ghostty/src/terminal/point.zig
Mitchell Hashimoto b573ff137a terminal: resize cols should treat old cursor pos as active point
Fixes #1159

The cursor position is an "active" coordinate (defined at the top of
Screen.zig), but our resize was treating it as a "viewport" coordinate.
2023-12-26 13:59:22 -08:00

255 lines
8.0 KiB
Zig

const std = @import("std");
const terminal = @import("main.zig");
const Screen = terminal.Screen;
// This file contains various types to represent x/y coordinates. We
// use different types so that we can lean on type-safety to get the
// exact expected type of point.
/// Active is a point within the active part of the screen.
pub const Active = struct {
x: usize = 0,
y: usize = 0,
pub fn toScreen(self: Active, screen: *const Screen) ScreenPoint {
return .{
.x = self.x,
.y = screen.history + self.y,
};
}
test "toScreen with scrollback" {
const testing = std.testing;
const alloc = testing.allocator;
var s = try Screen.init(alloc, 3, 5, 3);
defer s.deinit();
const str = "1\n2\n3\n4\n5\n6\n7\n8";
try s.testWriteString(str);
try testing.expectEqual(ScreenPoint{
.x = 1,
.y = 5,
}, (Active{ .x = 1, .y = 2 }).toScreen(&s));
}
};
/// Viewport is a point within the viewport of the screen.
pub const Viewport = struct {
x: usize = 0,
y: usize = 0,
pub fn toScreen(self: Viewport, screen: *const Screen) ScreenPoint {
// x is unchanged, y we have to add the visible offset to
// get the full offset from the top.
return .{
.x = self.x,
.y = screen.viewport + self.y,
};
}
pub fn eql(self: Viewport, other: Viewport) bool {
return self.x == other.x and self.y == other.y;
}
test "toScreen with no scrollback" {
const testing = std.testing;
const alloc = testing.allocator;
var s = try Screen.init(alloc, 3, 5, 0);
defer s.deinit();
try testing.expectEqual(ScreenPoint{
.x = 1,
.y = 1,
}, (Viewport{ .x = 1, .y = 1 }).toScreen(&s));
}
test "toScreen with scrollback" {
const testing = std.testing;
const alloc = testing.allocator;
var s = try Screen.init(alloc, 3, 5, 3);
defer s.deinit();
// At the bottom
try s.scroll(.{ .screen = 6 });
try testing.expectEqual(ScreenPoint{
.x = 0,
.y = 3,
}, (Viewport{ .x = 0, .y = 0 }).toScreen(&s));
// Move the viewport a bit up
try s.scroll(.{ .screen = -1 });
try testing.expectEqual(ScreenPoint{
.x = 0,
.y = 2,
}, (Viewport{ .x = 0, .y = 0 }).toScreen(&s));
// Move the viewport to top
try s.scroll(.{ .top = {} });
try testing.expectEqual(ScreenPoint{
.x = 0,
.y = 0,
}, (Viewport{ .x = 0, .y = 0 }).toScreen(&s));
}
};
/// A screen point. This is offset from the top of the scrollback
/// buffer. If the screen is scrolled or resized, this will have to
/// be recomputed.
pub const ScreenPoint = struct {
x: usize = 0,
y: usize = 0,
/// Returns if this point is before another point.
pub fn before(self: ScreenPoint, other: ScreenPoint) bool {
return self.y < other.y or
(self.y == other.y and self.x < other.x);
}
/// Returns if two points are equal.
pub fn eql(self: ScreenPoint, other: ScreenPoint) bool {
return self.x == other.x and self.y == other.y;
}
/// Returns true if this screen point is currently in the active viewport.
pub fn inViewport(self: ScreenPoint, screen: *const Screen) bool {
return self.y >= screen.viewport and
self.y < screen.viewport + screen.rows;
}
/// Converts this to a viewport point. If the point is above the
/// viewport this will move the point to (0, 0) and if it is below
/// the viewport it'll move it to (cols - 1, rows - 1).
pub fn toViewport(self: ScreenPoint, screen: *const Screen) Viewport {
// TODO: test
// Before viewport
if (self.y < screen.viewport) return .{ .x = 0, .y = 0 };
// After viewport
if (self.y > screen.viewport + screen.rows) return .{
.x = screen.cols - 1,
.y = screen.rows - 1,
};
return .{ .x = self.x, .y = self.y - screen.viewport };
}
/// Returns a screen point iterator. This will iterate over all of
/// of the points in a screen in a given direction one by one.
///
/// The iterator is only valid as long as the screen is not resized.
pub fn iterator(
self: ScreenPoint,
screen: *const Screen,
dir: Direction,
) Iterator {
return .{ .screen = screen, .current = self, .direction = dir };
}
pub const Iterator = struct {
screen: *const Screen,
current: ?ScreenPoint,
direction: Direction,
pub fn next(self: *Iterator) ?ScreenPoint {
const current = self.current orelse return null;
self.current = switch (self.direction) {
.left_up => left_up: {
if (current.x == 0) {
if (current.y == 0) break :left_up null;
break :left_up .{
.x = self.screen.cols - 1,
.y = current.y - 1,
};
}
break :left_up .{
.x = current.x - 1,
.y = current.y,
};
},
.right_down => right_down: {
if (current.x == self.screen.cols - 1) {
const max = self.screen.rows + self.screen.max_scrollback;
if (current.y == max - 1) break :right_down null;
break :right_down .{
.x = 0,
.y = current.y + 1,
};
}
break :right_down .{
.x = current.x + 1,
.y = current.y,
};
},
};
return current;
}
};
test "before" {
const testing = std.testing;
const p: ScreenPoint = .{ .x = 5, .y = 2 };
try testing.expect(p.before(.{ .x = 6, .y = 2 }));
try testing.expect(p.before(.{ .x = 3, .y = 3 }));
}
test "iterator" {
const testing = std.testing;
const alloc = testing.allocator;
var s = try Screen.init(alloc, 5, 5, 0);
defer s.deinit();
// Back from the first line
{
var pt: ScreenPoint = .{ .x = 1, .y = 0 };
var it = pt.iterator(&s, .left_up);
try testing.expectEqual(ScreenPoint{ .x = 1, .y = 0 }, it.next().?);
try testing.expectEqual(ScreenPoint{ .x = 0, .y = 0 }, it.next().?);
try testing.expect(it.next() == null);
}
// Back from second line
{
var pt: ScreenPoint = .{ .x = 1, .y = 1 };
var it = pt.iterator(&s, .left_up);
try testing.expectEqual(ScreenPoint{ .x = 1, .y = 1 }, it.next().?);
try testing.expectEqual(ScreenPoint{ .x = 0, .y = 1 }, it.next().?);
try testing.expectEqual(ScreenPoint{ .x = 4, .y = 0 }, it.next().?);
}
// Forward last line
{
var pt: ScreenPoint = .{ .x = 3, .y = 4 };
var it = pt.iterator(&s, .right_down);
try testing.expectEqual(ScreenPoint{ .x = 3, .y = 4 }, it.next().?);
try testing.expectEqual(ScreenPoint{ .x = 4, .y = 4 }, it.next().?);
try testing.expect(it.next() == null);
}
// Forward not last line
{
var pt: ScreenPoint = .{ .x = 3, .y = 3 };
var it = pt.iterator(&s, .right_down);
try testing.expectEqual(ScreenPoint{ .x = 3, .y = 3 }, it.next().?);
try testing.expectEqual(ScreenPoint{ .x = 4, .y = 3 }, it.next().?);
try testing.expectEqual(ScreenPoint{ .x = 0, .y = 4 }, it.next().?);
}
}
};
/// Direction that points can go.
pub const Direction = enum { left_up, right_down };
test {
std.testing.refAllDecls(@This());
}