zed/crates/terminal_view
Antonio Scandurra b9ed327b94 Replace usages of is_parent_view_focused with is_self_focused
Previously, this was used because we didn't have access to the current
view and `EventContext` was an element-only abstraction. Now that the
`EventContext` wraps the current view's `ViewContext` we can simply check
for the view's focus and avoid querying ancestors.
2023-05-05 10:08:22 +02:00
..
scripts WIP - move terminal to project as pre-prep for collaboration 2022-12-08 20:21:00 -08:00
src Replace usages of is_parent_view_focused with is_self_focused 2023-05-05 10:08:22 +02:00
Cargo.toml 🎨 Specify more dependencies at the workspace level 2023-04-24 17:41:55 -07:00
README.md WIP - move terminal to project as pre-prep for collaboration 2022-12-08 20:21:00 -08:00

Design notes:

This crate is split into two conceptual halves:

  • The terminal.rs file and the src/mappings/ folder, these contain the code for interacting with Alacritty and maintaining the pty event loop. Some behavior in this file is constrained by terminal protocols and standards. The Zed init function is also placed here.
  • Everything else. These other files integrate the Terminal struct created in terminal.rs into the rest of GPUI. The main entry point for GPUI is the terminal_view.rs file and the modal.rs file.

ttys are created externally, and so can fail in unexpected ways. However, GPUI currently does not have an API for models than can fail to instantiate. TerminalBuilder solves this by using Rust's type system to split tty instantiation into a 2 step process: first attempt to create the file handles with TerminalBuilder::new(), check the result, then call TerminalBuilder::subscribe(cx) from within a model context.

The TerminalView struct abstracts over failed and successful terminals, passing focus through to the associated view and allowing clients to build a terminal without worrying about errors.

#Input

There are currently many distinct paths for getting keystrokes to the terminal:

  1. Terminal specific characters and bindings. Things like ctrl-a mapping to ASCII control character 1, ANSI escape codes associated with the function keys, etc. These are caught with a raw key-down handler in the element and are processed immediately. This is done with the try_keystroke() method on Terminal

  2. GPU Action handlers. GPUI clobbers a few vital keys by adding bindings to them in the global context. These keys are synthesized and then dispatched through the same try_keystroke() API as the above mappings

  3. IME text. When the special character mappings fail, we pass the keystroke back to GPUI to hand it to the IME system. This comes back to us in the View::replace_text_in_range() method, and we then send that to the terminal directly, bypassing try_keystroke().

  4. Pasted text has a seperate pathway.

Generally, there's a distinction between 'keystrokes that need to be mapped' and 'strings which need to be written'. I've attempted to unify these under the '.try_keystroke()' API and the .input() API (which try_keystroke uses) so we have consistent input handling across the terminal