We changed plans from moving web worker compatible code to shared/ to enforcing layers using core/, common/, ui/ and public/. This change moves files back from the shared/ dir to clean up the codebase. Part of #1507
331 lines
12 KiB
TypeScript
331 lines
12 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 { DIM_OPACITY, IGlyphIdentifier, INVERTED_DEFAULT_COLOR, ICharAtlasConfig } from './Types';
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import BaseCharAtlas from './BaseCharAtlas';
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import { DEFAULT_ANSI_COLORS } from '../ColorManager';
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import { clearColor } from './CharAtlasGenerator';
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import LRUMap from './LRUMap';
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import { isFirefox, isSafari } from '../../core/Platform';
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import { IColor } from '../Types';
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// In practice we're probably never going to exhaust a texture this large. For debugging purposes,
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// however, it can be useful to set this to a really tiny value, to verify that LRU eviction works.
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const TEXTURE_WIDTH = 1024;
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const TEXTURE_HEIGHT = 1024;
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const TRANSPARENT_COLOR = {
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css: 'rgba(0, 0, 0, 0)',
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rgba: 0
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};
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// Drawing to the cache is expensive: If we have to draw more than this number of glyphs to the
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// cache in a single frame, give up on trying to cache anything else, and try to finish the current
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// frame ASAP.
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//
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// This helps to limit the amount of damage a program can do when it would otherwise thrash the
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// cache.
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const FRAME_CACHE_DRAW_LIMIT = 100;
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/**
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* The number of milliseconds to wait before generating the ImageBitmap, this is to debounce/batch
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* the operation as window.createImageBitmap is asynchronous.
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*/
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const GLYPH_BITMAP_COMMIT_DELAY = 100;
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interface IGlyphCacheValue {
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index: number;
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isEmpty: boolean;
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inBitmap: boolean;
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}
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export function getGlyphCacheKey(glyph: IGlyphIdentifier): number {
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// Note that this only returns a valid key when code < 256
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// Layout:
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// 0b00000000000000000000000000000001: italic (1)
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// 0b00000000000000000000000000000010: dim (1)
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// 0b00000000000000000000000000000100: bold (1)
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// 0b00000000000000000000111111111000: fg (9)
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// 0b00000000000111111111000000000000: bg (9)
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// 0b00011111111000000000000000000000: code (8)
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// 0b11100000000000000000000000000000: unused (3)
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return glyph.code << 21 | glyph.bg << 12 | glyph.fg << 3 | (glyph.bold ? 0 : 4) + (glyph.dim ? 0 : 2) + (glyph.italic ? 0 : 1);
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}
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export default class DynamicCharAtlas extends BaseCharAtlas {
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// An ordered map that we're using to keep track of where each glyph is in the atlas texture.
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// It's ordered so that we can determine when to remove the old entries.
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private _cacheMap: LRUMap<IGlyphCacheValue>;
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// The texture that the atlas is drawn to
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private _cacheCanvas: HTMLCanvasElement;
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private _cacheCtx: CanvasRenderingContext2D;
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// A temporary context that glyphs are drawn to before being transfered to the atlas.
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private _tmpCtx: CanvasRenderingContext2D;
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// The number of characters stored in the atlas by width/height
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private _width: number;
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private _height: number;
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private _drawToCacheCount: number = 0;
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// An array of glyph keys that are waiting on the bitmap to be generated.
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private _glyphsWaitingOnBitmap: IGlyphCacheValue[] = [];
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// The timeout that is used to batch bitmap generation so it's not requested for every new glyph.
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private _bitmapCommitTimeout: number | null = null;
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// The bitmap to draw from, this is much faster on other browsers than others.
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private _bitmap: ImageBitmap | null = null;
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constructor(document: Document, private _config: ICharAtlasConfig) {
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super();
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this._cacheCanvas = document.createElement('canvas');
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this._cacheCanvas.width = TEXTURE_WIDTH;
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this._cacheCanvas.height = TEXTURE_HEIGHT;
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// The canvas needs alpha because we use clearColor to convert the background color to alpha.
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// It might also contain some characters with transparent backgrounds if allowTransparency is
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// set.
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this._cacheCtx = this._cacheCanvas.getContext('2d', {alpha: true});
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const tmpCanvas = document.createElement('canvas');
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tmpCanvas.width = this._config.scaledCharWidth;
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tmpCanvas.height = this._config.scaledCharHeight;
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this._tmpCtx = tmpCanvas.getContext('2d', {alpha: this._config.allowTransparency});
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this._width = Math.floor(TEXTURE_WIDTH / this._config.scaledCharWidth);
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this._height = Math.floor(TEXTURE_HEIGHT / this._config.scaledCharHeight);
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const capacity = this._width * this._height;
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this._cacheMap = new LRUMap(capacity);
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this._cacheMap.prealloc(capacity);
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// This is useful for debugging
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// document.body.appendChild(this._cacheCanvas);
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}
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public dispose(): void {
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if (this._bitmapCommitTimeout !== null) {
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window.clearTimeout(this._bitmapCommitTimeout);
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this._bitmapCommitTimeout = null;
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}
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}
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public beginFrame(): void {
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this._drawToCacheCount = 0;
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}
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public draw(
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ctx: CanvasRenderingContext2D,
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glyph: IGlyphIdentifier,
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x: number,
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y: number
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): boolean {
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// Space is always an empty cell, special case this as it's so common
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if (glyph.code === 32) {
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return true;
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}
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// Exit early for uncachable glyphs
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if (!this._canCache(glyph)) {
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return false;
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}
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const glyphKey = getGlyphCacheKey(glyph);
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const cacheValue = this._cacheMap.get(glyphKey);
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if (cacheValue !== null && cacheValue !== undefined) {
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this._drawFromCache(ctx, cacheValue, x, y);
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return true;
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} else if (this._drawToCacheCount < FRAME_CACHE_DRAW_LIMIT) {
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let index;
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if (this._cacheMap.size < this._cacheMap.capacity) {
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index = this._cacheMap.size;
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} else {
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// we're out of space, so our call to set will delete this item
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index = this._cacheMap.peek().index;
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}
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const cacheValue = this._drawToCache(glyph, index);
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this._cacheMap.set(glyphKey, cacheValue);
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this._drawFromCache(ctx, cacheValue, x, y);
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return true;
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}
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return false;
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}
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private _canCache(glyph: IGlyphIdentifier): boolean {
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// Only cache ascii and extended characters for now, to be safe. In the future, we could do
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// something more complicated to determine the expected width of a character.
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//
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// If we switch the renderer over to webgl at some point, we may be able to use blending modes
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// to draw overlapping glyphs from the atlas:
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// https://github.com/servo/webrender/issues/464#issuecomment-255632875
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// https://webglfundamentals.org/webgl/lessons/webgl-text-texture.html
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return glyph.code < 256;
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}
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private _toCoordinateX(index: number): number {
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return (index % this._width) * this._config.scaledCharWidth;
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}
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private _toCoordinateY(index: number): number {
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return Math.floor(index / this._width) * this._config.scaledCharHeight;
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}
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private _drawFromCache(
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ctx: CanvasRenderingContext2D,
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cacheValue: IGlyphCacheValue,
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x: number,
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y: number
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): void {
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// We don't actually need to do anything if this is whitespace.
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if (cacheValue.isEmpty) {
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return;
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}
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const cacheX = this._toCoordinateX(cacheValue.index);
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const cacheY = this._toCoordinateY(cacheValue.index);
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ctx.drawImage(
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cacheValue.inBitmap ? this._bitmap : this._cacheCanvas,
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cacheX,
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cacheY,
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this._config.scaledCharWidth,
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this._config.scaledCharHeight,
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x,
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y,
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this._config.scaledCharWidth,
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this._config.scaledCharHeight
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);
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}
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private _getColorFromAnsiIndex(idx: number): IColor {
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if (idx < this._config.colors.ansi.length) {
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return this._config.colors.ansi[idx];
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}
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return DEFAULT_ANSI_COLORS[idx];
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}
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private _getBackgroundColor(glyph: IGlyphIdentifier): IColor {
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if (this._config.allowTransparency) {
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// The background color might have some transparency, so we need to render it as fully
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// transparent in the atlas. Otherwise we'd end up drawing the transparent background twice
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// around the anti-aliased edges of the glyph, and it would look too dark.
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return TRANSPARENT_COLOR;
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} else if (glyph.bg === INVERTED_DEFAULT_COLOR) {
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return this._config.colors.foreground;
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} else if (glyph.bg < 256) {
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return this._getColorFromAnsiIndex(glyph.bg);
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}
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return this._config.colors.background;
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}
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private _getForegroundColor(glyph: IGlyphIdentifier): IColor {
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if (glyph.fg === INVERTED_DEFAULT_COLOR) {
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return this._config.colors.background;
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} else if (glyph.fg < 256) {
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// 256 color support
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return this._getColorFromAnsiIndex(glyph.fg);
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}
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return this._config.colors.foreground;
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}
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// TODO: We do this (or something similar) in multiple places. We should split this off
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// into a shared function.
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private _drawToCache(glyph: IGlyphIdentifier, index: number): IGlyphCacheValue {
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this._drawToCacheCount++;
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this._tmpCtx.save();
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// draw the background
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const backgroundColor = this._getBackgroundColor(glyph);
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// Use a 'copy' composite operation to clear any existing glyph out of _tmpCtxWithAlpha, regardless of
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// transparency in backgroundColor
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this._tmpCtx.globalCompositeOperation = 'copy';
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this._tmpCtx.fillStyle = backgroundColor.css;
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this._tmpCtx.fillRect(0, 0, this._config.scaledCharWidth, this._config.scaledCharHeight);
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this._tmpCtx.globalCompositeOperation = 'source-over';
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// draw the foreground/glyph
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const fontWeight = glyph.bold ? this._config.fontWeightBold : this._config.fontWeight;
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const fontStyle = glyph.italic ? 'italic' : '';
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this._tmpCtx.font =
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`${fontStyle} ${fontWeight} ${this._config.fontSize * this._config.devicePixelRatio}px ${this._config.fontFamily}`;
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this._tmpCtx.textBaseline = 'top';
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this._tmpCtx.fillStyle = this._getForegroundColor(glyph).css;
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// Apply alpha to dim the character
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if (glyph.dim) {
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this._tmpCtx.globalAlpha = DIM_OPACITY;
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}
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// Draw the character
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this._tmpCtx.fillText(glyph.chars, 0, 0);
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this._tmpCtx.restore();
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// clear the background from the character to avoid issues with drawing over the previous
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// character if it extends past it's bounds
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const imageData = this._tmpCtx.getImageData(
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0, 0, this._config.scaledCharWidth, this._config.scaledCharHeight
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);
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let isEmpty = false;
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if (!this._config.allowTransparency) {
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isEmpty = clearColor(imageData, backgroundColor);
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}
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// copy the data from imageData to _cacheCanvas
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const x = this._toCoordinateX(index);
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const y = this._toCoordinateY(index);
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// putImageData doesn't do any blending, so it will overwrite any existing cache entry for us
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this._cacheCtx.putImageData(imageData, x, y);
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// Add the glyph and queue it to the bitmap (if the browser supports it)
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const cacheValue = {
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index,
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isEmpty,
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inBitmap: false
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};
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this._addGlyphToBitmap(cacheValue);
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return cacheValue;
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}
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private _addGlyphToBitmap(cacheValue: IGlyphCacheValue): void {
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// Support is patchy for createImageBitmap at the moment, pass a canvas back
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// if support is lacking as drawImage works there too. Firefox is also
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// included here as ImageBitmap appears both buggy and has horrible
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// performance (tested on v55).
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if (!('createImageBitmap' in window) || isFirefox || isSafari) {
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return;
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}
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// Add the glyph to the queue
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this._glyphsWaitingOnBitmap.push(cacheValue);
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// Check if bitmap generation timeout already exists
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if (this._bitmapCommitTimeout !== null) {
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return;
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}
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this._bitmapCommitTimeout = window.setTimeout(() => this._generateBitmap(), GLYPH_BITMAP_COMMIT_DELAY);
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}
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private _generateBitmap(): void {
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const glyphsMovingToBitmap = this._glyphsWaitingOnBitmap;
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this._glyphsWaitingOnBitmap = [];
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window.createImageBitmap(this._cacheCanvas).then(bitmap => {
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// Set bitmap
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this._bitmap = bitmap;
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// Mark all new glyphs as in bitmap, excluding glyphs that came in after
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// the bitmap was requested
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for (let i = 0; i < glyphsMovingToBitmap.length; i++) {
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const value = glyphsMovingToBitmap[i];
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// It doesn't matter if the value was already evicted, it will be
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// released from memory after this block if so.
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value.inBitmap = true;
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}
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});
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this._bitmapCommitTimeout = null;
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}
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}
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