Files
xterm.js/src/renderer/CursorRenderLayer.ts
T
Benjamin Woodruff 0cb6138cd0 Allow theming with arbitrary CSS color strings
This mostly worked before, but clearColor made the assumption that the
colors were always in #RRBBGG format. See the discussion here:
https://github.com/xtermjs/xterm.js/pull/1327#issuecomment-374812842

This changes the internal representation of a color so that we hold onto
into an object containing the original css string along with an RGBA
value encoded as a 32-bit uint. clearColor can then use that RGBA
representation.

Additionally, this deduplicates some code between ColorManager and
Terminal. Terminal was generating the 256 ansi colors the same way
ColorManager was, so this just makes Terminal use the same constant.
2018-03-26 09:47:25 -07:00

352 lines
11 KiB
TypeScript

/**
* Copyright (c) 2017 The xterm.js authors. All rights reserved.
* @license MIT
*/
import { CHAR_DATA_WIDTH_INDEX } from '../Buffer';
import { IColorSet, IRenderDimensions } from './Types';
import { BaseRenderLayer } from './BaseRenderLayer';
import { CharData, ITerminal } from '../Types';
interface ICursorState {
x: number;
y: number;
isFocused: boolean;
style: string;
width: number;
}
/**
* The time between cursor blinks.
*/
const BLINK_INTERVAL = 600;
export class CursorRenderLayer extends BaseRenderLayer {
private _state: ICursorState;
private _cursorRenderers: {[key: string]: (terminal: ITerminal, x: number, y: number, charData: CharData) => void};
private _cursorBlinkStateManager: CursorBlinkStateManager;
constructor(container: HTMLElement, zIndex: number, colors: IColorSet) {
super(container, 'cursor', zIndex, true, colors);
this._state = {
x: null,
y: null,
isFocused: null,
style: null,
width: null
};
this._cursorRenderers = {
'bar': this._renderBarCursor.bind(this),
'block': this._renderBlockCursor.bind(this),
'underline': this._renderUnderlineCursor.bind(this)
};
// TODO: Consider initial options? Maybe onOptionsChanged should be called at the end of open?
}
public resize(terminal: ITerminal, dim: IRenderDimensions): void {
super.resize(terminal, dim);
// Resizing the canvas discards the contents of the canvas so clear state
this._state = {
x: null,
y: null,
isFocused: null,
style: null,
width: null
};
}
public reset(terminal: ITerminal): void {
this._clearCursor();
if (this._cursorBlinkStateManager) {
this._cursorBlinkStateManager.dispose();
this._cursorBlinkStateManager = null;
this.onOptionsChanged(terminal);
}
}
public onBlur(terminal: ITerminal): void {
if (this._cursorBlinkStateManager) {
this._cursorBlinkStateManager.pause();
}
terminal.refresh(terminal.buffer.y, terminal.buffer.y);
}
public onFocus(terminal: ITerminal): void {
if (this._cursorBlinkStateManager) {
this._cursorBlinkStateManager.resume(terminal);
} else {
terminal.refresh(terminal.buffer.y, terminal.buffer.y);
}
}
public onOptionsChanged(terminal: ITerminal): void {
if (terminal.options.cursorBlink) {
if (!this._cursorBlinkStateManager) {
this._cursorBlinkStateManager = new CursorBlinkStateManager(terminal, () => {
this._render(terminal, true);
});
}
} else {
if (this._cursorBlinkStateManager) {
this._cursorBlinkStateManager.dispose();
this._cursorBlinkStateManager = null;
}
// Request a refresh from the terminal as management of rendering is being
// moved back to the terminal
terminal.refresh(terminal.buffer.y, terminal.buffer.y);
}
}
public onCursorMove(terminal: ITerminal): void {
if (this._cursorBlinkStateManager) {
this._cursorBlinkStateManager.restartBlinkAnimation(terminal);
}
}
public onGridChanged(terminal: ITerminal, startRow: number, endRow: number): void {
if (!this._cursorBlinkStateManager || this._cursorBlinkStateManager.isPaused) {
this._render(terminal, false);
} else {
this._cursorBlinkStateManager.restartBlinkAnimation(terminal);
}
}
private _render(terminal: ITerminal, triggeredByAnimationFrame: boolean): void {
// Don't draw the cursor if it's hidden
if (!terminal.cursorState || terminal.cursorHidden) {
this._clearCursor();
return;
}
const cursorY = terminal.buffer.ybase + terminal.buffer.y;
const viewportRelativeCursorY = cursorY - terminal.buffer.ydisp;
// Don't draw the cursor if it's off-screen
if (viewportRelativeCursorY < 0 || viewportRelativeCursorY >= terminal.rows) {
this._clearCursor();
return;
}
const charData = terminal.buffer.lines.get(cursorY)[terminal.buffer.x];
if (!charData) {
return;
}
if (!terminal.isFocused) {
this._clearCursor();
this._ctx.save();
this._ctx.fillStyle = this._colors.cursor.css;
this._renderBlurCursor(terminal, terminal.buffer.x, viewportRelativeCursorY, charData);
this._ctx.restore();
this._state.x = terminal.buffer.x;
this._state.y = viewportRelativeCursorY;
this._state.isFocused = false;
this._state.style = terminal.options.cursorStyle;
this._state.width = charData[CHAR_DATA_WIDTH_INDEX];
return;
}
// Don't draw the cursor if it's blinking
if (this._cursorBlinkStateManager && !this._cursorBlinkStateManager.isCursorVisible) {
this._clearCursor();
return;
}
if (this._state) {
// The cursor is already in the correct spot, don't redraw
if (this._state.x === terminal.buffer.x &&
this._state.y === viewportRelativeCursorY &&
this._state.isFocused === terminal.isFocused &&
this._state.style === terminal.options.cursorStyle &&
this._state.width === charData[CHAR_DATA_WIDTH_INDEX]) {
return;
}
this._clearCursor();
}
this._ctx.save();
this._cursorRenderers[terminal.options.cursorStyle || 'block'](terminal, terminal.buffer.x, viewportRelativeCursorY, charData);
this._ctx.restore();
this._state.x = terminal.buffer.x;
this._state.y = viewportRelativeCursorY;
this._state.isFocused = false;
this._state.style = terminal.options.cursorStyle;
this._state.width = charData[CHAR_DATA_WIDTH_INDEX];
}
private _clearCursor(): void {
if (this._state) {
this.clearCells(this._state.x, this._state.y, this._state.width, 1);
this._state = {
x: null,
y: null,
isFocused: null,
style: null,
width: null
};
}
}
private _renderBarCursor(terminal: ITerminal, x: number, y: number, charData: CharData): void {
this._ctx.save();
this._ctx.fillStyle = this._colors.cursor.css;
this.fillLeftLineAtCell(x, y);
this._ctx.restore();
}
private _renderBlockCursor(terminal: ITerminal, x: number, y: number, charData: CharData): void {
this._ctx.save();
this._ctx.fillStyle = this._colors.cursor.css;
this.fillCells(x, y, charData[CHAR_DATA_WIDTH_INDEX], 1);
this._ctx.fillStyle = this._colors.cursorAccent.css;
this.fillCharTrueColor(terminal, charData, x, y);
this._ctx.restore();
}
private _renderUnderlineCursor(terminal: ITerminal, x: number, y: number, charData: CharData): void {
this._ctx.save();
this._ctx.fillStyle = this._colors.cursor.css;
this.fillBottomLineAtCells(x, y);
this._ctx.restore();
}
private _renderBlurCursor(terminal: ITerminal, x: number, y: number, charData: CharData): void {
this._ctx.save();
this._ctx.strokeStyle = this._colors.cursor.css;
this.strokeRectAtCell(x, y, charData[CHAR_DATA_WIDTH_INDEX], 1);
this._ctx.restore();
}
}
class CursorBlinkStateManager {
public isCursorVisible: boolean;
private _animationFrame: number;
private _blinkStartTimeout: number;
private _blinkInterval: number;
/**
* The time at which the animation frame was restarted, this is used on the
* next render to restart the timers so they don't need to restart the timers
* multiple times over a short period.
*/
private _animationTimeRestarted: number;
constructor(
terminal: ITerminal,
private _renderCallback: () => void
) {
this.isCursorVisible = true;
if (terminal.isFocused) {
this._restartInterval();
}
}
public get isPaused(): boolean { return !(this._blinkStartTimeout || this._blinkInterval); }
public dispose(): void {
if (this._blinkInterval) {
window.clearInterval(this._blinkInterval);
this._blinkInterval = null;
}
if (this._blinkStartTimeout) {
window.clearTimeout(this._blinkStartTimeout);
this._blinkStartTimeout = null;
}
if (this._animationFrame) {
window.cancelAnimationFrame(this._animationFrame);
this._animationFrame = null;
}
}
public restartBlinkAnimation(terminal: ITerminal): void {
if (this.isPaused) {
return;
}
// Save a timestamp so that the restart can be done on the next interval
this._animationTimeRestarted = Date.now();
// Force a cursor render to ensure it's visible and in the correct position
this.isCursorVisible = true;
if (!this._animationFrame) {
this._animationFrame = window.requestAnimationFrame(() => {
this._renderCallback();
this._animationFrame = null;
});
}
}
private _restartInterval(timeToStart: number = BLINK_INTERVAL): void {
// Clear any existing interval
if (this._blinkInterval) {
window.clearInterval(this._blinkInterval);
}
// Setup the initial timeout which will hide the cursor, this is done before
// the regular interval is setup in order to support restarting the blink
// animation in a lightweight way (without thrashing clearInterval and
// setInterval).
this._blinkStartTimeout = <number><any>setTimeout(() => {
// Check if another animation restart was requested while this was being
// started
if (this._animationTimeRestarted) {
const time = BLINK_INTERVAL - (Date.now() - this._animationTimeRestarted);
this._animationTimeRestarted = null;
if (time > 0) {
this._restartInterval(time);
return;
}
}
// Hide the cursor
this.isCursorVisible = false;
this._animationFrame = window.requestAnimationFrame(() => {
this._renderCallback();
this._animationFrame = null;
});
// Setup the blink interval
this._blinkInterval = <number><any>setInterval(() => {
// Adjust the animation time if it was restarted
if (this._animationTimeRestarted) {
// calc time diff
// Make restart interval do a setTimeout initially?
const time = BLINK_INTERVAL - (Date.now() - this._animationTimeRestarted);
this._animationTimeRestarted = null;
this._restartInterval(time);
return;
}
// Invert visibility and render
this.isCursorVisible = !this.isCursorVisible;
this._animationFrame = window.requestAnimationFrame(() => {
this._renderCallback();
this._animationFrame = null;
});
}, BLINK_INTERVAL);
}, timeToStart);
}
public pause(): void {
this.isCursorVisible = true;
if (this._blinkInterval) {
window.clearInterval(this._blinkInterval);
this._blinkInterval = null;
}
if (this._blinkStartTimeout) {
window.clearTimeout(this._blinkStartTimeout);
this._blinkStartTimeout = null;
}
if (this._animationFrame) {
window.cancelAnimationFrame(this._animationFrame);
this._animationFrame = null;
}
}
public resume(terminal: ITerminal): void {
this._animationTimeRestarted = null;
this._restartInterval();
this.restartBlinkAnimation(terminal);
}
}