Convert a lot of top level consts to const enums

This commit is contained in:
Daniel Imms
2026-05-02 06:44:25 -07:00
parent 5c47e6dd9a
commit 80debafa11
19 changed files with 304 additions and 282 deletions
+12 -12
View File
@@ -19,7 +19,7 @@ import { ICoreService, IDecorationService, IOptionsService } from 'common/servic
import { Terminal } from '@xterm/xterm';
import { GlyphRenderer } from './GlyphRenderer';
import { RectangleRenderer } from './RectangleRenderer';
import { COMBINED_CHAR_BIT_MASK, RENDER_MODEL_BG_OFFSET, RENDER_MODEL_EXT_OFFSET, RENDER_MODEL_FG_OFFSET, RENDER_MODEL_INDICIES_PER_CELL, RenderModel } from './RenderModel';
import { COMBINED_CHAR_BIT_MASK, RenderModel, RenderModelConstants } from './RenderModel';
import { IWebGL2RenderingContext, type ITextureAtlas } from './Types';
import { LinkRenderLayer } from './renderLayer/LinkRenderLayer';
import { IRenderLayer } from './renderLayer/Types';
@@ -493,7 +493,7 @@ export class WebglRenderer extends Disposable implements IRenderer {
chars = cell.getChars();
code = cell.getCode();
i = ((y * terminal.cols) + x) * RENDER_MODEL_INDICIES_PER_CELL;
i = ((y * terminal.cols) + x) * RenderModelConstants.INDICIES_PER_CELL;
if (!rowHasBlinkingCells && cell.isBlink()) {
rowHasBlinkingCells = true;
@@ -538,9 +538,9 @@ export class WebglRenderer extends Disposable implements IRenderer {
// Nothing has changed, no updates needed
if (this._model.cells[i] === code &&
this._model.cells[i + RENDER_MODEL_BG_OFFSET] === this._cellColorResolver.result.bg &&
this._model.cells[i + RENDER_MODEL_FG_OFFSET] === this._cellColorResolver.result.fg &&
this._model.cells[i + RENDER_MODEL_EXT_OFFSET] === this._cellColorResolver.result.ext) {
this._model.cells[i + RenderModelConstants.BG_OFFSET] === this._cellColorResolver.result.bg &&
this._model.cells[i + RenderModelConstants.FG_OFFSET] === this._cellColorResolver.result.fg &&
this._model.cells[i + RenderModelConstants.EXT_OFFSET] === this._cellColorResolver.result.ext) {
continue;
}
@@ -553,9 +553,9 @@ export class WebglRenderer extends Disposable implements IRenderer {
// Cache the results in the model
this._model.cells[i] = code;
this._model.cells[i + RENDER_MODEL_BG_OFFSET] = this._cellColorResolver.result.bg;
this._model.cells[i + RENDER_MODEL_FG_OFFSET] = this._cellColorResolver.result.fg;
this._model.cells[i + RENDER_MODEL_EXT_OFFSET] = this._cellColorResolver.result.ext;
this._model.cells[i + RenderModelConstants.BG_OFFSET] = this._cellColorResolver.result.bg;
this._model.cells[i + RenderModelConstants.FG_OFFSET] = this._cellColorResolver.result.fg;
this._model.cells[i + RenderModelConstants.EXT_OFFSET] = this._cellColorResolver.result.ext;
width = cell.getWidth();
this._glyphRenderer.value!.updateCell(x, y, code, this._cellColorResolver.result.bg, this._cellColorResolver.result.fg, this._cellColorResolver.result.ext, chars, width, lastBg);
@@ -566,14 +566,14 @@ export class WebglRenderer extends Disposable implements IRenderer {
// Null out non-first cells
for (x++; x <= lastCharX; x++) {
j = ((y * terminal.cols) + x) * RENDER_MODEL_INDICIES_PER_CELL;
j = ((y * terminal.cols) + x) * RenderModelConstants.INDICIES_PER_CELL;
this._glyphRenderer.value!.updateCell(x, y, NULL_CELL_CODE, 0, 0, 0, NULL_CELL_CHAR, 0, 0);
this._model.cells[j] = NULL_CELL_CODE;
// Don't re-resolve the cell color since multi-colored ligature backgrounds are not
// supported
this._model.cells[j + RENDER_MODEL_BG_OFFSET] = this._cellColorResolver.result.bg;
this._model.cells[j + RENDER_MODEL_FG_OFFSET] = this._cellColorResolver.result.fg;
this._model.cells[j + RENDER_MODEL_EXT_OFFSET] = this._cellColorResolver.result.ext;
this._model.cells[j + RenderModelConstants.BG_OFFSET] = this._cellColorResolver.result.bg;
this._model.cells[j + RenderModelConstants.FG_OFFSET] = this._cellColorResolver.result.fg;
this._model.cells[j + RenderModelConstants.EXT_OFFSET] = this._cellColorResolver.result.ext;
}
x--; // Go back to the previous update cell for next iteration
}