Merge branch 'master' into tyriar/3391
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@@ -176,8 +176,9 @@ export class GlyphRenderer {
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const i = (y * terminal.cols + x) * INDICES_PER_CELL;
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// Exit early if this is a null/space character
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if (code === NULL_CELL_CODE || code === WHITESPACE_CELL_CODE || code === undefined/* This is used for the right side of wide chars */) {
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// Exit early if this is a null character, allow space character to continue as it may have
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// underline/strikethrough styles
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if (code === NULL_CELL_CODE || code === undefined/* This is used for the right side of wide chars */) {
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fill(array, 0, i, i + INDICES_PER_CELL - 1 - CELL_POSITION_INDICES);
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return;
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}
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@@ -338,6 +338,8 @@ export class WebglCharAtlas implements IDisposable {
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const inverse = !!this._workAttributeData.isInverse();
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const dim = !!this._workAttributeData.isDim();
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const italic = !!this._workAttributeData.isItalic();
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const underline = !!this._workAttributeData.isUnderline();
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const strikethrough = !!this._workAttributeData.isStrikethrough();
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let fgColor = this._workAttributeData.getFgColor();
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let fgColorMode = this._workAttributeData.getFgColorMode();
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let bgColor = this._workAttributeData.getBgColor();
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@@ -390,6 +392,26 @@ export class WebglCharAtlas implements IDisposable {
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// Draw the character
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this._tmpCtx.fillText(chars, padding, padding + this._config.scaledCharHeight);
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// Draw underline and strikethrough
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if (underline || strikethrough) {
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const lineWidth = Math.max(1, Math.floor(this._config.fontSize / 10));
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const yOffset = this._tmpCtx.lineWidth % 2 === 1 ? 0.5 : 0; // When the width is odd, draw at 0.5 position
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this._tmpCtx.lineWidth = lineWidth;
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this._tmpCtx.strokeStyle = this._tmpCtx.fillStyle;
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this._tmpCtx.beginPath();
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if (underline) {
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this._tmpCtx.moveTo(padding, padding + this._config.scaledCharHeight - yOffset);
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this._tmpCtx.lineTo(padding + this._config.scaledCharWidth, padding + this._config.scaledCharHeight - yOffset);
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}
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if (strikethrough) {
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this._tmpCtx.moveTo(padding, padding + Math.floor(this._config.scaledCharHeight / 2) - yOffset);
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this._tmpCtx.lineTo(padding + this._config.scaledCharWidth, padding + Math.floor(this._config.scaledCharHeight / 2) - yOffset);
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}
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this._tmpCtx.stroke();
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this._tmpCtx.closePath();
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}
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this._tmpCtx.restore();
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// clear the background from the character to avoid issues with drawing over the previous
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