Pull render animation frame logic into a helper class
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@@ -13,11 +13,10 @@ import { BaseRenderLayer } from './BaseRenderLayer';
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import { IRenderLayer, IColorSet, IRenderer, IRenderDimensions } from './Interfaces';
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import { LinkRenderLayer } from './LinkRenderLayer';
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import { EventEmitter } from '../EventEmitter';
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import { RenderDebouncer } from '../utils/RenderDebouncer';
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export class Renderer extends EventEmitter implements IRenderer {
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/** A queue of the rows to be refreshed */
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private _refreshRowsQueue: {start: number, end: number}[] = [];
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private _refreshAnimationFrame: number = null;
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private _renderDebouncer: RenderDebouncer;
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private _renderLayers: IRenderLayer[];
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private _devicePixelRatio: number;
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@@ -53,6 +52,7 @@ export class Renderer extends EventEmitter implements IRenderer {
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};
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this._devicePixelRatio = window.devicePixelRatio;
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this._updateDimensions();
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this._renderDebouncer = new RenderDebouncer(this._terminal, this._refreshLoop.bind(this));
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}
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public onWindowResize(devicePixelRatio: number): void {
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@@ -129,42 +129,14 @@ export class Renderer extends EventEmitter implements IRenderer {
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* @param {number} end The end row.
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*/
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public queueRefresh(start: number, end: number): void {
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this._refreshRowsQueue.push({ start: start, end: end });
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if (!this._refreshAnimationFrame) {
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this._refreshAnimationFrame = window.requestAnimationFrame(this._refreshLoop.bind(this));
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}
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this._renderDebouncer.refresh(start, end);
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}
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/**
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* Performs the refresh loop callback, calling refresh only if a refresh is
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* necessary before queueing up the next one.
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*/
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private _refreshLoop(): void {
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let start;
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let end;
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if (this._refreshRowsQueue.length > 4) {
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// Just do a full refresh when 5+ refreshes are queued
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start = 0;
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end = this._terminal.rows - 1;
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} else {
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// Get start and end rows that need refreshing
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start = this._refreshRowsQueue[0].start;
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end = this._refreshRowsQueue[0].end;
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for (let i = 1; i < this._refreshRowsQueue.length; i++) {
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if (this._refreshRowsQueue[i].start < start) {
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start = this._refreshRowsQueue[i].start;
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}
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if (this._refreshRowsQueue[i].end > end) {
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end = this._refreshRowsQueue[i].end;
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}
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}
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}
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this._refreshRowsQueue = [];
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this._refreshAnimationFrame = null;
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// Render
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start = Math.max(start, 0);
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end = Math.min(end, this._terminal.rows - 1);
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private _refreshLoop(start: number, end: number): void {
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this._renderLayers.forEach(l => l.onGridChanged(this._terminal, start, end));
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this._terminal.emit('refresh', {start, end});
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}
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