Merge remote-tracking branch 'ups/v3' into 963_cursor_accent
This commit is contained in:
@@ -3,7 +3,7 @@
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* @license MIT
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*/
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import { IColorSet } from './Interfaces';
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import { IColorSet, IRenderDimensions } from './Interfaces';
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import { IBuffer, ICharMeasure, ITerminal } from '../Interfaces';
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import { CHAR_DATA_ATTR_INDEX } from '../Buffer';
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import { GridCache } from './GridCache';
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@@ -18,8 +18,8 @@ export class BackgroundRenderLayer extends BaseRenderLayer {
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this._state = new GridCache<number>();
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}
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public resize(terminal: ITerminal, canvasWidth: number, canvasHeight: number, charSizeChanged: boolean): void {
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super.resize(terminal, canvasWidth, canvasHeight, charSizeChanged);
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public resize(terminal: ITerminal, dim: IRenderDimensions, charSizeChanged: boolean): void {
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super.resize(terminal, dim, charSizeChanged);
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// Resizing the canvas discards the contents of the canvas so clear state
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this._state.clear();
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this._state.resize(terminal.cols, terminal.rows);
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@@ -3,7 +3,7 @@
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* @license MIT
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*/
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import { IRenderLayer, IColorSet } from './Interfaces';
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import { IRenderLayer, IColorSet, IRenderDimensions } from './Interfaces';
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import { ITerminal, ITerminalOptions } from '../Interfaces';
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import { acquireCharAtlas, CHAR_ATLAS_CELL_SPACING } from './CharAtlas';
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import { CharData } from '../Types';
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@@ -61,34 +61,15 @@ export abstract class BaseRenderLayer implements IRenderLayer {
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}
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}
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public resize(terminal: ITerminal, canvasWidth: number, canvasHeight: number, charSizeChanged: boolean): void {
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// Calculate the scaled character dimensions, if devicePixelRatio is a
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// floating point number then the value is ceiled to ensure there is enough
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// space to draw the character to the cell
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this.scaledCharWidth = Math.ceil(terminal.charMeasure.width * window.devicePixelRatio);
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this.scaledCharHeight = Math.ceil(terminal.charMeasure.height * window.devicePixelRatio);
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// Calculate the scaled line height, if lineHeight is not 1 then the value
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// will be floored because since lineHeight can never be lower then 1, there
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// is a guarentee that the scaled line height will always be larger than
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// scaled char height.
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this.scaledLineHeight = Math.floor(this.scaledCharHeight * terminal.options.lineHeight);
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// Calculate the y coordinate within a cell that text should draw from in
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// order to draw in the center of a cell.
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this.scaledLineDrawY = terminal.options.lineHeight === 1 ? 0 : Math.round((this.scaledLineHeight - this.scaledCharHeight) / 2);
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// Recalcualte the canvas dimensions; width/height define the actual number
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// of pixels in the canvas, style.width/height define the size of the canvas
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// on the page. It's very important that this rounds to nearest integer and
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// not ceils as browsers often set window.devicePixelRatio as something like
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// 1.100000023841858, when it's actually 1.1. Ceiling causes blurriness as
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// the backing canvas image is 1 pixel too large for the canvas element
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// size.
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this._canvas.width = Math.round(canvasWidth * window.devicePixelRatio);
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this._canvas.height = Math.round(canvasHeight * window.devicePixelRatio);
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this._canvas.style.width = `${canvasWidth}px`;
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this._canvas.style.height = `${canvasHeight}px`;
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public resize(terminal: ITerminal, dim: IRenderDimensions, charSizeChanged: boolean): void {
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this.scaledCharWidth = dim.scaledCharWidth;
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this.scaledCharHeight = dim.scaledCharHeight;
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this.scaledLineHeight = dim.scaledLineHeight;
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this.scaledLineDrawY = dim.scaledLineDrawY;
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this._canvas.width = dim.scaledCanvasWidth;
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this._canvas.height = dim.scaledCanvasHeight;
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this._canvas.style.width = `${dim.canvasWidth}px`;
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this._canvas.style.height = `${dim.canvasHeight}px`;
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if (charSizeChanged) {
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this._refreshCharAtlas(terminal, this.colors);
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@@ -97,6 +78,16 @@ export abstract class BaseRenderLayer implements IRenderLayer {
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public abstract reset(terminal: ITerminal): void;
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/**
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* Gets the left position of a cell. Since character width is stored as a
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* float in order to prevent bad letter spacing, drawing shapes in the cell
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* need to be rounded.
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* @param x The column of the cell.
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*/
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private _getCellLeft(x: number): number {
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return Math.round(x * this.scaledCharWidth);
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}
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/**
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* Fills 1+ cells completely. This uses the existing fillStyle on the context.
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* @param x The column to start at.
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@@ -105,7 +96,12 @@ export abstract class BaseRenderLayer implements IRenderLayer {
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* @param height The number of rows to fill.
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*/
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protected fillCells(x: number, y: number, width: number, height: number): void {
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this._ctx.fillRect(x * this.scaledCharWidth, y * this.scaledLineHeight, width * this.scaledCharWidth, height * this.scaledLineHeight);
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const cellLeft = this._getCellLeft(x);
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this._ctx.fillRect(
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cellLeft,
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y * this.scaledLineHeight,
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this._getCellLeft(x + width) - cellLeft,
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height * this.scaledLineHeight);
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}
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/**
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@@ -115,10 +111,11 @@ export abstract class BaseRenderLayer implements IRenderLayer {
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* @param y The row to fill.
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*/
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protected fillBottomLineAtCells(x: number, y: number, width: number = 1): void {
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const cellLeft = this._getCellLeft(x);
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this._ctx.fillRect(
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x * this.scaledCharWidth,
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cellLeft,
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(y + 1) * this.scaledLineHeight - window.devicePixelRatio - 1 /* Ensure it's drawn within the cell */,
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width * this.scaledCharWidth,
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this._getCellLeft(x + width) - cellLeft,
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window.devicePixelRatio);
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}
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@@ -130,7 +127,7 @@ export abstract class BaseRenderLayer implements IRenderLayer {
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*/
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protected fillLeftLineAtCell(x: number, y: number): void {
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this._ctx.fillRect(
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x * this.scaledCharWidth,
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this._getCellLeft(x),
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y * this.scaledLineHeight,
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window.devicePixelRatio,
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this.scaledLineHeight);
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@@ -143,11 +140,12 @@ export abstract class BaseRenderLayer implements IRenderLayer {
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* @param y The row to fill.
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*/
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protected strokeRectAtCell(x: number, y: number, width: number, height: number): void {
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const cellLeft = this._getCellLeft(x);
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this._ctx.lineWidth = window.devicePixelRatio;
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this._ctx.strokeRect(
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x * this.scaledCharWidth + window.devicePixelRatio / 2,
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cellLeft + window.devicePixelRatio / 2,
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y * this.scaledLineHeight + (window.devicePixelRatio / 2),
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(width * this.scaledCharWidth) - window.devicePixelRatio,
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this._getCellLeft(x + width) - cellLeft - window.devicePixelRatio,
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(height * this.scaledLineHeight) - window.devicePixelRatio);
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}
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@@ -166,7 +164,12 @@ export abstract class BaseRenderLayer implements IRenderLayer {
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* @param height The number of rows to clear.
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*/
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protected clearCells(x: number, y: number, width: number, height: number): void {
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this._ctx.clearRect(x * this.scaledCharWidth, y * this.scaledLineHeight, width * this.scaledCharWidth, height * this.scaledLineHeight);
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const cellLeft = this._getCellLeft(x);
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this._ctx.clearRect(
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cellLeft,
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y * this.scaledLineHeight,
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this._getCellLeft(x + width) - cellLeft,
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height * this.scaledLineHeight);
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}
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/**
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@@ -3,7 +3,7 @@
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* @license MIT
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*/
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import { IColorSet } from './Interfaces';
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import { IColorSet, IRenderDimensions } from './Interfaces';
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import { IBuffer, ICharMeasure, ITerminal, ITerminalOptions } from '../Interfaces';
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import { CHAR_DATA_WIDTH_INDEX, CHAR_DATA_CODE_INDEX, CHAR_DATA_CHAR_INDEX } from '../Buffer';
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import { GridCache } from './GridCache';
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@@ -47,8 +47,8 @@ export class CursorRenderLayer extends BaseRenderLayer {
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// TODO: Consider initial options? Maybe onOptionsChanged should be called at the end of open?
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}
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public resize(terminal: ITerminal, canvasWidth: number, canvasHeight: number, charSizeChanged: boolean): void {
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super.resize(terminal, canvasWidth, canvasHeight, charSizeChanged);
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public resize(terminal: ITerminal, dim: IRenderDimensions, charSizeChanged: boolean): void {
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super.resize(terminal, dim, charSizeChanged);
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// Resizing the canvas discards the contents of the canvas so clear state
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this._state = {
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x: null,
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@@ -3,7 +3,7 @@
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* @license MIT
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*/
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import { IColorSet } from './Interfaces';
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import { IColorSet, IRenderDimensions } from './Interfaces';
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import { IBuffer, ICharMeasure, ITerminal } from '../Interfaces';
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import { CHAR_DATA_ATTR_INDEX, CHAR_DATA_CODE_INDEX, CHAR_DATA_CHAR_INDEX, CHAR_DATA_WIDTH_INDEX } from '../Buffer';
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import { FLAGS } from './Types';
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@@ -26,8 +26,8 @@ export class ForegroundRenderLayer extends BaseRenderLayer {
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this._state = new GridCache<CharData>();
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}
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public resize(terminal: ITerminal, canvasWidth: number, canvasHeight: number, charSizeChanged: boolean): void {
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super.resize(terminal, canvasWidth, canvasHeight, charSizeChanged);
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public resize(terminal: ITerminal, dim: IRenderDimensions, charSizeChanged: boolean): void {
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super.resize(terminal, dim, charSizeChanged);
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// Resizing the canvas discards the contents of the canvas so clear state
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this._state.clear();
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this._state.resize(terminal.cols, terminal.rows);
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@@ -159,6 +159,12 @@ export class ForegroundRenderLayer extends BaseRenderLayer {
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* @param char The character to search.
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*/
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private _isEmoji(char: string): boolean {
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// TODO: We need a generic solution for handling characters like this
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// Check special ambiguous width characters
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if (char === '➜') {
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return true;
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}
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// Check emoji unicode range
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return char.search(/([\uD800-\uDBFF][\uDC00-\uDFFF])/g) >= 0;
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}
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@@ -3,9 +3,11 @@
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* @license MIT
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*/
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import { ITerminal, ITerminalOptions, ITheme } from '../Interfaces';
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import { ITerminal, ITerminalOptions, ITheme, IEventEmitter } from '../Interfaces';
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export interface IRenderer extends IEventEmitter {
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dimensions: IRenderDimensions;
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export interface IRenderer {
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setTheme(theme: ITheme): IColorSet;
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onWindowResize(devicePixelRatio: number): void;
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onResize(cols: number, rows: number, didCharSizeChange: boolean): void;
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@@ -59,7 +61,7 @@ export interface IRenderLayer {
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/**
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* Resize the render layer.
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*/
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resize(terminal: ITerminal, canvasWidth: number, canvasHeight: number, charSizeChanged: boolean): void;
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resize(terminal: ITerminal, dim: IRenderDimensions, charSizeChanged: boolean): void;
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/**
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* Clear the state of the render layer.
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@@ -76,3 +78,14 @@ export interface IColorSet {
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selection: string;
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ansi: string[];
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}
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export interface IRenderDimensions {
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scaledCharWidth: number;
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scaledCharHeight: number;
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scaledLineHeight: number;
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scaledLineDrawY: number;
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scaledCanvasWidth: number;
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scaledCanvasHeight: number;
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canvasWidth: number;
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canvasHeight: number;
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}
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@@ -3,7 +3,7 @@
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* @license MIT
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*/
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import { IColorSet } from './Interfaces';
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import { IColorSet, IRenderDimensions } from './Interfaces';
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import { IBuffer, ICharMeasure, ITerminal, ILinkifierAccessor } from '../Interfaces';
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import { CHAR_DATA_ATTR_INDEX } from '../Buffer';
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import { GridCache } from './GridCache';
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@@ -20,8 +20,8 @@ export class LinkRenderLayer extends BaseRenderLayer {
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terminal.linkifier.on(LinkHoverEventTypes.LEAVE, (e: LinkHoverEvent) => this._onLinkLeave(e));
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}
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public resize(terminal: ITerminal, canvasWidth: number, canvasHeight: number, charSizeChanged: boolean): void {
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super.resize(terminal, canvasWidth, canvasHeight, charSizeChanged);
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public resize(terminal: ITerminal, dim: IRenderDimensions, charSizeChanged: boolean): void {
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super.resize(terminal, dim, charSizeChanged);
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// Resizing the canvas discards the contents of the canvas so clear state
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this._state = null;
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}
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@@ -11,10 +11,11 @@ import { SelectionRenderLayer } from './SelectionRenderLayer';
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import { CursorRenderLayer } from './CursorRenderLayer';
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import { ColorManager } from './ColorManager';
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import { BaseRenderLayer } from './BaseRenderLayer';
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import { IRenderLayer, IColorSet, IRenderer } from './Interfaces';
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import { IRenderLayer, IColorSet, IRenderer, IRenderDimensions } from './Interfaces';
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import { LinkRenderLayer } from './LinkRenderLayer';
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import { EventEmitter } from '../EventEmitter';
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export class Renderer implements IRenderer {
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export class Renderer extends EventEmitter implements IRenderer {
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/** A queue of the rows to be refreshed */
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private _refreshRowsQueue: {start: number, end: number}[] = [];
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private _refreshAnimationFrame = null;
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@@ -23,8 +24,10 @@ export class Renderer implements IRenderer {
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private _devicePixelRatio: number;
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private _colorManager: ColorManager;
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public dimensions: IRenderDimensions;
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constructor(private _terminal: ITerminal) {
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super();
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this._colorManager = new ColorManager();
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this._renderLayers = [
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new BackgroundRenderLayer(this._terminal.element, 0, this._colorManager.colors),
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@@ -33,6 +36,16 @@ export class Renderer implements IRenderer {
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new LinkRenderLayer(this._terminal.element, 3, this._colorManager.colors, this._terminal),
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new CursorRenderLayer(this._terminal.element, 4, this._colorManager.colors)
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];
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this.dimensions = {
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scaledCharWidth: null,
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scaledCharHeight: null,
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scaledLineHeight: null,
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scaledLineDrawY: null,
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scaledCanvasWidth: null,
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scaledCanvasHeight: null,
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canvasWidth: null,
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canvasHeight: null
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};
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this._devicePixelRatio = window.devicePixelRatio;
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}
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@@ -63,12 +76,53 @@ export class Renderer implements IRenderer {
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if (!this._terminal.charMeasure.width || !this._terminal.charMeasure.height) {
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return;
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}
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const width = this._terminal.charMeasure.width * cols;
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const height = Math.floor(this._terminal.charMeasure.height * this._terminal.options.lineHeight) * rows;
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// Calculate the scaled character width. Width is kept as a decimal to
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// provide better letter spacing, otherwise the text can look odd.
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// Characters drawn using this decimal number do have the potential to
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// overlap, but only by a single pixel. As such, it's not a big deal when
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// they do as that pixel is always cleared as necessary before drawing the
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// character.
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this.dimensions.scaledCharWidth = this._terminal.charMeasure.width * window.devicePixelRatio;
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// Calculate the scaled character height. Height is ceiled in case
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// devicePixelRatio is a floating point number in order to ensure there is
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// enough space to draw the character to the cell.
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this.dimensions.scaledCharHeight = Math.ceil(this._terminal.charMeasure.height * window.devicePixelRatio);
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// Calculate the scaled line height, if lineHeight is not 1 then the value
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// will be floored because since lineHeight can never be lower then 1, there
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// is a guarentee that the scaled line height will always be larger than
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// scaled char height.
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this.dimensions.scaledLineHeight = Math.floor(this.dimensions.scaledCharHeight * this._terminal.options.lineHeight);
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// Calculate the y coordinate within a cell that text should draw from in
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// order to draw in the center of a cell.
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this.dimensions.scaledLineDrawY = this._terminal.options.lineHeight === 1 ? 0 : Math.round((this.dimensions.scaledLineHeight - this.dimensions.scaledCharHeight) / 2);
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// Recalculate the canvas dimensions; scaled* define the actual number of
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// pixel in the canvas
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this.dimensions.scaledCanvasHeight = this._terminal.rows * this.dimensions.scaledLineHeight;
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this.dimensions.scaledCanvasWidth = Math.round(this._terminal.cols * this.dimensions.scaledCharWidth);
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// The the size of the canvas on the page. It's very important that this
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// rounds to nearest integer and not ceils as browsers often set
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// window.devicePixelRatio as something like 1.100000023841858, when it's
|
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// actually 1.1. Ceiling causes blurriness as the backing canvas image is 1
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// pixel too large for the canvas element size.
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this.dimensions.canvasHeight = Math.round(this.dimensions.scaledCanvasHeight / window.devicePixelRatio);
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this.dimensions.canvasWidth = Math.round(this.dimensions.scaledCanvasWidth / window.devicePixelRatio);
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// Resize all render layers
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this._renderLayers.forEach(l => l.resize(this._terminal, width, height, didCharSizeChange));
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this._renderLayers.forEach(l => l.resize(this._terminal, this.dimensions, didCharSizeChange));
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// Force a refresh
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this._terminal.refresh(0, this._terminal.rows - 1);
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this.emit('resize', {
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width: this.dimensions.canvasWidth,
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height: this.dimensions.canvasHeight
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});
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}
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public onCharSizeChanged(): void {
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@@ -3,7 +3,7 @@
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* @license MIT
|
||||
*/
|
||||
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import { IColorSet } from './Interfaces';
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import { IColorSet, IRenderDimensions } from './Interfaces';
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import { IBuffer, ICharMeasure, ITerminal } from '../Interfaces';
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import { CHAR_DATA_ATTR_INDEX } from '../Buffer';
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import { GridCache } from './GridCache';
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@@ -21,8 +21,8 @@ export class SelectionRenderLayer extends BaseRenderLayer {
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};
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}
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public resize(terminal: ITerminal, canvasWidth: number, canvasHeight: number, charSizeChanged: boolean): void {
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super.resize(terminal, canvasWidth, canvasHeight, charSizeChanged);
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public resize(terminal: ITerminal, dim: IRenderDimensions, charSizeChanged: boolean): void {
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super.resize(terminal, dim, charSizeChanged);
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// Resizing the canvas discards the contents of the canvas so clear state
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this._state = {
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start: null,
|
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|
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Reference in New Issue
Block a user