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zed/crates/terminal_view/src/terminal_scrollbar.rs
Mohamad Khani b72a46db68
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logiguard fork: GPUI xdg-activation keyboard-focus serial fix
Single-commit orphan branch: full zed-industries/zed @ 8c74db0 source tree
with a 3-file patch applied (no upstream history).

Patch (crates/gpui_linux/src/linux/wayland/):
  - serial.rs: add SerialKind::KeyboardEnter
  - client.rs: store wl_keyboard.enter serial; add latest_serial_of()
  - window.rs: activate() uses keyboard-enter serial (Mutter focus gate)

Mutter honors window activation only when the token carries the keyboard-
focus serial from wl_keyboard.enter; GPUI used a stale mouse-press serial.
See docs/tray-window-focus-wayland.md in logiguard.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 02:22:17 +03:30

88 lines
2.5 KiB
Rust

use std::{
cell::{Cell, RefCell},
rc::Rc,
};
use gpui::{Bounds, Point, point, size};
use terminal::Terminal;
use ui::{Pixels, ScrollableHandle, px};
#[derive(Debug)]
struct ScrollHandleState {
line_height: Pixels,
total_lines: usize,
viewport_lines: usize,
display_offset: usize,
}
impl ScrollHandleState {
fn new(terminal: &Terminal) -> Self {
Self {
line_height: terminal.last_content().terminal_bounds.line_height,
total_lines: terminal.total_lines(),
viewport_lines: terminal.viewport_lines(),
display_offset: terminal.last_content().display_offset,
}
}
}
#[derive(Debug, Clone)]
pub struct TerminalScrollHandle {
state: Rc<RefCell<ScrollHandleState>>,
pub future_display_offset: Rc<Cell<Option<usize>>>,
}
impl TerminalScrollHandle {
pub fn new(terminal: &Terminal) -> Self {
Self {
state: Rc::new(RefCell::new(ScrollHandleState::new(terminal))),
future_display_offset: Rc::new(Cell::new(None)),
}
}
pub fn update(&self, terminal: &Terminal) {
*self.state.borrow_mut() = ScrollHandleState::new(terminal);
}
}
impl ScrollableHandle for TerminalScrollHandle {
fn max_offset(&self) -> Point<Pixels> {
let state = self.state.borrow();
point(
Pixels::ZERO,
state.total_lines.saturating_sub(state.viewport_lines) as f32 * state.line_height,
)
}
fn offset(&self) -> Point<Pixels> {
let state = self.state.borrow();
let scroll_offset = state
.total_lines
.saturating_sub(state.viewport_lines)
.saturating_sub(state.display_offset);
Point::new(Pixels::ZERO, -(scroll_offset as f32 * state.line_height))
}
fn set_offset(&self, point: Point<Pixels>) {
let state = self.state.borrow();
let offset_delta = (point.y / state.line_height).round() as i32;
let max_offset = state.total_lines.saturating_sub(state.viewport_lines);
let display_offset = (max_offset as i32 + offset_delta).clamp(0, max_offset as i32);
self.future_display_offset
.set(Some(display_offset as usize));
}
fn viewport(&self) -> Bounds<Pixels> {
let state = self.state.borrow();
Bounds::new(
Point::new(px(0.), px(0.)),
size(
Pixels::ZERO,
state.viewport_lines as f32 * state.line_height,
),
)
}
}