//! Window represents a single OS window. //! //! NOTE(multi-window): This may be premature, but this abstraction is here //! to pave the way One Day(tm) for multi-window support. At the time of //! writing, we support exactly one window. const Window = @This(); const std = @import("std"); const builtin = @import("builtin"); const assert = std.debug.assert; const Allocator = std.mem.Allocator; const renderer = @import("renderer.zig"); const termio = @import("termio.zig"); const objc = @import("objc"); const glfw = @import("glfw"); const imgui = @import("imgui"); const libuv = @import("libuv"); const Pty = @import("Pty.zig"); const font = @import("font/main.zig"); const Command = @import("Command.zig"); const SegmentedPool = @import("segmented_pool.zig").SegmentedPool; const trace = @import("tracy").trace; const terminal = @import("terminal/main.zig"); const Config = @import("config.zig").Config; const input = @import("input.zig"); const DevMode = @import("DevMode.zig"); // Get native API access on certain platforms so we can do more customization. const glfwNative = glfw.Native(.{ .cocoa = builtin.os.tag == .macos, }); const log = std.log.scoped(.window); // The preallocation size for the write request pool. This should be big // enough to satisfy most write requests. It must be a power of 2. const WRITE_REQ_PREALLOC = std.math.pow(usize, 2, 5); // The renderer implementation to use. const Renderer = renderer.Renderer; /// Allocator alloc: Allocator, alloc_io_arena: std.heap.ArenaAllocator, /// The font structures font_lib: font.Library, font_group: *font.GroupCache, /// The glfw window handle. window: glfw.Window, /// The glfw mouse cursor handle. cursor: glfw.Cursor, /// Imgui context imgui_ctx: if (DevMode.enabled) *imgui.Context else void, /// The renderer for this window. renderer: Renderer, /// The render state renderer_state: renderer.State, /// The renderer thread manager renderer_thread: renderer.Thread, /// The actual thread renderer_thr: std.Thread, /// The underlying pty for this window. pty: Pty, /// The command we're running for our tty. command: Command, /// Mouse state. mouse: Mouse, /// The terminal IO handler. io: termio.Impl, io_thread: termio.Thread, io_thr: std.Thread, /// The terminal emulator internal state. This is the abstract "terminal" /// that manages input, grid updating, etc. and is renderer-agnostic. It /// just stores internal state about a grid. This is connected back to /// a renderer. terminal: terminal.Terminal, /// The stream parser. terminal_stream: terminal.Stream(*Window), /// Cursor state. terminal_cursor: Cursor, /// The dimensions of the grid in rows and columns. grid_size: renderer.GridSize, /// The reader/writer stream for the pty. pty_stream: libuv.Tty, /// This is the pool of available (unused) write requests. If you grab /// one from the pool, you must put it back when you're done! write_req_pool: SegmentedPool(libuv.WriteReq.T, WRITE_REQ_PREALLOC) = .{}, /// The pool of available buffers for writing to the pty. write_buf_pool: SegmentedPool([64]u8, WRITE_REQ_PREALLOC) = .{}, /// The app configuration config: *const Config, /// Window background color bg_r: f32, bg_g: f32, bg_b: f32, bg_a: f32, /// Bracketed paste mode bracketed_paste: bool = false, /// Set to true for a single GLFW key/char callback cycle to cause the /// char callback to ignore. GLFW seems to always do key followed by char /// callbacks so we abuse that here. This is to solve an issue where commands /// like such as "control-v" will write a "v" even if they're intercepted. ignore_char: bool = false, /// Information related to the current cursor for the window. // // QUESTION(mitchellh): should this be attached to the Screen instead? // I'm not sure if the cursor settings stick to the screen, i.e. if you // change to an alternate screen if those are preserved. Need to check this. const Cursor = struct { /// Timer for cursor blinking. timer: libuv.Timer, /// Start (or restart) the timer. This is idempotent. pub fn startTimer(self: Cursor) !void { try self.timer.start( cursorTimerCallback, 0, self.timer.getRepeat(), ); } /// Stop the timer. This is idempotent. pub fn stopTimer(self: Cursor) !void { try self.timer.stop(); } }; /// Mouse state for the window. 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_point: terminal.point.ScreenPoint = .{}, /// 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 window. left_click_xpos: f64 = 0, left_click_ypos: f64 = 0, /// The last x/y sent for mouse reports. event_point: terminal.point.Viewport = .{}, }; /// Create a new window. This allocates and returns a pointer because we /// need a stable pointer for user data callbacks. Therefore, a stack-only /// initialization is not currently possible. pub fn create(alloc: Allocator, loop: libuv.Loop, config: *const Config) !*Window { var self = try alloc.create(Window); errdefer alloc.destroy(self); // Create our window const window = try glfw.Window.create(640, 480, "ghostty", null, null, Renderer.windowHints()); errdefer window.destroy(); try Renderer.windowInit(window); // TEST // if (builtin.os.tag == .macos) { // const id = glfwNative.getCocoaWindow(window) orelse unreachable; // const nswindow = objc.Object.fromId(id); // const NSWindow = nswindow.getClass().?; // // { // const prop = NSWindow.getProperty("titlebarAppearsTransparent").?; // const setter = if (prop.copyAttributeValue("S")) |val| setter: { // defer objc.free(val); // break :setter objc.sel(val); // } else objc.sel("setTitlebarAppearsTransparent:"); // // nswindow.msgSend(void, setter, .{true}); // } // // { // const NSColor = objc.Class.getClass("NSColor").?; // const nscolor = NSColor.msgSend( // objc.Object, // objc.sel("colorWithSRGBRed:green:blue:alpha:"), // .{ // 1.0, // 0.0, // 0.0, // // @intToFloat(f32, config.background.r) / 255.0, // // @intToFloat(f32, config.background.g) / 255.0, // // @intToFloat(f32, config.background.b) / 255.0, // 1.0, // }, // ); // // const prop = NSWindow.getProperty("backgroundColor").?; // const setter = if (prop.copyAttributeValue("S")) |val| setter: { // defer objc.free(val); // break :setter objc.sel(val); // } else objc.sel("setBackgroundColor:"); // // nswindow.msgSend(void, setter, .{nscolor}); // } // } // Determine our DPI configurations so we can properly configure // font points to pixels and handle other high-DPI scaling factors. const content_scale = try window.getContentScale(); const x_dpi = content_scale.x_scale * font.face.default_dpi; const y_dpi = content_scale.y_scale * font.face.default_dpi; log.debug("xscale={} yscale={} xdpi={} ydpi={}", .{ content_scale.x_scale, content_scale.y_scale, x_dpi, y_dpi, }); // The font size we desire along with the DPI determiend for the window const font_size: font.face.DesiredSize = .{ .points = config.@"font-size", .xdpi = @floatToInt(u16, x_dpi), .ydpi = @floatToInt(u16, y_dpi), }; // Find all the fonts for this window var font_lib = try font.Library.init(); errdefer font_lib.deinit(); var font_group = try alloc.create(font.GroupCache); errdefer alloc.destroy(font_group); font_group.* = try font.GroupCache.init(alloc, group: { var group = try font.Group.init(alloc, font_lib, font_size); errdefer group.deinit(alloc); // Search for fonts if (font.Discover != void) { var disco = font.Discover.init(); defer disco.deinit(); if (config.@"font-family") |family| { var disco_it = try disco.discover(.{ .family = family, .size = font_size.points, }); defer disco_it.deinit(); if (try disco_it.next()) |face| { log.debug("font regular: {s}", .{try face.name()}); try group.addFace(alloc, .regular, face); } } if (config.@"font-family-bold") |family| { var disco_it = try disco.discover(.{ .family = family, .size = font_size.points, .bold = true, }); defer disco_it.deinit(); if (try disco_it.next()) |face| { log.debug("font bold: {s}", .{try face.name()}); try group.addFace(alloc, .bold, face); } } if (config.@"font-family-italic") |family| { var disco_it = try disco.discover(.{ .family = family, .size = font_size.points, .italic = true, }); defer disco_it.deinit(); if (try disco_it.next()) |face| { log.debug("font italic: {s}", .{try face.name()}); try group.addFace(alloc, .italic, face); } } if (config.@"font-family-bold-italic") |family| { var disco_it = try disco.discover(.{ .family = family, .size = font_size.points, .bold = true, .italic = true, }); defer disco_it.deinit(); if (try disco_it.next()) |face| { log.debug("font bold+italic: {s}", .{try face.name()}); try group.addFace(alloc, .bold_italic, face); } } } // Our built-in font will be used as a backup try group.addFace( alloc, .regular, font.DeferredFace.initLoaded(try font.Face.init(font_lib, face_ttf, font_size)), ); try group.addFace( alloc, .bold, font.DeferredFace.initLoaded(try font.Face.init(font_lib, face_bold_ttf, font_size)), ); // Emoji fallback. We don't include this on Mac since Mac is expected // to always have the Apple Emoji available. if (builtin.os.tag != .macos or font.Discover == void) { try group.addFace( alloc, .regular, font.DeferredFace.initLoaded(try font.Face.init(font_lib, face_emoji_ttf, font_size)), ); try group.addFace( alloc, .regular, font.DeferredFace.initLoaded(try font.Face.init(font_lib, face_emoji_text_ttf, font_size)), ); } // If we're on Mac, then we try to use the Apple Emoji font for Emoji. if (builtin.os.tag == .macos and font.Discover != void) { var disco = font.Discover.init(); defer disco.deinit(); var disco_it = try disco.discover(.{ .family = "Apple Color Emoji", .size = font_size.points, }); defer disco_it.deinit(); if (try disco_it.next()) |face| { log.debug("font emoji: {s}", .{try face.name()}); try group.addFace(alloc, .regular, face); } } break :group group; }); errdefer font_group.deinit(alloc); // Create our terminal grid with the initial window size var renderer_impl = try Renderer.init(alloc, font_group); renderer_impl.background = .{ .r = config.background.r, .g = config.background.g, .b = config.background.b, }; renderer_impl.foreground = .{ .r = config.foreground.r, .g = config.foreground.g, .b = config.foreground.b, }; // Calculate our grid size based on known dimensions. const window_size = try window.getSize(); const screen_size: renderer.ScreenSize = .{ .width = window_size.width, .height = window_size.height, }; const grid_size = renderer.GridSize.init(screen_size, renderer_impl.cell_size); // Set a minimum size that is cols=10 h=4. This matches Mac's Terminal.app // but is otherwise somewhat arbitrary. try window.setSizeLimits(.{ .width = @floatToInt(u32, renderer_impl.cell_size.width * 10), .height = @floatToInt(u32, renderer_impl.cell_size.height * 4), }, .{ .width = null, .height = null }); // Create our pty var pty = try Pty.open(.{ .ws_row = @intCast(u16, grid_size.rows), .ws_col = @intCast(u16, grid_size.columns), .ws_xpixel = @intCast(u16, window_size.width), .ws_ypixel = @intCast(u16, window_size.height), }); errdefer pty.deinit(); // Create our child process const path = (try Command.expandPath(alloc, config.command orelse "sh")) orelse return error.CommandNotFound; defer alloc.free(path); var env = try std.process.getEnvMap(alloc); defer env.deinit(); try env.put("TERM", "xterm-256color"); var cmd: Command = .{ .path = path, .args = &[_][]const u8{path}, .env = &env, .cwd = config.@"working-directory", .pre_exec = (struct { fn callback(c: *Command) void { const p = c.getData(Pty) orelse unreachable; p.childPreExec() catch |err| log.err("error initializing child: {}", .{err}); } }).callback, .data = &pty, }; // note: can't set these in the struct initializer because it // sets the handle to "0". Probably a stage1 zig bug. cmd.stdin = std.fs.File{ .handle = pty.slave }; cmd.stdout = cmd.stdin; cmd.stderr = cmd.stdin; try cmd.start(alloc); log.debug("started subcommand path={s} pid={?}", .{ path, cmd.pid }); // Read data var stream = try libuv.Tty.init(alloc, loop, pty.master); errdefer stream.deinit(alloc); stream.setData(self); try stream.readStart(ttyReadAlloc, ttyRead); // Create our terminal var term = try terminal.Terminal.init(alloc, grid_size.columns, grid_size.rows); errdefer term.deinit(alloc); // Setup a timer for blinking the cursor var timer = try libuv.Timer.init(alloc, loop); errdefer timer.deinit(alloc); errdefer timer.close(null); timer.setData(self); try timer.start(cursorTimerCallback, 600, 600); // Create the cursor const cursor = try glfw.Cursor.createStandard(.ibeam); errdefer cursor.destroy(); try window.setCursor(cursor); // Create our IO allocator arena. Libuv appears to guarantee (in code, // not in docs) that read_alloc is called directly before a read so // we can use an arena to make allocation faster. var io_arena = std.heap.ArenaAllocator.init(alloc); errdefer io_arena.deinit(); // Start our IO implementation var io = try termio.Impl.init(alloc, .{ .grid_size = grid_size, .screen_size = screen_size, .config = config, }); errdefer io.deinit(alloc); // Create the IO thread var io_thread = try termio.Thread.init(alloc, &self.io); errdefer io_thread.deinit(); // The mutex used to protect our renderer state. var mutex = try alloc.create(std.Thread.Mutex); mutex.* = .{}; errdefer alloc.destroy(mutex); // Create the renderer thread var render_thread = try renderer.Thread.init( alloc, window, &self.renderer, &self.renderer_state, ); errdefer render_thread.deinit(); self.* = .{ .alloc = alloc, .alloc_io_arena = io_arena, .font_lib = font_lib, .font_group = font_group, .window = window, .cursor = cursor, .renderer = renderer_impl, .renderer_thread = render_thread, .renderer_state = .{ .mutex = mutex, .focused = false, .resize_screen = screen_size, .cursor = .{ .style = .blinking_block, .visible = true, .blink = false, }, .terminal = &self.terminal, .devmode = if (!DevMode.enabled) null else &DevMode.instance, }, .renderer_thr = undefined, .pty = pty, .command = cmd, .mouse = .{}, .io = io, .io_thread = io_thread, .io_thr = undefined, .terminal = term, .terminal_stream = .{ .handler = self }, .terminal_cursor = .{ .timer = timer }, .grid_size = grid_size, .pty_stream = stream, .config = config, .bg_r = @intToFloat(f32, config.background.r) / 255.0, .bg_g = @intToFloat(f32, config.background.g) / 255.0, .bg_b = @intToFloat(f32, config.background.b) / 255.0, .bg_a = 1.0, .imgui_ctx = if (!DevMode.enabled) void else try imgui.Context.create(), }; errdefer if (DevMode.enabled) self.imgui_ctx.destroy(); // Setup our callbacks and user data window.setUserPointer(self); window.setSizeCallback(sizeCallback); window.setCharCallback(charCallback); window.setKeyCallback(keyCallback); window.setFocusCallback(focusCallback); window.setRefreshCallback(refreshCallback); window.setScrollCallback(scrollCallback); window.setCursorPosCallback(cursorPosCallback); window.setMouseButtonCallback(mouseButtonCallback); // Call our size callback which handles all our retina setup // Note: this shouldn't be necessary and when we clean up the window // 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. sizeCallback( window, @intCast(i32, window_size.width), @intCast(i32, window_size.height), ); // Load imgui. This must be done LAST because it has to be done after // all our GLFW setup is complete. if (DevMode.enabled) { const dev_io = try imgui.IO.get(); dev_io.cval().IniFilename = "ghostty_dev_mode.ini"; // Add our built-in fonts so it looks slightly better const dev_atlas = @ptrCast(*imgui.FontAtlas, dev_io.cval().Fonts); dev_atlas.addFontFromMemoryTTF( face_ttf, @intToFloat(f32, font_size.pixels()), ); // Default dark style const style = try imgui.Style.get(); style.colorsDark(); // Add our window to the instance DevMode.instance.window = self; } // Give the renderer one more opportunity to finalize any window // setup on the main thread prior to spinning up the rendering thread. try renderer_impl.finalizeInit(window); // Start our renderer thread self.renderer_thr = try std.Thread.spawn( .{}, renderer.Thread.threadMain, .{&self.renderer_thread}, ); // Start our IO thread self.io_thr = try std.Thread.spawn( .{}, termio.Thread.threadMain, .{&self.io_thread}, ); return self; } pub fn destroy(self: *Window) void { { // Stop rendering thread self.renderer_thread.stop.send() 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.window) catch unreachable; self.renderer_thread.deinit(); // Deinit our renderer self.renderer.deinit(); } if (DevMode.enabled) { // Clear the window DevMode.instance.window = null; // Uninitialize imgui self.imgui_ctx.destroy(); } { // Stop our IO thread self.io_thread.stop.send() catch |err| log.err("error notifying io thread to stop, may stall err={}", .{err}); self.io_thr.join(); self.io_thread.deinit(); // Deinitialize our terminal IO self.io.deinit(self.alloc); } // Deinitialize the pty. This closes the pty handles. This should // cause a close in the our subprocess so just wait for that. self.pty.deinit(); _ = self.command.wait() catch |err| log.err("error waiting for command to exit: {}", .{err}); self.terminal.deinit(self.alloc); self.window.destroy(); self.terminal_cursor.timer.close((struct { fn callback(t: *libuv.Timer) void { const alloc = t.loop().getData(Allocator).?.*; t.deinit(alloc); } }).callback); // We have to dealloc our window in the close callback because // we can't free some of the memory associated with the window // until the stream is closed. self.pty_stream.readStop(); self.pty_stream.close((struct { fn callback(t: *libuv.Tty) void { const win = t.getData(Window).?; const alloc = win.alloc; t.deinit(alloc); win.write_req_pool.deinit(alloc); win.write_buf_pool.deinit(alloc); win.alloc.destroy(win); } }).callback); // We can destroy the cursor right away. glfw will just revert any // windows using it to the default. self.cursor.destroy(); self.font_group.deinit(self.alloc); self.font_lib.deinit(); self.alloc.destroy(self.font_group); self.alloc_io_arena.deinit(); self.alloc.destroy(self.renderer_state.mutex); } pub fn shouldClose(self: Window) bool { return self.window.shouldClose(); } /// Queue a write to the pty. fn queueWrite(self: *Window, data: []const u8) !void { // We go through and chunk the data if necessary to fit into // our cached buffers that we can queue to the stream. var i: usize = 0; while (i < data.len) { const req = try self.write_req_pool.get(); const buf = try self.write_buf_pool.get(); const end = @min(data.len, i + buf.len); std.mem.copy(u8, buf, data[i..end]); try self.pty_stream.write( .{ .req = req }, &[1][]u8{buf[0..(end - i)]}, ttyWrite, ); i = end; } } /// 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: *const Window) !void { try self.renderer_thread.wakeup.send(); } /// The cursor position from glfw directly is in screen coordinates but /// all our internal state works in pixels. fn cursorPosToPixels(self: Window, pos: glfw.Window.CursorPos) glfw.Window.CursorPos { // The cursor position is in screen coordinates but we // want it in pixels. we need to get both the size of the // window in both to get the ratio to make the conversion. const size = self.window.getSize() catch unreachable; const fb_size = self.window.getFramebufferSize() catch unreachable; // If our framebuffer and screen are the same, then there is no scaling // happening and we can short-circuit by returning the pos as-is. if (fb_size.width == size.width and fb_size.height == size.height) return pos; const x_scale = @intToFloat(f64, fb_size.width) / @intToFloat(f64, size.width); const y_scale = @intToFloat(f64, fb_size.height) / @intToFloat(f64, size.height); return .{ .xpos = pos.xpos * x_scale, .ypos = pos.ypos * y_scale, }; } fn sizeCallback(window: glfw.Window, width: i32, height: i32) void { const tracy = trace(@src()); defer tracy.end(); // glfw gives us signed integers, but negative width/height is n // non-sensical so we use unsigned throughout, so assert. assert(width >= 0); assert(height >= 0); // Get our framebuffer size since this will give us the size in pixels // whereas width/height in this callback is in screen coordinates. For // Retina displays (or any other displays that have a scale factor), // these will not match. const px_size = window.getFramebufferSize() catch |err| err: { log.err("error querying window size in pixels, will use screen size err={}", .{err}); break :err glfw.Window.Size{ .width = @intCast(u32, width), .height = @intCast(u32, height), }; }; const screen_size: renderer.ScreenSize = .{ .width = px_size.width, .height = px_size.height, }; const win = window.getUserPointer(Window) orelse return; // Resize usually forces a redraw win.queueRender() catch |err| log.err("error scheduling render timer in sizeCallback err={}", .{err}); // Recalculate our grid size win.grid_size.update(screen_size, win.renderer.cell_size); // Update the size of our pty win.pty.setSize(.{ .ws_row = @intCast(u16, win.grid_size.rows), .ws_col = @intCast(u16, win.grid_size.columns), .ws_xpixel = @intCast(u16, width), .ws_ypixel = @intCast(u16, height), }) catch |err| log.err("error updating pty screen size err={}", .{err}); // Enter the critical area that we want to keep small { win.renderer_state.mutex.lock(); defer win.renderer_state.mutex.unlock(); // We need to setup our render state to store our new pending size win.renderer_state.resize_screen = screen_size; // Update the size of our terminal state win.terminal.resize(win.alloc, win.grid_size.columns, win.grid_size.rows) catch |err| log.err("error updating terminal size: {}", .{err}); } } fn charCallback(window: glfw.Window, codepoint: u21) void { const tracy = trace(@src()); defer tracy.end(); const win = window.getUserPointer(Window) orelse return; // Dev Mode if (DevMode.enabled and DevMode.instance.visible) { // If the event was handled by imgui, ignore it. if (imgui.IO.get()) |io| { if (io.cval().WantCaptureKeyboard) { win.queueRender() catch |err| log.err("error scheduling render timer err={}", .{err}); } } else |_| {} } // Ignore if requested. See field docs for more information. if (win.ignore_char) { win.ignore_char = false; return; } // Anytime is character is created, we have to clear the selection if (win.terminal.selection != null) { win.terminal.selection = null; win.queueRender() catch |err| log.err("error scheduling render in charCallback err={}", .{err}); } // We want to scroll to the bottom // TODO: detect if we're at the bottom to avoid the render call here. win.terminal.scrollViewport(.{ .bottom = {} }) catch |err| log.err("error scrolling viewport err={}", .{err}); win.queueRender() catch |err| log.err("error scheduling render in charCallback err={}", .{err}); // Write the character to the pty win.queueWrite(&[1]u8{@intCast(u8, codepoint)}) catch |err| log.err("error queueing write in charCallback err={}", .{err}); } fn keyCallback( window: glfw.Window, key: glfw.Key, scancode: i32, action: glfw.Action, mods: glfw.Mods, ) void { const tracy = trace(@src()); defer tracy.end(); const win = window.getUserPointer(Window) orelse return; // Dev Mode if (DevMode.enabled and DevMode.instance.visible) { // If the event was handled by imgui, ignore it. if (imgui.IO.get()) |io| { if (io.cval().WantCaptureKeyboard) { win.queueRender() catch |err| log.err("error scheduling render timer err={}", .{err}); } } else |_| {} } // Reset the ignore char setting. If we didn't handle the char // by here, we aren't going to get it so we just reset this. win.ignore_char = false; //log.info("KEY {} {} {} {}", .{ key, scancode, mods, action }); _ = scancode; if (action == .press or action == .repeat) { // Convert our glfw input into a platform agnostic trigger. When we // extract the platform out of this file, we'll pull a lot of this out // into a function. For now, this is the only place we do it so we just // put it right here. const trigger: input.Binding.Trigger = .{ .mods = @bitCast(input.Mods, mods), .key = switch (key) { .a => .a, .b => .b, .c => .c, .d => .d, .e => .e, .f => .f, .g => .g, .h => .h, .i => .i, .j => .j, .k => .k, .l => .l, .m => .m, .n => .n, .o => .o, .p => .p, .q => .q, .r => .r, .s => .s, .t => .t, .u => .u, .v => .v, .w => .w, .x => .x, .y => .y, .z => .z, .up => .up, .down => .down, .right => .right, .left => .left, .home => .home, .end => .end, .page_up => .page_up, .page_down => .page_down, .escape => .escape, .F1 => .f1, .F2 => .f2, .F3 => .f3, .F4 => .f4, .F5 => .f5, .F6 => .f6, .F7 => .f7, .F8 => .f8, .F9 => .f9, .F10 => .f10, .F11 => .f11, .F12 => .f12, .grave_accent => .grave_accent, else => .invalid, }, }; //log.warn("BINDING TRIGGER={}", .{trigger}); if (win.config.keybind.set.get(trigger)) |binding_action| { //log.warn("BINDING ACTION={}", .{binding_action}); switch (binding_action) { .unbind => unreachable, .ignore => {}, .csi => |data| { win.queueWrite("\x1B[") catch |err| log.err("error queueing write in keyCallback err={}", .{err}); win.queueWrite(data) catch |err| log.warn("error pasting clipboard: {}", .{err}); }, .copy_to_clipboard => { if (win.terminal.selection) |sel| { var buf = win.terminal.screen.selectionString(win.alloc, sel) catch |err| { log.err("error reading selection string err={}", .{err}); return; }; defer win.alloc.free(buf); glfw.setClipboardString(buf) catch |err| { log.err("error setting clipboard string err={}", .{err}); return; }; } }, .paste_from_clipboard => { const data = glfw.getClipboardString() catch |err| { log.warn("error reading clipboard: {}", .{err}); return; }; if (data.len > 0) { if (win.bracketed_paste) win.queueWrite("\x1B[200~") catch |err| log.err("error queueing write in keyCallback err={}", .{err}); win.queueWrite(data) catch |err| log.warn("error pasting clipboard: {}", .{err}); if (win.bracketed_paste) win.queueWrite("\x1B[201~") catch |err| log.err("error queueing write in keyCallback err={}", .{err}); } }, .toggle_dev_mode => if (DevMode.enabled) { DevMode.instance.visible = !DevMode.instance.visible; win.queueRender() catch unreachable; } else log.warn("dev mode was not compiled into this binary", .{}), } // Bindings always result in us ignoring the char if printable win.ignore_char = true; // No matter what, if there is a binding then we are done. return; } // Handle non-printables const char: u8 = char: { const mods_int = @bitCast(u8, mods); const ctrl_only = @bitCast(u8, glfw.Mods{ .control = true }); // If we're only pressing control, check if this is a character // we convert to a non-printable. if (mods_int == ctrl_only) { const val: u8 = switch (key) { .a => 0x01, .b => 0x02, .c => 0x03, .d => 0x04, .e => 0x05, .f => 0x06, .g => 0x07, .h => 0x08, .i => 0x09, .j => 0x0A, .k => 0x0B, .l => 0x0C, .m => 0x0D, .n => 0x0E, .o => 0x0F, .p => 0x10, .q => 0x11, .r => 0x12, .s => 0x13, .t => 0x14, .u => 0x15, .v => 0x16, .w => 0x17, .x => 0x18, .y => 0x19, .z => 0x1A, else => 0, }; if (val > 0) break :char val; } // Otherwise, we don't care what modifiers we press we do this. break :char @as(u8, switch (key) { .backspace => 0x7F, .enter => '\r', .tab => '\t', .escape => 0x1B, else => 0, }); }; if (char > 0) { win.queueWrite(&[1]u8{char}) catch |err| log.err("error queueing write in keyCallback err={}", .{err}); } } } fn focusCallback(window: glfw.Window, focused: bool) void { const tracy = trace(@src()); defer tracy.end(); const win = window.getUserPointer(Window) orelse return; // We have to schedule a render because no matter what we're changing // the cursor. If we're focused its reappearing, if we're not then // its changing to hollow and not blinking. win.queueRender() catch unreachable; if (focused) win.terminal_cursor.startTimer() catch unreachable else win.terminal_cursor.stopTimer() catch unreachable; // We are modifying renderer state from here on out win.renderer_state.mutex.lock(); defer win.renderer_state.mutex.unlock(); win.renderer_state.focused = focused; } fn refreshCallback(window: glfw.Window) void { const tracy = trace(@src()); defer tracy.end(); const win = window.getUserPointer(Window) orelse return; // The point of this callback is to schedule a render, so do that. win.queueRender() catch unreachable; } fn scrollCallback(window: glfw.Window, xoff: f64, yoff: f64) void { const tracy = trace(@src()); defer tracy.end(); const win = window.getUserPointer(Window) orelse return; // If our dev mode window is visible then we always schedule a render on // cursor move because the cursor might touch our windows. if (DevMode.enabled and DevMode.instance.visible) { win.queueRender() catch |err| log.err("error scheduling render timer err={}", .{err}); // If the mouse event was handled by imgui, ignore it. if (imgui.IO.get()) |io| { if (io.cval().WantCaptureMouse) return; } else |_| {} } // If we're scrolling up or down, then send a mouse event if (yoff != 0) { const pos = window.getCursorPos() catch |err| { log.err("error reading cursor position: {}", .{err}); return; }; win.mouseReport(if (yoff < 0) .five else .four, .press, win.mouse.mods, pos) catch |err| { log.err("error reporting mouse event: {}", .{err}); return; }; } //log.info("SCROLL: {} {}", .{ xoff, yoff }); _ = xoff; // Positive is up const sign: isize = if (yoff > 0) -1 else 1; const delta: isize = sign * @max(@divFloor(win.grid_size.rows, 15), 1); log.info("scroll: delta={}", .{delta}); win.terminal.scrollViewport(.{ .delta = delta }) catch |err| log.err("error scrolling viewport err={}", .{err}); // Schedule render since scrolling usually does something. // TODO(perf): we can only schedule render if we know scrolling // did something win.queueRender() catch unreachable; } /// The type of action to report for a mouse event. const MouseReportAction = enum { press, release, motion }; fn mouseReport( self: *Window, button: ?input.MouseButton, action: MouseReportAction, mods: input.Mods, unscaled_pos: glfw.Window.CursorPos, ) !void { // TODO: posToViewport currently clamps to the window boundary, // do we want to not report mouse events at all outside the window? // Depending on the event, we may do nothing at all. switch (self.terminal.modes.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 => {}, } // This format reports X/Y const pos = self.cursorPosToPixels(unscaled_pos); const viewport_point = self.posToViewport(pos.xpos, pos.ypos); // For button events, we only report if we moved cells if (self.terminal.modes.mouse_event == .button or self.terminal.modes.mouse_event == .any) { if (self.mouse.event_point.x == viewport_point.x and self.mouse.event_point.y == viewport_point.y) return; // Record our new point 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.terminal.modes.mouse_format != .sgr) { // 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, .right => 1, .middle => 2, .four => 64, .five => 65, else => return, // unsupported }; } // X10 doesn't have modifiers if (self.terminal.modes.mouse_event != .x10) { if (mods.shift) acc += 4; if (mods.super) acc += 8; if (mods.ctrl) acc += 16; } // Motion adds another bit if (action == .motion) acc += 32; break :code acc; }; switch (self.terminal.modes.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 proto wants 1 var buf = [_]u8{ '\x1b', '[', 'M', 0, 0, 0 }; buf[3] = 32 + button_code; buf[4] = 32 + @intCast(u8, viewport_point.x) + 1; buf[5] = 32 + @intCast(u8, viewport_point.y) + 1; try self.queueWrite(&buf); }, .utf8 => { // Maximum of 12 because at most we have 2 fully UTF-8 encoded chars var buf: [12]u8 = undefined; buf[0] = '\x1b'; buf[1] = '['; buf[2] = 'M'; // The button code will always fit in a single u8 buf[3] = 32 + button_code; // UTF-8 encode the x/y var i: usize = 4; i += try std.unicode.utf8Encode(@intCast(u21, 32 + viewport_point.x + 1), buf[i..]); i += try std.unicode.utf8Encode(@intCast(u21, 32 + viewport_point.y + 1), buf[i..]); try self.queueWrite(buf[0..i]); }, .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 buf: [32]u8 = undefined; const resp = try std.fmt.bufPrint(&buf, "\x1B[<{d};{d};{d}{c}", .{ button_code, viewport_point.x + 1, viewport_point.y + 1, final, }); try self.queueWrite(resp); }, .urxvt => { // Response always is at least 4 chars, so this leaves the // remainder for numbers which are very large... var buf: [32]u8 = undefined; const resp = try std.fmt.bufPrint(&buf, "\x1B[{d};{d};{d}M", .{ 32 + button_code, viewport_point.x + 1, viewport_point.y + 1, }); try self.queueWrite(resp); }, .sgr_pixels => { // 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 buf: [32]u8 = undefined; const resp = try std.fmt.bufPrint(&buf, "\x1B[<{d};{d};{d}{c}", .{ button_code, pos.xpos, pos.ypos, final, }); try self.queueWrite(resp); }, } } fn mouseButtonCallback( window: glfw.Window, glfw_button: glfw.MouseButton, glfw_action: glfw.Action, mods: glfw.Mods, ) void { const tracy = trace(@src()); defer tracy.end(); const win = window.getUserPointer(Window) orelse return; // If our dev mode window is visible then we always schedule a render on // cursor move because the cursor might touch our windows. if (DevMode.enabled and DevMode.instance.visible) { win.queueRender() catch |err| log.err("error scheduling render timer in cursorPosCallback err={}", .{err}); // If the mouse event was handled by imgui, ignore it. if (imgui.IO.get()) |io| { if (io.cval().WantCaptureMouse) return; } else |_| {} } // Convert glfw button to input button const button: input.MouseButton = switch (glfw_button) { .left => .left, .right => .right, .middle => .middle, .four => .four, .five => .five, .six => .six, .seven => .seven, .eight => .eight, }; const action: input.MouseButtonState = switch (glfw_action) { .press => .press, .release => .release, else => unreachable, }; // Always record our latest mouse state win.mouse.click_state[@enumToInt(button)] = action; win.mouse.mods = @bitCast(input.Mods, mods); // Report mouse events if enabled if (win.terminal.modes.mouse_event != .none) { const pos = window.getCursorPos() catch |err| { log.err("error reading cursor position: {}", .{err}); return; }; const report_action: MouseReportAction = switch (action) { .press => .press, .release => .release, }; win.mouseReport( button, report_action, win.mouse.mods, pos, ) catch |err| { log.err("error reporting mouse event: {}", .{err}); return; }; } // For left button clicks we always record some information for // selection/highlighting purposes. if (button == .left and action == .press) { const pos = win.cursorPosToPixels(window.getCursorPos() catch |err| { log.err("error reading cursor position: {}", .{err}); return; }); // Store it const point = win.posToViewport(pos.xpos, pos.ypos); win.mouse.left_click_point = point.toScreen(&win.terminal.screen); win.mouse.left_click_xpos = pos.xpos; win.mouse.left_click_ypos = pos.ypos; // Selection is always cleared if (win.terminal.selection != null) { win.terminal.selection = null; win.queueRender() catch |err| log.err("error scheduling render in mouseButtinCallback err={}", .{err}); } } } fn cursorPosCallback( window: glfw.Window, unscaled_xpos: f64, unscaled_ypos: f64, ) void { const tracy = trace(@src()); defer tracy.end(); const win = window.getUserPointer(Window) orelse return; // If our dev mode window is visible then we always schedule a render on // cursor move because the cursor might touch our windows. if (DevMode.enabled and DevMode.instance.visible) { win.queueRender() catch |err| log.err("error scheduling render timer in cursorPosCallback err={}", .{err}); // If the mouse event was handled by imgui, ignore it. if (imgui.IO.get()) |io| { if (io.cval().WantCaptureMouse) return; } else |_| {} } // Do a mouse report if (win.terminal.modes.mouse_event != .none) { // 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 (win.mouse.click_state) |state, i| { if (state == .press) break :button @intToEnum(input.MouseButton, i); } else null; win.mouseReport(button, .motion, win.mouse.mods, .{ .xpos = unscaled_xpos, .ypos = unscaled_ypos, }) catch |err| { log.err("error reporting mouse event: {}", .{err}); return; }; // If we're doing mouse motion tracking, we do not support text // selection. return; } // If the cursor isn't clicked currently, it doesn't matter if (win.mouse.click_state[@enumToInt(input.MouseButton.left)] != .press) return; // All roads lead to requiring a re-render at this pont. win.queueRender() catch |err| log.err("error scheduling render timer in cursorPosCallback err={}", .{err}); // Convert to pixels from screen coords const pos = win.cursorPosToPixels(.{ .xpos = unscaled_xpos, .ypos = unscaled_ypos }); const xpos = pos.xpos; const ypos = pos.ypos; // Convert to points const viewport_point = win.posToViewport(xpos, ypos); const screen_point = viewport_point.toScreen(&win.terminal.screen); // 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. if (win.terminal.selection) |sel| { const reset: bool = if (sel.end.before(sel.start)) sel.start.before(screen_point) else screen_point.before(sel.start); if (reset) win.terminal.selection = null; } // Our logic for determing 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. // // the boundary point at which we consider selection or non-selection const cell_xboundary = win.renderer.cell_size.width * 0.6; // first xpos of the clicked cell const cell_xstart = @intToFloat(f32, win.mouse.left_click_point.x) * win.renderer.cell_size.width; const cell_start_xpos = win.mouse.left_click_xpos - cell_xstart; // 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 (std.meta.eql(screen_point, win.mouse.left_click_point)) { const cell_xpos = xpos - cell_xstart; const selected: bool = if (cell_start_xpos < cell_xboundary) cell_xpos >= cell_xboundary else cell_xpos < cell_xboundary; win.terminal.selection = if (selected) .{ .start = screen_point, .end = screen_point, } else null; return; } // If this is a different cell and we haven't started selection, // we determine the starting cell first. if (win.terminal.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 click_point = win.mouse.left_click_point; const start: terminal.point.ScreenPoint = if (screen_point.before(click_point)) start: { if (win.mouse.left_click_xpos > cell_xboundary) { break :start click_point; } else { break :start if (click_point.x > 0) terminal.point.ScreenPoint{ .y = click_point.y, .x = click_point.x - 1, } else terminal.point.ScreenPoint{ .x = win.terminal.screen.cols - 1, .y = click_point.y -| 1, }; } } else start: { if (win.mouse.left_click_xpos < cell_xboundary) { break :start click_point; } else { break :start if (click_point.x < win.terminal.screen.cols - 1) terminal.point.ScreenPoint{ .y = click_point.y, .x = click_point.x + 1, } else terminal.point.ScreenPoint{ .y = click_point.y + 1, .x = 0, }; } }; win.terminal.selection = .{ .start = start, .end = screen_point }; 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(win.terminal.selection != null); win.terminal.selection.?.end = screen_point; } fn posToViewport(self: Window, xpos: f64, ypos: f64) terminal.point.Viewport { // xpos and ypos can be negative if while dragging, the user moves the // mouse off the window. Likewise, they can be larger than our window // width if the user drags out of the window positively. return .{ .x = if (xpos < 0) 0 else x: { // Our cell is the mouse divided by cell width const cell_width = @floatCast(f64, self.renderer.cell_size.width); const x = @floatToInt(usize, xpos / cell_width); // Can be off the screen if the user drags it out, so max // it out on our available columns break :x @min(x, self.terminal.cols - 1); }, .y = if (ypos < 0) 0 else y: { const cell_height = @floatCast(f64, self.renderer.cell_size.height); const y = @floatToInt(usize, ypos / cell_height); break :y @min(y, self.terminal.rows - 1); }, }; } fn cursorTimerCallback(t: *libuv.Timer) void { const tracy = trace(@src()); defer tracy.end(); const win = t.getData(Window) orelse return; // We are modifying renderer state from here on out win.renderer_state.mutex.lock(); defer win.renderer_state.mutex.unlock(); // If the cursor is currently invisible, then we do nothing. Ideally // in this state the timer would be cancelled but no big deal. if (!win.renderer_state.cursor.visible) return; // Swap blink state and schedule a render win.renderer_state.cursor.blink = !win.renderer_state.cursor.blink; win.queueRender() catch unreachable; } fn ttyReadAlloc(t: *libuv.Tty, size: usize) ?[]u8 { const tracy = trace(@src()); defer tracy.end(); const win = t.getData(Window) orelse return null; const alloc = win.alloc_io_arena.allocator(); return alloc.alloc(u8, size) catch null; } fn ttyRead(t: *libuv.Tty, n: isize, buf: []const u8) void { const tracy = trace(@src()); tracy.color(0xEAEA7F); // yellow-ish defer tracy.end(); const win = t.getData(Window).?; defer { const alloc = win.alloc_io_arena.allocator(); alloc.free(buf); } // log.info("DATA: {d}", .{n}); // log.info("DATA: {any}", .{buf[0..@intCast(usize, n)]}); // First check for errors in the case n is less than 0. libuv.convertError(@intCast(i32, n)) catch |err| { switch (err) { // ignore EOF because it should end the process. libuv.Error.EOF => {}, else => log.err("read error: {}", .{err}), } return; }; // We are modifying terminal state from here on out win.renderer_state.mutex.lock(); defer win.renderer_state.mutex.unlock(); // Whenever a character is typed, we ensure the cursor is in the // non-blink state so it is rendered if visible. win.renderer_state.cursor.blink = false; if (win.terminal_cursor.timer.isActive() catch false) { _ = win.terminal_cursor.timer.again() catch null; } // Schedule a render win.queueRender() catch unreachable; // Process the terminal data. This is an extremely hot part of the // terminal emulator, so we do some abstraction leakage to avoid // function calls and unnecessary logic. // // The ground state is the only state that we can see and print/execute // ASCII, so we only execute this hot path if we're already in the ground // state. // // Empirically, this alone improved throughput of large text output by ~20%. var i: usize = 0; const end = @intCast(usize, n); if (win.terminal_stream.parser.state == .ground) { for (buf[i..end]) |c| { switch (terminal.parse_table.table[c][@enumToInt(terminal.Parser.State.ground)].action) { // Print, call directly. .print => win.print(@intCast(u21, c)) catch |err| log.err("error processing terminal data: {}", .{err}), // C0 execute, let our stream handle this one but otherwise // continue since we're guaranteed to be back in ground. .execute => win.terminal_stream.execute(c) catch |err| log.err("error processing terminal data: {}", .{err}), // Otherwise, break out and go the slow path until we're // back in ground. There is a slight optimization here where // could try to find the next transition to ground but when // I implemented that it didn't materially change performance. else => break, } i += 1; } } if (i < end) { win.terminal_stream.nextSlice(buf[i..end]) catch |err| log.err("error processing terminal data: {}", .{err}); } } fn ttyWrite(req: *libuv.WriteReq, status: i32) void { const tracy = trace(@src()); defer tracy.end(); const tty = req.handle(libuv.Tty).?; const win = tty.getData(Window).?; win.write_req_pool.put(); win.write_buf_pool.put(); libuv.convertError(status) catch |err| log.err("write error: {}", .{err}); //log.info("WROTE: {d}", .{status}); } //------------------------------------------------------------------- // Stream Callbacks pub fn print(self: *Window, c: u21) !void { try self.terminal.print(c); } pub fn bell(self: Window) !void { _ = self; log.info("BELL", .{}); } pub fn backspace(self: *Window) !void { self.terminal.backspace(); } pub fn horizontalTab(self: *Window) !void { try self.terminal.horizontalTab(); } pub fn linefeed(self: *Window) !void { // Small optimization: call index instead of linefeed because they're // identical and this avoids one layer of function call overhead. try self.terminal.index(); } pub fn carriageReturn(self: *Window) !void { self.terminal.carriageReturn(); } pub fn setCursorLeft(self: *Window, amount: u16) !void { self.terminal.cursorLeft(amount); } pub fn setCursorRight(self: *Window, amount: u16) !void { self.terminal.cursorRight(amount); } pub fn setCursorDown(self: *Window, amount: u16) !void { self.terminal.cursorDown(amount); } pub fn setCursorUp(self: *Window, amount: u16) !void { self.terminal.cursorUp(amount); } pub fn setCursorCol(self: *Window, col: u16) !void { self.terminal.setCursorColAbsolute(col); } pub fn setCursorRow(self: *Window, row: u16) !void { if (self.terminal.modes.origin) { // TODO log.err("setCursorRow: implement origin mode", .{}); unreachable; } self.terminal.setCursorPos(row, self.terminal.screen.cursor.x + 1); } pub fn setCursorPos(self: *Window, row: u16, col: u16) !void { self.terminal.setCursorPos(row, col); } pub fn eraseDisplay(self: *Window, mode: terminal.EraseDisplay) !void { if (mode == .complete) { // Whenever we erase the full display, scroll to bottom. try self.terminal.scrollViewport(.{ .bottom = {} }); try self.queueRender(); } self.terminal.eraseDisplay(mode); } pub fn eraseLine(self: *Window, mode: terminal.EraseLine) !void { self.terminal.eraseLine(mode); } pub fn deleteChars(self: *Window, count: usize) !void { try self.terminal.deleteChars(count); } pub fn eraseChars(self: *Window, count: usize) !void { self.terminal.eraseChars(count); } pub fn insertLines(self: *Window, count: usize) !void { try self.terminal.insertLines(count); } pub fn insertBlanks(self: *Window, count: usize) !void { self.terminal.insertBlanks(count); } pub fn deleteLines(self: *Window, count: usize) !void { try self.terminal.deleteLines(count); } pub fn reverseIndex(self: *Window) !void { try self.terminal.reverseIndex(); } pub fn index(self: *Window) !void { try self.terminal.index(); } pub fn nextLine(self: *Window) !void { self.terminal.carriageReturn(); try self.terminal.index(); } pub fn setTopAndBottomMargin(self: *Window, top: u16, bot: u16) !void { self.terminal.setScrollingRegion(top, bot); } pub fn setMode(self: *Window, mode: terminal.Mode, enabled: bool) !void { switch (mode) { .reverse_colors => { self.terminal.modes.reverse_colors = enabled; // Schedule a render since we changed colors try self.queueRender(); }, .origin => { self.terminal.modes.origin = enabled; self.terminal.setCursorPos(1, 1); }, .autowrap => { self.terminal.modes.autowrap = enabled; }, .cursor_visible => { self.renderer_state.cursor.visible = enabled; }, .alt_screen_save_cursor_clear_enter => { const opts: terminal.Terminal.AlternateScreenOptions = .{ .cursor_save = true, .clear_on_enter = true, }; if (enabled) self.terminal.alternateScreen(opts) else self.terminal.primaryScreen(opts); // Schedule a render since we changed screens try self.queueRender(); }, .bracketed_paste => self.bracketed_paste = true, .enable_mode_3 => { // Disable deccolm self.terminal.setDeccolmSupported(enabled); // Force resize back to the window size self.terminal.resize(self.alloc, self.grid_size.columns, self.grid_size.rows) catch |err| log.err("error updating terminal size: {}", .{err}); }, .@"132_column" => try self.terminal.deccolm( self.alloc, if (enabled) .@"132_cols" else .@"80_cols", ), .mouse_event_x10 => self.terminal.modes.mouse_event = if (enabled) .x10 else .none, .mouse_event_normal => self.terminal.modes.mouse_event = if (enabled) .normal else .none, .mouse_event_button => self.terminal.modes.mouse_event = if (enabled) .button else .none, .mouse_event_any => self.terminal.modes.mouse_event = if (enabled) .any else .none, .mouse_format_utf8 => self.terminal.modes.mouse_format = if (enabled) .utf8 else .x10, .mouse_format_sgr => self.terminal.modes.mouse_format = if (enabled) .sgr else .x10, .mouse_format_urxvt => self.terminal.modes.mouse_format = if (enabled) .urxvt else .x10, .mouse_format_sgr_pixels => self.terminal.modes.mouse_format = if (enabled) .sgr_pixels else .x10, else => if (enabled) log.warn("unimplemented mode: {}", .{mode}), } } pub fn setAttribute(self: *Window, attr: terminal.Attribute) !void { switch (attr) { .unknown => |unk| log.warn("unimplemented or unknown attribute: {any}", .{unk}), else => self.terminal.setAttribute(attr) catch |err| log.warn("error setting attribute {}: {}", .{ attr, err }), } } pub fn deviceAttributes( self: *Window, req: terminal.DeviceAttributeReq, params: []const u16, ) !void { _ = params; switch (req) { // VT220 .primary => self.queueWrite("\x1B[?62;c") catch |err| log.warn("error queueing device attr response: {}", .{err}), else => log.warn("unimplemented device attributes req: {}", .{req}), } } pub fn deviceStatusReport( self: *Window, req: terminal.DeviceStatusReq, ) !void { switch (req) { .operating_status => self.queueWrite("\x1B[0n") catch |err| log.warn("error queueing device attr response: {}", .{err}), .cursor_position => { const pos: struct { x: usize, y: usize, } = if (self.terminal.modes.origin) .{ // TODO: what do we do if cursor is outside scrolling region? .x = self.terminal.screen.cursor.x, .y = self.terminal.screen.cursor.y -| self.terminal.scrolling_region.top, } else .{ .x = self.terminal.screen.cursor.x, .y = self.terminal.screen.cursor.y, }; // Response always is at least 4 chars, so this leaves the // remainder for the row/column as base-10 numbers. This // will support a very large terminal. var buf: [32]u8 = undefined; const resp = try std.fmt.bufPrint(&buf, "\x1B[{};{}R", .{ pos.y + 1, pos.x + 1, }); try self.queueWrite(resp); }, else => log.warn("unimplemented device status req: {}", .{req}), } } pub fn setCursorStyle( self: *Window, style: terminal.CursorStyle, ) !void { self.renderer_state.cursor.style = style; } pub fn decaln(self: *Window) !void { try self.terminal.decaln(); } pub fn tabClear(self: *Window, cmd: terminal.TabClear) !void { self.terminal.tabClear(cmd); } pub fn tabSet(self: *Window) !void { self.terminal.tabSet(); } pub fn saveCursor(self: *Window) !void { self.terminal.saveCursor(); } pub fn restoreCursor(self: *Window) !void { self.terminal.restoreCursor(); } pub fn enquiry(self: *Window) !void { try self.queueWrite(""); } pub fn scrollDown(self: *Window, count: usize) !void { try self.terminal.scrollDown(count); } pub fn scrollUp(self: *Window, count: usize) !void { try self.terminal.scrollUp(count); } pub fn setActiveStatusDisplay( self: *Window, req: terminal.StatusDisplay, ) !void { self.terminal.status_display = req; } pub fn configureCharset( self: *Window, slot: terminal.CharsetSlot, set: terminal.Charset, ) !void { self.terminal.configureCharset(slot, set); } pub fn invokeCharset( self: *Window, active: terminal.CharsetActiveSlot, slot: terminal.CharsetSlot, single: bool, ) !void { self.terminal.invokeCharset(active, slot, single); } const face_ttf = @embedFile("font/res/FiraCode-Regular.ttf"); const face_bold_ttf = @embedFile("font/res/FiraCode-Bold.ttf"); const face_emoji_ttf = @embedFile("font/res/NotoColorEmoji.ttf"); const face_emoji_text_ttf = @embedFile("font/res/NotoEmoji-Regular.ttf");