Move webgl renderer into addon dir

This commit is contained in:
Daniel Imms
2019-06-14 23:55:17 -07:00
parent 535c8a5d4b
commit d7daa53b50
29 changed files with 186 additions and 15 deletions
-4
View File
@@ -11,7 +11,6 @@ import { Terminal as TerminalCore } from '../Terminal';
import * as Strings from '../browser/LocalizableStrings';
import { IEvent } from 'common/EventEmitter';
import { AddonManager } from './AddonManager';
import { WebglRendererAddon } from '../renderer/webgl/WebglRendererAddon';
export class Terminal implements ITerminalApi {
private _core: ITerminal;
@@ -161,9 +160,6 @@ export class Terminal implements ITerminalApi {
public loadAddon(addon: ITerminalAddon): void {
return this._addonManager.loadAddon(this, addon);
}
public loadWebgl(preserveDrawingBuffer?: boolean): void {
this.loadAddon(new WebglRendererAddon(preserveDrawingBuffer));
}
public static get strings(): ILocalizableStrings {
return Strings;
}
-14
View File
@@ -1,14 +0,0 @@
/**
* @license MIT
* Copyright (c) 2018 The xterm.js authors. All rights reserved.
*/
import { IColor } from 'browser/Types';
export function getLuminance(color: IColor): number {
// Coefficients taken from: https://www.w3.org/TR/AERT/#color-contrast
const r = color.rgba >> 24 & 0xff;
const g = color.rgba >> 16 & 0xff;
const b = color.rgba >> 8 & 0xff;
return (0.299 * r + 0.587 * g + 0.114 * b) / 255;
}
-366
View File
@@ -1,366 +0,0 @@
/**
* Copyright (c) 2018 The xterm.js authors. All rights reserved.
* @license MIT
*/
import { createProgram, PROJECTION_MATRIX } from './WebglUtils';
import { WebglCharAtlas } from './atlas/WebglCharAtlas';
import { IWebGL2RenderingContext, IWebGLVertexArrayObject, IRenderModel, IRasterizedGlyph } from './Types';
import { INDICIES_PER_CELL } from './WebglRenderer';
import { COMBINED_CHAR_BIT_MASK } from './RenderModel';
import { fill, slice } from 'common/TypedArrayUtils';
import { NULL_CELL_CODE, WHITESPACE_CELL_CODE } from '../../common/buffer/Constants';
import { getLuminance } from './ColorUtils';
import { Terminal, IBufferLine } from 'xterm';
import { IColorSet } from 'browser/Types';
import { IRenderDimensions } from 'browser/renderer/Types';
interface IVertices {
attributes: Float32Array;
/**
* These buffers are the ones used to bind to WebGL, the reason there are
* multiple is to allow double buffering to work as you cannot modify the
* buffer while it's being used by the GPU. Having multiple lets us start
* working on the next frame.
*/
attributesBuffers: Float32Array[];
selectionAttributes: Float32Array;
count: number;
}
const enum VertexAttribLocations {
UNIT_QUAD = 0,
CELL_POSITION = 1,
OFFSET = 2,
SIZE = 3,
TEXCOORD = 4,
TEXSIZE = 5
}
const vertexShaderSource = `#version 300 es
layout (location = ${VertexAttribLocations.UNIT_QUAD}) in vec2 a_unitquad;
layout (location = ${VertexAttribLocations.CELL_POSITION}) in vec2 a_cellpos;
layout (location = ${VertexAttribLocations.OFFSET}) in vec2 a_offset;
layout (location = ${VertexAttribLocations.SIZE}) in vec2 a_size;
layout (location = ${VertexAttribLocations.TEXCOORD}) in vec2 a_texcoord;
layout (location = ${VertexAttribLocations.TEXSIZE}) in vec2 a_texsize;
uniform mat4 u_projection;
uniform vec2 u_resolution;
out vec2 v_texcoord;
void main() {
vec2 zeroToOne = (a_offset / u_resolution) + a_cellpos + (a_unitquad * a_size);
gl_Position = u_projection * vec4(zeroToOne, 0.0, 1.0);
v_texcoord = a_texcoord + a_unitquad * a_texsize;
}`;
const fragmentShaderSource = `#version 300 es
precision lowp float;
in vec2 v_texcoord;
uniform sampler2D u_texture;
out vec4 outColor;
void main() {
outColor = texture(u_texture, v_texcoord);
}`;
const INDICES_PER_CELL = 10;
const BYTES_PER_CELL = INDICES_PER_CELL * Float32Array.BYTES_PER_ELEMENT;
const CELL_POSITION_INDICES = 2;
export class GlyphRenderer {
private _atlas: WebglCharAtlas;
private _program: WebGLProgram;
private _vertexArrayObject: IWebGLVertexArrayObject;
private _projectionLocation: WebGLUniformLocation;
private _resolutionLocation: WebGLUniformLocation;
private _textureLocation: WebGLUniformLocation;
private _atlasTexture: WebGLTexture;
private _attributesBuffer: WebGLBuffer;
private _activeBuffer: number = 0;
private _vertices: IVertices = {
count: 0,
attributes: new Float32Array(0),
attributesBuffers: [
new Float32Array(0),
new Float32Array(0)
],
selectionAttributes: new Float32Array(0)
};
constructor(
private _terminal: Terminal,
private _colors: IColorSet,
private _gl: IWebGL2RenderingContext,
private _dimensions: IRenderDimensions
) {
const gl = this._gl;
this._program = createProgram(gl, vertexShaderSource, fragmentShaderSource);
// Uniform locations
this._projectionLocation = gl.getUniformLocation(this._program, 'u_projection');
this._resolutionLocation = gl.getUniformLocation(this._program, 'u_resolution');
this._textureLocation = gl.getUniformLocation(this._program, 'u_texture');
// Create and set the vertex array object
this._vertexArrayObject = gl.createVertexArray();
gl.bindVertexArray(this._vertexArrayObject);
// Setup a_unitquad, this defines the 4 vertices of a rectangle
const unitQuadVertices = new Float32Array([0, 0, 1, 0, 0, 1, 1, 1]);
const unitQuadVerticesBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, unitQuadVerticesBuffer);
gl.bufferData(gl.ARRAY_BUFFER, unitQuadVertices, gl.STATIC_DRAW);
gl.enableVertexAttribArray(VertexAttribLocations.UNIT_QUAD);
gl.vertexAttribPointer(VertexAttribLocations.UNIT_QUAD, 2, this._gl.FLOAT, false, 0, 0);
// Setup the unit quad element array buffer, this points to indices in
// unitQuadVertuces to allow is to draw 2 triangles from the vertices
const unitQuadElementIndices = new Uint8Array([0, 1, 3, 0, 2, 3]);
const elementIndicesBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, elementIndicesBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, unitQuadElementIndices, gl.STATIC_DRAW);
// Setup attributes
this._attributesBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, this._attributesBuffer);
gl.enableVertexAttribArray(VertexAttribLocations.OFFSET);
gl.vertexAttribPointer(VertexAttribLocations.OFFSET, 2, gl.FLOAT, false, BYTES_PER_CELL, 0);
gl.vertexAttribDivisor(VertexAttribLocations.OFFSET, 1);
gl.enableVertexAttribArray(VertexAttribLocations.SIZE);
gl.vertexAttribPointer(VertexAttribLocations.SIZE, 2, gl.FLOAT, false, BYTES_PER_CELL, 2 * Float32Array.BYTES_PER_ELEMENT);
gl.vertexAttribDivisor(VertexAttribLocations.SIZE, 1);
gl.enableVertexAttribArray(VertexAttribLocations.TEXCOORD);
gl.vertexAttribPointer(VertexAttribLocations.TEXCOORD, 2, gl.FLOAT, false, BYTES_PER_CELL, 4 * Float32Array.BYTES_PER_ELEMENT);
gl.vertexAttribDivisor(VertexAttribLocations.TEXCOORD, 1);
gl.enableVertexAttribArray(VertexAttribLocations.TEXSIZE);
gl.vertexAttribPointer(VertexAttribLocations.TEXSIZE, 2, gl.FLOAT, false, BYTES_PER_CELL, 6 * Float32Array.BYTES_PER_ELEMENT);
gl.vertexAttribDivisor(VertexAttribLocations.TEXSIZE, 1);
gl.enableVertexAttribArray(VertexAttribLocations.CELL_POSITION);
gl.vertexAttribPointer(VertexAttribLocations.CELL_POSITION, 2, gl.FLOAT, false, BYTES_PER_CELL, 8 * Float32Array.BYTES_PER_ELEMENT);
gl.vertexAttribDivisor(VertexAttribLocations.CELL_POSITION, 1);
// Setup empty texture atlas
this._atlasTexture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, this._atlasTexture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array([0, 0, 255, 255]));
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
// Allow drawing of transparent texture
gl.enable(gl.BLEND);
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
// Set viewport
this.onResize();
}
public beginFrame(): boolean {
return this._atlas.beginFrame();
}
public updateCell(x: number, y: number, code: number, attr: number, bg: number, fg: number, chars: string): void {
this._updateCell(this._vertices.attributes, x, y, code, attr, bg, fg, chars);
}
private _updateCell(array: Float32Array, x: number, y: number, code: number | undefined, attr: number, bg: number, fg: number, chars?: string): void {
const terminal = this._terminal;
const i = (y * terminal.cols + x) * INDICES_PER_CELL;
// Exit early if this is a null/space character
if (code === NULL_CELL_CODE || code === WHITESPACE_CELL_CODE || code === undefined/* This is used for the right side of wide chars */) {
fill(array, 0, i, i + INDICES_PER_CELL - 1 - CELL_POSITION_INDICES);
return;
}
let rasterizedGlyph: IRasterizedGlyph;
if (chars && chars.length > 1) {
rasterizedGlyph = this._atlas.getRasterizedGlyphCombinedChar(chars, attr, bg, fg);
} else {
rasterizedGlyph = this._atlas.getRasterizedGlyph(code, attr, bg, fg);
}
// Fill empty if no glyph was found
if (!rasterizedGlyph) {
fill(array, 0, i, i + INDICES_PER_CELL - 1 - CELL_POSITION_INDICES);
return;
}
// a_origin
array[i ] = -rasterizedGlyph.offset.x + this._dimensions.scaledCharLeft;
array[i + 1] = -rasterizedGlyph.offset.y + this._dimensions.scaledCharTop;
// a_size
array[i + 2] = rasterizedGlyph.size.x / this._dimensions.scaledCanvasWidth;
array[i + 3] = rasterizedGlyph.size.y / this._dimensions.scaledCanvasHeight;
// a_texcoord
array[i + 4] = rasterizedGlyph.texturePositionClipSpace.x;
array[i + 5] = rasterizedGlyph.texturePositionClipSpace.y;
// a_texsize
array[i + 6] = rasterizedGlyph.sizeClipSpace.x;
array[i + 7] = rasterizedGlyph.sizeClipSpace.y;
// a_cellpos only changes on resize
}
public updateSelection(model: IRenderModel, columnSelectMode: boolean): void {
const terminal = this._terminal;
this._vertices.selectionAttributes = slice(this._vertices.attributes, 0);
// TODO: Make fg and bg configurable, currently since the buffer doesn't
// support truecolor the char atlas cannot store it.
const lumi = getLuminance(this._colors.background);
const fg = lumi > 0.5 ? 7 : 0;
const bg = lumi > 0.5 ? 0 : 7;
if (columnSelectMode) {
const startCol = model.selection.startCol;
const width = model.selection.endCol - startCol;
const height = model.selection.viewportCappedEndRow - model.selection.viewportCappedStartRow + 1;
for (let y = model.selection.viewportCappedStartRow; y < model.selection.viewportCappedStartRow + height; y++) {
this._updateSelectionRange(startCol, startCol + width, y, model, bg, fg);
}
} else {
// Draw first row
const startCol = model.selection.viewportStartRow === model.selection.viewportCappedStartRow ? model.selection.startCol : 0;
const startRowEndCol = model.selection.viewportCappedStartRow === model.selection.viewportCappedEndRow ? model.selection.endCol : terminal.cols;
this._updateSelectionRange(startCol, startRowEndCol, model.selection.viewportCappedStartRow, model, bg, fg);
// Draw middle rows
const middleRowsCount = Math.max(model.selection.viewportCappedEndRow - model.selection.viewportCappedStartRow - 1, 0);
for (let y = model.selection.viewportCappedStartRow + 1; y <= model.selection.viewportCappedStartRow + middleRowsCount; y++) {
this._updateSelectionRange(0, startRowEndCol, y, model, bg, fg);
}
// Draw final row
if (model.selection.viewportCappedStartRow !== model.selection.viewportCappedEndRow) {
// Only draw viewportEndRow if it's not the same as viewportStartRow
const endCol = model.selection.viewportEndRow === model.selection.viewportCappedEndRow ? model.selection.endCol : terminal.cols;
this._updateSelectionRange(0, endCol, model.selection.viewportCappedEndRow, model, bg, fg);
}
}
}
private _updateSelectionRange(startCol: number, endCol: number, y: number, model: IRenderModel, bg: number, fg: number): void {
const terminal = this._terminal;
const row = y + terminal.buffer.viewportY;
let line: IBufferLine | undefined;
for (let x = startCol; x < endCol; x++) {
const offset = (y * this._terminal.cols + x) * INDICIES_PER_CELL;
// Because the cache uses attr as a lookup key it needs to contain the selection colors as well
let attr = model.cells[offset + 1];
attr = attr & ~0x3ffff | bg << 9 | fg;
const code = model.cells[offset];
if (code & COMBINED_CHAR_BIT_MASK) {
if (!line) {
line = terminal.buffer.getLine(row);
}
const chars = line.getCell(x).char;
this._updateCell(this._vertices.selectionAttributes, x, y, model.cells[offset], attr, bg, fg, chars);
} else {
this._updateCell(this._vertices.selectionAttributes, x, y, model.cells[offset], attr, bg, fg);
}
}
}
public onResize(): void {
const terminal = this._terminal;
const gl = this._gl;
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
// Update vertices
const newCount = terminal.cols * terminal.rows * INDICES_PER_CELL;
if (this._vertices.count !== newCount) {
this._vertices.count = newCount;
this._vertices.attributes = new Float32Array(newCount);
for (let i = 0; i < this._vertices.attributesBuffers.length; i++) {
this._vertices.attributesBuffers[i] = new Float32Array(newCount);
}
let i = 0;
for (let y = 0; y < terminal.rows; y++) {
for (let x = 0; x < terminal.cols; x++) {
this._vertices.attributes[i + 8] = x / terminal.cols;
this._vertices.attributes[i + 9] = y / terminal.rows;
i += INDICES_PER_CELL;
}
}
}
}
public setColors(): void {
}
public render(renderModel: IRenderModel, isSelectionVisible: boolean): void {
if (!this._atlas) {
return;
}
const gl = this._gl;
gl.useProgram(this._program);
gl.bindVertexArray(this._vertexArrayObject);
// Alternate buffers each frame as the active buffer gets locked while it's in use by the GPU
this._activeBuffer = (this._activeBuffer + 1) % 2;
const activeBuffer = this._vertices.attributesBuffers[this._activeBuffer];
// Copy data for each cell of each line up to its line length (the last non-whitespace cell)
// from the attributes buffer into activeBuffer, which is the one that gets bound to the GPU.
// The reasons for this are as follows:
// - So the active buffer can be alternated so we don't get blocked on rendering finishing
// - To copy either the normal attributes buffer or the selection attributes buffer when there
// is a selection
// - So we don't send vertices for all the line-ending whitespace to the GPU
let bufferLength = 0;
for (let y = 0; y < renderModel.lineLengths.length; y++) {
const si = y * this._terminal.cols * INDICES_PER_CELL;
const sub = (isSelectionVisible ? this._vertices.selectionAttributes : this._vertices.attributes).subarray(si, si + renderModel.lineLengths[y] * INDICES_PER_CELL);
activeBuffer.set(sub, bufferLength);
bufferLength += sub.length;
}
// Bind the attributes buffer
gl.bindBuffer(gl.ARRAY_BUFFER, this._attributesBuffer);
gl.bufferData(gl.ARRAY_BUFFER, activeBuffer.subarray(0, bufferLength), gl.STREAM_DRAW);
// Bind the texture atlas if it's changed
if (this._atlas.hasCanvasChanged) {
this._atlas.hasCanvasChanged = false;
gl.uniform1i(this._textureLocation, 0);
gl.activeTexture(gl.TEXTURE0 + 0);
gl.bindTexture(gl.TEXTURE_2D, this._atlasTexture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, this._atlas.cacheCanvas);
gl.generateMipmap(gl.TEXTURE_2D);
}
// Set uniforms
gl.uniformMatrix4fv(this._projectionLocation, false, PROJECTION_MATRIX);
gl.uniform2f(this._resolutionLocation, gl.canvas.width, gl.canvas.height);
// Draw the viewport
gl.drawElementsInstanced(gl.TRIANGLES, 6, gl.UNSIGNED_BYTE, 0, bufferLength / INDICES_PER_CELL);
}
public setAtlas(atlas: WebglCharAtlas): void {
const gl = this._gl;
this._atlas = atlas;
gl.bindTexture(gl.TEXTURE_2D, this._atlasTexture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, atlas.cacheCanvas);
gl.generateMipmap(gl.TEXTURE_2D);
}
public setDimensions(dimensions: IRenderDimensions): void {
this._dimensions = dimensions;
}
}
-10
View File
@@ -1,10 +0,0 @@
/**
* Copyright (c) 2016 The xterm.js authors. All rights reserved.
* @license MIT
*/
const isNode = (typeof navigator === 'undefined') ? true : false;
const userAgent = (isNode) ? 'node' : navigator.userAgent;
export const isFirefox = !!~userAgent.indexOf('Firefox');
export const isSafari = /^((?!chrome|android).)*safari/i.test(userAgent);
-322
View File
@@ -1,322 +0,0 @@
/**
* Copyright (c) 2018 The xterm.js authors. All rights reserved.
* @license MIT
*/
import { createProgram, expandFloat32Array, PROJECTION_MATRIX } from './WebglUtils';
import { IRenderModel, IWebGLVertexArrayObject, IWebGL2RenderingContext, ISelectionRenderModel } from './Types';
import { fill } from 'common/TypedArrayUtils';
import { INVERTED_DEFAULT_COLOR } from './atlas/Types';
import { is256Color } from './atlas/CharAtlasUtils';
import { DEFAULT_COLOR } from '../../common/buffer/Constants';
import { Terminal } from 'xterm';
import { IColorSet, IColor } from 'browser/Types';
import { IRenderDimensions } from 'browser/renderer/Types';
const enum VertexAttribLocations {
POSITION = 0,
SIZE = 1,
COLOR = 2,
UNIT_QUAD = 3
}
const vertexShaderSource = `#version 300 es
layout (location = ${VertexAttribLocations.POSITION}) in vec2 a_position;
layout (location = ${VertexAttribLocations.SIZE}) in vec2 a_size;
layout (location = ${VertexAttribLocations.COLOR}) in vec3 a_color;
layout (location = ${VertexAttribLocations.UNIT_QUAD}) in vec2 a_unitquad;
uniform mat4 u_projection;
uniform vec2 u_resolution;
out vec3 v_color;
void main() {
vec2 zeroToOne = (a_position + (a_unitquad * a_size)) / u_resolution;
gl_Position = u_projection * vec4(zeroToOne, 0.0, 1.0);
v_color = a_color;
}`;
const fragmentShaderSource = `#version 300 es
precision lowp float;
in vec3 v_color;
out vec4 outColor;
void main() {
outColor = vec4(v_color, 1);
}`;
interface IVertices {
attributes: Float32Array;
selection: Float32Array;
count: number;
}
const INDICES_PER_RECTANGLE = 8;
const BYTES_PER_RECTANGLE = INDICES_PER_RECTANGLE * Float32Array.BYTES_PER_ELEMENT;
const INITIAL_BUFFER_RECTANGLE_CAPACITY = 20 * INDICES_PER_RECTANGLE;
export class RectangleRenderer {
private _program: WebGLProgram;
private _vertexArrayObject: IWebGLVertexArrayObject;
private _resolutionLocation: WebGLUniformLocation;
private _attributesBuffer: WebGLBuffer;
private _projectionLocation: WebGLUniformLocation;
private _bgFloat: Float32Array;
private _selectionFloat: Float32Array;
private _vertices: IVertices = {
count: 0,
attributes: new Float32Array(INITIAL_BUFFER_RECTANGLE_CAPACITY),
selection: new Float32Array(3 * INDICES_PER_RECTANGLE)
};
constructor(
private _terminal: Terminal,
private _colors: IColorSet,
private _gl: IWebGL2RenderingContext,
private _dimensions: IRenderDimensions
) {
const gl = this._gl;
this._program = createProgram(gl, vertexShaderSource, fragmentShaderSource);
// Uniform locations
this._resolutionLocation = gl.getUniformLocation(this._program, 'u_resolution');
this._projectionLocation = gl.getUniformLocation(this._program, 'u_projection');
// Create and set the vertex array object
this._vertexArrayObject = gl.createVertexArray();
gl.bindVertexArray(this._vertexArrayObject);
// Setup a_unitquad, this defines the 4 vertices of a rectangle
const unitQuadVertices = new Float32Array([0, 0, 1, 0, 0, 1, 1, 1]);
const unitQuadVerticesBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, unitQuadVerticesBuffer);
gl.bufferData(gl.ARRAY_BUFFER, unitQuadVertices, gl.STATIC_DRAW);
gl.enableVertexAttribArray(VertexAttribLocations.UNIT_QUAD);
gl.vertexAttribPointer(VertexAttribLocations.UNIT_QUAD, 2, this._gl.FLOAT, false, 0, 0);
// Setup the unit quad element array buffer, this points to indices in
// unitQuadVertuces to allow is to draw 2 triangles from the vertices
const unitQuadElementIndices = new Uint8Array([0, 1, 3, 0, 2, 3]);
const elementIndicesBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, elementIndicesBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, unitQuadElementIndices, gl.STATIC_DRAW);
// Setup attributes
this._attributesBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, this._attributesBuffer);
gl.enableVertexAttribArray(VertexAttribLocations.POSITION);
gl.vertexAttribPointer(VertexAttribLocations.POSITION, 2, gl.FLOAT, false, BYTES_PER_RECTANGLE, 0);
gl.vertexAttribDivisor(VertexAttribLocations.POSITION, 1);
gl.enableVertexAttribArray(VertexAttribLocations.SIZE);
gl.vertexAttribPointer(VertexAttribLocations.SIZE, 2, gl.FLOAT, false, BYTES_PER_RECTANGLE, 2 * Float32Array.BYTES_PER_ELEMENT);
gl.vertexAttribDivisor(VertexAttribLocations.SIZE, 1);
gl.enableVertexAttribArray(VertexAttribLocations.COLOR);
gl.vertexAttribPointer(VertexAttribLocations.COLOR, 4, gl.FLOAT, false, BYTES_PER_RECTANGLE, 4 * Float32Array.BYTES_PER_ELEMENT);
gl.vertexAttribDivisor(VertexAttribLocations.COLOR, 1);
this._updateCachedColors();
}
public render(): void {
const gl = this._gl;
gl.useProgram(this._program);
gl.bindVertexArray(this._vertexArrayObject);
gl.uniformMatrix4fv(this._projectionLocation, false, PROJECTION_MATRIX);
gl.uniform2f(this._resolutionLocation, gl.canvas.width, gl.canvas.height);
// Bind attributes buffer and draw
gl.bindBuffer(gl.ARRAY_BUFFER, this._attributesBuffer);
gl.bufferData(gl.ARRAY_BUFFER, this._vertices.attributes, gl.DYNAMIC_DRAW);
gl.drawElementsInstanced(this._gl.TRIANGLES, 6, gl.UNSIGNED_BYTE, 0, this._vertices.count);
// Bind selection buffer and draw
gl.bindBuffer(gl.ARRAY_BUFFER, this._attributesBuffer);
gl.bufferData(gl.ARRAY_BUFFER, this._vertices.selection, gl.DYNAMIC_DRAW);
gl.drawElementsInstanced(this._gl.TRIANGLES, 6, gl.UNSIGNED_BYTE, 0, 3);
}
public onResize(): void {
this._updateViewportRectangle();
}
public setColors(): void {
this._updateCachedColors();
this._updateViewportRectangle();
}
private _updateCachedColors(): void {
this._bgFloat = this._colorToFloat32Array(this._colors.background);
this._selectionFloat = this._colorToFloat32Array(this._colors.selection);
}
private _updateViewportRectangle(): void {
// Set first rectangle that clears the screen
this._addRectangleFloat(
this._vertices.attributes,
0,
0,
0,
this._terminal.cols * this._dimensions.scaledCellWidth,
this._terminal.rows * this._dimensions.scaledCellHeight,
this._bgFloat
);
}
public updateSelection(model: ISelectionRenderModel, columnSelectMode: boolean): void {
const terminal = this._terminal;
if (!model.hasSelection) {
fill(this._vertices.selection, 0, 0);
return;
}
if (columnSelectMode) {
const startCol = model.startCol;
const width = model.endCol - startCol;
const height = model.viewportCappedEndRow - model.viewportCappedStartRow + 1;
this._addRectangleFloat(
this._vertices.selection,
0,
startCol * this._dimensions.scaledCellWidth,
model.viewportCappedStartRow * this._dimensions.scaledCellHeight,
width * this._dimensions.scaledCellWidth,
height * this._dimensions.scaledCellHeight,
this._selectionFloat
);
fill(this._vertices.selection, 0, INDICES_PER_RECTANGLE);
} else {
// Draw first row
const startCol = model.viewportStartRow === model.viewportCappedStartRow ? model.startCol : 0;
const startRowEndCol = model.viewportCappedStartRow === model.viewportCappedEndRow ? model.endCol : terminal.cols;
this._addRectangleFloat(
this._vertices.selection,
0,
startCol * this._dimensions.scaledCellWidth,
model.viewportCappedStartRow * this._dimensions.scaledCellHeight,
(startRowEndCol - startCol) * this._dimensions.scaledCellWidth,
this._dimensions.scaledCellHeight,
this._selectionFloat
);
// Draw middle rows
const middleRowsCount = Math.max(model.viewportCappedEndRow - model.viewportCappedStartRow - 1, 0);
this._addRectangleFloat(
this._vertices.selection,
INDICES_PER_RECTANGLE,
0,
(model.viewportCappedStartRow + 1) * this._dimensions.scaledCellHeight,
terminal.cols * this._dimensions.scaledCellWidth,
middleRowsCount * this._dimensions.scaledCellHeight,
this._selectionFloat
);
// Draw final row
if (model.viewportCappedStartRow !== model.viewportCappedEndRow) {
// Only draw viewportEndRow if it's not the same as viewportStartRow
const endCol = model.viewportEndRow === model.viewportCappedEndRow ? model.endCol : terminal.cols;
this._addRectangleFloat(
this._vertices.selection,
INDICES_PER_RECTANGLE * 2,
0,
model.viewportCappedEndRow * this._dimensions.scaledCellHeight,
endCol * this._dimensions.scaledCellWidth,
this._dimensions.scaledCellHeight,
this._selectionFloat
);
} else {
fill(this._vertices.selection, 0, INDICES_PER_RECTANGLE * 2);
}
}
}
public updateBackgrounds(model: IRenderModel): void {
const terminal = this._terminal;
const vertices = this._vertices;
let rectangleCount = 1;
for (let y = 0; y < terminal.rows; y++) {
let currentStartX = -1;
let currentBg = DEFAULT_COLOR;
for (let x = 0; x < terminal.cols; x++) {
const modelIndex = ((y * terminal.cols) + x) * 4;
const bg = model.cells[modelIndex + 2];
if (bg !== currentBg) {
// A rectangle needs to be drawn if going from non-default to another color
if (currentBg !== DEFAULT_COLOR) {
const offset = rectangleCount++ * INDICES_PER_RECTANGLE;
this._updateRectangle(vertices, offset, currentBg, currentStartX, x, y);
}
currentStartX = x;
currentBg = bg;
}
}
// Finish rectangle if it's still going
if (currentBg !== DEFAULT_COLOR) {
const offset = rectangleCount++ * INDICES_PER_RECTANGLE;
this._updateRectangle(vertices, offset, currentBg, currentStartX, terminal.cols, y);
}
}
vertices.count = rectangleCount;
}
private _updateRectangle(vertices: IVertices, offset: number, bg: number, startX: number, endX: number, y: number): void {
let color: IColor | null = null;
if (bg === INVERTED_DEFAULT_COLOR) {
color = this._colors.foreground;
} else if (is256Color(bg)) {
color = this._colors.ansi[bg];
}
if (vertices.attributes.length < offset + 4) {
vertices.attributes = expandFloat32Array(vertices.attributes, this._terminal.rows * this._terminal.cols * INDICES_PER_RECTANGLE);
}
const x1 = startX * this._dimensions.scaledCellWidth;
const y1 = y * this._dimensions.scaledCellHeight;
const r = ((color.rgba >> 24) & 0xFF) / 255;
const g = ((color.rgba >> 16) & 0xFF) / 255;
const b = ((color.rgba >> 8 ) & 0xFF) / 255;
this._addRectangle(vertices.attributes, offset, x1, y1, (endX - startX) * this._dimensions.scaledCellWidth, this._dimensions.scaledCellHeight, r, g, b, 1);
}
private _addRectangle(array: Float32Array, offset: number, x1: number, y1: number, width: number, height: number, r: number, g: number, b: number, a: number): void {
array[offset ] = x1;
array[offset + 1] = y1;
array[offset + 2] = width;
array[offset + 3] = height;
array[offset + 4] = r;
array[offset + 5] = g;
array[offset + 6] = b;
array[offset + 7] = a;
}
private _addRectangleFloat(array: Float32Array, offset: number, x1: number, y1: number, width: number, height: number, color: Float32Array): void {
array[offset ] = x1;
array[offset + 1] = y1;
array[offset + 2] = width;
array[offset + 3] = height;
array[offset + 4] = color[0];
array[offset + 5] = color[1];
array[offset + 6] = color[2];
array[offset + 7] = color[3];
}
private _colorToFloat32Array(color: IColor): Float32Array {
return new Float32Array([
((color.rgba >> 24) & 0xFF) / 255,
((color.rgba >> 16) & 0xFF) / 255,
((color.rgba >> 8 ) & 0xFF) / 255,
((color.rgba ) & 0xFF) / 255
]);
}
}
-55
View File
@@ -1,55 +0,0 @@
/**
* Copyright (c) 2018 The xterm.js authors. All rights reserved.
* @license MIT
*/
import { IRenderModel, ISelectionRenderModel } from './Types';
import { fill } from 'common/TypedArrayUtils';
export const RENDER_MODEL_INDICIES_PER_CELL = 4;
export const COMBINED_CHAR_BIT_MASK = 0x80000000;
export class RenderModel implements IRenderModel {
public cells: Uint32Array;
public lineLengths: Uint32Array;
public selection: ISelectionRenderModel;
constructor() {
this.cells = new Uint32Array(0);
this.lineLengths = new Uint32Array(0);
this.selection = {
hasSelection: false,
viewportStartRow: 0,
viewportEndRow: 0,
viewportCappedStartRow: 0,
viewportCappedEndRow: 0,
startCol: 0,
endCol: 0
};
}
public resize(cols: number, rows: number): void {
const indexCount = cols * rows * RENDER_MODEL_INDICIES_PER_CELL;
if (indexCount !== this.cells.length) {
this.cells = new Uint32Array(indexCount);
this.lineLengths = new Uint32Array(rows);
}
}
public clear(): void {
fill(this.cells, 0, 0);
fill(this.lineLengths, 0, 0);
this.clearSelection();
}
public clearSelection(): void {
this.selection.hasSelection = false;
this.selection.viewportStartRow = 0;
this.selection.viewportEndRow = 0;
this.selection.viewportCappedStartRow = 0;
this.selection.viewportCappedEndRow = 0;
this.selection.startCol = 0;
this.selection.endCol = 0;
}
}
-75
View File
@@ -1,75 +0,0 @@
/**
* Copyright (c) 2018 The xterm.js authors. All rights reserved.
* @license MIT
*/
export interface IRasterizedGlyphSet {
[flags: number]: IRasterizedGlyph;
}
/**
* Represents a rasterized glyph within a texture atlas. Some numbers are
* tracked in CSS pixels as well in order to reduce calculations during the
* render loop.
*/
export interface IRasterizedGlyph {
/**
* The x and y offset between the glyph's top/left and the top/left of a cell
* in pixels.
*/
offset: IVector;
/**
* the x and y position of the glyph in the texture in pixels.
*/
texturePosition: IVector;
/**
* the x and y position of the glyph in the texture in clip space coordinates.
*/
texturePositionClipSpace: IVector;
/**
* The width and height of the glyph in the texture in pixels.
*/
size: IVector;
/**
* The width and height of the glyph in the texture in clip space coordinates.
*/
sizeClipSpace: IVector;
}
export interface IVector {
x: number;
y: number;
}
export interface IBoundingBox {
top: number;
left: number;
right: number;
bottom: number;
}
export interface IRenderModel {
cells: Uint32Array;
lineLengths: Uint32Array;
selection: ISelectionRenderModel;
}
export interface ISelectionRenderModel {
hasSelection: boolean;
viewportStartRow: number;
viewportEndRow: number;
viewportCappedStartRow: number;
viewportCappedEndRow: number;
startCol: number;
endCol: number;
}
export interface IWebGL2RenderingContext extends WebGLRenderingContext {
vertexAttribDivisor(index: number, divisor: number): void;
createVertexArray(): IWebGLVertexArrayObject;
bindVertexArray(vao: IWebGLVertexArrayObject): void;
drawElementsInstanced(mode: number, count: number, type: number, offset: number, instanceCount: number): void;
}
export interface IWebGLVertexArrayObject {
}
-188
View File
@@ -1,188 +0,0 @@
/**
* Copyright (c) 2019 The xterm.js authors. All rights reserved.
* @license MIT
*/
import * as puppeteer from 'puppeteer';
import { assert } from 'chai';
import { ITerminalOptions } from '../../Types';
const APP = 'http://127.0.0.1:3000/test';
let browser: puppeteer.Browser;
let page: puppeteer.Page;
const width = 800;
const height = 600;
describe('WebGL Renderer Integration Tests', () => {
before(async function(): Promise<any> {
this.timeout(10000);
browser = await puppeteer.launch({
headless: process.argv.indexOf('--headless') !== -1,
slowMo: 80,
args: [`--window-size=${width},${height}`]
});
page = (await browser.pages())[0];
await page.setViewport({ width, height });
});
after(() => {
browser.close();
});
beforeEach(async () => {
await page.goto(APP);
});
describe('WebGL Renderer', () => {
it('foreground colors normal', async function(): Promise<any> {
this.timeout(10000);
await openTerminal({
rendererType: 'dom',
theme: {
black: '#010203',
red: '#040506',
green: '#070809',
yellow: '#0a0b0c',
blue: '#0d0e0f',
magenta: '#101112',
cyan: '#131415',
white: '#161718'
}
});
await writeSync(`\\x1b[30m█\\x1b[31m█\\x1b[32m█\\x1b[33m█\\x1b[34m█\\x1b[35m█\\x1b[36m█\\x1b[37m█`);
await page.evaluate(`window.term.loadWebgl(true);`);
assert.deepEqual(await getCellColor(1, 1), [1, 2, 3, 255]);
assert.deepEqual(await getCellColor(2, 1), [4, 5, 6, 255]);
assert.deepEqual(await getCellColor(3, 1), [7, 8, 9, 255]);
assert.deepEqual(await getCellColor(4, 1), [10, 11, 12, 255]);
assert.deepEqual(await getCellColor(5, 1), [13, 14, 15, 255]);
assert.deepEqual(await getCellColor(6, 1), [16, 17, 18, 255]);
assert.deepEqual(await getCellColor(7, 1), [19, 20, 21, 255]);
assert.deepEqual(await getCellColor(8, 1), [22, 23, 24, 255]);
});
it('foreground colors bright', async function(): Promise<any> {
this.timeout(10000);
await openTerminal({
rendererType: 'dom',
theme: {
brightBlack: '#010203',
brightRed: '#040506',
brightGreen: '#070809',
brightYellow: '#0a0b0c',
brightBlue: '#0d0e0f',
brightMagenta: '#101112',
brightCyan: '#131415',
brightWhite: '#161718'
}
});
await writeSync(`\\x1b[90m█\\x1b[91m█\\x1b[92m█\\x1b[93m█\\x1b[94m█\\x1b[95m█\\x1b[96m█\\x1b[97m█`);
await page.evaluate(`window.term.loadWebgl(true);`);
assert.deepEqual(await getCellColor(1, 1), [1, 2, 3, 255]);
assert.deepEqual(await getCellColor(2, 1), [4, 5, 6, 255]);
assert.deepEqual(await getCellColor(3, 1), [7, 8, 9, 255]);
assert.deepEqual(await getCellColor(4, 1), [10, 11, 12, 255]);
assert.deepEqual(await getCellColor(5, 1), [13, 14, 15, 255]);
assert.deepEqual(await getCellColor(6, 1), [16, 17, 18, 255]);
assert.deepEqual(await getCellColor(7, 1), [19, 20, 21, 255]);
assert.deepEqual(await getCellColor(8, 1), [22, 23, 24, 255]);
});
it('background colors normal', async function(): Promise<any> {
this.timeout(10000);
await openTerminal({
rendererType: 'dom',
theme: {
black: '#010203',
red: '#040506',
green: '#070809',
yellow: '#0a0b0c',
blue: '#0d0e0f',
magenta: '#101112',
cyan: '#131415',
white: '#161718'
}
});
await writeSync(`\\x1b[40m \\x1b[41m \\x1b[42m \\x1b[43m \\x1b[44m \\x1b[45m \\x1b[46m \\x1b[47m `);
await page.evaluate(`window.term.loadWebgl(true);`);
assert.deepEqual(await getCellColor(1, 1), [1, 2, 3, 255]);
assert.deepEqual(await getCellColor(2, 1), [4, 5, 6, 255]);
assert.deepEqual(await getCellColor(3, 1), [7, 8, 9, 255]);
assert.deepEqual(await getCellColor(4, 1), [10, 11, 12, 255]);
assert.deepEqual(await getCellColor(5, 1), [13, 14, 15, 255]);
assert.deepEqual(await getCellColor(6, 1), [16, 17, 18, 255]);
assert.deepEqual(await getCellColor(7, 1), [19, 20, 21, 255]);
assert.deepEqual(await getCellColor(8, 1), [22, 23, 24, 255]);
});
it('background colors bright', async function(): Promise<any> {
this.timeout(10000);
await openTerminal({
rendererType: 'dom',
theme: {
brightBlack: '#010203',
brightRed: '#040506',
brightGreen: '#070809',
brightYellow: '#0a0b0c',
brightBlue: '#0d0e0f',
brightMagenta: '#101112',
brightCyan: '#131415',
brightWhite: '#161718'
}
});
await writeSync(`\\x1b[100m \\x1b[101m \\x1b[102m \\x1b[103m \\x1b[104m \\x1b[105m \\x1b[106m \\x1b[107m `);
await page.evaluate(`window.term.loadWebgl(true);`);
assert.deepEqual(await getCellColor(1, 1), [1, 2, 3, 255]);
assert.deepEqual(await getCellColor(2, 1), [4, 5, 6, 255]);
assert.deepEqual(await getCellColor(3, 1), [7, 8, 9, 255]);
assert.deepEqual(await getCellColor(4, 1), [10, 11, 12, 255]);
assert.deepEqual(await getCellColor(5, 1), [13, 14, 15, 255]);
assert.deepEqual(await getCellColor(6, 1), [16, 17, 18, 255]);
assert.deepEqual(await getCellColor(7, 1), [19, 20, 21, 255]);
assert.deepEqual(await getCellColor(8, 1), [22, 23, 24, 255]);
});
});
});
async function openTerminal(options: ITerminalOptions = {}): Promise<void> {
await page.evaluate(`window.term = new Terminal(${JSON.stringify(options)})`);
await page.evaluate(`window.term.open(document.querySelector('#terminal-container'))`);
if (options.rendererType === 'dom') {
await page.waitForSelector('.xterm-rows');
} else {
await page.waitForSelector('.xterm-text-layer');
}
}
async function writeSync(data: string): Promise<void> {
await page.evaluate(`window.term.write('${data}');`);
while (true) {
if (await page.evaluate(`window.term._core.writeBuffer.length === 0`)) {
break;
}
}
}
// async function getPixelAt(x: number, y: number): Promise<number[]> {
// await page.evaluate(`
// window.gl = window.term._core._renderService._renderer._gl;
// window.result = new Uint8Array(4);
// window.gl.readPixels(${x}, window.gl.drawingBufferHeight - 1 - ${y}, 1, 1, window.gl.RGBA, window.gl.UNSIGNED_BYTE, window.result);
// `);
// return await page.evaluate(`Array.from(window.result)`);
// }
async function getCellColor(col: number, row: number): Promise<number[]> {
await page.evaluate(`
window.gl = window.term._core._renderService._renderer._gl;
window.result = new Uint8Array(4);
window.d = window.term._core._renderService.dimensions;
window.gl.readPixels(
Math.floor((${col - 0.5}) * window.d.scaledCellWidth),
Math.floor(window.gl.drawingBufferHeight - 1 - (${row - 0.5}) * window.d.scaledCellHeight),
1, 1, window.gl.RGBA, window.gl.UNSIGNED_BYTE, window.result
);
`);
return await page.evaluate(`Array.from(window.result)`);
}
-408
View File
@@ -1,408 +0,0 @@
/**
* Copyright (c) 2018 The xterm.js authors. All rights reserved.
* @license MIT
*/
import { ITerminal } from '../../Types';
import { GlyphRenderer } from './GlyphRenderer';
import { LinkRenderLayer } from './renderLayer/LinkRenderLayer';
import { CursorRenderLayer } from './renderLayer/CursorRenderLayer';
import { acquireCharAtlas } from './atlas/CharAtlasCache';
import { WebglCharAtlas } from './atlas/WebglCharAtlas';
import { RectangleRenderer } from './RectangleRenderer';
import { IWebGL2RenderingContext } from './Types';
import { INVERTED_DEFAULT_COLOR } from './atlas/Types';
import { RenderModel, COMBINED_CHAR_BIT_MASK } from './RenderModel';
import { Disposable } from 'common/Lifecycle';
import { DEFAULT_COLOR, FLAGS, CHAR_DATA_CHAR_INDEX, CHAR_DATA_CODE_INDEX, CHAR_DATA_ATTR_INDEX, NULL_CELL_CODE } from 'common/buffer/Constants';
import { Terminal } from 'xterm';
import { getLuminance } from './ColorUtils';
import { IRenderLayer } from './renderLayer/Types';
import { IRenderDimensions, IRenderer } from 'browser/renderer/Types';
import { IColorSet } from 'browser/Types';
export const INDICIES_PER_CELL = 4;
export class WebglRenderer extends Disposable implements IRenderer {
private _renderLayers: IRenderLayer[];
private _charAtlas: WebglCharAtlas;
private _devicePixelRatio: number;
private _model: RenderModel = new RenderModel();
private _canvas: HTMLCanvasElement;
private _gl: IWebGL2RenderingContext;
private _rectangleRenderer: RectangleRenderer;
private _glyphRenderer: GlyphRenderer;
public dimensions: IRenderDimensions;
private _core: ITerminal;
constructor(
private _terminal: Terminal,
private _colors: IColorSet,
preserveDrawingBuffer?: boolean
) {
super();
this._core = (<any>this._terminal)._core;
this._applyBgLuminanceBasedSelection();
this._renderLayers = [
new LinkRenderLayer(this._core.screenElement, 2, this._colors, this._core),
new CursorRenderLayer(this._core.screenElement, 3, this._colors)
];
this.dimensions = {
scaledCharWidth: null,
scaledCharHeight: null,
scaledCellWidth: null,
scaledCellHeight: null,
scaledCharLeft: null,
scaledCharTop: null,
scaledCanvasWidth: null,
scaledCanvasHeight: null,
canvasWidth: null,
canvasHeight: null,
actualCellWidth: null,
actualCellHeight: null
};
this._devicePixelRatio = window.devicePixelRatio;
this._updateDimensions();
this._canvas = document.createElement('canvas');
const contextAttributes = {
antialias: false,
depth: false,
preserveDrawingBuffer
};
this._gl = this._canvas.getContext('webgl2', contextAttributes) as IWebGL2RenderingContext;
if (!this._gl) {
throw new Error('WebGL2 not supported');
}
this._core.screenElement.appendChild(this._canvas);
this._rectangleRenderer = new RectangleRenderer(this._terminal, this._colors, this._gl, this.dimensions);
this._glyphRenderer = new GlyphRenderer(this._terminal, this._colors, this._gl, this.dimensions);
// Update dimensions and acquire char atlas
this.onCharSizeChanged();
}
public dispose(): void {
this._renderLayers.forEach(l => l.dispose());
this._core.screenElement.removeChild(this._canvas);
super.dispose();
}
private _applyBgLuminanceBasedSelection(): void {
// HACK: This is needed until webgl renderer adds support for selection colors
if (getLuminance(this._colors.background) > 0.5) {
this._colors.selection = { css: '#000', rgba: 255 };
} else {
this._colors.selection = { css: '#fff', rgba: 4294967295 };
}
}
public setColors(colors: IColorSet): void {
this._colors = colors;
this._applyBgLuminanceBasedSelection();
// Clear layers and force a full render
this._renderLayers.forEach(l => {
l.setColors(this._terminal, this._colors);
l.reset(this._terminal);
});
this._rectangleRenderer.setColors();
this._glyphRenderer.setColors();
this._refreshCharAtlas();
// Force a full refresh
this._model.clear();
}
public onDevicePixelRatioChange(): void {
// If the device pixel ratio changed, the char atlas needs to be regenerated
// and the terminal needs to refreshed
if (this._devicePixelRatio !== window.devicePixelRatio) {
this._devicePixelRatio = window.devicePixelRatio;
this.onResize(this._terminal.cols, this._terminal.rows);
}
}
public onResize(cols: number, rows: number): void {
// Update character and canvas dimensions
this._updateDimensions();
this._model.resize(this._terminal.cols, this._terminal.rows);
this._rectangleRenderer.onResize();
// Resize all render layers
this._renderLayers.forEach(l => l.resize(this._terminal, this.dimensions));
// Resize the canvas
this._canvas.width = this.dimensions.scaledCanvasWidth;
this._canvas.height = this.dimensions.scaledCanvasHeight;
this._canvas.style.width = `${this.dimensions.canvasWidth}px`;
this._canvas.style.height = `${this.dimensions.canvasHeight}px`;
// Resize the screen
this._core.screenElement.style.width = `${this.dimensions.canvasWidth}px`;
this._core.screenElement.style.height = `${this.dimensions.canvasHeight}px`;
this._glyphRenderer.setDimensions(this.dimensions);
this._glyphRenderer.onResize();
this._refreshCharAtlas();
// Force a full refresh
this._model.clear();
}
public onCharSizeChanged(): void {
this.onResize(this._terminal.cols, this._terminal.rows);
}
public onBlur(): void {
this._renderLayers.forEach(l => l.onBlur(this._terminal));
}
public onFocus(): void {
this._renderLayers.forEach(l => l.onFocus(this._terminal));
}
public onSelectionChanged(start: [number, number], end: [number, number], columnSelectMode: boolean): void {
this._renderLayers.forEach(l => l.onSelectionChanged(this._terminal, start, end, columnSelectMode));
this._updateSelectionModel(start, end);
this._rectangleRenderer.updateSelection(this._model.selection, columnSelectMode);
this._glyphRenderer.updateSelection(this._model, columnSelectMode);
// TODO: #2102 Should this move to RenderCoordinator?
this._core.refresh(0, this._terminal.rows - 1);
}
public onCursorMove(): void {
this._renderLayers.forEach(l => l.onCursorMove(this._terminal));
}
public onOptionsChanged(): void {
this._renderLayers.forEach(l => l.onOptionsChanged(this._terminal));
this._updateDimensions();
this._refreshCharAtlas();
}
/**
* Refreshes the char atlas, aquiring a new one if necessary.
* @param terminal The terminal.
* @param colorSet The color set to use for the char atlas.
*/
private _refreshCharAtlas(): void {
if (this.dimensions.scaledCharWidth <= 0 && this.dimensions.scaledCharHeight <= 0) {
return;
}
const atlas = acquireCharAtlas(this._terminal, this._colors, this.dimensions.scaledCharWidth, this.dimensions.scaledCharHeight);
if (!('getRasterizedGlyph' in atlas)) {
throw new Error('The webgl renderer only works with the webgl char atlas');
}
this._charAtlas = atlas as WebglCharAtlas;
this._charAtlas.warmUp();
this._glyphRenderer.setAtlas(this._charAtlas);
}
public clear(): void {
this._renderLayers.forEach(l => l.reset(this._terminal));
}
public registerCharacterJoiner(handler: (text: string) => [number, number][]): number {
return -1;
}
public deregisterCharacterJoiner(joinerId: number): boolean {
return false;
}
public renderRows(start: number, end: number): void {
// Update render layers
this._renderLayers.forEach(l => l.onGridChanged(this._terminal, start, end));
// Tell renderer the frame is beginning
if (this._glyphRenderer.beginFrame()) {
this._model.clear();
}
// Update model to reflect what's drawn
this._updateModel(start, end);
// Render
this._rectangleRenderer.render();
this._glyphRenderer.render(this._model, this._model.selection.hasSelection);
}
private _updateModel(start: number, end: number): void {
const terminal = this._core;
for (let y = start; y <= end; y++) {
const row = y + terminal.buffer.ydisp;
const line = terminal.buffer.lines.get(row);
this._model.lineLengths[y] = 0;
for (let x = 0; x < terminal.cols; x++) {
const charData = line.get(x);
const chars = charData[CHAR_DATA_CHAR_INDEX];
let code = charData[CHAR_DATA_CODE_INDEX];
const attr = charData[CHAR_DATA_ATTR_INDEX];
const i = ((y * terminal.cols) + x) * INDICIES_PER_CELL;
if (code !== NULL_CELL_CODE) {
this._model.lineLengths[y] = x + 1;
}
// Nothing has changed, no updates needed
if (this._model.cells[i] === code && this._model.cells[i + 1] === attr) {
continue;
}
// Resolve bg and fg and cache in the model
const flags = attr >> 18;
let bg = attr & 0x1ff;
let fg = (attr >> 9) & 0x1ff;
// If inverse flag is on, the foreground should become the background.
if (flags & FLAGS.INVERSE) {
const temp = bg;
bg = fg;
fg = temp;
if (fg === DEFAULT_COLOR) {
fg = INVERTED_DEFAULT_COLOR;
}
if (bg === DEFAULT_COLOR) {
bg = INVERTED_DEFAULT_COLOR;
}
}
const drawInBrightColor = terminal.options.drawBoldTextInBrightColors && !!(flags & FLAGS.BOLD) && fg < 8 && fg !== INVERTED_DEFAULT_COLOR;
fg += drawInBrightColor ? 8 : 0;
// Flag combined chars with a bit mask so they're easily identifiable
if (chars.length > 1) {
code = code | COMBINED_CHAR_BIT_MASK;
}
this._model.cells[i ] = code;
this._model.cells[i + 1] = attr;
this._model.cells[i + 2] = bg;
this._model.cells[i + 3] = fg;
this._glyphRenderer.updateCell(x, y, code, attr, bg, fg, chars);
}
}
this._rectangleRenderer.updateBackgrounds(this._model);
}
private _updateSelectionModel(start: [number, number], end: [number, number]): void {
const terminal = this._terminal;
// Selection does not exist
if (!start || !end || (start[0] === end[0] && start[1] === end[1])) {
this._model.clearSelection();
return;
}
// Translate from buffer position to viewport position
const viewportStartRow = start[1] - terminal.buffer.viewportY;
const viewportEndRow = end[1] - terminal.buffer.viewportY;
const viewportCappedStartRow = Math.max(viewportStartRow, 0);
const viewportCappedEndRow = Math.min(viewportEndRow, terminal.rows - 1);
// No need to draw the selection
if (viewportCappedStartRow >= terminal.rows || viewportCappedEndRow < 0) {
this._model.clearSelection();
return;
}
this._model.selection.hasSelection = true;
this._model.selection.viewportStartRow = viewportStartRow;
this._model.selection.viewportEndRow = viewportEndRow;
this._model.selection.viewportCappedStartRow = viewportCappedStartRow;
this._model.selection.viewportCappedEndRow = viewportCappedEndRow;
this._model.selection.startCol = start[0];
this._model.selection.endCol = end[0];
}
/**
* Recalculates the character and canvas dimensions.
*/
private _updateDimensions(): void {
// TODO: Acquire CharSizeService properly
// Perform a new measure if the CharMeasure dimensions are not yet available
if (!(<any>this._core)._charSizeService.width || !(<any>this._core)._charSizeService.height) {
return;
}
// Calculate the scaled character width. Width is floored as it must be
// drawn to an integer grid in order for the CharAtlas "stamps" to not be
// blurry. When text is drawn to the grid not using the CharAtlas, it is
// clipped to ensure there is no overlap with the next cell.
// NOTE: ceil fixes sometime, floor does others :s
this.dimensions.scaledCharWidth = Math.floor((<any>this._core)._charSizeService.width * this._devicePixelRatio);
// Calculate the scaled character height. Height is ceiled in case
// devicePixelRatio is a floating point number in order to ensure there is
// enough space to draw the character to the cell.
this.dimensions.scaledCharHeight = Math.ceil((<any>this._core)._charSizeService.height * this._devicePixelRatio);
// Calculate the scaled cell height, if lineHeight is not 1 then the value
// will be floored because since lineHeight can never be lower then 1, there
// is a guarentee that the scaled line height will always be larger than
// scaled char height.
this.dimensions.scaledCellHeight = Math.floor(this.dimensions.scaledCharHeight * this._terminal.getOption('lineHeight'));
// Calculate the y coordinate within a cell that text should draw from in
// order to draw in the center of a cell.
this.dimensions.scaledCharTop = this._terminal.getOption('lineHeight') === 1 ? 0 : Math.round((this.dimensions.scaledCellHeight - this.dimensions.scaledCharHeight) / 2);
// Calculate the scaled cell width, taking the letterSpacing into account.
this.dimensions.scaledCellWidth = this.dimensions.scaledCharWidth + Math.round(this._terminal.getOption('letterSpacing'));
// Calculate the x coordinate with a cell that text should draw from in
// order to draw in the center of a cell.
this.dimensions.scaledCharLeft = Math.floor(this._terminal.getOption('letterSpacing') / 2);
// Recalculate the canvas dimensions; scaled* define the actual number of
// pixel in the canvas
this.dimensions.scaledCanvasHeight = this._terminal.rows * this.dimensions.scaledCellHeight;
this.dimensions.scaledCanvasWidth = this._terminal.cols * this.dimensions.scaledCellWidth;
// The the size of the canvas on the page. It's very important that this
// rounds to nearest integer and not ceils as browsers often set
// window.devicePixelRatio as something like 1.100000023841858, when it's
// actually 1.1. Ceiling causes blurriness as the backing canvas image is 1
// pixel too large for the canvas element size.
this.dimensions.canvasHeight = Math.round(this.dimensions.scaledCanvasHeight / this._devicePixelRatio);
this.dimensions.canvasWidth = Math.round(this.dimensions.scaledCanvasWidth / this._devicePixelRatio);
// this.dimensions.scaledCanvasHeight = this.dimensions.canvasHeight * devicePixelRatio;
// this.dimensions.scaledCanvasWidth = this.dimensions.canvasWidth * devicePixelRatio;
// Get the _actual_ dimensions of an individual cell. This needs to be
// derived from the canvasWidth/Height calculated above which takes into
// account window.devicePixelRatio. CharMeasure.width/height by itself is
// insufficient when the page is not at 100% zoom level as CharMeasure is
// measured in CSS pixels, but the actual char size on the canvas can
// differ.
// this.dimensions.actualCellHeight = this.dimensions.canvasHeight / this._terminal.rows;
// this.dimensions.actualCellWidth = this.dimensions.canvasWidth / this._terminal.cols;
// This fixes 110% and 125%, not 150% or 175% though
this.dimensions.actualCellHeight = this.dimensions.scaledCellHeight / this._devicePixelRatio;
this.dimensions.actualCellWidth = this.dimensions.scaledCellWidth / this._devicePixelRatio;
}
}
-28
View File
@@ -1,28 +0,0 @@
/**
* Copyright (c) 2017 The xterm.js authors. All rights reserved.
* @license MIT
*/
import { Terminal, ITerminalAddon } from 'xterm';
import { WebglRenderer } from './WebglRenderer';
import { IRenderService } from 'browser/services/Services';
import { IColorSet } from 'browser/Types';
export class WebglRendererAddon implements ITerminalAddon {
constructor(
private _preserveDrawingBuffer?: boolean
) {}
public activate(terminal: Terminal): void {
if (!terminal.element) {
throw new Error('Cannot activate WebglRendererAddon before Terminal.open');
}
const renderService: IRenderService = (<any>terminal)._core._renderService;
const colors: IColorSet = (<any>terminal)._core._colorManager.colors;
renderService.setRenderer(new WebglRenderer(terminal, colors, this._preserveDrawingBuffer));
}
public dispose(): void {
throw new Error('WebglRendererAddon.dispose Not yet implemented');
}
}
-51
View File
@@ -1,51 +0,0 @@
/**
* Copyright (c) 2018 The xterm.js authors. All rights reserved.
* @license MIT
*/
/**
* A matrix that when multiplies will translate 0-1 coordinates (left to right,
* top to bottom) to clip space.
*/
export const PROJECTION_MATRIX = new Float32Array([
2, 0, 0, 0,
0, -2, 0, 0,
0, 0, 1, 0,
-1, 1, 0, 1
]);
export function createProgram(gl: WebGLRenderingContext, vertexSource: string, fragmentSource: string): WebGLProgram | undefined {
const program = gl.createProgram();
gl.attachShader(program, createShader(gl, gl.VERTEX_SHADER, vertexSource));
gl.attachShader(program, createShader(gl, gl.FRAGMENT_SHADER, fragmentSource));
gl.linkProgram(program);
const success = gl.getProgramParameter(program, gl.LINK_STATUS);
if (success) {
return program;
}
console.log(gl.getProgramInfoLog(program));
gl.deleteProgram(program);
}
export function createShader(gl: WebGLRenderingContext, type: number, source: string): WebGLShader | undefined {
const shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
const success = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
if (success) {
return shader;
}
console.log(gl.getShaderInfoLog(shader));
gl.deleteShader(shader);
}
export function expandFloat32Array(source: Float32Array, max: number): Float32Array {
const newLength = Math.min(source.length * 2, max);
const newArray = new Float32Array(newLength);
for (let i = 0; i < source.length; i++) {
newArray[i] = source[i];
}
return newArray;
}
-56
View File
@@ -1,56 +0,0 @@
/**
* Copyright (c) 2017 The xterm.js authors. All rights reserved.
* @license MIT
*/
import { IGlyphIdentifier } from './Types';
import { IDisposable } from 'xterm';
export abstract class BaseCharAtlas implements IDisposable {
private _didWarmUp: boolean = false;
public dispose(): void { }
/**
* Perform any work needed to warm the cache before it can be used. May be called multiple times.
* Implement _doWarmUp instead if you only want to get called once.
*/
public warmUp(): void {
if (!this._didWarmUp) {
this._doWarmUp();
this._didWarmUp = true;
}
}
/**
* Perform any work needed to warm the cache before it can be used. Used by the default
* implementation of warmUp(), and will only be called once.
*/
protected _doWarmUp(): void { }
/**
* Called when we start drawing a new frame.
*
* TODO: We rely on this getting called by TextRenderLayer. This should really be called by
* Renderer instead, but we need to make Renderer the source-of-truth for the char atlas, instead
* of BaseRenderLayer.
*/
public beginFrame(): void { }
/**
* May be called before warmUp finishes, however it is okay for the implementation to
* do nothing and return false in that case.
*
* @param ctx Where to draw the character onto.
* @param glyph Information about what to draw
* @param x The position on the context to start drawing at
* @param y The position on the context to start drawing at
* @returns The success state. True if we drew the character.
*/
public abstract draw(
ctx: CanvasRenderingContext2D,
glyph: IGlyphIdentifier,
x: number,
y: number
): boolean;
}
@@ -1,94 +0,0 @@
/**
* Copyright (c) 2017 The xterm.js authors. All rights reserved.
* @license MIT
*/
import { generateConfig, configEquals } from './CharAtlasUtils';
import { BaseCharAtlas } from './BaseCharAtlas';
import { WebglCharAtlas } from './WebglCharAtlas';
import { ICharAtlasConfig } from './Types';
import { Terminal } from 'xterm';
import { IColorSet } from 'browser/Types';
interface ICharAtlasCacheEntry {
atlas: BaseCharAtlas;
config: ICharAtlasConfig;
// N.B. This implementation potentially holds onto copies of the terminal forever, so
// this may cause memory leaks.
ownedBy: Terminal[];
}
const charAtlasCache: ICharAtlasCacheEntry[] = [];
/**
* Acquires a char atlas, either generating a new one or returning an existing
* one that is in use by another terminal.
* @param terminal The terminal.
* @param colors The colors to use.
*/
export function acquireCharAtlas(
terminal: Terminal,
colors: IColorSet,
scaledCharWidth: number,
scaledCharHeight: number
): BaseCharAtlas {
const newConfig = generateConfig(scaledCharWidth, scaledCharHeight, terminal, colors);
// Check to see if the terminal already owns this config
for (let i = 0; i < charAtlasCache.length; i++) {
const entry = charAtlasCache[i];
const ownedByIndex = entry.ownedBy.indexOf(terminal);
if (ownedByIndex >= 0) {
if (configEquals(entry.config, newConfig)) {
return entry.atlas;
}
// The configs differ, release the terminal from the entry
if (entry.ownedBy.length === 1) {
entry.atlas.dispose();
charAtlasCache.splice(i, 1);
} else {
entry.ownedBy.splice(ownedByIndex, 1);
}
break;
}
}
// Try match a char atlas from the cache
for (let i = 0; i < charAtlasCache.length; i++) {
const entry = charAtlasCache[i];
if (configEquals(entry.config, newConfig)) {
// Add the terminal to the cache entry and return
entry.ownedBy.push(terminal);
return entry.atlas;
}
}
const newEntry: ICharAtlasCacheEntry = {
atlas: new WebglCharAtlas(document, newConfig),
config: newConfig,
ownedBy: [terminal]
};
charAtlasCache.push(newEntry);
return newEntry.atlas;
}
/**
* Removes a terminal reference from the cache, allowing its memory to be freed.
* @param terminal The terminal to remove.
*/
export function removeTerminalFromCache(terminal: Terminal): void {
for (let i = 0; i < charAtlasCache.length; i++) {
const index = charAtlasCache[i].ownedBy.indexOf(terminal);
if (index !== -1) {
if (charAtlasCache[i].ownedBy.length === 1) {
// Remove the cache entry if it's the only terminal
charAtlasCache[i].atlas.dispose();
charAtlasCache.splice(i, 1);
} else {
// Remove the reference from the cache entry
charAtlasCache[i].ownedBy.splice(index, 1);
}
break;
}
}
}
@@ -1,56 +0,0 @@
/**
* Copyright (c) 2017 The xterm.js authors. All rights reserved.
* @license MIT
*/
import { ICharAtlasConfig } from './Types';
import { DEFAULT_COLOR } from '../../../common/buffer/Constants';
import { Terminal, FontWeight } from 'xterm';
import { IColorSet } from 'browser/Types';
export function generateConfig(scaledCharWidth: number, scaledCharHeight: number, terminal: Terminal, colors: IColorSet): ICharAtlasConfig {
// null out some fields that don't matter
const clonedColors: IColorSet = {
foreground: colors.foreground,
background: colors.background,
cursor: null,
cursorAccent: null,
selection: null,
// For the static char atlas, we only use the first 16 colors, but we need all 256 for the
// dynamic character atlas.
ansi: colors.ansi.slice()
};
return {
devicePixelRatio: window.devicePixelRatio,
scaledCharWidth,
scaledCharHeight,
fontFamily: terminal.getOption('fontFamily'),
fontSize: terminal.getOption('fontSize'),
fontWeight: terminal.getOption('fontWeight') as FontWeight,
fontWeightBold: terminal.getOption('fontWeightBold') as FontWeight,
allowTransparency: terminal.getOption('allowTransparency'),
colors: clonedColors
};
}
export function configEquals(a: ICharAtlasConfig, b: ICharAtlasConfig): boolean {
for (let i = 0; i < a.colors.ansi.length; i++) {
if (a.colors.ansi[i].rgba !== b.colors.ansi[i].rgba) {
return false;
}
}
return a.devicePixelRatio === b.devicePixelRatio &&
a.fontFamily === b.fontFamily &&
a.fontSize === b.fontSize &&
a.fontWeight === b.fontWeight &&
a.fontWeightBold === b.fontWeightBold &&
a.allowTransparency === b.allowTransparency &&
a.scaledCharWidth === b.scaledCharWidth &&
a.scaledCharHeight === b.scaledCharHeight &&
a.colors.foreground === b.colors.foreground &&
a.colors.background === b.colors.background;
}
export function is256Color(colorCode: number): boolean {
return colorCode < DEFAULT_COLOR;
}
-34
View File
@@ -1,34 +0,0 @@
/**
* Copyright (c) 2017 The xterm.js authors. All rights reserved.
* @license MIT
*/
import { FontWeight } from 'xterm';
import { IColorSet } from 'browser/Types';
export const INVERTED_DEFAULT_COLOR = 257;
export const DIM_OPACITY = 0.5;
export const CHAR_ATLAS_CELL_SPACING = 1;
export interface IGlyphIdentifier {
chars: string;
code: number;
bg: number;
fg: number;
bold: boolean;
dim: boolean;
italic: boolean;
}
export interface ICharAtlasConfig {
devicePixelRatio: number;
fontSize: number;
fontFamily: string;
fontWeight: FontWeight;
fontWeightBold: FontWeight;
scaledCharWidth: number;
scaledCharHeight: number;
allowTransparency: boolean;
colors: IColorSet;
}
-397
View File
@@ -1,397 +0,0 @@
/**
* Copyright (c) 2017 The xterm.js authors. All rights reserved.
* @license MIT
*/
import { DIM_OPACITY, IGlyphIdentifier, INVERTED_DEFAULT_COLOR, ICharAtlasConfig } from './Types';
import { BaseCharAtlas } from './BaseCharAtlas';
import { IRasterizedGlyph, IBoundingBox, IRasterizedGlyphSet } from '../Types';
import { FLAGS, DEFAULT_COLOR, DEFAULT_ATTR } from '../../../common/buffer/Constants';
import { is256Color } from './CharAtlasUtils';
import { IColor } from 'browser/Types';
// In practice we're probably never going to exhaust a texture this large. For debugging purposes,
// however, it can be useful to set this to a really tiny value, to verify that LRU eviction works.
const TEXTURE_WIDTH = 1024;
const TEXTURE_HEIGHT = 1024;
/**
* The amount of the texture to be filled before throwing it away and starting
* again. Since the throw away and individual glyph draws don't cost too much,
* this prevent juggling multiple textures in the GL context.
*/
const TEXTURE_CAPACITY = Math.floor(TEXTURE_HEIGHT * 0.8);
const TRANSPARENT_COLOR = {
css: 'rgba(0, 0, 0, 0)',
rgba: 0
};
/**
* A shared object which is used to draw nothing for a particular cell.
*/
const NULL_RASTERIZED_GLYPH: IRasterizedGlyph = {
offset: { x: 0, y: 0 },
texturePosition: { x: 0, y: 0 },
texturePositionClipSpace: { x: 0, y: 0 },
size: { x: 0, y: 0 },
sizeClipSpace: { x: 0, y: 0 }
};
const TMP_CANVAS_GLYPH_PADDING = 2;
export class WebglCharAtlas extends BaseCharAtlas {
private _cacheMap: { [code: number]: IRasterizedGlyphSet } = {};
private _cacheMapCombined: { [chars: string]: IRasterizedGlyphSet } = {};
// The texture that the atlas is drawn to
public cacheCanvas: HTMLCanvasElement;
private _cacheCtx: CanvasRenderingContext2D;
private _tmpCanvas: HTMLCanvasElement;
// A temporary context that glyphs are drawn to before being transfered to the atlas.
private _tmpCtx: CanvasRenderingContext2D;
// Since glyphs are expected to be around the same height, the packing
// strategy used it to fill a row with glyphs while keeping track of the
// tallest glyph in the row. Once the row is full a new row is started at
// (0,lastRow+lastRowTallestGlyph).
private _currentRowY: number = 0;
private _currentRowX: number = 0;
private _currentRowHeight: number = 0;
public hasCanvasChanged = false;
private _workBoundingBox: IBoundingBox = { top: 0, left: 0, bottom: 0, right: 0 };
constructor(document: Document, private _config: ICharAtlasConfig) {
super();
this.cacheCanvas = document.createElement('canvas');
this.cacheCanvas.width = TEXTURE_WIDTH;
this.cacheCanvas.height = TEXTURE_HEIGHT;
// The canvas needs alpha because we use clearColor to convert the background color to alpha.
// It might also contain some characters with transparent backgrounds if allowTransparency is
// set.
this._cacheCtx = this.cacheCanvas.getContext('2d', {alpha: true});
this._tmpCanvas = document.createElement('canvas');
this._tmpCanvas.width = this._config.scaledCharWidth * 2 + TMP_CANVAS_GLYPH_PADDING * 2;
this._tmpCanvas.height = this._config.scaledCharHeight + TMP_CANVAS_GLYPH_PADDING * 2;
this._tmpCtx = this._tmpCanvas.getContext('2d', {alpha: this._config.allowTransparency});
// This is useful for debugging
document.body.appendChild(this.cacheCanvas);
}
public dispose(): void {
if (this.cacheCanvas.parentElement) {
this.cacheCanvas.parentElement.removeChild(this.cacheCanvas);
}
}
protected _doWarmUp(): void {
// Pre-fill with ASCII 33-126
for (let i = 33; i < 126; i++) {
const rasterizedGlyph = this._drawToCache(i, DEFAULT_ATTR, DEFAULT_COLOR, DEFAULT_COLOR);
this._cacheMap[i] = {
[DEFAULT_ATTR]: rasterizedGlyph
};
}
}
public beginFrame(): boolean {
if (this._currentRowY > TEXTURE_CAPACITY) {
this._cacheCtx.clearRect(0, 0, TEXTURE_WIDTH, TEXTURE_HEIGHT);
this._cacheMap = {};
this._currentRowHeight = 0;
this._currentRowX = 0;
this._currentRowY = 0;
this._doWarmUp();
return true;
}
return false;
}
public getRasterizedGlyphCombinedChar(chars: string, attr: number, bg: number, fg: number): IRasterizedGlyph {
let rasterizedGlyphSet = this._cacheMapCombined[chars];
if (!rasterizedGlyphSet) {
rasterizedGlyphSet = {};
this._cacheMapCombined[chars] = rasterizedGlyphSet;
}
let rasterizedGlyph = rasterizedGlyphSet[attr];
if (!rasterizedGlyph) {
rasterizedGlyph = this._drawToCache(chars, attr, bg, fg);
rasterizedGlyphSet[attr] = rasterizedGlyph;
}
return rasterizedGlyph;
}
/**
* Gets the glyphs texture coords, drawing the texture if it's not already
*/
public getRasterizedGlyph(code: number, attr: number, bg: number, fg: number): IRasterizedGlyph {
let rasterizedGlyphSet = this._cacheMap[code];
if (!rasterizedGlyphSet) {
rasterizedGlyphSet = {};
this._cacheMap[code] = rasterizedGlyphSet;
}
let rasterizedGlyph = rasterizedGlyphSet[attr];
if (!rasterizedGlyph) {
rasterizedGlyph = this._drawToCache(code, attr, bg, fg);
rasterizedGlyphSet[attr] = rasterizedGlyph;
}
return rasterizedGlyph;
}
public draw(
ctx: CanvasRenderingContext2D,
glyph: IGlyphIdentifier,
x: number,
y: number
): boolean {
throw new Error('WebglCharAtlas is only compatible with the webgl renderer');
}
private _getColorFromAnsiIndex(idx: number): IColor {
if (idx >= this._config.colors.ansi.length) {
throw new Error('No color found for idx ' + idx);
}
return this._config.colors.ansi[idx];
}
private _getBackgroundColor(bg: number): IColor {
if (this._config.allowTransparency) {
// The background color might have some transparency, so we need to render it as fully
// transparent in the atlas. Otherwise we'd end up drawing the transparent background twice
// around the anti-aliased edges of the glyph, and it would look too dark.
return TRANSPARENT_COLOR;
} else if (bg === INVERTED_DEFAULT_COLOR) {
return this._config.colors.foreground;
} else if (is256Color(bg)) {
return this._getColorFromAnsiIndex(bg);
}
return this._config.colors.background;
}
private _getForegroundColor(fg: number): IColor {
if (fg === INVERTED_DEFAULT_COLOR) {
return this._config.colors.background;
} else if (is256Color(fg)) {
return this._getColorFromAnsiIndex(fg);
}
return this._config.colors.foreground;
}
private _drawToCache(code: number, attr: number, bg: number, fg: number): IRasterizedGlyph;
private _drawToCache(chars: string, attr: number, bg: number, fg: number): IRasterizedGlyph;
private _drawToCache(codeOrChars: number | string, attr: number, bg: number, fg: number): IRasterizedGlyph {
const chars = typeof codeOrChars === 'number' ? String.fromCharCode(codeOrChars) : codeOrChars;
this.hasCanvasChanged = true;
const flags = attr >> 18;
const bold = !!(flags & FLAGS.BOLD);
const dim = !!(flags & FLAGS.DIM);
const italic = !!(flags & FLAGS.ITALIC);
this._tmpCtx.save();
// draw the background
const backgroundColor = this._getBackgroundColor(bg);
// Use a 'copy' composite operation to clear any existing glyph out of _tmpCtxWithAlpha, regardless of
// transparency in backgroundColor
this._tmpCtx.globalCompositeOperation = 'copy';
this._tmpCtx.fillStyle = backgroundColor.css;
this._tmpCtx.fillRect(0, 0, this._tmpCanvas.width, this._tmpCanvas.height);
this._tmpCtx.globalCompositeOperation = 'source-over';
// draw the foreground/glyph
const fontWeight = bold ? this._config.fontWeightBold : this._config.fontWeight;
const fontStyle = italic ? 'italic' : '';
this._tmpCtx.font =
`${fontStyle} ${fontWeight} ${this._config.fontSize * this._config.devicePixelRatio}px ${this._config.fontFamily}`;
this._tmpCtx.textBaseline = 'top';
this._tmpCtx.fillStyle = this._getForegroundColor(fg).css;
// Apply alpha to dim the character
if (dim) {
this._tmpCtx.globalAlpha = DIM_OPACITY;
}
// Draw the character
this._tmpCtx.fillText(chars, TMP_CANVAS_GLYPH_PADDING, TMP_CANVAS_GLYPH_PADDING);
this._tmpCtx.restore();
// clear the background from the character to avoid issues with drawing over the previous
// character if it extends past it's bounds
const imageData = this._tmpCtx.getImageData(
0, 0, this._tmpCanvas.width, this._tmpCanvas.height
);
// TODO: Support transparency
// let isEmpty = false;
// if (!this._config.allowTransparency) {
// isEmpty = clearColor(imageData, backgroundColor);
// }
// Clear out the background color and determine if the glyph is empty.
const isEmpty = clearColor(imageData, backgroundColor);
// Handle empty glyphs
if (isEmpty) {
return NULL_RASTERIZED_GLYPH;
}
const rasterizedGlyph = this._findGlyphBoundingBox(imageData, this._workBoundingBox);
const clippedImageData = this._clipImageData(imageData, this._workBoundingBox);
// Check if there is enough room in the current row and go to next if needed
if (this._currentRowX + this._config.scaledCharWidth > TEXTURE_WIDTH) {
this._currentRowX = 0;
this._currentRowY += this._currentRowHeight;
this._currentRowHeight = 0;
}
// Record texture position
rasterizedGlyph.texturePosition.x = this._currentRowX;
rasterizedGlyph.texturePosition.y = this._currentRowY;
rasterizedGlyph.texturePositionClipSpace.x = this._currentRowX / TEXTURE_WIDTH;
rasterizedGlyph.texturePositionClipSpace.y = this._currentRowY / TEXTURE_HEIGHT;
// Update atlas current row
this._currentRowHeight = Math.max(this._currentRowHeight, rasterizedGlyph.size.y);
this._currentRowX += rasterizedGlyph.size.x;
// putImageData doesn't do any blending, so it will overwrite any existing cache entry for us
this._cacheCtx.putImageData(clippedImageData, rasterizedGlyph.texturePosition.x, rasterizedGlyph.texturePosition.y);
return rasterizedGlyph;
}
/**
* Given an ImageData object, find the bounding box of the non-transparent
* portion of the texture and return an IRasterizedGlyph with these
* dimensions.
* @param imageData The image data to read.
* @param boundingBox An IBoundingBox to put the clipped bounding box values.
*/
private _findGlyphBoundingBox(imageData: ImageData, boundingBox: IBoundingBox): IRasterizedGlyph {
boundingBox.top = 0;
let found = false;
for (let y = 0; y < this._tmpCanvas.height; y++) {
for (let x = 0; x < this._tmpCanvas.width; x++) {
const alphaOffset = y * this._tmpCanvas.width * 4 + x * 4 + 3;
if (imageData.data[alphaOffset] !== 0) {
boundingBox.top = y;
found = true;
break;
}
}
if (found) {
break;
}
}
boundingBox.left = 0;
found = false;
for (let x = 0; x < this._tmpCanvas.width; x++) {
for (let y = 0; y < this._tmpCanvas.height; y++) {
const alphaOffset = y * this._tmpCanvas.width * 4 + x * 4 + 3;
if (imageData.data[alphaOffset] !== 0) {
boundingBox.left = x;
found = true;
break;
}
}
if (found) {
break;
}
}
boundingBox.right = this._tmpCanvas.width;
found = false;
for (let x = this._tmpCanvas.width - 1; x >= 0; x--) {
for (let y = 0; y < this._tmpCanvas.height; y++) {
const alphaOffset = y * this._tmpCanvas.width * 4 + x * 4 + 3;
if (imageData.data[alphaOffset] !== 0) {
boundingBox.right = x;
found = true;
break;
}
}
if (found) {
break;
}
}
boundingBox.bottom = this._tmpCanvas.height;
found = false;
for (let y = this._tmpCanvas.height - 1; y >= 0; y--) {
for (let x = 0; x < this._tmpCanvas.width; x++) {
const alphaOffset = y * this._tmpCanvas.width * 4 + x * 4 + 3;
if (imageData.data[alphaOffset] !== 0) {
boundingBox.bottom = y;
found = true;
break;
}
}
if (found) {
break;
}
}
return {
texturePosition: { x: 0, y: 0 },
texturePositionClipSpace: { x: 0, y: 0 },
size: {
x: boundingBox.right - boundingBox.left + 1,
y: boundingBox.bottom - boundingBox.top + 1
},
sizeClipSpace: {
x: (boundingBox.right - boundingBox.left + 1) / TEXTURE_WIDTH,
y: (boundingBox.bottom - boundingBox.top + 1) / TEXTURE_HEIGHT
},
offset: {
x: -boundingBox.left + TMP_CANVAS_GLYPH_PADDING,
y: -boundingBox.top + TMP_CANVAS_GLYPH_PADDING
}
};
}
private _clipImageData(imageData: ImageData, boundingBox: IBoundingBox): ImageData {
const width = boundingBox.right - boundingBox.left + 1;
const height = boundingBox.bottom - boundingBox.top + 1;
const clippedData = new Uint8ClampedArray(width * height * 4);
for (let y = boundingBox.top; y <= boundingBox.bottom; y++) {
for (let x = boundingBox.left; x <= boundingBox.right; x++) {
const oldOffset = y * this._tmpCanvas.width * 4 + x * 4;
const newOffset = (y - boundingBox.top) * width * 4 + (x - boundingBox.left) * 4;
clippedData[newOffset] = imageData.data[oldOffset];
clippedData[newOffset + 1] = imageData.data[oldOffset + 1];
clippedData[newOffset + 2] = imageData.data[oldOffset + 2];
clippedData[newOffset + 3] = imageData.data[oldOffset + 3];
}
}
return new ImageData(clippedData, width, height);
}
}
/**
* Makes a partiicular rgb color in an ImageData completely transparent.
* @returns True if the result is "empty", meaning all pixels are fully transparent.
*/
function clearColor(imageData: ImageData, color: IColor): boolean {
let isEmpty = true;
const r = color.rgba >>> 24;
const g = color.rgba >>> 16 & 0xFF;
const b = color.rgba >>> 8 & 0xFF;
for (let offset = 0; offset < imageData.data.length; offset += 4) {
if (imageData.data[offset] === r &&
imageData.data[offset + 1] === g &&
imageData.data[offset + 2] === b) {
imageData.data[offset + 3] = 0;
} else {
isEmpty = false;
}
}
return isEmpty;
}
@@ -1,387 +0,0 @@
/**
* Copyright (c) 2017 The xterm.js authors. All rights reserved.
* @license MIT
*/
import { IRenderLayer } from './Types';
import { ICellData } from '../../../common/Types';
import { DEFAULT_COLOR, WHITESPACE_CELL_CHAR, WHITESPACE_CELL_CODE } from '../../../common/buffer/Constants';
import { DIM_OPACITY, INVERTED_DEFAULT_COLOR, IGlyphIdentifier } from '../atlas/Types';
import { BaseCharAtlas } from '../atlas/BaseCharAtlas';
import { acquireCharAtlas } from '../atlas/CharAtlasCache';
import { Terminal } from 'xterm';
import { IColorSet } from 'browser/Types';
import { IRenderDimensions } from 'browser/renderer/Types';
import { CellData } from 'common/buffer/CellData';
import { AttributeData } from 'common/buffer/AttributeData';
export abstract class BaseRenderLayer implements IRenderLayer {
private _canvas: HTMLCanvasElement;
protected _ctx: CanvasRenderingContext2D;
private _scaledCharWidth: number = 0;
private _scaledCharHeight: number = 0;
private _scaledCellWidth: number = 0;
private _scaledCellHeight: number = 0;
private _scaledCharLeft: number = 0;
private _scaledCharTop: number = 0;
protected _charAtlas: BaseCharAtlas;
/**
* An object that's reused when drawing glyphs in order to reduce GC.
*/
private _currentGlyphIdentifier: IGlyphIdentifier = {
chars: '',
code: 0,
bg: 0,
fg: 0,
bold: false,
dim: false,
italic: false
};
constructor(
private _container: HTMLElement,
id: string,
zIndex: number,
private _alpha: boolean,
protected _colors: IColorSet
) {
this._canvas = document.createElement('canvas');
this._canvas.classList.add(`xterm-${id}-layer`);
this._canvas.style.zIndex = zIndex.toString();
this._initCanvas();
this._container.appendChild(this._canvas);
}
public dispose(): void {
this._container.removeChild(this._canvas);
if (this._charAtlas) {
this._charAtlas.dispose();
}
}
private _initCanvas(): void {
this._ctx = this._canvas.getContext('2d', {alpha: this._alpha});
// Draw the background if this is an opaque layer
if (!this._alpha) {
this.clearAll();
}
}
public onOptionsChanged(terminal: Terminal): void {}
public onBlur(terminal: Terminal): void {}
public onFocus(terminal: Terminal): void {}
public onCursorMove(terminal: Terminal): void {}
public onGridChanged(terminal: Terminal, startRow: number, endRow: number): void {}
public onSelectionChanged(terminal: Terminal, start: [number, number], end: [number, number], columnSelectMode: boolean = false): void {}
public setColors(terminal: Terminal, colorSet: IColorSet): void {
this._refreshCharAtlas(terminal, colorSet);
}
protected setTransparency(terminal: Terminal, alpha: boolean): void {
// Do nothing when alpha doesn't change
if (alpha === this._alpha) {
return;
}
// Create new canvas and replace old one
const oldCanvas = this._canvas;
this._alpha = alpha;
// Cloning preserves properties
this._canvas = <HTMLCanvasElement>this._canvas.cloneNode();
this._initCanvas();
this._container.replaceChild(this._canvas, oldCanvas);
// Regenerate char atlas and force a full redraw
this._refreshCharAtlas(terminal, this._colors);
this.onGridChanged(terminal, 0, terminal.rows - 1);
}
/**
* Refreshes the char atlas, aquiring a new one if necessary.
* @param terminal The terminal.
* @param colorSet The color set to use for the char atlas.
*/
private _refreshCharAtlas(terminal: Terminal, colorSet: IColorSet): void {
if (this._scaledCharWidth <= 0 && this._scaledCharHeight <= 0) {
return;
}
this._charAtlas = acquireCharAtlas(terminal, colorSet, this._scaledCharWidth, this._scaledCharHeight);
this._charAtlas.warmUp();
}
public resize(terminal: Terminal, dim: IRenderDimensions): void {
this._scaledCellWidth = dim.scaledCellWidth;
this._scaledCellHeight = dim.scaledCellHeight;
this._scaledCharWidth = dim.scaledCharWidth;
this._scaledCharHeight = dim.scaledCharHeight;
this._scaledCharLeft = dim.scaledCharLeft;
this._scaledCharTop = dim.scaledCharTop;
this._canvas.width = dim.scaledCanvasWidth;
this._canvas.height = dim.scaledCanvasHeight;
this._canvas.style.width = `${dim.canvasWidth}px`;
this._canvas.style.height = `${dim.canvasHeight}px`;
// Draw the background if this is an opaque layer
if (!this._alpha) {
this.clearAll();
}
this._refreshCharAtlas(terminal, this._colors);
}
public abstract reset(terminal: Terminal): void;
/**
* Fills 1+ cells completely. This uses the existing fillStyle on the context.
* @param x The column to start at.
* @param y The row to start at
* @param width The number of columns to fill.
* @param height The number of rows to fill.
*/
protected fillCells(x: number, y: number, width: number, height: number): void {
this._ctx.fillRect(
x * this._scaledCellWidth,
y * this._scaledCellHeight,
width * this._scaledCellWidth,
height * this._scaledCellHeight);
}
/**
* Fills a 1px line (2px on HDPI) at the bottom of the cell. This uses the
* existing fillStyle on the context.
* @param x The column to fill.
* @param y The row to fill.
*/
protected fillBottomLineAtCells(x: number, y: number, width: number = 1): void {
this._ctx.fillRect(
x * this._scaledCellWidth,
(y + 1) * this._scaledCellHeight - window.devicePixelRatio - 1 /* Ensure it's drawn within the cell */,
width * this._scaledCellWidth,
window.devicePixelRatio);
}
/**
* Fills a 1px line (2px on HDPI) at the left of the cell. This uses the
* existing fillStyle on the context.
* @param x The column to fill.
* @param y The row to fill.
*/
protected fillLeftLineAtCell(x: number, y: number): void {
this._ctx.fillRect(
x * this._scaledCellWidth,
y * this._scaledCellHeight,
window.devicePixelRatio,
this._scaledCellHeight);
}
/**
* Strokes a 1px rectangle (2px on HDPI) around a cell. This uses the existing
* strokeStyle on the context.
* @param x The column to fill.
* @param y The row to fill.
*/
protected strokeRectAtCell(x: number, y: number, width: number, height: number): void {
this._ctx.lineWidth = window.devicePixelRatio;
this._ctx.strokeRect(
x * this._scaledCellWidth + window.devicePixelRatio / 2,
y * this._scaledCellHeight + (window.devicePixelRatio / 2),
width * this._scaledCellWidth - window.devicePixelRatio,
(height * this._scaledCellHeight) - window.devicePixelRatio);
}
/**
* Clears the entire canvas.
*/
protected clearAll(): void {
if (this._alpha) {
this._ctx.clearRect(0, 0, this._canvas.width, this._canvas.height);
} else {
this._ctx.fillStyle = this._colors.background.css;
this._ctx.fillRect(0, 0, this._canvas.width, this._canvas.height);
}
}
/**
* Clears 1+ cells completely.
* @param x The column to start at.
* @param y The row to start at.
* @param width The number of columns to clear.
* @param height The number of rows to clear.
*/
protected clearCells(x: number, y: number, width: number, height: number): void {
if (this._alpha) {
this._ctx.clearRect(
x * this._scaledCellWidth,
y * this._scaledCellHeight,
width * this._scaledCellWidth,
height * this._scaledCellHeight);
} else {
this._ctx.fillStyle = this._colors.background.css;
this._ctx.fillRect(
x * this._scaledCellWidth,
y * this._scaledCellHeight,
width * this._scaledCellWidth,
height * this._scaledCellHeight);
}
}
/**
* Draws a truecolor character at the cell. The character will be clipped to
* ensure that it fits with the cell, including the cell to the right if it's
* a wide character. This uses the existing fillStyle on the context.
* @param terminal The terminal.
* @param cell The cell data for the character to draw.
* @param x The column to draw at.
* @param y The row to draw at.
* @param color The color of the character.
*/
protected fillCharTrueColor(terminal: Terminal, cell: CellData, x: number, y: number): void {
this._ctx.font = this._getFont(terminal, false, false);
this._ctx.textBaseline = 'middle';
this._clipRow(terminal, y);
this._ctx.fillText(
cell.getChars(),
x * this._scaledCellWidth + this._scaledCharLeft,
y * this._scaledCellHeight + this._scaledCharTop + this._scaledCharHeight / 2);
}
/**
* Draws one or more characters at a cell. If possible this will draw using
* the character atlas to reduce draw time.
* @param terminal The terminal.
* @param chars The character or characters.
* @param code The character code.
* @param width The width of the characters.
* @param x The column to draw at.
* @param y The row to draw at.
* @param fg The foreground color, in the format stored within the attributes.
* @param bg The background color, in the format stored within the attributes.
* This is used to validate whether a cached image can be used.
* @param bold Whether the text is bold.
*/
protected drawChars(terminal: Terminal, cell: ICellData, x: number, y: number): void {
// skip cache right away if we draw in RGB
// Note: to avoid bad runtime JoinedCellData will be skipped
// in the cache handler itself (atlasDidDraw == false) and
// fall through to uncached later down below
if (cell.isFgRGB() || cell.isBgRGB()) {
this._drawUncachedChars(terminal, cell, x, y);
return;
}
let fg;
let bg;
if (cell.isInverse()) {
fg = (cell.isBgDefault()) ? INVERTED_DEFAULT_COLOR : cell.getBgColor();
bg = (cell.isFgDefault()) ? INVERTED_DEFAULT_COLOR : cell.getFgColor();
} else {
bg = (cell.isBgDefault()) ? DEFAULT_COLOR : cell.getBgColor();
fg = (cell.isFgDefault()) ? DEFAULT_COLOR : cell.getFgColor();
}
const drawInBrightColor = terminal.getOption('drawBoldTextInBrightColors') && cell.isBold() && fg < 8 && fg !== INVERTED_DEFAULT_COLOR;
fg += drawInBrightColor ? 8 : 0;
this._currentGlyphIdentifier.chars = cell.getChars() || WHITESPACE_CELL_CHAR;
this._currentGlyphIdentifier.code = cell.getCode() || WHITESPACE_CELL_CODE;
this._currentGlyphIdentifier.bg = bg;
this._currentGlyphIdentifier.fg = fg;
this._currentGlyphIdentifier.bold = !!cell.isBold();
this._currentGlyphIdentifier.dim = !!cell.isDim();
this._currentGlyphIdentifier.italic = !!cell.isItalic();
const atlasDidDraw = this._charAtlas && this._charAtlas.draw(
this._ctx,
this._currentGlyphIdentifier,
x * this._scaledCellWidth + this._scaledCharLeft,
y * this._scaledCellHeight + this._scaledCharTop
);
if (!atlasDidDraw) {
this._drawUncachedChars(terminal, cell, x, y);
}
}
/**
* Draws one or more characters at one or more cells. The character(s) will be
* clipped to ensure that they fit with the cell(s), including the cell to the
* right if the last character is a wide character.
* @param terminal The terminal.
* @param chars The character.
* @param width The width of the character.
* @param fg The foreground color, in the format stored within the attributes.
* @param x The column to draw at.
* @param y The row to draw at.
*/
private _drawUncachedChars(terminal: Terminal, cell: ICellData, x: number, y: number): void {
this._ctx.save();
this._ctx.font = this._getFont(terminal, !!cell.isBold(), !!cell.isItalic());
this._ctx.textBaseline = 'middle';
if (cell.isInverse()) {
if (cell.isBgDefault()) {
this._ctx.fillStyle = this._colors.background.css;
} else if (cell.isBgRGB()) {
this._ctx.fillStyle = `rgb(${AttributeData.toColorRGB(cell.getBgColor()).join(',')})`;
} else {
this._ctx.fillStyle = this._colors.ansi[cell.getBgColor()].css;
}
} else {
if (cell.isFgDefault()) {
this._ctx.fillStyle = this._colors.foreground.css;
} else if (cell.isFgRGB()) {
this._ctx.fillStyle = `rgb(${AttributeData.toColorRGB(cell.getFgColor()).join(',')})`;
} else {
let fg = cell.getFgColor();
if (terminal.getOption('drawBoldTextInBrightColors') && cell.isBold() && fg < 8) {
fg += 8;
}
this._ctx.fillStyle = this._colors.ansi[fg].css;
}
}
this._clipRow(terminal, y);
// Apply alpha to dim the character
if (cell.isDim()) {
this._ctx.globalAlpha = DIM_OPACITY;
}
// Draw the character
this._ctx.fillText(
cell.getChars(),
x * this._scaledCellWidth + this._scaledCharLeft,
y * this._scaledCellHeight + this._scaledCharTop + this._scaledCharHeight / 2);
this._ctx.restore();
}
/**
* Clips a row to ensure no pixels will be drawn outside the cells in the row.
* @param terminal The terminal.
* @param y The row to clip.
*/
private _clipRow(terminal: Terminal, y: number): void {
this._ctx.beginPath();
this._ctx.rect(
0,
y * this._scaledCellHeight,
terminal.cols * this._scaledCellWidth,
this._scaledCellHeight);
this._ctx.clip();
}
/**
* Gets the current font.
* @param terminal The terminal.
* @param isBold If we should use the bold fontWeight.
*/
protected _getFont(terminal: Terminal, isBold: boolean, isItalic: boolean): string {
const fontWeight = isBold ? terminal.getOption('fontWeightBold') : terminal.getOption('fontWeight');
const fontStyle = isItalic ? 'italic' : '';
return `${fontStyle} ${fontWeight} ${terminal.getOption('fontSize') * window.devicePixelRatio}px ${terminal.getOption('fontFamily')}`;
}
}
@@ -1,360 +0,0 @@
/**
* Copyright (c) 2017 The xterm.js authors. All rights reserved.
* @license MIT
*/
import { Terminal } from 'xterm';
import { BaseRenderLayer } from './BaseRenderLayer';
import { ICellData } from '../../../common/Types';
import { CellData } from '../../../common/buffer/CellData';
import { IColorSet } from 'browser/Types';
import { IRenderDimensions } from 'browser/renderer/Types';
interface ICursorState {
x: number;
y: number;
isFocused: boolean;
style: string;
width: number;
}
/**
* The time between cursor blinks.
*/
const BLINK_INTERVAL = 600;
export class CursorRenderLayer extends BaseRenderLayer {
private _state: ICursorState;
private _cursorRenderers: {[key: string]: (terminal: Terminal, x: number, y: number, cell: ICellData) => void};
private _cursorBlinkStateManager: CursorBlinkStateManager;
private _cell: ICellData = new CellData();
constructor(container: HTMLElement, zIndex: number, colors: IColorSet) {
super(container, 'cursor', zIndex, true, colors);
this._state = {
x: null,
y: null,
isFocused: null,
style: null,
width: null
};
this._cursorRenderers = {
'bar': this._renderBarCursor.bind(this),
'block': this._renderBlockCursor.bind(this),
'underline': this._renderUnderlineCursor.bind(this)
};
// TODO: Consider initial options? Maybe onOptionsChanged should be called at the end of open?
}
public resize(terminal: Terminal, dim: IRenderDimensions): void {
super.resize(terminal, dim);
// Resizing the canvas discards the contents of the canvas so clear state
this._state = {
x: null,
y: null,
isFocused: null,
style: null,
width: null
};
}
public reset(terminal: Terminal): void {
this._clearCursor();
if (this._cursorBlinkStateManager) {
this._cursorBlinkStateManager.dispose();
this._cursorBlinkStateManager = null;
this.onOptionsChanged(terminal);
}
}
public onBlur(terminal: Terminal): void {
if (this._cursorBlinkStateManager) {
this._cursorBlinkStateManager.pause();
}
terminal.refresh(terminal.buffer.cursorY, terminal.buffer.cursorY);
}
public onFocus(terminal: Terminal): void {
if (this._cursorBlinkStateManager) {
this._cursorBlinkStateManager.resume(terminal);
} else {
terminal.refresh(terminal.buffer.cursorY, terminal.buffer.cursorY);
}
}
public onOptionsChanged(terminal: Terminal): void {
if (terminal.getOption('cursorBlink')) {
if (!this._cursorBlinkStateManager) {
this._cursorBlinkStateManager = new CursorBlinkStateManager(terminal, () => {
this._render(terminal, true);
});
}
} else {
if (this._cursorBlinkStateManager) {
this._cursorBlinkStateManager.dispose();
this._cursorBlinkStateManager = null;
}
// Request a refresh from the terminal as management of rendering is being
// moved back to the terminal
terminal.refresh(terminal.buffer.cursorY, terminal.buffer.cursorY);
}
}
public onCursorMove(terminal: Terminal): void {
if (this._cursorBlinkStateManager) {
this._cursorBlinkStateManager.restartBlinkAnimation(terminal);
}
}
public onGridChanged(terminal: Terminal, startRow: number, endRow: number): void {
if (!this._cursorBlinkStateManager || this._cursorBlinkStateManager.isPaused) {
this._render(terminal, false);
} else {
this._cursorBlinkStateManager.restartBlinkAnimation(terminal);
}
}
private _render(terminal: Terminal, triggeredByAnimationFrame: boolean): void {
// Don't draw the cursor if it's hidden
// TODO: Need to expose API for this
if (!(terminal as any)._core.cursorState || (terminal as any)._core.cursorHidden) {
this._clearCursor();
return;
}
const cursorY = terminal.buffer.baseY + terminal.buffer.cursorY;
const viewportRelativeCursorY = cursorY - terminal.buffer.viewportY;
// Don't draw the cursor if it's off-screen
if (viewportRelativeCursorY < 0 || viewportRelativeCursorY >= terminal.rows) {
this._clearCursor();
return;
}
// TODO: Need fast buffer API for loading cell
(terminal as any)._core.buffer.lines.get(cursorY).loadCell(terminal.buffer.cursorX, this._cell);
if (this._cell.content === undefined) {
return;
}
if (!isTerminalFocused(terminal)) {
this._clearCursor();
this._ctx.save();
this._ctx.fillStyle = this._colors.cursor.css;
this._renderBlurCursor(terminal, terminal.buffer.cursorX, viewportRelativeCursorY, this._cell);
this._ctx.restore();
this._state.x = terminal.buffer.cursorX;
this._state.y = viewportRelativeCursorY;
this._state.isFocused = false;
this._state.style = terminal.getOption('cursorStyle');
this._state.width = this._cell.getWidth();
return;
}
// Don't draw the cursor if it's blinking
if (this._cursorBlinkStateManager && !this._cursorBlinkStateManager.isCursorVisible) {
this._clearCursor();
return;
}
if (this._state) {
// The cursor is already in the correct spot, don't redraw
if (this._state.x === terminal.buffer.cursorX &&
this._state.y === viewportRelativeCursorY &&
this._state.isFocused === isTerminalFocused(terminal) &&
this._state.style === terminal.getOption('cursorStyle') &&
this._state.width === this._cell.getWidth()) {
return;
}
this._clearCursor();
}
this._ctx.save();
this._cursorRenderers[terminal.getOption('cursorStyle') || 'block'](terminal, terminal.buffer.cursorX, viewportRelativeCursorY, this._cell);
this._ctx.restore();
this._state.x = terminal.buffer.cursorX;
this._state.y = viewportRelativeCursorY;
this._state.isFocused = false;
this._state.style = terminal.getOption('cursorStyle');
this._state.width = this._cell.getWidth();
}
private _clearCursor(): void {
if (this._state) {
this.clearCells(this._state.x, this._state.y, this._state.width, 1);
this._state = {
x: null,
y: null,
isFocused: null,
style: null,
width: null
};
}
}
private _renderBarCursor(terminal: Terminal, x: number, y: number, cell: ICellData): void {
this._ctx.save();
this._ctx.fillStyle = this._colors.cursor.css;
this.fillLeftLineAtCell(x, y);
this._ctx.restore();
}
private _renderBlockCursor(terminal: Terminal, x: number, y: number, cell: ICellData): void {
this._ctx.save();
this._ctx.fillStyle = this._colors.cursor.css;
this.fillCells(x, y, cell.getWidth(), 1);
this._ctx.fillStyle = this._colors.cursorAccent.css;
this.fillCharTrueColor(terminal, cell, x, y);
this._ctx.restore();
}
private _renderUnderlineCursor(terminal: Terminal, x: number, y: number, cell: ICellData): void {
this._ctx.save();
this._ctx.fillStyle = this._colors.cursor.css;
this.fillBottomLineAtCells(x, y);
this._ctx.restore();
}
private _renderBlurCursor(terminal: Terminal, x: number, y: number, cell: ICellData): void {
this._ctx.save();
this._ctx.strokeStyle = this._colors.cursor.css;
this.strokeRectAtCell(x, y, cell.getWidth(), 1);
this._ctx.restore();
}
}
class CursorBlinkStateManager {
public isCursorVisible: boolean;
private _animationFrame: number;
private _blinkStartTimeout: number;
private _blinkInterval: number;
/**
* The time at which the animation frame was restarted, this is used on the
* next render to restart the timers so they don't need to restart the timers
* multiple times over a short period.
*/
private _animationTimeRestarted: number;
constructor(
terminal: Terminal,
private _renderCallback: () => void
) {
this.isCursorVisible = true;
if (isTerminalFocused(terminal)) {
this._restartInterval();
}
}
public get isPaused(): boolean { return !(this._blinkStartTimeout || this._blinkInterval); }
public dispose(): void {
if (this._blinkInterval) {
window.clearInterval(this._blinkInterval);
this._blinkInterval = null;
}
if (this._blinkStartTimeout) {
window.clearTimeout(this._blinkStartTimeout);
this._blinkStartTimeout = null;
}
if (this._animationFrame) {
window.cancelAnimationFrame(this._animationFrame);
this._animationFrame = null;
}
}
public restartBlinkAnimation(terminal: Terminal): void {
if (this.isPaused) {
return;
}
// Save a timestamp so that the restart can be done on the next interval
this._animationTimeRestarted = Date.now();
// Force a cursor render to ensure it's visible and in the correct position
this.isCursorVisible = true;
if (!this._animationFrame) {
this._animationFrame = window.requestAnimationFrame(() => {
this._renderCallback();
this._animationFrame = null;
});
}
}
private _restartInterval(timeToStart: number = BLINK_INTERVAL): void {
// Clear any existing interval
if (this._blinkInterval) {
window.clearInterval(this._blinkInterval);
}
// Setup the initial timeout which will hide the cursor, this is done before
// the regular interval is setup in order to support restarting the blink
// animation in a lightweight way (without thrashing clearInterval and
// setInterval).
this._blinkStartTimeout = <number><any>setTimeout(() => {
// Check if another animation restart was requested while this was being
// started
if (this._animationTimeRestarted) {
const time = BLINK_INTERVAL - (Date.now() - this._animationTimeRestarted);
this._animationTimeRestarted = null;
if (time > 0) {
this._restartInterval(time);
return;
}
}
// Hide the cursor
this.isCursorVisible = false;
this._animationFrame = window.requestAnimationFrame(() => {
this._renderCallback();
this._animationFrame = null;
});
// Setup the blink interval
this._blinkInterval = <number><any>setInterval(() => {
// Adjust the animation time if it was restarted
if (this._animationTimeRestarted) {
// calc time diff
// Make restart interval do a setTimeout initially?
const time = BLINK_INTERVAL - (Date.now() - this._animationTimeRestarted);
this._animationTimeRestarted = null;
this._restartInterval(time);
return;
}
// Invert visibility and render
this.isCursorVisible = !this.isCursorVisible;
this._animationFrame = window.requestAnimationFrame(() => {
this._renderCallback();
this._animationFrame = null;
});
}, BLINK_INTERVAL);
}, timeToStart);
}
public pause(): void {
this.isCursorVisible = true;
if (this._blinkInterval) {
window.clearInterval(this._blinkInterval);
this._blinkInterval = null;
}
if (this._blinkStartTimeout) {
window.clearTimeout(this._blinkStartTimeout);
this._blinkStartTimeout = null;
}
if (this._animationFrame) {
window.cancelAnimationFrame(this._animationFrame);
this._animationFrame = null;
}
}
public resume(terminal: Terminal): void {
this._animationTimeRestarted = null;
this._restartInterval();
this.restartBlinkAnimation(terminal);
}
}
function isTerminalFocused(terminal: Terminal): boolean {
return document.activeElement === terminal.textarea && document.hasFocus();
}
@@ -1,73 +0,0 @@
/**
* Copyright (c) 2017 The xterm.js authors. All rights reserved.
* @license MIT
*/
import { ILinkifierEvent, ILinkifierAccessor } from '../../../Types';
import { Terminal } from 'xterm';
import { BaseRenderLayer } from './BaseRenderLayer';
import { INVERTED_DEFAULT_COLOR } from '../atlas/Types';
import { is256Color } from '../atlas/CharAtlasUtils';
import { IColorSet } from 'browser/Types';
import { IRenderDimensions } from 'browser/renderer/Types';
export class LinkRenderLayer extends BaseRenderLayer {
private _state: ILinkifierEvent = null;
constructor(container: HTMLElement, zIndex: number, colors: IColorSet, terminal: ILinkifierAccessor) {
super(container, 'link', zIndex, true, colors);
// TODO: Need to expose link-related renderer API
terminal.linkifier.onLinkHover(e => this._onLinkHover(e));
terminal.linkifier.onLinkLeave(e => this._onLinkLeave(e));
}
public resize(terminal: Terminal, dim: IRenderDimensions): void {
super.resize(terminal, dim);
// Resizing the canvas discards the contents of the canvas so clear state
this._state = null;
}
public reset(terminal: Terminal): void {
this._clearCurrentLink();
}
private _clearCurrentLink(): void {
if (this._state) {
this.clearCells(this._state.x1, this._state.y1, this._state.cols - this._state.x1, 1);
const middleRowCount = this._state.y2 - this._state.y1 - 1;
if (middleRowCount > 0) {
this.clearCells(0, this._state.y1 + 1, this._state.cols, middleRowCount);
}
this.clearCells(0, this._state.y2, this._state.x2, 1);
this._state = null;
}
}
private _onLinkHover(e: ILinkifierEvent): void {
if (e.fg === INVERTED_DEFAULT_COLOR) {
this._ctx.fillStyle = this._colors.background.css;
} else if (is256Color(e.fg)) {
// 256 color support
this._ctx.fillStyle = this._colors.ansi[e.fg].css;
} else {
this._ctx.fillStyle = this._colors.foreground.css;
}
if (e.y1 === e.y2) {
// Single line link
this.fillBottomLineAtCells(e.x1, e.y1, e.x2 - e.x1);
} else {
// Multi-line link
this.fillBottomLineAtCells(e.x1, e.y1, e.cols - e.x1);
for (let y = e.y1 + 1; y < e.y2; y++) {
this.fillBottomLineAtCells(0, y, e.cols);
}
this.fillBottomLineAtCells(0, e.y2, e.x2);
}
this._state = e;
}
private _onLinkLeave(e: ILinkifierEvent): void {
this._clearCurrentLink();
}
}
-66
View File
@@ -1,66 +0,0 @@
/**
* Copyright (c) 2017 The xterm.js authors. All rights reserved.
* @license MIT
*/
import { IDisposable, Terminal } from 'xterm';
import { IColorSet } from 'browser/Types';
import { IRenderDimensions } from 'browser/renderer/Types';
export interface IRenderLayer extends IDisposable {
/**
* Called when the terminal loses focus.
*/
onBlur(terminal: Terminal): void;
/**
* * Called when the terminal gets focus.
*/
onFocus(terminal: Terminal): void;
/**
* Called when the cursor is moved.
*/
onCursorMove(terminal: Terminal): void;
/**
* Called when options change.
*/
onOptionsChanged(terminal: Terminal): void;
/**
* Called when the theme changes.
*/
setColors(terminal: Terminal, colorSet: IColorSet): void;
/**
* Called when the data in the grid has changed (or needs to be rendered
* again).
*/
onGridChanged(terminal: Terminal, startRow: number, endRow: number): void;
/**
* Calls when the selection changes.
*/
onSelectionChanged(terminal: Terminal, start: [number, number], end: [number, number], columnSelectMode: boolean): void;
/**
* Registers a handler to join characters to render as a group
*/
registerCharacterJoiner?(handler: (text: string) => [number, number][]): void;
/**
* Deregisters the specified character joiner handler
*/
deregisterCharacterJoiner?(joinerId: number): void;
/**
* Resize the render layer.
*/
resize(terminal: Terminal, dim: IRenderDimensions): void;
/**
* Clear the state of the render layer.
*/
reset(terminal: Terminal): void;
}