233 lines
9.2 KiB
TypeScript
233 lines
9.2 KiB
TypeScript
/**
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* Copyright (c) 2017 The xterm.js authors. All rights reserved.
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* @license MIT
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*/
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import { TextRenderLayer } from './TextRenderLayer';
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import { SelectionRenderLayer } from './SelectionRenderLayer';
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import { CursorRenderLayer } from './CursorRenderLayer';
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import { IRenderLayer, IRenderer, IRenderDimensions, ICharacterJoinerRegistry } from './Types';
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import { ITerminal, CharacterJoinerHandler } from '../Types';
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import { LinkRenderLayer } from './LinkRenderLayer';
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import { CharacterJoinerRegistry } from '../renderer/CharacterJoinerRegistry';
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import { Disposable } from '../common/Lifecycle';
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import { IColorSet } from '../ui/Types';
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export class Renderer extends Disposable implements IRenderer {
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private _renderLayers: IRenderLayer[];
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private _devicePixelRatio: number;
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private _isPaused: boolean = false;
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private _needsFullRefresh: boolean = false;
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private _characterJoinerRegistry: ICharacterJoinerRegistry;
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public dimensions: IRenderDimensions;
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constructor(
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private _terminal: ITerminal,
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private _colors: IColorSet
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) {
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super();
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const allowTransparency = this._terminal.options.allowTransparency;
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this._characterJoinerRegistry = new CharacterJoinerRegistry(_terminal);
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this._renderLayers = [
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new TextRenderLayer(this._terminal.screenElement, 0, this._colors, this._characterJoinerRegistry, allowTransparency),
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new SelectionRenderLayer(this._terminal.screenElement, 1, this._colors),
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new LinkRenderLayer(this._terminal.screenElement, 2, this._colors, this._terminal),
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new CursorRenderLayer(this._terminal.screenElement, 3, this._colors)
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];
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this.dimensions = {
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scaledCharWidth: null,
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scaledCharHeight: null,
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scaledCellWidth: null,
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scaledCellHeight: null,
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scaledCharLeft: null,
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scaledCharTop: null,
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scaledCanvasWidth: null,
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scaledCanvasHeight: null,
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canvasWidth: null,
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canvasHeight: null,
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actualCellWidth: null,
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actualCellHeight: null
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};
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this._devicePixelRatio = window.devicePixelRatio;
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this._updateDimensions();
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this.onOptionsChanged();
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// Detect whether IntersectionObserver is detected and enable renderer pause
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// and resume based on terminal visibility if so
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if ('IntersectionObserver' in window) {
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const observer = new IntersectionObserver(e => this.onIntersectionChange(e[e.length - 1]), { threshold: 0 });
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observer.observe(this._terminal.element);
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this.register({ dispose: () => observer.disconnect() });
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}
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}
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public dispose(): void {
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super.dispose();
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this._renderLayers.forEach(l => l.dispose());
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}
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public onIntersectionChange(entry: IntersectionObserverEntry): void {
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this._isPaused = entry.intersectionRatio === 0;
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if (!this._isPaused && this._needsFullRefresh) {
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this._terminal.refresh(0, this._terminal.rows - 1);
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this._needsFullRefresh = false;
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}
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}
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public onWindowResize(devicePixelRatio: number): void {
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// If the device pixel ratio changed, the char atlas needs to be regenerated
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// and the terminal needs to refreshed
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if (this._devicePixelRatio !== devicePixelRatio) {
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this._devicePixelRatio = devicePixelRatio;
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this.onResize(this._terminal.cols, this._terminal.rows);
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}
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}
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public onThemeChange(colors: IColorSet): void {
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// Clear layers and force a full render
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this._renderLayers.forEach(l => {
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l.onThemeChange(this._terminal, this._colors);
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l.reset(this._terminal);
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});
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if (this._isPaused) {
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this._needsFullRefresh = true;
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} else {
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this._terminal.refresh(0, this._terminal.rows - 1);
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}
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}
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public onResize(cols: number, rows: number): void {
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// Update character and canvas dimensions
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this._updateDimensions();
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// Resize all render layers
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this._renderLayers.forEach(l => l.resize(this._terminal, this.dimensions));
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// Force a refresh
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if (this._isPaused) {
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this._needsFullRefresh = true;
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} else {
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this._terminal.refresh(0, this._terminal.rows - 1);
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}
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// Resize the screen
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this._terminal.screenElement.style.width = `${this.dimensions.canvasWidth}px`;
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this._terminal.screenElement.style.height = `${this.dimensions.canvasHeight}px`;
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}
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public onCharSizeChanged(): void {
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this.onResize(this._terminal.cols, this._terminal.rows);
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}
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public onBlur(): void {
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this._runOperation(l => l.onBlur(this._terminal));
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}
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public onFocus(): void {
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this._runOperation(l => l.onFocus(this._terminal));
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}
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public onSelectionChanged(start: [number, number], end: [number, number], columnSelectMode: boolean = false): void {
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this._runOperation(l => l.onSelectionChanged(this._terminal, start, end, columnSelectMode));
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}
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public onCursorMove(): void {
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this._runOperation(l => l.onCursorMove(this._terminal));
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}
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public onOptionsChanged(): void {
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this._runOperation(l => l.onOptionsChanged(this._terminal));
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}
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public clear(): void {
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this._runOperation(l => l.reset(this._terminal));
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}
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private _runOperation(operation: (layer: IRenderLayer) => void): void {
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if (this._isPaused) {
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this._needsFullRefresh = true;
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} else {
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this._renderLayers.forEach(l => operation(l));
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}
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}
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/**
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* Performs the refresh loop callback, calling refresh only if a refresh is
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* necessary before queueing up the next one.
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*/
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public renderRows(start: number, end: number): void {
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this._renderLayers.forEach(l => l.onGridChanged(this._terminal, start, end));
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}
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/**
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* Recalculates the character and canvas dimensions.
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*/
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private _updateDimensions(): void {
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// Perform a new measure if the CharMeasure dimensions are not yet available
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if (!this._terminal.charMeasure.width || !this._terminal.charMeasure.height) {
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return;
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}
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// Calculate the scaled character width. Width is floored as it must be
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// drawn to an integer grid in order for the CharAtlas "stamps" to not be
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// blurry. When text is drawn to the grid not using the CharAtlas, it is
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// clipped to ensure there is no overlap with the next cell.
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this.dimensions.scaledCharWidth = Math.floor(this._terminal.charMeasure.width * window.devicePixelRatio);
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// Calculate the scaled character height. Height is ceiled in case
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// devicePixelRatio is a floating point number in order to ensure there is
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// enough space to draw the character to the cell.
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this.dimensions.scaledCharHeight = Math.ceil(this._terminal.charMeasure.height * window.devicePixelRatio);
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// Calculate the scaled cell height, if lineHeight is not 1 then the value
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// will be floored because since lineHeight can never be lower then 1, there
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// is a guarentee that the scaled line height will always be larger than
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// scaled char height.
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this.dimensions.scaledCellHeight = Math.floor(this.dimensions.scaledCharHeight * this._terminal.options.lineHeight);
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// Calculate the y coordinate within a cell that text should draw from in
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// order to draw in the center of a cell.
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this.dimensions.scaledCharTop = this._terminal.options.lineHeight === 1 ? 0 : Math.round((this.dimensions.scaledCellHeight - this.dimensions.scaledCharHeight) / 2);
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// Calculate the scaled cell width, taking the letterSpacing into account.
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this.dimensions.scaledCellWidth = this.dimensions.scaledCharWidth + Math.round(this._terminal.options.letterSpacing);
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// Calculate the x coordinate with a cell that text should draw from in
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// order to draw in the center of a cell.
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this.dimensions.scaledCharLeft = Math.floor(this._terminal.options.letterSpacing / 2);
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// Recalculate the canvas dimensions; scaled* define the actual number of
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// pixel in the canvas
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this.dimensions.scaledCanvasHeight = this._terminal.rows * this.dimensions.scaledCellHeight;
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this.dimensions.scaledCanvasWidth = this._terminal.cols * this.dimensions.scaledCellWidth;
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// The the size of the canvas on the page. It's very important that this
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// rounds to nearest integer and not ceils as browsers often set
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// window.devicePixelRatio as something like 1.100000023841858, when it's
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// actually 1.1. Ceiling causes blurriness as the backing canvas image is 1
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// pixel too large for the canvas element size.
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this.dimensions.canvasHeight = Math.round(this.dimensions.scaledCanvasHeight / window.devicePixelRatio);
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this.dimensions.canvasWidth = Math.round(this.dimensions.scaledCanvasWidth / window.devicePixelRatio);
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// Get the _actual_ dimensions of an individual cell. This needs to be
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// derived from the canvasWidth/Height calculated above which takes into
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// account window.devicePixelRatio. CharMeasure.width/height by itself is
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// insufficient when the page is not at 100% zoom level as CharMeasure is
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// measured in CSS pixels, but the actual char size on the canvas can
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// differ.
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this.dimensions.actualCellHeight = this.dimensions.canvasHeight / this._terminal.rows;
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this.dimensions.actualCellWidth = this.dimensions.canvasWidth / this._terminal.cols;
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}
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public registerCharacterJoiner(handler: CharacterJoinerHandler): number {
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return this._characterJoinerRegistry.registerCharacterJoiner(handler);
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}
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public deregisterCharacterJoiner(joinerId: number): boolean {
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return this._characterJoinerRegistry.deregisterCharacterJoiner(joinerId);
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}
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}
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