Convert a lot of top level consts to const enums
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@@ -19,7 +19,7 @@ import { ICoreService, IDecorationService, IOptionsService } from 'common/servic
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import { Terminal } from '@xterm/xterm';
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import { GlyphRenderer } from './GlyphRenderer';
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import { RectangleRenderer } from './RectangleRenderer';
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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';
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import { COMBINED_CHAR_BIT_MASK, RenderModel, RenderModelConstants } from './RenderModel';
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import { IWebGL2RenderingContext, type ITextureAtlas } from './Types';
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import { LinkRenderLayer } from './renderLayer/LinkRenderLayer';
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import { IRenderLayer } from './renderLayer/Types';
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@@ -493,7 +493,7 @@ export class WebglRenderer extends Disposable implements IRenderer {
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chars = cell.getChars();
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code = cell.getCode();
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i = ((y * terminal.cols) + x) * RENDER_MODEL_INDICIES_PER_CELL;
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i = ((y * terminal.cols) + x) * RenderModelConstants.INDICIES_PER_CELL;
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if (!rowHasBlinkingCells && cell.isBlink()) {
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rowHasBlinkingCells = true;
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@@ -538,9 +538,9 @@ export class WebglRenderer extends Disposable implements IRenderer {
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// Nothing has changed, no updates needed
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if (this._model.cells[i] === code &&
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this._model.cells[i + RENDER_MODEL_BG_OFFSET] === this._cellColorResolver.result.bg &&
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this._model.cells[i + RENDER_MODEL_FG_OFFSET] === this._cellColorResolver.result.fg &&
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this._model.cells[i + RENDER_MODEL_EXT_OFFSET] === this._cellColorResolver.result.ext) {
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this._model.cells[i + RenderModelConstants.BG_OFFSET] === this._cellColorResolver.result.bg &&
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this._model.cells[i + RenderModelConstants.FG_OFFSET] === this._cellColorResolver.result.fg &&
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this._model.cells[i + RenderModelConstants.EXT_OFFSET] === this._cellColorResolver.result.ext) {
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continue;
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}
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@@ -553,9 +553,9 @@ export class WebglRenderer extends Disposable implements IRenderer {
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// Cache the results in the model
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this._model.cells[i] = code;
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this._model.cells[i + RENDER_MODEL_BG_OFFSET] = this._cellColorResolver.result.bg;
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this._model.cells[i + RENDER_MODEL_FG_OFFSET] = this._cellColorResolver.result.fg;
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this._model.cells[i + RENDER_MODEL_EXT_OFFSET] = this._cellColorResolver.result.ext;
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this._model.cells[i + RenderModelConstants.BG_OFFSET] = this._cellColorResolver.result.bg;
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this._model.cells[i + RenderModelConstants.FG_OFFSET] = this._cellColorResolver.result.fg;
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this._model.cells[i + RenderModelConstants.EXT_OFFSET] = this._cellColorResolver.result.ext;
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width = cell.getWidth();
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this._glyphRenderer.value!.updateCell(x, y, code, this._cellColorResolver.result.bg, this._cellColorResolver.result.fg, this._cellColorResolver.result.ext, chars, width, lastBg);
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@@ -566,14 +566,14 @@ export class WebglRenderer extends Disposable implements IRenderer {
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// Null out non-first cells
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for (x++; x <= lastCharX; x++) {
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j = ((y * terminal.cols) + x) * RENDER_MODEL_INDICIES_PER_CELL;
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j = ((y * terminal.cols) + x) * RenderModelConstants.INDICIES_PER_CELL;
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this._glyphRenderer.value!.updateCell(x, y, NULL_CELL_CODE, 0, 0, 0, NULL_CELL_CHAR, 0, 0);
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this._model.cells[j] = NULL_CELL_CODE;
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// Don't re-resolve the cell color since multi-colored ligature backgrounds are not
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// supported
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this._model.cells[j + RENDER_MODEL_BG_OFFSET] = this._cellColorResolver.result.bg;
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this._model.cells[j + RENDER_MODEL_FG_OFFSET] = this._cellColorResolver.result.fg;
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this._model.cells[j + RENDER_MODEL_EXT_OFFSET] = this._cellColorResolver.result.ext;
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this._model.cells[j + RenderModelConstants.BG_OFFSET] = this._cellColorResolver.result.bg;
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this._model.cells[j + RenderModelConstants.FG_OFFSET] = this._cellColorResolver.result.fg;
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this._model.cells[j + RenderModelConstants.EXT_OFFSET] = this._cellColorResolver.result.ext;
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}
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x--; // Go back to the previous update cell for next iteration
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}
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