156 Commits

Author SHA1 Message Date
Qwerasd
4b01163c79 fix(macos): use strings' utf-8 lengths for libghostty calls
Swift conveniently converts strings to UTF-8 encoded cstrings when
passing them to external functions, however our libghostty functions
also take a length and we were using String.count for that, which
returns the number of _characters_ not the byte length, which caused
searches with multi-byte characters to get truncated.

I went ahead and changed _all_ invocations that pass a string length to
use the utf-8 byte length even if the string is comptime-known and all
ASCII, just so that it's proper and if someone copies one of the calls
in the future for user-inputted data they don't reproduce this bug.

ref:
https://developer.apple.com/documentation/swift/string/count
https://developer.apple.com/documentation/swift/stringprotocol/lengthofbytes(using:)
2025-11-26 12:00:58 -07:00
Mitchell Hashimoto
5b4394d211 macos: end_search for ending search 2025-11-26 08:57:24 -08:00
Mitchell Hashimoto
c51170da9c add end_search binding 2025-11-26 08:50:06 -08:00
Mitchell Hashimoto
f7b14a0142 macos: debounce search requests with length less than 3 2025-11-26 08:50:06 -08:00
Mitchell Hashimoto
339abf97f7 macos: can allow single char searches now 2025-11-26 08:50:06 -08:00
Mitchell Hashimoto
1bb2d4f1c2 macos: only end search if we previously had one 2025-11-26 08:50:05 -08:00
Mitchell Hashimoto
7835ad0ea4 macos: more menu items 2025-11-26 08:50:05 -08:00
Mitchell Hashimoto
3f7cfca4b4 macos: add find menu item 2025-11-26 08:50:05 -08:00
Mitchell Hashimoto
efc05523e0 macos: enter goes to next result 2025-11-26 08:50:04 -08:00
Mitchell Hashimoto
ad8a6e0642 search thread needs to take an allocated needle 2025-11-26 08:50:04 -08:00
Mitchell Hashimoto
5ee000f58f macos: search input starts the search up 2025-11-26 08:50:04 -08:00
Mitchell Hashimoto
081d73d850 macos: changes to SearchState trigger calls to internals 2025-11-26 08:50:04 -08:00
Mitchell Hashimoto
bc44b187d6 macos: hook up start_search apprt action to open search 2025-11-26 08:50:04 -08:00
Lukas
011fc77caa macOS: Fix dictation icon's position while speaking 2025-11-16 12:17:31 +01:00
Lukas
1486be0cdf macOS: add more cursor style and fixes #8409 2025-11-13 18:20:09 +01:00
Lukas
7ca858d404 macOS: move focus if command palette is not showing 2025-11-10 10:11:34 +01:00
Mitchell Hashimoto
12c8b6c1aa macOS: Refactor scrollview to preserve state across split tree changes (#9446)
Fixes #9444
2025-11-07 15:10:45 -08:00
Lars
98ae1dbd10 macOS: fix Dictation icon starting above the text, not below
Partially fixes #8493.

After dictating some texts, the icon still appears above, but it will return to its right position after resizing or `\n` (saying newline, not hitting enter).

This behaviour is better than before, where the icon always appeared above.

### Reference:

9e905357bb/src/nsterm.m (L7426)
2025-11-05 18:22:08 +01:00
Daniel Wennberg
afc64f6285 Refactor scrollview to preserve state across split tree changes 2025-11-04 00:02:21 -08:00
Daniel Wennberg
9002c5dbd2 Preserve surface content size across backing updates 2025-11-04 00:02:21 -08:00
Mitchell Hashimoto
4b34b2389a config: add scrollbar config to control when scrollbars appear 2025-10-16 14:06:48 -07:00
Andreas Deininger
a667b740ee Fix typos 2025-10-03 18:52:26 +02:00
Mitchell Hashimoto
d27bc69f2e macos: correct SurfaceView supported send/receive types for services
Fixes #8785

This is the callback AppKit sends when it wants to know if our
application can handle sending and receiving certain types of data.

The prior implementaiton was incorrect and would erroneously claim
support over combinations that we couldn't handle (at least, at the
SurfaceView layer). 

This corrects the implementation. The services we expect still show up
and the error in 8785 goes away.
2025-09-19 11:44:46 -07:00
Mitchell Hashimoto
22ec755e75 macos: run change title dialog in a sheet modal
This fixes a macOS 26 issue where the OK button would not be visible. 

This MUST be an AppKit bug, but I'm trying to find workarounds.
2025-09-11 14:40:25 -07:00
Mitchell Hashimoto
fe3dab9467 macOS: SurfaceView should implement Identifiable
This has no meaningful functionality yet, it was one of the paths I was
looking at for #8505 but didn't pursue further. But I still think that
this makes more sense in general for the macOS app and will likely be
more useful later.
2025-09-03 09:17:37 -07:00
Mitchell Hashimoto
e8217aa007 macOS: firstRect should return full rect width/height
Fixes #2473

This commit changes `ghostty_surface_ime_point` to return a full rect
with the width/height calculated for the preedit.

The `firstRect` function, which calls `ghostty_surface_ime_point` was
previously setting the width/height to zero. macOS didn't like this. We
then changed it to just hardcode it to width/height of one cell. This
worked but made it so the IME cursor didn't follow the preedit.
2025-09-02 13:08:46 -07:00
Mitchell Hashimoto
2bf0d3f4c7 macOS: Notify macOS of cell width/height for firstRect
Related to #2473

This fixes an issue where the dictation icon didn't show the language 
picker.
2025-09-02 12:26:52 -07:00
Mitchell Hashimoto
650028fa9f config: bind both physical digit plus unicode digit for goto_tab
Fixes #8478

The comments explain this.
2025-09-02 09:00:58 -07:00
Mitchell Hashimoto
0b58830882 macOS: Progress bar for OSC9 progress reports 2025-08-31 20:42:34 -07:00
Mitchell Hashimoto
63ca777e0f macos: show the copy menu item if we have any text selected 2025-08-19 14:23:50 -07:00
Bryan Lee
852eb2e0d5 Fix tab titles not being preserved with window-save-state
Add serialization for tab titles in SurfaceView to persist user-set titles across app restarts. Bump TerminalRestorableState version to 4 to handle the new format.
2025-07-23 23:21:44 +08:00
William Walker
7962651dd8 fix: rename tab title popup focus 2025-07-14 17:23:59 -04:00
Qwerasd
5bfdb1b9cf The Big Renderer Rework (#7620)
It's here, the long-foretold and long-procrastinated renderer rework!
Hopefully this makes it easier to adapt and modify the renderer in the
future and ensures feature parity between Metal and OpenGL. Despite
having been a lot of work to write initially, with the abstraction layer
in place I feel like working on the renderer will be a much more
pleasant experience going forward.

## Key points
- CPU-side renderer logic is now mostly unified via a generic
`Renderer`.
- A graphics API abstraction layer over OpenGL and Metal has been
introduced.
- Minimum OpenGL version bumped to `4.3`, so can no longer be run on
macOS; I used the nix VM stuff for my testing during development. (Edit
by @mitchellh: Note for readers that Ghostty still works on macOS, but
the OpenGL backend doesn't, only the Metal one)
- The OpenGL backend now supports linear blending! Woohoo! The default
`alpha-blending` has been updated to `linear-corrected` since it's
essentially a strict improvement over `native`. The default on macOS is
still `native` though to match other mac apps in appearance, since macOS
users are more sensitive to text appearance.
- Custom shaders can now be hot reloaded.
- The background color is once again drawn by us, so custom shaders can
interact with it properly. In general, custom shaders should be a little
more robust.

## The abstraction layer
The general hierarchy of the abstraction layer is as such:
```
 [ GraphicsAPI ] - Responsible for configuring the runtime surface
    |     |        and providing render `Target`s that draw to it,
    |     |        as well as `Frame`s and `Pipeline`s.
    |     V
    | [ Target ] - Represents an abstract target for rendering, which
    |              could be a surface directly but is also used as an
    |              abstraction for off-screen frame buffers.
    V
 [ Frame ] - Represents the context for drawing a given frame,
    |        provides `RenderPass`es for issuing draw commands
    |        to, and reports the frame health when complete.
    V
 [ RenderPass ] - Represents a render pass in a frame, consisting of
   :              one or more `Step`s applied to the same target(s),
 [ Step ] - - - - each describing the input buffers and textures and
   :              the vertex/fragment functions and geometry to use.
   :_ _ _ _ _ _ _ _ _ _/
   v
 [ Pipeline ] - Describes a vertex and fragment function to be used
                for a `Step`; the `GraphicsAPI` is responsible for
                these and they should be constructed and cached
                ahead of time.

 [ Buffer ] - An abstraction over a GPU buffer.

 [ Texture ] - An abstraction over a GPU texture.
```
More specific documentation can be found on the relevant structures.

## Miscellany
Renderers (which effectively just means the generic renderer) are now
expected to only touch GPU resources in `init`, certain lifecycle
functions such as the `displayRealized`/`displayUnrealized` callbacks
from GTK-- and `drawFrame`; and are also expected to be thread-safe.
This allows the renderer thread to build the CPU-side buffers
(`updateFrame`) even if we can only *draw* from the app thread.

Because of this change, we can draw synchronously from the main thread
on macOS when necessary to always have a frame of the correct size
during a resize animation. This was necessary to allow the background to
be drawn by our GPU code (instead of setting a background color on the
layer) while still avoiding holes during resize.

The OpenGL backend now theoretically has access to multi-buffering, but
it's disabled (by setting the buffer count to 1) because it
synchronously waits for frames to complete anyway which means that the
extra buffers were just a waste of memory.

## Validation
To validate that there are no significant or obvious problems, I
exercised both backends with a variety of configurations, and visually
inspected the results. Everything looks to be in order.

The images are available in a gist here:
https://gist.github.com/qwerasd205/c1bd3e4c694d888e41612e53c0560179

## Memory
Here's a comparison of memory usage for ReleaseFast builds on macOS,
between `main` and this branch.
Memory figures given are values from Activity Monitor measuring windows
of the same size, with two tabs with 3 splits each.

||Before|After|
|-:|-|-|
|**Memory**|247.9 MB|224.2 MB|
|**Real Memory**|174.4 MB|172.5 MB|

Happily, the rework has slightly *reduced* the memory footprint- likely
due to removing the overhead of `CAMetalLayer`. (The footprint could be
reduced much further if we got rid of multi-buffering and satisfied
ourselves with blocking for each frame, but that's a discussion for
another day.)

If someone could do a similar comparison for Linux, that'd be much
appreciated!

## Notes / future work
- There are a couple structures that *can* be unified using the
abstraction layer, but I haven't gotten around to unifying yet.
Specifically, in `renderer/(opengl|metal)/`, there's `cell.zig` and
`image.zig`, both of which are substantially identical between the two
backends. `shaders.zig` may also be a candidate for unification, but
that might be *overly* DRY.
- ~~I did not double-check the documentation for config options, which
may mention whether certain options can be hot-reloaded; if it does then
that will need to be updated.~~ Fixed: be5908f
- The `fragCoord` for custom shaders originates at the top left for
Metal, but *bottom* left for OpenGL; fixing this will be a bit annoying,
since the screen texture is likewise vertically flipped between the two.
Some shaders rely on the fragcoord for things like falling particles, so
this does need to be fixed.
- `Target` should be improved to support multiple types of targets right
now it only represents a framebuffer or iosurface, but it should also be
able to represent a texture; right now a kind of messy tagged union is
used so that steps can accept both.
- Custom shader cursor uniforms (#6912) and terminal background images
(#4226, #5233) should be much more straightforward to implement on top
of this rework, and I plan to make follow-up PRs for them once this is
merged.
- I *do* want to do a rework of the pipelines themselves, since the way
we're rendering stuff is a bit messy currently, but this is already a
huge enough PR as it is- so for now the renderer still uses the same
rendering passes that Metal did before.
- We should probably add a system requirements section to the README
where we can note the minimum required OpenGL version of `4.3`, any even
slightly modern Linux system will support this, but it would be good to
document it somewhere user-facing anyway.

# TODO BEFORE MERGE
- [x] Have multiple people test this on both macOS and linux.
- [ ] ~~Have someone with a better dev setup on linux check for memory
leaks and other problems.~~ (Skipped, will merge and let tip users
figure this out, someone should *specifically* look for memory leaks
before the next versioned release though.)
- [x] Address any code review feedback.
2025-06-21 22:00:01 -06:00
Mitchell Hashimoto
f8bc9b547c macos: support env vars for surface config, clean up surface config 2025-06-21 06:39:20 -07:00
Mitchell Hashimoto
bc134016f7 macos: move mousePos and mousScroll to Ghostty.Surface 2025-06-21 06:39:20 -07:00
Mitchell Hashimoto
4445a9c637 macos: add mouse button intent 2025-06-21 06:39:19 -07:00
Mitchell Hashimoto
a6074040e7 macos: input intent 2025-06-21 06:39:19 -07:00
Mitchell Hashimoto
5259d0fa55 macos: starting to work on new libghostty data models 2025-06-21 06:39:19 -07:00
Mitchell Hashimoto
93f0ee2089 macos: GetTerminalDetails intent 2025-06-21 06:39:18 -07:00
Qwerasd
371d62a82c renderer: big rework, graphics API abstraction layers, unified logic
This commit is very large, representing about a month of work with many
interdependent changes that don't separate cleanly in to atomic commits.

The main change here is unifying the renderer logic to a single generic
renderer, implemented on top of an abstraction layer over OpenGL/Metal.

I'll write a more complete summary of the changes in the description of
the PR.
2025-06-20 15:18:41 -06:00
Mitchell Hashimoto
a2b4a2c0e4 macos: complete more ax APIs for terminal accessibility 2025-06-15 14:00:39 -07:00
Mitchell Hashimoto
e69c756c89 macos: auto-expire cached screen contents 2025-06-15 13:55:06 -07:00
Mitchell Hashimoto
839d89f2dc macos: simple cache of screen contents for ax 2025-06-15 13:46:40 -07:00
Mitchell Hashimoto
c5f921bb06 apprt/embedded: improve text reading APIs (selection, random points) 2025-06-15 07:59:19 -07:00
Mitchell Hashimoto
be437f5b64 macos: bare minimum terminal ax 2025-06-15 07:56:05 -07:00
Mitchell Hashimoto
202020cd7d macos: menu item symbols for Tahoe
This is recommended for macOS Tahoe and all standard menu items now have
associated images. This makes our app look more polished and native for
macOS Tahoe.

For icon choice, I tried to copy other native macOS apps as much as
possible, mostly from Xcode. It looks like a lot of apps aren't updated
yet. I'm absolutely open to suggestions for better icons but I think
these are a good starting point.

One menu change is I moved "reset font size" above "increase font size"
which better matches other apps (e.g. Terminal.app).
2025-06-14 19:44:24 -07:00
Mitchell Hashimoto
6f6d493763 macos: show quick terminal on undo/redo 2025-06-07 13:14:21 -07:00
Mitchell Hashimoto
6e77a5a6ca macos: address quick terminal basic functionality with new API 2025-06-07 13:07:31 -07:00
Mitchell Hashimoto
d2d3852026 macos: remove debug log 2025-06-07 12:46:14 -07:00
Mitchell Hashimoto
6d32b01c64 macos: implement a custom ExpiringUndoManager, setup undo for new/close 2025-06-07 12:46:14 -07:00