Files
ghostty/src/terminal/render.zig
2026-07-26 20:13:45 -07:00

2211 lines
78 KiB
Zig

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 lib = @import("lib.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);
///
/// ## Two-Phase Updates
///
/// For callers that synchronize terminal access (e.g. a renderer thread
/// sharing a lock with an IO thread), the update can be split into two
/// phases to minimize the time the terminal must be held exclusively:
/// `beginUpdate` requires terminal access, while `endUpdate` completes
/// any deferred work using only memory owned by the render state.
///
/// {
/// mutex.lock();
/// defer mutex.unlock();
/// try state.beginUpdate(alloc, &terminal);
/// }
///
/// // The IO thread is free to modify the terminal while we
/// // complete the update.
/// state.endUpdate();
///
/// The render state must be treated as incomplete between the two calls.
/// `update` is a convenience that performs both phases in one call.
///
/// ## Memory
///
/// 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,
/// The pending style runs requiring an endUpdate call, in the
/// order they were recorded. If multiple begins happen without an
/// endUpdate call, runs accumulate; rows rebuilt more than once
/// may then have superseded (stale) runs in this list, which is
/// harmless: newer runs are appended later so they win, and cells
/// not covered by newer runs have a default style ID in their raw
/// data so their style is undefined by contract anyway. See
/// beginUpdate.
pending_styles: std.ArrayList(StyleRun) = .empty,
/// Initial state.
pub const empty: RenderState = .{
.rows = 0,
.cols = 0,
.colors = .{
.background = .{ .r = 0, .g = 0, .b = 0 },
.foreground = .{ .r = 0xff, .g = 0xff, .b = 0xff },
.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. Its copied values may be compared, but its node must
/// not be dereferenced unless the terminal state is protected from
/// changes since the last `update` call.
pin: PageList.Pin,
/// The page node generation captured alongside `pin`. This lets
/// consumers validate the pin without dereferencing its node after
/// the terminal lock has been released.
serial: u64,
/// 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 highlights within this row.
highlights: std.ArrayList(Highlight),
};
pub const Highlight = struct {
/// A special tag that can be used by the caller to differentiate
/// different highlight types. The value is opaque to the RenderState.
tag: u8,
/// The x ranges of highlights within this row.
range: [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 = lib.Enum(lib.target, &.{
// Not dirty at all. Can skip rendering if prior state was
// already rendered.
"false",
// Some rows changed but not all. None of the global state
// changed such as colors.
"partial",
// 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,
};
/// A run of cells within one row sharing one style, pending
/// denormalization into the per-cell data. This is populated by
/// `beginUpdate` and consumed by `endUpdate`. This exists so that
/// the (potentially large) denormalization of styles into cells
/// can happen outside of any terminal locks. See `beginUpdate`.
pub const StyleRun = struct {
/// The viewport row.
y: size.CellCountInt,
/// Start (inclusive) and end (exclusive) x coordinates.
start: size.CellCountInt,
end: size.CellCountInt,
/// The style for this cell range.
style: Style,
};
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);
self.pending_styles.deinit(alloc);
}
/// Update the render state to the latest terminal state.
///
/// This is a convenience function that performs a full update in
/// one call, equivalent to `beginUpdate` immediately followed by
/// `endUpdate`. Callers that hold a lock over the terminal state
/// should prefer calling the two phases directly so that the lock
/// is only held for `beginUpdate`.
///
/// 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 {
try self.beginUpdate(alloc, t);
self.endUpdate();
}
/// Begin an update of the render state to the latest terminal
/// state. Every begin must be completed with an `endUpdate` call
/// before the render state is read.
///
/// This two-phase structure exists for callers that lock the
/// terminal state: only this function requires terminal access, so
/// a caller can hold its lock for this call only and then call
/// `endUpdate` after releasing it. `endUpdate` exclusively reads
/// and writes memory owned by the render state.
///
/// Work that doesn't require terminal access may be deferred to
/// `endUpdate` to keep this call (and therefore lock hold time) as
/// short as possible. At the time of writing, the deferred work is
/// the per-cell style denormalization, so between this call and
/// `endUpdate` the per-cell `style` data of any updated rows is
/// stale and must not be read. More work may be deferred in the
/// future; callers should treat the render state as incomplete
/// until `endUpdate` is called.
///
/// This will reset the terminal dirty state since it is consumed
/// by this render state update.
pub fn beginUpdate(
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();
// The palette is a relatively large copy (768 bytes at the time
// of writing) so we only copy it when it could have changed. All
// palette modifications set a terminal-level dirty flag (see
// Terminal.Dirty.palette), and any terminal-level dirty flag
// forces a redraw, so checking redraw is sufficient.
if (redraw) 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,
.serial = 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_serials = row_data.items(.serial);
const row_rows = row_data.items(.raw);
const row_cells = row_data.items(.cells);
const row_sels = row_data.items(.selection);
const row_highlights = row_data.items(.highlights);
const row_dirties = row_data.items(.dirty);
// If we're redrawing then every row will be rebuilt, superseding
// any pending style runs from prior updates. Clearing also
// guarantees pending runs always match the current dimensions
// (dimension changes force a redraw).
if (redraw) self.pending_styles.clearRetainingCapacity();
// Go through and setup our rows. We iterate page chunks rather
// than individual rows so that per-page work (dirty flags, cursor
// detection, memory pointers) is hoisted out of the row loop. This
// makes the common case of a clean (or mostly clean) frame very
// cheap: a contiguous scan of row dirty flags.
const builder: RowBuilder = .{
.alloc = alloc,
.cols = self.cols,
.arenas = row_arenas,
.raws = row_rows,
.cells = row_cells,
.sels = row_sels,
.highlights = row_highlights,
.dirties = row_dirties,
.pending_styles = &self.pending_styles,
};
var y: usize = 0;
var any_dirty: bool = false;
var page_it = viewport_pin.pageIterator(.right_down, null);
while (y < self.rows) {
const chunk = page_it.next() orelse break;
const node = chunk.node;
const node_serial = node.serial;
const p: *page.Page = node.page();
// The number of rows we consume from this chunk. The chunk
// may extend beyond the viewport (the viewport is always
// exactly `rows` tall) so we clamp.
const take: usize = @min(
@as(usize, chunk.end - chunk.start),
self.rows - y,
);
// Find our cursor if we haven't found it yet. We do this even
// if rows are not dirty because the cursor is unrelated. We
// can check the chunk bounds once rather than every row.
if (self.cursor.viewport == null and
node == s.cursor.page_pin.node)
cursor: {
const cy = s.cursor.page_pin.y;
if (cy < chunk.start or cy >= chunk.start + take) break :cursor;
self.cursor.viewport = .{
.y = @intCast(y + (cy - chunk.start)),
.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,
};
}
// The page-level dirty flag applies to every row in the chunk.
// We consume (clear) it now; each node appears at most once in
// this iteration and we're the only consumer of dirty state.
const page_dirty = p.dirty;
if (page_dirty) p.dirty = false;
// Get our contiguous rows for this chunk.
const page_rows: []page.Row = p.rows.ptr(p.memory)[chunk.start..][0..take];
assert(p.size.cols == self.cols);
// Store our pins and their node generations. We have to store
// these even for rows that aren't dirty because dirty is only a
// renderer optimization; it doesn't apply to memory movement.
// This lets us remap any cell pins back to an exact entry in our
// RenderState and validate them later without dereferencing a
// potentially stale node.
//
// We can skip the writes when the pins and serials are unchanged:
// if we're not redrawing, every value was stored by a prior update
// (row count changes force a redraw). Within a single update a
// node appears at most once and its stored pins have consecutive
// y values, so if the first and last entries of this chunk's range
// already match then every entry in between matches too.
if (redraw or
row_pins[y].node != node or
row_pins[y].y != chunk.start or
row_serials[y] != node_serial or
row_pins[y + take - 1].node != node or
row_pins[y + take - 1].y != chunk.start + take - 1 or
row_serials[y + take - 1] != node_serial)
{
for (
row_pins[y..][0..take],
row_serials[y..][0..take],
chunk.start..,
) |*pin, *serial, py| {
pin.* = .{ .node = node, .y = @intCast(py) };
serial.* = node_serial;
}
}
if (!redraw and !page_dirty) {
// Only dirty rows (usually none) need a rebuild. Scan the
// dirty flags a group at a time; the dirty bit is directly
// testable on the packed row representation.
var i: usize = 0;
while (take - i >= RowDirtyMask.group_len) : (i += RowDirtyMask.group_len) {
if (RowDirtyMask.match(page_rows, i)) {
@branchHint(.likely);
continue;
}
for (page_rows[i..][0..RowDirtyMask.group_len], i..) |*page_row, j| {
if (!page_row.dirty) continue;
page_row.dirty = false;
any_dirty = true;
try builder.row(p, page_row, y + j);
}
}
while (i < take) : (i += 1) {
const page_row = &page_rows[i];
if (!page_row.dirty) continue;
page_row.dirty = false;
any_dirty = true;
try builder.row(p, page_row, y + i);
}
} else {
// Rebuild every row in the chunk.
any_dirty = true;
for (page_rows, 0..) |*page_row, i| {
page_row.dirty = false;
try builder.row(p, page_row, y + i);
}
}
y += take;
}
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;
}
// Clear our dirty flags
t.flags.dirty = .{};
s.dirty = .{};
}
/// Complete a prior `beginUpdate` call by performing any deferred
/// work. At the time of writing, this denormalizes the pending
/// style runs into the per-cell style data.
///
/// This only reads and writes memory owned by the render state, so
/// it is safe to call while the terminal is being modified (no
/// terminal lock is required).
pub fn endUpdate(self: *RenderState) void {
// Common case: no styled rows were rebuilt.
if (self.pending_styles.items.len == 0) return;
const row_data = self.row_data.slice();
const row_cells = row_data.items(.cells);
for (self.pending_styles.items) |run| {
// Defensive: the row data may have changed shape if the
// caller violated ordering (e.g. an error path skipped an
// endUpdate between updates). Any update that changes
// dimensions clears the pending list (redraw), so this
// should never actually trigger, but the cost is trivial.
if (run.y >= row_cells.len) continue;
const styles = row_cells[run.y].slice().items(.style);
const end = @min(run.end, styles.len);
const start = @min(run.start, end);
@memset(styles[start..end], run.style);
}
self.pending_styles.clearRetainingCapacity();
}
/// 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,
tag: u8,
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_serials = row_data.items(.serial);
const row_highlights_slice = row_data.items(.highlights);
for (
row_arenas,
row_pins,
row_serials,
row_highlights_slice,
row_dirties,
) |*row_arena, row_pin, row_serial, *row_highlights, *dirty| {
for (hls) |hl| {
const chunks_slice = hl.chunks.slice();
const nodes = chunks_slice.items(.node);
const serials = chunks_slice.items(.serial);
const starts = chunks_slice.items(.start);
const ends = chunks_slice.items(.end);
for (0.., nodes) |i, node| {
// If this node generation doesn't match or we're not
// within the row range, skip it. Both serials are copied
// values, so this never dereferences a node outside the
// terminal lock.
if (node != row_pin.node or
serials[i] != row_serial 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,
.{
.tag = tag,
.range = .{
if (i == 0 and
row_pin.y == starts[0])
hl.top_x
else
0,
if (i == nodes.len - 1 and
row_pin.y == ends[nodes.len - 1] - 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 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);
// Our viewport point is sent in by the caller and can't be trusted.
// If it is outside the valid area then just return empty because
// we can't possibly have a link there.
if (viewport_point.x >= self.cols or
viewport_point.y >= row_pins.len) return result;
// Grab our link ID
const link_pin: PageList.Pin = row_pins[viewport_point.y];
const link_page: *page.Page = link_pin.node.page();
const link = link: {
const rac = link_page.getRowAndCell(
viewport_point.x,
link_pin.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.page();
const other = link: {
const rac = other_page.getRowAndCell(x, pin.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;
}
};
/// The number of rows/cells we scan as a single group when looking for
/// dirty rows or special cells. Rows and cells are small packed structs
/// so a group is scanned with a handful of vector operations.
const scan_group_len = 8;
/// Group scan helper for the row dirty flag. A row that matches has
/// its dirty flag unset.
const RowDirtyMask = page.Mask(
page.Row,
&.{"dirty"},
scan_group_len,
);
/// Group scan helper for the cell fields that require managed memory
/// handling. A cell that matches is a plain (possibly zero) codepoint
/// with a default style, requiring no work beyond the raw copy. See
/// RowBuilder.row.
const CellSpecialMask = page.Mask(page.Cell, &.{
"content_tag",
"style_id",
}, scan_group_len);
/// Internal helper for RenderState.update that rebuilds a single row of
/// the render state from the current page contents.
const RowBuilder = struct {
alloc: Allocator,
cols: usize,
arenas: []ArenaAllocator.State,
raws: []page.Row,
cells: []std.MultiArrayList(RenderState.Cell),
sels: []?[2]size.CellCountInt,
highlights: []std.ArrayList(RenderState.Highlight),
dirties: []bool,
pending_styles: *std.ArrayList(RenderState.StyleRun),
fn row(
b: *const RowBuilder,
p: *page.Page,
page_row: *const page.Row,
vy: usize,
) Allocator.Error!void {
// 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 = b.arenas[vy].promote(b.alloc);
defer b.arenas[vy] = arena.state;
// Reset our per-row state if we're rebuilding this row. A
// non-zero cell length means the row was populated by a prior
// update.
if (b.cells[vy].len > 0) {
_ = arena.reset(.retain_capacity);
b.sels[vy] = null;
b.highlights[vy] = .empty;
}
b.dirties[vy] = true;
// Get all our cells in the page.
const page_cells: []const page.Cell = page_row.cells.ptr(p.memory)[0..b.cols];
// Copy our raw row data
b.raws[vy] = page_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(RenderState.Cell) = &b.cells[vy];
if (cells.len != b.cols) try cells.resize(b.alloc, b.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_row.managedMemory()) return;
const arena_alloc = arena.allocator();
const cells_grapheme = cells_slice.items(.grapheme);
const n = page_cells.len;
var x: usize = 0;
scan: while (x < n) {
// Skip runs of plain cells a group at a time. Cells that
// need managed handling are often rare even within rows that
// have managed memory (e.g. a row is "styled" if a single
// cell has a style) so groups are skipped with a few vector
// operations.
while (n - x >= CellSpecialMask.group_len) {
if (!CellSpecialMask.match(page_cells, x)) break;
x += CellSpecialMask.group_len;
}
// Scalar scan to the next special cell.
while (true) {
if (x >= n) break :scan;
if (!CellSpecialMask.matchScalar(page_cells[x])) break;
x += 1;
}
const page_cell = &page_cells[x];
switch (page_cell.content_tag) {
// Single-codepoint styled cells are by far the most
// common special cells, and they usually come in long
// runs sharing one style ID (e.g. a fully styled row
// usually uses a single style). Find the run and record
// it: this does one style lookup per run and defers the
// (large) per-cell fill to endUpdate, outside of any
// terminal locks.
.codepoint => {
@branchHint(.likely);
const sid = page_cell.style_id;
assert(sid > 0); // special + codepoint implies styled
const style_val: Style = p.styles.get(p.memory, sid).*;
// A cell continues the run if its masked special
// bits are exactly the style ID of the run (in
// particular the content tag must be a plain
// codepoint). We can check groups of cells at a
// time this way.
const pattern = CellSpecialMask.pattern(page_cell.*);
const start = x;
x += 1;
while (n - x >= CellSpecialMask.group_len) {
if (!CellSpecialMask.eql(
page_cells,
x,
pattern,
)) break;
x += CellSpecialMask.group_len;
}
while (x < n) : (x += 1) {
if (!CellSpecialMask.eqlScalar(
page_cells[x],
pattern,
)) break;
}
try b.pending_styles.append(b.alloc, .{
.y = @intCast(vy),
.start = @intCast(start),
.end = @intCast(x),
.style = style_val,
});
},
// If we have a multi-codepoint grapheme, look it up and
// set our content type. Note grapheme cells may also
// be styled. The style must be recorded as a run (rather
// than written directly) so that it is ordered correctly
// relative to possibly-stale runs from prior updates.
.codepoint_grapheme => {
if (page_cell.style_id > 0) {
try b.pending_styles.append(b.alloc, .{
.y = @intCast(vy),
.start = @intCast(x),
.end = @intCast(x + 1),
.style = p.styles.get(
p.memory,
page_cell.style_id,
).*,
});
}
cells_grapheme[x] = try arena_alloc.dupe(
u21,
p.lookupGrapheme(page_cell) orelse &.{},
);
x += 1;
},
// Background-color-only cells. The style is derived
// entirely from the cell contents. Consecutive cleared
// cells with the same background are bit-identical, so
// we run-detect on full equality (e.g. a line cleared
// with a background color pending is one run).
.bg_color_rgb, .bg_color_palette => {
const style_val: Style = switch (page_cell.content_tag) {
.bg_color_rgb => .{ .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 => .{ .bg_color = .{
.palette = page_cell.content.color_palette.data,
} },
else => unreachable,
};
const first_bits = CellSpecialMask.bits(page_cell.*);
const start = x;
x += 1;
while (n - x >= CellSpecialMask.group_len) {
if (!CellSpecialMask.eqlExact(
page_cells,
x,
first_bits,
)) break;
x += CellSpecialMask.group_len;
}
while (x < n) : (x += 1) {
if (CellSpecialMask.bits(page_cells[x]) != first_bits)
break;
}
try b.pending_styles.append(b.alloc, .{
.y = @intCast(vy),
.start = @intCast(start),
.end = @intCast(x),
.style = style_val,
});
},
}
}
}
};
test "styled" {
const testing = std.testing;
const alloc = testing.allocator;
const io = testing.io;
var t = try Terminal.init(io, 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;
const io = testing.io;
var t = try Terminal.init(io, alloc, .{
.cols = 10,
.rows = 3,
});
defer t.deinit(alloc);
var s = t.vtStream();
defer s.deinit();
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;
const io = testing.io;
var t = try Terminal.init(io, alloc, .{
.cols = 10,
.rows = 3,
});
defer t.deinit(alloc);
var s = t.vtStream();
defer s.deinit();
s.nextSlice("\x1b[1mA"); // Bold
s.nextSlice("\x1b[0;3mB"); // Italic
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());
}
/// Verifies that an incrementally updated render state has identical
/// contents to a from-scratch rebuild. This is the load-bearing check
/// for our dirty tracking: if any terminal operation changes row
/// contents without setting a dirty signal that `update` honors
/// (terminal dirty, screen dirty, page dirty, row dirty, viewport pin,
/// or dimensions), the incremental state will contain stale rows and
/// this comparison will fail.
fn testCompareStates(
incremental: *const RenderState,
fresh: *const RenderState,
) !void {
const testing = std.testing;
// Row metadata that is allowed to be stale in an incremental
// update. Dirty tracking only guarantees that VISUAL changes are
// flagged (see page.Row.dirty); these fields are non-visual
// metadata that the terminal may change without dirtying the row
// (e.g. Screen.cursorResetWrap clears wrap flags without a dirty
// mark). This staleness predates the chunked update
// implementation; it is present in the row-iterator implementation
// as well.
const StaleOkMask = page.Mask(page.Row, &.{
"wrap",
"wrap_continuation",
"semantic_prompt",
"dirty",
}, 1);
try testing.expectEqual(fresh.rows, incremental.rows);
try testing.expectEqual(fresh.cols, incremental.cols);
try testing.expectEqual(fresh.cursor.active, incremental.cursor.active);
try testing.expectEqual(fresh.cursor.viewport, incremental.cursor.viewport);
try testing.expectEqual(
@as(page.Cell.Backing, @bitCast(fresh.cursor.cell)),
@as(page.Cell.Backing, @bitCast(incremental.cursor.cell)),
);
const inc_data = incremental.row_data.slice();
const new_data = fresh.row_data.slice();
try testing.expectEqual(new_data.len, inc_data.len);
for (0..new_data.len) |y| {
errdefer std.log.warn("mismatch on row y={}", .{y});
// Pins must match exactly.
const inc_pin = inc_data.items(.pin)[y];
const new_pin = new_data.items(.pin)[y];
try testing.expectEqual(new_pin.node, inc_pin.node);
try testing.expectEqual(new_pin.y, inc_pin.y);
// Raw row data must match, except for non-visual metadata
// fields which may legitimately be stale (see StaleOkMask).
const inc_row = inc_data.items(.raw)[y];
const new_row = new_data.items(.raw)[y];
try testing.expectEqual(
StaleOkMask.strip(new_row),
StaleOkMask.strip(inc_row),
);
const inc_cells = inc_data.items(.cells)[y].slice();
const new_cells = new_data.items(.cells)[y].slice();
try testing.expectEqual(new_cells.len, inc_cells.len);
const managed = new_row.managedMemory();
for (0..new_cells.len) |x| {
errdefer std.log.warn("mismatch on cell x={}", .{x});
// Raw cell contents must match.
const inc_cell = inc_cells.items(.raw)[x];
const new_cell = new_cells.items(.raw)[x];
try testing.expectEqual(
@as(page.Cell.Backing, @bitCast(new_cell)),
@as(page.Cell.Backing, @bitCast(inc_cell)),
);
// The style is only defined if the cell is styled or is
// a bg-color cell within a row that has managed memory.
if (new_cell.style_id != 0 or
(managed and switch (new_cell.content_tag) {
.bg_color_rgb, .bg_color_palette => true,
else => false,
}))
{
try testing.expect(std.meta.eql(
new_cells.items(.style)[x],
inc_cells.items(.style)[x],
));
}
// Graphemes are only defined for grapheme cells.
if (new_cell.content_tag == .codepoint_grapheme) {
try testing.expectEqualSlices(
u21,
new_cells.items(.grapheme)[x],
inc_cells.items(.grapheme)[x],
);
}
}
}
}
test "incremental updates match full rebuild" {
const testing = std.testing;
const alloc = testing.allocator;
const io = testing.io;
// Deterministic so failures are reproducible.
var prng = std.Random.DefaultPrng.init(0xB0BA_CAFE);
const rand = prng.random();
var t = try Terminal.init(io, alloc, .{
.cols = 20,
.rows = 8,
.max_scrollback_bytes = 500,
});
defer t.deinit(alloc);
var s = t.vtStream();
defer s.deinit();
var inc: RenderState = .empty;
defer inc.deinit(alloc);
var buf: [64]u8 = undefined;
for (0..300) |_| {
// Perform a random batch of operations between updates.
for (0..rand.intRangeAtMost(usize, 1, 6)) |_| {
switch (rand.intRangeAtMost(u8, 0, 18)) {
// Plain text (possibly wrapping and scrolling).
0, 1, 2 => for (0..rand.intRangeAtMost(usize, 1, 30)) |_| {
s.nextSlice(&.{rand.intRangeAtMost(u8, 'A', 'Z')});
},
// Newlines to build scrollback and trigger pruning.
3, 4 => for (0..rand.intRangeAtMost(usize, 1, 10)) |_| {
s.nextSlice("x\r\n");
},
// Cursor movement.
5 => s.nextSlice(try std.fmt.bufPrint(&buf, "\x1b[{};{}H", .{
rand.intRangeAtMost(u16, 1, 8),
rand.intRangeAtMost(u16, 1, 20),
})),
// Styling: bold, truecolor bg, palette fg, reset.
6 => s.nextSlice(switch (rand.intRangeAtMost(u8, 0, 3)) {
0 => "\x1b[1m",
1 => "\x1b[48;2;30;60;90m",
2 => "\x1b[38;5;120m",
else => "\x1b[0m",
}),
// Erase ops (EL, ED variants including scrollback).
7 => s.nextSlice(switch (rand.intRangeAtMost(u8, 0, 4)) {
0 => "\x1b[K",
1 => "\x1b[1K",
2 => "\x1b[J",
3 => "\x1b[2J",
else => "\x1b[3J",
}),
// Insert/delete lines (row rotations within regions).
8 => s.nextSlice(try std.fmt.bufPrint(&buf, "\x1b[{}L", .{
rand.intRangeAtMost(u16, 1, 4),
})),
9 => s.nextSlice(try std.fmt.bufPrint(&buf, "\x1b[{}M", .{
rand.intRangeAtMost(u16, 1, 4),
})),
// Scroll up/down (page-dirty row rotations).
10 => s.nextSlice(try std.fmt.bufPrint(&buf, "\x1b[{}S", .{
rand.intRangeAtMost(u16, 1, 4),
})),
11 => s.nextSlice(try std.fmt.bufPrint(&buf, "\x1b[{}T", .{
rand.intRangeAtMost(u16, 1, 4),
})),
// Set/reset scroll regions to exercise bounded scrolls.
12 => {
const top = rand.intRangeAtMost(u16, 1, 4);
const bot = rand.intRangeAtMost(u16, top + 1, 8);
s.nextSlice(try std.fmt.bufPrint(
&buf,
"\x1b[{};{}r",
.{ top, bot },
));
},
// Insert/delete/erase chars within a row.
13 => s.nextSlice(try std.fmt.bufPrint(&buf, "\x1b[{}@", .{
rand.intRangeAtMost(u16, 1, 5),
})),
14 => s.nextSlice(try std.fmt.bufPrint(&buf, "\x1b[{}P", .{
rand.intRangeAtMost(u16, 1, 5),
})),
// Reverse index (scroll down at top).
15 => s.nextSlice("\x1bM"),
// Wide chars and multi-codepoint graphemes.
16 => s.nextSlice("字👨‍👩‍👧"),
// Alternate screen switching (screen key redraw path).
17 => s.nextSlice(if (rand.boolean())
"\x1b[?1049h"
else
"\x1b[?1049l"),
// DECALN full-screen fill.
18 => s.nextSlice("\x1b#8"),
else => unreachable,
}
}
// Occasionally scroll the viewport into scrollback and back.
switch (rand.intRangeAtMost(u8, 0, 9)) {
0 => t.scrollViewport(.{ .delta = -3 }),
1 => t.scrollViewport(.{ .delta = 2 }),
2 => t.scrollViewport(.bottom),
3 => t.scrollViewport(.top),
else => {},
}
// Update our incremental state first: it must consume the dirty
// state. The fresh state always fully rebuilds (its dimensions
// start empty so it always redraws) and so does not depend on
// any dirty flags.
try inc.update(alloc, &t);
var fresh: RenderState = .empty;
defer fresh.deinit(alloc);
try fresh.update(alloc, &t);
try testCompareStates(&inc, &fresh);
}
}
test "begin and end update" {
const testing = std.testing;
const alloc = testing.allocator;
const io = testing.io;
var t = try Terminal.init(io, alloc, .{
.cols = 10,
.rows = 3,
});
defer t.deinit(alloc);
var s = t.vtStream();
defer s.deinit();
s.nextSlice("\x1b[1mAB"); // Bold
s.nextSlice("\x1b[0;3mC"); // Italic
var state: RenderState = .empty;
defer state.deinit(alloc);
try state.beginUpdate(alloc, &t);
// We should have pending style runs on row 0: one for the bold
// run and one for the italic run.
{
const runs = state.pending_styles.items;
try testing.expectEqual(2, runs.len);
try testing.expectEqual(0, runs[0].y);
try testing.expectEqual(0, runs[0].start);
try testing.expectEqual(2, runs[0].end);
try testing.expect(runs[0].style.flags.bold);
try testing.expectEqual(0, runs[1].y);
try testing.expectEqual(2, runs[1].start);
try testing.expectEqual(3, runs[1].end);
try testing.expect(runs[1].style.flags.italic);
}
// End our update. This should denormalize the runs into cells
// and clear the pending runs.
state.endUpdate();
{
try testing.expectEqual(0, state.pending_styles.items.len);
const row_data = state.row_data.slice();
const cells = row_data.items(.cells);
try testing.expect(cells[0].get(0).style.flags.bold);
try testing.expect(cells[0].get(1).style.flags.bold);
try testing.expect(cells[0].get(2).style.flags.italic);
}
}
test "bg color cells" {
const testing = std.testing;
const alloc = testing.allocator;
const io = testing.io;
var t = try Terminal.init(io, alloc, .{
.cols = 10,
.rows = 3,
});
defer t.deinit(alloc);
var s = t.vtStream();
defer s.deinit();
// Write a styled cell (so the row has managed memory) then erase
// the rest of the line with a palette background pending. The
// erase produces bg_color content cells rather than styled cells.
s.nextSlice("\x1b[1mA\x1b[48;5;1m\x1b[K");
var state: RenderState = .empty;
defer state.deinit(alloc);
try state.update(alloc, &t);
const row_data = state.row_data.slice();
const cells = row_data.items(.cells);
{
const cell = cells[0].get(0);
try testing.expectEqual('A', cell.raw.codepoint());
try testing.expect(cell.style.flags.bold);
}
for (1..10) |x| {
const cell = cells[0].get(x);
try testing.expectEqual(
page.Cell.ContentTag.bg_color_palette,
cell.raw.content_tag,
);
try testing.expectEqual(
Style.Color{ .palette = 1 },
cell.style.bg_color,
);
}
}
test "grapheme" {
const testing = std.testing;
const alloc = testing.allocator;
const io = testing.io;
var t = try Terminal.init(io, alloc, .{
.cols = 10,
.rows = 3,
});
defer t.deinit(alloc);
var s = t.vtStream();
defer s.deinit();
s.nextSlice("A");
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;
const io = testing.io;
var t = try Terminal.init(io, alloc, .{
.cols = 10,
.rows = 5,
});
defer t.deinit(alloc);
var s = t.vtStream();
defer s.deinit();
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
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);
s.nextSlice("\x1b[0m"); // Reset style
// Move cursor to 2,1
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;
const io = testing.io;
var t = try Terminal.init(io, alloc, .{
.cols = 10,
.rows = 2,
});
defer t.deinit(alloc);
var s = t.vtStream();
defer s.deinit();
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
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;
const io = testing.io;
var t = try Terminal.init(io, 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
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;
const io = testing.io;
var t = try Terminal.init(io, 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
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
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;
const io = testing.io;
var t: Terminal = try .init(io, 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;
const io = testing.io;
var t: Terminal = try .init(io, 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;
const io = testing.io;
var t = try Terminal.init(io, 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
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;
const io = testing.io;
var t = try Terminal.init(io, alloc, .{
.cols = 5,
.rows = 2,
});
defer t.deinit(alloc);
var s = t.vtStream();
defer s.deinit();
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);
}
test "linkCells with scrollback spanning pages" {
const testing = std.testing;
const alloc = testing.allocator;
const io = testing.io;
const viewport_rows: size.CellCountInt = 10;
const tail_rows: size.CellCountInt = 5;
var t = try Terminal.init(io, alloc, .{
.cols = page.std_capacity.cols,
.rows = viewport_rows,
.max_scrollback_bytes = 10_000,
});
defer t.deinit(alloc);
var s = t.vtStream();
defer s.deinit();
const pages = &t.screens.active.pages;
const first_page_cap = pages.pages.first.?.capacity().rows;
// Fill first page
for (0..first_page_cap - 1) |_| s.nextSlice("\r\n");
// Create second page with hyperlink
s.nextSlice("\r\n");
s.nextSlice("\x1b]8;;http://example.com\x1b\\LINK\x1b]8;;\x1b\\");
for (0..(tail_rows - 1)) |_| s.nextSlice("\r\n");
var state: RenderState = .empty;
defer state.deinit(alloc);
try state.update(alloc, &t);
const expected_viewport_y: usize = viewport_rows - tail_rows;
// BUG: This crashes without the fix
var cells = try state.linkCells(alloc, .{
.x = 0,
.y = expected_viewport_y,
});
defer cells.deinit(alloc);
try testing.expectEqual(@as(usize, 4), cells.count());
}
test "linkCells with invalid viewport point" {
const testing = std.testing;
const alloc = testing.allocator;
const io = testing.io;
var t = try Terminal.init(io, alloc, .{
.cols = 10,
.rows = 5,
});
defer t.deinit(alloc);
var s = t.vtStream();
defer s.deinit();
var state: RenderState = .empty;
defer state.deinit(alloc);
try state.update(alloc, &t);
// Row out of bound
{
var cells = try state.linkCells(
alloc,
.{ .x = 0, .y = t.rows + 10 },
);
defer cells.deinit(alloc);
try testing.expectEqual(0, cells.count());
}
// Col out of bound
{
var cells = try state.linkCells(
alloc,
.{ .x = t.cols + 10, .y = 0 },
);
defer cells.deinit(alloc);
try testing.expectEqual(0, cells.count());
}
}
test "flattened highlights require matching page serial" {
const testing = std.testing;
const alloc = testing.allocator;
const io = testing.io;
var t = try Terminal.init(io, alloc, .{
.cols = 10,
.rows = 3,
});
defer t.deinit(alloc);
// Capture the live generation while terminal-owned state is in scope so
// we can also verify beginUpdate copies it into the render row.
const live_pin = t.screens.active.pages.getTopLeft(.viewport);
const live_serial = live_pin.node.serial;
var state: RenderState = .empty;
defer state.deinit(alloc);
try state.update(alloc, &t);
const pin: PageList.Pin = pin: {
const row_data = state.row_data.slice();
@memset(row_data.items(.dirty), false);
state.dirty = .false;
break :pin row_data.items(.pin)[0];
};
const row_serial = state.row_data.items(.serial)[0];
try testing.expectEqual(live_pin.node, pin.node);
try testing.expectEqual(live_serial, row_serial);
// Use the exact node pointer and row captured by the render state, but a
// different generation. A reused node address must not make this stale
// flattened highlight match.
var hl: highlight.Flattened = .{
.chunks = .empty,
.top_x = 2,
.bot_x = 4,
};
defer hl.deinit(alloc);
try hl.chunks.append(alloc, .{
.node = pin.node,
.serial = live_serial ^ 1,
.start = pin.y,
.end = pin.y + 1,
});
try state.updateHighlightsFlattened(alloc, 42, &.{hl});
{
const row_data = state.row_data.slice();
try testing.expectEqual(0, row_data.items(.highlights)[0].items.len);
try testing.expect(!row_data.items(.dirty)[0]);
try testing.expectEqual(.false, state.dirty);
}
// The same chunk is accepted once its copied serial also matches.
hl.chunks.items(.serial)[0] = live_serial;
try state.updateHighlightsFlattened(alloc, 42, &.{hl});
{
const row_data = state.row_data.slice();
const row_highlights = row_data.items(.highlights)[0].items;
try testing.expectEqual(1, row_highlights.len);
try testing.expectEqual(42, row_highlights[0].tag);
try testing.expectEqual([2]size.CellCountInt{ 2, 4 }, row_highlights[0].range);
try testing.expect(row_data.items(.dirty)[0]);
try testing.expectEqual(.partial, state.dirty);
}
}
test "dirty row resets highlights" {
const testing = std.testing;
const alloc = testing.allocator;
const io = testing.io;
var t = try Terminal.init(io, alloc, .{
.cols = 10,
.rows = 3,
});
defer t.deinit(alloc);
var s = t.vtStream();
defer s.deinit();
s.nextSlice("ABC");
var state: RenderState = .empty;
defer state.deinit(alloc);
try state.update(alloc, &t);
// Reset dirty state
state.dirty = .false;
{
const row_data = state.row_data.slice();
const dirty = row_data.items(.dirty);
@memset(dirty, false);
}
// Manually add a highlight to row 0
{
const row_data = state.row_data.slice();
const row_arenas = row_data.items(.arena);
const row_highlights = row_data.items(.highlights);
var arena = row_arenas[0].promote(alloc);
defer row_arenas[0] = arena.state;
try row_highlights[0].append(arena.allocator(), .{
.tag = 1,
.range = .{ 0, 2 },
});
}
// Verify we have a highlight
{
const row_data = state.row_data.slice();
const row_highlights = row_data.items(.highlights);
try testing.expectEqual(1, row_highlights[0].items.len);
}
// Write to row 0 to make it dirty
s.nextSlice("\x1b[H"); // Move to home
s.nextSlice("X");
try state.update(alloc, &t);
// Verify the highlight was reset on the dirty row
{
const row_data = state.row_data.slice();
const row_highlights = row_data.items(.highlights);
try testing.expectEqual(0, row_highlights[0].items.len);
}
}