mirror of
https://github.com/ghostty-org/ghostty.git
synced 2025-04-23 01:48:37 +03:00
239 lines
8.5 KiB
Swift
239 lines
8.5 KiB
Swift
import Foundation
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import Cocoa
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import SwiftUI
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import GhosttyKit
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/// Controller for the "quick" terminal.
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class QuickTerminalController: BaseTerminalController {
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override var windowNibName: NSNib.Name? { "QuickTerminal" }
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/// The position for the quick terminal.
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let position: QuickTerminalPosition
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/// The current state of the quick terminal
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private(set) var visible: Bool = false
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/// The previously running application when the terminal is shown. This is NEVER Ghostty.
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/// If this is set then when the quick terminal is animated out then we will restore this
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/// application to the front.
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private var previousApp: NSRunningApplication? = nil
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init(_ ghostty: Ghostty.App,
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position: QuickTerminalPosition = .top,
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baseConfig base: Ghostty.SurfaceConfiguration? = nil,
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surfaceTree tree: Ghostty.SplitNode? = nil
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) {
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self.position = position
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super.init(ghostty, baseConfig: base, surfaceTree: tree)
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}
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required init?(coder: NSCoder) {
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fatalError("init(coder:) is not supported for this view")
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}
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// MARK: NSWindowController
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override func windowDidLoad() {
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guard let window = self.window else { return }
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// The controller is the window delegate so we can detect events such as
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// window close so we can animate out.
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window.delegate = self
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// The quick window is not restorable (yet!). "Yet" because in theory we can
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// make this restorable, but it isn't currently implemented.
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window.isRestorable = false
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// Setup our initial size based on our configured position
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position.setLoaded(window)
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// Setup our content
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window.contentView = NSHostingView(rootView: TerminalView(
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ghostty: self.ghostty,
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viewModel: self,
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delegate: self
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))
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// Animate the window in
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animateIn()
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}
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// MARK: NSWindowDelegate
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override func windowDidResignKey(_ notification: Notification) {
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super.windowDidResignKey(notification)
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// If we're not visible then we don't want to run any of the logic below
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// because things like resetting our previous app assume we're visible.
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// windowDidResignKey will also get called after animateOut so this
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// ensures we don't run logic twice.
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guard visible else { return }
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// We don't animate out if there is a modal sheet being shown currently.
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// This lets us show alerts without causing the window to disappear.
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guard window?.attachedSheet == nil else { return }
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// If our app is still active, then it means that we're switching
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// to another window within our app, so we remove the previous app
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// so we don't restore it.
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if NSApp.isActive {
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self.previousApp = nil
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}
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animateOut()
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}
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func windowWillResize(_ sender: NSWindow, to frameSize: NSSize) -> NSSize {
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// We use the actual screen the window is on for this, since it should
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// be on the proper screen.
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guard let screen = window?.screen ?? NSScreen.main else { return frameSize }
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return position.restrictFrameSize(frameSize, on: screen)
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}
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// MARK: Base Controller Overrides
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override func surfaceTreeDidChange(from: Ghostty.SplitNode?, to: Ghostty.SplitNode?) {
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super.surfaceTreeDidChange(from: from, to: to)
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// If our surface tree is nil then we animate the window out.
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if (to == nil) {
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animateOut()
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}
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}
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// MARK: Methods
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func toggle() {
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if (visible) {
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animateOut()
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} else {
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animateIn()
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}
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}
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func animateIn() {
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guard let window = self.window else { return }
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// Set our visibility state
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guard !visible else { return }
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visible = true
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// If our application is not active, then we grab focus. The quick terminal
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// always grabs focus on animation in.
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if !NSApp.isActive {
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// If we have a previously focused application and it isn't us, then
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// we want to store it so we can restore state later.
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if let previousApp = NSWorkspace.shared.frontmostApplication,
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previousApp.bundleIdentifier != Bundle.main.bundleIdentifier
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{
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self.previousApp = previousApp
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}
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NSApp.activate(ignoringOtherApps: true)
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}
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// Animate the window in
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animateWindowIn(window: window, from: position)
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// If our surface tree is nil then we initialize a new terminal. The surface
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// tree can be nil if for example we run "eixt" in the terminal and force
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// animate out.
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if (surfaceTree == nil) {
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let leaf: Ghostty.SplitNode.Leaf = .init(ghostty.app!, baseConfig: nil)
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surfaceTree = .leaf(leaf)
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focusedSurface = leaf.surface
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}
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}
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func animateOut() {
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guard let window = self.window else { return }
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// Set our visibility state
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guard visible else { return }
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visible = false
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animateWindowOut(window: window, to: position)
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}
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private func animateWindowIn(window: NSWindow, from position: QuickTerminalPosition) {
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guard let screen = ghostty.config.quickTerminalScreen.screen else { return }
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// Move our window off screen to the top
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position.setInitial(in: window, on: screen)
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// Move it to the visible position since animation requires this
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window.makeKeyAndOrderFront(self)
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// Run the animation that moves our window into the proper place and makes
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// it visible.
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NSAnimationContext.runAnimationGroup({ context in
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context.duration = 0.2
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context.timingFunction = .init(name: .easeIn)
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position.setFinal(in: window.animator(), on: screen)
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}, completionHandler: {
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// There is a very minor delay here so waiting at least an event loop tick
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// keeps us safe from the view not being on the window.
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DispatchQueue.main.async {
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// If we canceled our animation in we do nothing
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guard self.visible else { return }
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// If our focused view is somehow not connected to this window then the
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// function calls below do nothing. I don't think this is possible but
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// we should guard against it because it is a Cocoa assertion.
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guard let focusedView = self.focusedSurface,
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focusedView.window == window else { return }
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// The window must become top-level
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window.makeKeyAndOrderFront(self)
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// The view must gain our keyboard focus
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window.makeFirstResponder(focusedView)
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}
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})
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}
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private func animateWindowOut(window: NSWindow, to position: QuickTerminalPosition) {
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// We always animate out to whatever screen the window is actually on.
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guard let screen = window.screen ?? NSScreen.main else { return }
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NSAnimationContext.runAnimationGroup({ context in
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context.duration = 0.2
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context.timingFunction = .init(name: .easeIn)
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position.setInitial(in: window.animator(), on: screen)
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}, completionHandler: {
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// This causes the window to be removed from the screen list and macOS
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// handles what should be focused next.
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window.orderOut(self)
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// If we have a previously active application, restore focus to it.
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if let previousApp = self.previousApp {
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// Make sure we unset the state no matter what
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self.previousApp = nil
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// If the app is terminated to nothing
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guard !previousApp.isTerminated else { return }
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// Ignore the result, it doesn't change our behavior.
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_ = previousApp.activate(options: [])
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}
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})
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}
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// MARK: First Responder
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@IBAction override func closeWindow(_ sender: Any) {
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// Instead of closing the window, we animate it out.
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animateOut()
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}
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@IBAction func newTab(_ sender: Any?) {
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guard let window else { return }
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let alert = NSAlert()
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alert.messageText = "Cannot Create New Tab"
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alert.informativeText = "Tabs aren't supported in the Quick Terminal."
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alert.addButton(withTitle: "OK")
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alert.alertStyle = .warning
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alert.beginSheetModal(for: window)
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}
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}
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