Previously WindowPaddingBalance was defined inside Config.zig, which
meant tests for renderer sizing had to pull in the full config
dependency. Move the enum into renderer/size.zig as PaddingBalance
and re-export it from Config so the public API is unchanged. This
lets size.zig tests run without depending on Config.
Size report escape sequences were previously formatted inline in
Termio.sizeReportLocked, and termio.Message carried a duplicate enum for
report styles. That made the encoding logic harder to reuse and kept
the style type scoped to termio.
Move the encoding into terminal.size_report and export it through
terminal.main. The encoder now takes renderer.Size directly and derives
grid and pixel dimensions from one source of truth. termio.Message now
aliases terminal.size_report.Style, and Termio writes reports via the
shared encoder.
Convert Coordinate in terminal/point.zig and CellSize, ScreenSize,
GridSize, and Padding in renderer/size.zig to extern structs. All
fields are already extern-compatible types, so this gives them a
guaranteed C ABI layout with no functional change.
Change `window-padding-balance` from `bool` to an enum with three
values:
- `false` - no balancing (default, unchanged)
- `true` - balance with vshift that caps top padding and shifts excess
to bottom (existing behavior, unchanged)
- `equal` - balance whitespace equally on all four sides
This gives users who prefer truly equal padding a way to opt in without
changing the default behavior.
This commit changes a LOT of areas of the code to use decl literals
instead of redundantly referring to the type.
These changes were mostly driven by some regex searches and then manual
adjustment on a case-by-case basis.
I almost certainly missed quite a few places where decl literals could
be used, but this is a good first step in converting things, and other
instances can be addressed when they're discovered.
I tested GLFW+Metal and building the framework on macOS and tested a GTK
build on Linux, so I'm 99% sure I didn't introduce any syntax errors or
other problems with this. (fingers crossed)
Previously, we'd send renderer screen size updates and termio sigwnch
updates on every single resize event even if the screen size or grid
sizes didn't change. This is super noisy and given how many resize
events macOS sends, its also very expensive.
This commit makes it so that we only update the renderer if the screen
changed. If the screen size didn't change, the grid size couldn't have
changed either.
If the screen size did change, its still possible the grid size didn't
change since Ghostty supports fluid pixel-level resizing. We have to
send the screen size event to the renderer so all the GPU shader vars
are right but we do not have to send a termio event.
So, only if the grid size changed do we then notify the pty that the
terminal dimensions changed. Note that the resize event for ptys does
have a pixel-level x/y but I don't think the granularity is useful
beyond grid changes.
Font metrics realistically should be integral. Cell widths, cell
heights, etc. do not make sense to be floats, since our grid is
integral. There is no such thing as a "half cell" (or any point).
The reason we historically had these all as f32 is simplicity mixed
with history. OpenGL APIs and shaders all use f32 for their values, we
originally only supported OpenGL, and all the font rendering used to be
directly in the renderer code (like... a year+ ago).
When we refactored the font metrics calculation to its own system and
also added additional renderers like Metal (which use f64, not f32), we
never updated anything. We just kept metrics as f32 and casted
everywhere.
With CoreText and #177 this finally reared its ugly head. By forgetting
a simple rounding on cell metric calculation, our integral renderers
(sprite fonts) were off by 1 pixel compared to the GPU renderers.
Insidious.
Let's represent font metrics with the types that actually make sense: a
cell width/height, etc. is _integral_. When we get to the GPU, we now
cast to floats. We also cast to floats whenever we're doing more precise
math (i.e. mouse offset calculation). In this case, we're only
converting to floats from a integral type which is going to be much
safer and less prone to uncertain rounding than converting to an int
from a float type.
Fixes#177