Files
xterm.js/addons/addon-webgl/src/WebglRenderer.ts
T
2fe3fd13a1 fix(addon-webgl): skip missing buffer lines in _updateModel (#5991)
* fix(addon-webgl): skip missing buffer lines in _updateModel

_updateModel force-unwrapped buffer.lines.get(row), which can be
undefined during trim or resize. That threw and left stale glyphs on
rows below the gap.

Clear the WebGL model row and glyph cells, reset blink state, and
continue with remaining viewport rows, matching DomRenderer and
ImageStorage handling.

Co-authored-by: Cursor <cursoragent@cursor.com>

* refactor(addon-webgl): extract _nullModelCell helper

Co-authored-by: Daniel Imms <Tyriar@users.noreply.github.com>

---------

Co-authored-by: Cursor <cursoragent@cursor.com>
Co-authored-by: Daniel Imms <Tyriar@users.noreply.github.com>
2026-06-06 09:15:09 -07:00

769 lines
32 KiB
TypeScript

/**
* Copyright (c) 2018 The xterm.js authors. All rights reserved.
* @license MIT
*/
import { ITerminal } from 'browser/Types';
import { CellColorResolver } from './CellColorResolver';
import { acquireTextureAtlas, removeTerminalFromCache } from './CharAtlasCache';
import { CursorBlinkStateManager } from './CursorBlinkStateManager';
import { observeDevicePixelDimensions } from './DevicePixelObserver';
import { IRenderDimensions, IRenderer, IRequestRedrawEvent } from 'browser/renderer/shared/Types';
import { ICharSizeService, ICharacterJoinerService, ICoreBrowserService, IThemeService } from 'browser/services/Services';
import { CharData, IBufferLine, ICellData } from 'common/buffer/Types';
import { AttributeData } from 'common/buffer/AttributeData';
import { CellData } from 'common/buffer/CellData';
import { Attributes, Content, FgFlags, NULL_CELL_CHAR, NULL_CELL_CODE } from 'common/buffer/Constants';
import { TextBlinkStateManager } from 'browser/renderer/shared/TextBlinkStateManager';
import { ICoreService, IDecorationService, ILogService, IOptionsService } from 'common/services/Services';
import { Terminal } from '@xterm/xterm';
import { GlyphRenderer } from './GlyphRenderer';
import { RectangleRenderer } from './RectangleRenderer';
import { COMBINED_CHAR_BIT_MASK, RenderModel, RenderModelConstants } from './RenderModel';
import { IWebGL2RenderingContext, type ITextureAtlas } from './Types';
import { LinkRenderLayer } from './renderLayer/LinkRenderLayer';
import { IRenderLayer } from './renderLayer/Types';
import { Emitter, EventUtils } from 'common/Event';
import { addDisposableListener } from 'browser/Dom';
import { combinedDisposable, Disposable, MutableDisposable, toDisposable } from 'common/Lifecycle';
import { createRenderDimensions } from 'browser/renderer/shared/RendererUtils';
const enum Constants {
MERGE_RETRY_LIMIT = 32
}
export class WebglRenderer extends Disposable implements IRenderer {
private _renderLayers: IRenderLayer[];
private _cursorBlinkStateManager: MutableDisposable<CursorBlinkStateManager> = this._register(new MutableDisposable());
private _textBlinkStateManager: TextBlinkStateManager;
private _charAtlasDisposable = this._register(new MutableDisposable());
private _charAtlas: ITextureAtlas | undefined;
private _devicePixelRatio: number;
private _deviceMaxTextureSize: number;
private _observerDisposable = this._register(new MutableDisposable());
private _model: RenderModel = new RenderModel();
private _rowHasBlinkingCells: boolean[] = [];
private _rowHasBlinkingCellsCount: number = 0;
private _workCell: ICellData = new CellData();
private _cellColorResolver: CellColorResolver;
private _canvas: HTMLCanvasElement;
private _gl: IWebGL2RenderingContext;
private _rectangleRenderer: MutableDisposable<RectangleRenderer> = this._register(new MutableDisposable());
private _glyphRenderer: MutableDisposable<GlyphRenderer> = this._register(new MutableDisposable());
public readonly dimensions: IRenderDimensions;
private _core: ITerminal;
private _isAttached: boolean;
private _contextRestorationTimeout: number | undefined;
private readonly _onChangeTextureAtlas = this._register(new Emitter<HTMLCanvasElement>());
public readonly onChangeTextureAtlas = this._onChangeTextureAtlas.event;
private readonly _onAddTextureAtlasCanvas = this._register(new Emitter<HTMLCanvasElement>());
public readonly onAddTextureAtlasCanvas = this._onAddTextureAtlasCanvas.event;
private readonly _onRemoveTextureAtlasCanvas = this._register(new Emitter<HTMLCanvasElement>());
public readonly onRemoveTextureAtlasCanvas = this._onRemoveTextureAtlasCanvas.event;
private readonly _onRequestRedraw = this._register(new Emitter<IRequestRedrawEvent>());
public readonly onRequestRedraw = this._onRequestRedraw.event;
private readonly _onContextLoss = this._register(new Emitter<void>());
public readonly onContextLoss = this._onContextLoss.event;
constructor(
private _terminal: Terminal,
private readonly _characterJoinerService: ICharacterJoinerService,
private readonly _charSizeService: ICharSizeService,
private readonly _coreBrowserService: ICoreBrowserService,
private readonly _coreService: ICoreService,
private readonly _decorationService: IDecorationService,
private readonly _logService: ILogService,
private readonly _optionsService: IOptionsService,
private readonly _themeService: IThemeService,
private readonly _customGlyphs: boolean = true,
preserveDrawingBuffer?: boolean
) {
super();
// IMPORTANT: Canvas initialization and fetching of the context must be first in order to
// prevent possible listeners leaking and continuing to operate after the WebglRenderer has been
// discarded.
this._canvas = this._coreBrowserService.mainDocument.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(this._themeService.onChangeColors(() => this._handleColorChange()));
this._cellColorResolver = new CellColorResolver(this._terminal, this._optionsService, this._model.selection, this._decorationService, this._coreBrowserService, this._themeService);
this._core = (this._terminal as any)._core;
this._renderLayers = [
new LinkRenderLayer(this._core.screenElement!, 2, this._terminal, this._core.linkifier!, this._coreBrowserService, _optionsService, this._themeService)
];
this.dimensions = createRenderDimensions();
this._devicePixelRatio = this._coreBrowserService.dpr;
this._updateDimensions();
this._updateCursorBlink();
this._register(_optionsService.onOptionChange(() => this._handleOptionsChanged()));
this._textBlinkStateManager = this._register(new TextBlinkStateManager(
() => this._requestRedrawViewport(),
this._coreBrowserService,
this._optionsService
));
this._resetBlinkingRowState();
this._deviceMaxTextureSize = this._gl.getParameter(this._gl.MAX_TEXTURE_SIZE);
this._register(addDisposableListener(this._canvas, 'webglcontextlost', (e) => {
this._logService.debug('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;
this._logService.warn('webgl context not restored; firing onContextLoss');
this._onContextLoss.fire(e);
}, 3000 /* ms */);
}));
this._register(addDisposableListener(this._canvas, 'webglcontextrestored', (e) => {
this._logService.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._observerDisposable.value = observeDevicePixelDimensions(this._canvas, this._coreBrowserService.window, (w, h) => this._setCanvasDevicePixelDimensions(w, h));
this._register(this._coreBrowserService.onWindowChange(w => {
this._observerDisposable.value = observeDevicePixelDimensions(this._canvas, w, (w, h) => this._setCanvasDevicePixelDimensions(w, h));
}));
this._register(addDisposableListener(this._coreBrowserService.mainDocument, 'mousedown', () => this._cursorBlinkStateManager.value?.restartBlinkAnimation()));
this._core.screenElement!.appendChild(this._canvas);
[this._rectangleRenderer.value, this._glyphRenderer.value] = this._initializeWebGLState();
this._isAttached = this._core.screenElement!.isConnected;
this._register(toDisposable(() => {
clearTimeout(this._contextRestorationTimeout);
this._contextRestorationTimeout = undefined;
for (const l of this._renderLayers) {
l.dispose();
}
this._canvas.parentElement?.removeChild(this._canvas);
removeTerminalFromCache(this._terminal);
}));
}
public get textureAtlas(): HTMLCanvasElement | undefined {
return this._charAtlas?.pages[0].canvas;
}
private _handleColorChange(): void {
this._refreshCharAtlas();
// Force a full refresh
this._clearModel(true);
}
public handleDevicePixelRatioChange(): 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.handleResize(this._terminal.cols, this._terminal.rows);
}
}
public handleResize(cols: number, rows: number): void {
// Update character and canvas dimensions
this._updateDimensions();
this._model.resize(this._terminal.cols, this._terminal.rows);
this._resetBlinkingRowState();
// Resize all render layers
for (const l of this._renderLayers) {
l.resize(this._terminal, this.dimensions);
}
// Resize the canvas
this._canvas.width = this.dimensions.device.canvas.width;
this._canvas.height = this.dimensions.device.canvas.height;
this._canvas.style.width = `${this.dimensions.css.canvas.width}px`;
this._canvas.style.height = `${this.dimensions.css.canvas.height}px`;
// Resize the screen
this._core.screenElement!.style.width = `${this.dimensions.css.canvas.width}px`;
this._core.screenElement!.style.height = `${this.dimensions.css.canvas.height}px`;
this._rectangleRenderer.value?.setDimensions(this.dimensions);
this._rectangleRenderer.value?.handleResize();
this._glyphRenderer.value?.setDimensions(this.dimensions);
this._glyphRenderer.value?.handleResize();
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);
// Render synchronously to avoid flicker when the canvas is cleared
this._onRequestRedraw.fire({ start: 0, end: this._terminal.rows - 1, sync: true });
}
public handleCharSizeChanged(): void {
this.handleResize(this._terminal.cols, this._terminal.rows);
}
public handleBlur(): void {
for (const l of this._renderLayers) {
l.handleBlur(this._terminal);
}
this._cursorBlinkStateManager.value?.pause();
// Request a redraw for active/inactive selection background
this._requestRedrawViewport();
}
public handleFocus(): void {
for (const l of this._renderLayers) {
l.handleFocus(this._terminal);
}
this._cursorBlinkStateManager.value?.resume();
// Request a redraw for active/inactive selection background
this._requestRedrawViewport();
}
public handleViewportVisibilityChange(isVisible: boolean): void {
this._textBlinkStateManager.setViewportVisible(isVisible);
}
public handleSelectionChanged(start: [number, number] | undefined, end: [number, number] | undefined, columnSelectMode: boolean): void {
for (const l of this._renderLayers) {
l.handleSelectionChanged(this._terminal, start, end, columnSelectMode);
}
this._model.selection.update(this._core, start, end, columnSelectMode);
this._requestRedrawViewport();
}
public handleCursorMove(): void {
for (const l of this._renderLayers) {
l.handleCursorMove(this._terminal);
}
this._cursorBlinkStateManager.value?.restartBlinkAnimation();
}
private _handleOptionsChanged(): void {
this._updateDimensions();
this._refreshCharAtlas();
this._updateCursorBlink();
}
/**
* Initializes members dependent on WebGL context state.
*/
private _initializeWebGLState(): [RectangleRenderer, GlyphRenderer] {
this._rectangleRenderer.value = new RectangleRenderer(this._terminal, this._gl, this.dimensions, this._themeService, this._logService);
this._glyphRenderer.value = new GlyphRenderer(this._terminal, this._gl, this.dimensions, this._optionsService, this._logService);
// Update dimensions and acquire char atlas
this.handleCharSizeChanged();
return [this._rectangleRenderer.value, this._glyphRenderer.value];
}
/**
* Refreshes the char atlas, aquiring a new one if necessary.
*/
private _refreshCharAtlas(): void {
if (this.dimensions.device.char.width <= 0 && this.dimensions.device.char.height <= 0) {
// Mark as not attached so char atlas gets refreshed on next render
this._isAttached = false;
return;
}
const atlas = acquireTextureAtlas(
this._terminal,
this._optionsService.rawOptions,
this._themeService.colors,
this.dimensions.device.cell.width,
this.dimensions.device.cell.height,
this.dimensions.device.char.width,
this.dimensions.device.char.height,
this._coreBrowserService.dpr,
this._deviceMaxTextureSize,
this._customGlyphs
);
if (this._charAtlas !== atlas) {
this._onChangeTextureAtlas.fire(atlas.pages[0].canvas);
this._charAtlasDisposable.value = combinedDisposable(
EventUtils.forward(atlas.onAddTextureAtlasCanvas, this._onAddTextureAtlasCanvas),
EventUtils.forward(atlas.onRemoveTextureAtlasCanvas, this._onRemoveTextureAtlasCanvas)
);
}
this._charAtlas = atlas;
this._charAtlas.warmUp();
this._glyphRenderer.value?.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.value?.clear();
}
}
public clearTextureAtlas(): void {
this._charAtlas?.clearTexture();
this._clearModel(true);
this._requestRedrawViewport();
}
public clear(): void {
this._clearModel(true);
for (const l of this._renderLayers) {
l.reset(this._terminal);
}
this._resetBlinkingRowState();
this._textBlinkStateManager.setNeedsBlinkInViewport(false);
this._cursorBlinkStateManager.value?.restartBlinkAnimation();
this._updateCursorBlink();
}
public renderRows(start: number, end: number): void {
if (!this._isAttached) {
if (this._core.screenElement?.isConnected && this._charSizeService.width && this._charSizeService.height) {
this._updateDimensions();
this._refreshCharAtlas();
this._isAttached = true;
} else {
return;
}
}
// Update render layers
for (const l of this._renderLayers) {
l.handleGridChanged(this._terminal, start, end);
}
if (!this._glyphRenderer.value || !this._rectangleRenderer.value) {
return;
}
// Tell renderer the frame is beginning
// upon a model clear also refresh the full viewport model
// (also triggered by an atlas page merge, part of #4480)
if (this._glyphRenderer.value.beginFrame()) {
this._clearModel(true);
this._updateModel(0, this._terminal.rows - 1);
} else {
// just update changed lines to draw
this._updateModel(start, end);
}
// A mid-update atlas page merge invalidates vertex data and may not bump the host
// page's version, so re-run the update and force a full texture rebind.
let merged = false;
let mergeRetries = 0;
while (this._charAtlas && this._glyphRenderer.value.beginFrame() && mergeRetries++ < Constants.MERGE_RETRY_LIMIT) {
merged = true;
this._clearModel(true);
this._updateModel(0, this._terminal.rows - 1);
}
if (merged) {
this._glyphRenderer.value.invalidateAtlasTextures();
}
// Render
this._rectangleRenderer.value.renderBackgrounds();
this._glyphRenderer.value.render(this._model);
if (!this._cursorBlinkStateManager.value || this._cursorBlinkStateManager.value.isCursorVisible) {
this._rectangleRenderer.value.renderCursor();
}
}
private _updateCursorBlink(): void {
if (this._coreService.decPrivateModes.cursorBlink ?? this._terminal.options.cursorBlink) {
this._cursorBlinkStateManager.value = new CursorBlinkStateManager(() => {
this._requestRedrawCursor();
}, this._coreBrowserService);
} else {
this._cursorBlinkStateManager.clear();
}
// Request a refresh from the terminal as management of rendering is being
// moved back to the terminal
this._requestRedrawCursor();
}
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 skipJoinedCheckUntilX: number;
let isValidJoinRange: boolean;
let lastCharX: number;
let range: [number, number];
let isCursorRow: boolean;
let chars: string;
let code: number;
let width: number;
let i: number;
let x: number;
let j: number;
start = clamp(start, terminal.rows - 1, 0);
end = clamp(end, terminal.rows - 1, 0);
const cursorStyle = this._coreService.decPrivateModes.cursorStyle ?? terminal.options.cursorStyle ?? 'block';
const cursorY = this._terminal.buffer.active.baseY + this._terminal.buffer.active.cursorY;
const viewportRelativeCursorY = cursorY - terminal.buffer.ydisp;
// in case cursor.x == cols adjust visual cursor to cols - 1
const cursorX = Math.min(this._terminal.buffer.active.cursorX, terminal.cols - 1);
let lastCursorX = -1;
const isCursorVisible =
this._coreService.isCursorInitialized &&
!this._coreService.isCursorHidden &&
(!this._cursorBlinkStateManager.value || this._cursorBlinkStateManager.value.isCursorVisible);
this._model.cursor = undefined;
let modelUpdated = false;
for (y = start; y <= end; y++) {
row = y + terminal.buffer.ydisp;
const bufferLine = terminal.buffer.lines.get(row);
if (!bufferLine) {
this._model.lineLengths[y] = 0;
for (x = 0; x < terminal.cols; x++) {
j = ((y * terminal.cols) + x) * RenderModelConstants.INDICIES_PER_CELL;
modelUpdated = true;
this._nullModelCell(x, y, j, 0, 0, 0);
}
this._setRowBlinkState(y, false);
continue;
}
line = bufferLine;
let rowHasBlinkingCells = false;
this._model.lineLengths[y] = 0;
isCursorRow = cursorY === row;
skipJoinedCheckUntilX = 0;
joinedRanges = this._characterJoinerService.getJoinedCharacters(row);
for (x = 0; x < terminal.cols; x++) {
lastBg = this._cellColorResolver.result.bg;
line.loadCell(x, cell);
if (x === 0) {
lastBg = this._cellColorResolver.result.bg;
}
// If true, indicates that the current character(s) to draw were joined.
isJoined = false;
// Indicates whether this cell is part of a joined range that should be ignored as it cannot
// be rendered entirely, like the selection state differs across the range.
isValidJoinRange = (x >= skipJoinedCheckUntilX);
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] && isValidJoinRange) {
range = joinedRanges.shift()!;
// If the ligature's selection state is not consistent, don't join it. This helps the
// selection render correctly regardless whether they should be joined.
const firstSelectionState = this._model.selection.isCellSelected(this._terminal, range[0], row);
for (i = range[0] + 1; i < range[1]; i++) {
isValidJoinRange &&= (firstSelectionState === this._model.selection.isCellSelected(this._terminal, i, row));
}
// Similarly, if the cursor is in the ligature, don't join it.
isValidJoinRange &&= !isCursorRow || cursorX < range[0] || cursorX >= range[1];
if (!isValidJoinRange) {
skipJoinedCheckUntilX = range[1];
} else {
isJoined = true;
// 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) * RenderModelConstants.INDICIES_PER_CELL;
if (!rowHasBlinkingCells && cell.isBlink()) {
rowHasBlinkingCells = true;
}
// Load colors/resolve overrides into work colors
this._cellColorResolver.resolve(cell, x, row, this.dimensions.device.cell.width, this.dimensions.device.cell.height);
// Override colors for cursor cell
if (isCursorVisible && row === cursorY) {
if (x === cursorX) {
this._model.cursor = {
x: cursorX,
y: viewportRelativeCursorY,
width: cell.getWidth(),
style: this._coreBrowserService.isFocused ? cursorStyle : terminal.options.cursorInactiveStyle,
cursorWidth: terminal.options.cursorWidth,
dpr: this._devicePixelRatio
};
lastCursorX = cursorX + cell.getWidth() - 1;
}
if (x >= cursorX && x <= lastCursorX &&
((this._coreBrowserService.isFocused &&
cursorStyle === 'block') ||
(this._coreBrowserService.isFocused === false &&
terminal.options.cursorInactiveStyle === 'block'))
) {
this._cellColorResolver.result.fg =
Attributes.CM_RGB | (this._themeService.colors.cursorAccent.rgba >> 8 & Attributes.RGB_MASK);
this._cellColorResolver.result.bg =
Attributes.CM_RGB | (this._themeService.colors.cursor.rgba >> 8 & Attributes.RGB_MASK);
}
}
if (this._textBlinkStateManager.isEnabled && !this._textBlinkStateManager.isBlinkOn && cell.isBlink()) {
this._cellColorResolver.result.fg |= FgFlags.INVISIBLE;
}
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 + RenderModelConstants.BG_OFFSET] === this._cellColorResolver.result.bg &&
this._model.cells[i + RenderModelConstants.FG_OFFSET] === this._cellColorResolver.result.fg &&
this._model.cells[i + RenderModelConstants.EXT_OFFSET] === this._cellColorResolver.result.ext) {
continue;
}
modelUpdated = true;
// 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 + RenderModelConstants.BG_OFFSET] = this._cellColorResolver.result.bg;
this._model.cells[i + RenderModelConstants.FG_OFFSET] = this._cellColorResolver.result.fg;
this._model.cells[i + RenderModelConstants.EXT_OFFSET] = this._cellColorResolver.result.ext;
width = cell.getWidth();
this._glyphRenderer.value!.updateCell(x, y, code, this._cellColorResolver.result.bg, this._cellColorResolver.result.fg, this._cellColorResolver.result.ext, chars, width, lastBg);
if (isJoined) {
// Restore work cell
cell = this._workCell;
// Null out non-first cells
for (x++; x <= lastCharX; x++) {
j = ((y * terminal.cols) + x) * RenderModelConstants.INDICIES_PER_CELL;
// Don't re-resolve the cell color since multi-colored ligature backgrounds are not
// supported
this._nullModelCell(x, y, j, this._cellColorResolver.result.bg, this._cellColorResolver.result.fg, this._cellColorResolver.result.ext);
}
x--; // Go back to the previous update cell for next iteration
}
}
this._setRowBlinkState(y, rowHasBlinkingCells);
}
if (modelUpdated) {
this._rectangleRenderer.value!.updateBackgrounds(this._model);
}
this._rectangleRenderer.value!.updateCursor(this._model);
this._updateTextBlinkState();
}
private _nullModelCell(x: number, y: number, cellIndex: number, bg: number, fg: number, ext: number): void {
this._glyphRenderer.value!.updateCell(x, y, NULL_CELL_CODE, bg, fg, ext, NULL_CELL_CHAR, 0, 0);
this._model.cells[cellIndex] = NULL_CELL_CODE;
this._model.cells[cellIndex + RenderModelConstants.BG_OFFSET] = bg;
this._model.cells[cellIndex + RenderModelConstants.FG_OFFSET] = fg;
this._model.cells[cellIndex + RenderModelConstants.EXT_OFFSET] = ext;
}
private _resetBlinkingRowState(): void {
this._rowHasBlinkingCells = new Array(this._terminal.rows).fill(false);
this._rowHasBlinkingCellsCount = 0;
}
private _setRowBlinkState(row: number, hasBlinkingCells: boolean): void {
const previous = this._rowHasBlinkingCells[row];
if (previous === hasBlinkingCells) {
return;
}
this._rowHasBlinkingCells[row] = hasBlinkingCells;
this._rowHasBlinkingCellsCount += hasBlinkingCells ? 1 : -1;
}
private _updateTextBlinkState(): void {
this._textBlinkStateManager.setNeedsBlinkInViewport(this._rowHasBlinkingCellsCount > 0);
}
/**
* Recalculates the character and canvas dimensions.
*/
private _updateDimensions(): void {
// Perform a new measure if the CharMeasure dimensions are not yet available
if (!this._charSizeService.width || !this._charSizeService.height) {
return;
}
// Calculate the device 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.device.char.width = Math.floor(this._charSizeService.width * this._devicePixelRatio);
// Calculate the device 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.device.char.height = Math.ceil(this._charSizeService.height * this._devicePixelRatio);
// Calculate the device cell height, if lineHeight is _not_ 1, the resulting value will be
// floored since lineHeight can never be lower then 1, this guarentees the device cell height
// will always be larger than device char height.
this.dimensions.device.cell.height = Math.floor(this.dimensions.device.char.height * this._optionsService.rawOptions.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.device.char.top = this._optionsService.rawOptions.lineHeight === 1 ? 0 : Math.round((this.dimensions.device.cell.height - this.dimensions.device.char.height) / 2);
// Calculate the device cell width, taking the letterSpacing into account.
this.dimensions.device.cell.width = this.dimensions.device.char.width + Math.round(this._optionsService.rawOptions.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.device.char.left = Math.floor(this._optionsService.rawOptions.letterSpacing / 2);
// Recalculate the canvas dimensions, the device dimensions define the actual number of pixel in
// the canvas
this.dimensions.device.canvas.height = this._terminal.rows * this.dimensions.device.cell.height;
this.dimensions.device.canvas.width = this._terminal.cols * this.dimensions.device.cell.width;
// 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 cause blurriness as the backing canvas image is 1 pixel too
// large for the canvas element size.
this.dimensions.css.canvas.height = Math.round(this.dimensions.device.canvas.height / this._devicePixelRatio);
this.dimensions.css.canvas.width = Math.round(this.dimensions.device.canvas.width / 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.css.cell.height = this.dimensions.device.cell.height / this._devicePixelRatio;
this.dimensions.css.cell.width = this.dimensions.device.cell.width / 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 device canvas dimensions as the value before
// the change as it's an exact multiple of the cell sizes.
this._canvas.width = width;
this._canvas.height = height;
// Render synchronously to avoid flicker when the canvas is cleared
this._onRequestRedraw.fire({ start: 0, end: this._terminal.rows - 1, sync: true });
}
private _requestRedrawViewport(): void {
this._onRequestRedraw.fire({ start: 0, end: this._terminal.rows - 1 });
}
private _requestRedrawCursor(): void {
const cursorY = this._terminal.buffer.active.cursorY;
this._onRequestRedraw.fire({ start: cursorY, end: cursorY });
}
}
// 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()];
}
}
function clamp(value: number, max: number, min: number = 0): number {
return Math.max(Math.min(value, max), min);
}