mirror of
https://github.com/ghostty-org/ghostty.git
synced 2026-01-02 03:22:37 +00:00
This commit changes a LOT of areas of the code to use decl literals instead of redundantly referring to the type. These changes were mostly driven by some regex searches and then manual adjustment on a case-by-case basis. I almost certainly missed quite a few places where decl literals could be used, but this is a good first step in converting things, and other instances can be addressed when they're discovered. I tested GLFW+Metal and building the framework on macOS and tested a GTK build on Linux, so I'm 99% sure I didn't introduce any syntax errors or other problems with this. (fingers crossed)
393 lines
14 KiB
Zig
393 lines
14 KiB
Zig
const std = @import("std");
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const Allocator = std.mem.Allocator;
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const font = @import("../font/main.zig");
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const terminal = @import("../terminal/main.zig");
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const log = std.log.scoped(.renderer_size);
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/// All relevant sizes for a rendered terminal. These are all the sizes that
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/// any functionality should need to know about the terminal in order to
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/// convert between any coordinate systems.
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///
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/// See the individual field type documentation for more information on each
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/// field. One important note is that any pixel values should already be scaled
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/// to the current DPI of the screen. If the DPI changes, the sizes should be
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/// recalculated and we expect this to be done by the caller.
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pub const Size = struct {
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screen: ScreenSize,
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cell: CellSize,
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padding: Padding,
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/// Return the grid size for this size. The grid size is calculated by
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/// taking the screen size, removing padding, and dividing by the cell
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/// dimensions.
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pub fn grid(self: Size) GridSize {
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return .init(self.screen.subPadding(self.padding), self.cell);
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}
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/// The size of the terminal. This is the same as the screen without
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/// padding.
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pub fn terminal(self: Size) ScreenSize {
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return self.screen.subPadding(self.padding);
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}
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/// Set the padding to be balanced around the grid. The balanced
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/// padding is calculated AFTER the explicit padding is taken
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/// into account.
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pub fn balancePadding(self: *Size, explicit: Padding) void {
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// This ensure grid() does the right thing
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self.padding = explicit;
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// Now we can calculate the balanced padding
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self.padding = .balanced(
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self.screen,
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self.grid(),
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self.cell,
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);
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}
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};
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/// A coordinate. This is defined as a tagged union to allow for different
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/// coordinate systems to be represented.
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///
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/// A coordinate is only valid within the context of a stable Size value.
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/// If any of the sizes in the Size struct change, the coordinate is no
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/// longer valid and must be recalculated. A conversion function is provided
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/// to migrate to a new Size (which may result in failure).
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///
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/// The coordinate systems are:
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///
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/// * surface: (0, 0) is the top-left of the surface (with padding). Negative
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/// values are allowed and are off the surface. Likewise, values greater
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/// than the surface size are off the surface. Units are pixels.
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///
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/// * terminal: (0, 0) is the top-left of the terminal grid. This is the
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/// same as the surface but with the padding removed. Negative values and
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/// values greater than the grid size are allowed and are off the terminal.
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/// Units are pixels.
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///
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/// * grid: (0, 0) is the top-left of the grid. Units are in cells. Negative
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/// values are not allowed but values greater than the grid size are
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/// possible and are off the grid.
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///
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pub const Coordinate = union(enum) {
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surface: Surface,
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terminal: Terminal,
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grid: Grid,
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pub const Tag = @typeInfo(Coordinate).@"union".tag_type.?;
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pub const Surface = struct { x: f64, y: f64 };
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pub const Terminal = struct { x: f64, y: f64 };
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pub const Grid = struct { x: GridSize.Unit, y: GridSize.Unit };
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/// Convert a coordinate to a different space within the same Size.
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pub fn convert(self: Coordinate, to: Tag, size: Size) Coordinate {
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// Unlikely fast-path but avoid work.
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if (@as(Tag, self) == to) return self;
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// To avoid the combinatorial explosion of conversion functions, we
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// convert to the surface system first and then reconvert from there.
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const surface = self.convertToSurface(size);
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return switch (to) {
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.surface => .{ .surface = surface },
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.terminal => .{ .terminal = .{
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.x = surface.x - @as(f64, @floatFromInt(size.padding.left)),
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.y = surface.y - @as(f64, @floatFromInt(size.padding.top)),
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} },
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.grid => grid: {
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// Get rid of the padding.
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const term = (Coordinate{ .surface = surface }).convert(
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.terminal,
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size,
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).terminal;
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// We need our grid to clamp
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const grid = size.grid();
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// Calculate the grid position.
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const cell_width: f64 = @as(f64, @floatFromInt(size.cell.width));
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const cell_height: f64 = @as(f64, @floatFromInt(size.cell.height));
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const clamped_x: f64 = @max(0, term.x);
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const clamped_y: f64 = @max(0, term.y);
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const col: GridSize.Unit = @intFromFloat(clamped_x / cell_width);
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const row: GridSize.Unit = @intFromFloat(clamped_y / cell_height);
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const clamped_col: GridSize.Unit = @min(col, grid.columns - 1);
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const clamped_row: GridSize.Unit = @min(row, grid.rows - 1);
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break :grid .{ .grid = .{ .x = clamped_col, .y = clamped_row } };
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},
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};
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}
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/// Convert a coordinate to the surface coordinate system.
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fn convertToSurface(self: Coordinate, size: Size) Surface {
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return switch (self) {
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.surface => |v| v,
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.terminal => |v| .{
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.x = v.x + @as(f64, @floatFromInt(size.padding.left)),
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.y = v.y + @as(f64, @floatFromInt(size.padding.top)),
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},
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.grid => |v| grid: {
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const col: f64 = @floatFromInt(v.x);
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const row: f64 = @floatFromInt(v.y);
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const cell_width: f64 = @floatFromInt(size.cell.width);
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const cell_height: f64 = @floatFromInt(size.cell.height);
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const padding_left: f64 = @floatFromInt(size.padding.left);
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const padding_top: f64 = @floatFromInt(size.padding.top);
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break :grid .{
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.x = col * cell_width + padding_left,
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.y = row * cell_height + padding_top,
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};
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},
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};
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}
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};
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/// The dimensions of a single "cell" in the terminal grid.
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///
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/// The dimensions are dependent on the current loaded set of font glyphs.
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/// We calculate the width based on the widest character and the height based
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/// on the height requirement for an underscore (the "lowest" -- visually --
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/// character).
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///
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/// The units for the width and height are in world space. They have to
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/// be normalized for any renderer implementation.
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pub const CellSize = struct {
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width: u32,
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height: u32,
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};
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/// The dimensions of the screen that the grid is rendered to. This is the
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/// terminal screen, so it is likely a subset of the window size. The dimensions
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/// should be in pixels.
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pub const ScreenSize = struct {
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width: u32,
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height: u32,
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/// Subtract padding from the screen size.
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pub fn subPadding(self: ScreenSize, padding: Padding) ScreenSize {
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return .{
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.width = self.width -| (padding.left + padding.right),
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.height = self.height -| (padding.top + padding.bottom),
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};
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}
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/// Calculates the amount of blank space around the grid. This is possible
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/// when padding isn't balanced.
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///
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/// The "self" screen size here should be the unpadded screen.
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pub fn blankPadding(self: ScreenSize, padding: Padding, grid: GridSize, cell: CellSize) Padding {
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const grid_width = grid.columns * cell.width;
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const grid_height = grid.rows * cell.height;
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const padded_width = grid_width + (padding.left + padding.right);
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const padded_height = grid_height + (padding.top + padding.bottom);
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// Note these have to use a saturating subtraction to avoid underflow
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// because our padding can cause the padded sizes to be larger than
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// our real screen if the screen is shrunk to a minimal size such
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// as 1x1.
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const leftover_width = self.width -| padded_width;
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const leftover_height = self.height -| padded_height;
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return .{
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.top = 0,
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.bottom = leftover_height,
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.right = leftover_width,
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.left = 0,
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};
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}
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/// Returns true if two sizes are equal.
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pub fn equals(self: ScreenSize, other: ScreenSize) bool {
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return self.width == other.width and self.height == other.height;
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}
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};
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/// The dimensions of the grid itself, in rows/columns units.
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pub const GridSize = struct {
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pub const Unit = terminal.size.CellCountInt;
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columns: Unit = 0,
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rows: Unit = 0,
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/// Initialize a grid size based on a screen and cell size.
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pub fn init(screen: ScreenSize, cell: CellSize) GridSize {
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var result: GridSize = undefined;
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result.update(screen, cell);
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return result;
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}
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/// Update the columns/rows for the grid based on the given screen and
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/// cell size.
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pub fn update(self: *GridSize, screen: ScreenSize, cell: CellSize) void {
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const cell_width: f32 = @floatFromInt(cell.width);
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const cell_height: f32 = @floatFromInt(cell.height);
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const screen_width: f32 = @floatFromInt(screen.width);
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const screen_height: f32 = @floatFromInt(screen.height);
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const calc_cols: Unit = @intFromFloat(screen_width / cell_width);
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const calc_rows: Unit = @intFromFloat(screen_height / cell_height);
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self.columns = @max(1, calc_cols);
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self.rows = @max(1, calc_rows);
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}
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/// Returns true if two sizes are equal.
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pub fn equals(self: GridSize, other: GridSize) bool {
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return self.columns == other.columns and self.rows == other.rows;
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}
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};
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/// The padding to add to a screen.
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pub const Padding = struct {
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top: u32 = 0,
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bottom: u32 = 0,
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right: u32 = 0,
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left: u32 = 0,
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/// Returns padding that balances the whitespace around the screen
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/// for the given grid and cell sizes.
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pub fn balanced(screen: ScreenSize, grid: GridSize, cell: CellSize) Padding {
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// Turn our cell sizes into floats for the math
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const cell_width: f32 = @floatFromInt(cell.width);
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const cell_height: f32 = @floatFromInt(cell.height);
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// The size of our full grid
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const grid_width = @as(f32, @floatFromInt(grid.columns)) * cell_width;
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const grid_height = @as(f32, @floatFromInt(grid.rows)) * cell_height;
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// The empty space to the right of a line and bottom of the last row
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const space_right = @as(f32, @floatFromInt(screen.width)) - grid_width;
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const space_bot = @as(f32, @floatFromInt(screen.height)) - grid_height;
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// The left/right padding is just an equal split.
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const padding_right = @floor(space_right / 2);
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const padding_left = padding_right;
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// The top/bottom padding is interesting. Subjectively, lots of padding
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// at the top looks bad. So instead of always being equal (like left/right),
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// we force the top padding to be at most equal to the left, and the bottom
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// padding is the difference thereafter.
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const padding_top = @min(padding_left, @floor(space_bot / 2));
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const padding_bot = space_bot - padding_top;
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const zero = @as(f32, 0);
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return .{
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.top = @intFromFloat(@max(zero, padding_top)),
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.bottom = @intFromFloat(@max(zero, padding_bot)),
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.right = @intFromFloat(@max(zero, padding_right)),
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.left = @intFromFloat(@max(zero, padding_left)),
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};
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}
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/// Add another padding to this one
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pub fn add(self: Padding, other: Padding) Padding {
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return .{
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.top = self.top + other.top,
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.bottom = self.bottom + other.bottom,
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.right = self.right + other.right,
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.left = self.left + other.left,
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};
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}
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/// Equality test between two paddings.
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pub fn eql(self: Padding, other: Padding) bool {
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return self.top == other.top and
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self.bottom == other.bottom and
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self.right == other.right and
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self.left == other.left;
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}
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};
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test "Padding balanced on zero" {
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// On some systems, our screen can be zero-sized for a bit, and we
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// don't want to end up with negative padding.
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const testing = std.testing;
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const grid: GridSize = .{ .columns = 100, .rows = 37 };
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const cell: CellSize = .{ .width = 10, .height = 20 };
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const screen: ScreenSize = .{ .width = 0, .height = 0 };
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const padding = Padding.balanced(screen, grid, cell);
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try testing.expectEqual(Padding{}, padding);
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}
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test "GridSize update exact" {
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const testing = std.testing;
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var grid: GridSize = .{};
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grid.update(.{
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.width = 100,
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.height = 40,
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}, .{
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.width = 5,
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.height = 10,
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});
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try testing.expectEqual(@as(GridSize.Unit, 20), grid.columns);
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try testing.expectEqual(@as(GridSize.Unit, 4), grid.rows);
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}
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test "GridSize update rounding" {
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const testing = std.testing;
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var grid: GridSize = .{};
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grid.update(.{
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.width = 20,
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.height = 40,
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}, .{
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.width = 6,
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.height = 15,
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});
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try testing.expectEqual(@as(GridSize.Unit, 3), grid.columns);
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try testing.expectEqual(@as(GridSize.Unit, 2), grid.rows);
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}
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test "coordinate conversion" {
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const testing = std.testing;
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// A size for testing purposes. Purposely easy to calculate numbers.
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const test_size: Size = .{
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.screen = .{
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.width = 100,
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.height = 100,
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},
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.cell = .{
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.width = 5,
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.height = 10,
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},
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.padding = .{},
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};
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// Each pair is a test case of [expected, actual]. We only test
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// one-way conversion because conversion can be lossy due to clamping
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// and so on.
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const table: []const [2]Coordinate = &.{
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.{
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.{ .grid = .{ .x = 0, .y = 0 } },
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.{ .surface = .{ .x = 0, .y = 0 } },
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},
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.{
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.{ .grid = .{ .x = 1, .y = 0 } },
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.{ .surface = .{ .x = 6, .y = 0 } },
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},
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.{
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.{ .grid = .{ .x = 1, .y = 1 } },
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.{ .surface = .{ .x = 6, .y = 10 } },
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},
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.{
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.{ .grid = .{ .x = 0, .y = 0 } },
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.{ .surface = .{ .x = -10, .y = -10 } },
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},
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.{
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.{ .grid = .{ .x = test_size.grid().columns - 1, .y = test_size.grid().rows - 1 } },
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.{ .surface = .{ .x = 100_000, .y = 100_000 } },
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},
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};
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for (table) |pair| {
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const expected = pair[0];
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const actual = pair[1].convert(@as(Coordinate.Tag, expected), test_size);
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try testing.expectEqual(expected, actual);
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}
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}
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