Fix fit() sizing and also support letterSpacing, enhanced (#1157)
Fixes #1081 * Make sure character dimensions are available right after calling term.open() * Do not assume var assignments are global anymore, webpack will isolate them * Use DocumentFragment to build Viewport and helpers before attaching them to the DOM * Shield term.focus call from crashing when used before term.open
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+65
-53
@@ -52,6 +52,7 @@ export class Renderer extends EventEmitter implements IRenderer {
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actualCellHeight: null
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};
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this._devicePixelRatio = window.devicePixelRatio;
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this._updateDimensions();
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}
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public onWindowResize(devicePixelRatio: number): void {
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@@ -78,59 +79,8 @@ export class Renderer extends EventEmitter implements IRenderer {
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}
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public onResize(cols: number, rows: number, didCharSizeChange: boolean): void {
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if (!this._terminal.charMeasure.width || !this._terminal.charMeasure.height) {
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return;
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}
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// Calculate the scaled character width. Width is floored as it must be
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// drawn to an integer grid in order for the CharAtlas "stamps" to not be
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// blurry. When text is drawn to the grid not using the CharAtlas, it is
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// clipped to ensure there is no overlap with the next cell.
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this.dimensions.scaledCharWidth = Math.floor(this._terminal.charMeasure.width * window.devicePixelRatio);
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// Calculate the scaled character height. Height is ceiled in case
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// devicePixelRatio is a floating point number in order to ensure there is
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// enough space to draw the character to the cell.
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this.dimensions.scaledCharHeight = Math.ceil(this._terminal.charMeasure.height * window.devicePixelRatio);
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// Calculate the scaled cell height, if lineHeight is not 1 then the value
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// will be floored because since lineHeight can never be lower then 1, there
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// is a guarentee that the scaled line height will always be larger than
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// scaled char height.
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this.dimensions.scaledCellHeight = Math.floor(this.dimensions.scaledCharHeight * this._terminal.options.lineHeight);
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// Calculate the y coordinate within a cell that text should draw from in
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// order to draw in the center of a cell.
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this.dimensions.scaledCharTop = this._terminal.options.lineHeight === 1 ? 0 : Math.round((this.dimensions.scaledCellHeight - this.dimensions.scaledCharHeight) / 2);
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// Calculate the scaled cell width, taking the letterSpacing into account.
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this.dimensions.scaledCellWidth = this.dimensions.scaledCharWidth + Math.round(this._terminal.options.letterSpacing);
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// Calculate the x coordinate with a cell that text should draw from in
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// order to draw in the center of a cell.
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this.dimensions.scaledCharLeft = Math.floor(this._terminal.options.letterSpacing / 2);
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// Recalculate the canvas dimensions; scaled* define the actual number of
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// pixel in the canvas
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this.dimensions.scaledCanvasHeight = this._terminal.rows * this.dimensions.scaledCellHeight;
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this.dimensions.scaledCanvasWidth = this._terminal.cols * this.dimensions.scaledCellWidth;
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// The the size of the canvas on the page. It's very important that this
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// rounds to nearest integer and not ceils as browsers often set
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// window.devicePixelRatio as something like 1.100000023841858, when it's
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// actually 1.1. Ceiling causes blurriness as the backing canvas image is 1
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// pixel too large for the canvas element size.
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this.dimensions.canvasHeight = Math.round(this.dimensions.scaledCanvasHeight / window.devicePixelRatio);
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this.dimensions.canvasWidth = Math.round(this.dimensions.scaledCanvasWidth / window.devicePixelRatio);
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// Get the _actual_ dimensions of an individual cell. This needs to be
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// derived from the canvasWidth/Height calculated above which takes into
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// account window.devicePixelRatio. CharMeasure.width/height by itself is
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// insufficient when the page is not at 100% zoom level as CharMeasure is
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// measured in CSS pixels, but the actual char size on the canvas can
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// differ.
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this.dimensions.actualCellHeight = this.dimensions.canvasHeight / this._terminal.rows;
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this.dimensions.actualCellWidth = this.dimensions.canvasWidth / this._terminal.cols;
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// Update character and canvas dimensions
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this._updateDimensions();
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// Resize all render layers
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this._renderLayers.forEach(l => l.resize(this._terminal, this.dimensions, didCharSizeChange));
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@@ -218,4 +168,66 @@ export class Renderer extends EventEmitter implements IRenderer {
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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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/**
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* Recalculates the character and canvas dimensions.
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*/
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private _updateDimensions(): void {
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// Perform a new measure if the CharMeasure dimensions are not yet available
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if (!this._terminal.charMeasure.width || !this._terminal.charMeasure.height) {
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return;
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}
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// Calculate the scaled character width. Width is floored as it must be
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// drawn to an integer grid in order for the CharAtlas "stamps" to not be
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// blurry. When text is drawn to the grid not using the CharAtlas, it is
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// clipped to ensure there is no overlap with the next cell.
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this.dimensions.scaledCharWidth = Math.floor(this._terminal.charMeasure.width * window.devicePixelRatio);
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// Calculate the scaled character height. Height is ceiled in case
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// devicePixelRatio is a floating point number in order to ensure there is
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// enough space to draw the character to the cell.
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this.dimensions.scaledCharHeight = Math.ceil(this._terminal.charMeasure.height * window.devicePixelRatio);
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// Calculate the scaled cell height, if lineHeight is not 1 then the value
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// will be floored because since lineHeight can never be lower then 1, there
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// is a guarentee that the scaled line height will always be larger than
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// scaled char height.
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this.dimensions.scaledCellHeight = Math.floor(this.dimensions.scaledCharHeight * this._terminal.options.lineHeight);
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// Calculate the y coordinate within a cell that text should draw from in
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// order to draw in the center of a cell.
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this.dimensions.scaledCharTop = this._terminal.options.lineHeight === 1 ? 0 : Math.round((this.dimensions.scaledCellHeight - this.dimensions.scaledCharHeight) / 2);
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// Calculate the scaled cell width, taking the letterSpacing into account.
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this.dimensions.scaledCellWidth = this.dimensions.scaledCharWidth + Math.round(this._terminal.options.letterSpacing);
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// Calculate the x coordinate with a cell that text should draw from in
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// order to draw in the center of a cell.
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this.dimensions.scaledCharLeft = Math.floor(this._terminal.options.letterSpacing / 2);
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// Recalculate the canvas dimensions; scaled* define the actual number of
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// pixel in the canvas
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this.dimensions.scaledCanvasHeight = this._terminal.rows * this.dimensions.scaledCellHeight;
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this.dimensions.scaledCanvasWidth = this._terminal.cols * this.dimensions.scaledCellWidth;
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// The the size of the canvas on the page. It's very important that this
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// rounds to nearest integer and not ceils as browsers often set
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// window.devicePixelRatio as something like 1.100000023841858, when it's
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// actually 1.1. Ceiling causes blurriness as the backing canvas image is 1
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// pixel too large for the canvas element size.
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this.dimensions.canvasHeight = Math.round(this.dimensions.scaledCanvasHeight / window.devicePixelRatio);
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this.dimensions.canvasWidth = Math.round(this.dimensions.scaledCanvasWidth / window.devicePixelRatio);
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// Get the _actual_ dimensions of an individual cell. This needs to be
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// derived from the canvasWidth/Height calculated above which takes into
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// account window.devicePixelRatio. CharMeasure.width/height by itself is
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// insufficient when the page is not at 100% zoom level as CharMeasure is
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// measured in CSS pixels, but the actual char size on the canvas can
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// differ.
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this.dimensions.actualCellHeight = this.dimensions.canvasHeight / this._terminal.rows;
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this.dimensions.actualCellWidth = this.dimensions.canvasWidth / this._terminal.cols;
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}
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}
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