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Fixes #9957 Our `Page.getRowAndCell` uses a _page-relative_ x/y coordinate system and we were passing in viewport x/y. This has the possibility to leading to all sorts of bugs, including the crash found in #9957 but also simply reading the wrong cell even in single-page scenarios.
1421 lines
48 KiB
Zig
1421 lines
48 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
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// managed memory, we can skip setting any other fields.
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//
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// This is an important optimization. For plain-text screens
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// this ends up being something around 300% faster based on
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// the `screen-clone` benchmark.
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const cells_slice = cells.slice();
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fastmem.copy(
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|
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);
|
|
|
|
// 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();
|
|
try s.nextSlice("ABCD");
|
|
|
|
var state: RenderState = .empty;
|
|
defer state.deinit(alloc);
|
|
try state.update(alloc, &t);
|
|
|
|
// Verify we have the right number of rows
|
|
const row_data = state.row_data.slice();
|
|
try testing.expectEqual(3, row_data.len);
|
|
|
|
// All rows should have cols cells
|
|
const cells = row_data.items(.cells);
|
|
try testing.expectEqual(10, cells[0].len);
|
|
try testing.expectEqual(10, cells[1].len);
|
|
try testing.expectEqual(10, cells[2].len);
|
|
|
|
// Row zero should contain our text
|
|
try testing.expectEqual('A', cells[0].get(0).raw.codepoint());
|
|
try testing.expectEqual('B', cells[0].get(1).raw.codepoint());
|
|
try testing.expectEqual('C', cells[0].get(2).raw.codepoint());
|
|
try testing.expectEqual('D', cells[0].get(3).raw.codepoint());
|
|
try testing.expectEqual(0, cells[0].get(4).raw.codepoint());
|
|
}
|
|
|
|
test "styled text" {
|
|
const testing = std.testing;
|
|
const alloc = testing.allocator;
|
|
|
|
var t = try Terminal.init(alloc, .{
|
|
.cols = 10,
|
|
.rows = 3,
|
|
});
|
|
defer t.deinit(alloc);
|
|
|
|
var s = t.vtStream();
|
|
defer s.deinit();
|
|
try s.nextSlice("\x1b[1mA"); // Bold
|
|
try s.nextSlice("\x1b[0;3mB"); // Italic
|
|
try s.nextSlice("\x1b[0;4mC"); // Underline
|
|
|
|
var state: RenderState = .empty;
|
|
defer state.deinit(alloc);
|
|
try state.update(alloc, &t);
|
|
|
|
// Verify we have the right number of rows
|
|
const row_data = state.row_data.slice();
|
|
try testing.expectEqual(3, row_data.len);
|
|
|
|
// All rows should have cols cells
|
|
const cells = row_data.items(.cells);
|
|
try testing.expectEqual(10, cells[0].len);
|
|
try testing.expectEqual(10, cells[1].len);
|
|
try testing.expectEqual(10, cells[2].len);
|
|
|
|
// Row zero should contain our text
|
|
{
|
|
const cell = cells[0].get(0);
|
|
try testing.expectEqual('A', cell.raw.codepoint());
|
|
try testing.expect(cell.style.flags.bold);
|
|
}
|
|
{
|
|
const cell = cells[0].get(1);
|
|
try testing.expectEqual('B', cell.raw.codepoint());
|
|
try testing.expect(!cell.style.flags.bold);
|
|
try testing.expect(cell.style.flags.italic);
|
|
}
|
|
try testing.expectEqual('C', cells[0].get(2).raw.codepoint());
|
|
try testing.expectEqual(0, cells[0].get(3).raw.codepoint());
|
|
}
|
|
|
|
test "grapheme" {
|
|
const testing = std.testing;
|
|
const alloc = testing.allocator;
|
|
|
|
var t = try Terminal.init(alloc, .{
|
|
.cols = 10,
|
|
.rows = 3,
|
|
});
|
|
defer t.deinit(alloc);
|
|
|
|
var s = t.vtStream();
|
|
defer s.deinit();
|
|
try s.nextSlice("A");
|
|
try s.nextSlice("👨"); // this has a ZWJ
|
|
|
|
var state: RenderState = .empty;
|
|
defer state.deinit(alloc);
|
|
try state.update(alloc, &t);
|
|
|
|
// Verify we have the right number of rows
|
|
const row_data = state.row_data.slice();
|
|
try testing.expectEqual(3, row_data.len);
|
|
|
|
// All rows should have cols cells
|
|
const cells = row_data.items(.cells);
|
|
try testing.expectEqual(10, cells[0].len);
|
|
try testing.expectEqual(10, cells[1].len);
|
|
try testing.expectEqual(10, cells[2].len);
|
|
|
|
// Row zero should contain our text
|
|
{
|
|
const cell = cells[0].get(0);
|
|
try testing.expectEqual('A', cell.raw.codepoint());
|
|
}
|
|
{
|
|
const cell = cells[0].get(1);
|
|
try testing.expectEqual(0x1F468, cell.raw.codepoint());
|
|
try testing.expectEqual(.wide, cell.raw.wide);
|
|
try testing.expectEqualSlices(u21, &.{0x200D}, cell.grapheme);
|
|
}
|
|
{
|
|
const cell = cells[0].get(2);
|
|
try testing.expectEqual(0, cell.raw.codepoint());
|
|
try testing.expectEqual(.spacer_tail, cell.raw.wide);
|
|
}
|
|
}
|
|
|
|
test "cursor state in viewport" {
|
|
const testing = std.testing;
|
|
const alloc = testing.allocator;
|
|
|
|
var t = try Terminal.init(alloc, .{
|
|
.cols = 10,
|
|
.rows = 5,
|
|
});
|
|
defer t.deinit(alloc);
|
|
|
|
var s = t.vtStream();
|
|
defer s.deinit();
|
|
try s.nextSlice("A\x1b[H");
|
|
|
|
var state: RenderState = .empty;
|
|
defer state.deinit(alloc);
|
|
|
|
// Initial update
|
|
try state.update(alloc, &t);
|
|
try testing.expectEqual(0, state.cursor.active.x);
|
|
try testing.expectEqual(0, state.cursor.active.y);
|
|
try testing.expectEqual(0, state.cursor.viewport.?.x);
|
|
try testing.expectEqual(0, state.cursor.viewport.?.y);
|
|
try testing.expectEqual('A', state.cursor.cell.codepoint());
|
|
try testing.expect(state.cursor.style.default());
|
|
|
|
// Set a style on the cursor
|
|
try s.nextSlice("\x1b[1m"); // Bold
|
|
try state.update(alloc, &t);
|
|
try testing.expect(!state.cursor.style.default());
|
|
try testing.expect(state.cursor.style.flags.bold);
|
|
try s.nextSlice("\x1b[0m"); // Reset style
|
|
|
|
// Move cursor to 2,1
|
|
try s.nextSlice("\x1b[2;3H");
|
|
try state.update(alloc, &t);
|
|
try testing.expectEqual(2, state.cursor.active.x);
|
|
try testing.expectEqual(1, state.cursor.active.y);
|
|
try testing.expectEqual(2, state.cursor.viewport.?.x);
|
|
try testing.expectEqual(1, state.cursor.viewport.?.y);
|
|
}
|
|
|
|
test "cursor state out of viewport" {
|
|
const testing = std.testing;
|
|
const alloc = testing.allocator;
|
|
|
|
var t = try Terminal.init(alloc, .{
|
|
.cols = 10,
|
|
.rows = 2,
|
|
});
|
|
defer t.deinit(alloc);
|
|
|
|
var s = t.vtStream();
|
|
defer s.deinit();
|
|
try s.nextSlice("A\r\nB\r\nC\r\nD\r\n");
|
|
|
|
var state: RenderState = .empty;
|
|
defer state.deinit(alloc);
|
|
|
|
// Initial update
|
|
try state.update(alloc, &t);
|
|
try testing.expectEqual(0, state.cursor.active.x);
|
|
try testing.expectEqual(1, state.cursor.active.y);
|
|
try testing.expectEqual(0, state.cursor.viewport.?.x);
|
|
try testing.expectEqual(1, state.cursor.viewport.?.y);
|
|
|
|
// Scroll the viewport
|
|
try t.scrollViewport(.top);
|
|
try state.update(alloc, &t);
|
|
|
|
// Set a style on the cursor
|
|
try testing.expectEqual(0, state.cursor.active.x);
|
|
try testing.expectEqual(1, state.cursor.active.y);
|
|
try testing.expect(state.cursor.viewport == null);
|
|
}
|
|
|
|
test "dirty state" {
|
|
const testing = std.testing;
|
|
const alloc = testing.allocator;
|
|
|
|
var t = try Terminal.init(alloc, .{
|
|
.cols = 10,
|
|
.rows = 5,
|
|
});
|
|
defer t.deinit(alloc);
|
|
|
|
var s = t.vtStream();
|
|
defer s.deinit();
|
|
|
|
var state: RenderState = .empty;
|
|
defer state.deinit(alloc);
|
|
|
|
// First update should trigger redraw due to resize
|
|
try state.update(alloc, &t);
|
|
try testing.expectEqual(.full, state.dirty);
|
|
|
|
// Reset dirty flag and dirty rows
|
|
state.dirty = .false;
|
|
{
|
|
const row_data = state.row_data.slice();
|
|
const dirty = row_data.items(.dirty);
|
|
@memset(dirty, false);
|
|
}
|
|
|
|
// Second update with no changes - no dirty rows
|
|
try state.update(alloc, &t);
|
|
try testing.expectEqual(.false, state.dirty);
|
|
{
|
|
const row_data = state.row_data.slice();
|
|
const dirty = row_data.items(.dirty);
|
|
for (dirty) |d| try testing.expect(!d);
|
|
}
|
|
|
|
// Write to first line
|
|
try s.nextSlice("A");
|
|
try state.update(alloc, &t);
|
|
try testing.expectEqual(.partial, state.dirty);
|
|
{
|
|
const row_data = state.row_data.slice();
|
|
const dirty = row_data.items(.dirty);
|
|
try testing.expect(dirty[0]); // First row dirty
|
|
try testing.expect(!dirty[1]); // Second row clean
|
|
}
|
|
}
|
|
|
|
test "colors" {
|
|
const testing = std.testing;
|
|
const alloc = testing.allocator;
|
|
|
|
var t = try Terminal.init(alloc, .{
|
|
.cols = 10,
|
|
.rows = 5,
|
|
});
|
|
defer t.deinit(alloc);
|
|
|
|
var s = t.vtStream();
|
|
defer s.deinit();
|
|
|
|
var state: RenderState = .empty;
|
|
defer state.deinit(alloc);
|
|
|
|
// Default colors
|
|
try state.update(alloc, &t);
|
|
|
|
// Change cursor color
|
|
try s.nextSlice("\x1b]12;#FF0000\x07");
|
|
try state.update(alloc, &t);
|
|
|
|
const c = state.colors.cursor.?;
|
|
try testing.expectEqual(0xFF, c.r);
|
|
try testing.expectEqual(0, c.g);
|
|
try testing.expectEqual(0, c.b);
|
|
|
|
// Change palette color 0 to White
|
|
try s.nextSlice("\x1b]4;0;#FFFFFF\x07");
|
|
try state.update(alloc, &t);
|
|
const p0 = state.colors.palette[0];
|
|
try testing.expectEqual(0xFF, p0.r);
|
|
try testing.expectEqual(0xFF, p0.g);
|
|
try testing.expectEqual(0xFF, p0.b);
|
|
}
|
|
|
|
test "selection single line" {
|
|
const testing = std.testing;
|
|
const alloc = testing.allocator;
|
|
|
|
var t: Terminal = try .init(alloc, .{
|
|
.cols = 10,
|
|
.rows = 3,
|
|
});
|
|
defer t.deinit(alloc);
|
|
|
|
const screen: *Screen = t.screens.active;
|
|
try screen.select(.init(
|
|
screen.pages.pin(.{ .active = .{ .x = 0, .y = 1 } }).?,
|
|
screen.pages.pin(.{ .active = .{ .x = 2, .y = 1 } }).?,
|
|
false,
|
|
));
|
|
|
|
var state: RenderState = .empty;
|
|
defer state.deinit(alloc);
|
|
try state.update(alloc, &t);
|
|
|
|
const row_data = state.row_data.slice();
|
|
const sels = row_data.items(.selection);
|
|
try testing.expectEqual(null, sels[0]);
|
|
try testing.expectEqualSlices(size.CellCountInt, &.{ 0, 2 }, &sels[1].?);
|
|
try testing.expectEqual(null, sels[2]);
|
|
|
|
// Clear the selection
|
|
try screen.select(null);
|
|
try state.update(alloc, &t);
|
|
try testing.expectEqual(null, sels[0]);
|
|
try testing.expectEqual(null, sels[1]);
|
|
try testing.expectEqual(null, sels[2]);
|
|
}
|
|
|
|
test "selection multiple lines" {
|
|
const testing = std.testing;
|
|
const alloc = testing.allocator;
|
|
|
|
var t: Terminal = try .init(alloc, .{
|
|
.cols = 10,
|
|
.rows = 3,
|
|
});
|
|
defer t.deinit(alloc);
|
|
|
|
const screen: *Screen = t.screens.active;
|
|
try screen.select(.init(
|
|
screen.pages.pin(.{ .active = .{ .x = 0, .y = 1 } }).?,
|
|
screen.pages.pin(.{ .active = .{ .x = 2, .y = 2 } }).?,
|
|
false,
|
|
));
|
|
|
|
var state: RenderState = .empty;
|
|
defer state.deinit(alloc);
|
|
try state.update(alloc, &t);
|
|
|
|
const row_data = state.row_data.slice();
|
|
const sels = row_data.items(.selection);
|
|
try testing.expectEqual(null, sels[0]);
|
|
try testing.expectEqualSlices(
|
|
size.CellCountInt,
|
|
&.{ 0, screen.pages.cols - 1 },
|
|
&sels[1].?,
|
|
);
|
|
try testing.expectEqualSlices(
|
|
size.CellCountInt,
|
|
&.{ 0, 2 },
|
|
&sels[2].?,
|
|
);
|
|
}
|
|
|
|
test "linkCells" {
|
|
const testing = std.testing;
|
|
const alloc = testing.allocator;
|
|
|
|
var t = try Terminal.init(alloc, .{
|
|
.cols = 10,
|
|
.rows = 5,
|
|
});
|
|
defer t.deinit(alloc);
|
|
|
|
var s = t.vtStream();
|
|
defer s.deinit();
|
|
|
|
var state: RenderState = .empty;
|
|
defer state.deinit(alloc);
|
|
|
|
// Create a hyperlink
|
|
try s.nextSlice("\x1b]8;;http://example.com\x1b\\LINK\x1b]8;;\x1b\\");
|
|
try state.update(alloc, &t);
|
|
|
|
// Query link at 0,0
|
|
var cells = try state.linkCells(alloc, .{ .x = 0, .y = 0 });
|
|
defer cells.deinit(alloc);
|
|
|
|
try testing.expectEqual(4, cells.count());
|
|
try testing.expect(cells.contains(.{ .x = 0, .y = 0 }));
|
|
try testing.expect(cells.contains(.{ .x = 1, .y = 0 }));
|
|
try testing.expect(cells.contains(.{ .x = 2, .y = 0 }));
|
|
try testing.expect(cells.contains(.{ .x = 3, .y = 0 }));
|
|
|
|
// Query no link
|
|
var cells2 = try state.linkCells(alloc, .{ .x = 4, .y = 0 });
|
|
defer cells2.deinit(alloc);
|
|
try testing.expectEqual(0, cells2.count());
|
|
}
|
|
|
|
test "string" {
|
|
const testing = std.testing;
|
|
const alloc = testing.allocator;
|
|
|
|
var t = try Terminal.init(alloc, .{
|
|
.cols = 5,
|
|
.rows = 2,
|
|
});
|
|
defer t.deinit(alloc);
|
|
|
|
var s = t.vtStream();
|
|
defer s.deinit();
|
|
try s.nextSlice("AB");
|
|
|
|
var state: RenderState = .empty;
|
|
defer state.deinit(alloc);
|
|
try state.update(alloc, &t);
|
|
|
|
var w = std.Io.Writer.Allocating.init(alloc);
|
|
defer w.deinit();
|
|
|
|
try state.string(&w.writer, null);
|
|
|
|
const result = try w.toOwnedSlice();
|
|
defer alloc.free(result);
|
|
|
|
const expected = "AB\x00\x00\x00\n\x00\x00\x00\x00\x00\n";
|
|
try testing.expectEqualStrings(expected, result);
|
|
}
|
|
|
|
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) |_| try s.nextSlice("\r\n");
|
|
|
|
// Create second page with hyperlink
|
|
try s.nextSlice("\r\n");
|
|
try s.nextSlice("\x1b]8;;http://example.com\x1b\\LINK\x1b]8;;\x1b\\");
|
|
for (0..(tail_rows - 1)) |_| try 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 "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();
|
|
try 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
|
|
try s.nextSlice("\x1b[H"); // Move to home
|
|
try 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);
|
|
}
|
|
}
|