Fixes#8734
This forces the app icon to be set on another event loop tick from the
main startup.
In the future, we should load and set the icon completely in another
thread. It appears that all the logic we have is totally thread-safe.
Fixes#8734
This forces the app icon to be set on another event loop tick from
the main startup.
In the future, we should load and set the icon completely in another
thread. It appears that all the logic we have is totally thread-safe.
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.
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.
Fixes#8783
Our new tab flow will never have a previously focused window because its
triggered by a service so we need to use the "preferred parent" logic we
have to open this in the last focused window.
Fixes#8783
Our new tab flow will never have a previously focused window because its
triggered by a service so we need to use the "preferred parent" logic we
have to open this in the last focused window.
Hello
This is a small thing I noticed when building Ghostty. The logs for
SetTitle and Pwd are unreadable due to them being shown as an array of
integers, so I added a custom formatter for them to be shows as text.
Previously we're just feeding the compiler source files generated via
capturing stdout, which all by default have the filename `stdout`. Under
some particular yet uncertain circumstances in Zig 0.14 (only factor
we've found so far is a large amount of cores/compilation shards) the
compiler will actually crash on an unreachable code path that assumes
all source files either end in .zig or .zon, causing crashes for
packagers for distros like Nixpkgs and Gentoo.
Given this has been explicitly made illegal in Zig 0.15 (see
ziglang/zig#24957) I don't really see why we shouldn't fix this for 1.2
too. We have to do this at some point no matter what anyways.
Previously we're just feeding the compiler source files generated via
capturing stdout, which all by default have the filename `stdout`.
Under some particular yet uncertain circumstances in Zig 0.14 (only
factor we've found so far is a large amount of cores/compilation shards)
the compiler will actually crash on an unreachable code path that assumes
all source files either end in .zig or .zon, causing crashes for packagers
for distros like Nixpkgs and Gentoo.
Given this has been explicitly made illegal in Zig 0.15
(see ziglang/zig#24957) I don't really see why we shouldn't fix this for
1.2 too. We have to do this at some point no matter what anyways.
Maybe fixes#8736
I thought `windowDidLoad` was early on because its before the window is
shown but apparently not. Let's try `awakeFromNib` which is called just
after the window is loaded from the nib. It is hard to get any earlier
than that.
Maybe fixes#8736
I thought `windowDidLoad` was early on because its before the window is
shown but apparently not. Let's try `awakeFromNib` which is called
just after the window is loaded from the nib. It is hard to get any
earlier than that.
The documentation shows that the enum values should be "new-window" and
"new-tab",
However, "new-window" currently fails, but "window" is still accepted.
The GLSL to MSL conversion process uses a passed-in sampler state for
the `iChannel0` parameter and we weren't providing it. This magically
worked on Apple Silicon for unknown reasons but failed on Intel GPUs.
In normal, hand-written MSL, we'd explicitly create the sampler state as
a normal variable (we do this in `shaders.metal` already!), but the
Shadertoy conversion stuff doesn't do this, probably because the exact
sampler parameters can't be safely known.
This fixes a Metal validation error when using custom shaders:
```
-[MTLDebugRenderCommandEncoder validateCommonDrawErrors:]:5970: failed
assertion `Draw Errors Validation Fragment Function(main0): missing Sampler
binding at index 0 for iChannel0Smplr[0].
```
This wasn't a simple error message, the assertion would cause Xcode 26
to halt the program at that point.
The GLSL to MSL conversion process uses a passed-in sampler state for
the `iChannel0` parameter and we weren't providing it. This magically
worked on Apple Silicon for unknown reasons but failed on Intel GPUs.
In normal, hand-written MSL, we'd explicitly create the sampler state as
a normal variable (we do this in `shaders.metal` already!), but the
Shadertoy conversion stuff doesn't do this, probably because the exact
sampler parameters can't be safely known.
This fixes a Metal validation error when using custom shaders:
```
-[MTLDebugRenderCommandEncoder validateCommonDrawErrors:]:5970: failed
assertion `Draw Errors Validation Fragment Function(main0): missing Sampler
binding at index 0 for iChannel0Smplr[0].
```