mirror of
https://github.com/ghostty-org/ghostty.git
synced 2025-04-26 11:28:38 +03:00

Fixes #734 I don't know much about SwiftUI, but here's why I think this works. - Moving the `inspectorVisible` logic to an `onChange` ensures the view has at least seen that change. - The dispatch to the main thread is still necessary to ensure the view hierarchy has completely updated after `inspectorVisible`. Note that this fix is to correctly regain focus. We still lose window focus very briefly.
454 lines
17 KiB
Swift
454 lines
17 KiB
Swift
import Foundation
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import MetalKit
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import SwiftUI
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import GhosttyKit
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extension Ghostty {
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/// InspectableSurface is a type of Surface view that allows an inspector to be attached.
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struct InspectableSurface: View {
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@EnvironmentObject var ghostty: Ghostty.App
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/// Same as SurfaceWrapper, see the doc comments there.
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@ObservedObject var surfaceView: SurfaceView
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var isSplit: Bool = false
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// Maintain whether our view has focus or not
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@FocusState private var inspectorFocus: Bool
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// The fractional area of the surface view vs. the inspector (0.5 means a 50/50 split)
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@State private var split: CGFloat = 0.5
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var body: some View {
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let center = NotificationCenter.default
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let pubInspector = center.publisher(for: Notification.didControlInspector, object: surfaceView)
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ZStack {
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if (!surfaceView.inspectorVisible) {
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SurfaceWrapper(surfaceView: surfaceView, isSplit: isSplit)
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} else {
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SplitView(.vertical, $split, dividerColor: ghostty.config.splitDividerColor, left: {
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SurfaceWrapper(surfaceView: surfaceView, isSplit: isSplit)
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}, right: {
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InspectorViewRepresentable(surfaceView: surfaceView)
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.focused($inspectorFocus)
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.focusedValue(\.ghosttySurfaceTitle, surfaceView.title)
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.focusedValue(\.ghosttySurfaceView, surfaceView)
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})
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}
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}
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.onReceive(pubInspector) { onControlInspector($0) }
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.onChange(of: surfaceView.inspectorVisible) { inspectorVisible in
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// When we show the inspector, we want to focus on the inspector.
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// When we hide the inspector, we want to move focus back to the surface.
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if (inspectorVisible) {
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// We need to delay this until SwiftUI shows the inspector.
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DispatchQueue.main.async {
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_ = surfaceView.resignFirstResponder()
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inspectorFocus = true
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}
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} else {
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Ghostty.moveFocus(to: surfaceView)
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}
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}
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}
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private func onControlInspector(_ notification: SwiftUI.Notification) {
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// Determine our mode
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guard let modeAny = notification.userInfo?["mode"] else { return }
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guard let mode = modeAny as? ghostty_inspector_mode_e else { return }
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switch (mode) {
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case GHOSTTY_INSPECTOR_TOGGLE:
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surfaceView.inspectorVisible = !surfaceView.inspectorVisible
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case GHOSTTY_INSPECTOR_SHOW:
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surfaceView.inspectorVisible = true
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case GHOSTTY_INSPECTOR_HIDE:
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surfaceView.inspectorVisible = false
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default:
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return
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}
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}
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}
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struct InspectorViewRepresentable: NSViewRepresentable {
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/// The surface that this inspector represents.
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let surfaceView: SurfaceView
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func makeNSView(context: Context) -> InspectorView {
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let view = InspectorView()
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view.surfaceView = self.surfaceView
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return view
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}
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func updateNSView(_ view: InspectorView, context: Context) {
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view.surfaceView = self.surfaceView
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}
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}
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/// Inspector view is the view for the surface inspector (similar to a web inspector).
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class InspectorView: MTKView, NSTextInputClient {
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let commandQueue: MTLCommandQueue
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var surfaceView: SurfaceView? = nil {
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didSet { surfaceViewDidChange() }
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}
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private var inspector: ghostty_inspector_t? {
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guard let surfaceView = self.surfaceView else { return nil }
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return surfaceView.inspector
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}
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private var markedText: NSMutableAttributedString = NSMutableAttributedString()
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// We need to support being a first responder so that we can get input events
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override var acceptsFirstResponder: Bool { return true }
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override init(frame: CGRect, device: MTLDevice?) {
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// Initialize our Metal primitives
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guard
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let device = device ?? MTLCreateSystemDefaultDevice(),
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let commandQueue = device.makeCommandQueue() else {
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fatalError("GPU not available")
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}
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// Setup our properties before initializing the parent
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self.commandQueue = commandQueue
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super.init(frame: frame, device: device)
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// This makes it so renders only happen when we request
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self.enableSetNeedsDisplay = true
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self.isPaused = true
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// After initializing the parent we can set our own properties
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self.device = MTLCreateSystemDefaultDevice()
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self.clearColor = MTLClearColor(red: 0x28 / 0xFF, green: 0x2C / 0xFF, blue: 0x34 / 0xFF, alpha: 1.0)
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// Setup our tracking areas for mouse events
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updateTrackingAreas()
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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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deinit {
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trackingAreas.forEach { removeTrackingArea($0) }
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NotificationCenter.default.removeObserver(self)
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}
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// MARK: Internal Inspector Funcs
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private func surfaceViewDidChange() {
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let center = NotificationCenter.default
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center.removeObserver(self)
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guard let surfaceView = self.surfaceView else { return }
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guard let inspector = self.inspector else { return }
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guard let device = self.device else { return }
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let devicePtr = Unmanaged.passRetained(device).toOpaque()
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ghostty_inspector_metal_init(inspector, devicePtr)
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// Register an observer for render requests
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center.addObserver(
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self,
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selector: #selector(didRequestRender),
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name: Ghostty.Notification.inspectorNeedsDisplay,
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object: surfaceView)
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}
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@objc private func didRequestRender(notification: SwiftUI.Notification) {
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self.needsDisplay = true
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}
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private func updateSize() {
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guard let inspector = self.inspector else { return }
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// Detect our X/Y scale factor so we can update our surface
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let fbFrame = self.convertToBacking(self.frame)
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let xScale = fbFrame.size.width / self.frame.size.width
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let yScale = fbFrame.size.height / self.frame.size.height
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ghostty_inspector_set_content_scale(inspector, xScale, yScale)
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// When our scale factor changes, so does our fb size so we send that too
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ghostty_inspector_set_size(inspector, UInt32(fbFrame.size.width), UInt32(fbFrame.size.height))
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}
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// MARK: NSView
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override func becomeFirstResponder() -> Bool {
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let result = super.becomeFirstResponder()
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if (result) {
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if let inspector = self.inspector {
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ghostty_inspector_set_focus(inspector, true)
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}
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}
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return result
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}
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override func resignFirstResponder() -> Bool {
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let result = super.resignFirstResponder()
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if (result) {
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if let inspector = self.inspector {
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ghostty_inspector_set_focus(inspector, false)
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}
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}
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return result
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}
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override func updateTrackingAreas() {
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// To update our tracking area we just recreate it all.
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trackingAreas.forEach { removeTrackingArea($0) }
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// This tracking area is across the entire frame to notify us of mouse movements.
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addTrackingArea(NSTrackingArea(
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rect: frame,
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options: [
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.mouseMoved,
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// Only send mouse events that happen in our visible (not obscured) rect
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.inVisibleRect,
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// We want active always because we want to still send mouse reports
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// even if we're not focused or key.
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.activeAlways,
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],
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owner: self,
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userInfo: nil))
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}
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override func viewDidChangeBackingProperties() {
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super.viewDidChangeBackingProperties()
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updateSize()
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}
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override func mouseDown(with event: NSEvent) {
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guard let inspector = self.inspector else { return }
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let mods = Ghostty.ghosttyMods(event.modifierFlags)
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ghostty_inspector_mouse_button(inspector, GHOSTTY_MOUSE_PRESS, GHOSTTY_MOUSE_LEFT, mods)
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}
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override func mouseUp(with event: NSEvent) {
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guard let inspector = self.inspector else { return }
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let mods = Ghostty.ghosttyMods(event.modifierFlags)
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ghostty_inspector_mouse_button(inspector, GHOSTTY_MOUSE_RELEASE, GHOSTTY_MOUSE_LEFT, mods)
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}
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override func rightMouseDown(with event: NSEvent) {
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guard let inspector = self.inspector else { return }
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let mods = Ghostty.ghosttyMods(event.modifierFlags)
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ghostty_inspector_mouse_button(inspector, GHOSTTY_MOUSE_PRESS, GHOSTTY_MOUSE_RIGHT, mods)
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}
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override func rightMouseUp(with event: NSEvent) {
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guard let inspector = self.inspector else { return }
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let mods = Ghostty.ghosttyMods(event.modifierFlags)
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ghostty_inspector_mouse_button(inspector, GHOSTTY_MOUSE_RELEASE, GHOSTTY_MOUSE_RIGHT, mods)
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}
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override func mouseMoved(with event: NSEvent) {
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guard let inspector = self.inspector else { return }
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// Convert window position to view position. Note (0, 0) is bottom left.
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let pos = self.convert(event.locationInWindow, from: nil)
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ghostty_inspector_mouse_pos(inspector, pos.x, frame.height - pos.y)
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}
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override func mouseDragged(with event: NSEvent) {
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self.mouseMoved(with: event)
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}
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override func scrollWheel(with event: NSEvent) {
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guard let inspector = self.inspector else { return }
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// Builds up the "input.ScrollMods" bitmask
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var mods: Int32 = 0
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var x = event.scrollingDeltaX
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var y = event.scrollingDeltaY
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if event.hasPreciseScrollingDeltas {
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mods = 1
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// We do a 2x speed multiplier. This is subjective, it "feels" better to me.
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x *= 2;
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y *= 2;
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// TODO(mitchellh): do we have to scale the x/y here by window scale factor?
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}
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// Determine our momentum value
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var momentum: ghostty_input_mouse_momentum_e = GHOSTTY_MOUSE_MOMENTUM_NONE
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switch (event.momentumPhase) {
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case .began:
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momentum = GHOSTTY_MOUSE_MOMENTUM_BEGAN
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case .stationary:
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momentum = GHOSTTY_MOUSE_MOMENTUM_STATIONARY
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case .changed:
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momentum = GHOSTTY_MOUSE_MOMENTUM_CHANGED
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case .ended:
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momentum = GHOSTTY_MOUSE_MOMENTUM_ENDED
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case .cancelled:
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momentum = GHOSTTY_MOUSE_MOMENTUM_CANCELLED
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case .mayBegin:
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momentum = GHOSTTY_MOUSE_MOMENTUM_MAY_BEGIN
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default:
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break
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}
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// Pack our momentum value into the mods bitmask
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mods |= Int32(momentum.rawValue) << 1
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ghostty_inspector_mouse_scroll(inspector, x, y, mods)
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}
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override func keyDown(with event: NSEvent) {
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let action = event.isARepeat ? GHOSTTY_ACTION_REPEAT : GHOSTTY_ACTION_PRESS
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keyAction(action, event: event)
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self.interpretKeyEvents([event])
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}
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override func keyUp(with event: NSEvent) {
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keyAction(GHOSTTY_ACTION_RELEASE, event: event)
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}
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override func flagsChanged(with event: NSEvent) {
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let mod: UInt32;
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switch (event.keyCode) {
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case 0x39: mod = GHOSTTY_MODS_CAPS.rawValue
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case 0x38, 0x3C: mod = GHOSTTY_MODS_SHIFT.rawValue
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case 0x3B, 0x3E: mod = GHOSTTY_MODS_CTRL.rawValue
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case 0x3A, 0x3D: mod = GHOSTTY_MODS_ALT.rawValue
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case 0x37, 0x36: mod = GHOSTTY_MODS_SUPER.rawValue
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default: return
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}
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// The keyAction function will do this AGAIN below which sucks to repeat
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// but this is super cheap and flagsChanged isn't that common.
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let mods = Ghostty.ghosttyMods(event.modifierFlags)
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// If the key that pressed this is active, its a press, else release
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var action = GHOSTTY_ACTION_RELEASE
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if (mods.rawValue & mod != 0) { action = GHOSTTY_ACTION_PRESS }
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keyAction(action, event: event)
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}
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private func keyAction(_ action: ghostty_input_action_e, event: NSEvent) {
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guard let inspector = self.inspector else { return }
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guard let key = Ghostty.keycodeToKey[event.keyCode] else { return }
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let mods = Ghostty.ghosttyMods(event.modifierFlags)
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ghostty_inspector_key(inspector, action, key, mods)
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}
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// MARK: NSTextInputClient
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func hasMarkedText() -> Bool {
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return markedText.length > 0
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}
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func markedRange() -> NSRange {
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guard markedText.length > 0 else { return NSRange() }
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return NSRange(0...(markedText.length-1))
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}
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func selectedRange() -> NSRange {
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return NSRange()
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}
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func setMarkedText(_ string: Any, selectedRange: NSRange, replacementRange: NSRange) {
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switch string {
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case let v as NSAttributedString:
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self.markedText = NSMutableAttributedString(attributedString: v)
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case let v as String:
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self.markedText = NSMutableAttributedString(string: v)
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default:
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print("unknown marked text: \(string)")
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}
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}
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func unmarkText() {
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self.markedText.mutableString.setString("")
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}
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func validAttributesForMarkedText() -> [NSAttributedString.Key] {
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return []
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}
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func attributedSubstring(forProposedRange range: NSRange, actualRange: NSRangePointer?) -> NSAttributedString? {
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return nil
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}
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func characterIndex(for point: NSPoint) -> Int {
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return 0
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}
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func firstRect(forCharacterRange range: NSRange, actualRange: NSRangePointer?) -> NSRect {
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return NSMakeRect(frame.origin.x, frame.origin.y, 0, 0)
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}
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func insertText(_ string: Any, replacementRange: NSRange) {
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// We must have an associated event
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guard NSApp.currentEvent != nil else { return }
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guard let inspector = self.inspector else { return }
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// We want the string view of the any value
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var chars = ""
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switch (string) {
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case let v as NSAttributedString:
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chars = v.string
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case let v as String:
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chars = v
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default:
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return
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}
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let len = chars.utf8CString.count
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if (len == 0) { return }
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chars.withCString { ptr in
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ghostty_inspector_text(inspector, ptr)
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}
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}
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override func doCommand(by selector: Selector) {
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// This currently just prevents NSBeep from interpretKeyEvents but in the future
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// we may want to make some of this work.
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}
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// MARK: MTKView
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override func draw(_ dirtyRect: NSRect) {
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guard
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let commandBuffer = self.commandQueue.makeCommandBuffer(),
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let descriptor = self.currentRenderPassDescriptor else {
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return
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}
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// If the inspector is nil, then our surface is freed and it is unsafe
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// to use.
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guard let inspector = self.inspector else { return }
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// We always update our size because sometimes draw is called
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// between resize events and if our size is wrong with the underlying
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// drawable we will crash.
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updateSize()
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// Render
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ghostty_inspector_metal_render(
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inspector,
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Unmanaged.passRetained(commandBuffer).toOpaque(),
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Unmanaged.passRetained(descriptor).toOpaque()
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)
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guard let drawable = self.currentDrawable else { return }
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commandBuffer.present(drawable)
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commandBuffer.commit()
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}
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}
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}
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