8c92da45a9
Closes #4798 This PR implements a scrollbar for the terminal by turning `ScrollableHandle` into a trait, allowing us to implement a custom scroll handle, `TerminalScrollHandle`. It works by converting terminal lines into pixels that `ScrollableHandle` understands. When `ScrollableHandle` provides a changed offset (e.g., when you drag the scrollbar), we convert this pixel offset back into the number of lines to scroll and update the terminal content accordingly. While the current version works as expected, I believe the scrollbar's offset updates could potentially be turned into an event. This event could then be subscribed to in `TerminalView`, not needing to update the terminal's offset in the `render` method as it might have performance implications. Further ideas on this are welcome. Preview: https://github.com/user-attachments/assets/560f0aac-4544-4007-8f0b-8833386f608f Todo: - [x] Experiment with custom scrollbar responding to terminal mouse scroll - [x] Refactor existing scrollbar handle into a trait - [x] Update terminal to use the scrollbar trait instead of a custom scrollbar implementation - [x] Figure out how scrollbar events like mouse drag should notify the terminal to update its state - [x] Code clean up - [x] Scrollbar hide setting for terminal Release Notes: - Added scrollbar to the terminal |
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README.md |
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:
-
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 -
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 -
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, bypassingtry_keystroke()
. -
Pasted text has a separate 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