Files
codex/codex-rs/tui/src/app_event.rs
jif-oai f5b3e738fb feat: propagate approval request of unsubscribed threads (#9232)
A thread can now be spawned by another thread. In order to process the
approval requests of such sub-threads, we need to detect those event and
show them in the TUI.

This is a temporary solution while the UX is being figured out. This PR
should be reverted once done
2026-01-16 11:23:01 +01:00

261 lines
8.9 KiB
Rust

//! Application-level events used to coordinate UI actions.
//!
//! `AppEvent` is the internal message bus between UI components and the top-level `App` loop.
//! Widgets emit events to request actions that must be handled at the app layer (like opening
//! pickers, persisting configuration, or shutting down the agent), without needing direct access to
//! `App` internals.
//!
//! Exit is modelled explicitly via `AppEvent::Exit(ExitMode)` so callers can request shutdown-first
//! quits without reaching into the app loop or coupling to shutdown/exit sequencing.
use std::path::PathBuf;
use codex_common::approval_presets::ApprovalPreset;
use codex_core::protocol::Event;
use codex_core::protocol::RateLimitSnapshot;
use codex_file_search::FileMatch;
use codex_protocol::ThreadId;
use codex_protocol::openai_models::ModelPreset;
use crate::bottom_pane::ApprovalRequest;
use crate::history_cell::HistoryCell;
use codex_core::features::Feature;
use codex_core::protocol::AskForApproval;
use codex_core::protocol::SandboxPolicy;
use codex_protocol::openai_models::ReasoningEffort;
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
#[cfg_attr(not(target_os = "windows"), allow(dead_code))]
pub(crate) enum WindowsSandboxEnableMode {
Elevated,
Legacy,
}
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
#[cfg_attr(not(target_os = "windows"), allow(dead_code))]
pub(crate) enum WindowsSandboxFallbackReason {
ElevationFailed,
}
#[allow(clippy::large_enum_variant)]
#[derive(Debug)]
pub(crate) enum AppEvent {
CodexEvent(Event),
ExternalApprovalRequest {
thread_id: ThreadId,
event: Event,
},
/// Start a new session.
NewSession,
/// Open the resume picker inside the running TUI session.
OpenResumePicker,
/// Open the fork picker inside the running TUI session.
OpenForkPicker,
/// Request to exit the application.
///
/// Use `ShutdownFirst` for user-initiated quits so core cleanup runs and the
/// UI exits only after `ShutdownComplete`. `Immediate` is a last-resort
/// escape hatch that skips shutdown and may drop in-flight work (e.g.,
/// background tasks, rollout flush, or child process cleanup).
Exit(ExitMode),
/// Request to exit the application due to a fatal error.
FatalExitRequest(String),
/// Forward an `Op` to the Agent. Using an `AppEvent` for this avoids
/// bubbling channels through layers of widgets.
CodexOp(codex_core::protocol::Op),
/// Kick off an asynchronous file search for the given query (text after
/// the `@`). Previous searches may be cancelled by the app layer so there
/// is at most one in-flight search.
StartFileSearch(String),
/// Result of a completed asynchronous file search. The `query` echoes the
/// original search term so the UI can decide whether the results are
/// still relevant.
FileSearchResult {
query: String,
matches: Vec<FileMatch>,
},
/// Result of refreshing rate limits
RateLimitSnapshotFetched(RateLimitSnapshot),
/// Result of computing a `/diff` command.
DiffResult(String),
InsertHistoryCell(Box<dyn HistoryCell>),
StartCommitAnimation,
StopCommitAnimation,
CommitTick,
/// Update the current reasoning effort in the running app and widget.
UpdateReasoningEffort(Option<ReasoningEffort>),
/// Update the current model slug in the running app and widget.
UpdateModel(String),
/// Persist the selected model and reasoning effort to the appropriate config.
PersistModelSelection {
model: String,
effort: Option<ReasoningEffort>,
},
/// Open the reasoning selection popup after picking a model.
OpenReasoningPopup {
model: ModelPreset,
},
/// Open the full model picker (non-auto models).
OpenAllModelsPopup {
models: Vec<ModelPreset>,
},
/// Open the confirmation prompt before enabling full access mode.
OpenFullAccessConfirmation {
preset: ApprovalPreset,
},
/// Open the Windows world-writable directories warning.
/// If `preset` is `Some`, the confirmation will apply the provided
/// approval/sandbox configuration on Continue; if `None`, it performs no
/// policy change and only acknowledges/dismisses the warning.
#[cfg_attr(not(target_os = "windows"), allow(dead_code))]
OpenWorldWritableWarningConfirmation {
preset: Option<ApprovalPreset>,
/// Up to 3 sample world-writable directories to display in the warning.
sample_paths: Vec<String>,
/// If there are more than `sample_paths`, this carries the remaining count.
extra_count: usize,
/// True when the scan failed (e.g. ACL query error) and protections could not be verified.
failed_scan: bool,
},
/// Prompt to enable the Windows sandbox feature before using Agent mode.
#[cfg_attr(not(target_os = "windows"), allow(dead_code))]
OpenWindowsSandboxEnablePrompt {
preset: ApprovalPreset,
},
/// Open the Windows sandbox fallback prompt after declining or failing elevation.
#[cfg_attr(not(target_os = "windows"), allow(dead_code))]
OpenWindowsSandboxFallbackPrompt {
preset: ApprovalPreset,
reason: WindowsSandboxFallbackReason,
},
/// Begin the elevated Windows sandbox setup flow.
#[cfg_attr(not(target_os = "windows"), allow(dead_code))]
BeginWindowsSandboxElevatedSetup {
preset: ApprovalPreset,
},
/// Enable the Windows sandbox feature and switch to Agent mode.
#[cfg_attr(not(target_os = "windows"), allow(dead_code))]
EnableWindowsSandboxForAgentMode {
preset: ApprovalPreset,
mode: WindowsSandboxEnableMode,
},
/// Update the current approval policy in the running app and widget.
UpdateAskForApprovalPolicy(AskForApproval),
/// Update the current sandbox policy in the running app and widget.
UpdateSandboxPolicy(SandboxPolicy),
/// Update feature flags and persist them to the top-level config.
UpdateFeatureFlags {
updates: Vec<(Feature, bool)>,
},
/// Update whether the full access warning prompt has been acknowledged.
UpdateFullAccessWarningAcknowledged(bool),
/// Update whether the world-writable directories warning has been acknowledged.
#[cfg_attr(not(target_os = "windows"), allow(dead_code))]
UpdateWorldWritableWarningAcknowledged(bool),
/// Update whether the rate limit switch prompt has been acknowledged for the session.
UpdateRateLimitSwitchPromptHidden(bool),
/// Persist the acknowledgement flag for the full access warning prompt.
PersistFullAccessWarningAcknowledged,
/// Persist the acknowledgement flag for the world-writable directories warning.
#[cfg_attr(not(target_os = "windows"), allow(dead_code))]
PersistWorldWritableWarningAcknowledged,
/// Persist the acknowledgement flag for the rate limit switch prompt.
PersistRateLimitSwitchPromptHidden,
/// Persist the acknowledgement flag for the model migration prompt.
PersistModelMigrationPromptAcknowledged {
from_model: String,
to_model: String,
},
/// Skip the next world-writable scan (one-shot) after a user-confirmed continue.
#[cfg_attr(not(target_os = "windows"), allow(dead_code))]
SkipNextWorldWritableScan,
/// Re-open the approval presets popup.
OpenApprovalsPopup,
/// Open the branch picker option from the review popup.
OpenReviewBranchPicker(PathBuf),
/// Open the commit picker option from the review popup.
OpenReviewCommitPicker(PathBuf),
/// Open the custom prompt option from the review popup.
OpenReviewCustomPrompt,
/// Open the approval popup.
FullScreenApprovalRequest(ApprovalRequest),
/// Open the feedback note entry overlay after the user selects a category.
OpenFeedbackNote {
category: FeedbackCategory,
include_logs: bool,
},
/// Open the upload consent popup for feedback after selecting a category.
OpenFeedbackConsent {
category: FeedbackCategory,
},
/// Launch the external editor after a normal draw has completed.
LaunchExternalEditor,
}
/// The exit strategy requested by the UI layer.
///
/// Most user-initiated exits should use `ShutdownFirst` so core cleanup runs and the UI exits only
/// after core acknowledges completion. `Immediate` is an escape hatch for cases where shutdown has
/// already completed (or is being bypassed) and the UI loop should terminate right away.
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub(crate) enum ExitMode {
/// Shutdown core and exit after completion.
ShutdownFirst,
/// Exit the UI loop immediately without waiting for shutdown.
///
/// This skips `Op::Shutdown`, so any in-flight work may be dropped and
/// cleanup that normally runs before `ShutdownComplete` can be missed.
Immediate,
}
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub(crate) enum FeedbackCategory {
BadResult,
GoodResult,
Bug,
Other,
}