Clear webgl model after theme or dpr change
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@@ -121,6 +121,9 @@ export class WebglRenderer extends Disposable implements IRenderer {
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this._glyphRenderer.setColors();
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this._refreshCharAtlas();
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// Force a full refresh
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this._model.clear();
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}
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public onDevicePixelRatioChange(): void {
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@@ -134,7 +137,7 @@ export class WebglRenderer extends Disposable implements IRenderer {
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public onResize(cols: number, rows: number): void {
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// Update character and canvas dimensions
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this._updateDimensions(devicePixelRatio);
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this._updateDimensions();
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this._model.resize(this._terminal.cols, this._terminal.rows);
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this._rectangleRenderer.onResize();
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@@ -155,6 +158,9 @@ export class WebglRenderer extends Disposable implements IRenderer {
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this._glyphRenderer.onResize();
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this._refreshCharAtlas();
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// Force a full refresh
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this._model.clear();
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}
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public onCharSizeChanged(): void {
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@@ -331,7 +337,7 @@ export class WebglRenderer extends Disposable implements IRenderer {
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/**
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* Recalculates the character and canvas dimensions.
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*/
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private _updateDimensions(devicePixelRatio: number = window.devicePixelRatio): void {
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private _updateDimensions(): void {
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// TODO: Acquire CharSizeService properly
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// Perform a new measure if the CharMeasure dimensions are not yet available
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@@ -346,12 +352,12 @@ export class WebglRenderer extends Disposable implements IRenderer {
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// NOTE: ceil fixes sometime, floor does others :s
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this.dimensions.scaledCharWidth = Math.floor((<any>this._core)._charSizeService.width * devicePixelRatio);
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this.dimensions.scaledCharWidth = Math.floor((<any>this._core)._charSizeService.width * this._devicePixelRatio);
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// Calculate the scaled character height. Height is ceiled in case
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// devicePixelRatio is a floating point number in order to ensure there is
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// enough space to draw the character to the cell.
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this.dimensions.scaledCharHeight = Math.ceil((<any>this._core)._charSizeService.height * devicePixelRatio);
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this.dimensions.scaledCharHeight = Math.ceil((<any>this._core)._charSizeService.height * this._devicePixelRatio);
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// Calculate the scaled cell height, if lineHeight is not 1 then the value
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// will be floored because since lineHeight can never be lower then 1, there
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@@ -380,8 +386,8 @@ export class WebglRenderer extends Disposable implements IRenderer {
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// window.devicePixelRatio as something like 1.100000023841858, when it's
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// actually 1.1. Ceiling causes blurriness as the backing canvas image is 1
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// pixel too large for the canvas element size.
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this.dimensions.canvasHeight = Math.round(this.dimensions.scaledCanvasHeight / devicePixelRatio);
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this.dimensions.canvasWidth = Math.round(this.dimensions.scaledCanvasWidth / devicePixelRatio);
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this.dimensions.canvasHeight = Math.round(this.dimensions.scaledCanvasHeight / this._devicePixelRatio);
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this.dimensions.canvasWidth = Math.round(this.dimensions.scaledCanvasWidth / this._devicePixelRatio);
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// this.dimensions.scaledCanvasHeight = this.dimensions.canvasHeight * devicePixelRatio;
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// this.dimensions.scaledCanvasWidth = this.dimensions.canvasWidth * devicePixelRatio;
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@@ -396,7 +402,7 @@ export class WebglRenderer extends Disposable implements IRenderer {
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// this.dimensions.actualCellWidth = this.dimensions.canvasWidth / this._terminal.cols;
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// This fixes 110% and 125%, not 150% or 175% though
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this.dimensions.actualCellHeight = this.dimensions.scaledCellHeight / devicePixelRatio;
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this.dimensions.actualCellWidth = this.dimensions.scaledCellWidth / devicePixelRatio;
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this.dimensions.actualCellHeight = this.dimensions.scaledCellHeight / this._devicePixelRatio;
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this.dimensions.actualCellWidth = this.dimensions.scaledCellWidth / this._devicePixelRatio;
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}
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}
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