mirror of
https://github.com/ghostty-org/ghostty.git
synced 2026-04-14 03:25:50 +00:00
The terminal.Stream next/nextSlice functions can now no longer fail. All prior failure modes were fully isolated in the handler `vt` callbacks. As such, vt callbacks are now required to not return an error and handle their own errors somehow. Allowing streams to be fallible before was an incorrect design. It caused problematic scenarios like in `nextSlice` early terminating processing due to handler errors. This should not be possible. There is no safe way to bubble up vt errors through the stream because if nextSlice is called and multiple errors are returned, we can't coalesce them. We could modify that to return a partial result but its just more work for stream that is unnecessary. The handler can do all of this. This work was discovered due to cleanups to prepare for more C APIs. Less errors make C APIs easier to implement! And, it helps clean up our Zig, too.
1465 lines
49 KiB
Zig
1465 lines
49 KiB
Zig
const std = @import("std");
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const assert = @import("../quirks.zig").inlineAssert;
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const Allocator = std.mem.Allocator;
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const ArenaAllocator = std.heap.ArenaAllocator;
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const fastmem = @import("../fastmem.zig");
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const color = @import("color.zig");
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const cursor = @import("cursor.zig");
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const highlight = @import("highlight.zig");
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const point = @import("point.zig");
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const size = @import("size.zig");
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const page = @import("page.zig");
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const PageList = @import("PageList.zig");
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const Selection = @import("Selection.zig");
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const Screen = @import("Screen.zig");
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const ScreenSet = @import("ScreenSet.zig");
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const Style = @import("style.zig").Style;
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const Terminal = @import("Terminal.zig");
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// Developer note: this is in src/terminal and not src/renderer because
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// the goal is that this remains generic to multiple renderers. This can
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// aid specifically with libghostty-vt with converting terminal state to
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// a renderable form.
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/// Contains the state required to render the screen, including optimizing
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/// for repeated render calls and only rendering dirty regions.
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///
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/// Previously, our renderer would use `clone` to clone the screen within
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/// the viewport to perform rendering. This worked well enough that we kept
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/// it all the way up through the Ghostty 1.2.x series, but the clone time
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/// was repeatedly a bottleneck blocking IO.
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///
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/// Rather than a generic clone that tries to clone all screen state per call
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/// (within a region), a stateful approach that optimizes for only what a
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/// renderer needs to do makes more sense.
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///
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/// To use this, initialize the render state to empty, then call `update`
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/// on each frame to update the state to the latest terminal state.
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///
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/// var state: RenderState = .empty;
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/// defer state.deinit(alloc);
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/// state.update(alloc, &terminal);
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///
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/// Note: the render state retains as much memory as possible between updates
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/// to prevent future allocations. If a very large frame is rendered once,
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/// the render state will retain that much memory until deinit. To avoid
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/// waste, it is recommended that the caller `deinit` and start with an
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/// empty render state every so often.
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pub const RenderState = struct {
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/// The current screen dimensions. It is possible that these don't match
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/// the renderer's current dimensions in grid cells because resizing
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/// can happen asynchronously. For example, for Metal, our NSView resizes
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/// at a different time than when our internal terminal state resizes.
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/// This can lead to a one or two frame mismatch a renderer needs to
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/// handle.
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///
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/// The viewport is always exactly equal to the active area size so this
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/// is also the viewport size.
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rows: size.CellCountInt,
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cols: size.CellCountInt,
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/// The color state for the terminal.
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colors: Colors,
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/// Cursor state within the viewport.
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cursor: Cursor,
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/// The rows (y=0 is top) of the viewport. Guaranteed to be `rows` length.
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///
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/// This is a MultiArrayList because only the update cares about
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/// the allocators. Callers care about all the other properties, and
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/// this better optimizes cache locality for read access for those
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/// use cases.
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row_data: std.MultiArrayList(Row),
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/// The dirty state of the render state. This is set by the update method.
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/// The renderer/caller should set this to false when it has handled
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/// the dirty state.
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dirty: Dirty,
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/// The screen type that this state represents. This is used primarily
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/// to detect changes.
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screen: ScreenSet.Key,
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/// The last viewport pin used to generate this state. This is NOT
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/// a tracked pin and is generally NOT safe to read other than the direct
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/// values for comparison.
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viewport_pin: ?PageList.Pin = null,
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/// The cached selection so we can avoid expensive selection calculations
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/// if possible.
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selection_cache: ?SelectionCache = null,
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/// Initial state.
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pub const empty: RenderState = .{
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.rows = 0,
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.cols = 0,
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.colors = .{
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.background = .{},
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.foreground = .{},
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.cursor = null,
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.palette = color.default,
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},
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.cursor = .{
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.active = .{ .x = 0, .y = 0 },
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.viewport = null,
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.cell = .{},
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.style = undefined,
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.visual_style = .block,
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.password_input = false,
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.visible = true,
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.blinking = false,
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},
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.row_data = .empty,
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.dirty = .false,
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.screen = .primary,
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};
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/// The color state for the terminal.
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///
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/// The background/foreground will be reversed if the terminal reverse
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/// color mode is on! You do not need to handle that manually!
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pub const Colors = struct {
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background: color.RGB,
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foreground: color.RGB,
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cursor: ?color.RGB,
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palette: color.Palette,
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};
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pub const Cursor = struct {
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/// The x/y position of the cursor within the active area.
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active: point.Coordinate,
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/// The x/y position of the cursor within the viewport. This
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/// may be null if the cursor is not visible within the viewport.
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viewport: ?Viewport,
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/// The cell data for the cursor position. Managed memory is not
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/// safe to access from this.
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cell: page.Cell,
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/// The style, always valid even if the cell is default style.
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style: Style,
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/// The visual style of the cursor itself, such as a block or
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/// bar.
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visual_style: cursor.Style,
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/// True if the cursor is detected to be at a password input field.
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password_input: bool,
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/// Cursor visibility state determined by the terminal mode.
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visible: bool,
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/// Cursor blink state determined by the terminal mode.
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blinking: bool,
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pub const Viewport = struct {
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/// The x/y position of the cursor within the viewport.
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x: size.CellCountInt,
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y: size.CellCountInt,
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/// Whether the cursor is part of a wide character and
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/// on the tail of it. If so, some renderers may use this
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/// to move the cursor back one.
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wide_tail: bool,
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};
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};
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/// A row within the viewport.
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pub const Row = struct {
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/// Arena used for any heap allocations for cell contents
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/// in this row. Importantly, this is NOT used for the MultiArrayList
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/// itself. We do this on purpose so that we can easily clear rows,
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/// but retain cached MultiArrayList capacities since grid sizes don't
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/// change often.
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arena: ArenaAllocator.State,
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/// The page pin. This is not safe to read unless you can guarantee
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/// the terminal state hasn't changed since the last `update` call.
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pin: PageList.Pin,
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/// Raw row data.
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raw: page.Row,
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/// The cells in this row. Guaranteed to be `cols` length.
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cells: std.MultiArrayList(Cell),
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/// A dirty flag that can be used by the renderer to track
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/// its own draw state. `update` will mark this true whenever
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/// this row is changed, too.
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dirty: bool,
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/// The x range of the selection within this row.
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selection: ?[2]size.CellCountInt,
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/// The highlights within this row.
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highlights: std.ArrayList(Highlight),
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};
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pub const Highlight = struct {
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/// A special tag that can be used by the caller to differentiate
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/// different highlight types. The value is opaque to the RenderState.
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tag: u8,
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/// The x ranges of highlights within this row.
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range: [2]size.CellCountInt,
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};
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pub const Cell = struct {
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/// Always set, this is the raw copied cell data from page.Cell.
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/// The managed memory (hyperlinks, graphames, etc.) is NOT safe
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/// to access from here. It is duplicated into the other fields if
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/// it exists.
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raw: page.Cell,
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/// Grapheme data for the cell. This is undefined unless the
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/// raw cell's content_tag is `codepoint_grapheme`.
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grapheme: []const u21,
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/// The style data for the cell. This is undefined unless
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/// the style_id is non-default on raw.
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style: Style,
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};
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// Dirty state
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pub const Dirty = enum {
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/// Not dirty at all. Can skip rendering if prior state was
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/// already rendered.
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false,
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/// Partially dirty. Some rows changed but not all. None of the
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/// global state changed such as colors.
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partial,
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/// Fully dirty. Global state changed or dimensions changed. All rows
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/// should be redrawn.
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full,
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};
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const SelectionCache = struct {
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selection: Selection,
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tl_pin: PageList.Pin,
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br_pin: PageList.Pin,
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};
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pub fn deinit(self: *RenderState, alloc: Allocator) void {
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for (
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self.row_data.items(.arena),
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self.row_data.items(.cells),
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) |state, *cells| {
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var arena: ArenaAllocator = state.promote(alloc);
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arena.deinit();
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cells.deinit(alloc);
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}
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self.row_data.deinit(alloc);
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}
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/// Update the render state to the latest terminal state.
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///
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/// This will reset the terminal dirty state since it is consumed
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/// by this render state update.
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pub fn update(
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self: *RenderState,
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alloc: Allocator,
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t: *Terminal,
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) Allocator.Error!void {
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const s: *Screen = t.screens.active;
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const viewport_pin = s.pages.getTopLeft(.viewport);
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const redraw = redraw: {
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// If our screen key changed, we need to do a full rebuild
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// because our render state is viewport-specific.
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if (t.screens.active_key != self.screen) break :redraw true;
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// If our terminal is dirty at all, we do a full rebuild. These
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// dirty values are full-terminal dirty values.
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{
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const Int = @typeInfo(Terminal.Dirty).@"struct".backing_integer.?;
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const v: Int = @bitCast(t.flags.dirty);
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if (v > 0) break :redraw true;
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}
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// If our screen is dirty at all, we do a full rebuild. This is
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// a full screen dirty tracker.
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{
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const Int = @typeInfo(Screen.Dirty).@"struct".backing_integer.?;
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const v: Int = @bitCast(t.screens.active.dirty);
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if (v > 0) break :redraw true;
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}
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// If our dimensions changed, we do a full rebuild.
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if (self.rows != s.pages.rows or
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self.cols != s.pages.cols)
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{
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break :redraw true;
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}
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// If our viewport pin changed, we do a full rebuild.
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if (self.viewport_pin) |old| {
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if (!old.eql(viewport_pin)) break :redraw true;
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}
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break :redraw false;
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};
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// Always set our cheap fields, its more expensive to compare
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self.rows = s.pages.rows;
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self.cols = s.pages.cols;
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self.viewport_pin = viewport_pin;
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self.cursor.active = .{ .x = s.cursor.x, .y = s.cursor.y };
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self.cursor.cell = s.cursor.page_cell.*;
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self.cursor.style = s.cursor.style;
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self.cursor.visual_style = s.cursor.cursor_style;
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self.cursor.password_input = t.flags.password_input;
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self.cursor.visible = t.modes.get(.cursor_visible);
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self.cursor.blinking = t.modes.get(.cursor_blinking);
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// Always reset the cursor viewport position. In the future we can
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// probably cache this by comparing the cursor pin and viewport pin
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// but may not be worth it.
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self.cursor.viewport = null;
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// Colors.
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self.colors.cursor = t.colors.cursor.get();
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self.colors.palette = t.colors.palette.current;
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bg_fg: {
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// Background/foreground can be unset initially which would
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// depend on "default" background/foreground. The expected use
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// case of Terminal is that the caller set their own configured
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// defaults on load so this doesn't happen.
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const bg = t.colors.background.get() orelse break :bg_fg;
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const fg = t.colors.foreground.get() orelse break :bg_fg;
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if (t.modes.get(.reverse_colors)) {
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self.colors.background = fg;
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self.colors.foreground = bg;
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} else {
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self.colors.background = bg;
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self.colors.foreground = fg;
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}
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}
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// Ensure our row length is exactly our height, freeing or allocating
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// data as necessary. In most cases we'll have a perfectly matching
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// size.
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if (self.row_data.len != self.rows) {
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@branchHint(.unlikely);
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if (self.row_data.len < self.rows) {
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// Resize our rows to the desired length, marking any added
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// values undefined.
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const old_len = self.row_data.len;
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try self.row_data.resize(alloc, self.rows);
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// Initialize all our values. Its faster to use slice() + set()
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// because appendAssumeCapacity does this multiple times.
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var row_data = self.row_data.slice();
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for (old_len..self.rows) |y| {
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row_data.set(y, .{
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.arena = .{},
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.pin = undefined,
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.raw = undefined,
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.cells = .empty,
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.dirty = true,
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.selection = null,
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.highlights = .empty,
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});
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}
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} else {
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const row_data = self.row_data.slice();
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for (
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row_data.items(.arena)[self.rows..],
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row_data.items(.cells)[self.rows..],
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) |state, *cell| {
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var arena: ArenaAllocator = state.promote(alloc);
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arena.deinit();
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cell.deinit(alloc);
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}
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self.row_data.shrinkRetainingCapacity(self.rows);
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}
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}
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// Break down our row data
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const row_data = self.row_data.slice();
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const row_arenas = row_data.items(.arena);
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const row_pins = row_data.items(.pin);
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const row_rows = row_data.items(.raw);
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const row_cells = row_data.items(.cells);
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const row_sels = row_data.items(.selection);
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const row_highlights = row_data.items(.highlights);
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const row_dirties = row_data.items(.dirty);
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// Track the last page that we know was dirty. This lets us
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// more quickly do the full-page dirty check.
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var last_dirty_page: ?*page.Page = null;
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// Go through and setup our rows.
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var row_it = s.pages.rowIterator(
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.right_down,
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.{ .viewport = .{} },
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null,
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);
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var y: size.CellCountInt = 0;
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var any_dirty: bool = false;
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while (row_it.next()) |row_pin| : (y = y + 1) {
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// Find our cursor if we haven't found it yet. We do this even
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// if the row is not dirty because the cursor is unrelated.
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if (self.cursor.viewport == null and
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row_pin.node == s.cursor.page_pin.node and
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row_pin.y == s.cursor.page_pin.y)
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{
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self.cursor.viewport = .{
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.y = y,
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.x = s.cursor.x,
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// Future: we should use our own state here to look this
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// up rather than calling this.
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.wide_tail = if (s.cursor.x > 0)
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s.cursorCellLeft(1).wide == .wide
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else
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false,
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};
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}
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// Store our pin. We have to store these even if we're not dirty
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// because dirty is only a renderer optimization. It doesn't
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// apply to memory movement. This will let us remap any cell
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// pins back to an exact entry in our RenderState.
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row_pins[y] = row_pin;
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// Get all our cells in the page.
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const p: *page.Page = &row_pin.node.data;
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const page_rac = row_pin.rowAndCell();
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dirty: {
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// If we're redrawing then we're definitely dirty.
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if (redraw) break :dirty;
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// If our page is the same as last time then its dirty.
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if (p == last_dirty_page) break :dirty;
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if (p.dirty) {
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// If this page is dirty then clear the dirty flag
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// of the last page and then store this one. This benchmarks
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// faster than iterating pages again later.
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if (last_dirty_page) |last_p| last_p.dirty = false;
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last_dirty_page = p;
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break :dirty;
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}
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// If our row is dirty then we're dirty.
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if (page_rac.row.dirty) break :dirty;
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// Not dirty!
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continue;
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}
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// Set that at least one row was dirty.
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any_dirty = true;
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// Clear our row dirty, we'll clear our page dirty later.
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// We can't clear it now because we have more rows to go through.
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page_rac.row.dirty = false;
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// Promote our arena. State is copied by value so we need to
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// restore it on all exit paths so we don't leak memory.
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var arena = row_arenas[y].promote(alloc);
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defer row_arenas[y] = arena.state;
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// Reset our cells if we're rebuilding this row.
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if (row_cells[y].len > 0) {
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_ = arena.reset(.retain_capacity);
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row_cells[y].clearRetainingCapacity();
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row_sels[y] = null;
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row_highlights[y] = .empty;
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}
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row_dirties[y] = true;
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// Get all our cells in the page.
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const page_cells: []const page.Cell = p.getCells(page_rac.row);
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assert(page_cells.len == self.cols);
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// Copy our raw row data
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row_rows[y] = page_rac.row.*;
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// Note: our cells MultiArrayList uses our general allocator.
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// We do this on purpose because as rows become dirty, we do
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// not want to reallocate space for cells (which are large). This
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// was a source of huge slowdown.
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//
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// Our per-row arena is only used for temporary allocations
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// pertaining to cells directly (e.g. graphemes, hyperlinks).
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const cells: *std.MultiArrayList(Cell) = &row_cells[y];
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try cells.resize(alloc, self.cols);
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// 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,
|
|
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_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,
|
|
.{
|
|
.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 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.data;
|
|
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.data;
|
|
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;
|
|
}
|
|
};
|
|
|
|
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();
|
|
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();
|
|
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());
|
|
}
|
|
|
|
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();
|
|
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;
|
|
|
|
var t = try Terminal.init(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;
|
|
|
|
var t = try Terminal.init(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;
|
|
|
|
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
|
|
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
|
|
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;
|
|
|
|
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
|
|
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();
|
|
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 viewport_rows: size.CellCountInt = 10;
|
|
const tail_rows: size.CellCountInt = 5;
|
|
|
|
var t = try Terminal.init(alloc, .{
|
|
.cols = page.std_capacity.cols,
|
|
.rows = viewport_rows,
|
|
.max_scrollback = 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.?.data.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;
|
|
|
|
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);
|
|
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 "dirty row resets highlights" {
|
|
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();
|
|
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);
|
|
}
|
|
}
|