There were two problems:
* It was using an old code path that didn't even try to resolve the cwd
* The NewWindow code path would "forget" the originating window and then
fail to resolve the current pane + path from the new, empty window
that it is building.
closes: https://github.com/wez/wezterm/issues/322
Adds some supporting methods for computing the `SemanticZone`s
in the display and a key assignment that allows scrolling the
viewport to jump to the next/prev Prompt zone.
This avoids having a green (by default) border around the cursor.
The dynamic color escape sequences have been updated to also
change the border color when the cursor background color is changed.
This commit revises the opacity configuration to make it more
consistently applied.
* `window_background_opacity` controls the overall window capacity,
whether a background image is present or not.
* When a background image is present, or if the window is transparent,
then text whose background color is the default background is
changed to have a fully transparent background.
* `text_background_opacity` controls the alpha channel value for
text whose background color is NOT the default background.
It defaults to 1.0 (fully opaque), but can be set to be
transparent by setting it to a number between 0.0 and 1.0.
* The inactive pane hue, saturation, brightness multipliers
have been factored out into their own struct which changes
that set of options to:
```lua
return {
inactive_pane_hsb = {
hue = 1.0,
saturation = 1.0,
brightness = 1.0,
},
}
```
* `window_background_image_hsb` is a new option that can apply
a hue, saturation, brightness transformation to a background
image. This is primarily useful to make a background image
darker:
```lua
return {
window_background_image = "/some/pic.png",
window_background_image_hsb = {
brightness = 0.3,
},
}
```
refs: #302
refs: #297
This includes a script to generate a screenshot from a wezterm
running the default config under X11.
It expects the iTerm2-Color-Schemes to be checked out alongside
the wezterm repo as it uses the dynamic color schemes scripts
to activate the schemes one by one and capture the display.
Upcoming changes to the GUI mean that it will be double
the work to keep maintaining this, and it is already lagging
behind on pane support.
With the Mesa llvmpipe fallback we should be in a pretty
good state to not need another non-GL implementation.
There's a few different knobs to turn, but this
commit turns them and we're now able to respect
opacity settings for both OpenGL/CGL and Metal
renderers.
closes: #141
This is similar in spirit to the work in 4d71a7913a
but for Windows.
This commit adds ANGLE binaries built from
07ea804e62
to the repo. The build and packaging will copy those into the same
directory as wezterm.exe so that they can be resolved at runtime.
By default, `prefer_egl = true`, which will cause the window
crate to first try to load an EGL implementation. If that fails,
or if `prefer_egl = false`, then the window crate will perform
the usual WGL initialization.
The practical effect of this change is that Direct3D11 is used for the
underlying render, which avoids problematic OpenGL drivers and means
that the process can survive graphics drivers being updated.
It may also increase the chances that the GPU will really be used
in an RDP session rather than the pessimised use of the software
renderer.
The one downside that I've noticed is that the resize behavior feels a
little janky in comparison to WGL (frames can render with mismatched
surface/window sizes which makes the window contents feel like they're
zooming/rippling slightly as the window is live resized). I think this
is specific to the ANGLE D3D implementation as EGL on other platforms
feels more solid.
I'm a little on the fence about making this the default; I think
it makes sense to prefer something that won't quit unexpectedly
while a software update is in progress, so that's a strong plus
in favor of EGL as the default, but I'm not sure how much the
resize wobble is going to set people off.
If you prefer WGL and are fine with the risk of a drive update
killing wezterm, then you can set this in your config:
```lua
return {
prefer_egl = false,
}
```
refs: https://github.com/wez/wezterm/issues/265
closes: https://github.com/wez/wezterm/issues/156
This commit adjusts the window layer to have it try to load EGL
implementations on macOS. This is important as the system
provided OpenGL implementation is deprecated and I wanted to
have a path forward for when it is finally removed.
If EGL fails to initialize, we fall back to the CGL/OpenGL
implementation that we used previously.
I've included binaries built for 64-bit intel from the MetalANGLE
project; here's how I built them:
```
git clone https://chromium.googlesource.com/chromium/tools/depot_tools.git --depth 1
git clone https://github.com/kakashidinho/metalangle --depth 1
cd metalangle
PATH=$PWD/../depot_tools:$PATH python scripts/bootstrap.py
PATH=$PWD/../depot_tools:$PATH gclient sync
PATH=$PWD/../depot_tools:$PATH gn --args="is_debug=false angle_enable_metal=true angle_enable_vulkan=false angle_enable_gl=false angle_build_all=false" gen out/Release
PATH=$PWD/../depot_tools:$PATH autoninja -C out/Release
```
Those steps are a little too long to want to put them directly
into the wezterm CI.
It is important for metalangle to be >= 8230df39a5
in order for scaling to be handled correctly when dragging windows
between monitors.
refs: https://github.com/kakashidinho/metalangle/issues/34
To reproduce the problem, maximize wezterm, then press CMD-N.
This commit tells the window not to use cocoa native tabs and
instead really create a new window when we ask it to create
a new window.
closes: #254
Moved the image and hyperlink portion of CellAttributes out
to a separate heap structure, saving 8 bytes per Cell
for the common case of no hyperlink and no image.