Files
ghostty/src/terminal/search/Thread.zig
Mitchell Hashimoto 2044e5030f terminal: make stream processing infallible
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.
2026-03-13 13:56:14 -07:00

906 lines
30 KiB
Zig

//! Search thread that handles searching a terminal for a string match.
//! This is expected to run on a dedicated thread to try to prevent too much
//! overhead to other terminal read/write operations.
//!
//! The current architecture of search does acquire global locks for accessing
//! terminal data, so there's still added contention, but we do our best to
//! minimize this by trading off memory usage (copying data to minimize lock
//! time).
pub const Thread = @This();
const std = @import("std");
const builtin = @import("builtin");
const testing = std.testing;
const Allocator = std.mem.Allocator;
const ArenaAllocator = std.heap.ArenaAllocator;
const Mutex = std.Thread.Mutex;
const xev = @import("../../global.zig").xev;
const internal_os = @import("../../os/main.zig");
const BlockingQueue = @import("../../datastruct/main.zig").BlockingQueue;
const MessageData = @import("../../datastruct/main.zig").MessageData;
const point = @import("../point.zig");
const FlattenedHighlight = @import("../highlight.zig").Flattened;
const UntrackedHighlight = @import("../highlight.zig").Untracked;
const ScreenSet = @import("../ScreenSet.zig");
const Selection = @import("../Selection.zig");
const Terminal = @import("../Terminal.zig");
const ScreenSearch = @import("screen.zig").ScreenSearch;
const ViewportSearch = @import("viewport.zig").ViewportSearch;
const log = std.log.scoped(.search_thread);
// TODO: Some stuff that could be improved:
// - pause the refresh timer when the terminal isn't focused
// - we probably want to know our progress through the search
// for viewport matches so we can show n/total UI.
// - notifications should be coalesced to avoid spamming a massive
// amount of events if the terminal is changing rapidly.
/// The interval at which we refresh the terminal state to check if
/// there are any changes that require us to re-search. This should be
/// balanced to be fast enough to be responsive but not so fast that
/// we hold the terminal lock too often.
const REFRESH_INTERVAL = 24; // 40 FPS
/// Allocator used for some state
alloc: std.mem.Allocator,
/// The mailbox that can be used to send this thread messages. Note
/// this is a blocking queue so if it is full you will get errors (or block).
mailbox: *Mailbox,
/// The event loop for the search thread.
loop: xev.Loop,
/// This can be used to wake up the renderer and force a render safely from
/// any thread.
wakeup: xev.Async,
wakeup_c: xev.Completion = .{},
/// This can be used to stop the thread on the next loop iteration.
stop: xev.Async,
stop_c: xev.Completion = .{},
/// The timer used for refreshing the terminal state to determine if
/// we have a stale active area, viewport, screen change, etc. This is
/// CPU intensive so we stop doing this under certain conditions.
refresh: xev.Timer,
refresh_c: xev.Completion = .{},
refresh_active: bool = false,
/// Search state. Starts as null and is populated when a search is
/// started (a needle is given).
search: ?Search = null,
/// The options used to initialize this thread.
opts: Options,
/// Initialize the thread. This does not START the thread. This only sets
/// up all the internal state necessary prior to starting the thread. It
/// is up to the caller to start the thread with the threadMain entrypoint.
pub fn init(alloc: Allocator, opts: Options) !Thread {
// The mailbox for messaging this thread
var mailbox = try Mailbox.create(alloc);
errdefer mailbox.destroy(alloc);
// Create our event loop.
var loop = try xev.Loop.init(.{});
errdefer loop.deinit();
// This async handle is used to "wake up" the renderer and force a render.
var wakeup_h = try xev.Async.init();
errdefer wakeup_h.deinit();
// This async handle is used to stop the loop and force the thread to end.
var stop_h = try xev.Async.init();
errdefer stop_h.deinit();
// Refresh timer, see comments.
var refresh_h = try xev.Timer.init();
errdefer refresh_h.deinit();
return .{
.alloc = alloc,
.mailbox = mailbox,
.loop = loop,
.wakeup = wakeup_h,
.stop = stop_h,
.refresh = refresh_h,
.opts = opts,
};
}
/// Clean up the thread. This is only safe to call once the thread
/// completes executing; the caller must join prior to this.
pub fn deinit(self: *Thread) void {
self.refresh.deinit();
self.wakeup.deinit();
self.stop.deinit();
self.loop.deinit();
// Nothing can possibly access the mailbox anymore, destroy it.
self.mailbox.destroy(self.alloc);
if (self.search) |*s| s.deinit();
}
/// The main entrypoint for the thread.
pub fn threadMain(self: *Thread) void {
// Call child function so we can use errors...
self.threadMain_() catch |err| {
// In the future, we should expose this on the thread struct.
log.warn("search thread err={}", .{err});
};
}
fn threadMain_(self: *Thread) !void {
defer log.debug("search thread exited", .{});
// Right now, on Darwin, `std.Thread.setName` can only name the current
// thread, and we have no way to get the current thread from within it,
// so instead we use this code to name the thread instead.
if (comptime builtin.os.tag.isDarwin()) {
internal_os.macos.pthread_setname_np(&"search".*);
// We can run with lower priority than other threads.
const class: internal_os.macos.QosClass = .utility;
if (internal_os.macos.setQosClass(class)) {
log.debug("thread QoS class set class={}", .{class});
} else |err| {
log.warn("error setting QoS class err={}", .{err});
}
}
// Start the async handlers
self.wakeup.wait(&self.loop, &self.wakeup_c, Thread, self, wakeupCallback);
self.stop.wait(&self.loop, &self.stop_c, Thread, self, stopCallback);
// Send an initial wakeup so we drain our mailbox immediately.
try self.wakeup.notify();
// Start the refresh timer
self.startRefreshTimer();
// Run
log.debug("starting search thread", .{});
defer {
log.debug("starting search thread shutdown", .{});
// Send the quit message
if (self.opts.event_cb) |cb| {
cb(.quit, self.opts.event_userdata);
}
}
// Unlike some of our other threads, we interleave search work
// with our xev loop so that we can try to make forward search progress
// while also listening for messages.
while (true) {
// If our loop is canceled then we drain our messages and quit.
if (self.loop.stopped()) {
while (self.mailbox.pop()) |message| {
log.debug("mailbox message ignored during shutdown={}", .{message});
}
return;
}
const s: *Search = if (self.search) |*s| s else {
// If we're not actively searching, we can block the loop
// until it does some work.
try self.loop.run(.once);
continue;
};
// If we have an active search, we always send any pending
// notifications. Even if the search is complete, there may be
// notifications to send.
if (self.opts.event_cb) |cb| {
s.notify(
self.alloc,
cb,
self.opts.event_userdata,
);
}
if (s.isComplete()) {
// If our search is complete, there's no more work to do, we
// can block until we have an xev action.
try self.loop.run(.once);
continue;
}
// Tick the search. This will trigger any event callbacks, lock
// for data loading, etc.
switch (s.tick()) {
// We're complete now when we were not before. Notify!
.complete => {},
// Forward progress was made.
.progress => {},
// All searches are blocked. Let's grab the lock and feed data.
.blocked => {
self.opts.mutex.lock();
defer self.opts.mutex.unlock();
s.feed(self.alloc, self.opts.terminal);
},
}
// We have an active search, so we only want to process messages
// we have but otherwise return immediately so we can continue the
// search. If the above completed the search, we still want to
// go around the loop as quickly as possible to send notifications,
// and then we'll block on the loop next time.
try self.loop.run(.no_wait);
}
}
/// Drain the mailbox.
fn drainMailbox(self: *Thread) !void {
while (self.mailbox.pop()) |message| {
log.debug("mailbox message={}", .{message});
switch (message) {
.change_needle => |v| {
defer v.deinit();
try self.changeNeedle(v.slice());
},
.select => |v| try self.select(v),
}
}
}
fn select(self: *Thread, sel: ScreenSearch.Select) !void {
const s = if (self.search) |*s| s else return;
const screen_search = s.screens.getPtr(s.last_screen.key) orelse return;
self.opts.mutex.lock();
defer self.opts.mutex.unlock();
// Make the selection. Ignore the result because we don't
// care if the selection didn't change.
_ = try screen_search.select(sel);
// Grab our match if we have one. If we don't have a selection
// then we do nothing.
const flattened = screen_search.selectedMatch() orelse return;
// No matter what we reset our selected match cache. This will
// trigger a callback which will trigger the renderer to wake up
// so it can be notified the screen scrolled.
s.last_screen.selected = null;
// Grab the current screen and see if this match is visible within
// the viewport already. If it is, we do nothing.
const screen = self.opts.terminal.screens.get(
s.last_screen.key,
) orelse return;
// Grab the viewport. Viewports and selections are usually small
// so this check isn't very expensive, despite appearing O(N^2),
// both Ns are usually equal to 1.
var it = screen.pages.pageIterator(
.right_down,
.{ .viewport = .{} },
null,
);
const hl_chunks = flattened.chunks.slice();
while (it.next()) |chunk| {
for (0..hl_chunks.len) |i| {
const hl_chunk = hl_chunks.get(i);
if (chunk.overlaps(.{
.node = hl_chunk.node,
.start = hl_chunk.start,
.end = hl_chunk.end,
})) return;
}
}
screen.scroll(.{ .pin = flattened.startPin() });
}
/// Change the search term to the given value.
fn changeNeedle(self: *Thread, needle: []const u8) !void {
log.debug("changing search needle to '{s}'", .{needle});
// Stop the previous search
if (self.search) |*s| {
// If our search is unchanged, do nothing.
if (std.ascii.eqlIgnoreCase(s.viewport.needle(), needle)) return;
s.deinit();
self.search = null;
// When the search changes then we need to emit that it stopped.
if (self.opts.event_cb) |cb| {
cb(
.{ .total_matches = 0 },
self.opts.event_userdata,
);
cb(
.{ .selected_match = null },
self.opts.event_userdata,
);
cb(
.{ .viewport_matches = &.{} },
self.opts.event_userdata,
);
}
}
// No needle means stop the search.
if (needle.len == 0) return;
// Setup our search state.
self.search = try .init(self.alloc, needle);
// We need to grab the terminal lock and do an initial feed.
self.opts.mutex.lock();
defer self.opts.mutex.unlock();
self.search.?.feed(self.alloc, self.opts.terminal);
}
fn startRefreshTimer(self: *Thread) void {
// Set our active state so it knows we're running. We set this before
// even checking the active state in case we have a pending shutdown.
self.refresh_active = true;
// If our timer is already active, then we don't have to do anything.
if (self.refresh_c.state() == .active) return;
// Start the timer which loops
self.refresh.run(
&self.loop,
&self.refresh_c,
REFRESH_INTERVAL,
Thread,
self,
refreshCallback,
);
}
fn stopRefreshTimer(self: *Thread) void {
// This will stop the refresh on the next iteration.
self.refresh_active = false;
}
fn wakeupCallback(
self_: ?*Thread,
_: *xev.Loop,
_: *xev.Completion,
r: xev.Async.WaitError!void,
) xev.CallbackAction {
_ = r catch |err| {
log.warn("error in wakeup err={}", .{err});
return .rearm;
};
const self = self_.?;
// When we wake up, we drain the mailbox. Mailbox producers should
// wake up our thread after publishing.
self.drainMailbox() catch |err|
log.warn("error draining mailbox err={}", .{err});
return .rearm;
}
fn stopCallback(
self_: ?*Thread,
_: *xev.Loop,
_: *xev.Completion,
r: xev.Async.WaitError!void,
) xev.CallbackAction {
_ = r catch unreachable;
self_.?.loop.stop();
return .disarm;
}
fn refreshCallback(
self_: ?*Thread,
_: *xev.Loop,
_: *xev.Completion,
r: xev.Timer.RunError!void,
) xev.CallbackAction {
_ = r catch unreachable;
const self: *Thread = self_ orelse {
// This shouldn't happen so we log it.
log.warn("refresh callback fired without data set", .{});
return .disarm;
};
// Run our feed if we have a search active.
if (self.search) |*s| {
self.opts.mutex.lock();
defer self.opts.mutex.unlock();
s.feed(self.alloc, self.opts.terminal);
}
// Only continue if we're still active
if (self.refresh_active) self.refresh.run(
&self.loop,
&self.refresh_c,
REFRESH_INTERVAL,
Thread,
self,
refreshCallback,
);
return .disarm;
}
pub const Options = struct {
/// Mutex that must be held while reading/writing the terminal.
mutex: *Mutex,
/// The terminal data to search.
terminal: *Terminal,
/// The callback for events from the search thread along with optional
/// userdata. This can be null if you don't want to receive events,
/// which could be useful for a one-time search (although, odd, you
/// should use our search structures directly then).
event_cb: ?EventCallback = null,
event_userdata: ?*anyopaque = null,
};
pub const EventCallback = *const fn (event: Event, userdata: ?*anyopaque) void;
/// The type used for sending messages to the thread.
pub const Mailbox = BlockingQueue(Message, 64);
/// The messages that can be sent to the thread.
pub const Message = union(enum) {
/// Represents a write request. Magic number comes from the max size
/// we want this union to be.
pub const WriteReq = MessageData(u8, 255);
/// Change the search term. If no prior search term is given this
/// will start a search. If an existing search term is given this will
/// stop the prior search and start a new one.
change_needle: WriteReq,
/// Select a search result.
select: ScreenSearch.Select,
};
/// Events that can be emitted from the search thread. The caller
/// chooses to handle these as they see fit.
pub const Event = union(enum) {
/// Search is quitting. The search thread is exiting.
quit,
/// Search is complete for the given needle on all screens.
complete,
/// Total matches on the current active screen have changed.
total_matches: usize,
/// Selected match changed.
selected_match: ?SelectedMatch,
/// Matches in the viewport have changed. The memory is owned by the
/// search thread and is only valid during the callback.
viewport_matches: []const FlattenedHighlight,
pub const SelectedMatch = struct {
idx: usize,
highlight: FlattenedHighlight,
};
};
/// Search state.
const Search = struct {
/// Active viewport search for the active screen.
viewport: ViewportSearch,
/// The searchers for all the screens.
screens: std.EnumMap(ScreenSet.Key, ScreenSearch),
/// All state related to screen switches, collected so that when
/// we switch screens it makes everything related stale, too.
last_screen: ScreenState,
/// True if we sent the complete notification yet.
last_complete: bool,
/// The last viewport matches we found.
stale_viewport_matches: bool,
const ScreenState = struct {
/// Last active screen key
key: ScreenSet.Key,
/// Last notified total matches count
total: ?usize = null,
/// Last notified selected match index
selected: ?SelectedMatch = null,
const SelectedMatch = struct {
idx: usize,
highlight: UntrackedHighlight,
};
};
pub fn init(
alloc: Allocator,
needle: []const u8,
) Allocator.Error!Search {
var vp: ViewportSearch = try .init(alloc, needle);
errdefer vp.deinit();
// We use dirty tracking for active area changes. Start with it
// dirty so the first change is re-searched.
vp.active_dirty = true;
return .{
.viewport = vp,
.screens = .init(.{}),
.last_screen = .{ .key = .primary },
.last_complete = false,
.stale_viewport_matches = true,
};
}
pub fn deinit(self: *Search) void {
self.viewport.deinit();
var it = self.screens.iterator();
while (it.next()) |entry| entry.value.deinit();
}
/// Returns true if all searches on all screens are complete.
pub fn isComplete(self: *Search) bool {
var it = self.screens.iterator();
while (it.next()) |entry| {
if (!entry.value.state.isComplete()) return false;
}
return true;
}
pub const Tick = enum {
/// All searches are complete.
complete,
/// Progress was made on at least one screen.
progress,
/// All incomplete searches are blocked on feed.
blocked,
};
/// Tick the search forward as much as possible without acquiring
/// the big lock. Returns the overall tick progress.
pub fn tick(self: *Search) Tick {
var result: Tick = .complete;
var it = self.screens.iterator();
while (it.next()) |entry| {
if (entry.value.tick()) {
result = .progress;
} else |err| switch (err) {
// Ignore... nothing we can do.
error.OutOfMemory => log.warn(
"error ticking screen search key={} err={}",
.{ entry.key, err },
),
// Ignore, good for us. State remains whatever it is.
error.SearchComplete => {},
// Ignore, too, progressed
error.FeedRequired => switch (result) {
// If we think we're complete, we're not because we're
// blocked now (nothing made progress).
.complete => result = .blocked,
// If we made some progress, we remain in progress
// since blocked means no progress at all.
.progress => {},
// If we're blocked already then we remain blocked.
.blocked => {},
},
}
}
// log.debug("tick result={}", .{result});
return result;
}
/// Grab the mutex and update any state that requires it, such as
/// feeding additional data to the searches or updating the active screen.
pub fn feed(
self: *Search,
alloc: Allocator,
t: *Terminal,
) void {
// Update our active screen
if (t.screens.active_key != self.last_screen.key) {
// The default values will force resets of a bunch of other
// state too to force recalculations and notifications.
self.last_screen = .{ .key = t.screens.active_key };
}
// Reconcile our screens with the terminal screens. Remove
// searchers for screens that no longer exist and add searchers
// for screens that do exist but we don't have yet.
{
// Remove screens we have that no longer exist or changed.
var it = self.screens.iterator();
while (it.next()) |entry| {
const remove: bool = remove: {
// If the screen doesn't exist at all, remove it.
const actual = t.screens.all.get(entry.key) orelse break :remove true;
// If the screen pointer changed, remove it, the screen
// was totally reinitialized.
break :remove actual != entry.value.screen;
};
if (remove) {
entry.value.deinit();
_ = self.screens.remove(entry.key);
}
}
}
{
// Add screens that exist but we don't have yet.
var it = t.screens.all.iterator();
while (it.next()) |entry| {
if (self.screens.contains(entry.key)) continue;
self.screens.put(entry.key, ScreenSearch.init(
alloc,
entry.value.*,
self.viewport.needle(),
) catch |err| switch (err) {
error.OutOfMemory => {
// OOM is probably going to sink the entire ship but
// we can just ignore it and wait on the next
// reconciliation to try again.
log.warn(
"error initializing screen search for key={} err={}",
.{ entry.key, err },
);
continue;
},
});
}
}
// See the `search_viewport_dirty` flag on the terminal to know
// what exactly this is for. But, if this is set, we know the renderer
// found the viewport/active area dirty, so we should mark it as
// dirty in our viewport searcher so it forces a re-search.
if (t.flags.search_viewport_dirty) {
t.flags.search_viewport_dirty = false;
// Mark our viewport dirty so it researches the active
self.viewport.active_dirty = true;
// Reload our active area for our active screen
if (self.screens.getPtr(t.screens.active_key)) |screen_search| {
screen_search.reloadActive() catch |err| switch (err) {
error.OutOfMemory => log.warn(
"error reloading active area for screen key={} err={}",
.{ t.screens.active_key, err },
),
};
}
}
// Check our viewport for changes.
if (self.viewport.update(&t.screens.active.pages)) |updated| {
if (updated) self.stale_viewport_matches = true;
} else |err| switch (err) {
error.OutOfMemory => log.warn(
"error updating viewport search err={}",
.{err},
),
}
// Feed data
var it = self.screens.iterator();
while (it.next()) |entry| {
if (entry.value.state.needsFeed()) {
entry.value.feed() catch |err| switch (err) {
error.OutOfMemory => log.warn(
"error feeding screen search key={} err={}",
.{ entry.key, err },
),
};
}
}
}
/// Notify about any changes to the search state.
///
/// This doesn't require any locking as it only reads internal state.
pub fn notify(
self: *Search,
alloc: Allocator,
cb: EventCallback,
ud: ?*anyopaque,
) void {
const screen_search = self.screens.get(self.last_screen.key) orelse return;
// Check our total match data
const total = screen_search.matchesLen();
if (total != self.last_screen.total) {
log.debug("notifying total matches={}", .{total});
self.last_screen.total = total;
cb(.{ .total_matches = total }, ud);
}
// Check our viewport matches. If they're stale, we do the
// viewport search now. We do this as part of notify and not
// tick because the viewport search is very fast and doesn't
// require ticked progress or feeds.
if (self.stale_viewport_matches) viewport: {
// We always make stale as false. Even if we fail below
// we require a re-feed to re-search the viewport. The feed
// process will make it stale again.
self.stale_viewport_matches = false;
var arena: ArenaAllocator = .init(alloc);
defer arena.deinit();
const arena_alloc = arena.allocator();
var results: std.ArrayList(FlattenedHighlight) = .empty;
while (self.viewport.next()) |hl| {
const hl_cloned = hl.clone(arena_alloc) catch continue;
results.append(arena_alloc, hl_cloned) catch |err| switch (err) {
error.OutOfMemory => {
log.warn(
"error collecting viewport matches err={}",
.{err},
);
// Reset the viewport so we force an update on the
// next feed.
self.viewport.reset();
break :viewport;
},
};
}
log.debug("notifying viewport matches len={}", .{results.items.len});
cb(.{ .viewport_matches = results.items }, ud);
}
// Check our last selected match data.
if (screen_search.selected) |m| match: {
const flattened = screen_search.selectedMatch() orelse break :match;
const untracked = flattened.untracked();
if (self.last_screen.selected) |prev| {
if (prev.idx == m.idx and prev.highlight.eql(untracked)) {
// Same selection, don't update it.
break :match;
}
}
// New selection, notify!
self.last_screen.selected = .{
.idx = m.idx,
.highlight = untracked,
};
log.debug("notifying selection updated idx={}", .{m.idx});
cb(
.{ .selected_match = .{
.idx = m.idx,
.highlight = flattened,
} },
ud,
);
} else if (self.last_screen.selected != null) {
log.debug("notifying selection cleared", .{});
self.last_screen.selected = null;
cb(
.{ .selected_match = null },
ud,
);
}
// Send our complete notification if we just completed.
if (!self.last_complete and self.isComplete()) {
log.debug("notifying search complete", .{});
self.last_complete = true;
cb(.complete, ud);
}
}
};
const TestUserData = struct {
const Self = @This();
reset: std.Thread.ResetEvent = .{},
total: usize = 0,
selected: ?Event.SelectedMatch = null,
viewport: []FlattenedHighlight = &.{},
fn deinit(self: *Self) void {
for (self.viewport) |*hl| hl.deinit(testing.allocator);
testing.allocator.free(self.viewport);
}
fn callback(event: Event, userdata: ?*anyopaque) void {
const ud: *Self = @ptrCast(@alignCast(userdata.?));
switch (event) {
.quit => {},
.complete => ud.reset.set(),
.total_matches => |v| ud.total = v,
.selected_match => |v| ud.selected = v,
.viewport_matches => |v| {
for (ud.viewport) |*hl| hl.deinit(testing.allocator);
testing.allocator.free(ud.viewport);
ud.viewport = testing.allocator.alloc(
FlattenedHighlight,
v.len,
) catch unreachable;
for (ud.viewport, v) |*dst, src| {
dst.* = src.clone(testing.allocator) catch unreachable;
}
},
}
}
};
test {
const alloc = testing.allocator;
var mutex: std.Thread.Mutex = .{};
var t: Terminal = try .init(alloc, .{ .cols = 20, .rows = 2 });
defer t.deinit(alloc);
var stream = t.vtStream();
defer stream.deinit();
stream.nextSlice("Hello, world");
var ud: TestUserData = .{};
defer ud.deinit();
var thread: Thread = try .init(alloc, .{
.mutex = &mutex,
.terminal = &t,
.event_cb = &TestUserData.callback,
.event_userdata = &ud,
});
defer thread.deinit();
var os_thread = try std.Thread.spawn(
.{},
threadMain,
.{&thread},
);
// Start our search
_ = thread.mailbox.push(
.{ .change_needle = try .init(
alloc,
@as([]const u8, "world"),
) },
.forever,
);
try thread.wakeup.notify();
// Wait for completion
try ud.reset.timedWait(100 * std.time.ns_per_ms);
// Stop the thread
try thread.stop.notify();
os_thread.join();
// 1 total matches
try testing.expectEqual(1, ud.total);
try testing.expectEqual(1, ud.viewport.len);
{
const sel = ud.viewport[0].untracked();
try testing.expectEqual(point.Point{ .screen = .{
.x = 7,
.y = 0,
} }, t.screens.active.pages.pointFromPin(.screen, sel.start).?);
try testing.expectEqual(point.Point{ .screen = .{
.x = 11,
.y = 0,
} }, t.screens.active.pages.pointFromPin(.screen, sel.end).?);
}
}