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const std = @import("std");
const builtin = @import("builtin");
const args = @import("args.zig");
const Action = @import("ghostty.zig").Action;
const Allocator = std.mem.Allocator;
const help_strings = @import("help_strings");
const vaxis = @import("vaxis");
const framedata = @embedFile("framedata");
const vxfw = vaxis.vxfw;
pub const Options = struct {
pub fn deinit(self: Options) void {
_ = self;
}
/// Enables `-h` and `--help` to work.
pub fn help(self: Options) !void {
_ = self;
return Action.help_error;
}
};
const Boo = struct {
frame: u8,
framerate: u32, // 30 fps
// We know the size of this at compile time, but we heap allocate the slice to prevent the
// binary from increasing too much in size
buffer: [frame_width * frame_height]vaxis.Cell = undefined,
ghostty_style: vaxis.Style,
outline_style: vaxis.Style,
// Width of a single frame
const frame_width = 100;
// Height of a single frame
const frame_height = 41;
fn widget(self: *Boo) vxfw.Widget {
return .{
.userdata = self,
.eventHandler = Boo.typeErasedEventHandler,
.drawFn = Boo.typeErasedDrawFn,
};
}
fn typeErasedEventHandler(ptr: *anyopaque, ctx: *vxfw.EventContext, event: vxfw.Event) anyerror!void {
const self: *Boo = @ptrCast(@alignCast(ptr));
switch (event) {
.init,
.tick,
=> {
self.updateFrame();
ctx.redraw = true;
return ctx.tick(self.framerate, self.widget());
},
.key_press => |key| {
if (key.matches('c', .{ .ctrl = true }) or
key.matches(vaxis.Key.escape, .{}))
{
ctx.quit = true;
return;
}
},
else => {},
}
}
fn typeErasedDrawFn(ptr: *anyopaque, ctx: vxfw.DrawContext) Allocator.Error!vxfw.Surface {
const self: *Boo = @ptrCast(@alignCast(ptr));
const max = ctx.max.size();
// Warn for screen size
if (max.width < frame_width or max.height < frame_height) {
const text: vxfw.Text = .{ .text = "Screen must be at least 100w x 41h" };
const center: vxfw.Center = .{ .child = text.widget() };
return center.draw(ctx);
}
// Calculate x and y offsets to center the animation frame
const offset_y = (max.height - frame_height) / 2;
const offset_x = (max.width - frame_width) / 2;
// Create the animation surface
const child: vxfw.Surface = .{
.size = .{ .width = @intCast(frame_width), .height = @intCast(frame_height) },
.widget = self.widget(),
.buffer = &self.buffer,
.children = &.{},
};
// Allocate a slice of child surfaces
var children = try ctx.arena.alloc(vxfw.SubSurface, 1);
children[0] = .{
.origin = .{ .row = @intCast(offset_y), .col = @intCast(offset_x) },
.surface = child,
};
return .{
.size = max,
.widget = self.widget(),
.buffer = &.{},
.children = children,
};
}
/// Updates our internal buffer with the current frame, then advances the frame index
fn updateFrame(self: *Boo) void {
const frame = frames[self.frame];
// A frame is characters with html spans. When we encounter a span, we use the outline style
// until the span ends. That is, when we find a '<', we parse until '>'. Then we use the
// outline styule until the next '<', and skip until the next '>'
const State = enum {
normal,
span,
in_tag,
in_closing_tag,
};
var cell_idx: usize = 0;
var line_iter = std.mem.splitScalar(u8, frame, '\n');
while (line_iter.next()) |line| {
var state: State = .normal;
var style = self.ghostty_style;
var cp_iter: std.unicode.Utf8Iterator = .{ .bytes = line, .i = 0 };
while (cp_iter.nextCodepointSlice()) |char| {
switch (state) {
.normal => if (std.mem.eql(u8, "<", char)) {
state = .in_tag;
// We will be entering a span
style = self.outline_style;
continue;
},
.span => if (std.mem.eql(u8, "<", char)) {
state = .in_tag;
style = self.ghostty_style;
continue;
},
.in_tag => {
// If we encounter a '/', we are a closing tag
// If we parse all the way to a '>' we are an opening tag: we are now in a span
if (std.mem.eql(u8, "/", char))
state = .in_closing_tag
else if (std.mem.eql(u8, ">", char))
state = .span;
continue;
},
.in_closing_tag => {
// If we are closing a tag, we will enter the normal state
if (std.mem.eql(u8, ">", char)) state = .normal;
continue;
},
}
self.buffer[cell_idx] = .{
.char = .{
.grapheme = char,
.width = 1,
},
.style = style,
};
cell_idx += 1;
}
}
std.debug.assert(cell_idx == self.buffer.len);
// Lastly, update the frame index
self.frame += 1;
if (self.frame == frames.len) self.frame = 0;
}
};
/// The `boo` command is used to display the animation from the Ghostty website in the terminal
pub fn run(gpa: Allocator) !u8 {
// Disable on non-desktop systems.
switch (builtin.os.tag) {
.windows, .macos, .linux, .freebsd => {},
else => return 1,
}
var opts: Options = .{};
defer opts.deinit();
{
var iter = try args.argsIterator(gpa);
defer iter.deinit();
try args.parse(Options, gpa, &opts, &iter);
}
try decompressFrames(gpa);
defer {
gpa.free(frames);
gpa.free(decompressed_data);
}
var app = try vxfw.App.init(gpa);
defer app.deinit();
var boo: Boo = undefined;
boo.frame = 0;
boo.framerate = 1000 / 30;
boo.ghostty_style = .{};
boo.outline_style = .{ .fg = .{ .index = 4 } };
@memset(&boo.buffer, .{});
try app.run(boo.widget(), .{});
return 0;
}
/// We store a global ref to the decompressed data. All of our frames reference into this data
var decompressed_data: []const u8 = undefined;
/// Heap allocated list of frames. The underlying frame data references decompressed_data
var frames: []const []const u8 = undefined;
/// Decompress the frames into a slice of individual frames
fn decompressFrames(gpa: Allocator) !void {
var src: std.Io.Reader = .fixed(framedata);
// var buf: [std.compress.flate.max_window_len]u8 = undefined;
var decompress: std.compress.flate.Decompress = .init(&src, .raw, &.{});
var out: std.Io.Writer.Allocating = .init(gpa);
_ = try decompress.reader.streamRemaining(&out.writer);
decompressed_data = try out.toOwnedSlice();
var frame_list: std.ArrayList([]const u8) = try .initCapacity(gpa, 235);
var frame_iter = std.mem.splitScalar(u8, decompressed_data, '\x01');
while (frame_iter.next()) |frame| {
try frame_list.append(gpa, frame);
}
frames = try frame_list.toOwnedSlice(gpa);
}
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