╭─────────────╮ │scroll to top│ ╰─────────────╯ ╭ ui.zig ───────────────────────────────────────────────────────╮ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ ╰───────────────────────────────────────────────────────────────╯
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2908 }, 2909 .max_size = constraint.max_size, 2910 }, root_focus); 2911 2912 if (self.session.data.enable_ansi) { 2913 if (self.child.getGrid()) |fg| { 2914 self.grid = try artBehind(allocator, fg, &self.art, .top_right, self.session.is_terminal, root_focus); 2915 } 2916 } 2917 } 2918 2919 pub fn input(self: *AnsiBackground, allocator: std.mem.Allocator, key: Key, root_focus: *Focus) !void { 2920 try self.child.input(allocator, key, root_focus); 2921 } 2922 2923 pub fn clearGrid(self: *AnsiBackground) void { 2924 if (self.grid) |*grid| { 2925 grid.deinit(); 2926 self.grid = null; 2927 } 2928 self.child.clearGrid(); 2929 self.art.clearGrid(); 2930 } 2931 2932 pub fn getGrid(self: AnsiBackground) ?Grid { 2933 return self.grid orelse self.child.getGrid(); 2934 } 2935 2936 pub fn getFocus(self: *AnsiBackground) *Focus { 2937 return self.child.getFocus(); 2938 } 2939 2940 // which top corner the art hugs. 2941 const ArtAnchor = enum { top_left, top_right }; 2942 2943 // a foreground cell counts as blank if it's empty or a bare space without styling 2944 fn cellIsBlank(cell: Grid.Cell) bool { 2945 if (cell.rune) |rune| { 2946 return std.mem.eql(u8, rune, " ") and 2947 cell.style.fg == null and cell.style.bg == null and !cell.style.inverted; 2948 } 2949 return true; 2950 } 2951 2952 // the art is dimmed to this fraction of its brightness so foreground text 2953 // stays legible over it 2954 const art_brightness = 45; // percent 2955 2956 fn dimColor(color: ?Grid.Color) ?Grid.Color { 2957 const c = color orelse return null; 2958 return .{ 2959 .r = @intCast(@as(u16, c.r) * art_brightness / 100), 2960 .g = @intCast(@as(u16, c.g) * art_brightness / 100), 2961 .b = @intCast(@as(u16, c.b) * art_brightness / 100), 2962 }; 2963 } 2964 2965 // terminals that don't support truecolor misparse a "38;2;r;g;b"/"48;2;…" 2966 // SGR as a list of plain SGR codes, so any channel value in 1..9 turns on 2967 // a text attribute (5/6 = blink, 7 = inverse, 8 = conceal, …). 2968 // snap such channels clear of that range so the backdrop doesn't blink or 2969 // hide text there; the ≤9/255 shift is imperceptible on terminals that 2970 // actually render truecolor. 2971 fn sgrSafe(color: ?Grid.Color) ?Grid.Color { 2972 const c = color orelse return null; 2973 const snap = struct { 2974 fn f(v: u8) u8 { 2975 return if (v >= 1 and v <= 9) 10 else v; 2976 } 2977 }.f; 2978 return .{ .r = snap(c.r), .g = snap(c.g), .b = snap(c.b) }; 2979 } 2980 2981 // composites ANSI art behind a foreground grid 2982 fn artBehind(allocator: std.mem.Allocator, foreground: Grid, art: *AnsiArt, anchor: ArtAnchor, is_terminal: bool, root_focus: *Focus) !Grid { 2983 art.clearGrid(); 2984 try art.build(allocator, .{ 2985 .min_size = .{ .width = null, .height = null }, 2986 .max_size = .{ .width = foreground.size.width, .height = foreground.size.height }, 2987 }, root_focus); 2988 2989 var out = try Grid.initFromGrid(allocator, foreground, foreground.size, 0, 0); 2990 errdefer out.deinit(); 2991 2992 if (art.getGrid()) |art_grid| { 2993 const anchor_x = switch (anchor) { 2994 .top_left => 0, 2995 .top_right => foreground.size.width -| art_grid.size.width, 2996 }; 2997 for (0..art_grid.size.height) |y| { 2998 for (0..art_grid.size.width) |x| { 2999 const src = art_grid.cells.items[try art_grid.cells.at(.{ y, x })]; 3000 if (src.rune == null) continue; 3001 const idx = out.cells.at(.{ y, anchor_x + x }) catch continue; 3002 const dst = &out.cells.items[idx]; 3003 // composite the dimmed art behind every cell so it shows 3004 // through the whole UI: a blank cell becomes the art, while a 3005 // cell with a glyph keeps the glyph but takes the dimmed art as 3006 // its background (replacing whatever background it had, which 3007 // would otherwise obscure the art). 3008 if (cellIsBlank(dst.*)) { 3009 dst.* = src; 3010 dst.style.fg = sgrSafe(dimColor(dst.style.fg)); 3011 dst.style.bg = sgrSafe(dimColor(dst.style.bg)); 3012 } else { 3013 const background_maybe = sgrSafe(dimColor(src.style.bg orelse src.style.fg)); 3014 dst.style.bg = background_maybe; 3015 // change the color of text overlaying ANSI art to ensure 3016 // it is readable. don't do this in the web UI, since we 3017 // have direct control of the theme there (also, inner 3018 // scroll panes allow text to move without a re-render 3019 // by the TUI, which would break this). also don't do this 3020 // if the text is explicitly styled. 3021 if (is_terminal and dst.style.fg == null) { 3022 if (background_maybe) |background| { 3023 // use near-black and near-white, which is easier on the eyes 3024 // while retaining high contrast 3025 const luminance = (@as(u32, background.r) * 299 + 3026 @as(u32, background.g) * 587 + 3027 @as(u32, background.b) * 114) / 1000; 3028 dst.style.fg = if (luminance >= 128) 3029 .{ .r = 16, .g = 16, .b = 16 } 3030 else 3031 .{ .r = 240, .g = 240, .b = 240 }; 3032 } 3033 } 3034 } 3035 } 3036 } 3037 } 3038 return out; 3039 } 3040 }; 3041