renderer: make cursorStyle depend on RenderState (#9672)

This makes `cursorStyle` utilize `RenderState` to determine the
appropriate cursor style. This moves the cursor style logic outside the
critical area, although it was cheap to begin with.

This always removes `viewport_is_bottom` which had no practical use.
pull/9673/head
Mitchell Hashimoto 2025-11-22 14:41:25 -08:00 committed by GitHub
commit 4e6498a04c
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3 changed files with 79 additions and 77 deletions

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@ -1,6 +1,5 @@
const std = @import("std");
const terminal = @import("../terminal/main.zig");
const State = @import("State.zig");
/// Available cursor styles for drawing that renderers must support.
/// This is a superset of terminal cursor styles since the renderer supports
@ -26,64 +25,65 @@ pub const Style = enum {
}
};
pub const StyleOptions = struct {
preedit: bool = false,
focused: bool = false,
blink_visible: bool = false,
};
/// Returns the cursor style to use for the current render state or null
/// if a cursor should not be rendered at all.
pub fn style(
state: *State,
focused: bool,
blink_visible: bool,
state: *const terminal.RenderState,
opts: StyleOptions,
) ?Style {
// Note the order of conditionals below is important. It represents
// a priority system of how we determine what state overrides cursor
// visibility and style.
// The cursor is only at the bottom of the viewport. If we aren't
// at the bottom, we never render the cursor. The cursor x/y is by
// viewport so if we are above the viewport, we'll end up rendering
// the cursor in some random part of the screen.
if (!state.terminal.screens.active.viewportIsBottom()) return null;
// The cursor must be visible in the viewport to be rendered.
if (state.cursor.viewport == null) return null;
// If we are in preedit, then we always show the block cursor. We do
// this even if the cursor is explicitly not visible because it shows
// an important editing state to the user.
if (state.preedit != null) return .block;
if (opts.preedit) return .block;
// If we're at a password input its always a lock.
if (state.cursor.password_input) return .lock;
// If the cursor is explicitly not visible by terminal mode, we don't render.
if (!state.terminal.modes.get(.cursor_visible)) return null;
if (!state.cursor.visible) return null;
// If we're not focused, our cursor is always visible so that
// we can show the hollow box.
if (!focused) return .block_hollow;
if (!opts.focused) return .block_hollow;
// If the cursor is blinking and our blink state is not visible,
// then we don't show the cursor.
if (state.terminal.modes.get(.cursor_blinking) and !blink_visible) {
return null;
}
if (state.cursor.blinking and !opts.blink_visible) return null;
// Otherwise, we use whatever style the terminal wants.
return .fromTerminal(state.terminal.screens.active.cursor.cursor_style);
return .fromTerminal(state.cursor.visual_style);
}
test "cursor: default uses configured style" {
const testing = std.testing;
const alloc = testing.allocator;
var term = try terminal.Terminal.init(alloc, .{ .cols = 10, .rows = 10 });
var term: terminal.Terminal = try .init(alloc, .{ .cols = 10, .rows = 10 });
defer term.deinit(alloc);
term.screens.active.cursor.cursor_style = .bar;
term.modes.set(.cursor_blinking, true);
var state: State = .{
.mutex = undefined,
.terminal = &term,
.preedit = null,
};
var state: terminal.RenderState = .empty;
defer state.deinit(alloc);
try state.update(alloc, &term);
try testing.expect(style(&state, true, true) == .bar);
try testing.expect(style(&state, false, true) == .block_hollow);
try testing.expect(style(&state, false, false) == .block_hollow);
try testing.expect(style(&state, true, false) == null);
try testing.expect(style(&state, .{ .preedit = false, .focused = true, .blink_visible = true }) == .bar);
try testing.expect(style(&state, .{ .preedit = false, .focused = false, .blink_visible = true }) == .block_hollow);
try testing.expect(style(&state, .{ .preedit = false, .focused = false, .blink_visible = false }) == .block_hollow);
try testing.expect(style(&state, .{ .preedit = false, .focused = true, .blink_visible = false }) == null);
}
test "cursor: blinking disabled" {
@ -95,16 +95,14 @@ test "cursor: blinking disabled" {
term.screens.active.cursor.cursor_style = .bar;
term.modes.set(.cursor_blinking, false);
var state: State = .{
.mutex = undefined,
.terminal = &term,
.preedit = null,
};
var state: terminal.RenderState = .empty;
defer state.deinit(alloc);
try state.update(alloc, &term);
try testing.expect(style(&state, true, true) == .bar);
try testing.expect(style(&state, true, false) == .bar);
try testing.expect(style(&state, false, true) == .block_hollow);
try testing.expect(style(&state, false, false) == .block_hollow);
try testing.expect(style(&state, .{ .focused = true, .blink_visible = true }) == .bar);
try testing.expect(style(&state, .{ .focused = true, .blink_visible = false }) == .bar);
try testing.expect(style(&state, .{ .focused = false, .blink_visible = true }) == .block_hollow);
try testing.expect(style(&state, .{ .focused = false, .blink_visible = false }) == .block_hollow);
}
test "cursor: explicitly not visible" {
@ -117,16 +115,14 @@ test "cursor: explicitly not visible" {
term.modes.set(.cursor_visible, false);
term.modes.set(.cursor_blinking, false);
var state: State = .{
.mutex = undefined,
.terminal = &term,
.preedit = null,
};
var state: terminal.RenderState = .empty;
defer state.deinit(alloc);
try state.update(alloc, &term);
try testing.expect(style(&state, true, true) == null);
try testing.expect(style(&state, true, false) == null);
try testing.expect(style(&state, false, true) == null);
try testing.expect(style(&state, false, false) == null);
try testing.expect(style(&state, .{ .focused = true, .blink_visible = true }) == null);
try testing.expect(style(&state, .{ .focused = true, .blink_visible = false }) == null);
try testing.expect(style(&state, .{ .focused = false, .blink_visible = true }) == null);
try testing.expect(style(&state, .{ .focused = false, .blink_visible = false }) == null);
}
test "cursor: always block with preedit" {
@ -135,25 +131,24 @@ test "cursor: always block with preedit" {
var term = try terminal.Terminal.init(alloc, .{ .cols = 10, .rows = 10 });
defer term.deinit(alloc);
var state: State = .{
.mutex = undefined,
.terminal = &term,
.preedit = .{},
};
var state: terminal.RenderState = .empty;
defer state.deinit(alloc);
try state.update(alloc, &term);
// In any bool state
try testing.expect(style(&state, false, false) == .block);
try testing.expect(style(&state, true, false) == .block);
try testing.expect(style(&state, true, true) == .block);
try testing.expect(style(&state, false, true) == .block);
try testing.expect(style(&state, .{ .preedit = true, .focused = false, .blink_visible = false }) == .block);
try testing.expect(style(&state, .{ .preedit = true, .focused = true, .blink_visible = false }) == .block);
try testing.expect(style(&state, .{ .preedit = true, .focused = true, .blink_visible = true }) == .block);
try testing.expect(style(&state, .{ .preedit = true, .focused = false, .blink_visible = true }) == .block);
// If we're scrolled though, then we don't show the cursor.
for (0..100) |_| try term.index();
try term.scrollViewport(.{ .top = {} });
try state.update(alloc, &term);
// In any bool state
try testing.expect(style(&state, false, false) == null);
try testing.expect(style(&state, true, false) == null);
try testing.expect(style(&state, true, true) == null);
try testing.expect(style(&state, false, true) == null);
try testing.expect(style(&state, .{ .preedit = true, .focused = false, .blink_visible = false }) == null);
try testing.expect(style(&state, .{ .preedit = true, .focused = true, .blink_visible = false }) == null);
try testing.expect(style(&state, .{ .preedit = true, .focused = true, .blink_visible = true }) == null);
try testing.expect(style(&state, .{ .preedit = true, .focused = false, .blink_visible = true }) == null);
}

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@ -1090,7 +1090,6 @@ pub fn Renderer(comptime GraphicsAPI: type) type {
links: terminal.RenderState.CellSet,
mouse: renderer.State.Mouse,
preedit: ?renderer.State.Preedit,
cursor_style: ?renderer.CursorStyle,
scrollbar: terminal.Scrollbar,
};
@ -1122,19 +1121,8 @@ pub fn Renderer(comptime GraphicsAPI: type) type {
// cross-thread mailbox message within the IO path.
const scrollbar = state.terminal.screens.active.pages.scrollbar();
// Whether to draw our cursor or not.
const cursor_style = if (state.terminal.flags.password_input)
.lock
else
renderer.cursorStyle(
state,
self.focused,
cursor_blink_visible,
);
// Get our preedit state
const preedit: ?renderer.State.Preedit = preedit: {
if (cursor_style == null) break :preedit null;
const p = state.preedit orelse break :preedit null;
break :preedit try p.clone(arena_alloc);
};
@ -1175,7 +1163,6 @@ pub fn Renderer(comptime GraphicsAPI: type) type {
.links = links,
.mouse = state.mouse,
.preedit = preedit,
.cursor_style = cursor_style,
.scrollbar = scrollbar,
};
};
@ -1195,7 +1182,11 @@ pub fn Renderer(comptime GraphicsAPI: type) type {
// Build our GPU cells
try self.rebuildCells(
critical.preedit,
critical.cursor_style,
renderer.cursorStyle(&self.terminal_state, .{
.preedit = critical.preedit != null,
.focused = self.focused,
.blink_visible = cursor_blink_visible,
}),
&critical.links,
);

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@ -4,6 +4,7 @@ const Allocator = std.mem.Allocator;
const ArenaAllocator = std.heap.ArenaAllocator;
const fastmem = @import("../fastmem.zig");
const color = @import("color.zig");
const cursor = @import("cursor.zig");
const point = @import("point.zig");
const size = @import("size.zig");
const page = @import("page.zig");
@ -56,10 +57,6 @@ pub const RenderState = struct {
rows: size.CellCountInt,
cols: size.CellCountInt,
/// The viewport is at the bottom of the terminal, viewing the active
/// area and scrolling with new output.
viewport_is_bottom: bool,
/// The color state for the terminal.
colors: Colors,
@ -96,7 +93,6 @@ pub const RenderState = struct {
pub const empty: RenderState = .{
.rows = 0,
.cols = 0,
.viewport_is_bottom = false,
.colors = .{
.background = .{},
.foreground = .{},
@ -108,6 +104,10 @@ pub const RenderState = struct {
.viewport = null,
.cell = .{},
.style = undefined,
.visual_style = .block,
.password_input = false,
.visible = true,
.blinking = false,
},
.row_data = .empty,
.dirty = .false,
@ -140,6 +140,19 @@ pub const RenderState = struct {
/// The style, always valid even if the cell is default style.
style: Style,
/// The visual style of the cursor itself, such as a block or
/// bar.
visual_style: cursor.Style,
/// True if the cursor is detected to be at a password input field.
password_input: bool,
/// Cursor visibility state determined by the terminal mode.
visible: bool,
/// Cursor blink state determined by the terminal mode.
blinking: bool,
pub const Viewport = struct {
/// The x/y position of the cursor within the viewport.
x: size.CellCountInt,
@ -279,11 +292,14 @@ pub const RenderState = struct {
// Always set our cheap fields, its more expensive to compare
self.rows = s.pages.rows;
self.cols = s.pages.cols;
self.viewport_is_bottom = s.viewportIsBottom();
self.viewport_pin = viewport_pin;
self.cursor.active = .{ .x = s.cursor.x, .y = s.cursor.y };
self.cursor.cell = s.cursor.page_cell.*;
self.cursor.style = s.cursor.style;
self.cursor.visual_style = s.cursor.cursor_style;
self.cursor.password_input = t.flags.password_input;
self.cursor.visible = t.modes.get(.cursor_visible);
self.cursor.blinking = t.modes.get(.cursor_blinking);
// Always reset the cursor viewport position. In the future we can
// probably cache this by comparing the cursor pin and viewport pin