Pull attribute compat stuff into addon
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@@ -0,0 +1,28 @@
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/**
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* Copyright (c) 2019 The xterm.js authors. All rights reserved.
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* @license MIT
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*/
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import { CellData } from 'common/buffer/CellData';
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import { FLAGS } from './Constants';
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import { IBufferLine } from 'common/Types';
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export function getCompatAttr(bufferLine: IBufferLine, index: number): number {
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// TODO: Need to move WebGL over to the new system and remove this block
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const cell = new CellData();
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bufferLine.loadCell(index, cell);
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const oldBg = cell.getBgColor() === -1 ? 256 : cell.getBgColor();
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const oldFg = cell.getFgColor() === -1 ? 256 : cell.getFgColor();
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const oldAttr =
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(cell.isBold() ? FLAGS.BOLD : 0) |
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(cell.isUnderline() ? FLAGS.UNDERLINE : 0) |
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(cell.isBlink() ? FLAGS.BLINK : 0) |
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(cell.isInverse() ? FLAGS.INVERSE : 0) |
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(cell.isDim() ? FLAGS.DIM : 0) |
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(cell.isItalic() ? FLAGS.ITALIC : 0);
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const attrCompat =
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oldBg |
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(oldFg << 9) |
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(oldAttr << 18);
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return attrCompat;
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}
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@@ -0,0 +1,15 @@
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/**
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* Copyright (c) 2019 The xterm.js authors. All rights reserved.
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* @license MIT
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*/
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// TODO: Should be removed after chardata workaround is fixed
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export const enum FLAGS {
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BOLD = 1,
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UNDERLINE = 2,
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BLINK = 4,
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INVERSE = 8,
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INVISIBLE = 16,
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DIM = 32,
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ITALIC = 64
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}
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@@ -14,12 +14,14 @@ import { IWebGL2RenderingContext } from './Types';
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import { INVERTED_DEFAULT_COLOR } from './atlas/Types';
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import { RenderModel, COMBINED_CHAR_BIT_MASK } from './RenderModel';
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import { Disposable } from 'common/Lifecycle';
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import { DEFAULT_COLOR, FLAGS, CHAR_DATA_CHAR_INDEX, CHAR_DATA_CODE_INDEX, CHAR_DATA_ATTR_INDEX, NULL_CELL_CODE } from 'common/buffer/Constants';
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import { DEFAULT_COLOR, CHAR_DATA_CHAR_INDEX, CHAR_DATA_CODE_INDEX, CHAR_DATA_ATTR_INDEX, NULL_CELL_CODE } from 'common/buffer/Constants';
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import { Terminal } from 'xterm';
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import { getLuminance } from './ColorUtils';
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import { IRenderLayer } from './renderLayer/Types';
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import { IRenderDimensions, IRenderer } from 'browser/renderer/Types';
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import { IColorSet } from 'browser/Types';
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import { FLAGS } from './Constants';
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import { getCompatAttr } from './CharDataCompat';
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export const INDICIES_PER_CELL = 4;
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@@ -256,7 +258,7 @@ export class WebglRenderer extends Disposable implements IRenderer {
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const charData = line.get(x);
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const chars = charData[CHAR_DATA_CHAR_INDEX];
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let code = charData[CHAR_DATA_CODE_INDEX];
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const attr = charData[CHAR_DATA_ATTR_INDEX];
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const attr = getCompatAttr(line, x); // charData[CHAR_DATA_ATTR_INDEX];
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const i = ((y * terminal.cols) + x) * INDICIES_PER_CELL;
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if (code !== NULL_CELL_CODE) {
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@@ -6,9 +6,10 @@
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import { DIM_OPACITY, IGlyphIdentifier, INVERTED_DEFAULT_COLOR, ICharAtlasConfig } from './Types';
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import { BaseCharAtlas } from './BaseCharAtlas';
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import { IRasterizedGlyph, IBoundingBox, IRasterizedGlyphSet } from '../Types';
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import { FLAGS, DEFAULT_COLOR, DEFAULT_ATTR } from 'common/buffer/Constants';
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import { DEFAULT_COLOR, DEFAULT_ATTR } from 'common/buffer/Constants';
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import { is256Color } from './CharAtlasUtils';
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import { IColor } from 'browser/Types';
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import { FLAGS } from '../Constants';
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// In practice we're probably never going to exhaust a texture this large. For debugging purposes,
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// however, it can be useful to set this to a really tiny value, to verify that LRU eviction works.
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@@ -5,7 +5,7 @@
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import { CharData, IBufferLine, ICellData } from 'common/Types';
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import { stringFromCodePoint } from 'common/input/TextDecoder';
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import { DEFAULT_COLOR, CHAR_DATA_CHAR_INDEX, CHAR_DATA_WIDTH_INDEX, CHAR_DATA_ATTR_INDEX, NULL_CELL_CHAR, NULL_CELL_WIDTH, NULL_CELL_CODE, WHITESPACE_CELL_CHAR, FLAGS, Content } from 'common/buffer/Constants';
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import { DEFAULT_COLOR, CHAR_DATA_CHAR_INDEX, CHAR_DATA_WIDTH_INDEX, CHAR_DATA_ATTR_INDEX, NULL_CELL_CHAR, NULL_CELL_WIDTH, NULL_CELL_CODE, WHITESPACE_CELL_CHAR, Content } from 'common/buffer/Constants';
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import { CellData } from 'common/buffer/CellData';
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import { AttributeData } from 'common/buffer/AttributeData';
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@@ -74,25 +74,8 @@ export class BufferLine implements IBufferLine {
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const content = this._data[index * CELL_SIZE + Cell.CONTENT];
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const cp = content & Content.CODEPOINT_MASK;
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// TODO: Need to move WebGL over to the new system and remove this block
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const cell = new CellData();
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this.loadCell(index, cell);
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const oldBg = cell.getBgColor() === -1 ? 256 : cell.getBgColor();
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const oldFg = cell.getFgColor() === -1 ? 256 : cell.getFgColor();
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const oldAttr =
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(cell.isBold() ? FLAGS.BOLD : 0) |
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(cell.isUnderline() ? FLAGS.UNDERLINE : 0) |
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(cell.isBlink() ? FLAGS.BLINK : 0) |
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(cell.isInverse() ? FLAGS.INVERSE : 0) |
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(cell.isDim() ? FLAGS.DIM : 0) |
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(cell.isItalic() ? FLAGS.ITALIC : 0);
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const attrCompat =
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oldBg |
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(oldFg << 9) |
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(oldAttr << 18);
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return [
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attrCompat,
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this._data[index * CELL_SIZE + Cell.FG],
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(content & Content.IS_COMBINED_MASK)
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? this._combined[index]
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: (cp) ? stringFromCodePoint(cp) : '',
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@@ -126,14 +126,3 @@ export const enum BgFlags {
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ITALIC = 0x4000000,
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DIM = 0x8000000
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}
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// TODO: Should be removed after chardata workaround is fixed
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export const enum FLAGS {
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BOLD = 1,
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UNDERLINE = 2,
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BLINK = 4,
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INVERSE = 8,
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INVISIBLE = 16,
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DIM = 32,
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ITALIC = 64
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}
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