Related to #111 This adds the necessary logic and data for the `PageList` data structure to keep track of **total length** of the screen, **offset** into the viewport, and **length** of the viewport. These three values are necessary to _render_ a scrollbar. This PR updates the renderer to grab this information but stops short of actually drawing a scrollbar (which we'll do with native UI), in the interest of having a PR that doesn't contain too many changes. **This doesn't yet draw a scrollbar, these are just the internal changes necessary to support it.** ## Background The `PageList` structure is very core to how we represent terminal state. It maintains a doubly linked list of "pages" (not literally virtual memory pages, but close). Each page stores cell information, styles, hyperlinks, etc fully self-contained in a contiguous sets of VM pages using offset addresses rather than full pointers. **Pages are not guaranteed to be equal sizes.** (This is where scrollbars get difficult) Because it is a linked list structure of non-equal sized nodes, it isn't amenable to typical scrollbar behavior. A scrollbar needs to know: full size, offset, and length in order to draw the scrollbar properly. Getting these values naively is `O(N)` within the data structure that is on the hottest IO performance path in all of Ghostty. ## Implementation ### PageList We now maintain two cached values for **total length** and **viewport offset**. The total length is relatively straightforward, we just have to be careful to update it in every operation that could add or remove rows. I've done this and ensured that every place we update it is covered with unit test coverage. The viewport offset is nasty, but I came up with what I believe is a good solution. The viewport when arbitrarily scrolled is defined as a direct pointer to the linked list node plus a row offset into that node. The only way to calculate offset from the top is `O(N)`. But we have a couple shortcuts: 1. If the viewport is at the bottom (most common) or top, calculating the offset is `O(1)`: bottom is `total_rows - active_rows`, both readily available. And top is `0` by definition. 2. Operations on the PageList typically add or remove rows. We don't do arbitrary linked list surgery. If we instrument those areas with delta updates to our cache, we can avoid the `O(N)` cost for most operations, including scrolling a scrollbar. The only expensive operation is a full, arbitrary jump (new node pointer). Point 1 was quick to implement, so I focused all the complexity on point 2. Whenever we have an operation that adds or removes rows (for example pruning the scroll back, adding more, erase rows within the active area, etc.) then I do the math to calculate the delta change required for the offset if we've already calculated it, and apply that directly. ### Renderer The other issue was how to notify the apprts of scrollbar state. Sending messages on any terminal change within the IO thread is a non-option because (1) sending messages is slow (2) the terminal changes a lot and (3) any slowness in the IO thread slows down overall terminal throughput. The solution was to **trigger scrollbar notifications with the renderer vsync**. We read the scrollbar information when we render a frame, compare it to renderer previous state, and if the scrollbar changed, send a message to the apprt _after the frame is GPU-renderer_. The renderer spends _most_ of its time sleeping compared to the IO thread, and has more opportunities for optimizing its awake time. Additionally, there's no reason to update the scrollbar information if the renderer hasn't rendered the new frames because the user can't even see the stuff the scrollbar wants to scroll to. We're talking about millisecond scale stuff here at worst but it adds up. ## Performance No noticeable performance impact for the additional metrics: <img width="1012" height="738" alt="image" src="https://github.com/user-attachments/assets/4ed0a3e8-6d76-40c1-b249-e34041c2f6fd" /> ## AI Usage I used Amp to help audit the codebase and write tests. I wrote all the main implementation code manually. I came up with the main design myself. Relevant threads: - https://ampcode.com/threads/T-95fff686-75bb-4553-a2fb-e41fe4cd4b77#message-0-block-0 - https://ampcode.com/threads/T-48e9a288-b280-4eec-83b7-ca73d029b4ef#message-91-block-0 ## Future This is just the internal changes necessary to _draw_ a scrollbar. There will be other changes we'll need to add to handle grabbing and actually jumping the scrollbar. I have a good idea of how to implement those performantly as well.
Fast, native, feature-rich terminal emulator pushing modern features.
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About
Ghostty is a terminal emulator that differentiates itself by being fast, feature-rich, and native. While there are many excellent terminal emulators available, they all force you to choose between speed, features, or native UIs. Ghostty provides all three.
In all categories, I am not trying to claim that Ghostty is the best (i.e. the fastest, most feature-rich, or most native). But Ghostty is competitive in all three categories and Ghostty doesn't make you choose between them.
Ghostty also intends to push the boundaries of what is possible with a terminal emulator by exposing modern, opt-in features that enable CLI tool developers to build more feature rich, interactive applications.
While aiming for this ambitious goal, our first step is to make Ghostty one of the best fully standards compliant terminal emulator, remaining compatible with all existing shells and software while supporting all of the latest terminal innovations in the ecosystem. You can use Ghostty as a drop-in replacement for your existing terminal emulator.
For more details, see About Ghostty.
Download
See the download page on the Ghostty website.
Documentation
See the documentation on the Ghostty website.
Contributing and Developing
If you have any ideas, issues, etc. regarding Ghostty, or would like to contribute to Ghostty through pull requests, please check out our "Contributing to Ghostty" document. Those who would like to get involved with Ghostty's development as well should also read the "Developing Ghostty" document for more technical details.
Roadmap and Status
The high-level ambitious plan for the project, in order:
| # | Step | Status |
|---|---|---|
| 1 | Standards-compliant terminal emulation | ✅ |
| 2 | Competitive performance | ✅ |
| 3 | Basic customizability -- fonts, bg colors, etc. | ✅ |
| 4 | Richer windowing features -- multi-window, tabbing, panes | ✅ |
| 5 | Native Platform Experiences (i.e. Mac Preference Panel) | ⚠️ |
| 6 | Cross-platform libghostty for Embeddable Terminals |
⚠️ |
| 7 | Windows Terminals (including PowerShell, Cmd, WSL) | ❌ |
| N | Fancy features (to be expanded upon later) | ❌ |
Additional details for each step in the big roadmap below:
Standards-Compliant Terminal Emulation
Ghostty implements enough control sequences to be used by hundreds of testers daily for over the past year. Further, we've done a comprehensive xterm audit comparing Ghostty's behavior to xterm and building a set of conformance test cases.
We believe Ghostty is one of the most compliant terminal emulators available.
Terminal behavior is partially a de jure standard (i.e. ECMA-48) but mostly a de facto standard as defined by popular terminal emulators worldwide. Ghostty takes the approach that our behavior is defined by (1) standards, if available, (2) xterm, if the feature exists, (3) other popular terminals, in that order. This defines what the Ghostty project views as a "standard."
Competitive Performance
We need better benchmarks to continuously verify this, but Ghostty is generally in the same performance category as the other highest performing terminal emulators.
For rendering, we have a multi-renderer architecture that uses OpenGL on Linux and Metal on macOS. As far as I'm aware, we're the only terminal emulator other than iTerm that uses Metal directly. And we're the only terminal emulator that has a Metal renderer that supports ligatures (iTerm uses a CPU renderer if ligatures are enabled). We can maintain around 60fps under heavy load and much more generally -- though the terminal is usually rendering much lower due to little screen changes.
For IO, we have a dedicated IO thread that maintains very little jitter
under heavy IO load (i.e. cat <big file>.txt). On benchmarks for IO,
we're usually within a small margin of other fast terminal emulators.
For example, reading a dump of plain text is 4x faster compared to iTerm and
Kitty, and 2x faster than Terminal.app. Alacritty is very fast but we're still
around the same speed (give or take) and our app experience is much more
feature rich.
Note
Despite being very fast, there is a lot of room for improvement here.
Richer Windowing Features
The Mac and Linux (build with GTK) apps support multi-window, tabbing, and splits.
Native Platform Experiences
Ghostty is a cross-platform terminal emulator but we don't aim for a least-common-denominator experience. There is a large, shared core written in Zig but we do a lot of platform-native things:
- The macOS app is a true SwiftUI-based application with all the things you would expect such as real windowing, menu bars, a settings GUI, etc.
- macOS uses a true Metal renderer with CoreText for font discovery.
- The Linux app is built with GTK.
There are more improvements to be made. The macOS settings window is still a work-in-progress. Similar improvements will follow with Linux.
Cross-platform libghostty for Embeddable Terminals
In addition to being a standalone terminal emulator, Ghostty is a
C-compatible library for embedding a fast, feature-rich terminal emulator
in any 3rd party project. This library is called libghostty.
This goal is not hypothetical! The macOS app is a libghostty consumer.
The macOS app is a native Swift app developed in Xcode and main() is
within Swift. The Swift app links to libghostty and uses the C API to
render terminals.
This step encompasses expanding libghostty support to more platforms
and more use cases. At the time of writing this, libghostty is very
Mac-centric -- particularly around rendering -- and we have work to do to
expand this to other platforms.
Crash Reports
Ghostty has a built-in crash reporter that will generate and save crash
reports to disk. The crash reports are saved to the $XDG_STATE_HOME/ghostty/crash
directory. If $XDG_STATE_HOME is not set, the default is ~/.local/state.
Crash reports are not automatically sent anywhere off your machine.
Crash reports are only generated the next time Ghostty is started after a crash. If Ghostty crashes and you want to generate a crash report, you must restart Ghostty at least once. You should see a message in the log that a crash report was generated.
Note
Use the
ghostty +crash-reportCLI command to get a list of available crash reports. A future version of Ghostty will make the contents of the crash reports more easily viewable through the CLI and GUI.
Crash reports end in the .ghosttycrash extension. The crash reports are in
Sentry envelope format. You can
upload these to your own Sentry account to view their contents, but the format
is also publicly documented so any other available tools can also be used.
The ghostty +crash-report CLI command can be used to list any crash reports.
A future version of Ghostty will show you the contents of the crash report
directly in the terminal.
To send the crash report to the Ghostty project, you can use the following CLI command using the Sentry CLI:
SENTRY_DSN=https://e914ee84fd895c4fe324afa3e53dac76@o4507352570920960.ingest.us.sentry.io/4507850923638784 sentry-cli send-envelope --raw <path to ghostty crash>
Warning
The crash report can contain sensitive information. The report doesn't purposely contain sensitive information, but it does contain the full stack memory of each thread at the time of the crash. This information is used to rebuild the stack trace but can also contain sensitive data depending on when the crash occurred.