terminal is fixed and im not happy about it
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+59
-28
@@ -2406,14 +2406,19 @@ impl Renderer {
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/// Parse ANSI escape sequences from raw statusline content.
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/// Returns a vector of (char, fg_color, bg_color, bold) tuples.
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fn parse_ansi_statusline(content: &str) -> Vec<(char, StatuslineColor, StatuslineColor, bool)> {
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fn parse_ansi_statusline(content: &str, is_light: bool) -> Vec<(char, StatuslineColor, StatuslineColor, bool)> {
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let mut result = Vec::new();
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let chars: Vec<char> = content.chars().collect();
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let mut i = 0;
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// Current styling state
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let mut fg = StatuslineColor::Default;
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let mut bg = StatuslineColor::Rgb(0x1a, 0x1a, 0x1a); // Default statusline background
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let default_bg_color = if is_light {
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StatuslineColor::Rgb(0xD0, 0xD0, 0xD0)
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} else {
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StatuslineColor::Rgb(0x1a, 0x1a, 0x1a)
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};
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let mut bg = default_bg_color.clone(); // Default statusline background
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let mut bold = false;
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while i < chars.len() {
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@@ -2494,7 +2499,7 @@ impl Renderer {
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}
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}
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}
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49 => bg = StatuslineColor::Rgb(0x1a, 0x1a, 0x1a), // Reset to default statusline bg
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49 => bg = default_bg_color.clone(), // Reset to default statusline bg
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90..=97 => fg = StatuslineColor::Indexed((code - 90 + 8) as u8),
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100..=107 => bg = StatuslineColor::Indexed((code - 100 + 8) as u8),
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_ => {}
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@@ -2528,7 +2533,7 @@ impl Renderer {
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/// this is used to expand the middle gap to fill the full window width.
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///
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/// Returns the number of columns used.
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fn update_statusline_cells(&mut self, content: &StatuslineContent, target_width: f32) -> usize {
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fn update_statusline_cells(&mut self, content: &StatuslineContent, target_width: f32, is_light: bool) -> usize {
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self.statusline_gpu_cells.clear();
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// Calculate target columns based on window width
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@@ -2540,14 +2545,19 @@ impl Renderer {
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self.statusline_max_cols
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};
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// Default background color for statusline (dark gray)
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let default_bg = Self::pack_statusline_color(StatuslineColor::Rgb(0x1a, 0x1a, 0x1a));
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// Default background color for statusline
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let default_bg_color = if is_light {
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StatuslineColor::Rgb(0xD0, 0xD0, 0xD0)
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} else {
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StatuslineColor::Rgb(0x1a, 0x1a, 0x1a)
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};
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let default_bg = Self::pack_statusline_color(default_bg_color);
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let _ = default_bg; // Silence unused warning - used by Sections path
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match content {
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StatuslineContent::Raw(ansi_content) => {
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// Parse ANSI escape sequences to extract colors and text
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let parsed = Self::parse_ansi_statusline(ansi_content);
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let parsed = Self::parse_ansi_statusline(ansi_content, is_light);
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// Find the middle gap (largest consecutive run of spaces)
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// and expand it to fill the target width
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@@ -2597,7 +2607,7 @@ impl Renderer {
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let gap_bg = if best_gap_len > 0 && best_gap_start < parsed.len() {
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parsed[best_gap_start].2
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} else {
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StatuslineColor::Rgb(0x1a, 0x1a, 0x1a)
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default_bg_color.clone()
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};
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// The position right before right-hand content starts (end of gap)
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@@ -2845,7 +2855,7 @@ impl Renderer {
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// Fill remaining width with default background cells
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// This ensures the statusline covers the entire window width
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let default_bg_packed = Self::pack_statusline_color(StatuslineColor::Default);
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let default_bg_packed = default_bg;
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while self.statusline_gpu_cells.len() < target_cols && self.statusline_gpu_cells.len() < self.statusline_max_cols {
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self.statusline_gpu_cells.push(GPUCell {
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fg: 0,
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@@ -4331,10 +4341,17 @@ impl Renderer {
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TabBarPosition::Hidden => unreachable!(),
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};
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// Use same color as statusline: 0x1a1a1a (26, 26, 26) in sRGB
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// Pre-computed linear RGB value for srgb_to_linear(26/255) ≈ 0.00972
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const TAB_BAR_BG_LINEAR: f32 = 0.00972;
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let tab_bar_bg = [TAB_BAR_BG_LINEAR, TAB_BAR_BG_LINEAR, TAB_BAR_BG_LINEAR, 1.0];
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let is_light = self.palette.is_light();
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let tab_bar_bg = if is_light {
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// Light mode statusline bg is approx 0xD0, linear is ~0.63076
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const TAB_BAR_BG_LINEAR_LIGHT: f32 = 0.63076;
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[TAB_BAR_BG_LINEAR_LIGHT, TAB_BAR_BG_LINEAR_LIGHT, TAB_BAR_BG_LINEAR_LIGHT, 1.0]
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} else {
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// Use same color as statusline: 0x1a1a1a (26, 26, 26) in sRGB
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// Pre-computed linear RGB value for srgb_to_linear(26/255) ≈ 0.00972
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const TAB_BAR_BG_LINEAR_DARK: f32 = 0.00972;
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[TAB_BAR_BG_LINEAR_DARK, TAB_BAR_BG_LINEAR_DARK, TAB_BAR_BG_LINEAR_DARK, 1.0]
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};
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// Draw tab bar background
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log::debug!("render_panes: drawing tab bar at y={}, height={}, num_tabs={}, quads_before={}",
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@@ -4354,23 +4371,23 @@ impl Renderer {
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let tab_width = title_width.max(min_tab_width);
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let tab_bg = if is_active {
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// Active tab: brightest - significantly brighter than tab bar
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// Active tab: brightest - matches terminal background or slightly brighter
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let [r, g, b] = self.palette.default_bg;
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let boost = 50.0_f32; // More visible for active tab
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let boost = if is_light { 0.0_f32 } else { 50.0_f32 };
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[
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Self::srgb_to_linear((r as f32 + boost).min(255.0) / 255.0),
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Self::srgb_to_linear((g as f32 + boost).min(255.0) / 255.0),
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Self::srgb_to_linear((b as f32 + boost).min(255.0) / 255.0),
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Self::srgb_to_linear((r as f32 + boost).clamp(0.0, 255.0) / 255.0),
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Self::srgb_to_linear((g as f32 + boost).clamp(0.0, 255.0) / 255.0),
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Self::srgb_to_linear((b as f32 + boost).clamp(0.0, 255.0) / 255.0),
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1.0,
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]
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} else {
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// Inactive tab: slightly brighter than tab bar background
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// Inactive tab: between tab bar background and active tab
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let [r, g, b] = self.palette.default_bg;
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let boost = 30.0_f32;
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let boost = if is_light { -30.0_f32 } else { 30.0_f32 };
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[
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Self::srgb_to_linear((r as f32 + boost).min(255.0) / 255.0),
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Self::srgb_to_linear((g as f32 + boost).min(255.0) / 255.0),
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Self::srgb_to_linear((b as f32 + boost).min(255.0) / 255.0),
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Self::srgb_to_linear((r as f32 + boost).clamp(0.0, 255.0) / 255.0),
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Self::srgb_to_linear((g as f32 + boost).clamp(0.0, 255.0) / 255.0),
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Self::srgb_to_linear((b as f32 + boost).clamp(0.0, 255.0) / 255.0),
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1.0,
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]
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};
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@@ -4651,7 +4668,11 @@ impl Renderer {
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CursorShape::BlinkingUnderline | CursorShape::SteadyUnderline => 1,
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CursorShape::BlinkingBar | CursorShape::SteadyBar => 2,
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},
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background_opacity: self.background_opacity,
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background_opacity: if terminal.using_alternate_screen {
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1.0
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} else {
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self.background_opacity
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},
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selection_start_col: sel_start_col,
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selection_start_row: sel_start_row,
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selection_end_col: sel_end_col,
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@@ -4767,9 +4788,10 @@ impl Renderer {
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// ═══════════════════════════════════════════════════════════════════
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let statusline_cols = {
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let statusline_y = self.statusline_y();
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let is_light = self.palette.is_light();
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// Update statusline GPU cells from content, passing window width for gap expansion
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let cols = self.update_statusline_cells(statusline_content, width);
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let cols = self.update_statusline_cells(statusline_content, width, is_light);
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if cols > 0 {
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// Upload statusline cells to GPU
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@@ -5009,10 +5031,19 @@ impl Renderer {
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{
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let [bg_r, bg_g, bg_b] = self.palette.default_bg;
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let bg_r_linear = Self::srgb_to_linear(bg_r as f32 / 255.0) as f64;
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let bg_g_linear = Self::srgb_to_linear(bg_g as f32 / 255.0) as f64;
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let bg_b_linear = Self::srgb_to_linear(bg_b as f32 / 255.0) as f64;
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let mut bg_r_linear = Self::srgb_to_linear(bg_r as f32 / 255.0) as f64;
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let mut bg_g_linear = Self::srgb_to_linear(bg_g as f32 / 255.0) as f64;
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let mut bg_b_linear = Self::srgb_to_linear(bg_b as f32 / 255.0) as f64;
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let bg_alpha = self.background_opacity as f64;
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// If the compositor expects premultiplied alpha, we must premultiply the clear color.
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// Otherwise, light backgrounds with opacity will look fully opaque or super-luminous.
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if self.surface_config.alpha_mode == wgpu::CompositeAlphaMode::PreMultiplied {
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bg_r_linear *= bg_alpha;
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bg_g_linear *= bg_alpha;
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bg_b_linear *= bg_alpha;
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}
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let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("Render Pass"),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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