ghostty/macos/Sources/Features/QuickTerminal/QuickTerminalController.swift
Mitchell Hashimoto 94d30eaea3 macos: retry focusing the quick terminal to handle focus on other screen
Fixes #2409

This is one of the weirder macOS quirks (bugs? who knows!) I've seen
recently. The bug as described in #2409: when you have at least two
monitors ("screens" in AppKit parlance), Ghostty on one, a focused app
on the other, and you toggle the quick terminal, the quick terminal
does not have focus.

We already knew and accounted for the fact that
`window.makeKeyAndOrderFront(nil)` does not work until the window is visible
and on the target screen. To do this, we only called this once the
animation was complete. For the same NSScreen, this works, but for
another screen, it does not.

Using one DispatchQueue.async tick also does not work. Based on testing,
it takes anywhere from 2 to 5 ticks to get the window focus API to work
properly. Okay.

The solution I came up with here is to retry the focus operation every
25ms up to 250ms. This has worked consistently for me within the first 5
ticks but it is obviously a hack so I'm not sure if this is all right.

This fixes the issue but if there's a better way to do this, I'm all
ears!
2024-10-09 15:13:54 -07:00

353 lines
13 KiB
Swift

import Foundation
import Cocoa
import SwiftUI
import GhosttyKit
/// Controller for the "quick" terminal.
class QuickTerminalController: BaseTerminalController {
override var windowNibName: NSNib.Name? { "QuickTerminal" }
/// The position for the quick terminal.
let position: QuickTerminalPosition
/// The current state of the quick terminal
private(set) var visible: Bool = false
/// The previously running application when the terminal is shown. This is NEVER Ghostty.
/// If this is set then when the quick terminal is animated out then we will restore this
/// application to the front.
private var previousApp: NSRunningApplication? = nil
init(_ ghostty: Ghostty.App,
position: QuickTerminalPosition = .top,
baseConfig base: Ghostty.SurfaceConfiguration? = nil,
surfaceTree tree: Ghostty.SplitNode? = nil
) {
self.position = position
super.init(ghostty, baseConfig: base, surfaceTree: tree)
// Setup our notifications for behaviors
let center = NotificationCenter.default
center.addObserver(
self,
selector: #selector(onToggleFullscreen),
name: Ghostty.Notification.ghosttyToggleFullscreen,
object: nil)
center.addObserver(
self,
selector: #selector(ghosttyDidReloadConfig),
name: Ghostty.Notification.ghosttyDidReloadConfig,
object: nil)
}
required init?(coder: NSCoder) {
fatalError("init(coder:) is not supported for this view")
}
deinit {
// Remove all of our notificationcenter subscriptions
let center = NotificationCenter.default
center.removeObserver(self)
}
// MARK: NSWindowController
override func windowDidLoad() {
guard let window = self.window else { return }
// The controller is the window delegate so we can detect events such as
// window close so we can animate out.
window.delegate = self
// The quick window is not restorable (yet!). "Yet" because in theory we can
// make this restorable, but it isn't currently implemented.
window.isRestorable = false
// Setup our configured appearance that we support.
syncAppearance()
// Setup our initial size based on our configured position
position.setLoaded(window)
// Setup our content
window.contentView = NSHostingView(rootView: TerminalView(
ghostty: self.ghostty,
viewModel: self,
delegate: self
))
// Animate the window in
animateIn()
}
// MARK: NSWindowDelegate
override func windowDidResignKey(_ notification: Notification) {
super.windowDidResignKey(notification)
// If we're not visible then we don't want to run any of the logic below
// because things like resetting our previous app assume we're visible.
// windowDidResignKey will also get called after animateOut so this
// ensures we don't run logic twice.
guard visible else { return }
// We don't animate out if there is a modal sheet being shown currently.
// This lets us show alerts without causing the window to disappear.
guard window?.attachedSheet == nil else { return }
// If our app is still active, then it means that we're switching
// to another window within our app, so we remove the previous app
// so we don't restore it.
if NSApp.isActive {
self.previousApp = nil
}
animateOut()
}
func windowWillResize(_ sender: NSWindow, to frameSize: NSSize) -> NSSize {
// We use the actual screen the window is on for this, since it should
// be on the proper screen.
guard let screen = window?.screen ?? NSScreen.main else { return frameSize }
return position.restrictFrameSize(frameSize, on: screen)
}
// MARK: Base Controller Overrides
override func surfaceTreeDidChange(from: Ghostty.SplitNode?, to: Ghostty.SplitNode?) {
super.surfaceTreeDidChange(from: from, to: to)
// If our surface tree is nil then we animate the window out.
if (to == nil) {
animateOut()
}
}
// MARK: Methods
func toggle() {
if (visible) {
animateOut()
} else {
animateIn()
}
}
func animateIn() {
guard let window = self.window else { return }
// Set our visibility state
guard !visible else { return }
visible = true
// If we have a previously focused application and it isn't us, then
// we want to store it so we can restore state later.
if !NSApp.isActive {
if let previousApp = NSWorkspace.shared.frontmostApplication,
previousApp.bundleIdentifier != Bundle.main.bundleIdentifier
{
self.previousApp = previousApp
}
}
// Animate the window in
animateWindowIn(window: window, from: position)
// If our surface tree is nil then we initialize a new terminal. The surface
// tree can be nil if for example we run "eixt" in the terminal and force
// animate out.
if (surfaceTree == nil) {
let leaf: Ghostty.SplitNode.Leaf = .init(ghostty.app!, baseConfig: nil)
surfaceTree = .leaf(leaf)
focusedSurface = leaf.surface
}
}
func animateOut() {
guard let window = self.window else { return }
// Set our visibility state
guard visible else { return }
visible = false
animateWindowOut(window: window, to: position)
}
private func animateWindowIn(window: NSWindow, from position: QuickTerminalPosition) {
guard let screen = ghostty.config.quickTerminalScreen.screen else { return }
// Move our window off screen to the top
position.setInitial(in: window, on: screen)
// Move it to the visible position since animation requires this
window.makeKeyAndOrderFront(nil)
// Run the animation that moves our window into the proper place and makes
// it visible.
NSAnimationContext.runAnimationGroup({ context in
context.duration = 0.2
context.timingFunction = .init(name: .easeIn)
position.setFinal(in: window.animator(), on: screen)
}, completionHandler: {
// There is a very minor delay here so waiting at least an event loop tick
// keeps us safe from the view not being on the window.
DispatchQueue.main.async {
// If we canceled our animation in we do nothing
guard self.visible else { return }
// Once our animation is done, we must grab focus since we can't grab
// focus of a non-visible window.
self.makeWindowKey(window)
// If our application is not active, then we grab focus. Its important
// we do this AFTER our window is animated in and focused because
// otherwise macOS will bring forward another window.
if !NSApp.isActive {
NSApp.activate(ignoringOtherApps: true)
// This works around a really funky bug where if the terminal is
// shown on a screen that has no other Ghostty windows, it takes
// a few (variable) event loop ticks until we can actually focus it.
// https://github.com/ghostty-org/ghostty/issues/2409
//
// We wait one event loop tick to try it because under the happy
// path (we have windows on this screen) it takes one event loop
// tick for window.isKeyWindow to return true.
DispatchQueue.main.async {
guard !window.isKeyWindow else { return }
self.makeWindowKey(window, retries: 10)
}
}
}
})
}
/// Attempt to make a window key, supporting retries if necessary. The retries will be attempted
/// on a separate event loop tick.
///
/// The window must contain the focused surface for this terminal controller.
private func makeWindowKey(_ window: NSWindow, retries: UInt8 = 0) {
// We must be visible
guard visible else { return }
// If our focused view is somehow not connected to this window then the
// function calls below do nothing. I don't think this is possible but
// we should guard against it because it is a Cocoa assertion.
guard let focusedSurface, focusedSurface.window == window else { return }
// The window must become top-level
window.makeKeyAndOrderFront(nil)
// The view must gain our keyboard focus
window.makeFirstResponder(focusedSurface)
// If our window is already key then we're done!
guard !window.isKeyWindow else { return }
// If we don't have retries then we're done
guard retries > 0 else { return }
DispatchQueue.main.asyncAfter(deadline: .now() + .milliseconds(25)) {
self.makeWindowKey(window, retries: retries - 1)
}
}
private func animateWindowOut(window: NSWindow, to position: QuickTerminalPosition) {
// We always animate out to whatever screen the window is actually on.
guard let screen = window.screen ?? NSScreen.main else { return }
// If we are in fullscreen, then we exit fullscreen.
if let fullscreenStyle, fullscreenStyle.isFullscreen {
fullscreenStyle.exit()
}
// If we have a previously active application, restore focus to it. We
// do this BEFORE the animation below because when the animation completes
// macOS will bring forward another window.
if let previousApp = self.previousApp {
// Make sure we unset the state no matter what
self.previousApp = nil
if !previousApp.isTerminated {
// Ignore the result, it doesn't change our behavior.
_ = previousApp.activate(options: [])
}
}
NSAnimationContext.runAnimationGroup({ context in
context.duration = 0.2
context.timingFunction = .init(name: .easeIn)
position.setInitial(in: window.animator(), on: screen)
}, completionHandler: {
// This causes the window to be removed from the screen list and macOS
// handles what should be focused next.
window.orderOut(self)
})
}
private func syncAppearance() {
guard let window else { return }
// If our window is not visible, then delay this. This is possible specifically
// during state restoration but probably in other scenarios as well. To delay,
// we just loop directly on the dispatch queue. We have to delay because some
// APIs such as window blur have no effect unless the window is visible.
guard window.isVisible else {
// Weak window so that if the window changes or is destroyed we aren't holding a ref
DispatchQueue.main.async { [weak self] in self?.syncAppearance() }
return
}
// If we have window transparency then set it transparent. Otherwise set it opaque.
if (ghostty.config.backgroundOpacity < 1) {
window.isOpaque = false
// This is weird, but we don't use ".clear" because this creates a look that
// matches Terminal.app much more closer. This lets users transition from
// Terminal.app more easily.
window.backgroundColor = .white.withAlphaComponent(0.001)
ghostty_set_window_background_blur(ghostty.app, Unmanaged.passUnretained(window).toOpaque())
} else {
window.isOpaque = true
window.backgroundColor = .windowBackgroundColor
}
}
// MARK: First Responder
@IBAction override func closeWindow(_ sender: Any) {
// Instead of closing the window, we animate it out.
animateOut()
}
@IBAction func newTab(_ sender: Any?) {
guard let window else { return }
let alert = NSAlert()
alert.messageText = "Cannot Create New Tab"
alert.informativeText = "Tabs aren't supported in the Quick Terminal."
alert.addButton(withTitle: "OK")
alert.alertStyle = .warning
alert.beginSheetModal(for: window)
}
@IBAction func toggleGhosttyFullScreen(_ sender: Any) {
guard let surface = focusedSurface?.surface else { return }
ghostty.toggleFullscreen(surface: surface)
}
// MARK: Notifications
@objc private func onToggleFullscreen(notification: SwiftUI.Notification) {
guard let target = notification.object as? Ghostty.SurfaceView else { return }
guard target == self.focusedSurface else { return }
// We ignore the requested mode and always use non-native for the quick terminal
toggleFullscreen(mode: .nonNative)
}
@objc private func ghosttyDidReloadConfig(notification: SwiftUI.Notification) {
syncAppearance()
}
}