Provide convenience draw methods that deal with cells
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@@ -3,13 +3,13 @@ import { ITerminal } from '../Interfaces';
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import { COLORS } from './Color';
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export abstract class BaseRenderLayer implements IRenderLayer {
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protected _canvas: HTMLCanvasElement;
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private _canvas: HTMLCanvasElement;
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protected _ctx: CanvasRenderingContext2D;
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protected scaledCharWidth: number;
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protected scaledCharHeight: number;
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private scaledCharWidth: number;
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private scaledCharHeight: number;
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// TODO: This will apply to all terminals, should it be per-terminal?
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protected static _charAtlas: ImageBitmap;
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private static _charAtlas: ImageBitmap;
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private static _charAtlasCharWidth: number;
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private static _charAtlasCharHeight: number;
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private static _charAtlasGenerator: CharAtlasGenerator;
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@@ -50,9 +50,21 @@ export abstract class BaseRenderLayer implements IRenderLayer {
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}
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}
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public abstract clear(terminal: ITerminal): void;
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public abstract reset(terminal: ITerminal): void;
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protected drawChar(terminal: ITerminal, char: string, code: number, fg: number, x: number, y: number, scaledCharWidth: number, scaledCharHeight: number): void {
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protected fillCells(startCol: number, startRow: number, colWidth: number, colHeight: number): void {
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this._ctx.fillRect(startCol * this.scaledCharWidth, startRow * this.scaledCharHeight, colWidth * this.scaledCharWidth, colHeight * this.scaledCharHeight);
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}
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protected clearAll(): void {
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this._ctx.clearRect(0, 0, this._canvas.width, this._canvas.height);
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}
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protected clearCells(startCol: number, startRow: number, colWidth: number, colHeight: number): void {
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this._ctx.clearRect(startCol * this.scaledCharWidth, startRow * this.scaledCharHeight, colWidth * this.scaledCharWidth, colHeight * this.scaledCharHeight);
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}
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protected drawChar(terminal: ITerminal, char: string, code: number, fg: number, x: number, y: number): void {
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let colorIndex = 0;
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if (fg < 256) {
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colorIndex = fg + 1;
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@@ -60,10 +72,10 @@ export abstract class BaseRenderLayer implements IRenderLayer {
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if (code < 256 && (colorIndex > 0 || fg > 255)) {
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// ImageBitmap's draw about twice as fast as from a canvas
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this._ctx.drawImage(BaseRenderLayer._charAtlas,
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code * scaledCharWidth, colorIndex * scaledCharHeight, scaledCharWidth, scaledCharHeight,
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x * scaledCharWidth, y * scaledCharHeight, scaledCharWidth, scaledCharHeight);
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code * this.scaledCharWidth, colorIndex * this.scaledCharHeight, this.scaledCharWidth, this.scaledCharHeight,
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x * this.scaledCharWidth, y * this.scaledCharHeight, this.scaledCharWidth, this.scaledCharHeight);
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} else {
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this._drawUncachedChar(terminal, char, fg, x, y, scaledCharWidth, scaledCharHeight);
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this._drawUncachedChar(terminal, char, fg, x, y, this.scaledCharWidth, this.scaledCharHeight);
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}
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// This draws the atlas (for debugging purposes)
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// this._ctx.drawImage(BaseRenderLayer._charAtlas, 0, 0);
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@@ -100,14 +112,12 @@ class CharAtlasGenerator {
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public generate(terminal: ITerminal, charWidth: number, charHeight: number): Promise<ImageBitmap> {
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const scaledCharWidth = Math.ceil(charWidth) * window.devicePixelRatio;
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const scaledCharHeight = Math.ceil(charHeight) * window.devicePixelRatio;
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console.log('generate');
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this._canvas.width = 255 * scaledCharWidth;
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this._canvas.height = (/*default*/1 + /*0-15*/16) * scaledCharHeight;
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this._ctx.save();
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this._ctx.fillStyle = '#ffffff';
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this._ctx.font = `${terminal.options.fontSize * window.devicePixelRatio}px ${terminal.options.fontFamily}`;
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console.log(this._ctx.font, scaledCharWidth, scaledCharHeight);
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this._ctx.textBaseline = 'top';
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// Default color
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