ghostty/macos/Sources/Features/Terminal/BaseTerminalController.swift
Mitchell Hashimoto e64b231248 macos: setup colorspace in base terminal controller
Fixes #2519

This sets up the colorspace for terminal windows in the base controller.

This also modifies some of our logic so its easier for subclasses of
base controllers to specify custom logic when the configuration reloads,
since that's likely to be a common thing.
2024-10-30 20:35:13 -04:00

635 lines
23 KiB
Swift

import Cocoa
import SwiftUI
import GhosttyKit
/// A base class for windows that can contain Ghostty windows. This base class implements
/// the bare minimum functionality that every terminal window in Ghostty should implement.
///
/// Usage: Specify this as the base class of your window controller for the window that contains
/// a terminal. The window controller must also be the window delegate OR the window delegate
/// functions on this base class must be called by your own custom delegate. For the terminal
/// view the TerminalView SwiftUI view must be used and this class is the view model and
/// delegate.
///
/// Special considerations to implement:
///
/// - Fullscreen: you must manually listen for the right notification and implement the
/// callback that calls toggleFullscreen on this base class.
///
/// Notably, things this class does NOT implement (not exhaustive):
///
/// - Tabbing, because there are many ways to get tabbed behavior in macOS and we
/// don't want to be opinionated about it.
/// - Window restoration or save state
/// - Window visual styles (such as titlebar colors)
///
/// The primary idea of all the behaviors we don't implement here are that subclasses may not
/// want these behaviors.
class BaseTerminalController: NSWindowController,
NSWindowDelegate,
TerminalViewDelegate,
TerminalViewModel,
ClipboardConfirmationViewDelegate,
FullscreenDelegate
{
/// The app instance that this terminal view will represent.
let ghostty: Ghostty.App
/// The currently focused surface.
var focusedSurface: Ghostty.SurfaceView? = nil {
didSet { syncFocusToSurfaceTree() }
}
/// The surface tree for this window.
@Published var surfaceTree: Ghostty.SplitNode? = nil {
didSet { surfaceTreeDidChange(from: oldValue, to: surfaceTree) }
}
/// Non-nil when an alert is active so we don't overlap multiple.
private var alert: NSAlert? = nil
/// The clipboard confirmation window, if shown.
private var clipboardConfirmation: ClipboardConfirmationController? = nil
/// Fullscreen state management.
private(set) var fullscreenStyle: FullscreenStyle?
/// Event monitor (see individual events for why)
private var eventMonitor: Any? = nil
/// The previous frame information from the window
private var savedFrame: SavedFrame? = nil
struct SavedFrame {
let window: NSRect
let screen: NSRect
}
required init?(coder: NSCoder) {
fatalError("init(coder:) is not supported for this view")
}
init(_ ghostty: Ghostty.App,
baseConfig base: Ghostty.SurfaceConfiguration? = nil,
surfaceTree tree: Ghostty.SplitNode? = nil
) {
self.ghostty = ghostty
super.init(window: nil)
// Initialize our initial surface.
guard let ghostty_app = ghostty.app else { preconditionFailure("app must be loaded") }
self.surfaceTree = tree ?? .leaf(.init(ghostty_app, baseConfig: base))
// Setup our notifications for behaviors
let center = NotificationCenter.default
center.addObserver(
self,
selector: #selector(onConfirmClipboardRequest),
name: Ghostty.Notification.confirmClipboard,
object: nil)
center.addObserver(
self,
selector: #selector(didChangeScreenParametersNotification),
name: NSApplication.didChangeScreenParametersNotification,
object: nil)
center.addObserver(
self,
selector: #selector(ghosttyDidReloadConfigNotification),
name: Ghostty.Notification.ghosttyDidReloadConfig,
object: nil)
// Listen for local events that we need to know of outside of
// single surface handlers.
self.eventMonitor = NSEvent.addLocalMonitorForEvents(
matching: [.flagsChanged],
handler: localEventHandler)
}
deinit {
NotificationCenter.default.removeObserver(self)
if let eventMonitor {
NSEvent.removeMonitor(eventMonitor)
}
}
/// Called when the surfaceTree variable changed.
///
/// Subclasses should call super first.
func surfaceTreeDidChange(from: Ghostty.SplitNode?, to: Ghostty.SplitNode?) {
// If our surface tree becomes nil then ensure all surfaces
// in the old tree have closed.
if (to == nil) {
from?.close()
focusedSurface = nil
}
}
/// Update all surfaces with the focus state. This ensures that libghostty has an accurate view about
/// what surface is focused. This must be called whenever a surface OR window changes focus.
private func syncFocusToSurfaceTree() {
guard let tree = self.surfaceTree else { return }
for leaf in tree {
// Our focus state requires that this window is key and our currently
// focused surface is the surface in this leaf.
let focused: Bool = (window?.isKeyWindow ?? false) &&
focusedSurface != nil &&
leaf.surface == focusedSurface!
leaf.surface.focusDidChange(focused)
}
}
// Call this whenever we want to setup our appearance parameters based on
// configuration changes.
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
}
// Terminals typically operate in sRGB color space and macOS defaults
// to "native" which is typically P3. There is a lot more resources
// covered in this GitHub issue: https://github.com/mitchellh/ghostty/pull/376
// Ghostty defaults to sRGB but this can be overridden.
switch (ghostty.config.windowColorspace) {
case .displayP3:
window.colorSpace = .displayP3
case .srgb:
window.colorSpace = .sRGB
}
}
// Call this whenever the frame changes
private func windowFrameDidChange() {
// We need to update our saved frame information in case of monitor
// changes (see didChangeScreenParameters notification).
savedFrame = nil
guard let window, let screen = window.screen else { return }
savedFrame = .init(window: window.frame, screen: screen.visibleFrame)
}
// MARK: Overridable Callbacks
/// Called whenever Ghostty reloads the configuration. Callers should call super.
open func ghosttyDidReloadConfig() {
// Whenever the config changes we setup our appearance.
syncAppearance()
}
// MARK: Notifications
@objc private func didChangeScreenParametersNotification(_ notification: Notification) {
// If we have a window that is visible and it is outside the bounds of the
// screen then we clamp it back to within the screen.
guard let window else { return }
guard window.isVisible else { return }
// We ignore fullscreen windows because macOS automatically resizes
// those back to the fullscreen bounds.
guard !window.styleMask.contains(.fullScreen) else { return }
guard let screen = window.screen else { return }
let visibleFrame = screen.visibleFrame
var newFrame = window.frame
// Clamp width/height
if newFrame.size.width > visibleFrame.size.width {
newFrame.size.width = visibleFrame.size.width
}
if newFrame.size.height > visibleFrame.size.height {
newFrame.size.height = visibleFrame.size.height
}
// Ensure the window is on-screen. We only do this if the previous frame
// was also on screen. If a user explicitly wanted their window off screen
// then we let it stay that way.
x: if newFrame.origin.x < visibleFrame.origin.x {
if let savedFrame, savedFrame.window.origin.x < savedFrame.screen.origin.x {
break x;
}
newFrame.origin.x = visibleFrame.origin.x
}
y: if newFrame.origin.y < visibleFrame.origin.y {
if let savedFrame, savedFrame.window.origin.y < savedFrame.screen.origin.y {
break y;
}
newFrame.origin.y = visibleFrame.origin.y
}
// Apply the new window frame
window.setFrame(newFrame, display: true)
}
@objc private func ghosttyDidReloadConfigNotification(notification: SwiftUI.Notification) {
ghosttyDidReloadConfig()
}
// MARK: Local Events
private func localEventHandler(_ event: NSEvent) -> NSEvent? {
return switch event.type {
case .flagsChanged:
localEventFlagsChanged(event)
default:
event
}
}
private func localEventFlagsChanged(_ event: NSEvent) -> NSEvent? {
// Go through all our surfaces and notify it that the flags changed.
if let surfaceTree {
var surfaces: [Ghostty.SurfaceView] = surfaceTree.map { $0.surface }
// If we're the main window receiving key input, then we want to avoid
// calling this on our focused surface because that'll trigger a double
// flagsChanged call.
if NSApp.mainWindow == window {
surfaces = surfaces.filter { $0 != focusedSurface }
}
for surface in surfaces {
surface.flagsChanged(with: event)
}
}
return event
}
// MARK: TerminalViewDelegate
// Note: this is different from surfaceDidTreeChange(from:,to:) because this is called
// when the currently set value changed in place and the from:to: variant is called
// when the variable was set.
func surfaceTreeDidChange() {}
func focusedSurfaceDidChange(to: Ghostty.SurfaceView?) {
focusedSurface = to
}
func titleDidChange(to: String) {
guard let window else { return }
// Set the main window title
window.title = to
}
func pwdDidChange(to: URL?) {
guard let window else { return }
if ghostty.config.macosTitlebarProxyIcon == .visible {
// Use the 'to' URL directly
window.representedURL = to
} else {
window.representedURL = nil
}
}
func cellSizeDidChange(to: NSSize) {
guard ghostty.config.windowStepResize else { return }
self.window?.contentResizeIncrements = to
}
func zoomStateDidChange(to: Bool) {}
// MARK: Fullscreen
/// Toggle fullscreen for the given mode.
func toggleFullscreen(mode: FullscreenMode) {
// We need a window to fullscreen
guard let window = self.window else { return }
// If we have a previous fullscreen style initialized, we want to check if
// our mode changed. If it changed and we're in fullscreen, we exit so we can
// toggle it next time. If it changed and we're not in fullscreen we can just
// switch the handler.
var newStyle = mode.style(for: window)
newStyle?.delegate = self
old: if let oldStyle = self.fullscreenStyle {
// If we're not fullscreen, we can nil it out so we get the new style
if !oldStyle.isFullscreen {
self.fullscreenStyle = newStyle
break old
}
assert(oldStyle.isFullscreen)
// We consider our mode changed if the types change (obvious) but
// also if its nil (not obvious) because nil means that the style has
// likely changed but we don't support it.
if newStyle == nil || type(of: newStyle) != type(of: oldStyle) {
// Our mode changed. Exit fullscreen (since we're toggling anyways)
// and then unset the style so that we replace it next time.
oldStyle.exit()
self.fullscreenStyle = nil
// We're done
return
}
// Style is the same.
} else {
// We have no previous style
self.fullscreenStyle = newStyle
}
guard let fullscreenStyle else { return }
if fullscreenStyle.isFullscreen {
fullscreenStyle.exit()
} else {
fullscreenStyle.enter()
}
}
func fullscreenDidChange() {
// For some reason focus can get lost when we change fullscreen. Regardless of
// mode above we just move it back.
if let focusedSurface {
Ghostty.moveFocus(to: focusedSurface)
}
}
// MARK: Clipboard Confirmation
@objc private func onConfirmClipboardRequest(notification: SwiftUI.Notification) {
guard let target = notification.object as? Ghostty.SurfaceView else { return }
guard target == self.focusedSurface else { return }
guard let surface = target.surface else { return }
// We need a window
guard let window = self.window else { return }
// Check whether we use non-native fullscreen
guard let str = notification.userInfo?[Ghostty.Notification.ConfirmClipboardStrKey] as? String else { return }
guard let state = notification.userInfo?[Ghostty.Notification.ConfirmClipboardStateKey] as? UnsafeMutableRawPointer? else { return }
guard let request = notification.userInfo?[Ghostty.Notification.ConfirmClipboardRequestKey] as? Ghostty.ClipboardRequest else { return }
// If we already have a clipboard confirmation view up, we ignore this request.
// This shouldn't be possible...
guard self.clipboardConfirmation == nil else {
Ghostty.App.completeClipboardRequest(surface, data: "", state: state, confirmed: true)
return
}
// Show our paste confirmation
self.clipboardConfirmation = ClipboardConfirmationController(
surface: surface,
contents: str,
request: request,
state: state,
delegate: self
)
window.beginSheet(self.clipboardConfirmation!.window!)
}
func clipboardConfirmationComplete(_ action: ClipboardConfirmationView.Action, _ request: Ghostty.ClipboardRequest) {
// End our clipboard confirmation no matter what
guard let cc = self.clipboardConfirmation else { return }
self.clipboardConfirmation = nil
// Close the sheet
if let ccWindow = cc.window {
window?.endSheet(ccWindow)
}
switch (request) {
case .osc_52_write:
guard case .confirm = action else { break }
let pb = NSPasteboard.general
pb.declareTypes([.string], owner: nil)
pb.setString(cc.contents, forType: .string)
case .osc_52_read, .paste:
let str: String
switch (action) {
case .cancel:
str = ""
case .confirm:
str = cc.contents
}
Ghostty.App.completeClipboardRequest(cc.surface, data: str, state: cc.state, confirmed: true)
}
}
// MARK: NSWindowController
override func windowDidLoad() {
super.windowDidLoad()
// Setup our configured appearance that we support.
syncAppearance()
}
// MARK: NSWindowDelegate
// This is called when performClose is called on a window (NOT when close()
// is called directly). performClose is called primarily when UI elements such
// as the "red X" are pressed.
func windowShouldClose(_ sender: NSWindow) -> Bool {
// We must have a window. Is it even possible not to?
guard let window = self.window else { return true }
// If we have no surfaces, close.
guard let node = self.surfaceTree else { return true }
// If we already have an alert, continue with it
guard alert == nil else { return false }
// If our surfaces don't require confirmation, close.
if (!node.needsConfirmQuit()) { return true }
// We require confirmation, so show an alert as long as we aren't already.
let alert = NSAlert()
alert.messageText = "Close Terminal?"
alert.informativeText = "The terminal still has a running process. If you close the " +
"terminal the process will be killed."
alert.addButton(withTitle: "Close the Terminal")
alert.addButton(withTitle: "Cancel")
alert.alertStyle = .warning
alert.beginSheetModal(for: window, completionHandler: { response in
self.alert = nil
switch (response) {
case .alertFirstButtonReturn:
window.close()
default:
break
}
})
self.alert = alert
return false
}
func windowWillClose(_ notification: Notification) {
guard let window else { return }
// I don't know if this is required anymore. We previously had a ref cycle between
// the view and the window so we had to nil this out to break it but I think this
// may now be resolved. We should verify that no memory leaks and we can remove this.
window.contentView = nil
}
func windowDidBecomeKey(_ notification: Notification) {
// Becoming/losing key means we have to notify our surface(s) that we have focus
// so things like cursors blink, pty events are sent, etc.
self.syncFocusToSurfaceTree()
}
func windowDidResignKey(_ notification: Notification) {
// Becoming/losing key means we have to notify our surface(s) that we have focus
// so things like cursors blink, pty events are sent, etc.
self.syncFocusToSurfaceTree()
}
func windowDidChangeOcclusionState(_ notification: Notification) {
guard let surfaceTree = self.surfaceTree else { return }
let visible = self.window?.occlusionState.contains(.visible) ?? false
for leaf in surfaceTree {
if let surface = leaf.surface.surface {
ghostty_surface_set_occlusion(surface, visible)
}
}
}
func windowDidResize(_ notification: Notification) {
windowFrameDidChange()
}
func windowDidMove(_ notification: Notification) {
windowFrameDidChange()
}
// MARK: First Responder
@IBAction func close(_ sender: Any) {
guard let surface = focusedSurface?.surface else { return }
ghostty.requestClose(surface: surface)
}
@IBAction func closeWindow(_ sender: Any) {
guard let window = window else { return }
window.performClose(sender)
}
@IBAction func splitRight(_ sender: Any) {
guard let surface = focusedSurface?.surface else { return }
ghostty.split(surface: surface, direction: GHOSTTY_SPLIT_DIRECTION_RIGHT)
}
@IBAction func splitDown(_ sender: Any) {
guard let surface = focusedSurface?.surface else { return }
ghostty.split(surface: surface, direction: GHOSTTY_SPLIT_DIRECTION_DOWN)
}
@IBAction func splitZoom(_ sender: Any) {
guard let surface = focusedSurface?.surface else { return }
ghostty.splitToggleZoom(surface: surface)
}
@IBAction func splitMoveFocusPrevious(_ sender: Any) {
splitMoveFocus(direction: .previous)
}
@IBAction func splitMoveFocusNext(_ sender: Any) {
splitMoveFocus(direction: .next)
}
@IBAction func splitMoveFocusAbove(_ sender: Any) {
splitMoveFocus(direction: .top)
}
@IBAction func splitMoveFocusBelow(_ sender: Any) {
splitMoveFocus(direction: .bottom)
}
@IBAction func splitMoveFocusLeft(_ sender: Any) {
splitMoveFocus(direction: .left)
}
@IBAction func splitMoveFocusRight(_ sender: Any) {
splitMoveFocus(direction: .right)
}
@IBAction func equalizeSplits(_ sender: Any) {
guard let surface = focusedSurface?.surface else { return }
ghostty.splitEqualize(surface: surface)
}
@IBAction func moveSplitDividerUp(_ sender: Any) {
guard let surface = focusedSurface?.surface else { return }
ghostty.splitResize(surface: surface, direction: .up, amount: 10)
}
@IBAction func moveSplitDividerDown(_ sender: Any) {
guard let surface = focusedSurface?.surface else { return }
ghostty.splitResize(surface: surface, direction: .down, amount: 10)
}
@IBAction func moveSplitDividerLeft(_ sender: Any) {
guard let surface = focusedSurface?.surface else { return }
ghostty.splitResize(surface: surface, direction: .left, amount: 10)
}
@IBAction func moveSplitDividerRight(_ sender: Any) {
guard let surface = focusedSurface?.surface else { return }
ghostty.splitResize(surface: surface, direction: .right, amount: 10)
}
private func splitMoveFocus(direction: Ghostty.SplitFocusDirection) {
guard let surface = focusedSurface?.surface else { return }
ghostty.splitMoveFocus(surface: surface, direction: direction)
}
@IBAction func increaseFontSize(_ sender: Any) {
guard let surface = focusedSurface?.surface else { return }
ghostty.changeFontSize(surface: surface, .increase(1))
}
@IBAction func decreaseFontSize(_ sender: Any) {
guard let surface = focusedSurface?.surface else { return }
ghostty.changeFontSize(surface: surface, .decrease(1))
}
@IBAction func resetFontSize(_ sender: Any) {
guard let surface = focusedSurface?.surface else { return }
ghostty.changeFontSize(surface: surface, .reset)
}
@objc func resetTerminal(_ sender: Any) {
guard let surface = focusedSurface?.surface else { return }
ghostty.resetTerminal(surface: surface)
}
}