screen = &self.renderer_state.terminal.screen; const p = screen.pages.pin(.{ .viewport = point }) orelse { log.warn("failed to get pin for clicked point", .{}); return false; }; insp.cell.select( self.alloc, p, point.x, point.y, ) catch |err| { log.warn("error selecting cell for inspector err={}", .{err}); }; return false; } } // Always record our latest mouse state self.mouse.click_state[@intCast(@intFromEnum(button))] = action; // Always show the mouse again if it is hidden if (self.mouse.hidden) self.showMouse(); // Update our modifiers if they changed self.modsChanged(mods); // This is set to true if the terminal is allowed to capture the shift // modifier. Note we can do this more efficiently probably with less // locking/unlocking but clicking isn't that frequent enough to be a // bottleneck. const shift_capture = self.mouseShiftCapture(true); // Shift-click continues the previous mouse state if we have a selection. // cursorPosCallback will also do a mouse report so we don't need to do any // of the logic below. if (button == .left and action == .press) { // We could do all the conditionals in one but I find it more // readable as a human to break this one up. if (mods.shift and self.mouse.left_click_count > 0 and !shift_capture) extend_selection: { // We split this conditional out on its own because this is the // only one that requires a renderer mutex grab which is VERY // expensive because it could block all our threads. if (!self.hasSelection()) break :extend_selection; // If we are within the interval that the click would register // an increment then we do not extend the selection. if (std.time.Instant.now()) |now| { const since = now.since(self.mouse.left_click_time); if (since <= self.config.mouse_interval) { // Click interval very short, we may be increasing // click counts so we don't extend the selection. break :extend_selection; } } else |err| { // This is a weird behavior, I think either behavior is actually // fine. This failure should be exceptionally rare anyways. // My thinking here is that we can't be sure if we should extend // the selection or not so we just don't. log.warn("failed to get time, not extending selection err={}", .{err}); break :extend_selection; } const pos = try self.rt_surface.getCursorPos(); try self.cursorPosCallback(pos, null); return true; } } // Handle link clicking. We want to do this before we do mouse // reporting or any other mouse handling because a successfully // clicked link will swallow the event. if (button == .left and action == .release and self.mouse.over_link) { const pos = try self.rt_surface.getCursorPos(); if (self.processLinks(pos)) |processed| { if (processed) return true; } else |err| { log.warn("error processing links err={}", .{err}); } } // Report mouse events if enabled { self.renderer_state.mutex.lock(); defer self.renderer_state.mutex.unlock(); if (self.io.terminal.flags.mouse_event != .none) report: { // If we have shift-pressed and we aren't allowed to capture it, // then we do not do a mouse report. if (mods.shift and !shift_capture) break :report; // In any other mouse button scenario without shift pressed we // clear the selection since the underlying application can handle // that in any way (i.e. "scrolling"). try self.setSelection(null); // We also set the left click count to 0 so that if mouse reporting // is disabled in the middle of press (before release) we don't // suddenly start selecting text. self.mouse.left_click_count = 0; const pos = try self.rt_surface.getCursorPos(); const report_action: MouseReportAction = switch (action) { .press => .press, .release => .release, }; try self.mouseReport( button, report_action, self.mouse.mods, pos, ); // If we're doing mouse reporting, we do not support any other // selection or highlighting. return true; } } // For left button click release we check if we are moving our cursor. if (button == .left and action == .release and mods.alt) click_move: { self.renderer_state.mutex.lock(); defer self.renderer_state.mutex.unlock(); // If we have a selection then we do not do click to move because // it means that we moved our cursor while pressing the mouse button. if (self.io.terminal.screen.selection != null) break :click_move; // Moving always resets the click count so that we don't highlight. self.mouse.left_click_count = 0; const pin = self.mouse.left_click_pin orelse break :click_move; try self.clickMoveCursor(pin.*); return true; } // For left button clicks we always record some information for // selection/highlighting purposes. if (button == .left and action == .press) click: { self.renderer_state.mutex.lock(); defer self.renderer_state.mutex.unlock(); const t: *terminal.Terminal = self.renderer_state.terminal; const screen = &self.renderer_state.terminal.screen; const pos = try self.rt_surface.getCursorPos(); const pin = pin: { const pt_viewport = self.posToViewport(pos.x, pos.y); const pin = screen.pages.pin(.{ .viewport = .{ .x = pt_viewport.x, .y = pt_viewport.y, }, }) orelse { // Weird... our viewport x/y that we just converted isn't // found in our pages. This is probably a bug but we don't // want to crash in releases because its harmless. So, we // only assert in debug mode. if (comptime std.debug.runtime_safety) unreachable; break :click; }; break :pin try screen.pages.trackPin(pin); }; errdefer screen.pages.untrackPin(pin); // If we move our cursor too much between clicks then we reset // the multi-click state. if (self.mouse.left_click_count > 0) { const max_distance: f64 = @floatFromInt(self.size.cell.width); const distance = @sqrt( std.math.pow(f64, pos.x - self.mouse.left_click_xpos, 2) + std.math.pow(f64, pos.y - self.mouse.left_click_ypos, 2), ); if (distance > max_distance) self.mouse.left_click_count = 0; } if (self.mouse.left_click_pin) |prev| { const pin_screen = t.getScreen(self.mouse.left_click_screen); pin_screen.pages.untrackPin(prev); self.mouse.left_click_pin = null; } // Store it self.mouse.left_click_pin = pin; self.mouse.left_click_screen = t.active_screen; self.mouse.left_click_xpos = pos.x; self.mouse.left_click_ypos = pos.y; // Setup our click counter and timer if (std.time.Instant.now()) |now| { // If we have mouse clicks, then we check if the time elapsed // is less than and our interval and if so, increase the count. if (self.mouse.left_click_count > 0) { const since = now.since(self.mouse.left_click_time); if (since > self.config.mouse_interval) { self.mouse.left_click_count = 0; } } self.mouse.left_click_time = now; self.mouse.left_click_count += 1; // We only support up to triple-clicks. if (self.mouse.left_click_count > 3) self.mouse.left_click_count = 1; } else |err| { self.mouse.left_click_count = 1; log.err("error reading time, mouse multi-click won't work err={}", .{err}); } switch (self.mouse.left_click_count) { // Single click 1 => { // If we have a selection, clear it. This always happens. if (self.io.terminal.screen.selection != null) { try self.setSelection(null); try self.queueRender(); } }, // Double click, select the word under our mouse 2 => { const sel_ = self.io.terminal.screen.selectWord(pin.*); if (sel_) |sel| { try self.setSelection(sel); try self.queueRender(); } }, // Triple click, select the line under our mouse 3 => { const sel_ = if (mods.ctrlOrSuper()) self.io.terminal.screen.selectOutput(pin.*) else self.io.terminal.screen.selectLine(.{ .pin = pin.* }); if (sel_) |sel| { try self.setSelection(sel); try self.queueRender(); } }, // We should be bounded by 1 to 3 else => unreachable, } } // Middle-click pastes from our selection clipboard if (button == .middle and action == .press) { const clipboard: apprt.Clipboard = if (self.rt_surface.supportsClipboard(.selection)) .selection else .standard; try self.startClipboardRequest(clipboard, .{ .paste = {} }); } // Right-click down selects word for context menus. If the apprt // doesn't implement context menus this can be a bit weird but they // are supported by our two main apprts so we always do this. If we // want to be careful in the future we can add a function to apprts // that let's us know. if (button == .right and action == .press) sel: { self.renderer_state.mutex.lock(); defer self.renderer_state.mutex.unlock(); // Get our viewport pin const screen = &self.renderer_state.terminal.screen; const pin = pin: { const pos = try self.rt_surface.getCursorPos(); const pt_viewport = self.posToViewport(pos.x, pos.y); const pin = screen.pages.pin(.{ .viewport = .{ .x = pt_viewport.x, .y = pt_viewport.y, }, }) orelse { // Weird... our viewport x/y that we just converted isn't // found in our pages. This is probably a bug but we don't // want to crash in releases because its harmless. So, we // only assert in debug mode. if (comptime std.debug.runtime_safety) unreachable; break :sel; }; break :pin pin; }; // If we already have a selection and the selection contains // where we clicked then we don't want to modify the selection. if (self.io.terminal.screen.selection) |prev_sel| { if (prev_sel.contains(screen, pin)) break :sel; // The selection doesn't contain our pin, so we create a new // word selection where we clicked. } const sel = screen.selectWord(pin) orelse break :sel; try self.setSelection(sel); try self.queueRender(); } return false; } /// Performs the "click-to-move" logic to move the cursor to the given /// screen point if possible. This works by converting the path to the /// given point into a series of arrow key inputs. fn clickMoveCursor(self: *Surface, to: terminal.Pin) !void { // If click-to-move is disabled then we're done. if (!self.config.cursor_click_to_move) return; const t = &self.io.terminal; // Click to move cursor only works on the primary screen where prompts // exist. This means that alt screen multiplexers like tmux will not // support this feature. It is just too messy. if (t.active_screen != .primary) return; // This flag is only set if we've seen at least one semantic prompt // OSC sequence. If we've never seen that sequence, we can't possibly // move the cursor so we can fast path out of here. if (!t.flags.shell_redraws_prompt) return; // Get our path const from = t.screen.cursor.page_pin.*; const path = t.screen.promptPath(from, to); log.debug("click-to-move-cursor from={} to={} path={}", .{ from, to, path }); // If we aren't moving at all, fast path out of here. if (path.x == 0 and path.y == 0) return; // Convert our path to arrow key inputs. Yes, that is how this works. // Yes, that is pretty sad. Yes, this could backfire in various ways. // But its the best we can do. // We do Y first because it prevents any weird wrap behavior. if (path.y != 0) { const arrow = if (path.y < 0) arrow: { break :arrow if (t.modes.get(.cursor_keys)) "\x1bOA" else "\x1b[A"; } else arrow: { break :arrow if (t.modes.get(.cursor_keys)) "\x1bOB" else "\x1b[B"; }; for (0..@abs(path.y)) |_| { self.io.queueMessage(.{ .write_stable = arrow }, .locked); } } if (path.x != 0) { const arrow = if (path.x < 0) arrow: { break :arrow if (t.modes.get(.cursor_keys)) "\x1bOD" else "\x1b[D"; } else arrow: { break :arrow if (t.modes.get(.cursor_keys)) "\x1bOC" else "\x1b[C"; }; for (0..@abs(path.x)) |_| { self.io.queueMessage(.{ .write_stable = arrow }, .locked); } } } /// Returns the link at the given cursor position, if any. /// /// Requires the renderer mutex is held. fn linkAtPos( self: *Surface, pos: apprt.CursorPos, ) !?struct { input.Link.Action, terminal.Selection, } { // Convert our cursor position to a screen point. const screen = &self.renderer_state.terminal.screen; const mouse_pin: terminal.Pin = mouse_pin: { const point = self.posToViewport(pos.x, pos.y); const pin = screen.pages.pin(.{ .viewport = point }) orelse { log.warn("failed to get pin for clicked point", .{}); return null; }; break :mouse_pin pin; }; // Get our comparison mods const mouse_mods = self.mouseModsWithCapture(self.mouse.mods); // If we have the proper modifiers set then we can check for OSC8 links. if (mouse_mods.equal(input.ctrlOrSuper(.{}))) hyperlink: { const rac = mouse_pin.rowAndCell(); const cell = rac.cell; if (!cell.hyperlink) break :hyperlink; const sel = terminal.Selection.init(mouse_pin, mouse_pin, false); return .{ ._open_osc8, sel }; } // If we have no OSC8 links then we fallback to regex-based URL detection. // If we have no configured links we can save a lot of work going forward. if (self.config.links.len == 0) return null; // Get the line we're hovering over. const line = screen.selectLine(.{ .pin = mouse_pin, .whitespace = null, .semantic_prompt_boundary = false, }) orelse return null; var strmap: terminal.StringMap = undefined; self.alloc.free(try screen.selectionString(self.alloc, .{ .sel = line, .trim = false, .map = &strmap, })); defer strmap.deinit(self.alloc); // Go through each link and see if we clicked it for (self.config.links) |link| { switch (link.highlight) { .always, .hover => {}, .always_mods, .hover_mods => |v| if (!v.equal(mouse_mods)) continue, } var it = strmap.searchIterator(link.regex); while (true) { var match = (try it.next()) orelse break; defer match.deinit(); const sel = match.selection(); if (!sel.contains(screen, mouse_pin)) continue; return .{ link.action, sel }; } } return null; } /// This returns the mouse mods to consider for link highlighting or /// other purposes taking into account when shift is pressed for releasing /// the mouse from capture. /// /// The renderer state mutex must be held. fn mouseModsWithCapture(self: *Surface, mods: input.Mods) input.Mods { // In any of these scenarios, whatever mods are set (even shift) // are preserved. if (self.io.terminal.flags.mouse_event == .none) return mods; if (!mods.shift) return mods; if (self.mouseShiftCapture(false)) return mods; // We have mouse capture, shift set, and we're not allowed to capture // shift, so we can clear shift. var final = mods; final.shift = false; return final; } /// Attempt to invoke the action of any link that is under the /// given position. /// /// Requires the renderer state mutex is held. fn processLinks(self: *Surface, pos: apprt.CursorPos) !bool { const action, const sel = try self.linkAtPos(pos) orelse return false; switch (action) { .open => { const str = try self.io.terminal.screen.selectionString(self.alloc, .{ .sel = sel, .trim = false, }); defer self.alloc.free(str); try internal_os.open(self.alloc, .unknown, str); }, ._open_osc8 => { const uri = self.osc8URI(sel.start()) orelse { log.warn("failed to get URI for OSC8 hyperlink", .{}); return false; }; try internal_os.open(self.alloc, .unknown, uri); }, } return true; } /// Return the URI for an OSC8 hyperlink at the given position or null /// if there is no hyperlink. fn osc8URI(self: *Surface, pin: terminal.Pin) ?[]const u8 { _ = self; const page = &pin.node.data; const cell = pin.rowAndCell().cell; const link_id = page.lookupHyperlink(cell) orelse return null; const entry = page.hyperlink_set.get(page.memory, link_id); return entry.uri.offset.ptr(page.memory)[0..entry.uri.len]; } pub fn mousePressureCallback( self: *Surface, stage: input.MousePressureStage, pressure: f64, ) !void { // Crash metadata in case we crash in here crash.sentry.thread_state = self.crashThreadState(); defer crash.sentry.thread_state = null; // We don't currently use the pressure value for anything. In the // future, we could report this to applications using new mouse // events or utilize it for some custom UI. _ = pressure; // If the pressure stage is the same as what we already have do nothing if (self.mouse.pressure_stage == stage) return; // Update our pressure stage. self.mouse.pressure_stage = stage; // If our left mouse button is pressed and we're entering a deep // click then we want to start a selection. We treat this as a // word selection since that is typical macOS behavior. const left_idx = @intFromEnum(input.MouseButton.left); if (self.mouse.click_state[left_idx] == .press and stage == .deep) select: { self.renderer_state.mutex.lock(); defer self.renderer_state.mutex.unlock(); // This should always be set in this state but we don't want // to handle state inconsistency here. const pin = self.mouse.left_click_pin orelse break :select; const sel = self.io.terminal.screen.selectWord(pin.*) orelse break :select; try self.setSelection(sel); try self.queueRender(); } } /// Cursor position callback. /// /// Send negative x or y values to indicate the cursor is outside the /// viewport. The magnitude of the negative values are meaningless; /// they are only used to indicate the cursor is outside the viewport. /// It's important to do this to ensure hover states are cleared. /// /// The mods parameter is optional because some apprts do not provide /// modifier information on cursor position events. If mods is null then /// we'll use the last known mods. This is usually accurate since mod events /// will trigger key press events but on some platforms we don't get them. /// For example, on macOS, unfocused surfaces don't receive key events but /// do receive mouse events so we have to rely on updated mods. pub fn cursorPosCallback( self: *Surface, pos: apprt.CursorPos, mods: ?input.Mods, ) !void { // Crash metadata in case we crash in here crash.sentry.thread_state = self.crashThreadState(); defer crash.sentry.thread_state = null; // If the position is negative, it is outside our viewport and // we need to clear any hover states. if (pos.x < 0 or pos.y < 0) { // Reset our hyperlink state self.mouse.link_point = null; if (self.mouse.over_link) { self.mouse.over_link = false; try self.rt_app.performAction( .{ .surface = self }, .mouse_shape, self.io.terminal.mouse_shape, ); try self.rt_app.performAction( .{ .surface = self }, .mouse_over_link, .{ .url = "" }, ); try self.queueRender(); } self.renderer_state.mutex.lock(); defer self.renderer_state.mutex.unlock(); // No mouse point so we don't highlight links self.renderer_state.mouse.point = null; // Mark the link's row as dirty, but continue with updating the // mouse state below so we can scroll when our position is negative. self.renderer_state.terminal.screen.dirty.hyperlink_hover = true; } // Always show the mouse again if it is hidden if (self.mouse.hidden) self.showMouse(); // Update our modifiers if they changed if (mods) |v| self.modsChanged(v); // The mouse position in the viewport const pos_vp = self.posToViewport(pos.x, pos.y); // We always reset the over link status because it will be reprocessed // below. But we need the old value to know if we need to undo mouse // shape changes. const over_link = self.mouse.over_link; self.mouse.over_link = false; // We are reading/writing state for the remainder self.renderer_state.mutex.lock(); defer self.renderer_state.mutex.unlock(); // Update our mouse state. We set this to null initially because we only // want to set it when we're not selecting or doing any other mouse // event. self.renderer_state.mouse.point = null; // If we have an inspector, we need to always record position information if (self.inspector) |insp| { insp.mouse.last_xpos = pos.x; insp.mouse.last_ypos = pos.y; const screen = &self.renderer_state.terminal.screen; insp.mouse.last_point = screen.pages.pin(.{ .viewport = .{ .x = pos_vp.x, .y = pos_vp.y, } }); try self.queueRender(); } // Handle link hovering // We refresh links when // 1. we were previously over a link // OR // 2. the cursor position has changed (either we have no previous state, or the state has // changed) // AND // 1. mouse reporting is off // OR // 2. mouse reporting is on and we are not reporting shift to the terminal if ((over_link or self.mouse.link_point == null or (self.mouse.link_point != null and !self.mouse.link_point.?.eql(pos_vp))) and (self.io.terminal.flags.mouse_event == .none or (self.mouse.mods.shift and !self.mouseShiftCapture(false)))) { // If we were previously over a link, we always update. We do this so that if the text // changed underneath us, even if the mouse didn't move, we update the URL hints and state try self.mouseRefreshLinks(pos, pos_vp, over_link); } // Do a mouse report if (self.io.terminal.flags.mouse_event != .none) report: { // Shift overrides mouse "grabbing" in the window, taken from Kitty. // This only applies if there is a mouse button pressed so that // movement reports are not affected. if (self.mouse.mods.shift and !self.mouseShiftCapture(false)) { for (self.mouse.click_state) |state| { if (state != .release) break :report; } } // We use the first mouse button we find pressed in order to report // since the spec (afaict) does not say... const button: ?input.MouseButton = button: for (self.mouse.click_state, 0..) |state, i| { if (state == .press) break :button @enumFromInt(i); } else null; try self.mouseReport(button, .motion, self.mouse.mods, pos); // If we're doing mouse motion tracking, we do not support text // selection. return; } // Handle cursor position for text selection if (self.mouse.click_state[@intFromEnum(input.MouseButton.left)] == .press) select: { // Left click pressed but count zero can happen if mouse reporting is on. // In this scenario, we mark the click state because we need that to // properly make some mouse reports, but we don't keep track of the // count because we don't want to handle selection. if (self.mouse.left_click_count == 0) break :select; // All roads lead to requiring a re-render at this point. try self.queueRender(); // If our y is negative, we're above the window. In this case, we scroll // up. The amount we scroll up is dependent on how negative we are. // We allow for a 1 pixel buffer at the top and bottom to detect // scroll even in full screen windows. // Note: one day, we can change this from distance to time based if we want. //log.warn("CURSOR POS: {} {}", .{ pos, self.size.screen }); const max_y: f32 = @floatFromInt(self.size.screen.height); if (pos.y <= 1 or pos.y > max_y - 1) { const delta: isize = if (pos.y < 0) -1 else 1; try self.io.terminal.scrollViewport(.{ .delta = delta }); // TODO: We want a timer or something to repeat while we're still // at this cursor position. Right now, the user has to jiggle their // mouse in order to scroll. } // Convert to points const screen = &self.renderer_state.terminal.screen; const pin = screen.pages.pin(.{ .viewport = .{ .x = pos_vp.x, .y = pos_vp.y, }, }) orelse { if (comptime std.debug.runtime_safety) unreachable; return; }; // Handle dragging depending on click count switch (self.mouse.left_click_count) { 1 => try self.dragLeftClickSingle(pin, pos.x), 2 => try self.dragLeftClickDouble(pin), 3 => try self.dragLeftClickTriple(pin), 0 => unreachable, // handled above else => unreachable, } return; } } /// Double-click dragging moves the selection one "word" at a time. fn dragLeftClickDouble( self: *Surface, drag_pin: terminal.Pin, ) !void { const screen = &self.io.terminal.screen; const click_pin = self.mouse.left_click_pin.?.*; // Get the word closest to our starting click. const word_start = screen.selectWordBetween(click_pin, drag_pin) orelse { try self.setSelection(null); return; }; // Get the word closest to our current point. const word_current = screen.selectWordBetween( drag_pin, click_pin, ) orelse { try self.setSelection(null); return; }; // If our current mouse position is before the starting position, // then the selection start is the word nearest our current position. if (drag_pin.before(click_pin)) { try self.setSelection(terminal.Selection.init( word_current.start(), word_start.end(), false, )); } else { try self.setSelection(terminal.Selection.init( word_start.start(), word_current.end(), false, )); } } /// Triple-click dragging moves the selection one "line" at a time. fn dragLeftClickTriple( self: *Surface, drag_pin: terminal.Pin, ) !void { const screen = &self.io.terminal.screen; const click_pin = self.mouse.left_click_pin.?.*; // Get the word under our current point. If there isn't a word, do nothing. const word = screen.selectLine(.{ .pin = drag_pin }) orelse return; // Get our selection to grow it. If we don't have a selection, start it now. // We may not have a selection if we started our dbl-click in an area // that had no data, then we dragged our mouse into an area with data. var sel = screen.selectLine(.{ .pin = click_pin }) orelse { try self.setSelection(word); return; }; // Grow our selection if (drag_pin.before(click_pin)) { sel.startPtr().* = word.start(); } else { sel.endPtr().* = word.end(); } try self.setSelection(sel); } fn dragLeftClickSingle( self: *Surface, drag_pin: terminal.Pin, xpos: f64, ) !void { // NOTE(mitchellh): This logic super sucks. There has to be an easier way // to calculate this, but this is good for a v1. Selection isn't THAT // common so its not like this performance heavy code is running that // often. // TODO: unit test this, this logic sucks // If we were selecting, and we switched directions, then we restart // calculations because it forces us to reconsider if the first cell is // selected. self.checkResetSelSwitch(drag_pin); // Our logic for determining if the starting cell is selected: // // - The "xboundary" is 60% the width of a cell from the left. We choose // 60% somewhat arbitrarily based on feeling. // - If we started our click left of xboundary, backwards selections // can NEVER select the current char. // - If we started our click right of xboundary, backwards selections // ALWAYS selected the current char, but we must move the cursor // left of the xboundary. // - Inverted logic for forwards selections. // // Our clicking point const click_pin = self.mouse.left_click_pin.?.*; // the boundary point at which we consider selection or non-selection const cell_width_f64: f64 = @floatFromInt(self.size.cell.width); const cell_xboundary = cell_width_f64 * 0.6; // first xpos of the clicked cell adjusted for padding const left_padding_f64: f64 = @as(f64, @floatFromInt(self.size.padding.left)); const cell_xstart = @as(f64, @floatFromInt(click_pin.x)) * cell_width_f64; const cell_start_xpos = self.mouse.left_click_xpos - cell_xstart - left_padding_f64; // If this is the same cell, then we only start the selection if weve // moved past the boundary point the opposite direction from where we // started. if (click_pin.eql(drag_pin)) { // Ensuring to adjusting the cursor position for padding const cell_xpos = xpos - cell_xstart - left_padding_f64; const selected: bool = if (cell_start_xpos < cell_xboundary) cell_xpos >= cell_xboundary else cell_xpos < cell_xboundary; try self.setSelection(if (selected) terminal.Selection.init( drag_pin, drag_pin, SurfaceMouse.isRectangleSelectState(self.mouse.mods), ) else null); return; } // If this is a different cell and we haven't started selection, // we determine the starting cell first. if (self.io.terminal.screen.selection == null) { // - If we're moving to a point before the start, then we select // the starting cell if we started after the boundary, else // we start selection of the prior cell. // - Inverse logic for a point after the start. const start: terminal.Pin = if (dragLeftClickBefore( drag_pin, click_pin, self.mouse.mods, )) start: { if (cell_start_xpos >= cell_xboundary) break :start click_pin; if (click_pin.x > 0) break :start click_pin.left(1); var start = click_pin.up(1) orelse click_pin; start.x = self.io.terminal.screen.pages.cols - 1; break :start start; } else start: { if (cell_start_xpos < cell_xboundary) break :start click_pin; if (click_pin.x < self.io.terminal.screen.pages.cols - 1) break :start click_pin.right(1); var start = click_pin.down(1) orelse click_pin; start.x = 0; break :start start; }; try self.setSelection(terminal.Selection.init( start, drag_pin, SurfaceMouse.isRectangleSelectState(self.mouse.mods), )); return; } // TODO: detect if selection point is passed the point where we've // actually written data before and disallow it. // We moved! Set the selection end point. The start point should be // set earlier. assert(self.io.terminal.screen.selection != null); const sel = self.io.terminal.screen.selection.?; try self.setSelection(terminal.Selection.init( sel.start(), drag_pin, sel.rectangle, )); } // Resets the selection if we switched directions, depending on the select // mode. See dragLeftClickSingle for more details. fn checkResetSelSwitch( self: *Surface, drag_pin: terminal.Pin, ) void { const screen = &self.io.terminal.screen; const sel = screen.selection orelse return; const sel_start = sel.start(); const sel_end = sel.end(); var reset: bool = false; if (sel.rectangle) { // When we're in rectangle mode, we reset the selection relative to // the click point depending on the selection mode we're in, with // the exception of single-column selections, which we always reset // on if we drift. if (sel_start.x == sel_end.x) { reset = drag_pin.x != sel_start.x; } else { reset = switch (sel.order(screen)) { .forward => drag_pin.x < sel_start.x or drag_pin.before(sel_start), .reverse => drag_pin.x > sel_start.x or sel_start.before(drag_pin), .mirrored_forward => drag_pin.x > sel_start.x or drag_pin.before(sel_start), .mirrored_reverse => drag_pin.x < sel_start.x or sel_start.before(drag_pin), }; } } else { // Normal select uses simpler logic that is just based on the // selection start/end. reset = if (sel_end.before(sel_start)) sel_start.before(drag_pin) else drag_pin.before(sel_start); } // Nullifying a selection can't fail. if (reset) self.setSelection(null) catch unreachable; } // Handles how whether or not the drag screen point is before the click point. // When we are in rectangle select, we only interpret the x axis to determine // where to start the selection (before or after the click point). See // dragLeftClickSingle for more details. fn dragLeftClickBefore( drag_pin: terminal.Pin, click_pin: terminal.Pin, mods: input.Mods, ) bool { if (mods.ctrlOrSuper() and mods.alt) { return drag_pin.x < click_pin.x; } return drag_pin.before(click_pin); } /// Call to notify Ghostty that the color scheme for the terminal has /// changed. pub fn colorSchemeCallback(self: *Surface, scheme: apprt.ColorScheme) !void { // Crash metadata in case we crash in here crash.sentry.thread_state = self.crashThreadState(); defer crash.sentry.thread_state = null; 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; self.notifyConfigConditionalState(); // If mode 2031 is on, then we report the change live. self.reportColorScheme(false); } pub fn posToViewport(self: Surface, xpos: f64, ypos: f64) terminal.point.Coordinate { // Get our grid cell const coord: renderer.Coordinate = .{ .surface = .{ .x = xpos, .y = ypos } }; const grid = coord.convert(.grid, self.size).grid; return .{ .x = grid.x, .y = grid.y }; } /// Scroll to the bottom of the viewport. /// /// Precondition: the render_state mutex must be held. fn scrollToBottom(self: *Surface) !void { try self.io.terminal.scrollViewport(.{ .bottom = {} }); try self.queueRender(); } fn hideMouse(self: *Surface) void { if (self.mouse.hidden) return; self.mouse.hidden = true; self.rt_app.performAction( .{ .surface = self }, .mouse_visibility, .hidden, ) catch |err| { log.warn("apprt failed to set mouse visibility err={}", .{err}); }; } fn showMouse(self: *Surface) void { if (!self.mouse.hidden) return; self.mouse.hidden = false; self.rt_app.performAction( .{ .surface = self }, .mouse_visibility, .visible, ) catch |err| { log.warn("apprt failed to set mouse visibility err={}", .{err}); }; } /// Perform a binding action. A binding is a keybinding. This function /// must be called from the GUI thread. /// /// This function returns true if the binding action was performed. This /// may return false if the binding action is not supported or if the /// binding action would do nothing (i.e. previous tab with no tabs). /// /// NOTE: At the time of writing this comment, only previous/next tab /// will ever return false. We can expand this in the future if it becomes /// useful. We did previous/next tab so we could implement #498. pub fn performBindingAction(self: *Surface, action: input.Binding.Action) !bool { // Forward app-scoped actions to the app. Some app-scoped actions are // special-cased here because they do some special things when performed // from the surface. if (action.scoped(.app)) |app_action| { switch (app_action) { .new_window => try self.app.newWindow( self.rt_app, .{ .parent = self }, ), else => try self.app.performAction( self.rt_app, action.scoped(.app).?, ), } return true; } switch (action.scoped(.surface).?) { .csi, .esc => |data| { // We need to send the CSI/ESC sequence as a single write request. // If you split it across two then the shell can interpret it // as two literals. var buf: [128]u8 = undefined; const full_data = switch (action) { .csi => try std.fmt.bufPrint(&buf, "\x1b[{s}", .{data}), .esc => try std.fmt.bufPrint(&buf, "\x1b{s}", .{data}), else => unreachable, }; self.io.queueMessage(try termio.Message.writeReq( self.alloc, full_data, ), .unlocked); // CSI/ESC triggers a scroll. { self.renderer_state.mutex.lock(); defer self.renderer_state.mutex.unlock(); self.scrollToBottom() catch |err| { log.warn("error scrolling to bottom err={}", .{err}); }; } }, .text => |data| { // For text we always allocate just because its easier to // handle all cases that way. const buf = try self.alloc.alloc(u8, data.len); defer self.alloc.free(buf); const text = configpkg.string.parse(buf, data) catch |err| { log.warn( "error parsing text binding text={s} err={}", .{ data, err }, ); return true; }; self.io.queueMessage(try termio.Message.writeReq( self.alloc, text, ), .unlocked); // Text triggers a scroll. { self.renderer_state.mutex.lock(); defer self.renderer_state.mutex.unlock(); self.scrollToBottom() catch |err| { log.warn("error scrolling to bottom err={}", .{err}); }; } }, .cursor_key => |ck| { // We send a different sequence depending on if we're // in cursor keys mode. We're in "normal" mode if cursor // keys mode is NOT set. const normal = normal: { self.renderer_state.mutex.lock(); defer self.renderer_state.mutex.unlock(); // With the lock held, we must scroll to the bottom. // We always scroll to the bottom for these inputs. self.scrollToBottom() catch |err| { log.warn("error scrolling to bottom err={}", .{err}); }; break :normal !self.io.terminal.modes.get(.cursor_keys); }; if (normal) { self.io.queueMessage(.{ .write_stable = ck.normal }, .unlocked); } else { self.io.queueMessage(.{ .write_stable = ck.application }, .unlocked); } }, .reset => { self.renderer_state.mutex.lock(); defer self.renderer_state.mutex.unlock(); self.renderer_state.terminal.fullReset(); }, .copy_to_clipboard => { // We can read from the renderer state without holding // the lock because only we will write to this field. if (self.io.terminal.screen.selection) |sel| { const buf = self.io.terminal.screen.selectionString(self.alloc, .{ .sel = sel, .trim = self.config.clipboard_trim_trailing_spaces, }) catch |err| { log.err("error reading selection string err={}", .{err}); return true; }; defer self.alloc.free(buf); self.rt_surface.setClipboardString(buf, .standard, false) catch |err| { log.err("error setting clipboard string err={}", .{err}); return true; }; return true; } return false; }, .paste_from_clipboard => try self.startClipboardRequest( .standard, .{ .paste = {} }, ), .paste_from_selection => try self.startClipboardRequest( .selection, .{ .paste = {} }, ), .increase_font_size => |delta| { // Max delta is somewhat arbitrary. const clamped_delta = @max(0, @min(255, delta)); log.debug("increase font size={}", .{clamped_delta}); var size = self.font_size; // Max point size is somewhat arbitrary. size.points = @min(size.points + clamped_delta, 255); try self.setFontSize(size); }, .decrease_font_size => |delta| { // Max delta is somewhat arbitrary. const clamped_delta = @max(0, @min(255, delta)); log.debug("decrease font size={}", .{clamped_delta}); var size = self.font_size; size.points = @max(1, size.points - clamped_delta); try self.setFontSize(size); }, .reset_font_size => { log.debug("reset font size", .{}); var size = self.font_size; size.points = self.config.original_font_size; try self.setFontSize(size); }, .clear_screen => { // This is a duplicate of some of the logic in termio.clearScreen // but we need to do this here so we can know the answer before // we send the message. If the currently active screen is on the // alternate screen then clear screen does nothing so we want to // return false so the keybind can be unconsumed. { self.renderer_state.mutex.lock(); defer self.renderer_state.mutex.unlock(); if (self.io.terminal.active_screen == .alternate) return false; } self.io.queueMessage(.{ .clear_screen = .{ .history = true }, }, .unlocked); }, .scroll_to_top => { self.io.queueMessage(.{ .scroll_viewport = .{ .top = {} }, }, .unlocked); }, .scroll_to_bottom => { self.io.queueMessage(.{ .scroll_viewport = .{ .bottom = {} }, }, .unlocked); }, .scroll_page_up => { const rows: isize = @intCast(self.size.grid().rows); self.io.queueMessage(.{ .scroll_viewport = .{ .delta = -1 * rows }, }, .unlocked); }, .scroll_page_down => { const rows: isize = @intCast(self.size.grid().rows); self.io.queueMessage(.{ .scroll_viewport = .{ .delta = rows }, }, .unlocked); }, .scroll_page_fractional => |fraction| { const rows: f32 = @floatFromInt(self.size.grid().rows); const delta: isize = @intFromFloat(@trunc(fraction * rows)); self.io.queueMessage(.{ .scroll_viewport = .{ .delta = delta }, }, .unlocked); }, .scroll_page_lines => |lines| { self.io.queueMessage(.{ .scroll_viewport = .{ .delta = lines }, }, .unlocked); }, .jump_to_prompt => |delta| { self.io.queueMessage(.{ .jump_to_prompt = @intCast(delta), }, .unlocked); }, .write_screen_file => |v| try self.writeScreenFile( .screen, v, ), .write_scrollback_file => |v| try self.writeScreenFile( .history, v, ), .write_selection_file => |v| try self.writeScreenFile( .selection, v, ), .new_tab => try self.rt_app.performAction( .{ .surface = self }, .new_tab, {}, ), inline .previous_tab, .next_tab, .last_tab, .goto_tab, => |v, tag| try self.rt_app.performAction( .{ .surface = self }, .goto_tab, switch (tag) { .previous_tab => .previous, .next_tab => .next, .last_tab => .last, .goto_tab => @enumFromInt(v), else => comptime unreachable, }, ), .move_tab => |position| try self.rt_app.performAction( .{ .surface = self }, .move_tab, .{ .amount = position }, ), .new_split => |direction| try self.rt_app.performAction( .{ .surface = self }, .new_split, switch (direction) { .right => .right, .left => .left, .down => .down, .up => .up, .auto => if (self.size.screen.width > self.size.screen.height) .right else .down, }, ), .goto_split => |direction| try self.rt_app.performAction( .{ .surface = self }, .goto_split, switch (direction) { inline else => |tag| @field( apprt.action.GotoSplit, @tagName(tag), ), }, ), .resize_split => |value| try self.rt_app.performAction( .{ .surface = self }, .resize_split, .{ .amount = value[1], .direction = switch (value[0]) { inline else => |tag| @field( apprt.action.ResizeSplit.Direction, @tagName(tag), ), }, }, ), .equalize_splits => try self.rt_app.performAction( .{ .surface = self }, .equalize_splits, {}, ), .toggle_split_zoom => try self.rt_app.performAction( .{ .surface = self }, .toggle_split_zoom, {}, ), .toggle_fullscreen => try self.rt_app.performAction( .{ .surface = self }, .toggle_fullscreen, switch (self.config.macos_non_native_fullscreen) { .false => .native, .true => .macos_non_native, .@"visible-menu" => .macos_non_native_visible_menu, }, ), .toggle_window_decorations => try self.rt_app.performAction( .{ .surface = self }, .toggle_window_decorations, {}, ), .toggle_tab_overview => try self.rt_app.performAction( .{ .surface = self }, .toggle_tab_overview, {}, ), .toggle_secure_input => try self.rt_app.performAction( .{ .surface = self }, .secure_input, .toggle, ), .select_all => { const sel = self.io.terminal.screen.selectAll(); if (sel) |s| { try self.setSelection(s); try self.queueRender(); } }, .inspector => |mode| try self.rt_app.performAction( .{ .surface = self }, .inspector, switch (mode) { inline else => |tag| @field( apprt.action.Inspector, @tagName(tag), ), }, ), .close_surface => self.close(), .close_window => self.app.closeSurface(self), .crash => |location| switch (location) { .main => @panic("crash binding action, crashing intentionally"), .render => { _ = self.renderer_thread.mailbox.push(.{ .crash = {} }, .{ .forever = {} }); self.queueRender() catch |err| { // Not a big deal if this fails. log.warn("failed to notify renderer of crash message err={}", .{err}); }; }, .io => self.io.queueMessage(.{ .crash = {} }, .unlocked), }, .adjust_selection => |direction| { self.renderer_state.mutex.lock(); defer self.renderer_state.mutex.unlock(); const screen = &self.io.terminal.screen; const sel = if (screen.selection) |*sel| sel else { // If we don't have a selection we do not perform this // action, allowing the keybind to fall through to the // terminal. return false; }; sel.adjust(screen, switch (direction) { .left => .left, .right => .right, .up => .up, .down => .down, .page_up => .page_up, .page_down => .page_down, .home => .home, .end => .end, .beginning_of_line => .beginning_of_line, .end_of_line => .end_of_line, }); // If the selection endpoint is outside of the current viewpoint, // scroll it in to view. Note we always specifically use sel.end // because that is what adjust modifies. scroll: { const viewport_tl = screen.pages.getTopLeft(.viewport); const viewport_br = screen.pages.getBottomRight(.viewport).?; if (sel.end().isBetween(viewport_tl, viewport_br)) break :scroll; // Our end point is not within the viewport. If the end // point is after the br then we need to adjust the end so // that it is at the bottom right of the viewport. const target = if (sel.end().before(viewport_tl)) sel.end() else sel.end().up(screen.pages.rows - 1) orelse sel.end(); screen.scroll(.{ .pin = target }); } // Queue a render so its shown screen.dirty.selection = true; try self.queueRender(); }, } return true; } /// Returns true if performing the given action result in closing /// the surface. This is used to determine if our self pointer is /// still valid after performing some binding action. fn closingAction(action: input.Binding.Action) bool { return switch (action) { .close_surface, .close_window, => true, else => false, }; } /// The portion of the screen to write for writeScreenFile. const WriteScreenLoc = enum { screen, // Full screen history, // History (scrollback) selection, // Selected text }; fn writeScreenFile( self: *Surface, loc: WriteScreenLoc, write_action: input.Binding.Action.WriteScreenAction, ) !void { // Create a temporary directory to store our scrollback. var tmp_dir = try internal_os.TempDir.init(); errdefer tmp_dir.deinit(); var filename_buf: [std.fs.max_path_bytes]u8 = undefined; const filename = try std.fmt.bufPrint(&filename_buf, "{s}.txt", .{@tagName(loc)}); // Open our scrollback file var file = try tmp_dir.dir.createFile( filename, switch (builtin.os.tag) { .windows => .{}, else => .{ .mode = 0o600 }, }, ); defer file.close(); // Screen.dumpString writes byte-by-byte, so buffer it var buf_writer = std.io.bufferedWriter(file.writer()); // Write the scrollback contents. This requires a lock. { self.renderer_state.mutex.lock(); defer self.renderer_state.mutex.unlock(); // We only dump history if we have history. We still keep // the file and write the empty file to the pty so that this // command always works on the primary screen. const pages = &self.io.terminal.screen.pages; const sel_: ?terminal.Selection = switch (loc) { .history => history: { // We do not support this for alternate screens // because they don't have scrollback anyways. if (self.io.terminal.active_screen == .alternate) { break :history null; } break :history terminal.Selection.init( pages.getTopLeft(.history), pages.getBottomRight(.history) orelse break :history null, false, ); }, .screen => screen: { break :screen terminal.Selection.init( pages.getTopLeft(.screen), pages.getBottomRight(.screen) orelse break :screen null, false, ); }, .selection => self.io.terminal.screen.selection, }; const sel = sel_ orelse { // If we have no selection we have no data so we do nothing. tmp_dir.deinit(); return; }; // Use topLeft and bottomRight to ensure correct coordinate ordering const tl = sel.topLeft(&self.io.terminal.screen); const br = sel.bottomRight(&self.io.terminal.screen); try self.io.terminal.screen.dumpString( buf_writer.writer(), .{ .tl = tl, .br = br, .unwrap = true, }, ); } try buf_writer.flush(); // Get the final path var path_buf: [std.fs.max_path_bytes]u8 = undefined; const path = try tmp_dir.dir.realpath(filename, &path_buf); switch (write_action) { .open => try internal_os.open(self.alloc, .text, path), .paste => self.io.queueMessage(try termio.Message.writeReq( self.alloc, path, ), .unlocked), } } /// Call this to complete a clipboard request sent to apprt. This should /// only be called once for each request. The data is immediately copied so /// it is safe to free the data after this call. /// /// If `confirmed` is true then any clipboard confirmation prompts are skipped: /// /// - For "regular" pasting this means that unsafe pastes are allowed. Unsafe /// data is defined as data that contains newlines, though this definition /// may change later to detect other scenarios. /// /// - For OSC 52 reads and writes no prompt is shown to the user if /// `confirmed` is true. /// /// If `confirmed` is false then this may return either an UnsafePaste or /// UnauthorizedPaste error, depending on the type of clipboard request. pub fn completeClipboardRequest( self: *Surface, req: apprt.ClipboardRequest, data: [:0]const u8, confirmed: bool, ) !void { switch (req) { .paste => try self.completeClipboardPaste(data, confirmed), .osc_52_read => |clipboard| try self.completeClipboardReadOSC52( data, clipboard, confirmed, ), .osc_52_write => |clipboard| try self.rt_surface.setClipboardString( data, clipboard, !confirmed, ), } } /// This starts a clipboard request, with some basic validation. For example, /// an OSC 52 request is not actually requested if OSC 52 is disabled. fn startClipboardRequest( self: *Surface, loc: apprt.Clipboard, req: apprt.ClipboardRequest, ) !void { switch (req) { .paste => {}, // always allowed .osc_52_read => if (self.config.clipboard_read == .deny) { log.info( "application attempted to read clipboard, but 'clipboard-read' is set to deny", .{}, ); return; }, // No clipboard write code paths travel through this function .osc_52_write => unreachable, } try self.rt_surface.clipboardRequest(loc, req); } fn completeClipboardPaste( self: *Surface, data: []const u8, allow_unsafe: bool, ) !void { if (data.len == 0) return; const critical: struct { bracketed: bool, } = critical: { self.renderer_state.mutex.lock(); defer self.renderer_state.mutex.unlock(); const bracketed = self.io.terminal.modes.get(.bracketed_paste); // If we have paste protection enabled, we detect unsafe pastes and return // an error. The error approach allows apprt to attempt to complete the paste // before falling back to requesting confirmation. // // We do not do this for bracketed pastes because bracketed pastes are // by definition safe since they're framed. const unsafe = unsafe: { // If we've disabled paste protection then we always allow the paste. if (!self.config.clipboard_paste_protection) break :unsafe false; // If we're allowed to paste unsafe data then we always allow the paste. // This is set during confirmation usually. if (allow_unsafe) break :unsafe false; if (bracketed) { // If we're bracketed and the paste contains and ending // bracket then something naughty might be going on and we // never trust it. if (std.mem.indexOf(u8, data, "\x1B[201~") != null) break :unsafe true; // If we are bracketed and configured to trust that then the // paste is not unsafe. if (self.config.clipboard_paste_bracketed_safe) break :unsafe false; } break :unsafe !terminal.isSafePaste(data); }; if (unsafe) { log.info("potentially unsafe paste detected, rejecting until confirmation", .{}); return error.UnsafePaste; } // With the lock held, we must scroll to the bottom. // We always scroll to the bottom for these inputs. self.scrollToBottom() catch |err| { log.warn("error scrolling to bottom err={}", .{err}); }; break :critical .{ .bracketed = bracketed, }; }; if (critical.bracketed) { // If we're bracketd we write the data as-is to the terminal with // the bracketed paste escape codes around it. self.io.queueMessage(.{ .write_stable = "\x1B[200~", }, .unlocked); self.io.queueMessage(try termio.Message.writeReq( self.alloc, data, ), .unlocked); self.io.queueMessage(.{ .write_stable = "\x1B[201~", }, .unlocked); } else { // If its not bracketed the input bytes are indistinguishable from // keystrokes, so we must be careful. For example, we must replace // any newlines with '\r'. // We just do a heap allocation here because its easy and I don't think // worth the optimization of using small messages. var buf = try self.alloc.alloc(u8, data.len); defer self.alloc.free(buf); // This is super, super suboptimal. We can easily make use of SIMD // here, but maybe LLVM in release mode is smart enough to figure // out something clever. Either way, large non-bracketed pastes are // increasingly rare for modern applications. var len: usize = 0; for (data, 0..) |ch, i| { const dch = switch (ch) { '\n' => '\r', '\r' => if (i + 1 < data.len and data[i + 1] == '\n') continue else ch, else => ch, }; buf[len] = dch; len += 1; } self.io.queueMessage(try termio.Message.writeReq( self.alloc, buf[0..len], ), .unlocked); } } fn completeClipboardReadOSC52( self: *Surface, data: []const u8, clipboard_type: apprt.Clipboard, confirmed: bool, ) !void { // We should never get here if clipboard-read is set to deny assert(self.config.clipboard_read != .deny); // If clipboard-read is set to ask and we haven't confirmed with the user, // do that now if (self.config.clipboard_read == .ask and !confirmed) { return error.UnauthorizedPaste; } // Even if the clipboard data is empty we reply, since presumably // the client app is expecting a reply. We first allocate our buffer. // This must hold the base64 encoded data PLUS the OSC code surrounding it. const enc = std.base64.standard.Encoder; const size = enc.calcSize(data.len); var buf = try self.alloc.alloc(u8, size + 9); // const for OSC defer self.alloc.free(buf); const kind: u8 = switch (clipboard_type) { .standard => 'c', .selection => 's', .primary => 'p', }; // Wrap our data with the OSC code const prefix = try std.fmt.bufPrint(buf, "\x1b]52;{c};", .{kind}); assert(prefix.len == 7); buf[buf.len - 2] = '\x1b'; buf[buf.len - 1] = '\\'; // Do the base64 encoding const encoded = enc.encode(buf[prefix.len..], data); assert(encoded.len == size); self.io.queueMessage(try termio.Message.writeReq( self.alloc, buf, ), .unlocked); } fn showDesktopNotification(self: *Surface, title: [:0]const u8, body: [:0]const u8) !void { // Wyhash is used to hash the contents of the desktop notification to limit // how fast identical notifications can be sent sequentially. const hash_algorithm = std.hash.Wyhash; const now = try std.time.Instant.now(); // Set a limit of one desktop notification per second so that the OS // doesn't kill us when we run out of resources. if (self.app.last_notification_time) |last| { if (now.since(last) < 1 * std.time.ns_per_s) { log.warn("rate limiting desktop notifications", .{}); return; } } const new_digest = d: { var hash = hash_algorithm.init(0); hash.update(title); hash.update(body); break :d hash.final(); }; // Set a limit of one notification per five seconds for desktop // notifications with identical content. if (self.app.last_notification_time) |last| { if (self.app.last_notification_digest == new_digest) { if (now.since(last) < 5 * std.time.ns_per_s) { log.warn("suppressing identical desktop notification", .{}); return; } } } self.app.last_notification_time = now; self.app.last_notification_digest = new_digest; try self.rt_app.performAction( .{ .surface = self }, .desktop_notification, .{ .title = title, .body = body, }, ); } fn crashThreadState(self: *Surface) crash.sentry.ThreadState { return .{ .type = .main, .surface = self, }; } /// Tell the surface to present itself to the user. This may involve raising the /// window and switching tabs. fn presentSurface(self: *Surface) !void { try self.rt_app.performAction( .{ .surface = self }, .present_terminal, {}, ); }