tailwindcss/packages/@tailwindcss-cli/src/utils/renderer.ts

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import fs from 'node:fs'
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import path from 'node:path'
import { stripVTControlCharacters } from 'node:util'
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import pc from 'picocolors'
import { resolve } from '../utils/resolve'
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import { formatNanoseconds } from './format-ns'
export const UI = {
indent: 2,
}
export function header() {
Add standalone CLI (#14270) This PR adds a new standalone client: A single-binary file that you can use to run Tailwind v4 without having a node setup. To make this work we use Bun's single-binary build which can properly package up native modules and the bun runtime for us so we do not have to rely on any expand-into-tmp-folder-at-runtime workarounds. When running locally, `pnpm build` will now standalone artifacts inside `packages/@tailwindcss-standalone/dist`. Note that since we do not build Oxide for other environments in the local setup, you won't be able to use the standalone artifacts for other platforms in local dev mode. Unfortunately Bun does not have support for Windows ARM builds yet but we found that using the `bun-baseline` runtime for Windows x64 would make the builds work fine in ARM emulation mode: ![Screenshot windows](https://github.com/user-attachments/assets/5b39387f-ec50-4757-9469-19b98e43162d) Some Bun related issues we faced and worked around: - We found that the regular Windows x64 build of `bun` does not run on Windows ARM via emulation. Instead, we have to use the `bun-baseline` builds which emulate correctly. - When we tried to bundle artifacts with [embed directories](https://bun.sh/docs/bundler/executables#embed-directories), node binary dependencies were no longer resolved correctly even though they would still be bundled and accessible within the [`embeddedFiles` list](https://bun.sh/docs/bundler/executables#listing-embedded-files). We worked around this by using the `import * as from ... with { type: "file" };` and patching the resolver we use in our CLI. - If you have an import to a module that is used as a regular import _and_ a `with { type: "file" }`, it will either return the module in both cases _or_ the file path when we would expect only the `with { type: "file" }` import to return the path. We do read the Tailwind CSS version via the file system and `require.resolve()` in the CLI and via `import * from './package.json'` in core and had to work around this by patching the version resolution in our CLI. ```ts import packageJson from "./package.json" import packageJsonPath from "./package.json" with {type: "file"} // We do not expect these to be equal packageJson === packageJsonPath ``` - We can not customize the app icon used for Windows `.exe` builds without decompiling the binary. For now we will leave the default but one workaround is to [use tools like ResourceHacker](https://github.com/tailwindlabs/tailwindcss/pull/14270/commits/698d9c4bd182391adb4b236f19a539aff13f78f9) to decompile the binary first. --------- Co-authored-by: Jordan Pittman <jordan@cryptica.me> Co-authored-by: Robin Malfait <malfait.robin@gmail.com>
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return `${pc.italic(pc.bold(pc.blue('\u2248')))} tailwindcss ${pc.blue(`v${getVersion()}`)}`
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}
export function highlight(file: string) {
return `${pc.dim(pc.blue('`'))}${pc.blue(file)}${pc.dim(pc.blue('`'))}`
}
/**
* Convert an `absolute` path to a `relative` path from the current working
* directory.
*/
export function relative(
to: string,
from = process.cwd(),
{ preferAbsoluteIfShorter = true } = {},
) {
let result = path.relative(from, to)
if (!result.startsWith('..')) {
result = `.${path.sep}${result}`
}
if (preferAbsoluteIfShorter && result.length > to.length) {
return to
}
return result
}
/**
* Wrap `text` into multiple lines based on the `width`.
*/
export function wordWrap(text: string, width: number) {
let words = text.split(' ')
let lines = []
let line = ''
let lineLength = 0
for (let word of words) {
let wordLength = stripVTControlCharacters(word).length
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// A word longer than `width` is kept on its own line rather than
// introducing an empty line before it.
if (lineLength > 0 && lineLength + wordLength + 1 > width) {
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lines.push(line)
line = ''
lineLength = 0
}
line += (lineLength ? ' ' : '') + word
lineLength += wordLength + (lineLength ? 1 : 0)
}
if (lineLength) {
lines.push(line)
}
return lines
}
/**
* Format a duration in nanoseconds to a more human readable format.
*/
export function formatDuration(ns: bigint) {
let formatted = formatNanoseconds(ns)
if (ns <= 50 * 1e6) return pc.green(formatted)
if (ns <= 300 * 1e6) return pc.blue(formatted)
if (ns <= 1000 * 1e6) return pc.yellow(formatted)
return pc.red(formatted)
}
export function indent(value: string, offset = 0) {
return `${' '.repeat(offset + UI.indent)}${value}`
}
// Rust inspired functions to print to the console:
export function eprintln(value = '') {
process.stderr.write(`${value}\n`)
}
export function println(value = '') {
process.stdout.write(`${value}\n`)
}
Add standalone CLI (#14270) This PR adds a new standalone client: A single-binary file that you can use to run Tailwind v4 without having a node setup. To make this work we use Bun's single-binary build which can properly package up native modules and the bun runtime for us so we do not have to rely on any expand-into-tmp-folder-at-runtime workarounds. When running locally, `pnpm build` will now standalone artifacts inside `packages/@tailwindcss-standalone/dist`. Note that since we do not build Oxide for other environments in the local setup, you won't be able to use the standalone artifacts for other platforms in local dev mode. Unfortunately Bun does not have support for Windows ARM builds yet but we found that using the `bun-baseline` runtime for Windows x64 would make the builds work fine in ARM emulation mode: ![Screenshot windows](https://github.com/user-attachments/assets/5b39387f-ec50-4757-9469-19b98e43162d) Some Bun related issues we faced and worked around: - We found that the regular Windows x64 build of `bun` does not run on Windows ARM via emulation. Instead, we have to use the `bun-baseline` builds which emulate correctly. - When we tried to bundle artifacts with [embed directories](https://bun.sh/docs/bundler/executables#embed-directories), node binary dependencies were no longer resolved correctly even though they would still be bundled and accessible within the [`embeddedFiles` list](https://bun.sh/docs/bundler/executables#listing-embedded-files). We worked around this by using the `import * as from ... with { type: "file" };` and patching the resolver we use in our CLI. - If you have an import to a module that is used as a regular import _and_ a `with { type: "file" }`, it will either return the module in both cases _or_ the file path when we would expect only the `with { type: "file" }` import to return the path. We do read the Tailwind CSS version via the file system and `require.resolve()` in the CLI and via `import * from './package.json'` in core and had to work around this by patching the version resolution in our CLI. ```ts import packageJson from "./package.json" import packageJsonPath from "./package.json" with {type: "file"} // We do not expect these to be equal packageJson === packageJsonPath ``` - We can not customize the app icon used for Windows `.exe` builds without decompiling the binary. For now we will leave the default but one workaround is to [use tools like ResourceHacker](https://github.com/tailwindlabs/tailwindcss/pull/14270/commits/698d9c4bd182391adb4b236f19a539aff13f78f9) to decompile the binary first. --------- Co-authored-by: Jordan Pittman <jordan@cryptica.me> Co-authored-by: Robin Malfait <malfait.robin@gmail.com>
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function getVersion(): string {
if (typeof globalThis.__tw_version === 'string') {
return globalThis.__tw_version
}
let { version } = JSON.parse(fs.readFileSync(resolve('tailwindcss/package.json'), 'utf-8'))
return version
}