Add basic support for cursor blinking
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@@ -1,28 +1,57 @@
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import { IDataRenderLayer } from './Interfaces';
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import { IBuffer, ICharMeasure, ITerminal } from '../Interfaces';
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import { IBuffer, ICharMeasure, ITerminal, ITerminalOptions } from '../Interfaces';
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import { CHAR_DATA_CODE_INDEX, CHAR_DATA_CHAR_INDEX } from '../Buffer';
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import { COLORS, COLOR_CODES } from './Color';
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import { GridCache } from './GridCache';
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import { FLAGS } from './Types';
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import { BaseRenderLayer } from './BaseRenderLayer';
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import { CharData } from '../Types';
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/**
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* The time between cursor blinks.
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*/
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const BLINK_INTERVAL = 600;
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export class CursorRenderLayer extends BaseRenderLayer implements IDataRenderLayer {
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private _state: [number, number];
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private _cursorRenderers: {[key: string]: (terminal: ITerminal, x: number, y: number, charData: CharData) => void};
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private _animationFrame: number;
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private _blinkInterval: number;
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private _isVisible: boolean;
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constructor(container: HTMLElement, zIndex: number) {
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super(container, 'cursor', zIndex);
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this._state = null;
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this._isVisible = true;
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this._cursorRenderers = {
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'bar': this._renderBarCursor.bind(this),
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'block': this._renderBlockCursor.bind(this),
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'underline': this._renderUnderlineCursor.bind(this)
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};
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}
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public reset(terminal: ITerminal): void {
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this._clearCursor();
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this._isVisible = true;
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}
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public onOptionsChanged(terminal: ITerminal): void {
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super.onOptionsChanged(terminal);
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this._refreshBlinkState(terminal);
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}
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public render(terminal: ITerminal, startRow: number, endRow: number): void {
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// Only render if the animation frame is not active
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if (!this._blinkInterval) {
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this._render(terminal, false);
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}
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}
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private _render(terminal: ITerminal, triggeredByAnimationFrame: boolean): void {
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// TODO: Track blur/focus somehow, support unfocused cursor
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// Don't draw the cursor if it's hidden
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if (!terminal.cursorState || terminal.cursorHidden) {
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if (!terminal.cursorState || terminal.cursorHidden || !this._isVisible) {
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this._clearCursor();
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return;
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}
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@@ -44,14 +73,11 @@ export class CursorRenderLayer extends BaseRenderLayer implements IDataRenderLay
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this._clearCursor();
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}
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const charData = terminal.buffer.lines.get(cursorY)[terminal.buffer.x];
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this._ctx.save();
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this._ctx.fillStyle = COLORS[COLOR_CODES.WHITE];
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this.fillCells(terminal.buffer.x, viewportRelativeCursorY, 1, 1);
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this._cursorRenderers[terminal.options.cursorStyle || 'block'](terminal, terminal.buffer.x, viewportRelativeCursorY, charData);
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this._ctx.restore();
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const charData = terminal.buffer.lines.get(cursorY)[terminal.buffer.x];
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this.drawChar(terminal, charData[CHAR_DATA_CHAR_INDEX], <number>charData[CHAR_DATA_CODE_INDEX], COLOR_CODES.BLACK, terminal.buffer.x, viewportRelativeCursorY);
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this._state = [terminal.buffer.x, viewportRelativeCursorY];
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}
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@@ -61,4 +87,52 @@ export class CursorRenderLayer extends BaseRenderLayer implements IDataRenderLay
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this._state = null;
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}
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}
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private _renderBarCursor(terminal: ITerminal, x: number, y: number, charData: CharData): void {
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this.fillLeftLineAtCell(x, y);
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}
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private _renderBlockCursor(terminal: ITerminal, x: number, y: number, charData: CharData): void {
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this.fillCells(x, y, 1, 1);
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this.drawChar(terminal, charData[CHAR_DATA_CHAR_INDEX], <number>charData[CHAR_DATA_CODE_INDEX], COLOR_CODES.BLACK, x, y);
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}
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private _renderUnderlineCursor(terminal: ITerminal, x: number, y: number, charData: CharData): void {
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this.fillBottomLineAtCell(x, y);
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}
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private _refreshBlinkState(terminal: ITerminal): void {
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if (terminal.options.cursorBlink) {
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if (!this._blinkInterval) {
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this._blinkInterval = <number><any>setInterval(() => {
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this._isVisible = !this._isVisible;
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this._animationFrame = window.requestAnimationFrame(() => {
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this._render(terminal, true);
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this._animationFrame = null;
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});
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}, BLINK_INTERVAL);
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}
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} else {
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if (this._animationFrame) {
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window.clearInterval(this._blinkInterval);
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this._blinkInterval = null;
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window.cancelAnimationFrame(this._animationFrame);
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this._animationFrame = null;
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this._isVisible = true;
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}
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}
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}
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private _restartBlinkAnimation(terminal: ITerminal): void {
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// TODO: Restart the blink animation when input is received
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// How can this be done efficiently, without thrashing with restarting the timers?
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}
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private _pauseBlinkAnimation(): void {
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// TODO: Pause the blink animation on blur
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}
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private _resumeBlinkAnimation(): void {
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// TODO: Resume the blink animation on focus
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}
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}
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