diff --git a/README.md b/README.md
index 15278946..160b493e 100644
--- a/README.md
+++ b/README.md
@@ -41,7 +41,7 @@ Native builds for each platform on [**Releases**](https://github.com/l0ng-ai/tty
| | |
|---|---|
| **Input** | ghost suggestions from history · explained tab completion · syntax highlighting · multi-line editing · click places the caret · ⌃ R fuzzy history |
-| **Window** | tabs & splits · ⌘ P palette · ⌘ F scrollback search · eight themes · IME |
+| **Window** | tabs & splits · ⌘ P palette · ⌘ F scrollback search · nine themes · IME |
| **Coding agents** | per-pane agent detection (~17 CLIs): status dot, notifications, branch + diff, resume after reboot, tray icon that signals "needs your input" |
| **SSH** | native russh stack: profiles with keychain secrets, SFTP panel, port forwarding, jump hosts |
diff --git a/docs/features.md b/docs/features.md
index 4f778752..8eccfa0b 100644
--- a/docs/features.md
+++ b/docs/features.md
@@ -19,7 +19,7 @@
- **Command palette** ⌘ P · scrollback search ⌘ F
- **⌘/Ctrl-click links** (⌘ on macOS, Ctrl on Windows/Linux) · desktop notifications · copy on select (opt-in, Settings → Terminal → Clipboard)
- **Smart double-click selection** — double-click grabs the whole URL, file path, bracket/quote pair, or dictionary-segmented CJK word under the cursor; Shift-click extends a selection (toggle in Settings → Terminal → Mouse; word separators via `word_separators` in `config.json`)
-- **Eight themes, plus your own** — YAML seed themes with solid, gradient, or image backgrounds; iTerm2 `.itermcolors` import; in-app color editor with a background-image picker
+- **Nine themes, plus your own** — YAML seed themes with solid, gradient, or image backgrounds; iTerm2 `.itermcolors` import; in-app color editor with a background-image picker
- **Sync with system** — Settings → Appearance; pick separate light and dark themes and tty7 follows the OS appearance live (`theme_follow_system`, `theme_preset_light` / `theme_preset_dark` in `config.json`)
- **Window opacity & blur** — Settings → Appearance → Window; applies to every theme, *Follow theme* returns to the theme's own `opacity` / `blur`
- **CJK / IME input**
diff --git a/docs/features.zh-CN.md b/docs/features.zh-CN.md
index 9c59192f..83b79b09 100644
--- a/docs/features.zh-CN.md
+++ b/docs/features.zh-CN.md
@@ -19,7 +19,7 @@
- **命令面板** ⌘ P · 回滚搜索 ⌘ F
- **⌘ 点击打开链接** · 桌面通知 · 划选即复制(可选,设置 → 终端 → 剪贴板)
- **智能双击选中** —— 双击直接选中整条 URL、文件路径、括号/引号对,中文按词典分词出词;Shift 点击扩展选区(设置 → 终端 → 鼠标可开关;分隔符用 `config.json` 的 `word_separators` 配置)
-- **8 套主题,也能自定义** — YAML 种子主题,背景支持纯色、渐变或图片;可导入 iTerm2 `.itermcolors`;应用内颜色编辑器带背景图选择
+- **9 套主题,也能自定义** — YAML 种子主题,背景支持纯色、渐变或图片;可导入 iTerm2 `.itermcolors`;应用内颜色编辑器带背景图选择
- **跟随系统外观** — 设置 → Appearance;分别选好浅色和深色主题,tty7 随系统深浅模式实时切换(`config.json` 中的 `theme_follow_system`、`theme_preset_light` / `theme_preset_dark`)
- **窗口透明与模糊** — 设置 → Appearance → Window;对所有主题生效,*Follow theme* 恢复主题自带的 `opacity` / `blur`
- **CJK / 输入法输入**
diff --git a/src/core/config.rs b/src/core/config.rs
index 32e2fe79..700f3b94 100644
--- a/src/core/config.rs
+++ b/src/core/config.rs
@@ -60,6 +60,11 @@ pub struct Config {
pub window_opacity: Option,
/// Global window-blur override. `None` follows the active theme's `blur`.
pub window_blur: Option,
+ /// Fade unfocused panes in a split tab so the focused terminal reads as
+ /// foreground. On by default; when off every pane renders at full opacity
+ /// and only focus (cursor, etc.) distinguishes the active one.
+ #[serde(default = "default_true")]
+ pub dim_inactive_panes: bool,
/// Optional keybinding overrides: action name (e.g. "NewTab") → keystroke
/// (e.g. "secondary-t", which is ⌘ on macOS and Ctrl elsewhere). Unknown
/// actions and unparseable keystrokes are ignored (with a warning) so a bad
@@ -596,6 +601,7 @@ impl Default for Config {
theme_preset_dark: "dark".to_string(),
window_opacity: None,
window_blur: None,
+ dim_inactive_panes: true,
keybindings: HashMap::new(),
keybinding_preset: default_preset(),
prefix: default_prefix(),
diff --git a/src/terminal/boxdraw.rs b/src/terminal/boxdraw.rs
new file mode 100644
index 00000000..2ddc6648
--- /dev/null
+++ b/src/terminal/boxdraw.rs
@@ -0,0 +1,823 @@
+//! Native box-drawing: the U+2500–U+257F box characters and U+2580–U+259F
+//! block elements, drawn as geometry sized to the actual cell instead of as
+//! font glyphs.
+//!
+//! Why the font can't do this job: a glyph fills (at most) the font's own line
+//! height, but the cell it paints into is `font_size × Config::line_height` —
+//! 1.4 by default. At any line height above 1.0 a `│` covers only the middle of
+//! its cell, so every vertical run of box characters breaks into dashes with a
+//! gap at each row boundary: a two-line shell prompt's `╭`/`╰` no longer
+//! connect, a TUI frame is perforated down both sides. Horizontal continuity
+//! has the same problem in miniature whenever a fallback face's advance
+//! disagrees with the cell width.
+//!
+//! Drawing the range natively pins every stroke to the cell's real edges, so
+//! adjacent cells join seamlessly at any line height, any font, any fallback
+//! chain. This is the same special case every terminal with a line-height
+//! setting ships (kitty, alacritty, WezTerm, iTerm2), and the same approach the
+//! Powerline separators in `element.rs` already use — they skip fonts entirely.
+//!
+//! [`glyph`] returns the character's ink as rectangles and filled paths in cell
+//! coordinates; `paint_glyphs` fills them with the cell's foreground. A char
+//! outside the range returns `None` and falls back to the font.
+
+use gpui::{Bounds, Pixels, point, px, size};
+
+/// One paintable piece of a box-drawing glyph.
+pub(crate) enum Ink {
+ /// A solid rectangle in the cell's foreground color.
+ Rect(Bounds),
+ /// A rectangle at a fraction of the foreground's alpha — the ░▒▓ shades,
+ /// which fake their dither by translucency exactly as WezTerm does.
+ Shade(Bounds, f32),
+ /// A filled path — rounded corners and diagonals, the two shapes a
+ /// rectangle can't express.
+ Path(gpui::Path),
+}
+
+/// The ink for `c` sized to `bounds`, or `None` for anything that isn't a
+/// box-drawing/block character (which then renders through the font).
+///
+/// `scale` is the window's device scale factor. Every straight stroke is
+/// snapped to the *device pixel* grid it implies — not for crispness alone,
+/// but for continuity: a cell boundary at a fractional device pixel gets an
+/// antialiasing ramp on both sides, and two abutting 50%-coverage edges
+/// composite to 75% opacity, which perforated every multi-row `│` with a
+/// lighter band at each row boundary. Snapped edges rasterize with no ramp at
+/// all, so adjacent cells butt into one continuous solid — the same reason
+/// kitty's cell-aligned box bitmaps tile seamlessly.
+pub(crate) fn glyph(c: char, bounds: Bounds, scale: f32) -> Option> {
+ if !('\u{2500}'..='\u{259f}').contains(&c) {
+ return None;
+ }
+ let g = Cell::new(&bounds, scale);
+ if let Some((u, d, l, r)) = arms_of(c) {
+ return Some(g.arms(u, d, l, r));
+ }
+ g.doubles(c)
+ .or_else(|| g.rounded(c))
+ .or_else(|| g.dashed(c))
+ .or_else(|| g.diagonal(c))
+ .or_else(|| g.blocks(c))
+}
+
+/// The weight of one arm (centre → edge) of a box character.
+#[derive(Clone, Copy, PartialEq)]
+enum Arm {
+ None,
+ Light,
+ Heavy,
+}
+
+/// Cell geometry in f32, plus the light stroke thickness.
+///
+/// Thickness derives from the cell *width* — a pure font-size proxy — never the
+/// height: the height carries the line-height stretch, and a `─` that fattens
+/// when the user opens up their line spacing would look broken.
+struct Cell {
+ x0: f32,
+ y0: f32,
+ x1: f32,
+ y1: f32,
+ cx: f32,
+ cy: f32,
+ t: f32,
+ scale: f32,
+}
+
+impl Cell {
+ fn new(b: &Bounds, scale: f32) -> Self {
+ let x0 = b.origin.x.as_f32();
+ let y0 = b.origin.y.as_f32();
+ let x1 = x0 + b.size.width.as_f32();
+ let y1 = y0 + b.size.height.as_f32();
+ Cell {
+ x0,
+ y0,
+ x1,
+ y1,
+ cx: (x0 + x1) / 2.,
+ cy: (y0 + y1) / 2.,
+ t: ((x1 - x0) * 0.15).round().max(1.),
+ scale: scale.max(0.1),
+ }
+ }
+
+ /// Snap a logical coordinate onto the device pixel grid.
+ fn snap(&self, v: f32) -> f32 {
+ (v * self.scale).round() / self.scale
+ }
+
+ /// A rectangle with every edge snapped to device pixels (see [`glyph`]).
+ /// Snapping the two edges — not origin + size — is what keeps a shared
+ /// cell boundary shared: both cells snap the same coordinate to the same
+ /// pixel line, so consecutive `│` cells tile with zero gap and zero
+ /// overlap whatever the window position.
+ fn rectb(&self, x: f32, y: f32, w: f32, h: f32) -> Bounds {
+ let (sx0, sy0) = (self.snap(x), self.snap(y));
+ let (sx1, sy1) = (self.snap(x + w), self.snap(y + h));
+ Bounds::new(point(px(sx0), px(sy0)), size(px(sx1 - sx0), px(sy1 - sy0)))
+ }
+
+ fn rect(&self, x: f32, y: f32, w: f32, h: f32) -> Ink {
+ Ink::Rect(self.rectb(x, y, w, h))
+ }
+
+ /// The light/heavy arm combinations: one rectangle per arm, each running
+ /// from its cell edge to just past the centre.
+ ///
+ /// The overshoot (`m`, half the thickest arm) is what makes a corner: two
+ /// perpendicular strokes that merely *meet* at the centre point leave a
+ /// notch at the outside of the turn. Same-color opaque overlap costs
+ /// nothing, so every arm overshoots by the same amount and any combination
+ /// of weights joins solid.
+ fn arms(&self, u: Arm, d: Arm, l: Arm, r: Arm) -> Vec {
+ let w = |a: Arm| match a {
+ Arm::None => 0.,
+ Arm::Light => self.t,
+ Arm::Heavy => self.t * 2.,
+ };
+ let (wu, wd, wl, wr) = (w(u), w(d), w(l), w(r));
+ let m = wu.max(wd).max(wl).max(wr) / 2.;
+ let mut ink = Vec::new();
+ if wu > 0. {
+ ink.push(self.rect(self.cx - wu / 2., self.y0, wu, self.cy + m - self.y0));
+ }
+ if wd > 0. {
+ ink.push(self.rect(self.cx - wd / 2., self.cy - m, wd, self.y1 - (self.cy - m)));
+ }
+ if wl > 0. {
+ ink.push(self.rect(self.x0, self.cy - wl / 2., self.cx + m - self.x0, wl));
+ }
+ if wr > 0. {
+ ink.push(self.rect(self.cx - m, self.cy - wr / 2., self.x1 - (self.cx - m), wr));
+ }
+ ink
+ }
+
+ /// The double-line set (U+2550–U+256C), spelled out stroke by stroke.
+ ///
+ /// Doubles can't reuse the [`arms`](Self::arms) overshoot trick: their
+ /// junctions are *open* — ╬ is four corner pieces around a hole, ╠'s inner
+ /// stroke breaks where the branch leaves — so each character lists exactly
+ /// the segments the Unicode chart draws, with endpoints snapped half a
+ /// stroke past the line they join so corners close without crossing the
+ /// gap.
+ fn doubles(&self, c: char) -> Option> {
+ let t = self.t;
+ let h = t / 2.;
+ // The parallel strokes sit at centre ± d. At the 1px thickness of
+ // ordinary font sizes this leaves a 3px gap — wide enough to survive
+ // subpixel placement without the two strokes bleeding into one.
+ let d = (t * 1.5).max(2.0);
+ let (x0, x1, y0, y1, cx, cy) = (self.x0, self.x1, self.y0, self.y1, self.cx, self.cy);
+ let (va, vb) = (cx - d, cx + d);
+ let (ha, hb) = (cy - d, cy + d);
+ let v = |x: f32, ya: f32, yb: f32| self.rect(x - h, ya, t, yb - ya);
+ let hz = |y: f32, xa: f32, xb: f32| self.rect(xa, y - h, xb - xa, t);
+ Some(match c {
+ '═' => vec![hz(ha, x0, x1), hz(hb, x0, x1)],
+ '║' => vec![v(va, y0, y1), v(vb, y0, y1)],
+ '╒' => vec![hz(ha, cx - h, x1), hz(hb, cx - h, x1), v(cx, ha - h, y1)],
+ '╓' => vec![hz(cy, va - h, x1), v(va, cy - h, y1), v(vb, cy - h, y1)],
+ '╔' => vec![
+ v(va, ha - h, y1),
+ hz(ha, va - h, x1),
+ v(vb, hb - h, y1),
+ hz(hb, vb - h, x1),
+ ],
+ '╕' => vec![hz(ha, x0, cx + h), hz(hb, x0, cx + h), v(cx, ha - h, y1)],
+ '╖' => vec![hz(cy, x0, vb + h), v(va, cy - h, y1), v(vb, cy - h, y1)],
+ '╗' => vec![
+ v(vb, ha - h, y1),
+ hz(ha, x0, vb + h),
+ v(va, hb - h, y1),
+ hz(hb, x0, va + h),
+ ],
+ '╘' => vec![v(cx, y0, hb + h), hz(ha, cx - h, x1), hz(hb, cx - h, x1)],
+ '╙' => vec![v(va, y0, cy + h), v(vb, y0, cy + h), hz(cy, va - h, x1)],
+ '╚' => vec![
+ v(va, y0, hb + h),
+ hz(hb, va - h, x1),
+ v(vb, y0, ha + h),
+ hz(ha, vb - h, x1),
+ ],
+ '╛' => vec![v(cx, y0, hb + h), hz(ha, x0, cx + h), hz(hb, x0, cx + h)],
+ '╜' => vec![v(va, y0, cy + h), v(vb, y0, cy + h), hz(cy, x0, vb + h)],
+ '╝' => vec![
+ v(vb, y0, hb + h),
+ hz(hb, x0, vb + h),
+ v(va, y0, ha + h),
+ hz(ha, x0, va + h),
+ ],
+ '╞' => vec![v(cx, y0, y1), hz(ha, cx - h, x1), hz(hb, cx - h, x1)],
+ '╟' => vec![v(va, y0, y1), v(vb, y0, y1), hz(cy, vb - h, x1)],
+ '╠' => vec![
+ v(va, y0, y1),
+ v(vb, y0, ha + h),
+ v(vb, hb - h, y1),
+ hz(ha, vb - h, x1),
+ hz(hb, vb - h, x1),
+ ],
+ '╡' => vec![v(cx, y0, y1), hz(ha, x0, cx + h), hz(hb, x0, cx + h)],
+ '╢' => vec![v(va, y0, y1), v(vb, y0, y1), hz(cy, x0, va + h)],
+ '╣' => vec![
+ v(vb, y0, y1),
+ v(va, y0, ha + h),
+ v(va, hb - h, y1),
+ hz(ha, x0, va + h),
+ hz(hb, x0, va + h),
+ ],
+ '╤' => vec![hz(ha, x0, x1), hz(hb, x0, x1), v(cx, hb - h, y1)],
+ '╥' => vec![hz(cy, x0, x1), v(va, cy - h, y1), v(vb, cy - h, y1)],
+ '╦' => vec![
+ hz(ha, x0, x1),
+ hz(hb, x0, va + h),
+ hz(hb, vb - h, x1),
+ v(va, hb - h, y1),
+ v(vb, hb - h, y1),
+ ],
+ '╧' => vec![hz(ha, x0, x1), hz(hb, x0, x1), v(cx, y0, ha + h)],
+ '╨' => vec![hz(cy, x0, x1), v(va, y0, cy + h), v(vb, y0, cy + h)],
+ '╩' => vec![
+ hz(hb, x0, x1),
+ hz(ha, x0, va + h),
+ hz(ha, vb - h, x1),
+ v(va, y0, ha + h),
+ v(vb, y0, ha + h),
+ ],
+ '╪' => vec![v(cx, y0, y1), hz(ha, x0, x1), hz(hb, x0, x1)],
+ '╫' => vec![v(va, y0, y1), v(vb, y0, y1), hz(cy, x0, x1)],
+ '╬' => vec![
+ v(va, y0, ha + h),
+ v(vb, y0, ha + h),
+ v(va, hb - h, y1),
+ v(vb, hb - h, y1),
+ hz(ha, x0, va + h),
+ hz(ha, vb - h, x1),
+ hz(hb, x0, va + h),
+ hz(hb, vb - h, x1),
+ ],
+ _ => return None,
+ })
+ }
+
+ /// The rounded corners ╭ ╮ ╯ ╰ — two straight stubs to the cell edges plus
+ /// a quarter-circle band between them. `sx`/`sy` name the quadrant the arms
+ /// leave through: ╭ runs down (+1) and right (+1).
+ ///
+ /// The band is a fan of small convex quads, one per arc step, NOT a single
+ /// outer-arc/inner-arc outline. That outline is concave, and gpui fills a
+ /// path as a triangle fan from its first vertex — a concave contour gets
+ /// its whole hollow covered, which rendered every corner as a solid
+ /// quarter-disc blob the first time around. Each quad is convex, so each
+ /// fills exactly itself, and at stroke widths of a few pixels twelve steps
+ /// are indistinguishable from a true arc.
+ fn rounded(&self, c: char) -> Option> {
+ let (sx, sy): (f32, f32) = match c {
+ '╭' => (1., 1.),
+ '╮' => (-1., 1.),
+ '╯' => (-1., -1.),
+ '╰' => (1., -1.),
+ _ => return None,
+ };
+ let h = self.t / 2.;
+ // The largest radius that keeps the arc inside the cell on its short
+ // axis; the straight stubs cover whatever the long axis has left over.
+ let r = ((self.x1 - self.x0).min(self.y1 - self.y0) / 2.).max(h * 2.);
+ let (cx, cy) = (self.cx, self.cy);
+ let mut ink = Vec::new();
+ // Straight stubs from the arc's ends to the cell edges (zero-length
+ // when the radius already spans the half-axis). Each stub reaches one
+ // device pixel *into* the arc band: the stub is pixel-snapped, the arc
+ // isn't, and without the overlap that mismatch reopens a hairline
+ // seam exactly where they hand off.
+ let lap = 1. / self.scale;
+ if sy > 0. {
+ let top = cy + r - lap;
+ ink.push(self.rect(cx - h, top, self.t, self.y1 - top));
+ } else {
+ ink.push(self.rect(cx - h, self.y0, self.t, (cy - r + lap) - self.y0));
+ }
+ if sx > 0. {
+ let left = cx + r - lap;
+ ink.push(self.rect(left, cy - h, self.x1 - left, self.t));
+ } else {
+ ink.push(self.rect(self.x0, cy - h, (cx - r + lap) - self.x0, self.t));
+ }
+ // The arc band, from the vertical stub (θ=0) to the horizontal one
+ // (θ=π/2) around the arc centre one radius into the quadrant.
+ //
+ // How this renders decides whether the corner looks like kitty's or
+ // not, and gpui's pipeline dictates the shape (learned the hard way,
+ // twice):
+ //
+ // * A path contour is filled as a triangle FAN from its start vertex,
+ // and coverage in the intermediate texture only accumulates — there
+ // is no winding cancellation. A whole-band outline is concave, so
+ // its fan covered the hollow and every corner rendered as a solid
+ // quarter-disc blob. Each contour must therefore be *star-shaped
+ // from its start vertex*: 30° slices of a thin band are, a 90° band
+ // is not.
+ // * All contours ride in ONE Path. Paths composite as premultiplied
+ // sprites, so two separately painted segments overlap their
+ // antialiased edges at 75% opacity — the seam at every joint of the
+ // first polyline attempt. Within a single path the 4x-MSAA samples
+ // partition cleanly across shared edges instead.
+ // * The outer edge is a real quadratic (`curve_to`), which the shader
+ // antialiases *analytically* (Loop–Blinn signed distance) — the
+ // smooth continuous ramp kitty gets from supersampling. The inner
+ // edge can't be a curve: with no winding, a concave-side bulge can
+ // only over-cover. It is a fine polyline instead, whose chord error
+ // at 7.5° steps (< 0.1px at cell sizes) hides inside the MSAA.
+ let (ax, ay) = (cx + sx * r, cy + sy * r);
+ let at = |radius: f32, theta: f32| {
+ let (x, y) = (
+ ax - sx * radius * theta.cos(),
+ ay - sy * radius * theta.sin(),
+ );
+ point(px(x), px(y))
+ };
+ const SEGS: usize = 3;
+ const INNER_PTS: usize = 4;
+ let step = std::f32::consts::FRAC_PI_2 / SEGS as f32;
+ let mut path: Option> = None;
+ for i in 0..SEGS {
+ let t0 = step * i as f32;
+ let t1 = step * (i + 1) as f32;
+ let start = at(r + h, t0);
+ let p = match path.as_mut() {
+ Some(p) => {
+ p.move_to(start);
+ p
+ }
+ None => path.insert(gpui::Path::new(start)),
+ };
+ // Control point at the tangents' intersection: the exact
+ // quadratic through both endpoints for this arc slice.
+ let ctrl = at((r + h) / (step / 2.).cos(), (t0 + t1) / 2.);
+ p.curve_to(at(r + h, t1), ctrl);
+ p.line_to(at(r - h, t1));
+ for k in (0..INNER_PTS).rev() {
+ p.line_to(at(r - h, t0 + (t1 - t0) * k as f32 / INNER_PTS as f32));
+ }
+ }
+ if let Some(p) = path {
+ ink.push(Ink::Path(p));
+ }
+ Some(ink)
+ }
+
+ /// The dashed lines: n dashes, each 70% of its slot, centred. Deliberately
+ /// *not* edge-to-edge — a dashed line is supposed to read as broken, and
+ /// this matches how the font glyphs space them.
+ fn dashed(&self, c: char) -> Option> {
+ let (n, heavy, vertical) = match c {
+ '╌' => (2, false, false),
+ '╍' => (2, true, false),
+ '╎' => (2, false, true),
+ '╏' => (2, true, true),
+ '┄' => (3, false, false),
+ '┅' => (3, true, false),
+ '┆' => (3, false, true),
+ '┇' => (3, true, true),
+ '┈' => (4, false, false),
+ '┉' => (4, true, false),
+ '┊' => (4, false, true),
+ '┋' => (4, true, true),
+ _ => return None,
+ };
+ let w = if heavy { self.t * 2. } else { self.t };
+ let (a0, a1) = if vertical {
+ (self.y0, self.y1)
+ } else {
+ (self.x0, self.x1)
+ };
+ let seg = (a1 - a0) / n as f32;
+ let ink = (0..n)
+ .map(|i| {
+ let s = a0 + seg * (i as f32 + 0.15);
+ let len = seg * 0.7;
+ if vertical {
+ self.rect(self.cx - w / 2., s, w, len)
+ } else {
+ self.rect(s, self.cy - w / 2., len, w)
+ }
+ })
+ .collect();
+ Some(ink)
+ }
+
+ /// The diagonals ╱ ╲ ╳ as corner-to-corner parallelograms. The offset is
+ /// vertical (not perpendicular) so every vertex stays inside the cell; its
+ /// length is scaled so the *perpendicular* stroke width still comes out at
+ /// the light thickness.
+ fn diagonal(&self, c: char) -> Option> {
+ let (w, hgt) = (self.x1 - self.x0, self.y1 - self.y0);
+ let v = self.t * (w * w + hgt * hgt).sqrt() / w;
+ let p = |x: f32, y: f32| point(px(x), px(y));
+ let quad = |top_x: f32, bot_x: f32| {
+ let mut path = gpui::Path::new(p(top_x, self.y0));
+ path.line_to(p(top_x, self.y0 + v));
+ path.line_to(p(bot_x, self.y1));
+ path.line_to(p(bot_x, self.y1 - v));
+ Ink::Path(path)
+ };
+ Some(match c {
+ '╱' => vec![quad(self.x1, self.x0)],
+ '╲' => vec![quad(self.x0, self.x1)],
+ '╳' => vec![quad(self.x1, self.x0), quad(self.x0, self.x1)],
+ _ => return None,
+ })
+ }
+
+ /// The block elements U+2580–U+259F: eighths, halves, quadrants, and the
+ /// ░▒▓ shades (a full-cell wash at a quarter / half / three quarters of the
+ /// foreground's alpha).
+ fn blocks(&self, c: char) -> Option> {
+ let (x0, x1, y0, y1, cx, cy) = (self.x0, self.x1, self.y0, self.y1, self.cx, self.cy);
+ let (w, hgt) = (x1 - x0, y1 - y0);
+ let r = |x: f32, y: f32, ww: f32, hh: f32| self.rect(x, y, ww, hh);
+ let ul = || r(x0, y0, cx - x0, cy - y0);
+ let ur = || r(cx, y0, x1 - cx, cy - y0);
+ let ll = || r(x0, cy, cx - x0, y1 - cy);
+ let lr = || r(cx, cy, x1 - cx, y1 - cy);
+ Some(match c {
+ '▀' => vec![r(x0, y0, w, hgt / 2.)],
+ // ▁ (1/8) through █ (the full block): lower k eighths.
+ '▁'..='█' => {
+ let k = (c as u32 - 0x2580) as f32;
+ let hh = hgt * k / 8.;
+ vec![r(x0, y1 - hh, w, hh)]
+ }
+ // ▉ (7/8) through ▏ (1/8): left k eighths.
+ '▉'..='▏' => {
+ let k = (0x2590 - c as u32) as f32;
+ vec![r(x0, y0, w * k / 8., hgt)]
+ }
+ '▐' => vec![r(cx, y0, x1 - cx, hgt)],
+ '░' => vec![Ink::Shade(self.rectb(x0, y0, w, hgt), 0.25)],
+ '▒' => vec![Ink::Shade(self.rectb(x0, y0, w, hgt), 0.5)],
+ '▓' => vec![Ink::Shade(self.rectb(x0, y0, w, hgt), 0.75)],
+ '▔' => vec![r(x0, y0, w, hgt / 8.)],
+ '▕' => vec![r(x1 - w / 8., y0, w / 8., hgt)],
+ '▖' => vec![ll()],
+ '▗' => vec![lr()],
+ '▘' => vec![ul()],
+ '▙' => vec![ul(), ll(), lr()],
+ '▚' => vec![ul(), lr()],
+ '▛' => vec![ul(), ur(), ll()],
+ '▜' => vec![ul(), ur(), lr()],
+ '▝' => vec![ur()],
+ '▞' => vec![ur(), ll()],
+ '▟' => vec![ur(), ll(), lr()],
+ _ => return None,
+ })
+ }
+}
+
+/// Decode the light/heavy arm combinations: the solid lines, corners, tees and
+/// crosses of U+2500–U+254B, and the half/mixed lines of U+2574–U+257F. Order
+/// is (up, down, left, right).
+fn arms_of(c: char) -> Option<(Arm, Arm, Arm, Arm)> {
+ use Arm::{Heavy as H, Light as L, None as N};
+ Some(match c {
+ '─' => (N, N, L, L),
+ '━' => (N, N, H, H),
+ '│' => (L, L, N, N),
+ '┃' => (H, H, N, N),
+ '┌' => (N, L, N, L),
+ '┍' => (N, L, N, H),
+ '┎' => (N, H, N, L),
+ '┏' => (N, H, N, H),
+ '┐' => (N, L, L, N),
+ '┑' => (N, L, H, N),
+ '┒' => (N, H, L, N),
+ '┓' => (N, H, H, N),
+ '└' => (L, N, N, L),
+ '┕' => (L, N, N, H),
+ '┖' => (H, N, N, L),
+ '┗' => (H, N, N, H),
+ '┘' => (L, N, L, N),
+ '┙' => (L, N, H, N),
+ '┚' => (H, N, L, N),
+ '┛' => (H, N, H, N),
+ '├' => (L, L, N, L),
+ '┝' => (L, L, N, H),
+ '┞' => (H, L, N, L),
+ '┟' => (L, H, N, L),
+ '┠' => (H, H, N, L),
+ '┡' => (H, L, N, H),
+ '┢' => (L, H, N, H),
+ '┣' => (H, H, N, H),
+ '┤' => (L, L, L, N),
+ '┥' => (L, L, H, N),
+ '┦' => (H, L, L, N),
+ '┧' => (L, H, L, N),
+ '┨' => (H, H, L, N),
+ '┩' => (H, L, H, N),
+ '┪' => (L, H, H, N),
+ '┫' => (H, H, H, N),
+ '┬' => (N, L, L, L),
+ '┭' => (N, L, H, L),
+ '┮' => (N, L, L, H),
+ '┯' => (N, L, H, H),
+ '┰' => (N, H, L, L),
+ '┱' => (N, H, H, L),
+ '┲' => (N, H, L, H),
+ '┳' => (N, H, H, H),
+ '┴' => (L, N, L, L),
+ '┵' => (L, N, H, L),
+ '┶' => (L, N, L, H),
+ '┷' => (L, N, H, H),
+ '┸' => (H, N, L, L),
+ '┹' => (H, N, H, L),
+ '┺' => (H, N, L, H),
+ '┻' => (H, N, H, H),
+ '┼' => (L, L, L, L),
+ '┽' => (L, L, H, L),
+ '┾' => (L, L, L, H),
+ '┿' => (L, L, H, H),
+ '╀' => (H, L, L, L),
+ '╁' => (L, H, L, L),
+ '╂' => (H, H, L, L),
+ '╃' => (H, L, H, L),
+ '╄' => (H, L, L, H),
+ '╅' => (L, H, H, L),
+ '╆' => (L, H, L, H),
+ '╇' => (H, L, H, H),
+ '╈' => (L, H, H, H),
+ '╉' => (H, H, H, L),
+ '╊' => (H, H, L, H),
+ '╋' => (H, H, H, H),
+ '╴' => (N, N, L, N),
+ '╵' => (L, N, N, N),
+ '╶' => (N, N, N, L),
+ '╷' => (N, L, N, N),
+ '╸' => (N, N, H, N),
+ '╹' => (H, N, N, N),
+ '╺' => (N, N, N, H),
+ '╻' => (N, H, N, N),
+ '╼' => (N, N, L, H),
+ '╽' => (L, H, N, N),
+ '╾' => (N, N, H, L),
+ '╿' => (H, L, N, N),
+ _ => return None,
+ })
+}
+
+#[cfg(test)]
+mod tests {
+ use super::*;
+
+ /// A cell with the proportions the bug shipped in: a 15px font's ~9px
+ /// advance stretched to a 21px line by `line_height: 1.4`.
+ fn cell() -> Bounds {
+ Bounds::new(point(px(10.), px(20.)), size(px(9.), px(21.)))
+ }
+
+ /// min_x / max_x / min_y / max_y over every rect corner and path vertex.
+ fn extents(ink: &[Ink]) -> (f32, f32, f32, f32) {
+ let (mut nx, mut xx, mut ny, mut xy) = (f32::MAX, f32::MIN, f32::MAX, f32::MIN);
+ let mut visit = |x: f32, y: f32| {
+ nx = nx.min(x);
+ xx = xx.max(x);
+ ny = ny.min(y);
+ xy = xy.max(y);
+ };
+ for i in ink {
+ match i {
+ Ink::Rect(b) | Ink::Shade(b, _) => {
+ let (x, y) = (b.origin.x.as_f32(), b.origin.y.as_f32());
+ visit(x, y);
+ visit(x + b.size.width.as_f32(), y + b.size.height.as_f32());
+ }
+ Ink::Path(p) => {
+ for v in &p.vertices {
+ visit(v.xy_position.x.as_f32(), v.xy_position.y.as_f32());
+ }
+ }
+ }
+ }
+ (nx, xx, ny, xy)
+ }
+
+ /// Every character in U+2500–U+259F must decode to native ink — one that
+ /// silently falls through to the font reintroduces the row-boundary gap
+ /// for exactly that character, which is worse than uniform behavior in
+ /// either direction.
+ #[test]
+ fn the_whole_range_is_covered() {
+ for cp in 0x2500u32..=0x259f {
+ let c = char::from_u32(cp).unwrap();
+ assert!(
+ glyph(c, cell(), 1.).is_some(),
+ "U+{cp:04X} {c} fell through to the font"
+ );
+ }
+ }
+
+ /// Nothing may paint outside its own cell: box characters tile, and one
+ /// cell's overshoot is its neighbor's artifact.
+ ///
+ /// The tolerance is half a pixel, not exact: a quadratic's *control point*
+ /// sits slightly outside the ink it bounds (tangent-intersection, ~3.5%
+ /// past the arc radius), and `extents` reads raw vertices. The curve
+ /// itself never leaves the cell.
+ #[test]
+ fn ink_stays_inside_the_cell() {
+ let b = cell();
+ let (x0, y0) = (b.origin.x.as_f32(), b.origin.y.as_f32());
+ let (x1, y1) = (x0 + b.size.width.as_f32(), y0 + b.size.height.as_f32());
+ for cp in 0x2500u32..=0x259f {
+ let c = char::from_u32(cp).unwrap();
+ let (nx, xx, ny, xy) = extents(&glyph(c, b, 1.).unwrap());
+ assert!(
+ nx >= x0 - 0.5 && xx <= x1 + 0.5 && ny >= y0 - 0.5 && xy <= y1 + 0.5,
+ "U+{cp:04X} {c} paints outside the cell: \
+ x {nx}..{xx} vs {x0}..{x1}, y {ny}..{xy} vs {y0}..{y1}"
+ );
+ }
+ }
+
+ /// The regression this module exists for: every arm must reach its cell
+ /// edge *exactly*, so vertical runs connect across the line-height gap and
+ /// horizontal runs connect across cells. Checked for the whole arms table
+ /// — including the mixed and half lines — not just `│`.
+ #[test]
+ fn arms_reach_their_edges() {
+ let b = cell();
+ let (x0, y0) = (b.origin.x.as_f32(), b.origin.y.as_f32());
+ let (x1, y1) = (x0 + b.size.width.as_f32(), y0 + b.size.height.as_f32());
+ for cp in 0x2500u32..=0x259f {
+ let c = char::from_u32(cp).unwrap();
+ let Some((u, d, l, r)) = arms_of(c) else {
+ continue;
+ };
+ let (nx, xx, ny, xy) = extents(&glyph(c, b, 1.).unwrap());
+ if u != Arm::None {
+ assert_eq!(ny, y0, "{c}: up arm misses the top edge");
+ }
+ if d != Arm::None {
+ assert_eq!(xy, y1, "{c}: down arm misses the bottom edge");
+ }
+ if l != Arm::None {
+ assert_eq!(nx, x0, "{c}: left arm misses the left edge");
+ }
+ if r != Arm::None {
+ assert_eq!(xx, x1, "{c}: right arm misses the right edge");
+ }
+ }
+ }
+
+ /// Same edge guarantee for the shapes that aren't plain arms: the doubles,
+ /// the rounded corners, and the diagonals all tile too.
+ #[test]
+ fn doubles_rounded_and_diagonals_reach_their_edges() {
+ let b = cell();
+ let (x0, y0) = (b.origin.x.as_f32(), b.origin.y.as_f32());
+ let (x1, y1) = (x0 + b.size.width.as_f32(), y0 + b.size.height.as_f32());
+ // (char, up, down, left, right)
+ let expect = [
+ ('═', false, false, true, true),
+ ('║', true, true, false, false),
+ ('╔', false, true, false, true),
+ ('╬', true, true, true, true),
+ ('╠', true, true, false, true),
+ ('╦', false, true, true, true),
+ ('╭', false, true, false, true),
+ ('╮', false, true, true, false),
+ ('╯', true, false, true, false),
+ ('╰', true, false, false, true),
+ ('╱', true, true, true, true),
+ ('╲', true, true, true, true),
+ ];
+ for (c, u, d, l, r) in expect {
+ let (nx, xx, ny, xy) = extents(&glyph(c, b, 1.).unwrap());
+ if u {
+ assert_eq!(ny, y0, "{c}: misses the top edge");
+ }
+ if d {
+ assert_eq!(xy, y1, "{c}: misses the bottom edge");
+ }
+ if l {
+ assert_eq!(nx, x0, "{c}: misses the left edge");
+ }
+ if r {
+ assert_eq!(xx, x1, "{c}: misses the right edge");
+ }
+ }
+ }
+
+ /// ╬ is four corner pieces around an open centre — the one double junction
+ /// where "just extend everything through the middle" would visibly lie.
+ #[test]
+ fn double_cross_keeps_its_open_centre() {
+ let b = cell();
+ let cx = b.origin.x.as_f32() + b.size.width.as_f32() / 2.;
+ let cy = b.origin.y.as_f32() + b.size.height.as_f32() / 2.;
+ for i in glyph('╬', b, 1.).unwrap() {
+ let Ink::Rect(r) = i else {
+ panic!("╬ should be rects only");
+ };
+ let (x, y) = (r.origin.x.as_f32(), r.origin.y.as_f32());
+ let inside = cx > x
+ && cx < x + r.size.width.as_f32()
+ && cy > y
+ && cy < y + r.size.height.as_f32();
+ assert!(!inside, "╬'s centre is covered");
+ }
+ }
+
+ /// Blocks: the full block is the full cell, the halves are exact halves,
+ /// and the shades wash the whole cell at their nominal alpha.
+ #[test]
+ fn blocks_cover_their_nominal_area() {
+ let b = cell();
+ let (x0, y0) = (b.origin.x.as_f32(), b.origin.y.as_f32());
+ let (w, h) = (b.size.width.as_f32(), b.size.height.as_f32());
+ let (nx, xx, ny, xy) = extents(&glyph('█', b, 1.).unwrap());
+ assert_eq!(
+ (nx, xx, ny, xy),
+ (x0, x0 + w, y0, y0 + h),
+ "█ isn't the full cell"
+ );
+ // Interior edges (the half-cell split) may sit up to half a device
+ // pixel from nominal after snapping; the outer edges stay exact.
+ let (_, _, ny, xy) = extents(&glyph('▀', b, 1.).unwrap());
+ assert_eq!(ny, y0, "▀ doesn't reach the top");
+ assert!((xy - (y0 + h / 2.)).abs() <= 0.5, "▀ isn't the top half");
+ let (_, _, ny, xy) = extents(&glyph('▄', b, 1.).unwrap());
+ assert_eq!(xy, y0 + h, "▄ doesn't reach the bottom");
+ assert!((ny - (y0 + h / 2.)).abs() <= 0.5, "▄ isn't the bottom half");
+ for (c, alpha) in [('░', 0.25), ('▒', 0.5), ('▓', 0.75)] {
+ let ink = glyph(c, b, 1.).unwrap();
+ assert_eq!(ink.len(), 1);
+ let Ink::Shade(r, a) = &ink[0] else {
+ panic!("{c} should be a shade");
+ };
+ assert_eq!(*a, alpha);
+ assert_eq!(r.size.width.as_f32(), w, "{c} doesn't wash the full cell");
+ }
+ }
+
+ /// Heavy strokes must actually be heavier than light ones, and a light
+ /// stroke never vanishes (≥ 1px) however small the cell.
+ #[test]
+ fn stroke_weights_are_ordered_and_visible() {
+ let light = {
+ let Ink::Rect(r) = &glyph('│', cell(), 1.).unwrap()[0] else {
+ panic!()
+ };
+ r.size.width.as_f32()
+ };
+ let heavy = {
+ let Ink::Rect(r) = &glyph('┃', cell(), 1.).unwrap()[0] else {
+ panic!()
+ };
+ r.size.width.as_f32()
+ };
+ assert!(light >= 1., "light stroke thinner than a pixel");
+ assert!(heavy > light, "heavy stroke isn't heavier");
+ // A pathologically narrow cell still yields visible ink.
+ let tiny = Bounds::new(point(px(0.), px(0.)), size(px(2.), px(4.)));
+ let Ink::Rect(r) = &glyph('│', tiny, 1.).unwrap()[0] else {
+ panic!()
+ };
+ assert!(r.size.width.as_f32() >= 1.);
+ }
+
+ /// The seam regression: with the window at a fractional device-pixel
+ /// offset, every straight stroke must still land on whole device pixels.
+ /// An unsnapped edge rasterizes an antialiasing ramp, and two abutting
+ /// ramps composite to 75% opacity — the perforated `│` runs this module
+ /// was reported for a second time over.
+ #[test]
+ fn straight_strokes_snap_to_device_pixels() {
+ let scale = 2.0;
+ // Deliberately misaligned: fractional origin and cell width.
+ let b = Bounds::new(point(px(10.37), px(20.11)), size(px(9.03), px(21.)));
+ let on_grid = |v: f32| ((v * scale).round() - v * scale).abs() < 1e-3;
+ for cp in 0x2500u32..=0x259f {
+ let c = char::from_u32(cp).unwrap();
+ for i in glyph(c, b, scale).unwrap() {
+ let (Ink::Rect(r) | Ink::Shade(r, _)) = i else {
+ continue; // arcs and diagonals antialias on purpose
+ };
+ let (x, y) = (r.origin.x.as_f32(), r.origin.y.as_f32());
+ let (x2, y2) = (x + r.size.width.as_f32(), y + r.size.height.as_f32());
+ assert!(
+ on_grid(x) && on_grid(y) && on_grid(x2) && on_grid(y2),
+ "U+{cp:04X} {c}: stroke edge off the device grid \
+ ({x}, {y})..({x2}, {y2}) at scale {scale}"
+ );
+ }
+ }
+ // And two vertically adjacent `│` cells must share their boundary
+ // exactly — same coordinate in, same snapped pixel line out.
+ let below = Bounds::new(point(px(10.37), px(41.11)), size(px(9.03), px(21.)));
+ let bottom = extents(&glyph('│', b, scale).unwrap()).3;
+ let top = extents(&glyph('│', below, scale).unwrap()).2;
+ assert_eq!(bottom, top, "adjacent │ cells no longer tile");
+ }
+}
diff --git a/src/terminal/element.rs b/src/terminal/element.rs
index 4d8f3352..c6f31ad3 100644
--- a/src/terminal/element.rs
+++ b/src/terminal/element.rs
@@ -895,15 +895,37 @@ fn paint_glyphs(
// for a single glyph — it paints at the run origin regardless.
RowSeg::Solo { col } => {
let cell = &buf[row_base + col];
+ let cell_bounds = Bounds::new(
+ point(geom.origin.x + geom.cell_width * (col as f32), y),
+ size(geom.cell_width, geom.line_height),
+ );
if let Some(shape) = PowerlineShape::of(cell.c) {
- let cell_bounds = Bounds::new(
- point(geom.origin.x + geom.cell_width * (col as f32), y),
- size(geom.cell_width, geom.line_height),
- );
let path = powerline_path(cell_bounds, shape);
window.paint_path(path, GlyphStyle::of(cell).fg);
continue;
}
+ // Box-drawing / block characters paint as native geometry
+ // sized to the actual (line-height-stretched) cell. A font
+ // glyph only covers the font's own line height, which is
+ // what broke every vertical run of `│`/`╭`/`╰` into dashes
+ // at line_height > 1.0 — see `boxdraw`.
+ if let Some(ink) =
+ super::boxdraw::glyph(cell.c, cell_bounds, window.scale_factor())
+ {
+ let fg = GlyphStyle::of(cell).fg;
+ for piece in ink {
+ match piece {
+ super::boxdraw::Ink::Rect(r) => window.paint_quad(fill(r, fg)),
+ super::boxdraw::Ink::Shade(r, alpha) => {
+ let mut c = fg;
+ c.a *= alpha;
+ window.paint_quad(fill(r, c));
+ }
+ super::boxdraw::Ink::Path(p) => window.paint_path(p, fg),
+ }
+ }
+ continue;
+ }
(col, 1, char_string(cell.c), None, true)
}
// Same pinning as the batched runs, just for one base: two
diff --git a/src/terminal/mod.rs b/src/terminal/mod.rs
index 94bda0fe..d7791529 100644
--- a/src/terminal/mod.rs
+++ b/src/terminal/mod.rs
@@ -15,6 +15,7 @@
//! `TermSize` / `RemoteTerminal` are re-exported here so the rest of the crate
//! can refer to `terminal::RemoteTerminal` without reaching into submodules.
+mod boxdraw;
mod cmd_editor;
mod completion;
pub mod element;
diff --git a/src/ui/app.rs b/src/ui/app.rs
index d5b06207..b2181f7d 100644
--- a/src/ui/app.rs
+++ b/src/ui/app.rs
@@ -2506,6 +2506,12 @@ impl Tty7App {
self.update_config(cx, |cfg| cfg.check_for_updates = on);
}
+ /// Toggle inactive-pane dimming. Applies on the next render — the pane tree
+ /// reads the flag from the `Config` global each frame.
+ pub(crate) fn set_dim_inactive_panes(&mut self, on: bool, cx: &mut Context) {
+ self.update_config(cx, |cfg| cfg.dim_inactive_panes = on);
+ }
+
pub(crate) fn set_cursor_blink(&mut self, on: bool, cx: &mut Context) {
self.update_config(cx, |cfg| cfg.cursor_blink = on);
// Turning blink off mid-cycle could leave the cursor in its hidden phase;
diff --git a/src/ui/pane.rs b/src/ui/pane.rs
index 9151b5a5..5f658295 100644
--- a/src/ui/pane.rs
+++ b/src/ui/pane.rs
@@ -542,8 +542,15 @@ impl Pane> {
// (terminal glyphs + cell fills), unlike a background-tinted
// scrim which is near-invisible on a light theme (white on
// white). Applied to the container, so a click still lands on
- // the terminal and focuses it.
- .when(show_focus && !focused, |d| d.opacity(0.55))
+ // the terminal and focuses it. `dim_inactive_panes` opts out.
+ .when(
+ show_focus
+ && !focused
+ && cx
+ .global::()
+ .dim_inactive_panes,
+ |d| d.opacity(0.55),
+ )
.child(v.clone())
.into_any_element()
}
diff --git a/src/ui/presets.rs b/src/ui/presets.rs
index 80e94963..aac14015 100644
--- a/src/ui/presets.rs
+++ b/src/ui/presets.rs
@@ -1109,7 +1109,7 @@ struct BuiltinSpec {
}
/// A hand-picked set of familiar terminal palettes.
-static BUILTINS: [BuiltinSpec; 8] = [
+static BUILTINS: [BuiltinSpec; 9] = [
BuiltinSpec {
id: "light",
name: "Light",
@@ -1295,6 +1295,35 @@ static BUILTINS: [BuiltinSpec; 8] = [
(0xff, 0xff, 0xff),
],
},
+ BuiltinSpec {
+ id: "one_dark_pro",
+ name: "One Dark Pro",
+ background: 0x282c34,
+ foreground: 0xabb2bf,
+ // The editor cursor / focus blue, not the syntax blue `#61afef`: the
+ // accent doubles as the switch's checked track, and `#61afef` sits at
+ // the same luminance as the `#abb2bf` knob (1.11:1 — invisible).
+ accent: 0x528bff,
+ caret: None,
+ ansi16: [
+ (0x3f, 0x44, 0x51),
+ (0xe0, 0x6c, 0x75),
+ (0x98, 0xc3, 0x79),
+ (0xe5, 0xc0, 0x7b),
+ (0x61, 0xaf, 0xef),
+ (0xc6, 0x78, 0xdd),
+ (0x56, 0xb6, 0xc2),
+ (0xab, 0xb2, 0xbf),
+ (0x5c, 0x63, 0x70),
+ (0xff, 0x61, 0x6e),
+ (0xa5, 0xe0, 0x75),
+ (0xf0, 0xa4, 0x5d),
+ (0x4d, 0xc4, 0xff),
+ (0xde, 0x73, 0xff),
+ (0x4c, 0xd1, 0xe0),
+ (0xe6, 0xe6, 0xe6),
+ ],
+ },
BuiltinSpec {
id: "rose_pine",
name: "Rosé Pine",
@@ -1341,7 +1370,7 @@ mod tests {
}
/// Brightness is inferred correctly: the four light built-ins classify light,
- /// the four dark ones dark.
+ /// the five dark ones dark.
#[test]
fn dark_is_inferred_from_background() {
let dark: Vec<_> = builtins()
@@ -1349,7 +1378,10 @@ mod tests {
.filter(|t| t.dark)
.map(|t| t.id)
.collect();
- assert_eq!(dark, ["dark", "dracula", "harbor", "rose_pine"]);
+ assert_eq!(
+ dark,
+ ["dark", "dracula", "harbor", "one_dark_pro", "rose_pine"]
+ );
}
/// The selection surface must stay a *tint* — decisively on the background's
diff --git a/src/ui/settings.rs b/src/ui/settings.rs
index 5aa52d0d..4eeb63ff 100644
--- a/src/ui/settings.rs
+++ b/src/ui/settings.rs
@@ -1531,6 +1531,7 @@ impl Tty7App {
};
let config = cx.global::();
let overridden = config.window_opacity.is_some() || config.window_blur.is_some();
+ let dim_inactive_panes = config.dim_inactive_panes;
let theme = presets::by_id(cx, &crate::ui::theme::effective_preset_id(cx));
let opacity = Tty7App::effective_window_opacity(cx);
let blur = cx.global::().window_blur.unwrap_or(theme.blur);
@@ -1554,6 +1555,10 @@ impl Tty7App {
cx.listener(|this, on: &bool, window, cx| this.set_window_blur(*on, window, cx)),
)
.into_any_element();
+ let dim_switch = crate::ui::theme::switch("dim-inactive-panes", cx)
+ .checked(dim_inactive_panes)
+ .on_click(cx.listener(|this, on: &bool, _w, cx| this.set_dim_inactive_panes(*on, cx)))
+ .into_any_element();
v_flex()
// Not "Window": Settings → Window & Tabs owns that word for the
@@ -1573,6 +1578,12 @@ impl Tty7App {
blur_switch,
cx,
))
+ .child(self.settings_row(
+ "Dim inactive panes",
+ "Fade unfocused panes in a split so the active one stands out.",
+ dim_switch,
+ cx,
+ ))
// Only offered while an override is active; otherwise the values
// already follow the theme and the button would be a no-op.
.when(overridden, |this| {