ghostty/src/App.zig
Mitchell Hashimoto cd49015243 App applies conditional state, supports theme setting
The prior light/dark mode awareness work works on surface-level APIs. As
a result, configurations used at the app-level (such as split divider
colors, inactive split opacity, etc.) are not aware of the current theme
configurations and default to the "light" theme.

This commit adds APIs to specify app-level color scheme changes. This
changes the configuration for the app and sets the default conditional
state to use that new theme. This latter point makes it so that future
surfaces use the correct theme on load rather than requiring some apprt
event loop ticks. Some users have already reported a short "flicker" to
load the correct theme, so this should help alleviate that.
2024-11-22 14:08:35 -08:00

584 lines
19 KiB
Zig

//! App is the primary GUI application for ghostty. This builds the window,
//! sets up the renderer, etc. The primary run loop is started by calling
//! the "run" function.
const App = @This();
const std = @import("std");
const builtin = @import("builtin");
const assert = std.debug.assert;
const Allocator = std.mem.Allocator;
const build_config = @import("build_config.zig");
const apprt = @import("apprt.zig");
const Surface = @import("Surface.zig");
const tracy = @import("tracy");
const input = @import("input.zig");
const configpkg = @import("config.zig");
const Config = configpkg.Config;
const BlockingQueue = @import("datastruct/main.zig").BlockingQueue;
const renderer = @import("renderer.zig");
const font = @import("font/main.zig");
const internal_os = @import("os/main.zig");
const macos = @import("macos");
const objc = @import("objc");
const log = std.log.scoped(.app);
const SurfaceList = std.ArrayListUnmanaged(*apprt.Surface);
/// General purpose allocator
alloc: Allocator,
/// The list of surfaces that are currently active.
surfaces: SurfaceList,
/// This is true if the app that Ghostty is in is focused. This may
/// mean that no surfaces (terminals) are focused but the app is still
/// focused, i.e. may an about window. On macOS, this concept is known
/// as the "active" app while focused windows are known as the
/// "main" window.
///
/// This is used to determine if keyboard shortcuts that are non-global
/// should be processed. If the app is not focused, then we don't want
/// to process keyboard shortcuts that are not global.
///
/// This defaults to true since we assume that the app is focused when
/// Ghostty is initialized but a well behaved apprt should call
/// focusEvent to set this to the correct value right away.
focused: bool = true,
/// The last focused surface. This surface may not be valid;
/// you must always call hasSurface to validate it.
focused_surface: ?*Surface = null,
/// The mailbox that can be used to send this thread messages. Note
/// this is a blocking queue so if it is full you will get errors (or block).
mailbox: Mailbox.Queue,
/// Set to true once we're quitting. This never goes false again.
quit: bool,
/// The set of font GroupCache instances shared by surfaces with the
/// same font configuration.
font_grid_set: font.SharedGridSet,
// Used to rate limit desktop notifications. Some platforms (notably macOS) will
// run out of resources if desktop notifications are sent too fast and the OS
// will kill Ghostty.
last_notification_time: ?std.time.Instant = null,
last_notification_digest: u64 = 0,
/// The conditional state of the configuration. See the equivalent field
/// in the Surface struct for more information. In this case, this applies
/// to the app-level config and as a default for new surfaces.
config_conditional_state: configpkg.ConditionalState,
/// Set to false once we've created at least one surface. This
/// never goes true again. This can be used by surfaces to determine
/// if they are the first surface.
first: bool = true,
pub const CreateError = Allocator.Error || font.SharedGridSet.InitError;
/// Initialize the main app instance. This creates the main window, sets
/// up the renderer state, compiles the shaders, etc. This is the primary
/// "startup" logic.
///
/// After calling this function, well behaved apprts should then call
/// `focusEvent` to set the initial focus state of the app.
pub fn create(
alloc: Allocator,
) CreateError!*App {
var app = try alloc.create(App);
errdefer alloc.destroy(app);
var font_grid_set = try font.SharedGridSet.init(alloc);
errdefer font_grid_set.deinit();
app.* = .{
.alloc = alloc,
.surfaces = .{},
.mailbox = .{},
.quit = false,
.font_grid_set = font_grid_set,
.config_conditional_state = .{},
};
errdefer app.surfaces.deinit(alloc);
return app;
}
pub fn destroy(self: *App) void {
// Clean up all our surfaces
for (self.surfaces.items) |surface| surface.deinit();
self.surfaces.deinit(self.alloc);
// Clean up our font group cache
// We should have zero items in the grid set at this point because
// destroy only gets called when the app is shutting down and this
// should gracefully close all surfaces.
assert(self.font_grid_set.count() == 0);
self.font_grid_set.deinit();
self.alloc.destroy(self);
}
/// Tick ticks the app loop. This will drain our mailbox and process those
/// events. This should be called by the application runtime on every loop
/// tick.
///
/// This returns whether the app should quit or not.
pub fn tick(self: *App, rt_app: *apprt.App) !bool {
// If any surfaces are closing, destroy them
var i: usize = 0;
while (i < self.surfaces.items.len) {
const surface = self.surfaces.items[i];
if (surface.shouldClose()) {
surface.close(false);
continue;
}
i += 1;
}
// Drain our mailbox
try self.drainMailbox(rt_app);
// No matter what, we reset the quit flag after a tick. If the apprt
// doesn't want to quit, then we can't force it to.
defer self.quit = false;
// We quit if our quit flag is on
return self.quit;
}
/// Update the configuration associated with the app. This can only be
/// called from the main thread. The caller owns the config memory. The
/// memory can be freed immediately when this returns.
pub fn updateConfig(self: *App, rt_app: *apprt.App, config: *const Config) !void {
// Go through and update all of the surface configurations.
for (self.surfaces.items) |surface| {
try surface.core_surface.handleMessage(.{ .change_config = config });
}
// Apply our conditional state. If we fail to apply the conditional state
// then we log and attempt to move forward with the old config.
// We only apply this to the app-level config because the surface
// config applies its own conditional state.
var applied_: ?configpkg.Config = config.changeConditionalState(
self.config_conditional_state,
) catch |err| err: {
log.warn("failed to apply conditional state to config err={}", .{err});
break :err null;
};
defer if (applied_) |*c| c.deinit();
const applied: *const configpkg.Config = if (applied_) |*c| c else config;
// Notify the apprt that the app has changed configuration.
try rt_app.performAction(
.app,
.config_change,
.{ .config = applied },
);
}
/// Add an initialized surface. This is really only for the runtime
/// implementations to call and should NOT be called by general app users.
/// The surface must be from the pool.
pub fn addSurface(
self: *App,
rt_surface: *apprt.Surface,
) Allocator.Error!void {
try self.surfaces.append(self.alloc, rt_surface);
// Since we have non-zero surfaces, we can cancel the quit timer.
// It is up to the apprt if there is a quit timer at all and if it
// should be canceled.
rt_surface.app.performAction(
.app,
.quit_timer,
.stop,
) catch |err| {
log.warn("error stopping quit timer err={}", .{err});
};
}
/// Delete the surface from the known surface list. This will NOT call the
/// destructor or free the memory.
pub fn deleteSurface(self: *App, rt_surface: *apprt.Surface) void {
// If this surface is the focused surface then we need to clear it.
// There was a bug where we relied on hasSurface to return false and
// just let focused surface be but the allocator was reusing addresses
// after free and giving false positives, so we must clear it.
if (self.focused_surface) |focused| {
if (focused == &rt_surface.core_surface) {
self.focused_surface = null;
}
}
var i: usize = 0;
while (i < self.surfaces.items.len) {
if (self.surfaces.items[i] == rt_surface) {
_ = self.surfaces.swapRemove(i);
continue;
}
i += 1;
}
// If we have no surfaces, we can start the quit timer. It is up to the
// apprt to determine if this is necessary.
if (self.surfaces.items.len == 0) rt_surface.app.performAction(
.app,
.quit_timer,
.start,
) catch |err| {
log.warn("error starting quit timer err={}", .{err});
};
}
/// The last focused surface. This is only valid while on the main thread
/// before tick is called.
pub fn focusedSurface(self: *const App) ?*Surface {
const surface = self.focused_surface orelse return null;
if (!self.hasSurface(surface)) return null;
return surface;
}
/// Returns true if confirmation is needed to quit the app. It is up to
/// the apprt to call this.
pub fn needsConfirmQuit(self: *const App) bool {
for (self.surfaces.items) |v| {
if (v.core_surface.needsConfirmQuit()) return true;
}
return false;
}
/// Drain the mailbox.
fn drainMailbox(self: *App, rt_app: *apprt.App) !void {
while (self.mailbox.pop()) |message| {
log.debug("mailbox message={s}", .{@tagName(message)});
switch (message) {
.open_config => try self.performAction(rt_app, .open_config),
.new_window => |msg| try self.newWindow(rt_app, msg),
.close => |surface| self.closeSurface(surface),
.surface_message => |msg| try self.surfaceMessage(msg.surface, msg.message),
.redraw_surface => |surface| self.redrawSurface(rt_app, surface),
.redraw_inspector => |surface| self.redrawInspector(rt_app, surface),
// If we're quitting, then we set the quit flag and stop
// draining the mailbox immediately. This lets us defer
// mailbox processing to the next tick so that the apprt
// can try to quit as quickly as possible.
.quit => {
log.info("quit message received, short circuiting mailbox drain", .{});
self.setQuit();
return;
},
}
}
}
pub fn closeSurface(self: *App, surface: *Surface) void {
if (!self.hasSurface(surface)) return;
surface.close();
}
pub fn focusSurface(self: *App, surface: *Surface) void {
if (!self.hasSurface(surface)) return;
self.focused_surface = surface;
}
fn redrawSurface(self: *App, rt_app: *apprt.App, surface: *apprt.Surface) void {
if (!self.hasSurface(&surface.core_surface)) return;
rt_app.redrawSurface(surface);
}
fn redrawInspector(self: *App, rt_app: *apprt.App, surface: *apprt.Surface) void {
if (!self.hasSurface(&surface.core_surface)) return;
rt_app.redrawInspector(surface);
}
/// Create a new window
pub fn newWindow(self: *App, rt_app: *apprt.App, msg: Message.NewWindow) !void {
const target: apprt.Target = target: {
const parent = msg.parent orelse break :target .app;
if (self.hasSurface(parent)) break :target .{ .surface = parent };
break :target .app;
};
try rt_app.performAction(
target,
.new_window,
{},
);
}
/// Start quitting
pub fn setQuit(self: *App) void {
if (self.quit) return;
self.quit = true;
}
/// Handle an app-level focus event. This should be called whenever
/// the focus state of the entire app containing Ghostty changes.
/// This is separate from surface focus events. See the `focused`
/// field for more information.
pub fn focusEvent(self: *App, focused: bool) void {
// Prevent redundant focus events
if (self.focused == focused) return;
log.debug("focus event focused={}", .{focused});
self.focused = focused;
}
/// Handle a key event at the app-scope. If this key event is used,
/// this will return true and the caller shouldn't continue processing
/// the event. If the event is not used, this will return false.
///
/// If the app currently has focus then all key events are processed.
/// If the app does not have focus then only global key events are
/// processed.
pub fn keyEvent(
self: *App,
rt_app: *apprt.App,
event: input.KeyEvent,
) bool {
switch (event.action) {
// We don't care about key release events.
.release => return false,
// Continue processing key press events.
.press, .repeat => {},
}
// Get the keybind entry for this event. We don't support key sequences
// so we can look directly in the top-level set.
const entry = rt_app.config.keybind.set.getEvent(event) orelse return false;
const leaf: input.Binding.Set.Leaf = switch (entry.value_ptr.*) {
// Sequences aren't supported. Our configuration parser verifies
// this for global keybinds but we may still get an entry for
// a non-global keybind.
.leader => return false,
// Leaf entries are good
.leaf => |leaf| leaf,
};
// If we aren't focused, then we only process global keybinds.
if (!self.focused and !leaf.flags.global) return false;
// Global keybinds are done using performAll so that they
// can target all surfaces too.
if (leaf.flags.global) {
self.performAllAction(rt_app, leaf.action) catch |err| {
log.warn("error performing global keybind action action={s} err={}", .{
@tagName(leaf.action),
err,
});
};
return true;
}
// Must be focused to process non-global keybinds
assert(self.focused);
assert(!leaf.flags.global);
// If we are focused, then we process keybinds only if they are
// app-scoped. Otherwise, we do nothing. Surface-scoped should
// be processed by Surface.keyEvent.
const app_action = leaf.action.scoped(.app) orelse return false;
self.performAction(rt_app, app_action) catch |err| {
log.warn("error performing app keybind action action={s} err={}", .{
@tagName(app_action),
err,
});
};
return true;
}
/// Call to notify Ghostty that the color scheme for the app has changed.
/// "Color scheme" in this case refers to system themes such as "light/dark".
pub fn colorSchemeEvent(
self: *App,
rt_app: *apprt.App,
scheme: apprt.ColorScheme,
) !void {
const new_scheme: configpkg.ConditionalState.Theme = switch (scheme) {
.light => .light,
.dark => .dark,
};
// If our scheme didn't change, then we don't do anything.
if (self.config_conditional_state.theme == new_scheme) return;
// Setup our conditional state which has the current color theme.
self.config_conditional_state.theme = new_scheme;
// Request our configuration be reloaded because the new scheme may
// impact the colors of the app.
try rt_app.performAction(
.app,
.reload_config,
.{ .soft = true },
);
}
/// Perform a binding action. This only accepts actions that are scoped
/// to the app. Callers can use performAllAction to perform any action
/// and any non-app-scoped actions will be performed on all surfaces.
pub fn performAction(
self: *App,
rt_app: *apprt.App,
action: input.Binding.Action.Scoped(.app),
) !void {
switch (action) {
.unbind => unreachable,
.ignore => {},
.quit => self.setQuit(),
.new_window => try self.newWindow(rt_app, .{ .parent = null }),
.open_config => try rt_app.performAction(.app, .open_config, {}),
.reload_config => try rt_app.performAction(.app, .reload_config, .{}),
.close_all_windows => try rt_app.performAction(.app, .close_all_windows, {}),
.toggle_quick_terminal => try rt_app.performAction(.app, .toggle_quick_terminal, {}),
.toggle_visibility => try rt_app.performAction(.app, .toggle_visibility, {}),
}
}
/// Perform an app-wide binding action. If the action is surface-specific
/// then it will be performed on all surfaces. To perform only app-scoped
/// actions, use performAction.
pub fn performAllAction(
self: *App,
rt_app: *apprt.App,
action: input.Binding.Action,
) !void {
switch (action.scope()) {
// App-scoped actions are handled by the app so that they aren't
// repeated for each surface (since each surface forwards
// app-scoped actions back up).
.app => try self.performAction(
rt_app,
action.scoped(.app).?, // asserted through the scope match
),
// Surface-scoped actions are performed on all surfaces. Errors
// are logged but processing continues.
.surface => for (self.surfaces.items) |surface| {
_ = surface.core_surface.performBindingAction(action) catch |err| {
log.warn("error performing binding action on surface ptr={X} err={}", .{
@intFromPtr(surface),
err,
});
};
},
}
}
/// Handle a window message
fn surfaceMessage(self: *App, surface: *Surface, msg: apprt.surface.Message) !void {
// We want to ensure our window is still active. Window messages
// are quite rare and we normally don't have many windows so we do
// a simple linear search here.
if (self.hasSurface(surface)) {
try surface.handleMessage(msg);
}
// Window was not found, it probably quit before we handled the message.
// Not a problem.
}
fn hasSurface(self: *const App, surface: *const Surface) bool {
for (self.surfaces.items) |v| {
if (&v.core_surface == surface) return true;
}
return false;
}
/// The message types that can be sent to the app thread.
pub const Message = union(enum) {
// Open the configuration file
open_config: void,
/// Create a new terminal window.
new_window: NewWindow,
/// Close a surface. This notifies the runtime that a surface
/// should close.
close: *Surface,
/// Quit
quit: void,
/// A message for a specific surface.
surface_message: struct {
surface: *Surface,
message: apprt.surface.Message,
},
/// Redraw a surface. This only has an effect for runtimes that
/// use single-threaded draws. To redraw a surface for all runtimes,
/// wake up the renderer thread. The renderer thread will send this
/// message if it needs to.
redraw_surface: *apprt.Surface,
/// Redraw the inspector. This is called whenever some non-OS event
/// causes the inspector to need to be redrawn.
redraw_inspector: *apprt.Surface,
const NewWindow = struct {
/// The parent surface
parent: ?*Surface = null,
};
};
/// Mailbox is the way that other threads send the app thread messages.
pub const Mailbox = struct {
/// The type used for sending messages to the app thread.
pub const Queue = BlockingQueue(Message, 64);
rt_app: *apprt.App,
mailbox: *Queue,
/// Send a message to the surface.
pub fn push(self: Mailbox, msg: Message, timeout: Queue.Timeout) Queue.Size {
const result = self.mailbox.push(msg, timeout);
// Wake up our app loop
self.rt_app.wakeup();
return result;
}
};
// Wasm API.
pub const Wasm = if (!builtin.target.isWasm()) struct {} else struct {
const wasm = @import("os/wasm.zig");
const alloc = wasm.alloc;
// export fn app_new(config: *Config) ?*App {
// return app_new_(config) catch |err| { log.err("error initializing app err={}", .{err});
// return null;
// };
// }
//
// fn app_new_(config: *Config) !*App {
// const app = try App.create(alloc, config);
// errdefer app.destroy();
//
// const result = try alloc.create(App);
// result.* = app;
// return result;
// }
//
// export fn app_free(ptr: ?*App) void {
// if (ptr) |v| {
// v.destroy();
// alloc.destroy(v);
// }
// }
};