Start merging fg/bg layers, draw using SP-AA
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/**
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* Copyright (c) 2017 The xterm.js authors. All rights reserved.
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* @license MIT
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*/
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import { IColorSet, IRenderDimensions } from './Interfaces';
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import { IBuffer, ICharMeasure, ITerminal } from '../Interfaces';
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import { CHAR_DATA_ATTR_INDEX, CHAR_DATA_CODE_INDEX, CHAR_DATA_CHAR_INDEX, CHAR_DATA_WIDTH_INDEX } from '../Buffer';
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import { FLAGS } from './Types';
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import { GridCache } from './GridCache';
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import { CharData } from '../Types';
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import { BaseRenderLayer, INVERTED_DEFAULT_COLOR } from './BaseRenderLayer';
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/**
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* This CharData looks like a null character, which will forc a clear and render
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* when the character changes (a regular space ' ' character may not as it's
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* drawn state is a cleared cell).
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*/
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const EMOJI_OWNED_CHAR_DATA: CharData = [null, '', 0, -1];
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export class TextRenderLayer extends BaseRenderLayer {
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private _fgState: GridCache<CharData>;
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private _bgState: GridCache<number>;
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constructor(container: HTMLElement, zIndex: number, colors: IColorSet) {
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super(container, 'text', zIndex, false, colors);
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this._fgState = new GridCache<CharData>();
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this._bgState = new GridCache<number>();
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}
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public resize(terminal: ITerminal, dim: IRenderDimensions, charSizeChanged: boolean): void {
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super.resize(terminal, dim, charSizeChanged);
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// Resizing the canvas discards the contents of the canvas so clear state
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this._fgState.clear();
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this._bgState.clear();
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this._fgState.resize(terminal.cols, terminal.rows);
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this._bgState.resize(terminal.cols, terminal.rows);
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}
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public reset(terminal: ITerminal): void {
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this._fgState.clear();
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this._bgState.clear();
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this.clearAll();
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}
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public onGridChanged(terminal: ITerminal, startRow: number, endRow: number): void {
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// Resize has not been called yet
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if (this._fgState.cache.length === 0) {
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return;
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}
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for (let y = startRow; y <= endRow; y++) {
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const row = y + terminal.buffer.ydisp;
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const line = terminal.buffer.lines.get(row);
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for (let x = 0; x < terminal.cols; x++) {
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const charData = line[x];
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const code: number = <number>charData[CHAR_DATA_CODE_INDEX];
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const char: string = charData[CHAR_DATA_CHAR_INDEX];
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const attr: number = charData[CHAR_DATA_ATTR_INDEX];
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let width: number = charData[CHAR_DATA_WIDTH_INDEX];
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// The character to the left is a wide character, drawing is owned by
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// the char at x-1
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if (width === 0) {
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this._fgState.cache[x][y] = null;
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continue;
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}
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// If the character is a space and the character to the left is an
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// emoji, skip the character and allow the emoji char to take full
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// control over this character's cell.
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if (code === 32 /*' '*/) {
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if (x > 0) {
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const previousChar: CharData = line[x - 1];
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if (this._isEmoji(previousChar[CHAR_DATA_CHAR_INDEX])) {
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continue;
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}
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}
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}
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// Skip rendering if the character is identical
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const state = this._fgState.cache[x][y];
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if (state && state[CHAR_DATA_CHAR_INDEX] === char && state[CHAR_DATA_ATTR_INDEX] === attr) {
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// Skip render, contents are identical
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this._fgState.cache[x][y] = charData;
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continue;
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}
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// Clear the old character if present
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if (state && state[CHAR_DATA_CODE_INDEX] !== 32 /*' '*/) {
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this._clearChar(x, y);
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}
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this._fgState.cache[x][y] = charData;
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const flags = attr >> 18;
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// Skip rendering if the character is invisible
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if (!code || code === 32 /*' '*/ || (flags & FLAGS.INVISIBLE)) {
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continue;
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}
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// If the character is an emoji and the character to the right is a
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// space, take ownership of the cell to the right.
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if (this._isEmoji(char)) {
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// If the character is an emoji, we want to force a re-render on every
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// frame. This is specifically to work around the case where two
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// emoji's `a` and `b` are adjacent, the cursor is moved to b and a
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// space is added. Without this, the first half of `b` would never
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// get removed, and `a` would not re-render because it thinks it's
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// already in the correct state.
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this._fgState.cache[x][y] = EMOJI_OWNED_CHAR_DATA;
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if (x < line.length && line[x + 1][CHAR_DATA_CODE_INDEX] === 32 /*' '*/) {
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width = 2;
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this._clearChar(x + 1, y);
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// The emoji owned char data will force a clear and render when the
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// emoji is no longer to the left of the character and also when the
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// space changes to another character.
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this._fgState.cache[x + 1][y] = EMOJI_OWNED_CHAR_DATA;
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}
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}
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let fg = (attr >> 9) & 0x1ff;
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// If inverse flag is on, the foreground should become the background.
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if (flags & FLAGS.INVERSE) {
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fg = attr & 0x1ff;
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// TODO: Is this case still needed
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if (fg === 256) {
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fg = INVERTED_DEFAULT_COLOR;
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}
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}
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this._ctx.save();
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if (flags & FLAGS.BOLD) {
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this._ctx.font = `bold ${this._ctx.font}`;
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// Convert the FG color to the bold variant
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if (fg < 8) {
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fg += 8;
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}
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}
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if (flags & FLAGS.UNDERLINE) {
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if (fg === INVERTED_DEFAULT_COLOR) {
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this._ctx.fillStyle = this.colors.background;
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} else if (fg < 256) {
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// 256 color support
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this._ctx.fillStyle = this.colors.ansi[fg];
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} else {
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this._ctx.fillStyle = this.colors.foreground;
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}
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this.fillBottomLineAtCells(x, y);
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}
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this.drawChar(terminal, char, code, width, x, y, fg, !!(flags & FLAGS.BOLD));
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this._ctx.restore();
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}
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}
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}
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/**
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* Whether the character is an emoji.
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* @param char The character to search.
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*/
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private _isEmoji(char: string): boolean {
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// TODO: We need a generic solution for handling characters like this
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// Check special ambiguous width characters
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if (char === '➜') {
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return true;
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}
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// Check emoji unicode range
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return char.search(/([\uD800-\uDBFF][\uDC00-\uDFFF])/g) >= 0;
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}
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/**
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* Clear the charcater at the cell specified.
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* @param x The column of the char.
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* @param y The row of the char.
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*/
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private _clearChar(x: number, y: number): void {
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let colsToClear = 1;
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// Clear the adjacent character if it was wide
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const state = this._fgState.cache[x][y];
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if (state && state[CHAR_DATA_WIDTH_INDEX] === 2) {
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colsToClear = 2;
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}
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this.clearCells(x, y, colsToClear, 1);
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}
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}
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