const std = @import("std"); const assert = @import("../quirks.zig").inlineAssert; const Allocator = std.mem.Allocator; const ArenaAllocator = std.heap.ArenaAllocator; const fastmem = @import("../fastmem.zig"); const color = @import("color.zig"); const cursor = @import("cursor.zig"); const highlight = @import("highlight.zig"); const point = @import("point.zig"); const size = @import("size.zig"); const page = @import("page.zig"); const PageList = @import("PageList.zig"); const Selection = @import("Selection.zig"); const Screen = @import("Screen.zig"); const ScreenSet = @import("ScreenSet.zig"); const Style = @import("style.zig").Style; const Terminal = @import("Terminal.zig"); // Developer note: this is in src/terminal and not src/renderer because // the goal is that this remains generic to multiple renderers. This can // aid specifically with libghostty-vt with converting terminal state to // a renderable form. /// Contains the state required to render the screen, including optimizing /// for repeated render calls and only rendering dirty regions. /// /// Previously, our renderer would use `clone` to clone the screen within /// the viewport to perform rendering. This worked well enough that we kept /// it all the way up through the Ghostty 1.2.x series, but the clone time /// was repeatedly a bottleneck blocking IO. /// /// Rather than a generic clone that tries to clone all screen state per call /// (within a region), a stateful approach that optimizes for only what a /// renderer needs to do makes more sense. /// /// To use this, initialize the render state to empty, then call `update` /// on each frame to update the state to the latest terminal state. /// /// var state: RenderState = .empty; /// defer state.deinit(alloc); /// state.update(alloc, &terminal); /// /// Note: the render state retains as much memory as possible between updates /// to prevent future allocations. If a very large frame is rendered once, /// the render state will retain that much memory until deinit. To avoid /// waste, it is recommended that the caller `deinit` and start with an /// empty render state every so often. pub const RenderState = struct { /// The current screen dimensions. It is possible that these don't match /// the renderer's current dimensions in grid cells because resizing /// can happen asynchronously. For example, for Metal, our NSView resizes /// at a different time than when our internal terminal state resizes. /// This can lead to a one or two frame mismatch a renderer needs to /// handle. /// /// The viewport is always exactly equal to the active area size so this /// is also the viewport size. rows: size.CellCountInt, cols: size.CellCountInt, /// The color state for the terminal. colors: Colors, /// Cursor state within the viewport. cursor: Cursor, /// The rows (y=0 is top) of the viewport. Guaranteed to be `rows` length. /// /// This is a MultiArrayList because only the update cares about /// the allocators. Callers care about all the other properties, and /// this better optimizes cache locality for read access for those /// use cases. row_data: std.MultiArrayList(Row), /// The dirty state of the render state. This is set by the update method. /// The renderer/caller should set this to false when it has handled /// the dirty state. dirty: Dirty, /// The screen type that this state represents. This is used primarily /// to detect changes. screen: ScreenSet.Key, /// The last viewport pin used to generate this state. This is NOT /// a tracked pin and is generally NOT safe to read other than the direct /// values for comparison. viewport_pin: ?PageList.Pin = null, /// The cached selection so we can avoid expensive selection calculations /// if possible. selection_cache: ?SelectionCache = null, /// Initial state. pub const empty: RenderState = .{ .rows = 0, .cols = 0, .colors = .{ .background = .{}, .foreground = .{}, .cursor = null, .palette = color.default, }, .cursor = .{ .active = .{ .x = 0, .y = 0 }, .viewport = null, .cell = .{}, .style = undefined, .visual_style = .block, .password_input = false, .visible = true, .blinking = false, }, .row_data = .empty, .dirty = .false, .screen = .primary, }; /// The color state for the terminal. /// /// The background/foreground will be reversed if the terminal reverse /// color mode is on! You do not need to handle that manually! pub const Colors = struct { background: color.RGB, foreground: color.RGB, cursor: ?color.RGB, palette: color.Palette, }; pub const Cursor = struct { /// The x/y position of the cursor within the active area. active: point.Coordinate, /// The x/y position of the cursor within the viewport. This /// may be null if the cursor is not visible within the viewport. viewport: ?Viewport, /// The cell data for the cursor position. Managed memory is not /// safe to access from this. cell: page.Cell, /// The style, always valid even if the cell is default style. style: Style, /// The visual style of the cursor itself, such as a block or /// bar. visual_style: cursor.Style, /// True if the cursor is detected to be at a password input field. password_input: bool, /// Cursor visibility state determined by the terminal mode. visible: bool, /// Cursor blink state determined by the terminal mode. blinking: bool, pub const Viewport = struct { /// The x/y position of the cursor within the viewport. x: size.CellCountInt, y: size.CellCountInt, /// Whether the cursor is part of a wide character and /// on the tail of it. If so, some renderers may use this /// to move the cursor back one. wide_tail: bool, }; }; /// A row within the viewport. pub const Row = struct { /// Arena used for any heap allocations for cell contents /// in this row. Importantly, this is NOT used for the MultiArrayList /// itself. We do this on purpose so that we can easily clear rows, /// but retain cached MultiArrayList capacities since grid sizes don't /// change often. arena: ArenaAllocator.State, /// The page pin. This is not safe to read unless you can guarantee /// the terminal state hasn't changed since the last `update` call. pin: PageList.Pin, /// Raw row data. raw: page.Row, /// The cells in this row. Guaranteed to be `cols` length. cells: std.MultiArrayList(Cell), /// A dirty flag that can be used by the renderer to track /// its own draw state. `update` will mark this true whenever /// this row is changed, too. dirty: bool, /// The x range of the selection within this row. selection: ?[2]size.CellCountInt, /// The x ranges of highlights within this row. Highlights are /// applied after the update by calling `updateHighlights`. highlights: std.ArrayList([2]size.CellCountInt), }; pub const Cell = struct { /// Always set, this is the raw copied cell data from page.Cell. /// The managed memory (hyperlinks, graphames, etc.) is NOT safe /// to access from here. It is duplicated into the other fields if /// it exists. raw: page.Cell, /// Grapheme data for the cell. This is undefined unless the /// raw cell's content_tag is `codepoint_grapheme`. grapheme: []const u21, /// The style data for the cell. This is undefined unless /// the style_id is non-default on raw. style: Style, }; // Dirty state pub const Dirty = enum { /// Not dirty at all. Can skip rendering if prior state was /// already rendered. false, /// Partially dirty. Some rows changed but not all. None of the /// global state changed such as colors. partial, /// Fully dirty. Global state changed or dimensions changed. All rows /// should be redrawn. full, }; const SelectionCache = struct { selection: Selection, tl_pin: PageList.Pin, br_pin: PageList.Pin, }; pub fn deinit(self: *RenderState, alloc: Allocator) void { for ( self.row_data.items(.arena), self.row_data.items(.cells), ) |state, *cells| { var arena: ArenaAllocator = state.promote(alloc); arena.deinit(); cells.deinit(alloc); } self.row_data.deinit(alloc); } /// Update the render state to the latest terminal state. /// /// This will reset the terminal dirty state since it is consumed /// by this render state update. pub fn update( self: *RenderState, alloc: Allocator, t: *Terminal, ) Allocator.Error!void { const s: *Screen = t.screens.active; const viewport_pin = s.pages.getTopLeft(.viewport); const redraw = redraw: { // If our screen key changed, we need to do a full rebuild // because our render state is viewport-specific. if (t.screens.active_key != self.screen) break :redraw true; // If our terminal is dirty at all, we do a full rebuild. These // dirty values are full-terminal dirty values. { const Int = @typeInfo(Terminal.Dirty).@"struct".backing_integer.?; const v: Int = @bitCast(t.flags.dirty); if (v > 0) break :redraw true; } // If our screen is dirty at all, we do a full rebuild. This is // a full screen dirty tracker. { const Int = @typeInfo(Screen.Dirty).@"struct".backing_integer.?; const v: Int = @bitCast(t.screens.active.dirty); if (v > 0) break :redraw true; } // If our dimensions changed, we do a full rebuild. if (self.rows != s.pages.rows or self.cols != s.pages.cols) { break :redraw true; } // If our viewport pin changed, we do a full rebuild. if (self.viewport_pin) |old| { if (!old.eql(viewport_pin)) break :redraw true; } break :redraw false; }; // Always set our cheap fields, its more expensive to compare self.rows = s.pages.rows; self.cols = s.pages.cols; self.viewport_pin = viewport_pin; self.cursor.active = .{ .x = s.cursor.x, .y = s.cursor.y }; self.cursor.cell = s.cursor.page_cell.*; self.cursor.style = s.cursor.style; self.cursor.visual_style = s.cursor.cursor_style; self.cursor.password_input = t.flags.password_input; self.cursor.visible = t.modes.get(.cursor_visible); self.cursor.blinking = t.modes.get(.cursor_blinking); // Always reset the cursor viewport position. In the future we can // probably cache this by comparing the cursor pin and viewport pin // but may not be worth it. self.cursor.viewport = null; // Colors. self.colors.cursor = t.colors.cursor.get(); self.colors.palette = t.colors.palette.current; bg_fg: { // Background/foreground can be unset initially which would // depend on "default" background/foreground. The expected use // case of Terminal is that the caller set their own configured // defaults on load so this doesn't happen. const bg = t.colors.background.get() orelse break :bg_fg; const fg = t.colors.foreground.get() orelse break :bg_fg; if (t.modes.get(.reverse_colors)) { self.colors.background = fg; self.colors.foreground = bg; } else { self.colors.background = bg; self.colors.foreground = fg; } } // Ensure our row length is exactly our height, freeing or allocating // data as necessary. In most cases we'll have a perfectly matching // size. if (self.row_data.len != self.rows) { @branchHint(.unlikely); if (self.row_data.len < self.rows) { // Resize our rows to the desired length, marking any added // values undefined. const old_len = self.row_data.len; try self.row_data.resize(alloc, self.rows); // Initialize all our values. Its faster to use slice() + set() // because appendAssumeCapacity does this multiple times. var row_data = self.row_data.slice(); for (old_len..self.rows) |y| { row_data.set(y, .{ .arena = .{}, .pin = undefined, .raw = undefined, .cells = .empty, .dirty = true, .selection = null, .highlights = .empty, }); } } else { const row_data = self.row_data.slice(); for ( row_data.items(.arena)[self.rows..], row_data.items(.cells)[self.rows..], ) |state, *cell| { var arena: ArenaAllocator = state.promote(alloc); arena.deinit(); cell.deinit(alloc); } self.row_data.shrinkRetainingCapacity(self.rows); } } // Break down our row data const row_data = self.row_data.slice(); const row_arenas = row_data.items(.arena); const row_pins = row_data.items(.pin); const row_rows = row_data.items(.raw); const row_cells = row_data.items(.cells); const row_sels = row_data.items(.selection); const row_dirties = row_data.items(.dirty); // Track the last page that we know was dirty. This lets us // more quickly do the full-page dirty check. var last_dirty_page: ?*page.Page = null; // Go through and setup our rows. var row_it = s.pages.rowIterator( .right_down, .{ .viewport = .{} }, null, ); var y: size.CellCountInt = 0; var any_dirty: bool = false; while (row_it.next()) |row_pin| : (y = y + 1) { // Find our cursor if we haven't found it yet. We do this even // if the row is not dirty because the cursor is unrelated. if (self.cursor.viewport == null and row_pin.node == s.cursor.page_pin.node and row_pin.y == s.cursor.page_pin.y) { self.cursor.viewport = .{ .y = y, .x = s.cursor.x, // Future: we should use our own state here to look this // up rather than calling this. .wide_tail = if (s.cursor.x > 0) s.cursorCellLeft(1).wide == .wide else false, }; } // Store our pin. We have to store these even if we're not dirty // because dirty is only a renderer optimization. It doesn't // apply to memory movement. This will let us remap any cell // pins back to an exact entry in our RenderState. row_pins[y] = row_pin; // Get all our cells in the page. const p: *page.Page = &row_pin.node.data; const page_rac = row_pin.rowAndCell(); dirty: { // If we're redrawing then we're definitely dirty. if (redraw) break :dirty; // If our page is the same as last time then its dirty. if (p == last_dirty_page) break :dirty; if (p.dirty) { // If this page is dirty then clear the dirty flag // of the last page and then store this one. This benchmarks // faster than iterating pages again later. if (last_dirty_page) |last_p| last_p.dirty = false; last_dirty_page = p; } // If our row is dirty then we're dirty. if (page_rac.row.dirty) break :dirty; // Not dirty! continue; } // Set that at least one row was dirty. any_dirty = true; // Clear our row dirty, we'll clear our page dirty later. // We can't clear it now because we have more rows to go through. page_rac.row.dirty = false; // Promote our arena. State is copied by value so we need to // restore it on all exit paths so we don't leak memory. var arena = row_arenas[y].promote(alloc); defer row_arenas[y] = arena.state; // Reset our cells if we're rebuilding this row. if (row_cells[y].len > 0) { _ = arena.reset(.retain_capacity); row_cells[y].clearRetainingCapacity(); row_sels[y] = null; } row_dirties[y] = true; // Get all our cells in the page. const page_cells: []const page.Cell = p.getCells(page_rac.row); assert(page_cells.len == self.cols); // Copy our raw row data row_rows[y] = page_rac.row.*; // Note: our cells MultiArrayList uses our general allocator. // We do this on purpose because as rows become dirty, we do // not want to reallocate space for cells (which are large). This // was a source of huge slowdown. // // Our per-row arena is only used for temporary allocations // pertaining to cells directly (e.g. graphemes, hyperlinks). const cells: *std.MultiArrayList(Cell) = &row_cells[y]; try cells.resize(alloc, self.cols); // We always copy our raw cell data. In the case we have no // managed memory, we can skip setting any other fields. // // This is an important optimization. For plain-text screens // this ends up being something around 300% faster based on // the `screen-clone` benchmark. const cells_slice = cells.slice(); fastmem.copy( page.Cell, cells_slice.items(.raw), page_cells, ); if (!page_rac.row.managedMemory()) continue; const arena_alloc = arena.allocator(); const cells_grapheme = cells_slice.items(.grapheme); const cells_style = cells_slice.items(.style); for (page_cells, 0..) |*page_cell, x| { // Append assuming its a single-codepoint, styled cell // (most common by far). if (page_cell.style_id > 0) cells_style[x] = p.styles.get( p.memory, page_cell.style_id, ).*; // Switch on our content tag to handle less likely cases. switch (page_cell.content_tag) { .codepoint => { @branchHint(.likely); // Primary codepoint goes into `raw` field. }, // If we have a multi-codepoint grapheme, look it up and // set our content type. .codepoint_grapheme => { @branchHint(.unlikely); cells_grapheme[x] = try arena_alloc.dupe( u21, p.lookupGrapheme(page_cell) orelse &.{}, ); }, .bg_color_rgb => { @branchHint(.unlikely); cells_style[x] = .{ .bg_color = .{ .rgb = .{ .r = page_cell.content.color_rgb.r, .g = page_cell.content.color_rgb.g, .b = page_cell.content.color_rgb.b, } } }; }, .bg_color_palette => { @branchHint(.unlikely); cells_style[x] = .{ .bg_color = .{ .palette = page_cell.content.color_palette, } }; }, } } } assert(y == self.rows); // If our screen has a selection, then mark the rows with the // selection. We do this outside of the loop above because its unlikely // a selection exists and because the way our selections are structured // today is very inefficient. // // NOTE: To improve the performance of the block below, we'll need // to rethink how we model selections in general. // // There are performance improvements that can be made here, though. // For example, `containedRow` recalculates a bunch of information // we can cache. if (s.selection) |*sel| selection: { @branchHint(.unlikely); // Populate our selection cache to avoid some expensive // recalculation. const cache: *const SelectionCache = cache: { if (self.selection_cache) |*c| cache_check: { // If we're redrawing, we recalculate the cache just to // be safe. if (redraw) break :cache_check; // If our selection isn't equal, we aren't cached! if (!c.selection.eql(sel.*)) break :cache_check; // If we have no dirty rows, we can not recalculate. if (!any_dirty) break :selection; // We have dirty rows, we can utilize the cache. break :cache c; } // Create a new cache const tl_pin = sel.topLeft(s); const br_pin = sel.bottomRight(s); self.selection_cache = .{ .selection = .init(tl_pin, br_pin, sel.rectangle), .tl_pin = tl_pin, .br_pin = br_pin, }; break :cache &self.selection_cache.?; }; // Grab the inefficient data we need from the selection. At // least we can cache it. const tl = s.pages.pointFromPin(.screen, cache.tl_pin).?.screen; const br = s.pages.pointFromPin(.screen, cache.br_pin).?.screen; // We need to determine if our selection is within the viewport. // The viewport is generally very small so the efficient way to // do this is to traverse the viewport pages and check for the // matching selection pages. for ( row_pins, row_sels, ) |pin, *sel_bounds| { const p = s.pages.pointFromPin(.screen, pin).?.screen; const row_sel = sel.containedRowCached( s, cache.tl_pin, cache.br_pin, pin, tl, br, p, ) orelse continue; const start = row_sel.start(); const end = row_sel.end(); assert(start.node == end.node); assert(start.x <= end.x); assert(start.y == end.y); sel_bounds.* = .{ start.x, end.x }; } } // Handle dirty state. if (redraw) { // Fully redraw resets some other state. self.screen = t.screens.active_key; self.dirty = .full; // Note: we don't clear any row_data here because our rebuild // above did this. } else if (any_dirty and self.dirty == .false) { self.dirty = .partial; } // Finalize our final dirty page if (last_dirty_page) |last_p| last_p.dirty = false; // Clear our dirty flags t.flags.dirty = .{}; s.dirty = .{}; } /// Update the highlights in the render state from the given flattened /// highlights. Because this uses flattened highlights, it does not require /// reading from the terminal state so it should be done outside of /// any critical sections. /// /// This will not clear any previous highlights, so the caller must /// manually clear them if desired. pub fn updateHighlightsFlattened( self: *RenderState, alloc: Allocator, hls: []const highlight.Flattened, ) Allocator.Error!void { // Fast path, we have no highlights! if (hls.len == 0) return; // This is, admittedly, horrendous. This is some low hanging fruit // to optimize. In my defense, screens are usually small, the number // of highlights is usually small, and this only happens on the // viewport outside of a locked area. Still, I'd love to see this // improved someday. // We need to track whether any row had a match so we can mark // the dirty state. var any_dirty: bool = false; const row_data = self.row_data.slice(); const row_arenas = row_data.items(.arena); const row_dirties = row_data.items(.dirty); const row_pins = row_data.items(.pin); const row_highlights_slice = row_data.items(.highlights); for ( row_arenas, row_pins, row_highlights_slice, row_dirties, ) |*row_arena, row_pin, *row_highlights, *dirty| { for (hls) |hl| { const chunks_slice = hl.chunks.slice(); const nodes = chunks_slice.items(.node); const starts = chunks_slice.items(.start); const ends = chunks_slice.items(.end); for (0.., nodes) |i, node| { // If this node doesn't match or we're not within // the row range, skip it. if (node != row_pin.node or row_pin.y < starts[i] or row_pin.y >= ends[i]) continue; // We're a match! var arena = row_arena.promote(alloc); defer row_arena.* = arena.state; const arena_alloc = arena.allocator(); try row_highlights.append( arena_alloc, .{ if (i == 0) hl.top_x else 0, if (i == nodes.len - 1) hl.bot_x else self.cols - 1, }, ); dirty.* = true; any_dirty = true; } } } // Mark our dirty state. if (any_dirty and self.dirty == .false) self.dirty = .partial; } pub const StringMap = std.ArrayListUnmanaged(point.Coordinate); /// Convert the current render state contents to a UTF-8 encoded /// string written to the given writer. This will unwrap all the wrapped /// rows. This is useful for a minimal viewport search. /// /// This currently writes empty cell contents as \x00 and writes all /// blank lines. This is fine for our current usage (link search) but /// we can adjust this later. /// /// NOTE: There is a limitation in that wrapped lines before/after /// the the top/bottom line of the viewport are not included, since /// the render state cuts them off. pub fn string( self: *const RenderState, writer: *std.Io.Writer, map: ?struct { alloc: Allocator, map: *StringMap, }, ) (Allocator.Error || std.Io.Writer.Error)!void { const row_slice = self.row_data.slice(); const row_rows = row_slice.items(.raw); const row_cells = row_slice.items(.cells); for ( 0.., row_rows, row_cells, ) |y, row, cells| { const cells_slice = cells.slice(); for ( 0.., cells_slice.items(.raw), cells_slice.items(.grapheme), ) |x, cell, graphemes| { var len: usize = std.unicode.utf8CodepointSequenceLength(cell.codepoint()) catch return error.WriteFailed; try writer.print("{u}", .{cell.codepoint()}); if (cell.hasGrapheme()) { for (graphemes) |cp| { len += std.unicode.utf8CodepointSequenceLength(cp) catch return error.WriteFailed; try writer.print("{u}", .{cp}); } } if (map) |m| try m.map.appendNTimes(m.alloc, .{ .x = @intCast(x), .y = @intCast(y), }, len); } if (!row.wrap) { try writer.writeAll("\n"); if (map) |m| try m.map.append(m.alloc, .{ .x = @intCast(cells_slice.len), .y = @intCast(y), }); } } } /// A set of coordinates representing cells. pub const CellSet = std.AutoArrayHashMapUnmanaged(point.Coordinate, void); /// Returns a map of the cells that match to an OSC8 hyperlink over the /// given point in the render state. /// /// IMPORTANT: The terminal must not have updated since the last call to /// `update`. If there is any chance the terminal has updated, the caller /// must first call `update` again to refresh the render state. /// /// For example, you may want to hold a lock for the duration of the /// update and hyperlink lookup to ensure no updates happen in between. pub fn linkCells( self: *const RenderState, alloc: Allocator, viewport_point: point.Coordinate, ) Allocator.Error!CellSet { var result: CellSet = .empty; errdefer result.deinit(alloc); const row_slice = self.row_data.slice(); const row_pins = row_slice.items(.pin); const row_cells = row_slice.items(.cells); // Grab our link ID const link_page: *page.Page = &row_pins[viewport_point.y].node.data; const link = link: { const rac = link_page.getRowAndCell( viewport_point.x, viewport_point.y, ); // The likely scenario is that our mouse isn't even over a link. if (!rac.cell.hyperlink) { @branchHint(.likely); return result; } const link_id = link_page.lookupHyperlink(rac.cell) orelse return result; break :link link_page.hyperlink_set.get( link_page.memory, link_id, ); }; for ( 0.., row_pins, row_cells, ) |y, pin, cells| { for (0.., cells.items(.raw)) |x, cell| { if (!cell.hyperlink) continue; const other_page: *page.Page = &pin.node.data; const other = link: { const rac = other_page.getRowAndCell(x, y); const link_id = other_page.lookupHyperlink(rac.cell) orelse continue; break :link other_page.hyperlink_set.get( other_page.memory, link_id, ); }; if (link.eql( link_page.memory, other, other_page.memory, )) try result.put(alloc, .{ .y = @intCast(y), .x = @intCast(x), }, {}); } } return result; } }; test "styled" { const testing = std.testing; const alloc = testing.allocator; var t = try Terminal.init(alloc, .{ .cols = 80, .rows = 24, }); defer t.deinit(alloc); // This fills the screen up try t.decaln(); var state: RenderState = .empty; defer state.deinit(alloc); try state.update(alloc, &t); } test "basic text" { const testing = std.testing; const alloc = testing.allocator; var t = try Terminal.init(alloc, .{ .cols = 10, .rows = 3, }); defer t.deinit(alloc); var s = t.vtStream(); defer s.deinit(); try s.nextSlice("ABCD"); var state: RenderState = .empty; defer state.deinit(alloc); try state.update(alloc, &t); // Verify we have the right number of rows const row_data = state.row_data.slice(); try testing.expectEqual(3, row_data.len); // All rows should have cols cells const cells = row_data.items(.cells); try testing.expectEqual(10, cells[0].len); try testing.expectEqual(10, cells[1].len); try testing.expectEqual(10, cells[2].len); // Row zero should contain our text try testing.expectEqual('A', cells[0].get(0).raw.codepoint()); try testing.expectEqual('B', cells[0].get(1).raw.codepoint()); try testing.expectEqual('C', cells[0].get(2).raw.codepoint()); try testing.expectEqual('D', cells[0].get(3).raw.codepoint()); try testing.expectEqual(0, cells[0].get(4).raw.codepoint()); } test "styled text" { const testing = std.testing; const alloc = testing.allocator; var t = try Terminal.init(alloc, .{ .cols = 10, .rows = 3, }); defer t.deinit(alloc); var s = t.vtStream(); defer s.deinit(); try s.nextSlice("\x1b[1mA"); // Bold try s.nextSlice("\x1b[0;3mB"); // Italic try s.nextSlice("\x1b[0;4mC"); // Underline var state: RenderState = .empty; defer state.deinit(alloc); try state.update(alloc, &t); // Verify we have the right number of rows const row_data = state.row_data.slice(); try testing.expectEqual(3, row_data.len); // All rows should have cols cells const cells = row_data.items(.cells); try testing.expectEqual(10, cells[0].len); try testing.expectEqual(10, cells[1].len); try testing.expectEqual(10, cells[2].len); // Row zero should contain our text { const cell = cells[0].get(0); try testing.expectEqual('A', cell.raw.codepoint()); try testing.expect(cell.style.flags.bold); } { const cell = cells[0].get(1); try testing.expectEqual('B', cell.raw.codepoint()); try testing.expect(!cell.style.flags.bold); try testing.expect(cell.style.flags.italic); } try testing.expectEqual('C', cells[0].get(2).raw.codepoint()); try testing.expectEqual(0, cells[0].get(3).raw.codepoint()); } test "grapheme" { const testing = std.testing; const alloc = testing.allocator; var t = try Terminal.init(alloc, .{ .cols = 10, .rows = 3, }); defer t.deinit(alloc); var s = t.vtStream(); defer s.deinit(); try s.nextSlice("A"); try s.nextSlice("👨‍"); // this has a ZWJ var state: RenderState = .empty; defer state.deinit(alloc); try state.update(alloc, &t); // Verify we have the right number of rows const row_data = state.row_data.slice(); try testing.expectEqual(3, row_data.len); // All rows should have cols cells const cells = row_data.items(.cells); try testing.expectEqual(10, cells[0].len); try testing.expectEqual(10, cells[1].len); try testing.expectEqual(10, cells[2].len); // Row zero should contain our text { const cell = cells[0].get(0); try testing.expectEqual('A', cell.raw.codepoint()); } { const cell = cells[0].get(1); try testing.expectEqual(0x1F468, cell.raw.codepoint()); try testing.expectEqual(.wide, cell.raw.wide); try testing.expectEqualSlices(u21, &.{0x200D}, cell.grapheme); } { const cell = cells[0].get(2); try testing.expectEqual(0, cell.raw.codepoint()); try testing.expectEqual(.spacer_tail, cell.raw.wide); } } test "cursor state in viewport" { const testing = std.testing; const alloc = testing.allocator; var t = try Terminal.init(alloc, .{ .cols = 10, .rows = 5, }); defer t.deinit(alloc); var s = t.vtStream(); defer s.deinit(); try s.nextSlice("A\x1b[H"); var state: RenderState = .empty; defer state.deinit(alloc); // Initial update try state.update(alloc, &t); try testing.expectEqual(0, state.cursor.active.x); try testing.expectEqual(0, state.cursor.active.y); try testing.expectEqual(0, state.cursor.viewport.?.x); try testing.expectEqual(0, state.cursor.viewport.?.y); try testing.expectEqual('A', state.cursor.cell.codepoint()); try testing.expect(state.cursor.style.default()); // Set a style on the cursor try s.nextSlice("\x1b[1m"); // Bold try state.update(alloc, &t); try testing.expect(!state.cursor.style.default()); try testing.expect(state.cursor.style.flags.bold); try s.nextSlice("\x1b[0m"); // Reset style // Move cursor to 2,1 try s.nextSlice("\x1b[2;3H"); try state.update(alloc, &t); try testing.expectEqual(2, state.cursor.active.x); try testing.expectEqual(1, state.cursor.active.y); try testing.expectEqual(2, state.cursor.viewport.?.x); try testing.expectEqual(1, state.cursor.viewport.?.y); } test "cursor state out of viewport" { const testing = std.testing; const alloc = testing.allocator; var t = try Terminal.init(alloc, .{ .cols = 10, .rows = 2, }); defer t.deinit(alloc); var s = t.vtStream(); defer s.deinit(); try s.nextSlice("A\r\nB\r\nC\r\nD\r\n"); var state: RenderState = .empty; defer state.deinit(alloc); // Initial update try state.update(alloc, &t); try testing.expectEqual(0, state.cursor.active.x); try testing.expectEqual(1, state.cursor.active.y); try testing.expectEqual(0, state.cursor.viewport.?.x); try testing.expectEqual(1, state.cursor.viewport.?.y); // Scroll the viewport try t.scrollViewport(.top); try state.update(alloc, &t); // Set a style on the cursor try testing.expectEqual(0, state.cursor.active.x); try testing.expectEqual(1, state.cursor.active.y); try testing.expect(state.cursor.viewport == null); } test "dirty state" { const testing = std.testing; const alloc = testing.allocator; var t = try Terminal.init(alloc, .{ .cols = 10, .rows = 5, }); defer t.deinit(alloc); var s = t.vtStream(); defer s.deinit(); var state: RenderState = .empty; defer state.deinit(alloc); // First update should trigger redraw due to resize try state.update(alloc, &t); try testing.expectEqual(.full, state.dirty); // Reset dirty flag and dirty rows state.dirty = .false; { const row_data = state.row_data.slice(); const dirty = row_data.items(.dirty); @memset(dirty, false); } // Second update with no changes - no dirty rows try state.update(alloc, &t); try testing.expectEqual(.false, state.dirty); { const row_data = state.row_data.slice(); const dirty = row_data.items(.dirty); for (dirty) |d| try testing.expect(!d); } // Write to first line try s.nextSlice("A"); try state.update(alloc, &t); try testing.expectEqual(.partial, state.dirty); { const row_data = state.row_data.slice(); const dirty = row_data.items(.dirty); try testing.expect(dirty[0]); // First row dirty try testing.expect(!dirty[1]); // Second row clean } } test "colors" { const testing = std.testing; const alloc = testing.allocator; var t = try Terminal.init(alloc, .{ .cols = 10, .rows = 5, }); defer t.deinit(alloc); var s = t.vtStream(); defer s.deinit(); var state: RenderState = .empty; defer state.deinit(alloc); // Default colors try state.update(alloc, &t); // Change cursor color try s.nextSlice("\x1b]12;#FF0000\x07"); try state.update(alloc, &t); const c = state.colors.cursor.?; try testing.expectEqual(0xFF, c.r); try testing.expectEqual(0, c.g); try testing.expectEqual(0, c.b); // Change palette color 0 to White try s.nextSlice("\x1b]4;0;#FFFFFF\x07"); try state.update(alloc, &t); const p0 = state.colors.palette[0]; try testing.expectEqual(0xFF, p0.r); try testing.expectEqual(0xFF, p0.g); try testing.expectEqual(0xFF, p0.b); } test "selection single line" { const testing = std.testing; const alloc = testing.allocator; var t: Terminal = try .init(alloc, .{ .cols = 10, .rows = 3, }); defer t.deinit(alloc); const screen: *Screen = t.screens.active; try screen.select(.init( screen.pages.pin(.{ .active = .{ .x = 0, .y = 1 } }).?, screen.pages.pin(.{ .active = .{ .x = 2, .y = 1 } }).?, false, )); var state: RenderState = .empty; defer state.deinit(alloc); try state.update(alloc, &t); const row_data = state.row_data.slice(); const sels = row_data.items(.selection); try testing.expectEqual(null, sels[0]); try testing.expectEqualSlices(size.CellCountInt, &.{ 0, 2 }, &sels[1].?); try testing.expectEqual(null, sels[2]); // Clear the selection try screen.select(null); try state.update(alloc, &t); try testing.expectEqual(null, sels[0]); try testing.expectEqual(null, sels[1]); try testing.expectEqual(null, sels[2]); } test "selection multiple lines" { const testing = std.testing; const alloc = testing.allocator; var t: Terminal = try .init(alloc, .{ .cols = 10, .rows = 3, }); defer t.deinit(alloc); const screen: *Screen = t.screens.active; try screen.select(.init( screen.pages.pin(.{ .active = .{ .x = 0, .y = 1 } }).?, screen.pages.pin(.{ .active = .{ .x = 2, .y = 2 } }).?, false, )); var state: RenderState = .empty; defer state.deinit(alloc); try state.update(alloc, &t); const row_data = state.row_data.slice(); const sels = row_data.items(.selection); try testing.expectEqual(null, sels[0]); try testing.expectEqualSlices( size.CellCountInt, &.{ 0, screen.pages.cols - 1 }, &sels[1].?, ); try testing.expectEqualSlices( size.CellCountInt, &.{ 0, 2 }, &sels[2].?, ); } test "linkCells" { const testing = std.testing; const alloc = testing.allocator; var t = try Terminal.init(alloc, .{ .cols = 10, .rows = 5, }); defer t.deinit(alloc); var s = t.vtStream(); defer s.deinit(); var state: RenderState = .empty; defer state.deinit(alloc); // Create a hyperlink try s.nextSlice("\x1b]8;;http://example.com\x1b\\LINK\x1b]8;;\x1b\\"); try state.update(alloc, &t); // Query link at 0,0 var cells = try state.linkCells(alloc, .{ .x = 0, .y = 0 }); defer cells.deinit(alloc); try testing.expectEqual(4, cells.count()); try testing.expect(cells.contains(.{ .x = 0, .y = 0 })); try testing.expect(cells.contains(.{ .x = 1, .y = 0 })); try testing.expect(cells.contains(.{ .x = 2, .y = 0 })); try testing.expect(cells.contains(.{ .x = 3, .y = 0 })); // Query no link var cells2 = try state.linkCells(alloc, .{ .x = 4, .y = 0 }); defer cells2.deinit(alloc); try testing.expectEqual(0, cells2.count()); } test "string" { const testing = std.testing; const alloc = testing.allocator; var t = try Terminal.init(alloc, .{ .cols = 5, .rows = 2, }); defer t.deinit(alloc); var s = t.vtStream(); defer s.deinit(); try s.nextSlice("AB"); var state: RenderState = .empty; defer state.deinit(alloc); try state.update(alloc, &t); var w = std.Io.Writer.Allocating.init(alloc); defer w.deinit(); try state.string(&w.writer, null); const result = try w.toOwnedSlice(); defer alloc.free(result); const expected = "AB\x00\x00\x00\n\x00\x00\x00\x00\x00\n"; try testing.expectEqualStrings(expected, result); }