support z-index + dual canvas for DOM. Doesnt work for webgl
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@@ -5,7 +5,7 @@
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import { IDisposable } from '@xterm/xterm';
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import { ImageRenderer } from './ImageRenderer';
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import { ITerminalExt, IExtendedAttrsImage, IImageAddonOptions, IImageSpec, IBufferLineExt, BgFlags, Cell, Content, ICellSize, ExtFlags, Attributes, UnderlineStyle } from './Types';
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import { ITerminalExt, IExtendedAttrsImage, IImageAddonOptions, IImageSpec, IBufferLineExt, BgFlags, Cell, Content, ICellSize, ExtFlags, Attributes, UnderlineStyle, ImageLayer } from './Types';
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// fallback default cell size
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@@ -250,7 +250,7 @@ export class ImageStorage implements IDisposable {
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* Method to add an image to the storage.
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* Returns the internal image ID assigned to the stored image.
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*/
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public addImage(img: HTMLCanvasElement | ImageBitmap): number {
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public addImage(img: HTMLCanvasElement | ImageBitmap, layer: ImageLayer = 'top'): number {
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// never allow storage to exceed memory limit
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this._evictOldest(img.width * img.height);
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@@ -339,7 +339,8 @@ export class ImageStorage implements IDisposable {
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actualCellSize: { ...cellSize }, // clone needed, since later modified
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marker: endMarker || undefined,
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tileCount,
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bufferType: this._terminal.buffer.active.type
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bufferType: this._terminal.buffer.active.type,
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layer
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};
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// finally add the image
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@@ -354,16 +355,30 @@ export class ImageStorage implements IDisposable {
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*/
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// TODO: Should we move this to the ImageRenderer?
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public render(range: { start: number, end: number }): void {
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// setup image canvas in case we have none yet, but have images in store
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if (!this._renderer.canvas && this._images.size) {
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this._renderer.insertLayerToDom();
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// safety measure - in case we cannot spawn a canvas at all, just exit
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if (!this._renderer.canvas) {
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return;
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// Determine which layers have images
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let hasTopImages = false;
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let hasBottomImages = false;
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for (const spec of this._images.values()) {
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if (spec.layer === 'bottom') {
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hasBottomImages = true;
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} else {
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hasTopImages = true;
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}
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if (hasTopImages && hasBottomImages) break;
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}
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// Lazily insert layers that are needed
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if (hasTopImages && !this._renderer.hasLayer('top')) {
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this._renderer.insertLayerToDom('top');
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if (!this._renderer.hasLayer('top')) return;
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}
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if (hasBottomImages && !this._renderer.hasLayer('bottom')) {
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this._renderer.insertLayerToDom('bottom');
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}
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// rescale if needed
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this._renderer.rescaleCanvas();
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// exit early if we dont have any images to test for
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if (!this._images.size) {
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if (!this._fullyCleared) {
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@@ -371,12 +386,25 @@ export class ImageStorage implements IDisposable {
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this._fullyCleared = true;
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this._needsFullClear = false;
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}
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if (this._renderer.canvas) {
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this._renderer.removeLayerFromDom();
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if (this._renderer.hasLayer('top')) {
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this._renderer.removeLayerFromDom('top');
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}
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if (this._renderer.hasLayer('bottom')) {
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this._renderer.removeLayerFromDom('bottom');
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}
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return;
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}
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// Remove layers no longer needed
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if (!hasTopImages && this._renderer.hasLayer('top')) {
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this._renderer.clearAll('top');
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this._renderer.removeLayerFromDom('top');
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}
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if (!hasBottomImages && this._renderer.hasLayer('bottom')) {
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this._renderer.clearAll('bottom');
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this._renderer.removeLayerFromDom('bottom');
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}
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// buffer switches force a full clear
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if (this._needsFullClear) {
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this._renderer.clearAll();
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