mirror of
https://github.com/ghostty-org/ghostty.git
synced 2026-05-05 05:14:40 +00:00
Add iTimeFocus shader uniform to track time since focus
This commit is contained in:
committed by
Mitchell Hashimoto
parent
bde9578adc
commit
ec2612f9ce
@@ -116,6 +116,10 @@ pub fn Renderer(comptime GraphicsAPI: type) type {
|
||||
/// True if the window is focused
|
||||
focused: bool,
|
||||
|
||||
/// Flag to indicate that our focus state changed for custom
|
||||
/// shaders to update their state.
|
||||
custom_shader_focused_changed: bool = false,
|
||||
|
||||
/// The most recent scrollbar state. We use this as a cache to
|
||||
/// determine if we need to notify the apprt that there was a
|
||||
/// scrollbar change.
|
||||
@@ -746,6 +750,8 @@ pub fn Renderer(comptime GraphicsAPI: type) type {
|
||||
.current_cursor_color = @splat(0),
|
||||
.previous_cursor_color = @splat(0),
|
||||
.cursor_change_time = 0,
|
||||
.time_focus = 0,
|
||||
.focus = 1, // assume focused initially
|
||||
},
|
||||
.bg_image_buffer = undefined,
|
||||
|
||||
@@ -1008,8 +1014,13 @@ pub fn Renderer(comptime GraphicsAPI: type) type {
|
||||
///
|
||||
/// Must be called on the render thread.
|
||||
pub fn setFocus(self: *Self, focus: bool) !void {
|
||||
assert(self.focused != focus);
|
||||
|
||||
self.focused = focus;
|
||||
|
||||
// Flag that we need to update our custom shaders
|
||||
self.custom_shader_focused_changed = true;
|
||||
|
||||
// If we're not focused, then we want to stop the display link
|
||||
// because it is a waste of resources and we can move to pure
|
||||
// change-driven updates.
|
||||
@@ -2255,6 +2266,8 @@ pub fn Renderer(comptime GraphicsAPI: type) type {
|
||||
// We only need to do this if we have custom shaders.
|
||||
if (!self.has_custom_shaders) return;
|
||||
|
||||
const uniforms = &self.custom_shader_uniforms;
|
||||
|
||||
const now = try std.time.Instant.now();
|
||||
defer self.last_frame_time = now;
|
||||
const first_frame_time = self.first_frame_time orelse t: {
|
||||
@@ -2264,23 +2277,23 @@ pub fn Renderer(comptime GraphicsAPI: type) type {
|
||||
const last_frame_time = self.last_frame_time orelse now;
|
||||
|
||||
const since_ns: f32 = @floatFromInt(now.since(first_frame_time));
|
||||
self.custom_shader_uniforms.time = since_ns / std.time.ns_per_s;
|
||||
uniforms.time = since_ns / std.time.ns_per_s;
|
||||
|
||||
const delta_ns: f32 = @floatFromInt(now.since(last_frame_time));
|
||||
self.custom_shader_uniforms.time_delta = delta_ns / std.time.ns_per_s;
|
||||
uniforms.time_delta = delta_ns / std.time.ns_per_s;
|
||||
|
||||
self.custom_shader_uniforms.frame += 1;
|
||||
uniforms.frame += 1;
|
||||
|
||||
const screen = self.size.screen;
|
||||
const padding = self.size.padding;
|
||||
const cell = self.size.cell;
|
||||
|
||||
self.custom_shader_uniforms.resolution = .{
|
||||
uniforms.resolution = .{
|
||||
@floatFromInt(screen.width),
|
||||
@floatFromInt(screen.height),
|
||||
1,
|
||||
};
|
||||
self.custom_shader_uniforms.channel_resolution[0] = .{
|
||||
uniforms.channel_resolution[0] = .{
|
||||
@floatFromInt(screen.width),
|
||||
@floatFromInt(screen.height),
|
||||
1,
|
||||
@@ -2345,8 +2358,6 @@ pub fn Renderer(comptime GraphicsAPI: type) type {
|
||||
@as(f32, @floatFromInt(cursor.color[3])) / 255.0,
|
||||
};
|
||||
|
||||
const uniforms = &self.custom_shader_uniforms;
|
||||
|
||||
const cursor_changed: bool =
|
||||
!std.meta.eql(new_cursor, uniforms.current_cursor) or
|
||||
!std.meta.eql(cursor_color, uniforms.current_cursor_color);
|
||||
@@ -2359,6 +2370,19 @@ pub fn Renderer(comptime GraphicsAPI: type) type {
|
||||
uniforms.cursor_change_time = uniforms.time;
|
||||
}
|
||||
}
|
||||
|
||||
// Update focus uniforms
|
||||
uniforms.focus = @intFromBool(self.focused);
|
||||
|
||||
// If we need to update the time our focus state changed
|
||||
// then update it to our current frame time. This may not be
|
||||
// exactly correct since it is frame time, not exact focus
|
||||
// time, but focus time on its own isn't exactly correct anyways
|
||||
// since it comes async from a message.
|
||||
if (self.custom_shader_focused_changed and self.focused) {
|
||||
uniforms.time_focus = uniforms.time;
|
||||
self.custom_shader_focused_changed = false;
|
||||
}
|
||||
}
|
||||
|
||||
/// Convert the terminal state to GPU cells stored in CPU memory. These
|
||||
|
||||
Reference in New Issue
Block a user