Closes#8791
Discussion: #8657
### Summary
This adds the FocusTerminalIntent App Intent and related function
(focusSurface), allows external tools (such as Shortcuts/Siri) to
programmatically move focus to a specific terminal window or tab.
### Verification
This functionality has been tested across following scenarios,
confirming correct focus behavior for:
- Split Window
- Tab Group
- Quick Terminal
### Note
It is not supported to move focus to a split that is hidden by a zoomed
split. The same applies to the CloseTerminalIntent.
### AI Disclosure
This pull request was made with assistance from Claude Code.
I reviewed all AI-generated code and wrote the final output manually.
Fixes#8713
This stores the last closed state of the quick terminal by screen
pointer. We use a weak mapping so if a screen is unplugged we'll clear
the memory. We will not remember the size if you unplug and replug in a
monitor.
Fixes#8734
This forces the app icon to be set on another event loop tick from
the main startup.
In the future, we should load and set the icon completely in another
thread. It appears that all the logic we have is totally thread-safe.
Fixes#8785
This is the callback AppKit sends when it wants to know if our
application can handle sending and receiving certain types of data.
The prior implementaiton was incorrect and would erroneously claim
support over combinations that we couldn't handle (at least, at the
SurfaceView layer).
This corrects the implementation. The services we expect still show up
and the error in 8785 goes away.
Fixes#8783
Our new tab flow will never have a previously focused window because its
triggered by a service so we need to use the "preferred parent" logic we
have to open this in the last focused window.
Maybe fixes#8736
I thought `windowDidLoad` was early on because its before the window is
shown but apparently not. Let's try `awakeFromNib` which is called
just after the window is loaded from the nib. It is hard to get any
earlier than that.
Config contains the command, working directory, and environment
variables intended to be passed to the new split, but it looks like we
forgot to include it as an argument in this branch.
Discussion: https://github.com/ghostty-org/ghostty/discussions/8637
Fixes#8616
macOS 26 (as of RC1) has some pathological performance bug where the
terminal becomes unusably slow after some period of time. We aren't 100%
sure what triggers the slowdown, but it is app-wide (new tabs or windows
don't resolve it) and Instruments traces point directly to
NSAutoFillHeuristicController. Specifically, to the `debounceTextUpdate`
selector.
This is all not documented as far as I can find and also not open
source, so I have no idea what's going on.
The best I can tell is that the NSAutoFillHeuristicController has
something to do with enabling heuristic-based autofill such as SMS auth
codes in text input fields. I don't know what is causing it to go
haywire.
SMS autofill is not desirable in a terminal app, nor is any of the other
automatic autofill in macOS I know of (contact info, passwords, etc.).
So, we can just disable it.
This default isn't documented but I found it via a strings dump of the
AppKit binary blob and comparing it to the disassembly to see how it is
used. In my limited testing, this seems to work around the problem.
This fixes an issue where new tabs would not have the proper transparent
background set whilst in native fullscreen. This is because in native
fullscreen, the NSTitlebarView always is visible, so our guard was
preventing us from setting it before.
This is a hacky fix to fix some visual glitches when titlebar tabs is on
and we're using the `move_tab` keybinding action (I test via the command
palette).
There is probably a more graceful way to fix this but this might be good
enough for a 1.2 to fix a very obviously nasty UI render.
Fixes#8497
This works on every other supported version of macOS but doesn't work on
macOS tahoe. Putting it on the next event loop tick works at least on
Sequoia and Tahoe so let's just do that.
This fixes an issue I noticed where manually launching the `ghostty`
binary in the app bundle via the CLI would open the app but not create a
window or bring it to the front.
When using hidden titlebar with non-native fullscreen, the window would
lose focus after entering the first command. This occurred because:
1. Shell commands update the window title
2. Title changes trigger reapplyHiddenStyle()
3. reapplyHiddenStyle() re-adds .titled to the style mask
4. Style mask changes during fullscreen confuse AppKit, causing focus loss
Fixed by adding a guard to skip titlebar restyling while fullscreen is
active, using terminalController.fullscreenStyle.isFullscreen for
proper detection of both native and non-native fullscreen modes.
https://ampcode.com/threads/T-c4ef59cc-1232-4fa5-8f09-c65724ee84d3
This has no meaningful functionality yet, it was one of the paths I was
looking at for #8505 but didn't pursue further. But I still think that
this makes more sense in general for the macOS app and will likely be
more useful later.
Fixes#8356
Zoom state should encode as a path so that it can be mapped to a
reference to the node in `root`. Previously, we were encoding a full
node which was instantiating an extra terminal on restore.
Fixes#2473
This commit changes `ghostty_surface_ime_point` to return a full rect
with the width/height calculated for the preedit.
The `firstRect` function, which calls `ghostty_surface_ime_point` was
previously setting the width/height to zero. macOS didn't like this. We
then changed it to just hardcode it to width/height of one cell. This
worked but made it so the IME cursor didn't follow the preedit.
Fixes#8418
This fixes issues where left/right positions would be cut off from the
menu bar. And makes it so that size 100%,100% doesn't overflow into the
non-visible space of the edge of the screen.
You can now resize the quick terminal both vertically and horizontally. To incorporate adjusting the custom secondary size on the quick terminal we needed to have the ability to resize the width (if from top, bottom, or center), and height (if from right, left, or center). The quick terminal will retain the user's manually adjusted size while the app is open. A new feature with this is that when the secondary size is adjusted (or primary if the quick terminal is center), the size will increase or decrease on both sides of the terminal.
Applying the feedback given by @pluiedev to use an enum to specify the
type of quick terminal size configuration given (pixels or percentage).
Updated the Swift code to work with the enum as well.
Added C bindings for the already existing quick-terminal-size
configuration. Created a new QuickTerminalSize struct to hold these
values in Swift. Updated the QuickTerminal implementation to use the
user's configuration if supplied. Retains defaults. Also adds support to
customize the width of the quick terminal (height if quick terminal is
set to right or left).
Supporting command line, file menu and keybindings.
Default mac shortcut of `super + alt + o` (other)
Not able to test on Linux so excluding `close_other_tabs` from `gtk` for now
make a default short cut for close other tabs
Fixes#8229
This was a regression.
The discussion noted in #8229 requests we create a new window on the
non-fullscreen desktop but that isn't how Ghostty has behaved
historically. I bisected back and tried 1.1.3 as well and we always
created a new fullscreen window when the parent was fullscreen.
This behavior matches iTerm2. Its noteworthy that native tabbing and
Apple apps such as Terminal.app and Safari do NOT do this. For both of
these, new window creates a _tab_ when in fullscreen. I don't think
that's particularly desirable, though.
The Quick Terminal would not appear anymore, as somewhere
in the framework the Quick Terminal Window's geometry
gets corrupted when the window is added to the UI.
This works around by caching the windows geometry and
reusing it afterwards
This change makes sure that the new window is focused and visible.
When commit 33d128bcff removed the
TerminalManager class and moved its functionality into
TerminalController, it accidentally removed app activation for windows
triggered by global keybinds.
How the bug works:
1. Menu actions (like File → New Window) call AppDelegate.newWindow()
which:
2. Calls TerminalController.newWindow()
3. AND explicitly calls NSApp.activate(ignoringOtherApps: true) in
the AppDelegate
4. Global keybind actions trigger ghosttyNewWindow() notification
handler which:
5. Only calls TerminalController.newWindow()
6. Does NOT call NSApp.activate(ignoringOtherApps: true)
7. While TerminalController.newWindow() does call
NSApp.activate(ignoringOtherApps: true) internally, this call
happens before the async dispatch that shows the window, so the
activation occurs but the window isn't focused when it's actually
shown.
8. In the old TerminalManager.newWindow(), the activation happened
immediately before the async dispatch, ensuring proper timing for
window focus.
The fix would be to either move the NSApp.activate() call back into
TerminalController.newWindow(), as it was for TerminalManager, or add
the activation call to the notification handlers in AppDelegate.
This adds a new configuration option that controls whether folders
dropped onto the Ghostty dock icon open in a new tab (default) or
a new window.
The option accepts two values:
- tab: Opens folders in a new tab in the main window (default)
- window: Opens folders in a new window
This is useful for users who prefer window-based workflows over
tab-based workflows when opening folders via drag and drop.
SwiftUI's ImageRenderer must not be called outside the main thread.
The `@MainActor` annotation is only relevant for our own code, not
for calls from frameworks. The machinations around Shortcuts end up
calling the displayRepresentation method outside the main thread.
By capturing the screenshot as NSImage, all data is retained and can
be processed outside the main thread.
Add serialization for tab titles in SurfaceView to persist user-set titles across app restarts. Bump TerminalRestorableState version to 4 to handle the new format.
Fixes#7941
I don't fully understand the fix here. Its code we've had for awhile it
was just in the wrong place after I refactored our window management.
The comment clearly states why its there but I don't know why it is
required.
Addresses #7649 for the core and GTK. macOS support will need to be
added later.
This adds an apprt action to show a native GUI warning of some kind when
the child process of a terminal exits.
Also adds a basic GTK implementation of this. In GTK it overlays an
Adwaita banner at the bottom of the window (similar to the banner that
shows up in at the top of windows in debug builds).
Related to #7879
This commit updates `zig build test` to run Xcode tests, too. These run
in parallel to the Zig tests, so they don't add any time to the test.
The Xcode tests will _not_ run when: (1) the target is not macOS, or (2)
the `-Dtest-filter` option is non-empty. This makes it so that this
change doesn't affect non-macOS and doesn't affect the general dev cycle
because you usually will run `-Dtest-filter` when developing a core
feature.
I didn't add a step to only run Xcode tests because I find that when I'm
working in Xcode I'm probably going to run the tests from there anyways.
The integration with `zig build test` is just a convenience, especially
around CI.
Speaking of CI, this change also makes it so this will run in CI.
Fixes#5256
This updates the macOS apprt to implement the `OPEN_URL` apprt action to
use the NSWorkspace APIs instead of the `open` command line utility.
As part of this, we removed the `ghostty_config_open` libghostty API and
instead introduced a new `ghostty_config_open_path` API that returns the
path to open, and then we use the `NSWorkspace` APIs to open it (same
function as the `OPEN_URL` action).
This makes it so `zig build run` can take arguments such as
`--config-default-files=false` or any other configuration. Previously,
it only accepted commands such as `+version`.
Incidentally, this also makes it so that the app in general can now take
configuration arguments via the CLI if it is launched as a new instance
via `open`. For example:
open -n Ghostty.app --args --config-default-files=false
This previously didn't work. This is kind of cool.
To make this work, the libghostty C API was modified so that
initialization requires the CLI args, and there is a new C API to try to
execute an action if it was set.
`zig build run` on macOS now builds the app bundle via the `xcodebuild`
CLI and runs it. The experience for running the app is now very similar
to Linux or the prior GLFW build, where the app runs, blocks the zig
command, and logs to the terminal.
`xcodebuild` has its own build cache system that we can't really hook
into so it runs on every `zig build run` command, but it does cache and
I find its actually relatively fast so I think this is a good
replacement for the glfw-based system.
This fixes an Apple Shortcuts crash for macOS 15 and earlier.
Unfortunately it looks like we can't guard these with `@available`. I'm
going to report an Apple Feedback about this but for now this gets
shortcuts working on macOS 15 and earlier.
This is done at the apprt-level for a couple reasons.
(1) For libghostty, we don't have a way to know what the embedding
application is doing, so its risky to create signal handlers that
might overwrite the application's signal handlers.
(2) It's extremely messy to deal with signals and multi-threading.
Apprts have framework access that handles this for us.
For GTK, we use g_unix_signal_add.
For macOS, we use `DispatchSource.makeSignalSource`. This is an awkward
API but made for this purpose.
This changes equalization so it only counts children oriented in the
same direction.
This makes splits a bit more aesthetic, and replicates how split
equalization works in neovim.
Fixes#7647
See #7647 for context. This commit works by extending the `input` work
introduced in #7652 to libghostty so that the macOS can take advantage
of it. At that point, its just the macOS utilizing `input` in order to
set the command and `exit` up similar to Terminal and iTerm2.
This regression may have existed on Sequoia too, but I only saw it on
Tahoe.
The issue is that we should not be setting up titlebar accessory views
when there is no titlebar. This was triggering an AppKit assertion.
To further simplify things, I always use the basic window styling if
window decorations are off, too.
It's here, the long-foretold and long-procrastinated renderer rework!
Hopefully this makes it easier to adapt and modify the renderer in the
future and ensures feature parity between Metal and OpenGL. Despite
having been a lot of work to write initially, with the abstraction layer
in place I feel like working on the renderer will be a much more
pleasant experience going forward.
## Key points
- CPU-side renderer logic is now mostly unified via a generic
`Renderer`.
- A graphics API abstraction layer over OpenGL and Metal has been
introduced.
- Minimum OpenGL version bumped to `4.3`, so can no longer be run on
macOS; I used the nix VM stuff for my testing during development. (Edit
by @mitchellh: Note for readers that Ghostty still works on macOS, but
the OpenGL backend doesn't, only the Metal one)
- The OpenGL backend now supports linear blending! Woohoo! The default
`alpha-blending` has been updated to `linear-corrected` since it's
essentially a strict improvement over `native`. The default on macOS is
still `native` though to match other mac apps in appearance, since macOS
users are more sensitive to text appearance.
- Custom shaders can now be hot reloaded.
- The background color is once again drawn by us, so custom shaders can
interact with it properly. In general, custom shaders should be a little
more robust.
## The abstraction layer
The general hierarchy of the abstraction layer is as such:
```
[ GraphicsAPI ] - Responsible for configuring the runtime surface
| | and providing render `Target`s that draw to it,
| | as well as `Frame`s and `Pipeline`s.
| V
| [ Target ] - Represents an abstract target for rendering, which
| could be a surface directly but is also used as an
| abstraction for off-screen frame buffers.
V
[ Frame ] - Represents the context for drawing a given frame,
| provides `RenderPass`es for issuing draw commands
| to, and reports the frame health when complete.
V
[ RenderPass ] - Represents a render pass in a frame, consisting of
: one or more `Step`s applied to the same target(s),
[ Step ] - - - - each describing the input buffers and textures and
: the vertex/fragment functions and geometry to use.
:_ _ _ _ _ _ _ _ _ _/
v
[ Pipeline ] - Describes a vertex and fragment function to be used
for a `Step`; the `GraphicsAPI` is responsible for
these and they should be constructed and cached
ahead of time.
[ Buffer ] - An abstraction over a GPU buffer.
[ Texture ] - An abstraction over a GPU texture.
```
More specific documentation can be found on the relevant structures.
## Miscellany
Renderers (which effectively just means the generic renderer) are now
expected to only touch GPU resources in `init`, certain lifecycle
functions such as the `displayRealized`/`displayUnrealized` callbacks
from GTK-- and `drawFrame`; and are also expected to be thread-safe.
This allows the renderer thread to build the CPU-side buffers
(`updateFrame`) even if we can only *draw* from the app thread.
Because of this change, we can draw synchronously from the main thread
on macOS when necessary to always have a frame of the correct size
during a resize animation. This was necessary to allow the background to
be drawn by our GPU code (instead of setting a background color on the
layer) while still avoiding holes during resize.
The OpenGL backend now theoretically has access to multi-buffering, but
it's disabled (by setting the buffer count to 1) because it
synchronously waits for frames to complete anyway which means that the
extra buffers were just a waste of memory.
## Validation
To validate that there are no significant or obvious problems, I
exercised both backends with a variety of configurations, and visually
inspected the results. Everything looks to be in order.
The images are available in a gist here:
https://gist.github.com/qwerasd205/c1bd3e4c694d888e41612e53c0560179
## Memory
Here's a comparison of memory usage for ReleaseFast builds on macOS,
between `main` and this branch.
Memory figures given are values from Activity Monitor measuring windows
of the same size, with two tabs with 3 splits each.
||Before|After|
|-:|-|-|
|**Memory**|247.9 MB|224.2 MB|
|**Real Memory**|174.4 MB|172.5 MB|
Happily, the rework has slightly *reduced* the memory footprint- likely
due to removing the overhead of `CAMetalLayer`. (The footprint could be
reduced much further if we got rid of multi-buffering and satisfied
ourselves with blocking for each frame, but that's a discussion for
another day.)
If someone could do a similar comparison for Linux, that'd be much
appreciated!
## Notes / future work
- There are a couple structures that *can* be unified using the
abstraction layer, but I haven't gotten around to unifying yet.
Specifically, in `renderer/(opengl|metal)/`, there's `cell.zig` and
`image.zig`, both of which are substantially identical between the two
backends. `shaders.zig` may also be a candidate for unification, but
that might be *overly* DRY.
- ~~I did not double-check the documentation for config options, which
may mention whether certain options can be hot-reloaded; if it does then
that will need to be updated.~~ Fixed: be5908f
- The `fragCoord` for custom shaders originates at the top left for
Metal, but *bottom* left for OpenGL; fixing this will be a bit annoying,
since the screen texture is likewise vertically flipped between the two.
Some shaders rely on the fragcoord for things like falling particles, so
this does need to be fixed.
- `Target` should be improved to support multiple types of targets right
now it only represents a framebuffer or iosurface, but it should also be
able to represent a texture; right now a kind of messy tagged union is
used so that steps can accept both.
- Custom shader cursor uniforms (#6912) and terminal background images
(#4226, #5233) should be much more straightforward to implement on top
of this rework, and I plan to make follow-up PRs for them once this is
merged.
- I *do* want to do a rework of the pipelines themselves, since the way
we're rendering stuff is a bit messy currently, but this is already a
huge enough PR as it is- so for now the renderer still uses the same
rendering passes that Metal did before.
- We should probably add a system requirements section to the README
where we can note the minimum required OpenGL version of `4.3`, any even
slightly modern Linux system will support this, but it would be good to
document it somewhere user-facing anyway.
# TODO BEFORE MERGE
- [x] Have multiple people test this on both macOS and linux.
- [ ] ~~Have someone with a better dev setup on linux check for memory
leaks and other problems.~~ (Skipped, will merge and let tip users
figure this out, someone should *specifically* look for memory leaks
before the next versioned release though.)
- [x] Address any code review feedback.
This updates the Ghostty icon to be compatible with macOS Tahoe
(supports glass effects, light/dark, tinting, etc.). This icon is made
in the new Apple Icon Composer as the source format, and all other
formats are exported from it.
This commit also updates the icon for non-Apple platforms because the
icon is fundamentally the same and I don't see any reason to maintain
multiple icons of fundamentally the same design and style.
This commit also includes updates to the macOS app so that the About
Window and so on will use the new icon.
This commit is very large, representing about a month of work with many
interdependent changes that don't separate cleanly in to atomic commits.
The main change here is unifying the renderer logic to a single generic
renderer, implemented on top of an abstraction layer over OpenGL/Metal.
I'll write a more complete summary of the changes in the description of
the PR.
This fixes an issue where pressing the red close button in a window or
the "x" button on a tab couldn't differentiate and would always close
the tab or close the window (depending on tab counts).
It seems like in both cases, AppKit triggers the `windowShouldClose`
delegate method on the controller, but for the close window case it
triggers this on ALL the windows in the group, not just the one that was
clicked.
I implemented a kind of silly coordinator that debounces
`windowShouldClose` calls over 100ms and uses that to differentiate
between the two cases.
This fixes an issue where pressing the red close button in a window or
the "x" button on a tab couldn't differentiate and would always close
the tab or close the window (depending on tab counts).
It seems like in both cases, AppKit triggers the `windowShouldClose`
delegate method on the controller, but for the close window case it
triggers this on ALL the windows in the group, not just the one
that was clicked.
I implemented a kind of silly coordinator that debounces
`windowShouldClose` calls over 100ms and uses that to differentiate
between the two cases.
Resolves#7591
This moves our CI to build macOS on Sequoia (macOS 15) with Xcode 26,
including the new macOS 26 beta SDK.
Importantly, this will make our builds on macOS 26 use the new styling.
I've added a new job that ensures we can continue to build with Xcode 16 and
the macOS 15 SDK, as well, although I think that might come to an end
when we switch over to an IconComposer-based icon. I'll verify then. For
now, we continue to support both.
I've also removed our `hasLiquidGlass` check, since this will now always
be true for macOS 26 builds.
This integrates with macOS accessibility APIs to expose Ghostty terminal
structure and content.
This is a very, very bare implementation and the terminal contents
currently reported are the _full screen and scrollback_ which is way too
much for realistic human accessibility use. The target use case for this
PR is to enable automated tooling (namely, AI screen readers). However,
this is all groundwork we'll need to iterate and improve the
accessibility work anyways.
To make this work, I also replatformed some of our hacky C APIs onto a
more robust `ghostty_surface_read_text` API that can now read arbitrary
ranges of the screen into C strings for consumers to use. This will be
useful in more places going forward (hint hint).
## Before
Accessibility tooling can't read anything, Ghostty has no attributes, no
contents, just shows up as a square.

## After
A lot of metadata, including the screen contents as text.

Also, split hierarchies are navigable:
https://github.com/user-attachments/assets/a7b2ffb7-dbeb-41b2-8705-9c3200812c4d
This fixes a regression from our Tahoe window styling changes on
earlier, stable versions of macOS. We need to set
"titlebarAppearsTransparent" to true in order to hide the bottom
border.
This is recommended for macOS Tahoe and all standard menu items now have
associated images. This makes our app look more polished and native for
macOS Tahoe.
On earlier versions of macOS (macOS 15 and earlier), we _do not_ set the
menu item image. Cocoa has supported menu item images for a long time
but it isn't idiomatic to show them in earlier versions, so we only do
this for later macOS versions.
For icon choice, I tried to copy other native macOS apps as much as
possible, mostly from Xcode. It looks like a lot of apps aren't updated
yet. I'm absolutely open to suggestions for better icons but I think
these are a good starting point.
One menu change is I moved "reset font size" above "increase font size"
which better matches other apps (e.g. Terminal.app).
https://github.com/user-attachments/assets/50a68326-221f-454f-9a9c-078878010a63
This is recommended for macOS Tahoe and all standard menu items now have
associated images. This makes our app look more polished and native for
macOS Tahoe.
For icon choice, I tried to copy other native macOS apps as much as
possible, mostly from Xcode. It looks like a lot of apps aren't updated
yet. I'm absolutely open to suggestions for better icons but I think
these are a good starting point.
One menu change is I moved "reset font size" above "increase font size"
which better matches other apps (e.g. Terminal.app).
Windows with `macos-titlebar-style = hidden` create new windows when the
new tab binding is pressed. This behavior has existed for a long time.
However, these windows did not cascade, meaning they'd appear overlapped
directly on top of the previous window, which is kind of nasty.
This commit changes it so that new windows created via new tab from a
hidden titlebar window will cascade.
Fixes#7546
SwiftUI uses type and structure to identify views, which can lead
to issues with tree like structures where the shape and type is the same
but the content changes. This was causing #7546.
To fix this, we need to add explicit identity to the split tree view
so that SwiftUI can differentiate when it needs to redraw the view.
We don't want to blindly add Hashable to SplitTree because we don't want
to take into account all the fields. Instead, we add an explicit
"structural identity" to the SplitTreeView that can be used by SwiftUI.
When closing a window that contains multiple tabs, the undo operation
now properly restores all tabs as a single tabbed window rather than
just restoring the active tab.
The implementation:
- Collects undo states from all windows in the tab group before closing
- Sorts them by their original tab index to preserve order
- Clears tab group references to avoid referencing garbage collected objects
- Restores all windows and re-adds them as tabs to the first window
- Tracks and restores which tab was focused (or focuses the last tab if none were)
AI prompts that generated this commit are below.
Each separate prompt is separated by a blank line, so this session was
made up with many prompts in a back-and-forth conversation.
> We need to update the undo/redo implementation in
> @macos/Sources/Features/Terminal/TerminalController.swift `closeWindowImmediately`
> to handle the case that multiple windows in a tab group are closed all at once,
> and to restore them as a tabbed window. To do this, I think we should collect
> all the `undoStates`, sort them by `tabIndex` (null at the end), and then on j
> restore, restore them one at a time but add them back to the same tabGroup. We
> can't use the tab group in the `undoState` because it will be garbage collected
> by then. To be sure, we should just set it to nil.
I should note at this point that the feature already worked, but the
code quality and organization wasn't up to my standards. If someone
using AI were just trying to make something work, they might be done at
this point.
I do think this is the biggest gap I worry about with AI-assisted
development: bridging between the "it works" stage at a junior quality
and the "it works and is maintainable" stage at a senior quality. I
suspect this will be a balance of LLMs getting better but also senior
code reviewers remaining highly involved in the process.
> Let's extract all the work you just did into a dedicated private method
> called `registerUndoForCloseWindow`
Manual: made some tweaks to comments, moved some lines around, didn’t change
any logic.
> I think we can pull the tabIndex directly from the undoState instead of
> storing it in a tuple.
> Instead of `var undoStates`, I think we can create a `let undoStates` and
> build and filter and sort them all in a chain of functional mappings.
> Okay, looking at your logic for restoration, the `var firstController` and
> conditionals are littly messy. Can you make your own pass at cleaning those
> up and I'll review and provide more specific guidance after.
> Excellent. Perfect. The last thing we're missing is restoring the proper
> focused window of the tab group. We should store that and make sure the
> proper window is made key. If no windows were key, then we should make the
> last one key.
> Excellent. Any more cleanups or comments you'd recommend in the places you
> changed?
Notes on the last one: it gave me a bunch of suggestions, I rejected most but
did accept some.
> Can you write me a commit message summarizing the changes?
It wrote me a part of the commit message you're reading now, but I
always manually tweak the commit message and add my own flair.
This fixes a regression from the new split work last week, but it was
also probably an issue before that in a slightly different way.
With the new split work, the quick terminal was becoming unusable when
the final surface explicitly `exit`-ed, because AppKit/SwiftUI would
resize the window to a very small size and you couldn't see the new
terminal on the next toggle.
Prior to this, I think the quick terminal would've reverted to its
original size but I'm not sure (even if the user resized it manually).
This commit saves the size of the quick terminal at the point all
surfaces are exited and restores it when the quick terminal is shown the
next time with a new initial surface.
I've only recently been using programs that use user notifications heavily
and this commit addresses a number of annoyances I've encountered.
1. Notifications dispatched while the source terminal surface is
focused are now only shown for a short time (3 seconds hardcoded)
and then automatically dismiss.
2. Notifications are dismissed when the target surface becomes focused
from an unfocused state. This dismissal happens immediately (no
delay).
3. Notifications are dismissed when the application exits.
4. This fixes a bug where notification callbacks were modifying view
state, but the notification center doesn't guarantee that the
callback is called on the main thread. We now ensure that
the callback is always called on the main thread.
Took another look through #7504 after the merge and realized that the
logic behind the `hasWindowButtons` property wasn't quite sound. It
would return `false` if either _at least one_ button were missing in the
`standardWindowButton(.theButton) == nil` sense, or if _all_ buttons
were hidden in the `isHidden` sense.
With this PR, the logic is rectified: `false` if _all_ buttons are
missing or hidden in any sense, otherwise `true`.
In practice, I suppose Ghostty won't ever instantiate a `TerminalWindow`
where `standardWindowButton(.theButton) == nil`, but might as well get
it right and sleep better at night.
Fixes regression from #7523
I messed two things up around spatial navigation in the split tree
that this commit fixes:
1. The distance in the spatial tree only used a single dimension
that we were navigating. This commit now uses 2D euclidean
distance from the top-left corners of nodes. This handles the case
where the nodes are directly above or below each other better.
2. The spatial slots include split containers because they are layout
elements. But we should only navigate to leaf nodes. This was
causing the wrong navigatin to happen in some scenarios.
This is a major rework of how we represent, handle, and render splits in
the macOS app.
This new PR moves the split structure into a dedicated, generic
(non-Ghostty-specific) value-type called `SplitTree<V>`. All logic
associated with splits (new split, close split, move split, etc.) is now
handled by notifications on `BaseTerminalController`. The view hierarchy
is still SwiftUI but it has no logic associated with it anymore and
purely renders a static tree of splits.
Previously, the split hierarchy was owned by AppKit in a type called
`SplitNode` (a recursive class that contained the tree structure). All
logic around creating, zooming, etc. splits was handled by notification
listeners directly within the SwiftUI hierarchy. SwiftUI managed a
significant amount of state and we heavily used bindings, publishers,
and more. The reasoning for this is mostly historical: splits date back
to when Ghostty tried to go all-in on SwiftUI. Since then, we've taken a
more balanced approach of SwiftUI for views and AppKit for data and
business logic, and this has proven a lot more maintainable.
## Spatial Navigation
Previously, focus moving was handled by traversing the tree structure.
This led to some awkward behaviors. See:
https://github.com/ghostty-org/ghostty/issues/524#issuecomment-2668396095
In this PR, we now handle focus moving spatially. This means that move
"left" means moving to the visually left split (from the top-left
corner, a future improvement would be to do it from the cursor
position).
Concretely, given the following split structure:
```
+----------+-----+
| | b |
| | |
| a +-----+
| | |
| | |
| | |
| | |
|----------| d |
| c | |
| | |
+----------+-----+
```
Moving "right" from `c` now moves to `d`. Previously, it would go to
`b`. On Linux, it still goes to `b`.
## Value Types
One of the major architectural shifts is moving **purely to immutable
value types.** Whenever a split property changes such as a new split,
the ratio between splits, zoomed state, etc. we _create an entirely new
`SplitTree` value_ and replace it along the entire view hierarchy. This
is in some ways wasteful, but split hierarchies are relatively small
(even the largest I've seen in practical use are dozens of splits, which
is small for a computer). And using value types lets us get rid of a ton
of change notification soup around the SwiftUI hierarchy. We can rely on
reference counting to properly clean up our closed views.
> [!NOTE]
>
> As an aside, I think value types are going to make it a lot easier in
the future to implement features like "undo close." We can just keep a
trailing list of surface tree states and just restore them. This PR
doesn't do anything like that, but it's now possible.
## SwiftUI Simplicity
Our SwiftUI view hierarchy is dramatically simplified. See the
difference in `TerminalSplitTreeView` (new) vs `TerminalSplit` (old).
There's so much less logic in our new views (almost none!). All of it is
in the AppKit layer which is just way nicer.
## AI Notes
This PR was heavily written by AI. I reviewed every line of code that
was rewritten, and I did manually rewrite at every step of the way in
minor ways. But it was very much written in concert. Each commit usually
started as an AI agent writing the whole commit, then nudging to get
cleaned up in the right way.
One thing I found in this task was that until the last commit, I kept
the entire previous implementation around and compiling. The agent
having access to a previous working version of code during a refactor
made the code it produced as follow up in the new architecture
significantly better, despite the new architecture having major
fundamental differences in how it works!
Conversion of #7497 to a PR. This implements a feature requested in
#7331: an option to hide the default window buttons on macOS for a
cleaner aesthetic.
~~Builds on #7502 as it requires the same change to avoid the main
toolbar title showing on top of the tab bar.~~ EDIT: rebased on main now
that #7502 was merged.
I aligned the scope of the new option with `macos-titlebar-style`, since
they both customize titlebar elements. This means it has the same edge
case quirks: For example, if you change the setting, reload the config,
and then open a new tab, the appearance of the current window will
depend on which tab is in the foreground. I did it this way because
`macos-titlebar-style` provided an easy template for which derived
configs and functions to modify. Let me know if you want me to try
adjusting this so that a change in the setting also takes effect for
current windows/tabs, which I _think_ should be possible.
Screenshots:
* `macos-titlebar-style = transparent` (default)


* `macos-titlebar-style = tabs`


First, remove the always-inlined openTerminalFromPasteboard code and
combine it with openTerminal. Now that we're doing a bit of work inside
openTerminal, there's little better to having an intermediate, inlined
function.
Second, combine some type-casting operations (saving a .map() call).
Lastly, adjust some variable names because a generic `objs` or `urls`
was a little ambiguous now that we're all in one function scope.
First, remove the always-inlined openTerminalFromPasteboard code and
combine it with openTerminal. Now that we're doing a bit of work inside
openTerminal, there's little better to having an intermediate, inlined
function.
Second, combine some type-casting operations (saving a .map() call).
Lastly, adjust some variable names because a generic `objs` or `urls`
was a little ambiguous now that we're all in one function scope.
This fixes a small memory leak I found where the `SplitNode.Leaf` was
not being deinitialized properly when closing a split. It would get
deinitialized the next time a split was made or the window was closed,
so the leak wasn't big. The surface view underneath the split was also
properly deinitialized because we forced it, so again, the leak was
quite small.
But conceptually this is a big problem, because when we change the
surface tree we expect the deinit chain to propagate properly through
the whole thing, _including_ to the SurfaceView.
This fixes that by removing the `id(node)` call. I don't find this to be
necessary anymore. I don't know when that happened but we've changed
quite a lot in our split system since it was introduced. I'm also not
100% sure why the `id(node)` was causing a strong reference to begin
with... which bothers me a bit.
AI note: While I manually hunted this down, I started up Claude Code and
Codex in separate tabs to also hunt for the memory leak. They both
failed to find it and offered solutions that didn't work.
The default keybinds for showing the GTK inspector (`ctrl+shift+i` and
`ctrl+shift+d`) don't work reliably in Ghostty due to the way Ghostty
handles input. You can show the GTK inspector by setting the environment
variable `GTK_DEBUG` to `interactive` before starting Ghostty but that's
not always convenient.
This adds a keybind action that will show the GTK inspector. Due to
API limitations toggling the GTK inspector using the keybind action is
impractical because GTK does not provide a convenient API to determine
if the GTK inspector is already showing. Thus we limit ourselves to
strictly showing the GTK inspector. To close the GTK inspector the user
must click the close button on the GTK inspector window. If the GTK
inspector window is already visible but is hidden, calling the keybind
action will not bring the GTK inspector window to the front.
Fixes#7286
Previously, when using the "New Ghostty Window/Tab Here" macOS service
on a file, the new terminal window/tab would incorrectly open in the
user's home directory. This was because the service handler only
expected directory paths.
This commit updates the service handler to check if the provided path is
a file. If it is, the handler now uses the file's parent
directory as the working directory for the new Ghostty window or tab,
aligning with user expectations. If the path is a directory, it's used
directly as before.