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mirror of https://github.com/wez/wezterm.git synced 2024-12-27 15:37:29 +03:00
Commit Graph

433 Commits

Author SHA1 Message Date
Wez Furlong
9617c742cf gui: try harder to deal with tiling wm resizing + dpi changes
refs: #695
2021-08-07 22:32:52 -07:00
Wez Furlong
5a9bd14d89 gui: fix newlines in copied text
Use the newer logical line method in pane rather than going
via the hyperlink function, so that we can better reason
about physical vs. logical line breaks, and get the results
very slightly faster too.

refs: #874
2021-08-07 19:16:29 -07:00
Wez Furlong
6d9957e6e3 term, gui: allow tracking multiple buttons
We were previously only remembering the most recently pressed
button, but that's a lossy thing to do.

This commit remembers the button presses so that we can correctly
report all press/release events.

refs: #973
2021-08-07 18:37:38 -07:00
Wez Furlong
1344b243d8 gui: allow dispatching resize events during creation
I think this is the heart of the initial size issues:
during creation, if the dpi or size is different, we generate
a resize event, but because it is dispatched before we've
assigned self.window, we weren't able to resize the window
to fit.

This commit passes the Window object down to the resize
handler so that it can do that; the diff is conceptually
small but there is corresponding fanout around ensuring
that the Window is passed down through all the resize
related codepaths that need it.

refs: #1002
refs: #695
2021-08-07 10:07:32 -07:00
Wez Furlong
e143db2b7f gui: tidy up initial resize/scale adjustment
It seems like this is making things worse on X11/Wayland.
Let's try simply skipping it--that seems fine on X11/Wayland,
but needs to be verified on macOS and Windows.

refs: #1002
refs: #695
2021-08-07 09:45:33 -07:00
Wez Furlong
308f3a8d74 window: avoid resizing on startup if the size doesn't appear different
The intent is to avoid weirdness with Wayland where we need to wait for
a configure event before we try to set the window size programmatically.

refs: #1002
2021-08-06 19:37:08 -07:00
Wez Furlong
79165617b1 window: add WindowState concept
WindowState is a bitfield that can represent maximized, full screen
and hidden window states.

WindowState is passed along with resize events, improving on the
prior basic is_full_screen boolean by representing the other states.

Notably, WindowState::MAXIMIZED is used to represent a state where
the window's size is constrained by some window environment function;
it could be due to the window being maximized in either or both the
vertical or horizontal directions, or by the window being in a tiled
state on any edge.

When the window is MAXIMIZED, wezterm will behave as though
`adjust_window_size_when_changing_font_size = false` because it knows
that it cannot adjust the window size in that state.

This potentially helps with #695, depending on whether the window
manager propagates this state information to wezterm.  Gnome/mutter
does a good job at this with both X11 and Wayland, but I couldn't get
sway to report these states and I don't know of any other tiling wm
that I can easily install and use on fedora, so there's a question
mark around that.
2021-08-06 18:56:37 -07:00
Wez Furlong
0158e8e49a gui: fixup window transparency 2021-08-06 13:07:50 -07:00
Wez Furlong
40bb5ddb97 gui: maybe fix weird bg color issue on Intel macs
This commit changes the full surface fill to be fully transparent,
and adds a separate quad to fill with the configured window background
color.

The thesis is that this should avoid the apparent weird rgb/srgb
mismatch that seems to occur with the window background on Intel macs
(those have a different OpenGL implementation than M1 based macs which
don't appear to have this issue).

refs: https://github.com/wez/wezterm/issues/1000
refs: https://github.com/wez/wezterm/issues/653
2021-08-06 09:51:57 -07:00
Wez Furlong
b883627ba1 gui: work harder to preserve initial terminal size
I noticed that on macos, the initial terminal size didn't
match the 80x24 default; it was a few columns short.

I think I broke this with recent changes in window
event dispatching.

This commit passes the terminal size down to apply_dimensions
just after we've set up the GL context to preserve the
terminal size.

Possibly related to https://github.com/wez/wezterm/issues/1002
2021-08-06 09:26:29 -07:00
Wez Furlong
aac4d36d6e gui: make a separate quad allocation pass for image cells
This should help to avoid artifacts in the case where glyphs
render outside their nominal terminal cell (happens when the
shaper tweaks positioning, and/or when ligatures are involved).

Previously we'd render the layers in z-index order for cell N
before the layers in z-index order for cell N+1.

If N had an image that overlayed the text (nominally z-index 0.5!)
and the glyph in N+1 (z-index 0) was slightly to the left of its
border, then it could layer incorrectly over the cell to the left.
2021-08-06 08:57:19 -07:00
Wez Furlong
3ea13fb530 kitty img: tidy up blit and bounds check, skip 0 duration root frame 2021-08-05 23:59:35 -07:00
Wez Furlong
c10288bd25 improve rgbcolor_alpha_to_window_color fidelity
The underlying types in termwiz support 10-bit color, but in our
conversion to the data we pass to the vertex, we were forcing it
into 8-bit and then converting to float.

Simplify this by skipping the intermediate 8-bit representation
and just go directly to float.
2021-08-05 20:37:33 -07:00
Wez Furlong
64fc58583e Tidy up outputs_srgb option
It's always on; simplify the code and just set it in the constructor
directly without passing it down from the caller.
2021-08-05 20:33:56 -07:00
Wez Furlong
17fc41fc52 add option to select alternative alpha blending
I'm not sure if this is needed now that we have a single draw call, but
based on the history and the nuance of different gl/driver/os quirks it
feels like a good idea to keep this option in the back pocket.
2021-08-04 15:26:48 -07:00
Wez Furlong
b6c6cef876 refactor: move cursor sprite generation to be dynamic
This allocates cursor sprites as needed, and uses the Poly drawing
code from the customglyph module to do it.
2021-08-04 10:01:21 -07:00
Wez Furlong
4e1f933e00 add some more eighth custom glyphs 2021-08-04 00:20:56 -07:00
Wez Furlong
524f9ddd40 render double-wide cursor for double-wide cells 2021-08-03 12:27:24 -07:00
Wez Furlong
07bea8c269 gui: change image frame caching scheme to use frame hash
Since we can now mutate individual frames, we need to avoid
falsely caching across a change; switch from using (image_id, frame_idx)
to frame_hash.

refs: #986
2021-08-03 08:42:39 -07:00
Wez Furlong
29a64e10b8 allow locking ImageData's ImageDataType for mutation
refs: #986
2021-08-02 21:35:57 -07:00
Wez Furlong
90b16b9518 move image decoding into termwiz
Adds a use_image feature to termwiz that enables an optional
dep on the image crate.  This in turn allows decoding of animation
formats (gif, apng) from file data, but more crucially, allows
modeling animation frames at the termwiz layer, which is a pre-req
for enabling kitty img protocol animation support.

refs: #986
2021-08-02 21:35:50 -07:00
Wez Furlong
76681c9879 refactor: split custom glyph code into its own file 2021-08-01 22:06:04 -07:00
Wez Furlong
86bf251f3f add some more metrics around get_lines_with_hyperlinks_applied + others 2021-08-01 14:50:50 -07:00
Wez Furlong
887152a13d Improve UX when we run out of texture space
Rather than leaving the frame un-rendered, this commit arranges
to make one last pass but with all image quad assignments skipped.

This should at least make a reasonable effort at displaying text
on the screen.

refs: https://github.com/wez/wezterm/issues/879
2021-08-01 11:29:50 -07:00
Wez Furlong
94d409d340 prefer to hold rgba8 rather than png data for kitty, sixel
I noticed when running the notcurses demo that we're spending a
decent amount of time decoding png data whenever we need to
re-do the texture atlas.

Let's avoid that by allowing for ImageData at the termwiz layer
to represent both the image file format and decoded rgba8 data.

This commit is a bit muddy and also includes some stuff to try
to delete placements from the model.  It's not perfect by any
means--more expensive than I want, and there's something funky
that causes a large number of images to build up during some
phases of the demo.

refs: #986
2021-08-01 11:29:50 -07:00
Wez Furlong
503d3df368 Constrain texture size to that supported by gpu
OpenGL will silently let us allocate a texture larger than the GPU can
bind to a sampler, reporting the error status out of band and leaving
the display in a perma-broken state.

This commit deliberately checks against the max texture size and raises
an error in that case.

The recovery story isn't perfect, but at least the texture remains
usable, so the user can clear the screen and still be able to see glyphs
afterwards.

refs: https://github.com/wez/wezterm/issues/879
2021-08-01 10:42:57 -07:00
Wez Furlong
09220adb07 simplify rendering pane splits
Just use a single quad for a given split

refs: #986
2021-07-31 20:34:36 -07:00
Wez Furlong
bbe019db96 implement kitty image source and offset options for placement
Allows selecting a source "sprite" from the image data, and offsetting
its position within the cell.

refs: #986
2021-07-31 14:03:27 -07:00
Wez Furlong
54f435b904 Restore bg_color to the vertex
Until we have dual source blending, we need the background color
in order to have a more visually pleasing alpha blend.

refs: #986
refs: #932
2021-07-31 10:44:27 -07:00
Wez Furlong
e165cdf210 Consolidate shader logic
Now that we have a single pass, we don't need to "include" snippets,
and that makes the shaders a lot easier to follow.

refs: #986
2021-07-31 07:34:14 -07:00
Wez Furlong
725572de9c reduce to a single draw call
Taking further advantage of dynamic quad allocation, we can now
remove the multiple render passes in favor of allocating the quads
and painting them from back to front.

In turn, this means that we can reduce the amount of data that we
store in the vertex, which simplifies the shaders a bit, at the
expense of making the render code in rust a bit more complex.

However, we can take advantage of stretching runs of cells with
background colors in to a single quad.

refs: #986
2021-07-31 00:23:16 -07:00
Wez Furlong
9a8b2e1e81 fix log level when loading background image 2021-07-30 20:06:41 -07:00
Wez Furlong
175ca9f722 remove draw pass 4
This was added in 365a68dfb8 to free the
orca from its cage.  With the recent dynamic quad allocation changes, we
don't need a distinct 4th pass any more and can simply layer a separate
quad on top of the glyph quad.

refs: #986
2021-07-30 19:23:02 -07:00
Wez Furlong
89586d658e dynamically allocate quads as needed
This removes the pre-allocated (at resize) number of quads
and replaces it with a dynamic mechanism that tracks how many
quads are needed for a frame and then will re-allocate and
re-render when there weren't enough.

We start with 1024 quads and try to allocate in multiples
of 1024 quads.

refs: #986
2021-07-30 16:59:47 -07:00
Wez Furlong
6a84f051b6 Make quad allocation more dynamic
This commit removes the `Quads` struct which maintained pre-defined quad
indices for each of the cells, the background image and scrollbar thumb.

In its place, we now "dynamically" hand out quads to meet the needs of
what is being rendered.  There are some efficiency gains here with
things like the selection (which can now be a single stretched quad,
rather than `n` quads in width).

This isn't a fully dynamic allocation scheme, as we still allocate the
current worst case number of quads when resizing.

A following commit will adjust that so that we allocate a ballpark and
then employ a mechanism similar to OutOfTextureSpace to grow and retry a
render pass when we need more quads.

Futhermore, this dynamic approach may allow reducing the amount of stuff
we have in the Vertex and "simply" render some quads before others so
that we don't have to have so many draw() passes to build up the
complete scene.

refs: #986
2021-07-30 12:59:15 -07:00
Wez Furlong
72d368440f move some of the vertex buffer state into TripleVertexBuffer
This is a stepping stone towards dynamically allocating
vertices.

refs: #986
2021-07-29 22:21:46 -07:00
Wez Furlong
71e88a4fea conceptually allow for multiple image attachments in a cell
refs: #986
2021-07-29 19:41:52 -07:00
Wez Furlong
7b0b042683 termwiz: parse and encode kitty image protocol
This teaches termwiz to recognize and encode the APC
sequences used by the kitty image protocol.

This doesn't include support for animations, just the
transmit, placement and delete requests.

refs: #986
2021-07-28 09:04:37 -07:00
Wez Furlong
a1f55049c5 deps: upgrade open 1.4 -> 2.0
The main difference is that it can now use `wslview` to open things
across wsl boundaries.

closes: #982
2021-07-26 08:15:02 -07:00
Wez Furlong
7192fe7696 respect reverse video attributes for inferred cells
In the case where the cells vec is shorter than the line width,
we need to ensure that we render the inverse video background
color if that mode is in effect.

refs: #133
2021-07-25 08:11:49 -07:00
Wez Furlong
51cc72e299 Schedule blink invalidations
Also fixes an issue where only the first frame schedule would
take effect!  Surprised this didn't bubble up as a bug with
animated gifs already.

refs: #133
2021-07-25 08:11:00 -07:00
Autumn Lamonte
e3f1d15f5d #133 unit tests 2021-07-24 23:43:30 -07:00
Autumn Lamonte
70544b7b26 #133 cleanup, rapid blinking text 2021-07-24 23:35:06 -07:00
Autumn Lamonte
d8cacee28a #133 blinking text 50% 2021-07-24 23:29:31 -07:00
Autumn Lamonte
d3b0881ded #133 Tab stops, reverse video. 2021-07-24 23:07:20 -07:00
Wez Furlong
6ddc8afc64 termwiz: recognize the XTGETTCAP DCS sequence
Parse and respond to this sequence docs can be found
https://invisible-island.net/xterm/ctlseqs/ctlseqs.html#h4-Device-Control-functions:DCS-plus-q-Pt-ST.F95

refs: https://github.com/wez/wezterm/issues/954
2021-07-24 21:06:48 -07:00
Wez Furlong
dcbbda7702 allow images to overlay text
This commit introduces a 4th draw pass for rendering sixel and
iterm images that are attached to cells.

Previously, a cell could container either text or an image from
the perspective of the renderer.  If it had an image then the glyph
bitmap would be ignored in favor of the image.

However, that causes sixel behavior to diverge from other terminals
(https://github.com/wez/wezterm/issues/942) so we need to be render
both of these.

The simplest way to achieve this is to add a distinct set of texture
coordinates for the attached image and then add a draw pass to alpha
blend it over the glyph content.

The sixel/iterm image processing stage is also adjusted to preserve
the prior cell information and "simply" attach the image info to
the cell.  Previously, the cell would be replaced with a blank cell
with the image attached.

The result of this is that the notcurses-demo intro section can
now render the orca "enveloped in the soft glow of glyphs" rather
than caged in a black box.

Note that there are some cases where the render turns blocky but
I suspect that that is due to some other misunderstanding between
wezterm and notcurses and that we'll root cause it as a follow up.
2021-07-22 09:46:08 -07:00
Wez Furlong
5434a2a581 wezterm-gui: fix over-invalidation when hovering hyperlinks
refs: #964
2021-07-21 08:58:35 -07:00
Cédric Schieli
77261ac374 Allow styling of the whole new tab button 2021-07-18 19:11:12 -07:00
Wez Furlong
a2e882a7cb deps: cargo update, and a couple of dependabot suggestions 2021-07-18 19:10:46 -07:00