mirror of
https://github.com/ghostty-org/ghostty.git
synced 2025-07-14 15:56:13 +03:00
1315 lines
42 KiB
Zig
1315 lines
42 KiB
Zig
//! Window represents a single OS window.
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//!
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//! NOTE(multi-window): This may be premature, but this abstraction is here
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//! to pave the way One Day(tm) for multi-window support. At the time of
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//! writing, we support exactly one window.
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const Window = @This();
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const std = @import("std");
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const builtin = @import("builtin");
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const assert = std.debug.assert;
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const Allocator = std.mem.Allocator;
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const Grid = @import("Grid.zig");
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const glfw = @import("glfw");
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const gl = @import("opengl.zig");
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const libuv = @import("libuv");
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const Pty = @import("Pty.zig");
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const Command = @import("Command.zig");
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const SegmentedPool = @import("segmented_pool.zig").SegmentedPool;
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const trace = @import("tracy").trace;
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const max_timer = @import("max_timer.zig");
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const terminal = @import("terminal/main.zig");
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const Config = @import("config.zig").Config;
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const input = @import("input.zig");
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const RenderTimer = max_timer.MaxTimer(renderTimerCallback);
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const log = std.log.scoped(.window);
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// The preallocation size for the write request pool. This should be big
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// enough to satisfy most write requests. It must be a power of 2.
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const WRITE_REQ_PREALLOC = std.math.pow(usize, 2, 5);
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/// Allocator
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alloc: Allocator,
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/// The glfw window handle.
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window: glfw.Window,
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/// The glfw mouse cursor handle.
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cursor: glfw.Cursor,
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/// Whether the window is currently focused
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focused: bool,
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/// The terminal grid attached to this window.
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grid: Grid,
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/// The underlying pty for this window.
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pty: Pty,
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/// The command we're running for our tty.
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command: Command,
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/// Mouse state.
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mouse: Mouse,
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/// The terminal emulator internal state. This is the abstract "terminal"
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/// that manages input, grid updating, etc. and is renderer-agnostic. It
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/// just stores internal state about a grid. This is connected back to
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/// a renderer.
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terminal: terminal.Terminal,
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/// The stream parser.
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terminal_stream: terminal.Stream(*Window),
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/// Cursor state.
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terminal_cursor: Cursor,
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/// Render at least 60fps.
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render_timer: RenderTimer,
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/// The reader/writer stream for the pty.
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pty_stream: libuv.Tty,
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/// This is the pool of available (unused) write requests. If you grab
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/// one from the pool, you must put it back when you're done!
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write_req_pool: SegmentedPool(libuv.WriteReq.T, WRITE_REQ_PREALLOC) = .{},
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/// The pool of available buffers for writing to the pty.
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write_buf_pool: SegmentedPool([64]u8, WRITE_REQ_PREALLOC) = .{},
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/// The app configuration
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config: *const Config,
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/// Window background color
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bg_r: f32,
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bg_g: f32,
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bg_b: f32,
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bg_a: f32,
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/// Bracketed paste mode
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bracketed_paste: bool = false,
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/// Set to true for a single GLFW key/char callback cycle to cause the
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/// char callback to ignore. GLFW seems to always do key followed by char
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/// callbacks so we abuse that here. This is to solve an issue where commands
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/// like such as "control-v" will write a "v" even if they're intercepted.
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ignore_char: bool = false,
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/// Information related to the current cursor for the window.
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//
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// QUESTION(mitchellh): should this be attached to the Screen instead?
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// I'm not sure if the cursor settings stick to the screen, i.e. if you
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// change to an alternate screen if those are preserved. Need to check this.
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const Cursor = struct {
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/// Timer for cursor blinking.
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timer: libuv.Timer,
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/// Current cursor style. This can be set by escape sequences. To get
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/// the default style, the config has to be referenced.
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style: terminal.CursorStyle = .default,
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/// Whether the cursor is visible at all. This should not be used for
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/// "blink" settings, see "blink" for that. This is used to turn the
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/// cursor ON or OFF.
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visible: bool = true,
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/// Whether the cursor is currently blinking. If it is blinking, then
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/// the cursor will not be rendered.
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blink: bool = false,
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/// Start (or restart) the timer. This is idempotent.
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pub fn startTimer(self: Cursor) !void {
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try self.timer.start(
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cursorTimerCallback,
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0,
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self.timer.getRepeat(),
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);
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}
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/// Stop the timer. This is idempotent.
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pub fn stopTimer(self: Cursor) !void {
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try self.timer.stop();
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}
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};
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/// Mouse state for the window.
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const Mouse = struct {
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/// The current state of mouse click.
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click_state: ClickState = .none,
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/// The point at which the mouse click happened. This is in screen
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/// coordinates so that scrolling preserves the location.
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click_point: terminal.point.ScreenPoint = .{},
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/// The starting xpos/ypos of the click. This is only useful initially.
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/// As soon as scrolling occurs, these are no longer accurate to calculate
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/// the screen point.
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click_xpos: f64 = 0,
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click_ypos: f64 = 0,
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const ClickState = enum { none, left };
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};
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/// Create a new window. This allocates and returns a pointer because we
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/// need a stable pointer for user data callbacks. Therefore, a stack-only
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/// initialization is not currently possible.
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pub fn create(alloc: Allocator, loop: libuv.Loop, config: *const Config) !*Window {
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var self = try alloc.create(Window);
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errdefer alloc.destroy(self);
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// Create our window
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const window = try glfw.Window.create(640, 480, "ghostty", null, null, .{
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.context_version_major = 3,
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.context_version_minor = 3,
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.opengl_profile = .opengl_core_profile,
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.opengl_forward_compat = true,
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.cocoa_graphics_switching = builtin.os.tag == .macos,
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.cocoa_retina_framebuffer = true,
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});
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errdefer window.destroy();
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// NOTE(multi-window): We'll need to extract all the below into a
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// dedicated renderer and consider the multi-threading (or at the very
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// least: multi-OpenGL-context) implications. Since we don't support
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// multiple windows right now, we just do it all here.
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// Setup OpenGL
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try glfw.makeContextCurrent(window);
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try glfw.swapInterval(1);
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// Load OpenGL bindings
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const version = try gl.glad.load(glfw.getProcAddress);
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log.info("loaded OpenGL {}.{}", .{
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gl.glad.versionMajor(version),
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gl.glad.versionMinor(version),
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});
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if (builtin.mode == .Debug) {
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var ext_iter = try gl.ext.iterator();
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while (try ext_iter.next()) |ext| {
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log.debug("OpenGL extension available name={s}", .{ext});
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}
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}
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// Culling, probably not necessary. We have to change the winding
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// order since our 0,0 is top-left.
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gl.c.glEnable(gl.c.GL_CULL_FACE);
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gl.c.glFrontFace(gl.c.GL_CW);
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// Blending for text
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gl.c.glEnable(gl.c.GL_BLEND);
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gl.c.glBlendFunc(gl.c.GL_SRC_ALPHA, gl.c.GL_ONE_MINUS_SRC_ALPHA);
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// Create our terminal grid with the initial window size
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const window_size = try window.getSize();
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var grid = try Grid.init(alloc, config);
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try grid.setScreenSize(.{ .width = window_size.width, .height = window_size.height });
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grid.background = .{
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.r = config.background.r,
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.g = config.background.g,
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.b = config.background.b,
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};
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grid.foreground = .{
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.r = config.foreground.r,
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.g = config.foreground.g,
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.b = config.foreground.b,
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};
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// Set a minimum size that is cols=10 h=4. This matches Mac's Terminal.app
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// but is otherwise somewhat arbitrary.
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try window.setSizeLimits(.{
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.width = @floatToInt(u32, grid.cell_size.width * 10),
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.height = @floatToInt(u32, grid.cell_size.height * 4),
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}, .{ .width = null, .height = null });
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// Create our pty
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var pty = try Pty.open(.{
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.ws_row = @intCast(u16, grid.size.rows),
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.ws_col = @intCast(u16, grid.size.columns),
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.ws_xpixel = @intCast(u16, window_size.width),
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.ws_ypixel = @intCast(u16, window_size.height),
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});
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errdefer pty.deinit();
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// Create our child process
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const path = (try Command.expandPath(alloc, config.command orelse "sh")) orelse
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return error.CommandNotFound;
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defer alloc.free(path);
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var env = try std.process.getEnvMap(alloc);
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defer env.deinit();
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try env.put("TERM", "xterm-256color");
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var cmd: Command = .{
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.path = path,
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.args = &[_][]const u8{path},
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.env = &env,
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.pre_exec = (struct {
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fn callback(c: *Command) void {
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const p = c.getData(Pty) orelse unreachable;
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p.childPreExec() catch |err|
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log.err("error initializing child: {}", .{err});
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}
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}).callback,
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.data = &pty,
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};
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// note: can't set these in the struct initializer because it
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// sets the handle to "0". Probably a stage1 zig bug.
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cmd.stdin = std.fs.File{ .handle = pty.slave };
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cmd.stdout = cmd.stdin;
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cmd.stderr = cmd.stdin;
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try cmd.start(alloc);
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log.debug("started subcommand path={s} pid={?}", .{ path, cmd.pid });
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// Read data
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var stream = try libuv.Tty.init(alloc, loop, pty.master);
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errdefer stream.deinit(alloc);
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stream.setData(self);
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try stream.readStart(ttyReadAlloc, ttyRead);
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// Create our terminal
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var term = try terminal.Terminal.init(alloc, grid.size.columns, grid.size.rows);
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errdefer term.deinit(alloc);
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// Setup a timer for blinking the cursor
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var timer = try libuv.Timer.init(alloc, loop);
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errdefer timer.deinit(alloc);
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errdefer timer.close(null);
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timer.setData(self);
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try timer.start(cursorTimerCallback, 600, 600);
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// Create the cursor
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const cursor = try glfw.Cursor.createStandard(.ibeam);
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errdefer cursor.destroy();
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try window.setCursor(cursor);
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self.* = .{
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.alloc = alloc,
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.window = window,
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.cursor = cursor,
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.focused = false,
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.grid = grid,
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.pty = pty,
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.command = cmd,
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.mouse = .{},
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.terminal = term,
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.terminal_stream = .{ .handler = self },
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.terminal_cursor = .{
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.timer = timer,
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.style = .blinking_block,
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},
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.render_timer = try RenderTimer.init(loop, self, 16, 64),
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.pty_stream = stream,
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.config = config,
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.bg_r = @intToFloat(f32, config.background.r) / 255.0,
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.bg_g = @intToFloat(f32, config.background.g) / 255.0,
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.bg_b = @intToFloat(f32, config.background.b) / 255.0,
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.bg_a = 1.0,
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};
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// Setup our callbacks and user data
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window.setUserPointer(self);
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window.setSizeCallback(sizeCallback);
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window.setCharCallback(charCallback);
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window.setKeyCallback(keyCallback);
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window.setFocusCallback(focusCallback);
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window.setRefreshCallback(refreshCallback);
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window.setScrollCallback(scrollCallback);
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window.setCursorPosCallback(cursorPosCallback);
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window.setMouseButtonCallback(mouseButtonCallback);
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// Call our size callback which handles all our retina setup
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// Note: this shouldn't be necessary and when we clean up the window
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// init stuff we should get rid of this. But this is required because
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// sizeCallback does retina-aware stuff we don't do here and don't want
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// to duplicate.
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sizeCallback(
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window,
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@intCast(i32, window_size.width),
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@intCast(i32, window_size.height),
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);
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return self;
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}
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pub fn destroy(self: *Window) void {
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// Deinitialize the pty. This closes the pty handles. This should
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// cause a close in the our subprocess so just wait for that.
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self.pty.deinit();
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_ = self.command.wait() catch |err|
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log.err("error waiting for command to exit: {}", .{err});
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self.terminal.deinit(self.alloc);
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self.grid.deinit();
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self.window.destroy();
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self.terminal_cursor.timer.close((struct {
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fn callback(t: *libuv.Timer) void {
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const alloc = t.loop().getData(Allocator).?.*;
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t.deinit(alloc);
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}
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}).callback);
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self.render_timer.deinit();
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// We have to dealloc our window in the close callback because
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// we can't free some of the memory associated with the window
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// until the stream is closed.
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self.pty_stream.readStop();
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self.pty_stream.close((struct {
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fn callback(t: *libuv.Tty) void {
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const win = t.getData(Window).?;
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const alloc = win.alloc;
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t.deinit(alloc);
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win.write_req_pool.deinit(alloc);
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win.write_buf_pool.deinit(alloc);
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win.alloc.destroy(win);
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}
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}).callback);
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// We can destroy the cursor right away. glfw will just revert any
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// windows using it to the default.
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self.cursor.destroy();
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}
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pub fn shouldClose(self: Window) bool {
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return self.window.shouldClose();
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}
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/// Queue a write to the pty.
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fn queueWrite(self: *Window, data: []const u8) !void {
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// We go through and chunk the data if necessary to fit into
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// our cached buffers that we can queue to the stream.
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var i: usize = 0;
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while (i < data.len) {
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const req = try self.write_req_pool.get();
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const buf = try self.write_buf_pool.get();
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const end = @minimum(data.len, i + buf.len);
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std.mem.copy(u8, buf, data[i..end]);
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try self.pty_stream.write(
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.{ .req = req },
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&[1][]u8{buf[0..(end - i)]},
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ttyWrite,
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);
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i = end;
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}
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}
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fn sizeCallback(window: glfw.Window, width: i32, height: i32) void {
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const tracy = trace(@src());
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defer tracy.end();
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// glfw gives us signed integers, but negative width/height is n
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// non-sensical so we use unsigned throughout, so assert.
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assert(width >= 0);
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assert(height >= 0);
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// Get our framebuffer size since this will give us the size in pixels
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// whereas width/height in this callback is in screen coordinates. For
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// Retina displays (or any other displays that have a scale factor),
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// these will not match.
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const px_size = window.getFramebufferSize() catch |err| err: {
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log.err("error querying window size in pixels, will use screen size err={}", .{err});
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break :err glfw.Window.Size{
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.width = @intCast(u32, width),
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.height = @intCast(u32, height),
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};
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};
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// Update our grid so that the projections on render are correct.
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const win = window.getUserPointer(Window) orelse return;
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win.grid.setScreenSize(.{
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.width = px_size.width,
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.height = px_size.height,
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}) catch |err| log.err("error updating grid screen size err={}", .{err});
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// Update the size of our terminal state
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win.terminal.resize(win.alloc, win.grid.size.columns, win.grid.size.rows) catch |err|
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log.err("error updating terminal size: {}", .{err});
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// Update the size of our pty
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win.pty.setSize(.{
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.ws_row = @intCast(u16, win.grid.size.rows),
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.ws_col = @intCast(u16, win.grid.size.columns),
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.ws_xpixel = @intCast(u16, width),
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.ws_ypixel = @intCast(u16, height),
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}) catch |err| log.err("error updating pty screen size err={}", .{err});
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// Update our viewport for this context to be the entire window.
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// OpenGL works in pixels, so we have to use the pixel size.
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gl.viewport(0, 0, @intCast(i32, px_size.width), @intCast(i32, px_size.height)) catch |err|
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log.err("error updating OpenGL viewport err={}", .{err});
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// Draw
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win.render_timer.schedule() catch |err|
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log.err("error scheduling render timer in sizeCallback err={}", .{err});
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}
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fn charCallback(window: glfw.Window, codepoint: u21) void {
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const tracy = trace(@src());
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defer tracy.end();
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const win = window.getUserPointer(Window) orelse return;
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// Ignore if requested. See field docs for more information.
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if (win.ignore_char) {
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win.ignore_char = false;
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return;
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}
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// Anytime is character is created, we have to clear the selection
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if (win.terminal.selection != null) {
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win.terminal.selection = null;
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win.render_timer.schedule() catch |err|
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log.err("error scheduling render in charCallback err={}", .{err});
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}
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// We want to scroll to the bottom
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// TODO: detect if we're at the bottom to avoid the render call here.
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win.terminal.scrollViewport(.{ .bottom = {} });
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win.render_timer.schedule() catch |err|
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log.err("error scheduling render in charCallback err={}", .{err});
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// Write the character to the pty
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win.queueWrite(&[1]u8{@intCast(u8, codepoint)}) catch |err|
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log.err("error queueing write in charCallback err={}", .{err});
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}
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fn keyCallback(
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window: glfw.Window,
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key: glfw.Key,
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scancode: i32,
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action: glfw.Action,
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mods: glfw.Mods,
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) void {
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const tracy = trace(@src());
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defer tracy.end();
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const win = window.getUserPointer(Window) orelse return;
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// 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,
|
|
else => .invalid,
|
|
},
|
|
};
|
|
|
|
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});
|
|
}
|
|
},
|
|
}
|
|
|
|
// 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 = switch (@bitCast(u8, mods)) {
|
|
// No modifiers pressed at all
|
|
0 => @as(u8, switch (key) {
|
|
.backspace => 0x7F,
|
|
.enter => '\r',
|
|
.tab => '\t',
|
|
.escape => 0x1B,
|
|
else => 0,
|
|
}),
|
|
|
|
// Control only
|
|
@bitCast(u8, glfw.Mods{ .control = true }) => @as(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,
|
|
}),
|
|
|
|
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;
|
|
|
|
// If we aren't changing focus state, do nothing. I don't think this
|
|
// can happen but it costs very little to check.
|
|
if (win.focused == focused) 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.render_timer.schedule() catch unreachable;
|
|
|
|
// Set our focused state on the window.
|
|
win.focused = focused;
|
|
|
|
if (focused)
|
|
win.terminal_cursor.startTimer() catch unreachable
|
|
else
|
|
win.terminal_cursor.stopTimer() catch unreachable;
|
|
}
|
|
|
|
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.render_timer.schedule() 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;
|
|
|
|
//log.info("SCROLL: {} {}", .{ xoff, yoff });
|
|
_ = xoff;
|
|
|
|
// Positive is up
|
|
const sign: isize = if (yoff > 0) -1 else 1;
|
|
const delta: isize = sign * @maximum(@divFloor(win.grid.size.rows, 15), 1);
|
|
log.info("scroll: delta={}", .{delta});
|
|
win.terminal.scrollViewport(.{ .delta = delta });
|
|
|
|
// Schedule render since scrolling usually does something.
|
|
// TODO(perf): we can only schedule render if we know scrolling
|
|
// did something
|
|
win.render_timer.schedule() catch unreachable;
|
|
}
|
|
|
|
fn mouseButtonCallback(
|
|
window: glfw.Window,
|
|
button: glfw.MouseButton,
|
|
action: glfw.Action,
|
|
mods: glfw.Mods,
|
|
) void {
|
|
_ = mods;
|
|
|
|
const tracy = trace(@src());
|
|
defer tracy.end();
|
|
|
|
if (button == .left) {
|
|
switch (action) {
|
|
.press => {
|
|
const win = window.getUserPointer(Window) orelse return;
|
|
const pos = window.getCursorPos() catch |err| {
|
|
log.err("error reading cursor position: {}", .{err});
|
|
return;
|
|
};
|
|
|
|
// Store it
|
|
const point = win.posToViewport(pos.xpos, pos.ypos);
|
|
win.mouse.click_state = .left;
|
|
win.mouse.click_point = point.toScreen(&win.terminal.screen);
|
|
win.mouse.click_xpos = pos.xpos;
|
|
win.mouse.click_ypos = pos.ypos;
|
|
log.debug("click start state={} viewport={} screen={}", .{
|
|
win.mouse.click_state,
|
|
point,
|
|
win.mouse.click_point,
|
|
});
|
|
|
|
// Selection is always cleared
|
|
if (win.terminal.selection != null) {
|
|
win.terminal.selection = null;
|
|
win.render_timer.schedule() catch |err|
|
|
log.err("error scheduling render in mouseButtinCallback err={}", .{err});
|
|
}
|
|
},
|
|
|
|
.release => {
|
|
const win = window.getUserPointer(Window) orelse return;
|
|
win.mouse.click_state = .none;
|
|
log.debug("click end", .{});
|
|
},
|
|
|
|
.repeat => {},
|
|
}
|
|
}
|
|
}
|
|
|
|
fn cursorPosCallback(
|
|
window: glfw.Window,
|
|
xpos: f64,
|
|
ypos: f64,
|
|
) void {
|
|
const tracy = trace(@src());
|
|
defer tracy.end();
|
|
|
|
const win = window.getUserPointer(Window) orelse return;
|
|
|
|
// If the cursor isn't clicked currently, it doesn't matter
|
|
if (win.mouse.click_state != .left) return;
|
|
|
|
// All roads lead to requiring a re-render at this pont.
|
|
win.render_timer.schedule() catch |err|
|
|
log.err("error scheduling render timer in cursorPosCallback err={}", .{err});
|
|
|
|
// 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.grid.cell_size.width * 0.6;
|
|
|
|
// first xpos of the clicked cell
|
|
const cell_xstart = @intToFloat(f32, win.mouse.click_point.x) * win.grid.cell_size.width;
|
|
const cell_start_xpos = win.mouse.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.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.click_point;
|
|
const start: terminal.point.ScreenPoint = if (screen_point.before(click_point)) start: {
|
|
if (win.mouse.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.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.grid.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 @minimum(x, self.terminal.cols - 1);
|
|
},
|
|
|
|
.y = if (ypos < 0) 0 else y: {
|
|
const cell_height = @floatCast(f64, self.grid.cell_size.height);
|
|
const y = @floatToInt(usize, ypos / cell_height);
|
|
break :y @minimum(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;
|
|
|
|
// 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.terminal_cursor.visible) return;
|
|
|
|
// Swap blink state and schedule a render
|
|
win.terminal_cursor.blink = !win.terminal_cursor.blink;
|
|
win.render_timer.schedule() catch unreachable;
|
|
}
|
|
|
|
fn ttyReadAlloc(t: *libuv.Tty, size: usize) ?[]u8 {
|
|
const tracy = trace(@src());
|
|
defer tracy.end();
|
|
|
|
const alloc = t.loop().getData(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 win.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;
|
|
};
|
|
|
|
// Whenever a character is typed, we ensure the cursor is in the
|
|
// non-blink state so it is rendered if visible.
|
|
win.terminal_cursor.blink = false;
|
|
if (win.terminal_cursor.timer.isActive() catch false) {
|
|
_ = win.terminal_cursor.timer.again() catch null;
|
|
}
|
|
|
|
// Schedule a render
|
|
win.render_timer.schedule() catch unreachable;
|
|
|
|
// Process the terminal data
|
|
win.terminal_stream.nextSlice(buf[0..@intCast(usize, n)]) 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});
|
|
}
|
|
|
|
fn renderTimerCallback(t: *libuv.Timer) void {
|
|
const tracy = trace(@src());
|
|
tracy.color(0x006E7F); // blue-ish
|
|
defer tracy.end();
|
|
|
|
const win = t.getData(Window).?;
|
|
|
|
// Setup our cursor settings
|
|
if (win.focused) {
|
|
win.grid.cursor_visible = win.terminal_cursor.visible and !win.terminal_cursor.blink;
|
|
win.grid.cursor_style = Grid.CursorStyle.fromTerminal(win.terminal_cursor.style) orelse .box;
|
|
} else {
|
|
win.grid.cursor_visible = true;
|
|
win.grid.cursor_style = .box_hollow;
|
|
}
|
|
|
|
// Calculate foreground and background colors
|
|
const bg = win.grid.background;
|
|
const fg = win.grid.foreground;
|
|
defer {
|
|
win.grid.background = bg;
|
|
win.grid.foreground = fg;
|
|
}
|
|
if (win.terminal.modes.reverse_colors == 1) {
|
|
win.grid.background = fg;
|
|
win.grid.foreground = bg;
|
|
}
|
|
|
|
// Set our background
|
|
const gl_bg: struct {
|
|
r: f32,
|
|
g: f32,
|
|
b: f32,
|
|
a: f32,
|
|
} = if (win.terminal.modes.reverse_colors == 1) .{
|
|
.r = @intToFloat(f32, fg.r) / 255,
|
|
.g = @intToFloat(f32, fg.g) / 255,
|
|
.b = @intToFloat(f32, fg.b) / 255,
|
|
.a = 1.0,
|
|
} else .{
|
|
.r = win.bg_r,
|
|
.g = win.bg_g,
|
|
.b = win.bg_b,
|
|
.a = win.bg_a,
|
|
};
|
|
gl.clearColor(gl_bg.r, gl_bg.g, gl_bg.b, gl_bg.a);
|
|
gl.clear(gl.c.GL_COLOR_BUFFER_BIT);
|
|
|
|
// For now, rebuild all cells
|
|
win.grid.rebuildCells(win.terminal) catch |err|
|
|
log.err("error calling rebuildCells in render timer err={}", .{err});
|
|
|
|
// Finalize the cells prior to render
|
|
win.grid.finalizeCells(win.terminal) catch |err|
|
|
log.err("error calling updateCells in render timer err={}", .{err});
|
|
|
|
// Render the grid
|
|
win.grid.render() catch |err| {
|
|
log.err("error rendering grid: {}", .{err});
|
|
return;
|
|
};
|
|
|
|
// Swap
|
|
win.window.swapBuffers() catch |err| {
|
|
log.err("error swapping buffers: {}", .{err});
|
|
return;
|
|
};
|
|
|
|
// Record our run
|
|
win.render_timer.tick();
|
|
}
|
|
|
|
//-------------------------------------------------------------------
|
|
// 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 {
|
|
self.terminal.linefeed();
|
|
}
|
|
|
|
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 == 1) {
|
|
// 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.
|
|
self.terminal.scrollViewport(.{ .bottom = {} });
|
|
try self.render_timer.schedule();
|
|
}
|
|
|
|
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 {
|
|
self.terminal.insertLines(count);
|
|
}
|
|
|
|
pub fn insertBlanks(self: *Window, count: usize) !void {
|
|
self.terminal.insertBlanks(count);
|
|
}
|
|
|
|
pub fn deleteLines(self: *Window, count: usize) !void {
|
|
self.terminal.deleteLines(count);
|
|
}
|
|
|
|
pub fn reverseIndex(self: *Window) !void {
|
|
try self.terminal.reverseIndex();
|
|
}
|
|
|
|
pub fn index(self: *Window) !void {
|
|
self.terminal.index();
|
|
}
|
|
|
|
pub fn nextLine(self: *Window) !void {
|
|
self.terminal.carriageReturn();
|
|
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 = @boolToInt(enabled);
|
|
|
|
// Schedule a render since we changed colors
|
|
try self.render_timer.schedule();
|
|
},
|
|
|
|
.origin => {
|
|
self.terminal.modes.origin = @boolToInt(enabled);
|
|
self.terminal.setCursorPos(1, 1);
|
|
},
|
|
|
|
.autowrap => {
|
|
self.terminal.modes.autowrap = @boolToInt(enabled);
|
|
},
|
|
|
|
.cursor_visible => {
|
|
self.terminal_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.render_timer.schedule();
|
|
},
|
|
|
|
.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",
|
|
),
|
|
|
|
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) {
|
|
.primary => self.queueWrite("\x1B[?6c") 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 == 1) .{
|
|
// 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.terminal_cursor.style = style;
|
|
}
|
|
|
|
pub fn decaln(self: *Window) !void {
|
|
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 setActiveStatusDisplay(
|
|
self: *Window,
|
|
req: terminal.StatusDisplay,
|
|
) !void {
|
|
self.terminal.status_display = req;
|
|
}
|