Move webgl renderer into addon dir
This commit is contained in:
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/**
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* Copyright (c) 2018 The xterm.js authors. All rights reserved.
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* @license MIT
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*/
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import { ITerminal } from '../../../src/Types';
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import { GlyphRenderer } from './GlyphRenderer';
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import { LinkRenderLayer } from './renderLayer/LinkRenderLayer';
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import { CursorRenderLayer } from './renderLayer/CursorRenderLayer';
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import { acquireCharAtlas } from './atlas/CharAtlasCache';
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import { WebglCharAtlas } from './atlas/WebglCharAtlas';
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import { RectangleRenderer } from './RectangleRenderer';
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import { IWebGL2RenderingContext } from './Types';
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import { INVERTED_DEFAULT_COLOR } from './atlas/Types';
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import { RenderModel, COMBINED_CHAR_BIT_MASK } from './RenderModel';
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import { Disposable } from 'common/Lifecycle';
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import { DEFAULT_COLOR, FLAGS, CHAR_DATA_CHAR_INDEX, CHAR_DATA_CODE_INDEX, CHAR_DATA_ATTR_INDEX, NULL_CELL_CODE } from 'common/buffer/Constants';
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import { Terminal } from 'xterm';
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import { getLuminance } from './ColorUtils';
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import { IRenderLayer } from './renderLayer/Types';
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import { IRenderDimensions, IRenderer } from 'browser/renderer/Types';
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import { IColorSet } from 'browser/Types';
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export const INDICIES_PER_CELL = 4;
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export class WebglRenderer extends Disposable implements IRenderer {
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private _renderLayers: IRenderLayer[];
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private _charAtlas: WebglCharAtlas;
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private _devicePixelRatio: number;
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private _model: RenderModel = new RenderModel();
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private _canvas: HTMLCanvasElement;
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private _gl: IWebGL2RenderingContext;
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private _rectangleRenderer: RectangleRenderer;
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private _glyphRenderer: GlyphRenderer;
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public dimensions: IRenderDimensions;
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private _core: ITerminal;
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constructor(
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private _terminal: Terminal,
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private _colors: IColorSet,
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preserveDrawingBuffer?: boolean
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) {
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super();
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this._core = (<any>this._terminal)._core;
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this._applyBgLuminanceBasedSelection();
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this._renderLayers = [
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new LinkRenderLayer(this._core.screenElement, 2, this._colors, this._core),
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new CursorRenderLayer(this._core.screenElement, 3, this._colors)
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];
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this.dimensions = {
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scaledCharWidth: null,
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scaledCharHeight: null,
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scaledCellWidth: null,
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scaledCellHeight: null,
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scaledCharLeft: null,
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scaledCharTop: null,
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scaledCanvasWidth: null,
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scaledCanvasHeight: null,
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canvasWidth: null,
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canvasHeight: null,
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actualCellWidth: null,
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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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this._canvas = document.createElement('canvas');
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const contextAttributes = {
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antialias: false,
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depth: false,
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preserveDrawingBuffer
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};
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this._gl = this._canvas.getContext('webgl2', contextAttributes) as IWebGL2RenderingContext;
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if (!this._gl) {
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throw new Error('WebGL2 not supported');
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}
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this._core.screenElement.appendChild(this._canvas);
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this._rectangleRenderer = new RectangleRenderer(this._terminal, this._colors, this._gl, this.dimensions);
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this._glyphRenderer = new GlyphRenderer(this._terminal, this._colors, this._gl, this.dimensions);
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// Update dimensions and acquire char atlas
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this.onCharSizeChanged();
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}
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public dispose(): void {
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this._renderLayers.forEach(l => l.dispose());
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this._core.screenElement.removeChild(this._canvas);
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super.dispose();
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}
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private _applyBgLuminanceBasedSelection(): void {
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// HACK: This is needed until webgl renderer adds support for selection colors
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if (getLuminance(this._colors.background) > 0.5) {
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this._colors.selection = { css: '#000', rgba: 255 };
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} else {
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this._colors.selection = { css: '#fff', rgba: 4294967295 };
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}
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}
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public setColors(colors: IColorSet): void {
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this._colors = colors;
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this._applyBgLuminanceBasedSelection();
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// Clear layers and force a full render
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this._renderLayers.forEach(l => {
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l.setColors(this._terminal, this._colors);
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l.reset(this._terminal);
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});
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this._rectangleRenderer.setColors();
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this._glyphRenderer.setColors();
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this._refreshCharAtlas();
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// Force a full refresh
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this._model.clear();
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}
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public onDevicePixelRatioChange(): void {
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// If the device pixel ratio changed, the char atlas needs to be regenerated
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// and the terminal needs to refreshed
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if (this._devicePixelRatio !== window.devicePixelRatio) {
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this._devicePixelRatio = window.devicePixelRatio;
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this.onResize(this._terminal.cols, this._terminal.rows);
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}
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}
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public onResize(cols: number, rows: number): void {
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// Update character and canvas dimensions
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this._updateDimensions();
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this._model.resize(this._terminal.cols, this._terminal.rows);
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this._rectangleRenderer.onResize();
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// Resize all render layers
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this._renderLayers.forEach(l => l.resize(this._terminal, this.dimensions));
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// Resize the canvas
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this._canvas.width = this.dimensions.scaledCanvasWidth;
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this._canvas.height = this.dimensions.scaledCanvasHeight;
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this._canvas.style.width = `${this.dimensions.canvasWidth}px`;
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this._canvas.style.height = `${this.dimensions.canvasHeight}px`;
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// Resize the screen
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this._core.screenElement.style.width = `${this.dimensions.canvasWidth}px`;
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this._core.screenElement.style.height = `${this.dimensions.canvasHeight}px`;
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this._glyphRenderer.setDimensions(this.dimensions);
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this._glyphRenderer.onResize();
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this._refreshCharAtlas();
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// Force a full refresh
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this._model.clear();
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}
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public onCharSizeChanged(): void {
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this.onResize(this._terminal.cols, this._terminal.rows);
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}
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public onBlur(): void {
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this._renderLayers.forEach(l => l.onBlur(this._terminal));
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}
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public onFocus(): void {
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this._renderLayers.forEach(l => l.onFocus(this._terminal));
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}
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public onSelectionChanged(start: [number, number], end: [number, number], columnSelectMode: boolean): void {
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this._renderLayers.forEach(l => l.onSelectionChanged(this._terminal, start, end, columnSelectMode));
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this._updateSelectionModel(start, end);
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this._rectangleRenderer.updateSelection(this._model.selection, columnSelectMode);
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this._glyphRenderer.updateSelection(this._model, columnSelectMode);
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// TODO: #2102 Should this move to RenderCoordinator?
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this._core.refresh(0, this._terminal.rows - 1);
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}
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public onCursorMove(): void {
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this._renderLayers.forEach(l => l.onCursorMove(this._terminal));
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}
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public onOptionsChanged(): void {
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this._renderLayers.forEach(l => l.onOptionsChanged(this._terminal));
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this._updateDimensions();
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this._refreshCharAtlas();
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}
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/**
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* Refreshes the char atlas, aquiring a new one if necessary.
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* @param terminal The terminal.
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* @param colorSet The color set to use for the char atlas.
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*/
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private _refreshCharAtlas(): void {
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if (this.dimensions.scaledCharWidth <= 0 && this.dimensions.scaledCharHeight <= 0) {
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return;
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}
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const atlas = acquireCharAtlas(this._terminal, this._colors, this.dimensions.scaledCharWidth, this.dimensions.scaledCharHeight);
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if (!('getRasterizedGlyph' in atlas)) {
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throw new Error('The webgl renderer only works with the webgl char atlas');
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}
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this._charAtlas = atlas as WebglCharAtlas;
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this._charAtlas.warmUp();
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this._glyphRenderer.setAtlas(this._charAtlas);
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}
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public clear(): void {
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this._renderLayers.forEach(l => l.reset(this._terminal));
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}
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public registerCharacterJoiner(handler: (text: string) => [number, number][]): number {
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return -1;
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}
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public deregisterCharacterJoiner(joinerId: number): boolean {
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return false;
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}
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public renderRows(start: number, end: number): void {
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// Update render layers
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this._renderLayers.forEach(l => l.onGridChanged(this._terminal, start, end));
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// Tell renderer the frame is beginning
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if (this._glyphRenderer.beginFrame()) {
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this._model.clear();
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}
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// Update model to reflect what's drawn
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this._updateModel(start, end);
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// Render
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this._rectangleRenderer.render();
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this._glyphRenderer.render(this._model, this._model.selection.hasSelection);
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}
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private _updateModel(start: number, end: number): void {
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const terminal = this._core;
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for (let y = start; y <= end; y++) {
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const row = y + terminal.buffer.ydisp;
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const line = terminal.buffer.lines.get(row);
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this._model.lineLengths[y] = 0;
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for (let x = 0; x < terminal.cols; x++) {
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const charData = line.get(x);
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const chars = charData[CHAR_DATA_CHAR_INDEX];
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let code = charData[CHAR_DATA_CODE_INDEX];
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const attr = charData[CHAR_DATA_ATTR_INDEX];
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const i = ((y * terminal.cols) + x) * INDICIES_PER_CELL;
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if (code !== NULL_CELL_CODE) {
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this._model.lineLengths[y] = x + 1;
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}
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// Nothing has changed, no updates needed
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if (this._model.cells[i] === code && this._model.cells[i + 1] === attr) {
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continue;
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}
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// Resolve bg and fg and cache in the model
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const flags = attr >> 18;
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let bg = attr & 0x1ff;
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let fg = (attr >> 9) & 0x1ff;
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// If inverse flag is on, the foreground should become the background.
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if (flags & FLAGS.INVERSE) {
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const temp = bg;
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bg = fg;
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fg = temp;
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if (fg === DEFAULT_COLOR) {
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fg = INVERTED_DEFAULT_COLOR;
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}
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if (bg === DEFAULT_COLOR) {
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bg = INVERTED_DEFAULT_COLOR;
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}
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}
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const drawInBrightColor = terminal.options.drawBoldTextInBrightColors && !!(flags & FLAGS.BOLD) && fg < 8 && fg !== INVERTED_DEFAULT_COLOR;
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fg += drawInBrightColor ? 8 : 0;
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// Flag combined chars with a bit mask so they're easily identifiable
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if (chars.length > 1) {
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code = code | COMBINED_CHAR_BIT_MASK;
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}
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this._model.cells[i ] = code;
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this._model.cells[i + 1] = attr;
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this._model.cells[i + 2] = bg;
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this._model.cells[i + 3] = fg;
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this._glyphRenderer.updateCell(x, y, code, attr, bg, fg, chars);
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}
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}
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this._rectangleRenderer.updateBackgrounds(this._model);
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}
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private _updateSelectionModel(start: [number, number], end: [number, number]): void {
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const terminal = this._terminal;
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// Selection does not exist
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if (!start || !end || (start[0] === end[0] && start[1] === end[1])) {
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this._model.clearSelection();
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return;
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}
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// Translate from buffer position to viewport position
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const viewportStartRow = start[1] - terminal.buffer.viewportY;
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const viewportEndRow = end[1] - terminal.buffer.viewportY;
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const viewportCappedStartRow = Math.max(viewportStartRow, 0);
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const viewportCappedEndRow = Math.min(viewportEndRow, terminal.rows - 1);
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// No need to draw the selection
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if (viewportCappedStartRow >= terminal.rows || viewportCappedEndRow < 0) {
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this._model.clearSelection();
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return;
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}
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this._model.selection.hasSelection = true;
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this._model.selection.viewportStartRow = viewportStartRow;
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this._model.selection.viewportEndRow = viewportEndRow;
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this._model.selection.viewportCappedStartRow = viewportCappedStartRow;
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this._model.selection.viewportCappedEndRow = viewportCappedEndRow;
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this._model.selection.startCol = start[0];
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this._model.selection.endCol = end[0];
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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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// TODO: Acquire CharSizeService properly
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// Perform a new measure if the CharMeasure dimensions are not yet available
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if (!(<any>this._core)._charSizeService.width || !(<any>this._core)._charSizeService.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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// NOTE: ceil fixes sometime, floor does others :s
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this.dimensions.scaledCharWidth = Math.floor((<any>this._core)._charSizeService.width * this._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((<any>this._core)._charSizeService.height * this._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.getOption('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.getOption('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.getOption('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.getOption('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 / this._devicePixelRatio);
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this.dimensions.canvasWidth = Math.round(this.dimensions.scaledCanvasWidth / this._devicePixelRatio);
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// this.dimensions.scaledCanvasHeight = this.dimensions.canvasHeight * devicePixelRatio;
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// this.dimensions.scaledCanvasWidth = this.dimensions.canvasWidth * 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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// This fixes 110% and 125%, not 150% or 175% though
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this.dimensions.actualCellHeight = this.dimensions.scaledCellHeight / this._devicePixelRatio;
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this.dimensions.actualCellWidth = this.dimensions.scaledCellWidth / this._devicePixelRatio;
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}
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}
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