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SurfaceView_AppKit.swift
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import AppKit
import SwiftUI
import CoreText
import UserNotifications
import GhosttyKit
extension Ghostty {
/// The NSView implementation for a terminal surface.
class SurfaceView: OSView, ObservableObject {
/// Unique ID per surface
let uuid: UUID
// The current title of the surface as defined by the pty. This can be
// changed with escape codes. This is public because the callbacks go
// to the app level and it is set from there.
@Published private(set) var title: String = "" {
didSet {
if !title.isEmpty {
titleFallbackTimer?.invalidate()
titleFallbackTimer = nil
}
}
}
// The current pwd of the surface as defined by the pty. This can be
// changed with escape codes.
@Published var pwd: String? = nil
// The cell size of this surface. This is set by the core when the
// surface is first created and any time the cell size changes (i.e.
// when the font size changes). This is used to allow windows to be
// resized in discrete steps of a single cell.
@Published var cellSize: NSSize = .zero
// The health state of the surface. This currently only reflects the
// renderer health. In the future we may want to make this an enum.
@Published var healthy: Bool = true
// Any error while initializing the surface.
@Published var error: Error? = nil
// The hovered URL string
@Published var hoverUrl: String? = nil
// The currently active key sequence. The sequence is not active if this is empty.
@Published var keySequence: [Ghostty.KeyEquivalent] = []
// The time this surface last became focused. This is a ContinuousClock.Instant
// on supported platforms.
@Published var focusInstant: ContinuousClock.Instant? = nil
// Returns sizing information for the surface. This is the raw C
// structure because I'm lazy.
@Published var surfaceSize: ghostty_surface_size_s? = nil
// Whether the pointer should be visible or not
@Published private(set) var pointerStyle: BackportPointerStyle = .default
/// The configuration derived from the Ghostty config so we don't need to rely on references.
@Published private(set) var derivedConfig: DerivedConfig
/// The background color within the color palette of the surface. This is only set if it is
/// dynamically updated. Otherwise, the background color is the default background color.
@Published private(set) var backgroundColor: Color? = nil
// An initial size to request for a window. This will only affect
// then the view is moved to a new window.
var initialSize: NSSize? = nil
// Set whether the surface is currently on a password input or not. This is
// detected with the set_password_input_cb on the Ghostty state.
var passwordInput: Bool = false {
didSet {
// We need to update our state within the SecureInput manager.
let input = SecureInput.shared
let id = ObjectIdentifier(self)
if (passwordInput) {
input.setScoped(id, focused: focused)
} else {
input.removeScoped(id)
}
}
}
// Returns true if quit confirmation is required for this surface to
// exit safely.
var needsConfirmQuit: Bool {
guard let surface = self.surface else { return false }
return ghostty_surface_needs_confirm_quit(surface)
}
// Returns the inspector instance for this surface, or nil if the
// surface has been closed.
var inspector: ghostty_inspector_t? {
guard let surface = self.surface else { return nil }
return ghostty_surface_inspector(surface)
}
// True if the inspector should be visible
@Published var inspectorVisible: Bool = false {
didSet {
if (oldValue && !inspectorVisible) {
guard let surface = self.surface else { return }
ghostty_inspector_free(surface)
}
}
}
// Notification identifiers associated with this surface
var notificationIdentifiers: Set<String> = []
private(set) var surface: ghostty_surface_t?
private var markedText: NSMutableAttributedString
private(set) var focused: Bool = true
private var prevPressureStage: Int = 0
private var appearanceObserver: NSKeyValueObservation? = nil
// This is set to non-null during keyDown to accumulate insertText contents
private var keyTextAccumulator: [String]? = nil
// A small delay that is introduced before a title change to avoid flickers
private var titleChangeTimer: Timer?
// A timer to fallback to ghost emoji if no title is set within the grace period
private var titleFallbackTimer: Timer?
/// Event monitor (see individual events for why)
private var eventMonitor: Any? = nil
// We need to support being a first responder so that we can get input events
override var acceptsFirstResponder: Bool { return true }
// I don't think we need this but this lets us know we should redraw our layer
// so we'll use that to tell ghostty to refresh.
override var wantsUpdateLayer: Bool { return true }
init(_ app: ghostty_app_t, baseConfig: SurfaceConfiguration? = nil, uuid: UUID? = nil) {
self.markedText = NSMutableAttributedString()
self.uuid = uuid ?? .init()
// Our initial config always is our application wide config.
if let appDelegate = NSApplication.shared.delegate as? AppDelegate {
self.derivedConfig = DerivedConfig(appDelegate.ghostty.config)
} else {
self.derivedConfig = DerivedConfig()
}
// Initialize with some default frame size. The important thing is that this
// is non-zero so that our layer bounds are non-zero so that our renderer
// can do SOMETHING.
super.init(frame: NSMakeRect(0, 0, 800, 600))
// Set a timer to show the ghost emoji after 500ms if no title is set
titleFallbackTimer = Timer.scheduledTimer(withTimeInterval: 0.5, repeats: false) { [weak self] _ in
if let self = self, self.title.isEmpty {
self.title = "👻"
}
}
// Before we initialize the surface we want to register our notifications
// so there is no window where we can't receive them.
let center = NotificationCenter.default
center.addObserver(
self,
selector: #selector(onUpdateRendererHealth),
name: Ghostty.Notification.didUpdateRendererHealth,
object: self)
center.addObserver(
self,
selector: #selector(ghosttyDidContinueKeySequence),
name: Ghostty.Notification.didContinueKeySequence,
object: self)
center.addObserver(
self,
selector: #selector(ghosttyDidEndKeySequence),
name: Ghostty.Notification.didEndKeySequence,
object: self)
center.addObserver(
self,
selector: #selector(ghosttyConfigDidChange(_:)),
name: .ghosttyConfigDidChange,
object: self)
center.addObserver(
self,
selector: #selector(ghosttyColorDidChange(_:)),
name: .ghosttyColorDidChange,
object: self)
center.addObserver(
self,
selector: #selector(windowDidChangeScreen),
name: NSWindow.didChangeScreenNotification,
object: nil)
// Listen for local events that we need to know of outside of
// single surface handlers.
self.eventMonitor = NSEvent.addLocalMonitorForEvents(
matching: [
// We need keyUp because command+key events don't trigger keyUp.
.keyUp
]
) { [weak self] event in self?.localEventHandler(event) }
// Setup our surface. This will also initialize all the terminal IO.
let surface_cfg = baseConfig ?? SurfaceConfiguration()
var surface_cfg_c = surface_cfg.ghosttyConfig(view: self)
guard let surface = ghostty_surface_new(app, &surface_cfg_c) else {
self.error = AppError.surfaceCreateError
return
}
self.surface = surface;
// Setup our tracking area so we get mouse moved events
updateTrackingAreas()
// Observe our appearance so we can report the correct value to libghostty.
// This is the best way I know of to get appearance change notifications.
self.appearanceObserver = observe(\.effectiveAppearance, options: [.new, .initial]) { view, change in
guard let appearance = change.newValue else { return }
guard let surface = view.surface else { return }
let scheme: ghostty_color_scheme_e
switch (appearance.name) {
case .aqua, .vibrantLight:
scheme = GHOSTTY_COLOR_SCHEME_LIGHT
case .darkAqua, .vibrantDark:
scheme = GHOSTTY_COLOR_SCHEME_DARK
default:
return
}
ghostty_surface_set_color_scheme(surface, scheme)
}
// The UTTypes that can be dragged onto this view.
registerForDraggedTypes(Array(Self.dropTypes))
}
required init?(coder: NSCoder) {
fatalError("init(coder:) is not supported for this view")
}
deinit {
// Remove all of our notificationcenter subscriptions
let center = NotificationCenter.default
center.removeObserver(self)
// Remove our event monitor
if let eventMonitor {
NSEvent.removeMonitor(eventMonitor)
}
// Whenever the surface is removed, we need to note that our restorable
// state is invalid to prevent the surface from being restored.
invalidateRestorableState()
trackingAreas.forEach { removeTrackingArea($0) }
// Remove ourselves from secure input if we have to
SecureInput.shared.removeScoped(ObjectIdentifier(self))
guard let surface = self.surface else { return }
ghostty_surface_free(surface)
}
/// Close the surface early. This will free the associated Ghostty surface and the view will
/// no longer render. The view can never be used again. This is a way for us to free the
/// Ghostty resources while references may still be held to this view. I've found that SwiftUI
/// tends to hold this view longer than it should so we free the expensive stuff explicitly.
func close() {
// Remove any notifications associated with this surface
let identifiers = Array(self.notificationIdentifiers)
UNUserNotificationCenter.current().removeDeliveredNotifications(withIdentifiers: identifiers)
guard let surface = self.surface else { return }
ghostty_surface_free(surface)
self.surface = nil
}
func focusDidChange(_ focused: Bool) {
guard let surface = self.surface else { return }
guard self.focused != focused else { return }
self.focused = focused
ghostty_surface_set_focus(surface, focused)
// Update our secure input state if we are a password input
if (passwordInput) {
SecureInput.shared.setScoped(ObjectIdentifier(self), focused: focused)
}
// On macOS 13+ we can store our continuous clock...
if (focused) {
focusInstant = ContinuousClock.now
}
}
func sizeDidChange(_ size: CGSize) {
// Ghostty wants to know the actual framebuffer size... It is very important
// here that we use "size" and NOT the view frame. If we're in the middle of
// an animation (i.e. a fullscreen animation), the frame will not yet be updated.
// The size represents our final size we're going for.
let scaledSize = self.convertToBacking(size)
setSurfaceSize(width: UInt32(scaledSize.width), height: UInt32(scaledSize.height))
}
private func setSurfaceSize(width: UInt32, height: UInt32) {
guard let surface = self.surface else { return }
// Update our core surface
ghostty_surface_set_size(surface, width, height)
// Update our cached size metrics
let size = ghostty_surface_size(surface)
DispatchQueue.main.async {
// DispatchQueue required since this may be called by SwiftUI off
// the main thread and Published changes need to be on the main
// thread. This caused a crash on macOS <= 14.
self.surfaceSize = size
}
}
func setCursorShape(_ shape: ghostty_action_mouse_shape_e) {
switch (shape) {
case GHOSTTY_MOUSE_SHAPE_DEFAULT:
pointerStyle = .default
case GHOSTTY_MOUSE_SHAPE_TEXT:
pointerStyle = .horizontalText
case GHOSTTY_MOUSE_SHAPE_GRAB:
pointerStyle = .grabIdle
case GHOSTTY_MOUSE_SHAPE_GRABBING:
pointerStyle = .grabActive
case GHOSTTY_MOUSE_SHAPE_POINTER:
pointerStyle = .link
case GHOSTTY_MOUSE_SHAPE_W_RESIZE:
pointerStyle = .resizeLeft
case GHOSTTY_MOUSE_SHAPE_E_RESIZE:
pointerStyle = .resizeRight
case GHOSTTY_MOUSE_SHAPE_N_RESIZE:
pointerStyle = .resizeUp
case GHOSTTY_MOUSE_SHAPE_S_RESIZE:
pointerStyle = .resizeDown
case GHOSTTY_MOUSE_SHAPE_NS_RESIZE:
pointerStyle = .resizeUpDown
case GHOSTTY_MOUSE_SHAPE_EW_RESIZE:
pointerStyle = .resizeLeftRight
case GHOSTTY_MOUSE_SHAPE_VERTICAL_TEXT:
pointerStyle = .default
// These are not yet supported. We should support them by constructing a
// PointerStyle from an NSCursor.
case GHOSTTY_MOUSE_SHAPE_CONTEXT_MENU:
fallthrough
case GHOSTTY_MOUSE_SHAPE_CROSSHAIR:
fallthrough
case GHOSTTY_MOUSE_SHAPE_NOT_ALLOWED:
pointerStyle = .default
default:
// We ignore unknown shapes.
return
}
}
func setCursorVisibility(_ visible: Bool) {
// Technically this action could be called anytime we want to
// change the mouse visibility but at the time of writing this
// mouse-hide-while-typing is the only use case so this is the
// preferred method.
NSCursor.setHiddenUntilMouseMoves(!visible)
}
func setTitle(_ title: String) {
// This fixes an issue where very quick changes to the title could
// cause an unpleasant flickering. We set a timer so that we can
// coalesce rapid changes. The timer is short enough that it still
// feels "instant".
titleChangeTimer?.invalidate()
titleChangeTimer = Timer.scheduledTimer(
withTimeInterval: 0.075,
repeats: false
) { [weak self] _ in
self?.title = title
}
}
// MARK: Local Events
private func localEventHandler(_ event: NSEvent) -> NSEvent? {
return switch event.type {
case .keyUp:
localEventKeyUp(event)
default:
event
}
}
private func localEventKeyUp(_ event: NSEvent) -> NSEvent? {
// We only care about events with "command" because all others will
// trigger the normal responder chain.
if (!event.modifierFlags.contains(.command)) { return event }
// Command keyUp events are never sent to the normal responder chain
// so we send them here.
guard focused else { return event }
self.keyUp(with: event)
return nil
}
// MARK: - Notifications
@objc private func onUpdateRendererHealth(notification: SwiftUI.Notification) {
guard let healthAny = notification.userInfo?["health"] else { return }
guard let health = healthAny as? ghostty_action_renderer_health_e else { return }
DispatchQueue.main.async { [weak self] in
self?.healthy = health == GHOSTTY_RENDERER_HEALTH_OK
}
}
@objc private func ghosttyDidContinueKeySequence(notification: SwiftUI.Notification) {
guard let keyAny = notification.userInfo?[Ghostty.Notification.KeySequenceKey] else { return }
guard let key = keyAny as? Ghostty.KeyEquivalent else { return }
DispatchQueue.main.async { [weak self] in
self?.keySequence.append(key)
}
}
@objc private func ghosttyDidEndKeySequence(notification: SwiftUI.Notification) {
DispatchQueue.main.async { [weak self] in
self?.keySequence = []
}
}
@objc private func ghosttyConfigDidChange(_ notification: SwiftUI.Notification) {
// Get our managed configuration object out
guard let config = notification.userInfo?[
SwiftUI.Notification.Name.GhosttyConfigChangeKey
] as? Ghostty.Config else { return }
// Update our derived config
DispatchQueue.main.async { [weak self] in
self?.derivedConfig = DerivedConfig(config)
}
}
@objc private func ghosttyColorDidChange(_ notification: SwiftUI.Notification) {
guard let change = notification.userInfo?[
SwiftUI.Notification.Name.GhosttyColorChangeKey
] as? Ghostty.Action.ColorChange else { return }
switch (change.kind) {
case .background:
DispatchQueue.main.async { [weak self] in
self?.backgroundColor = change.color
}
default:
// We don't do anything for the other colors yet.
break
}
}
@objc private func windowDidChangeScreen(notification: SwiftUI.Notification) {
guard let window = self.window else { return }
guard let object = notification.object as? NSWindow, window == object else { return }
guard let screen = window.screen else { return }
guard let surface = self.surface else { return }
// When the window changes screens, we need to update libghostty with the screen
// ID. If vsync is enabled, this will be used with the CVDisplayLink to ensure
// the proper refresh rate is going.
ghostty_surface_set_display_id(surface, screen.displayID ?? 0)
// We also just trigger a backing property change. Just in case the screen has
// a different scaling factor, this ensures that we update our content scale.
// Issue: https://github.com/ghostty-org/ghostty/issues/2731
DispatchQueue.main.async { [weak self] in
self?.viewDidChangeBackingProperties()
}
}
// MARK: - NSView
override func becomeFirstResponder() -> Bool {
let result = super.becomeFirstResponder()
if (result) { focusDidChange(true) }
return result
}
override func resignFirstResponder() -> Bool {
let result = super.resignFirstResponder()
// We sometimes call this manually (see SplitView) as a way to force us to
// yield our focus state.
if (result) { focusDidChange(false) }
return result
}
override func updateTrackingAreas() {
// To update our tracking area we just recreate it all.
trackingAreas.forEach { removeTrackingArea($0) }
// This tracking area is across the entire frame to notify us of mouse movements.
addTrackingArea(NSTrackingArea(
rect: frame,
options: [
.mouseEnteredAndExited,
.mouseMoved,
// Only send mouse events that happen in our visible (not obscured) rect
.inVisibleRect,
// We want active always because we want to still send mouse reports
// even if we're not focused or key.
.activeAlways,
],
owner: self,
userInfo: nil))
}
override func viewDidChangeBackingProperties() {
super.viewDidChangeBackingProperties()
// The Core Animation compositing engine uses the layer's contentsScale property
// to determine whether to scale its contents during compositing. When the window
// moves between a high DPI display and a low DPI display, or the user modifies
// the DPI scaling for a display in the system settings, this can result in the
// layer being scaled inappropriately. Since we handle the adjustment of scale
// and resolution ourselves below, we update the layer's contentsScale property
// to match the window's backingScaleFactor, so as to ensure it is not scaled by
// the compositor.
//
// Ref: High Resolution Guidelines for OS X
// https://developer.apple.com/library/archive/documentation/GraphicsAnimation/Conceptual/HighResolutionOSX/CapturingScreenContents/CapturingScreenContents.html#//apple_ref/doc/uid/TP40012302-CH10-SW27
if let window = window {
CATransaction.begin()
// Disable the implicit transition animation that Core Animation applies to
// property changes. Otherwise it will apply a scale animation to the layer
// contents which looks pretty janky.
CATransaction.setDisableActions(true)
layer?.contentsScale = window.backingScaleFactor
CATransaction.commit()
}
guard let surface = self.surface else { return }
// Detect our X/Y scale factor so we can update our surface
let fbFrame = self.convertToBacking(self.frame)
let xScale = fbFrame.size.width / self.frame.size.width
let yScale = fbFrame.size.height / self.frame.size.height
ghostty_surface_set_content_scale(surface, xScale, yScale)
// When our scale factor changes, so does our fb size so we send that too
setSurfaceSize(width: UInt32(fbFrame.size.width), height: UInt32(fbFrame.size.height))
}
override func updateLayer() {
guard let surface = self.surface else { return }
ghostty_surface_draw(surface);
}
override func acceptsFirstMouse(for event: NSEvent?) -> Bool {
// "Override this method in a subclass to allow instances to respond to
// click-through. This allows the user to click on a view in an inactive
// window, activating the view with one click, instead of clicking first
// to make the window active and then clicking the view."
return true
}
override func mouseDown(with event: NSEvent) {
guard let surface = self.surface else { return }
let mods = Ghostty.ghosttyMods(event.modifierFlags)
ghostty_surface_mouse_button(surface, GHOSTTY_MOUSE_PRESS, GHOSTTY_MOUSE_LEFT, mods)
}
override func mouseUp(with event: NSEvent) {
// Always reset our pressure when the mouse goes up
prevPressureStage = 0
// If we have an active surface, report the event
guard let surface = self.surface else { return }
let mods = Ghostty.ghosttyMods(event.modifierFlags)
ghostty_surface_mouse_button(surface, GHOSTTY_MOUSE_RELEASE, GHOSTTY_MOUSE_LEFT, mods)
// Release pressure
ghostty_surface_mouse_pressure(surface, 0, 0)
}
override func otherMouseDown(with event: NSEvent) {
guard let surface = self.surface else { return }
guard event.buttonNumber == 2 else { return }
let mods = Ghostty.ghosttyMods(event.modifierFlags)
ghostty_surface_mouse_button(surface, GHOSTTY_MOUSE_PRESS, GHOSTTY_MOUSE_MIDDLE, mods)
}
override func otherMouseUp(with event: NSEvent) {
guard let surface = self.surface else { return }
guard event.buttonNumber == 2 else { return }
let mods = Ghostty.ghosttyMods(event.modifierFlags)
ghostty_surface_mouse_button(surface, GHOSTTY_MOUSE_RELEASE, GHOSTTY_MOUSE_MIDDLE, mods)
}
override func rightMouseDown(with event: NSEvent) {
guard let surface = self.surface else { return super.rightMouseDown(with: event) }
let mods = Ghostty.ghosttyMods(event.modifierFlags)
if (ghostty_surface_mouse_button(
surface,
GHOSTTY_MOUSE_PRESS,
GHOSTTY_MOUSE_RIGHT,
mods
)) {
// Consumed
return
}
// Mouse event not consumed
super.rightMouseDown(with: event)
}
override func rightMouseUp(with event: NSEvent) {
guard let surface = self.surface else { return super.rightMouseUp(with: event) }
let mods = Ghostty.ghosttyMods(event.modifierFlags)
if (ghostty_surface_mouse_button(
surface,
GHOSTTY_MOUSE_RELEASE,
GHOSTTY_MOUSE_RIGHT,
mods
)) {
// Handled
return
}
// Mouse event not consumed
super.rightMouseUp(with: event)
}
override func mouseEntered(with event: NSEvent) {
super.mouseEntered(with: event)
guard let surface = self.surface else { return }
// On mouse enter we need to reset our cursor position. This is
// super important because we set it to -1/-1 on mouseExit and
// lots of mouse logic (i.e. whether to send mouse reports) depend
// on the position being in the viewport if it is.
let pos = self.convert(event.locationInWindow, from: nil)
let mods = Ghostty.ghosttyMods(event.modifierFlags)
ghostty_surface_mouse_pos(surface, pos.x, frame.height - pos.y, mods)
}
override func mouseExited(with event: NSEvent) {
guard let surface = self.surface else { return }
// Negative values indicate cursor has left the viewport
let mods = Ghostty.ghosttyMods(event.modifierFlags)
ghostty_surface_mouse_pos(surface, -1, -1, mods)
}
override func mouseMoved(with event: NSEvent) {
guard let surface = self.surface else { return }
// Convert window position to view position. Note (0, 0) is bottom left.
let pos = self.convert(event.locationInWindow, from: nil)
let mods = Ghostty.ghosttyMods(event.modifierFlags)
ghostty_surface_mouse_pos(surface, pos.x, frame.height - pos.y, mods)
// Handle focus-follows-mouse
if let window,
let controller = window.windowController as? BaseTerminalController,
(window.isKeyWindow &&
!self.focused &&
controller.focusFollowsMouse)
{
Ghostty.moveFocus(to: self)
}
}
override func mouseDragged(with event: NSEvent) {
self.mouseMoved(with: event)
}
override func rightMouseDragged(with event: NSEvent) {
self.mouseMoved(with: event)
}
override func otherMouseDragged(with event: NSEvent) {
self.mouseMoved(with: event)
}
override func scrollWheel(with event: NSEvent) {
guard let surface = self.surface else { return }
// Builds up the "input.ScrollMods" bitmask
var mods: Int32 = 0
var x = event.scrollingDeltaX
var y = event.scrollingDeltaY
if event.hasPreciseScrollingDeltas {
mods = 1
// We do a 2x speed multiplier. This is subjective, it "feels" better to me.
x *= 2;
y *= 2;
// TODO(mitchellh): do we have to scale the x/y here by window scale factor?
}
// Determine our momentum value
var momentum: ghostty_input_mouse_momentum_e = GHOSTTY_MOUSE_MOMENTUM_NONE
switch (event.momentumPhase) {
case .began:
momentum = GHOSTTY_MOUSE_MOMENTUM_BEGAN
case .stationary:
momentum = GHOSTTY_MOUSE_MOMENTUM_STATIONARY
case .changed:
momentum = GHOSTTY_MOUSE_MOMENTUM_CHANGED
case .ended:
momentum = GHOSTTY_MOUSE_MOMENTUM_ENDED
case .cancelled:
momentum = GHOSTTY_MOUSE_MOMENTUM_CANCELLED
case .mayBegin:
momentum = GHOSTTY_MOUSE_MOMENTUM_MAY_BEGIN
default:
break
}
// Pack our momentum value into the mods bitmask
mods |= Int32(momentum.rawValue) << 1
ghostty_surface_mouse_scroll(surface, x, y, mods)
}
override func pressureChange(with event: NSEvent) {
guard let surface = self.surface else { return }
// Notify Ghostty first. We do this because this will let Ghostty handle
// state setup that we'll need for later pressure handling (such as
// QuickLook)
ghostty_surface_mouse_pressure(surface, UInt32(event.stage), Double(event.pressure))
// Pressure stage 2 is force click. We only want to execute this on the
// initial transition to stage 2, and not for any repeated events.
guard self.prevPressureStage < 2 else { return }
prevPressureStage = event.stage
guard event.stage == 2 else { return }
// If the user has force click enabled then we do a quick look. There
// is no public API for this as far as I can tell.
guard UserDefaults.standard.bool(forKey: "com.apple.trackpad.forceClick") else { return }
quickLook(with: event)
}
override func keyDown(with event: NSEvent) {
guard let surface = self.surface else {
self.interpretKeyEvents([event])
return
}
// We need to translate the mods (maybe) to handle configs such as option-as-alt
let translationModsGhostty = Ghostty.eventModifierFlags(
mods: ghostty_surface_key_translation_mods(
surface,
Ghostty.ghosttyMods(event.modifierFlags)
)
)
// There are hidden bits set in our event that matter for certain dead keys
// so we can't use translationModsGhostty directly. Instead, we just check
// for exact states and set them.
var translationMods = event.modifierFlags
for flag in [NSEvent.ModifierFlags.shift, .control, .option, .command] {
if (translationModsGhostty.contains(flag)) {
translationMods.insert(flag)
} else {
translationMods.remove(flag)
}
}
// If the translation modifiers are not equal to our original modifiers
// then we need to construct a new NSEvent. If they are equal we reuse the
// old one. IMPORTANT: we MUST reuse the old event if they're equal because
// this keeps things like Korean input working. There must be some object
// equality happening in AppKit somewhere because this is required.
let translationEvent: NSEvent
if (translationMods == event.modifierFlags) {
translationEvent = event
} else {
translationEvent = NSEvent.keyEvent(
with: event.type,
location: event.locationInWindow,
modifierFlags: translationMods,
timestamp: event.timestamp,
windowNumber: event.windowNumber,
context: nil,
characters: event.characters(byApplyingModifiers: translationMods) ?? "",
charactersIgnoringModifiers: event.charactersIgnoringModifiers ?? "",
isARepeat: event.isARepeat,
keyCode: event.keyCode
) ?? event
}
let action = event.isARepeat ? GHOSTTY_ACTION_REPEAT : GHOSTTY_ACTION_PRESS
// By setting this to non-nil, we note that we're in a keyDown event. From here,
// we call interpretKeyEvents so that we can handle complex input such as Korean
// language.
keyTextAccumulator = []
defer { keyTextAccumulator = nil }
// We need to know what the length of marked text was before this event to
// know if these events cleared it.
let markedTextBefore = markedText.length > 0
// We need to know the keyboard layout before below because some keyboard
// input events will change our keyboard layout and we don't want those
// going to the terminal.
let keyboardIdBefore: String? = if (!markedTextBefore) {
KeyboardLayout.id
} else {
nil
}
self.interpretKeyEvents([translationEvent])
// If our keyboard changed from this we just assume an input method
// grabbed it and do nothing.
if (!markedTextBefore && keyboardIdBefore != KeyboardLayout.id) {
return
}
// If we have text, then we've composed a character, send that down. We do this
// first because if we completed a preedit, the text will be available here
// AND we'll have a preedit.
var handled: Bool = false
if let list = keyTextAccumulator, list.count > 0 {
handled = true
// This is a hack. libghostty on macOS treats ctrl input as not having
// text because some keyboard layouts generate bogus characters for
// ctrl+key. libghostty can't tell this is from an IM keyboard giving
// us direct values. So, we just remove control.
var modifierFlags = event.modifierFlags
modifierFlags.remove(.control)
if let keyTextEvent = NSEvent.keyEvent(
with: .keyDown,
location: event.locationInWindow,
modifierFlags: modifierFlags,
timestamp: event.timestamp,
windowNumber: event.windowNumber,
context: nil,
characters: event.characters ?? "",
charactersIgnoringModifiers: event.charactersIgnoringModifiers ?? "",
isARepeat: event.isARepeat,
keyCode: event.keyCode
) {
for text in list {
_ = keyAction(action, event: keyTextEvent, text: text)
}
}
}
// If we have marked text, we're in a preedit state. Send that down.
// If we don't have marked text but we had marked text before, then the preedit
// was cleared so we want to send down an empty string to ensure we've cleared
// the preedit.
if (markedText.length > 0 || markedTextBefore) {
handled = true
_ = keyAction(action, event: event, preedit: markedText.string)
}
if (!handled) {
// No text or anything, we want to handle this manually.
_ = keyAction(action, event: event)
}
}
override func keyUp(with event: NSEvent) {
_ = keyAction(GHOSTTY_ACTION_RELEASE, event: event)
}
/// Special case handling for some control keys
override func performKeyEquivalent(with event: NSEvent) -> Bool {
switch (event.type) {
case .keyDown:
// Continue, we care about key down events
break
default:
// Any other key event we don't care about. I don't think its even
// possible to receive any other event type.
return false
}
// Only process events if we're focused. Some key events like C-/ macOS
// appears to send to the first view in the hierarchy rather than the
// the first responder (I don't know why). This prevents us from handling it.
// Besides C-/, its important we don't process key equivalents if unfocused
// because there are other event listeners for that (i.e. AppDelegate's
// local event handler).
if (!focused) {
return false
}
// If this event as-is would result in a key binding then we send it.
if let surface,
ghostty_surface_key_is_binding(
surface,
event.ghosttyKeyEvent(GHOSTTY_ACTION_PRESS)) {
self.keyDown(with: event)
return true
}
let equivalent: String
switch (event.charactersIgnoringModifiers) {
case "/":
// Treat C-/ as C-_. We do this because C-/ makes macOS make a beep
// sound and we don't like the beep sound.
if (!event.modifierFlags.contains(.control) ||
!event.modifierFlags.isDisjoint(with: [.shift, .command, .option])) {
return false
}
equivalent = "_"
case "\r":
// Pass C-<return> through verbatim
// (prevent the default context menu equivalent)
if (!event.modifierFlags.contains(.control)) {
return false
}
equivalent = "\r"
case ".":
if (!event.modifierFlags.contains(.command)) {
return false
}
equivalent = "."
default:
// Ignore other events
return false
}
let finalEvent = NSEvent.keyEvent(
with: .keyDown,
location: event.locationInWindow,
modifierFlags: event.modifierFlags,
timestamp: event.timestamp,
windowNumber: event.windowNumber,
context: nil,
characters: equivalent,
charactersIgnoringModifiers: equivalent,
isARepeat: event.isARepeat,
keyCode: event.keyCode
)
self.keyDown(with: finalEvent!)
return true
}
override func flagsChanged(with event: NSEvent) {
let mod: UInt32;
switch (event.keyCode) {
case 0x39: mod = GHOSTTY_MODS_CAPS.rawValue
case 0x38, 0x3C: mod = GHOSTTY_MODS_SHIFT.rawValue
case 0x3B, 0x3E: mod = GHOSTTY_MODS_CTRL.rawValue
case 0x3A, 0x3D: mod = GHOSTTY_MODS_ALT.rawValue
case 0x37, 0x36: mod = GHOSTTY_MODS_SUPER.rawValue
default: return
}
// If we're in the middle of a preedit, don't do anything with mods.
if hasMarkedText() { return }
// The keyAction function will do this AGAIN below which sucks to repeat
// but this is super cheap and flagsChanged isn't that common.
let mods = Ghostty.ghosttyMods(event.modifierFlags)
// If the key that pressed this is active, its a press, else release.
var action = GHOSTTY_ACTION_RELEASE
if (mods.rawValue & mod != 0) {
// If the key is pressed, its slightly more complicated, because we
// want to check if the pressed modifier is the correct side. If the