ghostty/macos/Sources/Features/Terminal/TerminalController.swift
Mitchell Hashimoto 3db5b3da75 macos: hidden titlebar windows should cascade on new tab
Windows with `macos-titlebar-style = hidden` create new windows when the
new tab binding is pressed. This behavior has existed for a long time.

However, these windows did not cascade, meaning they'd appear overlapped
directly on top of the previous window, which is kind of nasty.

This commit changes it so that new windows created via new tab from a
hidden titlebar window will cascade.
2025-06-10 14:31:41 -07:00

1459 lines
58 KiB
Swift

import Foundation
import Cocoa
import SwiftUI
import Combine
import GhosttyKit
/// A classic, tabbed terminal experience.
class TerminalController: BaseTerminalController {
override var windowNibName: NSNib.Name? { "Terminal" }
/// This is set to true when we care about frame changes. This is a small optimization since
/// this controller registers a listener for ALL frame change notifications and this lets us bail
/// early if we don't care.
private var tabListenForFrame: Bool = false
/// This is the hash value of the last tabGroup.windows array. We use this to detect order
/// changes in the list.
private var tabWindowsHash: Int = 0
/// This is set to false by init if the window managed by this controller should not be restorable.
/// For example, terminals executing custom scripts are not restorable.
private var restorable: Bool = true
/// The configuration derived from the Ghostty config so we don't need to rely on references.
private(set) var derivedConfig: DerivedConfig
/// The notification cancellable for focused surface property changes.
private var surfaceAppearanceCancellables: Set<AnyCancellable> = []
/// This will be set to the initial frame of the window from the xib on load.
private var initialFrame: NSRect? = nil
init(_ ghostty: Ghostty.App,
withBaseConfig base: Ghostty.SurfaceConfiguration? = nil,
withSurfaceTree tree: SplitTree<Ghostty.SurfaceView>? = nil,
parent: NSWindow? = nil
) {
// The window we manage is not restorable if we've specified a command
// to execute. We do this because the restored window is meaningless at the
// time of writing this: it'd just restore to a shell in the same directory
// as the script. We may want to revisit this behavior when we have scrollback
// restoration.
self.restorable = (base?.command ?? "") == ""
// Setup our initial derived config based on the current app config
self.derivedConfig = DerivedConfig(ghostty.config)
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(onMoveTab),
name: .ghosttyMoveTab,
object: nil)
center.addObserver(
self,
selector: #selector(onGotoTab),
name: Ghostty.Notification.ghosttyGotoTab,
object: nil)
center.addObserver(
self,
selector: #selector(onCloseTab),
name: .ghosttyCloseTab,
object: nil)
center.addObserver(
self,
selector: #selector(onResetWindowSize),
name: .ghosttyResetWindowSize,
object: nil
)
center.addObserver(
self,
selector: #selector(ghosttyConfigDidChange(_:)),
name: .ghosttyConfigDidChange,
object: nil
)
center.addObserver(
self,
selector: #selector(onFrameDidChange),
name: NSView.frameDidChangeNotification,
object: nil)
center.addObserver(
self,
selector: #selector(onCloseWindow),
name: .ghosttyCloseWindow,
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: Base Controller Overrides
override func surfaceTreeDidChange(from: SplitTree<Ghostty.SurfaceView>, to: SplitTree<Ghostty.SurfaceView>) {
super.surfaceTreeDidChange(from: from, to: to)
// Whenever our surface tree changes in any way (new split, close split, etc.)
// we want to invalidate our state.
invalidateRestorableState()
// Update our zoom state
if let window = window as? TerminalWindow {
window.surfaceIsZoomed = to.zoomed != nil
}
// If our surface tree is now nil then we close our window.
if (to.isEmpty) {
self.window?.close()
}
}
func fullscreenDidChange() {
// When our fullscreen state changes, we resync our appearance because some
// properties change when fullscreen or not.
guard let focusedSurface else { return }
if (!(fullscreenStyle?.isFullscreen ?? false) &&
ghostty.config.macosTitlebarStyle == "hidden")
{
applyHiddenTitlebarStyle()
}
syncAppearance(focusedSurface.derivedConfig)
}
// MARK: Terminal Creation
/// Returns all the available terminal controllers present in the app currently.
static var all: [TerminalController] {
return NSApplication.shared.windows.compactMap {
$0.windowController as? TerminalController
}
}
// Keep track of the last point that our window was launched at so that new
// windows "cascade" over each other and don't just launch directly on top
// of each other.
private static var lastCascadePoint = NSPoint(x: 0, y: 0)
// The preferred parent terminal controller.
private static var preferredParent: TerminalController? {
all.first {
$0.window?.isMainWindow ?? false
} ?? all.last
}
/// The "new window" action.
static func newWindow(
_ ghostty: Ghostty.App,
withBaseConfig baseConfig: Ghostty.SurfaceConfiguration? = nil,
withParent explicitParent: NSWindow? = nil
) -> TerminalController {
let c = TerminalController.init(ghostty, withBaseConfig: baseConfig)
// Get our parent. Our parent is the one explicitly given to us,
// otherwise the focused terminal, otherwise an arbitrary one.
let parent: NSWindow? = explicitParent ?? preferredParent?.window
if let parent {
if parent.styleMask.contains(.fullScreen) {
parent.toggleFullScreen(nil)
} else if ghostty.config.windowFullscreen {
switch (ghostty.config.windowFullscreenMode) {
case .native:
// Native has to be done immediately so that our stylemask contains
// fullscreen for the logic later in this method.
c.toggleFullscreen(mode: .native)
case .nonNative, .nonNativeVisibleMenu, .nonNativePaddedNotch:
// If we're non-native then we have to do it on a later loop
// so that the content view is setup.
DispatchQueue.main.async {
c.toggleFullscreen(mode: ghostty.config.windowFullscreenMode)
}
}
}
}
// We're dispatching this async because otherwise the lastCascadePoint doesn't
// take effect. Our best theory is there is some next-event-loop-tick logic
// that Cocoa is doing that we need to be after.
DispatchQueue.main.async {
// Only cascade if we aren't fullscreen.
if let window = c.window {
if (!window.styleMask.contains(.fullScreen)) {
Self.lastCascadePoint = window.cascadeTopLeft(from: Self.lastCascadePoint)
}
}
c.showWindow(self)
}
// Setup our undo
if let undoManager = c.undoManager {
undoManager.setActionName("New Window")
undoManager.registerUndo(
withTarget: c,
expiresAfter: c.undoExpiration
) { target in
// Close the window when undoing
undoManager.disableUndoRegistration {
target.closeWindow(nil)
}
// Register redo action
undoManager.registerUndo(
withTarget: ghostty,
expiresAfter: target.undoExpiration
) { ghostty in
_ = TerminalController.newWindow(
ghostty,
withBaseConfig: baseConfig,
withParent: explicitParent)
}
}
}
return c
}
static func newTab(
_ ghostty: Ghostty.App,
from parent: NSWindow? = nil,
withBaseConfig baseConfig: Ghostty.SurfaceConfiguration? = nil
) -> TerminalController? {
// Making sure that we're dealing with a TerminalController. If not,
// then we just create a new window.
guard let parent,
let parentController = parent.windowController as? TerminalController else {
return newWindow(ghostty, withBaseConfig: baseConfig, withParent: parent)
}
// If our parent is in non-native fullscreen, then new tabs do not work.
// See: https://github.com/mitchellh/ghostty/issues/392
if let fullscreenStyle = parentController.fullscreenStyle,
fullscreenStyle.isFullscreen && !fullscreenStyle.supportsTabs {
let alert = NSAlert()
alert.messageText = "Cannot Create New Tab"
alert.informativeText = "New tabs are unsupported while in non-native fullscreen. Exit fullscreen and try again."
alert.addButton(withTitle: "OK")
alert.alertStyle = .warning
alert.beginSheetModal(for: parent)
return nil
}
// Create a new window and add it to the parent
let controller = TerminalController.init(ghostty, withBaseConfig: baseConfig)
guard let window = controller.window else { return controller }
// If the parent is miniaturized, then macOS exhibits really strange behaviors
// so we have to bring it back out.
if (parent.isMiniaturized) { parent.deminiaturize(self) }
// If our parent tab group already has this window, macOS added it and
// we need to remove it so we can set the correct order in the next line.
// If we don't do this, macOS gets really confused and the tabbedWindows
// state becomes incorrect.
//
// At the time of writing this code, the only known case this happens
// is when the "+" button is clicked in the tab bar.
if let tg = parent.tabGroup,
tg.windows.firstIndex(of: window) != nil {
tg.removeWindow(window)
}
// If we have the "hidden" titlebar style we want to create new
// tabs as windows instead, so just skip adding it to the parent.
if (ghostty.config.macosTitlebarStyle != "hidden") {
// Add the window to the tab group and show it.
switch ghostty.config.windowNewTabPosition {
case "end":
// If we already have a tab group and we want the new tab to open at the end,
// then we use the last window in the tab group as the parent.
if let last = parent.tabGroup?.windows.last {
last.addTabbedWindow(window, ordered: .above)
} else {
fallthrough
}
case "current": fallthrough
default:
parent.addTabbedWindow(window, ordered: .above)
}
}
// We're dispatching this async because otherwise the lastCascadePoint doesn't
// take effect. Our best theory is there is some next-event-loop-tick logic
// that Cocoa is doing that we need to be after.
DispatchQueue.main.async {
// Only cascade if we aren't fullscreen and are alone in the tab group.
if !window.styleMask.contains(.fullScreen) &&
window.tabGroup?.windows.count ?? 1 == 1 {
Self.lastCascadePoint = window.cascadeTopLeft(from: Self.lastCascadePoint)
}
controller.showWindow(self)
window.makeKeyAndOrderFront(self)
}
// It takes an event loop cycle until the macOS tabGroup state becomes
// consistent which causes our tab labeling to be off when the "+" button
// is used in the tab bar. This fixes that. If we can find a more robust
// solution we should do that.
DispatchQueue.main.asyncAfter(deadline: .now() + 0.1) {
controller.relabelTabs()
}
// Setup our undo
if let undoManager = parentController.undoManager {
undoManager.setActionName("New Tab")
undoManager.registerUndo(
withTarget: controller,
expiresAfter: controller.undoExpiration
) { target in
// Close the tab when undoing
undoManager.disableUndoRegistration {
target.closeTab(nil)
}
// Register redo action
undoManager.registerUndo(
withTarget: ghostty,
expiresAfter: target.undoExpiration
) { ghostty in
_ = TerminalController.newTab(
ghostty,
from: parent,
withBaseConfig: baseConfig)
}
}
}
return controller
}
//MARK: - Methods
@objc private func ghosttyConfigDidChange(_ notification: Notification) {
// Get our managed configuration object out
guard let config = notification.userInfo?[
Notification.Name.GhosttyConfigChangeKey
] as? Ghostty.Config else { return }
// If this is an app-level config update then we update some things.
if (notification.object == nil) {
// Update our derived config
self.derivedConfig = DerivedConfig(config)
// If we have no surfaces in our window (is that possible?) then we update
// our window appearance based on the root config. If we have surfaces, we
// don't call this because focused surface changes will trigger appearance updates.
if surfaceTree.isEmpty {
syncAppearance(.init(config))
}
return
}
// This is a surface-level config update. If we have the surface, we
// update our appearance based on it.
guard let surfaceView = notification.object as? Ghostty.SurfaceView else { return }
guard surfaceTree.contains(surfaceView) else { return }
// We can't use surfaceView.derivedConfig because it may not be updated
// yet since it also responds to notifications.
syncAppearance(.init(config))
}
/// Update the accessory view of each tab according to the keyboard
/// shortcut that activates it (if any). This is called when the key window
/// changes, when a window is closed, and when tabs are reordered
/// with the mouse.
func relabelTabs() {
// Reset this to false. It'll be set back to true later.
tabListenForFrame = false
guard let windows = self.window?.tabbedWindows as? [TerminalWindow] else { return }
// We only listen for frame changes if we have more than 1 window,
// otherwise the accessory view doesn't matter.
tabListenForFrame = windows.count > 1
for (tab, window) in zip(1..., windows) {
// We need to clear any windows beyond this because they have had
// a keyEquivalent set previously.
guard tab <= 9 else {
window.keyEquivalent = ""
continue
}
let action = "goto_tab:\(tab)"
if let equiv = ghostty.config.keyboardShortcut(for: action) {
window.keyEquivalent = "\(equiv)"
} else {
window.keyEquivalent = ""
}
}
}
private func fixTabBar() {
// We do this to make sure that the tab bar will always re-composite. If we don't,
// then the it will "drag" pieces of the background with it when a transparent
// window is moved around.
//
// There might be a better way to make the tab bar "un-lazy", but I can't find it.
if let window = window, !window.isOpaque {
window.isOpaque = true
window.isOpaque = false
}
}
@objc private func onFrameDidChange(_ notification: NSNotification) {
// This is a huge hack to set the proper shortcut for tab selection
// on tab reordering using the mouse. There is no event, delegate, etc.
// as far as I can tell for when a tab is manually reordered with the
// mouse in a macOS-native tab group, so the way we detect it is setting
// the accessoryView "postsFrameChangedNotification" to true, listening
// for the view frame to change, comparing the windows list, and
// relabeling the tabs.
guard tabListenForFrame else { return }
guard let v = self.window?.tabbedWindows?.hashValue else { return }
guard tabWindowsHash != v else { return }
tabWindowsHash = v
self.relabelTabs()
}
private func syncAppearance(_ surfaceConfig: Ghostty.SurfaceView.DerivedConfig) {
guard let window = self.window as? TerminalWindow else { return }
// Set our explicit appearance if we need to based on the configuration.
window.appearance = surfaceConfig.windowAppearance
// Update our window light/darkness based on our updated background color
window.isLightTheme = OSColor(surfaceConfig.backgroundColor).isLightColor
// Sync our zoom state for splits
window.surfaceIsZoomed = surfaceTree.zoomed != nil
// If our window is not visible, then we do nothing. Some things such as blurring
// have no effect if the window is not visible. Ultimately, we'll have this called
// at some point when a surface becomes focused.
guard window.isVisible else { return }
// Set the font for the window and tab titles.
if let titleFontName = surfaceConfig.windowTitleFontFamily {
window.titlebarFont = NSFont(name: titleFontName, size: NSFont.systemFontSize)
} else {
window.titlebarFont = nil
}
// If we have window transparency then set it transparent. Otherwise set it opaque.
// Window transparency only takes effect if our window is not native fullscreen.
// In native fullscreen we disable transparency/opacity because the background
// becomes gray and widgets show through.
if (!window.styleMask.contains(.fullScreen) &&
surfaceConfig.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
}
window.hasShadow = surfaceConfig.macosWindowShadow
guard window.hasStyledTabs else { return }
// Our background color depends on if our focused surface borders the top or not.
// If it does, we match the focused surface. If it doesn't, we use the app
// configuration.
let backgroundColor: OSColor
if !surfaceTree.isEmpty {
if let focusedSurface = focusedSurface,
let treeRoot = surfaceTree.root,
let focusedNode = treeRoot.node(view: focusedSurface),
treeRoot.spatial().doesBorder(side: .up, from: focusedNode) {
// Similar to above, an alpha component of "0" causes compositor issues, so
// we use 0.001. See: https://github.com/ghostty-org/ghostty/pull/4308
backgroundColor = OSColor(focusedSurface.backgroundColor ?? surfaceConfig.backgroundColor).withAlphaComponent(0.001)
} else {
// We don't have a focused surface or our surface doesn't border the
// top. We choose to match the color of the top-left most surface.
let topLeftSurface = surfaceTree.root?.leftmostLeaf()
backgroundColor = OSColor(topLeftSurface?.backgroundColor ?? derivedConfig.backgroundColor)
}
} else {
backgroundColor = OSColor(self.derivedConfig.backgroundColor)
}
window.titlebarColor = backgroundColor.withAlphaComponent(surfaceConfig.backgroundOpacity)
if (window.isOpaque) {
// Bg color is only synced if we have no transparency. This is because
// the transparency is handled at the surface level (window.backgroundColor
// ignores alpha components)
window.backgroundColor = backgroundColor
// If there is transparency, calling this will make the titlebar opaque
// so we only call this if we are opaque.
window.updateTabBar()
}
}
private func setInitialWindowPosition(x: Int16?, y: Int16?, windowDecorations: Bool) {
guard let window else { return }
// If we don't have an X/Y then we try to use the previously saved window pos.
guard let x, let y else {
if (!LastWindowPosition.shared.restore(window)) {
window.center()
}
return
}
// Prefer the screen our window is being placed on otherwise our primary screen.
guard let screen = window.screen ?? NSScreen.screens.first else {
window.center()
return
}
// Orient based on the top left of the primary monitor
let frame = screen.visibleFrame
window.setFrameOrigin(.init(
x: frame.minX + CGFloat(x),
y: frame.maxY - (CGFloat(y) + window.frame.height)))
}
/// Returns the default size of the window. This is contextual based on the focused surface because
/// the focused surface may specify a different default size than others.
private var defaultSize: NSRect? {
guard let screen = window?.screen ?? NSScreen.main else { return nil }
if derivedConfig.maximize {
return screen.visibleFrame
} else if let focusedSurface,
let initialSize = focusedSurface.initialSize {
// Get the current frame of the window
guard var frame = window?.frame else { return nil }
// Calculate the chrome size (window size minus view size)
let chromeWidth = frame.size.width - focusedSurface.frame.size.width
let chromeHeight = frame.size.height - focusedSurface.frame.size.height
// Calculate the new width and height, clamping to the screen's size
let newWidth = min(initialSize.width + chromeWidth, screen.visibleFrame.width)
let newHeight = min(initialSize.height + chromeHeight, screen.visibleFrame.height)
// Update the frame size while keeping the window's position intact
frame.size.width = newWidth
frame.size.height = newHeight
// Ensure the window doesn't go outside the screen boundaries
frame.origin.x = max(screen.frame.origin.x, min(frame.origin.x, screen.frame.maxX - newWidth))
frame.origin.y = max(screen.frame.origin.y, min(frame.origin.y, screen.frame.maxY - newHeight))
return frame
}
guard let initialFrame else { return nil }
guard var frame = window?.frame else { return nil }
// Calculate the new width and height, clamping to the screen's size
let newWidth = min(initialFrame.size.width, screen.visibleFrame.width)
let newHeight = min(initialFrame.size.height, screen.visibleFrame.height)
// Update the frame size while keeping the window's position intact
frame.size.width = newWidth
frame.size.height = newHeight
// Ensure the window doesn't go outside the screen boundaries
frame.origin.x = max(screen.frame.origin.x, min(frame.origin.x, screen.frame.maxX - newWidth))
frame.origin.y = max(screen.frame.origin.y, min(frame.origin.y, screen.frame.maxY - newHeight))
return frame
}
/// This is called anytime a node in the surface tree is being removed.
override func closeSurfaceNode(
_ node: SplitTree<Ghostty.SurfaceView>.Node,
withConfirmation: Bool = true
) {
// If this isn't the root then we're dealing with a split closure.
if surfaceTree.root != node {
super.closeSurfaceNode(node, withConfirmation: withConfirmation)
return
}
// More than 1 window means we have tabs and we're closing a tab
if window?.tabGroup?.windows.count ?? 0 > 1 {
closeTab(nil)
return
}
// 1 window, closing the window
closeWindow(nil)
}
private func closeTabImmediately() {
guard let window = window else { return }
guard let tabGroup = window.tabGroup,
tabGroup.windows.count > 1 else {
closeWindowImmediately()
return
}
// Undo
if let undoManager, let undoState {
// Register undo action to restore the tab
undoManager.setActionName("Close Tab")
undoManager.registerUndo(
withTarget: ghostty,
expiresAfter: undoExpiration
) { ghostty in
let newController = TerminalController(ghostty, with: undoState)
// Register redo action
undoManager.registerUndo(
withTarget: newController,
expiresAfter: newController.undoExpiration
) { target in
target.closeTabImmediately()
}
}
}
window.close()
}
/// Closes the current window (including any other tabs) immediately and without
/// confirmation. This will setup proper undo state so the action can be undone.
private func closeWindowImmediately() {
guard let window = window else { return }
registerUndoForCloseWindow()
if let tabGroup = window.tabGroup, tabGroup.windows.count > 1 {
tabGroup.windows.forEach { window in
// Clear out the surfacetree to ensure there is no undo state.
// This prevents unnecessary undos registered since AppKit may
// process them on later ticks so we can't just disable undo registration.
if let controller = window.windowController as? TerminalController {
controller.surfaceTree = .init()
}
window.close()
}
} else {
window.close()
}
}
/// Registers undo for closing window(s), handling both single windows and tab groups.
private func registerUndoForCloseWindow() {
guard let undoManager, undoManager.isUndoRegistrationEnabled else { return }
guard let window else { return }
// If we don't have a tab group or we don't have multiple tabs, then
// do a normal single window close.
guard let tabGroup = window.tabGroup,
tabGroup.windows.count > 1 else {
// No tabs, just save this window's state
if let undoState {
// Register undo action to restore the window
undoManager.setActionName("Close Window")
undoManager.registerUndo(
withTarget: ghostty,
expiresAfter: undoExpiration) { ghostty in
// Restore the undo state
let newController = TerminalController(ghostty, with: undoState)
// Register redo action
undoManager.registerUndo(
withTarget: newController,
expiresAfter: newController.undoExpiration) { target in
target.closeWindowImmediately()
}
}
}
return
}
// Multiple windows in tab group - collect all undo states in sorted order
// by tab ordering. Also track which window was key.
let undoStates = tabGroup.windows
.compactMap { tabWindow -> UndoState? in
guard let controller = tabWindow.windowController as? TerminalController,
var undoState = controller.undoState else { return nil }
// Clear the tab group reference since it is unneeded. It should be
// garbage collected but we want to be extra sure we don't try to
// restore into it because we're going to recreate it.
undoState.tabGroup = nil
return undoState
}
.sorted { (lhs, rhs) in
switch (lhs.tabIndex, rhs.tabIndex) {
case let (l?, r?): return l < r
case (_?, nil): return true
case (nil, _?): return false
case (nil, nil): return true
}
}
// Find the index of the key window in our sorted states. This is a bit verbose
// but we only need this for this style of undo so we don't want to add it to
// UndoState.
let keyWindowIndex: Int?
if let keyWindow = tabGroup.windows.first(where: { $0.isKeyWindow }),
let keyController = keyWindow.windowController as? TerminalController,
let keyUndoState = keyController.undoState {
keyWindowIndex = undoStates.firstIndex {
$0.tabIndex == keyUndoState.tabIndex }
} else {
keyWindowIndex = nil
}
// Register undo action to restore all windows
guard !undoStates.isEmpty else { return }
undoManager.setActionName("Close Window")
undoManager.registerUndo(
withTarget: ghostty,
expiresAfter: undoExpiration
) { ghostty in
// Restore all windows in the tab group
let controllers = undoStates.map { undoState in
TerminalController(ghostty, with: undoState)
}
// The first controller becomes the parent window for all tabs.
// If we don't have a first controller (shouldn't be possible?)
// then we can't restore tabs.
guard let firstController = controllers.first else { return }
// Add all subsequent controllers as tabs to the first window
for controller in controllers.dropFirst() {
controller.showWindow(nil)
if let firstWindow = firstController.window,
let newWindow = controller.window {
firstWindow.addTabbedWindow(newWindow, ordered: .above)
}
}
// Make the appropriate window key. If we had a key window, restore it.
// Otherwise, make the last window key.
if let keyWindowIndex, keyWindowIndex < controllers.count {
controllers[keyWindowIndex].window?.makeKeyAndOrderFront(nil)
} else {
controllers.last?.window?.makeKeyAndOrderFront(nil)
}
// Register redo action on the first controller
undoManager.registerUndo(
withTarget: firstController,
expiresAfter: firstController.undoExpiration
) { target in
target.closeWindowImmediately()
}
}
}
/// Close all windows, asking for confirmation if necessary.
static func closeAllWindows() {
let needsConfirm: Bool = all.contains {
$0.surfaceTree.contains { $0.needsConfirmQuit }
}
if (!needsConfirm) {
closeAllWindowsImmediately()
return
}
// If we don't have a main window, we just close all windows because
// we have no window to show the modal on top of. I'm sure there's a way
// to do an app-level alert but I don't know how and this case should never
// really happen.
guard let alertWindow = preferredParent?.window else {
closeAllWindowsImmediately()
return
}
// If we need confirmation by any, show one confirmation for all windows
let alert = NSAlert()
alert.messageText = "Close All Windows?"
alert.informativeText = "All terminal sessions will be terminated."
alert.addButton(withTitle: "Close All Windows")
alert.addButton(withTitle: "Cancel")
alert.alertStyle = .warning
alert.beginSheetModal(for: alertWindow, completionHandler: { response in
if (response == .alertFirstButtonReturn) {
closeAllWindowsImmediately()
}
})
}
static private func closeAllWindowsImmediately() {
let undoManager = (NSApp.delegate as? AppDelegate)?.undoManager
undoManager?.beginUndoGrouping()
all.forEach { $0.closeWindowImmediately() }
undoManager?.setActionName("Close All Windows")
undoManager?.endUndoGrouping()
}
// MARK: Undo/Redo
/// The state that we require to recreate a TerminalController from an undo.
struct UndoState {
let frame: NSRect
let surfaceTree: SplitTree<Ghostty.SurfaceView>
let focusedSurface: UUID?
let tabIndex: Int?
weak var tabGroup: NSWindowTabGroup?
}
convenience init(_ ghostty: Ghostty.App,
with undoState: UndoState
) {
self.init(ghostty, withSurfaceTree: undoState.surfaceTree)
// Show the window and restore its frame
showWindow(nil)
if let window {
window.setFrame(undoState.frame, display: true)
// If we have a tab group and index, restore the tab to its original position
if let tabGroup = undoState.tabGroup,
let tabIndex = undoState.tabIndex {
if tabIndex < tabGroup.windows.count {
// Find the window that is currently at that index
let currentWindow = tabGroup.windows[tabIndex]
currentWindow.addTabbedWindow(window, ordered: .below)
} else {
tabGroup.windows.last?.addTabbedWindow(window, ordered: .above)
}
// Make it the key window
window.makeKeyAndOrderFront(nil)
}
// Restore focus to the previously focused surface
if let focusedUUID = undoState.focusedSurface,
let focusTarget = surfaceTree.first(where: { $0.uuid == focusedUUID }) {
DispatchQueue.main.async {
Ghostty.moveFocus(to: focusTarget, from: nil)
}
}
}
}
/// The current undo state for this controller
var undoState: UndoState? {
guard let window else { return nil }
guard !surfaceTree.isEmpty else { return nil }
return .init(
frame: window.frame,
surfaceTree: surfaceTree,
focusedSurface: focusedSurface?.uuid,
tabIndex: window.tabGroup?.windows.firstIndex(of: window),
tabGroup: window.tabGroup)
}
//MARK: - NSWindowController
override func windowWillLoad() {
// We do NOT want to cascade because we handle this manually from the manager.
shouldCascadeWindows = false
}
fileprivate func hideWindowButtons() {
guard let window else { return }
window.standardWindowButton(.closeButton)?.isHidden = true
window.standardWindowButton(.miniaturizeButton)?.isHidden = true
window.standardWindowButton(.zoomButton)?.isHidden = true
}
fileprivate func applyHiddenTitlebarStyle() {
guard let window else { return }
window.styleMask = [
// We need `titled` in the mask to get the normal window frame
.titled,
// Full size content view so we can extend
// content in to the hidden titlebar's area
.fullSizeContentView,
.resizable,
.closable,
.miniaturizable,
]
// Hide the title
window.titleVisibility = .hidden
window.titlebarAppearsTransparent = true
// Hide the traffic lights (window control buttons)
hideWindowButtons()
// Disallow tabbing if the titlebar is hidden, since that will (should) also hide the tab bar.
window.tabbingMode = .disallowed
// Nuke it from orbit -- hide the titlebar container entirely, just in case. There are
// some operations that appear to bring back the titlebar visibility so this ensures
// it is gone forever.
if let themeFrame = window.contentView?.superview,
let titleBarContainer = themeFrame.firstDescendant(withClassName: "NSTitlebarContainerView") {
titleBarContainer.isHidden = true
}
}
override func windowDidLoad() {
super.windowDidLoad()
guard let window = window as? TerminalWindow else { return }
// Store our initial frame so we can know our default later.
initialFrame = window.frame
// I copy this because we may change the source in the future but also because
// I regularly audit our codebase for "ghostty.config" access because generally
// you shouldn't use it. Its safe in this case because for a new window we should
// use whatever the latest app-level config is.
let config = ghostty.config
// Setting all three of these is required for restoration to work.
window.isRestorable = restorable
if (restorable) {
window.restorationClass = TerminalWindowRestoration.self
window.identifier = .init(String(describing: TerminalWindowRestoration.self))
}
// If window decorations are disabled, remove our title
if (!config.windowDecorations) { window.styleMask.remove(.titled) }
// If we have only a single surface (no splits) and there is a default size then
// we should resize to that default size.
if case let .leaf(view) = surfaceTree.root {
// If this is our first surface then our focused surface will be nil
// so we force the focused surface to the leaf.
focusedSurface = view
if let defaultSize {
window.setFrame(defaultSize, display: true)
}
}
// Set our window positioning to coordinates if config value exists, otherwise
// fallback to original centering behavior
setInitialWindowPosition(
x: config.windowPositionX,
y: config.windowPositionY,
windowDecorations: config.windowDecorations)
if config.macosWindowButtons == .hidden {
hideWindowButtons()
}
// Make sure our theme is set on the window so styling is correct.
if let windowTheme = config.windowTheme {
window.windowTheme = .init(rawValue: windowTheme)
}
// Handle titlebar tabs config option. Something about what we do while setting up the
// titlebar tabs interferes with the window restore process unless window.tabbingMode
// is set to .preferred, so we set it, and switch back to automatic as soon as we can.
if (config.macosTitlebarStyle == "tabs") {
window.tabbingMode = .preferred
window.titlebarTabs = true
DispatchQueue.main.async {
window.tabbingMode = .automatic
}
} else if (config.macosTitlebarStyle == "transparent") {
window.transparentTabs = true
}
if window.hasStyledTabs {
// Set the background color of the window
let backgroundColor = NSColor(config.backgroundColor)
window.backgroundColor = backgroundColor
// This makes sure our titlebar renders correctly when there is a transparent background
window.titlebarColor = backgroundColor.withAlphaComponent(config.backgroundOpacity)
}
// Initialize our content view to the SwiftUI root
window.contentView = NSHostingView(rootView: TerminalView(
ghostty: self.ghostty,
viewModel: self,
delegate: self
))
// If our titlebar style is "hidden" we adjust the style appropriately
if (config.macosTitlebarStyle == "hidden") {
applyHiddenTitlebarStyle()
}
// In various situations, macOS automatically tabs new windows. Ghostty handles
// its own tabbing so we DONT want this behavior. This detects this scenario and undoes
// it.
//
// Example scenarios where this happens:
// - When the system user tabbing preference is "always"
// - When the "+" button in the tab bar is clicked
//
// We don't run this logic in fullscreen because in fullscreen this will end up
// removing the window and putting it into its own dedicated fullscreen, which is not
// the expected or desired behavior of anyone I've found.
if (!window.styleMask.contains(.fullScreen)) {
// If we have more than 1 window in our tab group we know we're a new window.
// Since Ghostty manages tabbing manually this will never be more than one
// at this point in the AppKit lifecycle (we add to the group after this).
if let tabGroup = window.tabGroup, tabGroup.windows.count > 1 {
window.tabGroup?.removeWindow(window)
}
}
// Apply any additional appearance-related properties to the new window. We
// apply this based on the root config but change it later based on surface
// config (see focused surface change callback).
syncAppearance(.init(config))
}
// Shows the "+" button in the tab bar, responds to that click.
override func newWindowForTab(_ sender: Any?) {
// Trigger the ghostty core event logic for a new tab.
guard let surface = self.focusedSurface?.surface else { return }
ghostty.newTab(surface: surface)
}
//MARK: - NSWindowDelegate
override func windowShouldClose(_ sender: NSWindow) -> Bool {
// If we have tabs, then this should only close the tab.
if window?.tabGroup?.windows.count ?? 0 > 1 {
closeTab(sender)
} else {
closeWindow(sender)
}
// We will always explicitly close the window using the above
return false
}
override func windowWillClose(_ notification: Notification) {
super.windowWillClose(notification)
self.relabelTabs()
// If we remove a window, we reset the cascade point to the key window so that
// the next window cascade's from that one.
if let focusedWindow = NSApplication.shared.keyWindow {
// If we are NOT the focused window, then we are a tabbed window. If we
// are closing a tabbed window, we want to set the cascade point to be
// the next cascade point from this window.
if focusedWindow != window {
// The cascadeTopLeft call below should NOT move the window. Starting with
// macOS 15, we found that specifically when used with the new window snapping
// features of macOS 15, this WOULD move the frame. So we keep track of the
// old frame and restore it if necessary. Issue:
// https://github.com/ghostty-org/ghostty/issues/2565
let oldFrame = focusedWindow.frame
Self.lastCascadePoint = focusedWindow.cascadeTopLeft(from: NSZeroPoint)
if focusedWindow.frame != oldFrame {
focusedWindow.setFrame(oldFrame, display: true)
}
return
}
// If we are the focused window, then we set the last cascade point to
// our own frame so that it shows up in the same spot.
let frame = focusedWindow.frame
Self.lastCascadePoint = NSPoint(x: frame.minX, y: frame.maxY)
}
}
override func windowDidBecomeKey(_ notification: Notification) {
super.windowDidBecomeKey(notification)
self.relabelTabs()
self.fixTabBar()
}
override func windowDidMove(_ notification: Notification) {
super.windowDidMove(notification)
self.fixTabBar()
// Whenever we move save our last position for the next start.
if let window {
LastWindowPosition.shared.save(window)
}
}
func windowDidBecomeMain(_ notification: Notification) {
// Whenever we get focused, use that as our last window position for
// restart. This differs from Terminal.app but matches iTerm2 behavior
// and I think its sensible.
if let window {
LastWindowPosition.shared.save(window)
}
}
// Called when the window will be encoded. We handle the data encoding here in the
// window controller.
func window(_ window: NSWindow, willEncodeRestorableState state: NSCoder) {
let data = TerminalRestorableState(from: self)
data.encode(with: state)
}
// MARK: First Responder
@IBAction func newWindow(_ sender: Any?) {
guard let surface = focusedSurface?.surface else { return }
ghostty.newWindow(surface: surface)
}
@IBAction func newTab(_ sender: Any?) {
guard let surface = focusedSurface?.surface else { return }
ghostty.newTab(surface: surface)
}
@IBAction func closeTab(_ sender: Any?) {
guard let window = window else { return }
guard window.tabGroup?.windows.count ?? 0 > 1 else {
closeWindow(sender)
return
}
guard surfaceTree.contains(where: { $0.needsConfirmQuit }) else {
closeTabImmediately()
return
}
confirmClose(
messageText: "Close Tab?",
informativeText: "The terminal still has a running process. If you close the tab the process will be killed."
) {
self.closeTabImmediately()
}
}
@IBAction func returnToDefaultSize(_ sender: Any?) {
guard let defaultSize else { return }
window?.setFrame(defaultSize, display: true)
}
@IBAction override func closeWindow(_ sender: Any?) {
guard let window = window else { return }
guard let tabGroup = window.tabGroup else {
// No tabs, no tab group, just perform a normal close.
closeWindowImmediately()
return
}
// If have one window then we just do a normal close
if tabGroup.windows.count == 1 {
closeWindowImmediately()
return
}
// Check if any windows require close confirmation.
let needsConfirm = tabGroup.windows.contains { tabWindow in
guard let controller = tabWindow.windowController as? TerminalController else {
return false
}
return controller.surfaceTree.contains(where: { $0.needsConfirmQuit })
}
// If none need confirmation then we can just close all the windows.
if !needsConfirm {
closeWindowImmediately()
return
}
confirmClose(
messageText: "Close Window?",
informativeText: "All terminal sessions in this window will be terminated."
) {
self.closeWindowImmediately()
}
}
@IBAction func toggleGhosttyFullScreen(_ sender: Any?) {
guard let surface = focusedSurface?.surface else { return }
ghostty.toggleFullscreen(surface: surface)
}
@IBAction func toggleTerminalInspector(_ sender: Any?) {
guard let surface = focusedSurface?.surface else { return }
ghostty.toggleTerminalInspector(surface: surface)
}
//MARK: - TerminalViewDelegate
override func titleDidChange(to: String) {
super.titleDidChange(to: to)
guard let window = window as? TerminalWindow else { return }
// Custom toolbar-based title used when titlebar tabs are enabled.
if let toolbar = window.toolbar as? TerminalToolbar {
if (window.titlebarTabs || derivedConfig.macosTitlebarStyle == "hidden") {
// Updating the title text as above automatically reveals the
// native title view in macOS 15.0 and above. Since we're using
// a custom view instead, we need to re-hide it.
window.titleVisibility = .hidden
}
toolbar.titleText = to
}
}
override func focusedSurfaceDidChange(to: Ghostty.SurfaceView?) {
super.focusedSurfaceDidChange(to: to)
// We always cancel our event listener
surfaceAppearanceCancellables.removeAll()
// When our focus changes, we update our window appearance based on the
// currently focused surface.
guard let focusedSurface else { return }
syncAppearance(focusedSurface.derivedConfig)
// We also want to get notified of certain changes to update our appearance.
focusedSurface.$derivedConfig
.sink { [weak self, weak focusedSurface] _ in self?.syncAppearanceOnPropertyChange(focusedSurface) }
.store(in: &surfaceAppearanceCancellables)
focusedSurface.$backgroundColor
.sink { [weak self, weak focusedSurface] _ in self?.syncAppearanceOnPropertyChange(focusedSurface) }
.store(in: &surfaceAppearanceCancellables)
}
private func syncAppearanceOnPropertyChange(_ surface: Ghostty.SurfaceView?) {
guard let surface else { return }
DispatchQueue.main.async { [weak self, weak surface] in
guard let surface else { return }
guard let self else { return }
guard self.focusedSurface == surface else { return }
self.syncAppearance(surface.derivedConfig)
}
}
//MARK: - Notifications
@objc private func onMoveTab(notification: SwiftUI.Notification) {
guard let target = notification.object as? Ghostty.SurfaceView else { return }
guard target == self.focusedSurface else { return }
guard let window = self.window else { return }
// Get the move action
guard let action = notification.userInfo?[Notification.Name.GhosttyMoveTabKey] as? Ghostty.Action.MoveTab else { return }
guard action.amount != 0 else { return }
// Determine our current selected index
guard let windowController = window.windowController else { return }
guard let tabGroup = windowController.window?.tabGroup else { return }
guard let selectedWindow = tabGroup.selectedWindow else { return }
let tabbedWindows = tabGroup.windows
guard tabbedWindows.count > 0 else { return }
guard let selectedIndex = tabbedWindows.firstIndex(where: { $0 == selectedWindow }) else { return }
// Determine the final index we want to insert our tab
let finalIndex: Int
if action.amount < 0 {
finalIndex = selectedIndex - min(selectedIndex, -action.amount)
} else {
let remaining: Int = tabbedWindows.count - 1 - selectedIndex
finalIndex = selectedIndex + min(remaining, action.amount)
}
// If our index is the same we do nothing
guard finalIndex != selectedIndex else { return }
// Get our target window
let targetWindow = tabbedWindows[finalIndex]
// Begin a group of window operations to minimize visual updates
NSAnimationContext.beginGrouping()
NSAnimationContext.current.duration = 0
// Remove and re-add the window in the correct position
tabGroup.removeWindow(selectedWindow)
targetWindow.addTabbedWindow(selectedWindow, ordered: action.amount < 0 ? .below : .above)
// Ensure our window remains selected
selectedWindow.makeKey()
NSAnimationContext.endGrouping()
}
@objc private func onGotoTab(notification: SwiftUI.Notification) {
guard let target = notification.object as? Ghostty.SurfaceView else { return }
guard target == self.focusedSurface else { return }
guard let window = self.window else { return }
// Get the tab index from the notification
guard let tabEnumAny = notification.userInfo?[Ghostty.Notification.GotoTabKey] else { return }
guard let tabEnum = tabEnumAny as? ghostty_action_goto_tab_e else { return }
let tabIndex: Int32 = tabEnum.rawValue
guard let windowController = window.windowController else { return }
guard let tabGroup = windowController.window?.tabGroup else { return }
let tabbedWindows = tabGroup.windows
// This will be the index we want to actual go to
let finalIndex: Int
// An index that is invalid is used to signal some special values.
if (tabIndex <= 0) {
guard let selectedWindow = tabGroup.selectedWindow else { return }
guard let selectedIndex = tabbedWindows.firstIndex(where: { $0 == selectedWindow }) else { return }
if (tabIndex == GHOSTTY_GOTO_TAB_PREVIOUS.rawValue) {
if (selectedIndex == 0) {
finalIndex = tabbedWindows.count - 1
} else {
finalIndex = selectedIndex - 1
}
} else if (tabIndex == GHOSTTY_GOTO_TAB_NEXT.rawValue) {
if (selectedIndex == tabbedWindows.count - 1) {
finalIndex = 0
} else {
finalIndex = selectedIndex + 1
}
} else if (tabIndex == GHOSTTY_GOTO_TAB_LAST.rawValue) {
finalIndex = tabbedWindows.count - 1
} else {
return
}
} else {
// The configured value is 1-indexed.
guard tabIndex >= 1 else { return }
// If our index is outside our boundary then we use the max
finalIndex = min(Int(tabIndex - 1), tabbedWindows.count - 1)
}
guard finalIndex >= 0 else { return }
let targetWindow = tabbedWindows[finalIndex]
targetWindow.makeKeyAndOrderFront(nil)
}
@objc private func onCloseTab(notification: SwiftUI.Notification) {
guard let target = notification.object as? Ghostty.SurfaceView else { return }
guard surfaceTree.contains(target) else { return }
closeTab(self)
}
@objc private func onCloseWindow(notification: SwiftUI.Notification) {
guard let target = notification.object as? Ghostty.SurfaceView else { return }
guard surfaceTree.contains(target) else { return }
closeWindow(self)
}
@objc private func onResetWindowSize(notification: SwiftUI.Notification) {
guard let target = notification.object as? Ghostty.SurfaceView else { return }
guard surfaceTree.contains(target) else { return }
returnToDefaultSize(nil)
}
@objc private func onToggleFullscreen(notification: SwiftUI.Notification) {
guard let target = notification.object as? Ghostty.SurfaceView else { return }
guard target == self.focusedSurface else { return }
// Get the fullscreen mode we want to toggle
let fullscreenMode: FullscreenMode
if let any = notification.userInfo?[Ghostty.Notification.FullscreenModeKey],
let mode = any as? FullscreenMode {
fullscreenMode = mode
} else {
Ghostty.logger.warning("no fullscreen mode specified or invalid mode, doing nothing")
return
}
toggleFullscreen(mode: fullscreenMode)
}
struct DerivedConfig {
let backgroundColor: Color
let macosWindowButtons: Ghostty.MacOSWindowButtons
let macosTitlebarStyle: String
let maximize: Bool
init() {
self.backgroundColor = Color(NSColor.windowBackgroundColor)
self.macosWindowButtons = .visible
self.macosTitlebarStyle = "system"
self.maximize = false
}
init(_ config: Ghostty.Config) {
self.backgroundColor = config.backgroundColor
self.macosWindowButtons = config.macosWindowButtons
self.macosTitlebarStyle = config.macosTitlebarStyle
self.maximize = config.maximize
}
}
}
// MARK: NSMenuItemValidation
extension TerminalController: NSMenuItemValidation {
func validateMenuItem(_ item: NSMenuItem) -> Bool {
switch item.action {
case #selector(returnToDefaultSize):
guard let window else { return false }
// Native fullscreen windows can't revert to default size.
if window.styleMask.contains(.fullScreen) {
return false
}
// If we're fullscreen at all then we can't change size
if fullscreenStyle?.isFullscreen ?? false {
return false
}
// If our window is already the default size or we don't have a
// default size, then disable.
guard let defaultSize,
window.frame.size != .init(
width: defaultSize.size.width,
height: defaultSize.size.height
)
else {
return false
}
return true
default:
return true
}
}
}