ghostty/macos/Sources/Features/Terminal/TerminalView.swift
2024-08-21 21:53:09 +02:00

145 lines
5.3 KiB
Swift

import SwiftUI
import GhosttyKit
/// This delegate is notified of actions and property changes regarding the terminal view. This
/// delegate is optional and can be used by a TerminalView caller to react to changes such as
/// titles being set, cell sizes being changed, etc.
protocol TerminalViewDelegate: AnyObject {
/// Called when the currently focused surface changed. This can be nil.
func focusedSurfaceDidChange(to: Ghostty.SurfaceView?)
/// The title of the terminal should change.
func titleDidChange(to: String)
/// The cell size changed.
func cellSizeDidChange(to: NSSize)
/// The surface tree did change in some way, i.e. a split was added, removed, etc. This is
/// not called initially.
func surfaceTreeDidChange()
func zoomStateDidChange(to: Bool)
}
// Default all the functions so they're optional
extension TerminalViewDelegate {
func focusedSurfaceDidChange(to: Ghostty.SurfaceView?) {}
func titleDidChange(to: String) {}
func cellSizeDidChange(to: NSSize) {}
func zoomStateDidChange(to: Bool) {}
}
/// The view model is a required implementation for TerminalView callers. This contains
/// the main state between the TerminalView caller and SwiftUI. This abstraction is what
/// allows AppKit to own most of the data in SwiftUI.
protocol TerminalViewModel: ObservableObject {
/// The tree of terminal surfaces (splits) within the view. This is mutated by TerminalView
/// and children. This should be @Published.
var surfaceTree: Ghostty.SplitNode? { get set }
}
/// The main terminal view. This terminal view supports splits.
struct TerminalView<ViewModel: TerminalViewModel>: View {
@ObservedObject var ghostty: Ghostty.App
// The required view model
@ObservedObject var viewModel: ViewModel
// An optional delegate to receive information about terminal changes.
weak var delegate: (any TerminalViewDelegate)? = nil
// This seems like a crutch after switching from SwiftUI to AppKit lifecycle.
@FocusState private var focused: Bool
// Various state values sent back up from the currently focused terminals.
@FocusedValue(\.ghosttySurfaceView) private var focusedSurface
@FocusedValue(\.ghosttySurfaceTitle) private var surfaceTitle
@FocusedValue(\.ghosttySurfaceZoomed) private var zoomedSplit
@FocusedValue(\.ghosttySurfaceCellSize) private var cellSize
// The title for our window
private var title: String {
var title = "👻"
if let surfaceTitle = surfaceTitle {
if (surfaceTitle.count > 0) {
title = surfaceTitle
}
}
return title
}
var body: some View {
switch ghostty.readiness {
case .loading:
Text("Loading")
case .error:
ErrorView()
case .ready:
VStack(spacing: 0) {
// If we're running in debug mode we show a warning so that users
// know that performance will be degraded.
if (Ghostty.info.mode == GHOSTTY_BUILD_MODE_DEBUG) {
DebugBuildWarningView()
}
Ghostty.TerminalSplit(node: $viewModel.surfaceTree)
.environmentObject(ghostty)
.focused($focused)
.onAppear { self.focused = true }
.onChange(of: focusedSurface) { newValue in
self.delegate?.focusedSurfaceDidChange(to: newValue)
}
.onChange(of: title) { newValue in
self.delegate?.titleDidChange(to: newValue)
}
.onChange(of: cellSize) { newValue in
guard let size = newValue else { return }
self.delegate?.cellSizeDidChange(to: size)
}
.onChange(of: viewModel.surfaceTree?.hashValue) { _ in
// This is funky, but its the best way I could think of to detect
// ANY CHANGE within the deeply nested surface tree -- detecting a change
// in the hash value.
self.delegate?.surfaceTreeDidChange()
}
.onChange(of: zoomedSplit) { newValue in
self.delegate?.zoomStateDidChange(to: newValue ?? false)
}
}
}
}
}
struct DebugBuildWarningView: View {
@State private var isPopover = false
var body: some View {
HStack {
Spacer()
Image(systemName: "exclamationmark.triangle.fill")
.foregroundColor(.yellow)
Text("You're running a debug build of Ghostty! Performance will be degraded.")
.padding(.all, 8)
.popover(isPresented: $isPopover, arrowEdge: .bottom) {
Text("""
Debug builds of Ghostty are very slow and you may experience
performance problems. Debug builds are only recommended during
development.
""")
.padding(.all)
}
Spacer()
}
.background(Color(.windowBackgroundColor))
.frame(maxWidth: .infinity)
.onTapGesture {
isPopover = true
}
}
}