Files
xterm.js/addons/xterm-addon-webgl/src/WebglRenderer.ts
T
Mihai Parparita a39a468f19 Make terminal rendering work in popout windows
Add support for the parent element (what is passed to Terminal.open)
being in a different (same origin) window. Accesses to DOM APIs such
as requestAnimationFrame and devicePixelRatio thus need to be scoped
to the corrent window, instead of assuming that it's the same as the
window/global scope where the code is running.

This is done by inferring a parent window at the creation time, and
then storing it in CoreBrowserService, which is already passed to most
places that need it.

To catch future regressions, an ESLint rule that checks for global
accesses is added (it uses AST selectors via the no-restricted-syntax
rule).

This should also be applicable when the parent element is an iframe.

Fixes #3758
2022-09-08 16:59:31 -07:00

731 lines
28 KiB
TypeScript

/**
* Copyright (c) 2018 The xterm.js authors. All rights reserved.
* @license MIT
*/
import { GlyphRenderer } from './GlyphRenderer';
import { LinkRenderLayer } from './renderLayer/LinkRenderLayer';
import { CursorRenderLayer } from './renderLayer/CursorRenderLayer';
import { acquireCharAtlas, removeTerminalFromCache } from './atlas/CharAtlasCache';
import { WebglCharAtlas } from './atlas/WebglCharAtlas';
import { RectangleRenderer } from './RectangleRenderer';
import { IWebGL2RenderingContext } from './Types';
import { RenderModel, COMBINED_CHAR_BIT_MASK, RENDER_MODEL_BG_OFFSET, RENDER_MODEL_FG_OFFSET, RENDER_MODEL_EXT_OFFSET, RENDER_MODEL_INDICIES_PER_CELL } from './RenderModel';
import { Disposable } from 'common/Lifecycle';
import { Attributes, BgFlags, Content, FgFlags, NULL_CELL_CHAR, NULL_CELL_CODE } from 'common/buffer/Constants';
import { Terminal, IEvent } from 'xterm';
import { IRenderLayer } from './renderLayer/Types';
import { IRenderDimensions, IRenderer, IRequestRedrawEvent } from 'browser/renderer/Types';
import { observeDevicePixelDimensions } from 'browser/renderer/DevicePixelObserver';
import { ITerminal, IColorSet } from 'browser/Types';
import { EventEmitter } from 'common/EventEmitter';
import { CellData } from 'common/buffer/CellData';
import { addDisposableDomListener } from 'browser/Lifecycle';
import { ICharacterJoinerService, ICoreBrowserService } from 'browser/services/Services';
import { CharData, IBufferLine, ICellData } from 'common/Types';
import { AttributeData } from 'common/buffer/AttributeData';
import { ICoreService, IDecorationService } from 'common/services/Services';
/** Work variables to avoid garbage collection. */
const w: { fg: number, bg: number, hasFg: boolean, hasBg: boolean, isSelected: boolean } = {
fg: 0,
bg: 0,
hasFg: false,
hasBg: false,
isSelected: false
};
export class WebglRenderer extends Disposable implements IRenderer {
private _renderLayers: IRenderLayer[];
private _charAtlas: WebglCharAtlas | undefined;
private _devicePixelRatio: number;
private _model: RenderModel = new RenderModel();
private _workCell: CellData = new CellData();
private _workColors: { fg: number, bg: number, ext: number } = { fg: 0, bg: 0, ext: 0 };
private _canvas: HTMLCanvasElement;
private _gl: IWebGL2RenderingContext;
private _rectangleRenderer!: RectangleRenderer;
private _glyphRenderer!: GlyphRenderer;
public dimensions: IRenderDimensions;
private _core: ITerminal;
private _isAttached: boolean;
private _contextRestorationTimeout: number | undefined;
private _onChangeTextureAtlas = new EventEmitter<HTMLCanvasElement>();
public get onChangeTextureAtlas(): IEvent<HTMLCanvasElement> { return this._onChangeTextureAtlas.event; }
private _onRequestRedraw = new EventEmitter<IRequestRedrawEvent>();
public get onRequestRedraw(): IEvent<IRequestRedrawEvent> { return this._onRequestRedraw.event; }
private _onContextLoss = new EventEmitter<void>();
public get onContextLoss(): IEvent<void> { return this._onContextLoss.event; }
constructor(
private _terminal: Terminal,
private _colors: IColorSet,
private readonly _characterJoinerService: ICharacterJoinerService,
private readonly _coreBrowserService: ICoreBrowserService,
coreService: ICoreService,
private readonly _decorationService: IDecorationService,
preserveDrawingBuffer?: boolean
) {
super();
this._core = (this._terminal as any)._core;
this._renderLayers = [
new LinkRenderLayer(this._core.screenElement!, 2, this._colors, this._core, this._coreBrowserService),
new CursorRenderLayer(_terminal, this._core.screenElement!, 3, this._colors, this._onRequestRedraw, this._coreBrowserService, coreService)
];
this.dimensions = {
scaledCharWidth: 0,
scaledCharHeight: 0,
scaledCellWidth: 0,
scaledCellHeight: 0,
scaledCharLeft: 0,
scaledCharTop: 0,
scaledCanvasWidth: 0,
scaledCanvasHeight: 0,
canvasWidth: 0,
canvasHeight: 0,
actualCellWidth: 0,
actualCellHeight: 0
};
this._devicePixelRatio = this._coreBrowserService.dpr;
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._gl);
}
this.register(addDisposableDomListener(this._canvas, 'webglcontextlost', (e) => {
console.log('webglcontextlost event received');
// Prevent the default behavior in order to enable WebGL context restoration.
e.preventDefault();
// Wait a few seconds to see if the 'webglcontextrestored' event is fired.
// If not, dispatch the onContextLoss notification to observers.
this._contextRestorationTimeout = setTimeout(() => {
this._contextRestorationTimeout = undefined;
console.warn('webgl context not restored; firing onContextLoss');
this._onContextLoss.fire(e);
}, 3000 /* ms */);
}));
this.register(addDisposableDomListener(this._canvas, 'webglcontextrestored', (e) => {
console.warn('webglcontextrestored event received');
clearTimeout(this._contextRestorationTimeout);
this._contextRestorationTimeout = undefined;
// The texture atlas and glyph renderer must be fully reinitialized
// because their contents have been lost.
removeTerminalFromCache(this._terminal);
this._initializeWebGLState();
this._requestRedrawViewport();
}));
this.register(observeDevicePixelDimensions(this._canvas, this._coreBrowserService.window, (w, h) => this._setCanvasDevicePixelDimensions(w, h)));
this._core.screenElement!.appendChild(this._canvas);
this._initializeWebGLState();
this._isAttached = this._coreBrowserService.window.document.body.contains(this._core.screenElement!);
}
public dispose(): void {
for (const l of this._renderLayers) {
l.dispose();
}
this._canvas.parentElement?.removeChild(this._canvas);
removeTerminalFromCache(this._terminal);
super.dispose();
}
public get textureAtlas(): HTMLCanvasElement | undefined {
return this._charAtlas?.cacheCanvas;
}
public setColors(colors: IColorSet): void {
this._colors = colors;
// Clear layers and force a full render
for (const l of this._renderLayers) {
l.setColors(this._terminal, this._colors);
l.reset(this._terminal);
}
this._rectangleRenderer.setColors();
this._refreshCharAtlas();
// Force a full refresh
this._clearModel(true);
}
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 !== this._coreBrowserService.dpr) {
this._devicePixelRatio = this._coreBrowserService.dpr;
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);
// Resize all render layers
for (const l of this._renderLayers) {
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._rectangleRenderer.setDimensions(this.dimensions);
this._rectangleRenderer.onResize();
this._glyphRenderer.setDimensions(this.dimensions);
this._glyphRenderer.onResize();
this._refreshCharAtlas();
// Force a full refresh. Resizing `_glyphRenderer` should clear it already,
// so there is no need to clear it again here.
this._clearModel(false);
}
public onCharSizeChanged(): void {
this.onResize(this._terminal.cols, this._terminal.rows);
}
public onBlur(): void {
for (const l of this._renderLayers) {
l.onBlur(this._terminal);
}
// Request a redraw for active/inactive selection background
this._requestRedrawViewport();
}
public onFocus(): void {
for (const l of this._renderLayers) {
l.onFocus(this._terminal);
}
// Request a redraw for active/inactive selection background
this._requestRedrawViewport();
}
public onSelectionChanged(start: [number, number] | undefined, end: [number, number] | undefined, columnSelectMode: boolean): void {
for (const l of this._renderLayers) {
l.onSelectionChanged(this._terminal, start, end, columnSelectMode);
}
this._updateSelectionModel(start, end, columnSelectMode);
this._requestRedrawViewport();
}
public onCursorMove(): void {
for (const l of this._renderLayers) {
l.onCursorMove(this._terminal);
}
}
public onOptionsChanged(): void {
for (const l of this._renderLayers) {
l.onOptionsChanged(this._terminal);
}
this._updateDimensions();
this._refreshCharAtlas();
}
/**
* Initializes members dependent on WebGL context state.
*/
private _initializeWebGLState(): void {
// Dispose any previous rectangle and glyph renderers before creating new ones.
this._rectangleRenderer?.dispose();
this._glyphRenderer?.dispose();
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();
}
/**
* 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) {
// Mark as not attached so char atlas gets refreshed on next render
this._isAttached = false;
return;
}
const atlas = acquireCharAtlas(this._terminal, this._colors, this.dimensions.scaledCellWidth, this.dimensions.scaledCellHeight, this.dimensions.scaledCharWidth, this.dimensions.scaledCharHeight, this._coreBrowserService.dpr);
if (!('getRasterizedGlyph' in atlas)) {
throw new Error('The webgl renderer only works with the webgl char atlas');
}
if (this._charAtlas !== atlas) {
this._onChangeTextureAtlas.fire(atlas.cacheCanvas);
}
this._charAtlas = atlas;
this._charAtlas.warmUp();
this._glyphRenderer.setAtlas(this._charAtlas);
}
/**
* Clear the model.
* @param clearGlyphRenderer Whether to also clear the glyph renderer. This
* should be true generally to make sure it is in the same state as the model.
*/
private _clearModel(clearGlyphRenderer: boolean): void {
this._model.clear();
if (clearGlyphRenderer) {
this._glyphRenderer.clear();
}
}
public clearCharAtlas(): void {
this._charAtlas?.clearTexture();
this._clearModel(true);
this._updateModel(0, this._terminal.rows - 1);
this._requestRedrawViewport();
}
public clear(): void {
this._clearModel(true);
for (const l of this._renderLayers) {
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 {
if (!this._isAttached) {
if (this._coreBrowserService.window.document.body.contains(this._core.screenElement!) && (this._core as any)._charSizeService.width && (this._core as any)._charSizeService.height) {
this._updateDimensions();
this._refreshCharAtlas();
this._isAttached = true;
} else {
return;
}
}
// Update render layers
for (const l of this._renderLayers) {
l.onGridChanged(this._terminal, start, end);
}
// Tell renderer the frame is beginning
if (this._glyphRenderer.beginFrame()) {
this._clearModel(true);
this._updateSelectionModel(undefined, undefined);
}
// Update model to reflect what's drawn
this._updateModel(start, end);
// Render
this._rectangleRenderer.render();
this._glyphRenderer.render(this._model);
}
private _updateModel(start: number, end: number): void {
const terminal = this._core;
let cell: ICellData = this._workCell;
// Declare variable ahead of time to avoid garbage collection
let lastBg: number;
let y: number;
let row: number;
let line: IBufferLine;
let joinedRanges: [number, number][];
let isJoined: boolean;
let lastCharX: number;
let range: [number, number];
let chars: string;
let code: number;
let i: number;
let x: number;
let j: number;
for (y = start; y <= end; y++) {
row = y + terminal.buffer.ydisp;
line = terminal.buffer.lines.get(row)!;
this._model.lineLengths[y] = 0;
joinedRanges = this._characterJoinerService.getJoinedCharacters(row);
for (x = 0; x < terminal.cols; x++) {
lastBg = this._workColors.bg;
line.loadCell(x, cell);
if (x === 0) {
lastBg = this._workColors.bg;
}
// If true, indicates that the current character(s) to draw were joined.
isJoined = false;
lastCharX = x;
// Process any joined character ranges as needed. Because of how the
// ranges are produced, we know that they are valid for the characters
// and attributes of our input.
if (joinedRanges.length > 0 && x === joinedRanges[0][0]) {
isJoined = true;
range = joinedRanges.shift()!;
// We already know the exact start and end column of the joined range,
// so we get the string and width representing it directly.
cell = new JoinedCellData(
cell,
line!.translateToString(true, range[0], range[1]),
range[1] - range[0]
);
// Skip over the cells occupied by this range in the loop
lastCharX = range[1] - 1;
}
chars = cell.getChars();
code = cell.getCode();
i = ((y * terminal.cols) + x) * RENDER_MODEL_INDICIES_PER_CELL;
// Load colors/resolve overrides into work colors
this._loadColorsForCell(x, row);
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 + RENDER_MODEL_BG_OFFSET] === this._workColors.bg &&
this._model.cells[i + RENDER_MODEL_FG_OFFSET] === this._workColors.fg &&
this._model.cells[i + RENDER_MODEL_EXT_OFFSET] === this._workColors.ext) {
continue;
}
// Flag combined chars with a bit mask so they're easily identifiable
if (chars.length > 1) {
code |= COMBINED_CHAR_BIT_MASK;
}
// Cache the results in the model
this._model.cells[i] = code;
this._model.cells[i + RENDER_MODEL_BG_OFFSET] = this._workColors.bg;
this._model.cells[i + RENDER_MODEL_FG_OFFSET] = this._workColors.fg;
this._model.cells[i + RENDER_MODEL_EXT_OFFSET] = this._workColors.ext;
this._glyphRenderer.updateCell(x, y, code, this._workColors.bg, this._workColors.fg, this._workColors.ext, chars, lastBg);
if (isJoined) {
// Restore work cell
cell = this._workCell;
// Null out non-first cells
for (x++; x < lastCharX; x++) {
j = ((y * terminal.cols) + x) * RENDER_MODEL_INDICIES_PER_CELL;
this._glyphRenderer.updateCell(x, y, NULL_CELL_CODE, 0, 0, 0, NULL_CELL_CHAR, 0);
this._model.cells[j] = NULL_CELL_CODE;
this._model.cells[j + RENDER_MODEL_BG_OFFSET] = this._workColors.bg;
this._model.cells[j + RENDER_MODEL_FG_OFFSET] = this._workColors.fg;
this._model.cells[j + RENDER_MODEL_EXT_OFFSET] = this._workColors.ext;
}
}
}
}
this._rectangleRenderer.updateBackgrounds(this._model);
}
/**
* Loads colors for the cell into the work colors object. This resolves overrides/inverse if
* necessary which is why the work cell object is not used.
*/
private _loadColorsForCell(x: number, y: number): void {
this._workColors.bg = this._workCell.bg;
this._workColors.fg = this._workCell.fg;
this._workColors.ext = this._workCell.bg & BgFlags.HAS_EXTENDED ? this._workCell.extended.ext : 0;
// Get any foreground/background overrides, this happens on the model to avoid spreading
// override logic throughout the different sub-renderers
// Reset overrides work variables
w.bg = 0;
w.fg = 0;
w.hasBg = false;
w.hasFg = false;
w.isSelected = false;
// Apply decorations on the bottom layer
this._decorationService.forEachDecorationAtCell(x, y, 'bottom', d => {
if (d.backgroundColorRGB) {
w.bg = d.backgroundColorRGB.rgba >> 8 & 0xFFFFFF;
w.hasBg = true;
}
if (d.foregroundColorRGB) {
w.fg = d.foregroundColorRGB.rgba >> 8 & 0xFFFFFF;
w.hasFg = true;
}
});
// Apply the selection color if needed
w.isSelected = this._isCellSelected(x, y);
if (w.isSelected) {
w.bg = (this._coreBrowserService.isFocused ? this._colors.selectionBackgroundOpaque : this._colors.selectionInactiveBackgroundOpaque).rgba >> 8 & 0xFFFFFF;
w.hasBg = true;
if (this._colors.selectionForeground) {
w.fg = this._colors.selectionForeground.rgba >> 8 & 0xFFFFFF;
w.hasFg = true;
}
}
// Apply decorations on the top layer
this._decorationService.forEachDecorationAtCell(x, y, 'top', d => {
if (d.backgroundColorRGB) {
w.bg = d.backgroundColorRGB.rgba >> 8 & 0xFFFFFF;
w.hasBg = true;
}
if (d.foregroundColorRGB) {
w.fg = d.foregroundColorRGB.rgba >> 8 & 0xFFFFFF;
w.hasFg = true;
}
});
// Convert any overrides from rgba to the fg/bg packed format. This resolves the inverse flag
// ahead of time in order to use the correct cache key
if (w.hasBg) {
if (w.isSelected) {
// Non-RGB attributes from model + force non-dim + override + force RGB color mode
w.bg = (this._workCell.bg & ~Attributes.RGB_MASK & ~BgFlags.DIM) | w.bg | Attributes.CM_RGB;
} else {
// Non-RGB attributes from model + override + force RGB color mode
w.bg = (this._workCell.bg & ~Attributes.RGB_MASK) | w.bg | Attributes.CM_RGB;
}
}
if (w.hasFg) {
// Non-RGB attributes from model + force disable inverse + override + force RGB color mode
w.fg = (this._workCell.fg & ~Attributes.RGB_MASK & ~FgFlags.INVERSE) | w.fg | Attributes.CM_RGB;
}
// Handle case where inverse was specified by only one of bg override or fg override was set,
// resolving the other inverse color and setting the inverse flag if needed.
if (this._workColors.fg & FgFlags.INVERSE) {
if (w.hasBg && !w.hasFg) {
// Resolve bg color type (default color has a different meaning in fg vs bg)
if ((this._workColors.bg & Attributes.CM_MASK) === Attributes.CM_DEFAULT) {
w.fg = (this._workColors.fg & ~(Attributes.RGB_MASK | FgFlags.INVERSE | Attributes.CM_MASK)) | ((this._colors.background.rgba >> 8 & 0xFFFFFF) & Attributes.RGB_MASK) | Attributes.CM_RGB;
} else {
w.fg = (this._workColors.fg & ~(Attributes.RGB_MASK | FgFlags.INVERSE | Attributes.CM_MASK)) | this._workColors.bg & (Attributes.RGB_MASK | Attributes.CM_MASK);
}
w.hasFg = true;
}
if (!w.hasBg && w.hasFg) {
// Resolve bg color type (default color has a different meaning in fg vs bg)
if ((this._workColors.fg & Attributes.CM_MASK) === Attributes.CM_DEFAULT) {
w.bg = (this._workColors.bg & ~(Attributes.RGB_MASK | Attributes.CM_MASK)) | ((this._colors.foreground.rgba >> 8 & 0xFFFFFF) & Attributes.RGB_MASK) | Attributes.CM_RGB;
} else {
w.bg = (this._workColors.bg & ~(Attributes.RGB_MASK | Attributes.CM_MASK)) | this._workColors.fg & (Attributes.RGB_MASK | Attributes.CM_MASK);
}
w.hasBg = true;
}
}
// Use the override if it exists
this._workColors.bg = w.hasBg ? w.bg : this._workColors.bg;
this._workColors.fg = w.hasFg ? w.fg : this._workColors.fg;
}
private _isCellSelected(x: number, y: number): boolean {
if (!this._model.selection.hasSelection) {
return false;
}
y -= this._terminal.buffer.active.viewportY;
if (this._model.selection.columnSelectMode) {
if (this._model.selection.startCol <= this._model.selection.endCol) {
return x >= this._model.selection.startCol && y >= this._model.selection.viewportCappedStartRow &&
x < this._model.selection.endCol && y <= this._model.selection.viewportCappedEndRow;
}
return x < this._model.selection.startCol && y >= this._model.selection.viewportCappedStartRow &&
x >= this._model.selection.endCol && y <= this._model.selection.viewportCappedEndRow;
}
return (y > this._model.selection.viewportStartRow && y < this._model.selection.viewportEndRow) ||
(this._model.selection.viewportStartRow === this._model.selection.viewportEndRow && y === this._model.selection.viewportStartRow && x >= this._model.selection.startCol && x < this._model.selection.endCol) ||
(this._model.selection.viewportStartRow < this._model.selection.viewportEndRow && y === this._model.selection.viewportEndRow && x < this._model.selection.endCol) ||
(this._model.selection.viewportStartRow < this._model.selection.viewportEndRow && y === this._model.selection.viewportStartRow && x >= this._model.selection.startCol);
}
private _updateSelectionModel(start: [number, number] | undefined, end: [number, number] | undefined, columnSelectMode: boolean = false): 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.active.viewportY;
const viewportEndRow = end[1] - terminal.buffer.active.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.columnSelectMode = columnSelectMode;
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 (!(this._core as any)._charSizeService.width || !(this._core as any)._charSizeService.height) {
return;
}
// Calculate the scaled character width. Width is floored as it must be drawn to an integer grid
// in order for the char atlas glyphs to not be blurry.
this.dimensions.scaledCharWidth = Math.floor((this._core as any)._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((this._core as any)._charSizeService.height * this._devicePixelRatio);
// Calculate the scaled cell height, if lineHeight is _not_ 1, the resulting value will be
// floored since lineHeight can never be lower then 1, this guarentees the scaled cell height
// will always be larger than scaled char height.
this.dimensions.scaledCellHeight = Math.floor(this.dimensions.scaledCharHeight * this._terminal.options.lineHeight);
// Calculate the y offset within a cell that glyph should draw at in order for it to be centered
// correctly within the cell.
this.dimensions.scaledCharTop = this._terminal.options.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.options.letterSpacing);
// Calculate the x offset with a cell that text should draw from in order for it to be centered
// correctly within the cell.
this.dimensions.scaledCharLeft = Math.floor(this._terminal.options.letterSpacing / 2);
// Recalculate the canvas dimensions, the scaled dimensions 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 important that this rounds to nearest integer
// and not ceils as browsers often have floating point precision issues where
// `window.devicePixelRatio` ends up being something like `1.100000023841858` for example, when
// it's actually 1.1. Ceiling may 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);
// Get the CSS dimensions of an individual cell. This needs to be derived from the calculated
// device pixel canvas value above. 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.scaledCellHeight / this._devicePixelRatio;
this.dimensions.actualCellWidth = this.dimensions.scaledCellWidth / this._devicePixelRatio;
}
private _setCanvasDevicePixelDimensions(width: number, height: number): void {
if (this._canvas.width === width && this._canvas.height === height) {
return;
}
// While the actual canvas size has changed, keep scaledCanvasWidth/Height as the value before
// the change as it's an exact multiple of the cell sizes.
this._canvas.width = width;
this._canvas.height = height;
this._requestRedrawViewport();
}
private _requestRedrawViewport(): void {
this._onRequestRedraw.fire({ start: 0, end: this._terminal.rows - 1 });
}
}
// TODO: Share impl with core
export class JoinedCellData extends AttributeData implements ICellData {
private _width: number;
// .content carries no meaning for joined CellData, simply nullify it
// thus we have to overload all other .content accessors
public content: number = 0;
public fg: number;
public bg: number;
public combinedData: string = '';
constructor(firstCell: ICellData, chars: string, width: number) {
super();
this.fg = firstCell.fg;
this.bg = firstCell.bg;
this.combinedData = chars;
this._width = width;
}
public isCombined(): number {
// always mark joined cell data as combined
return Content.IS_COMBINED_MASK;
}
public getWidth(): number {
return this._width;
}
public getChars(): string {
return this.combinedData;
}
public getCode(): number {
// code always gets the highest possible fake codepoint (read as -1)
// this is needed as code is used by caches as identifier
return 0x1FFFFF;
}
public setFromCharData(value: CharData): void {
throw new Error('not implemented');
}
public getAsCharData(): CharData {
return [this.fg, this.getChars(), this.getWidth(), this.getCode()];
}
}