mirror of
https://github.com/wavetermdev/xterm.js.git
synced 2026-08-05 13:43:48 -07:00
@@ -3,7 +3,7 @@
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* @license MIT
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*/
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import { createProgram, PROJECTION_MATRIX } from './WebglUtils';
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import { createProgram, PROJECTION_MATRIX, throwIfFalsy } from './WebglUtils';
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import { WebglCharAtlas } from './atlas/WebglCharAtlas';
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import { IWebGL2RenderingContext, IWebGLVertexArrayObject, IRenderModel, IRasterizedGlyph } from './Types';
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import { INDICIES_PER_CELL } from './WebglRenderer';
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@@ -104,12 +104,16 @@ export class GlyphRenderer {
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) {
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const gl = this._gl;
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this._program = createProgram(gl, vertexShaderSource, fragmentShaderSource);
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const program = throwIfFalsy(createProgram(gl, vertexShaderSource, fragmentShaderSource));
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if (program === undefined) {
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throw new Error('Could not create WebGL program');
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}
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this._program = program;
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// Uniform locations
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this._projectionLocation = gl.getUniformLocation(this._program, 'u_projection');
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this._resolutionLocation = gl.getUniformLocation(this._program, 'u_resolution');
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this._textureLocation = gl.getUniformLocation(this._program, 'u_texture');
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this._projectionLocation = throwIfFalsy(gl.getUniformLocation(this._program, 'u_projection'));
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this._resolutionLocation = throwIfFalsy(gl.getUniformLocation(this._program, 'u_resolution'));
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this._textureLocation = throwIfFalsy(gl.getUniformLocation(this._program, 'u_texture'));
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// Create and set the vertex array object
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this._vertexArrayObject = gl.createVertexArray();
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@@ -131,7 +135,7 @@ export class GlyphRenderer {
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gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, unitQuadElementIndices, gl.STATIC_DRAW);
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// Setup attributes
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this._attributesBuffer = gl.createBuffer();
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this._attributesBuffer = throwIfFalsy(gl.createBuffer());
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gl.bindBuffer(gl.ARRAY_BUFFER, this._attributesBuffer);
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gl.enableVertexAttribArray(VertexAttribLocations.OFFSET);
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gl.vertexAttribPointer(VertexAttribLocations.OFFSET, 2, gl.FLOAT, false, BYTES_PER_CELL, 0);
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@@ -150,7 +154,7 @@ export class GlyphRenderer {
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gl.vertexAttribDivisor(VertexAttribLocations.CELL_POSITION, 1);
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// Setup empty texture atlas
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this._atlasTexture = gl.createTexture();
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this._atlasTexture = throwIfFalsy(gl.createTexture());
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gl.bindTexture(gl.TEXTURE_2D, this._atlasTexture);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array([0, 0, 255, 255]));
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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@@ -264,7 +268,7 @@ export class GlyphRenderer {
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if (!line) {
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line = terminal.buffer.getLine(row);
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}
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const chars = line.getCell(x).char;
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const chars = line!.getCell(x)!.char;
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this._updateCell(this._vertices.selectionAttributes, x, y, model.cells[offset], attr, bg, fg, chars);
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} else {
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this._updateCell(this._vertices.selectionAttributes, x, y, model.cells[offset], attr, bg, fg);
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@@ -3,7 +3,7 @@
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* @license MIT
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*/
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import { createProgram, expandFloat32Array, PROJECTION_MATRIX } from './WebglUtils';
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import { createProgram, expandFloat32Array, PROJECTION_MATRIX, throwIfFalsy } from './WebglUtils';
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import { IRenderModel, IWebGLVertexArrayObject, IWebGL2RenderingContext, ISelectionRenderModel } from './Types';
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import { fill } from 'common/TypedArrayUtils';
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import { INVERTED_DEFAULT_COLOR } from 'browser/renderer/atlas/Constants';
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@@ -83,11 +83,11 @@ export class RectangleRenderer {
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) {
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const gl = this._gl;
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this._program = createProgram(gl, vertexShaderSource, fragmentShaderSource);
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this._program = throwIfFalsy(createProgram(gl, vertexShaderSource, fragmentShaderSource));
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// Uniform locations
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this._resolutionLocation = gl.getUniformLocation(this._program, 'u_resolution');
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this._projectionLocation = gl.getUniformLocation(this._program, 'u_projection');
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this._resolutionLocation = throwIfFalsy(gl.getUniformLocation(this._program, 'u_resolution'));
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this._projectionLocation = throwIfFalsy(gl.getUniformLocation(this._program, 'u_projection'));
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// Create and set the vertex array object
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this._vertexArrayObject = gl.createVertexArray();
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@@ -109,7 +109,7 @@ export class RectangleRenderer {
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gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, unitQuadElementIndices, gl.STATIC_DRAW);
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// Setup attributes
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this._attributesBuffer = gl.createBuffer();
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this._attributesBuffer = throwIfFalsy(gl.createBuffer());
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gl.bindBuffer(gl.ARRAY_BUFFER, this._attributesBuffer);
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gl.enableVertexAttribArray(VertexAttribLocations.POSITION);
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gl.vertexAttribPointer(VertexAttribLocations.POSITION, 2, gl.FLOAT, false, BYTES_PER_RECTANGLE, 0);
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@@ -57,18 +57,18 @@ export class WebglRenderer extends Disposable implements IRenderer {
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new CursorRenderLayer(this._core.screenElement, 3, this._colors)
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];
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this.dimensions = {
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scaledCharWidth: null,
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scaledCharHeight: null,
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scaledCellWidth: null,
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scaledCellHeight: null,
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scaledCharLeft: null,
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scaledCharTop: null,
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scaledCanvasWidth: null,
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scaledCanvasHeight: null,
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canvasWidth: null,
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canvasHeight: null,
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actualCellWidth: null,
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actualCellHeight: null
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scaledCharWidth: 0,
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scaledCharHeight: 0,
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scaledCellWidth: 0,
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scaledCellHeight: 0,
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scaledCharLeft: 0,
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scaledCharTop: 0,
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scaledCanvasWidth: 0,
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scaledCanvasHeight: 0,
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canvasWidth: 0,
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canvasHeight: 0,
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actualCellWidth: 0,
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actualCellHeight: 0
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};
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this._devicePixelRatio = window.devicePixelRatio;
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this._updateDimensions();
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@@ -252,7 +252,7 @@ export class WebglRenderer extends Disposable implements IRenderer {
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for (let y = start; y <= end; y++) {
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const row = y + terminal.buffer.ydisp;
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const line = terminal.buffer.lines.get(row);
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const line = terminal.buffer.lines.get(row)!;
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this._model.lineLengths[y] = 0;
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for (let x = 0; x < terminal.cols; x++) {
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const charData = line.get(x);
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@@ -15,9 +15,9 @@ export const PROJECTION_MATRIX = new Float32Array([
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]);
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export function createProgram(gl: WebGLRenderingContext, vertexSource: string, fragmentSource: string): WebGLProgram | undefined {
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const program = gl.createProgram();
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gl.attachShader(program, createShader(gl, gl.VERTEX_SHADER, vertexSource));
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gl.attachShader(program, createShader(gl, gl.FRAGMENT_SHADER, fragmentSource));
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const program = throwIfFalsy(gl.createProgram());
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gl.attachShader(program, throwIfFalsy(createShader(gl, gl.VERTEX_SHADER, vertexSource)));
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gl.attachShader(program, throwIfFalsy(createShader(gl, gl.FRAGMENT_SHADER, fragmentSource)));
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gl.linkProgram(program);
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const success = gl.getProgramParameter(program, gl.LINK_STATUS);
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if (success) {
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@@ -29,7 +29,7 @@ export function createProgram(gl: WebGLRenderingContext, vertexSource: string, f
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}
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export function createShader(gl: WebGLRenderingContext, type: number, source: string): WebGLShader | undefined {
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const shader = gl.createShader(type);
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const shader = throwIfFalsy(gl.createShader(type));
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gl.shaderSource(shader, source);
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gl.compileShader(shader);
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const success = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
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@@ -49,3 +49,10 @@ export function expandFloat32Array(source: Float32Array, max: number): Float32Ar
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}
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return newArray;
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}
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export function throwIfFalsy<T>(value: T | undefined | null): T {
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if (!value) {
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throw new Error('value must not be falsy');
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}
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return value;
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}
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@@ -6,16 +6,21 @@
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import { ICharAtlasConfig } from './Types';
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import { DEFAULT_COLOR } from 'common/buffer/Constants';
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import { Terminal, FontWeight } from 'xterm';
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import { IColorSet } from 'browser/Types';
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import { IColorSet, IColor } from 'browser/Types';
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const NULL_COLOR: IColor = {
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css: '',
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rgba: 0
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};
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export function generateConfig(scaledCharWidth: number, scaledCharHeight: number, terminal: Terminal, colors: IColorSet): ICharAtlasConfig {
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// null out some fields that don't matter
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const clonedColors: IColorSet = {
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foreground: colors.foreground,
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background: colors.background,
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cursor: null,
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cursorAccent: null,
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selection: null,
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cursor: NULL_COLOR,
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cursorAccent: NULL_COLOR,
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selection: NULL_COLOR,
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// For the static char atlas, we only use the first 16 colors, but we need all 256 for the
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// dynamic character atlas.
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ansi: colors.ansi.slice()
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@@ -8,6 +8,7 @@ import { DIM_OPACITY, INVERTED_DEFAULT_COLOR } from 'browser/renderer/atlas/Cons
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import { IRasterizedGlyph, IBoundingBox, IRasterizedGlyphSet } from '../Types';
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import { DEFAULT_COLOR, DEFAULT_ATTR } from 'common/buffer/Constants';
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import { is256Color } from './CharAtlasUtils';
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import { throwIfFalsy } from '../WebglUtils';
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import { IColor } from 'browser/Types';
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import { FLAGS } from '../Constants';
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import { IDisposable } from 'xterm';
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@@ -75,12 +76,12 @@ export class WebglCharAtlas implements IDisposable {
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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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this._cacheCtx = throwIfFalsy(this.cacheCanvas.getContext('2d', {alpha: true}));
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this._tmpCanvas = document.createElement('canvas');
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this._tmpCanvas.width = this._config.scaledCharWidth * 2 + TMP_CANVAS_GLYPH_PADDING * 2;
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this._tmpCanvas.height = this._config.scaledCharHeight + TMP_CANVAS_GLYPH_PADDING * 2;
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this._tmpCtx = this._tmpCanvas.getContext('2d', {alpha: this._config.allowTransparency});
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this._tmpCtx = throwIfFalsy(this._tmpCanvas.getContext('2d', {alpha: this._config.allowTransparency}));
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// This is useful for debugging
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document.body.appendChild(this.cacheCanvas);
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@@ -15,6 +15,7 @@ import { IRenderDimensions } from 'browser/renderer/Types';
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import { CellData } from 'common/buffer/CellData';
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import { AttributeData } from 'common/buffer/AttributeData';
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import { WebglCharAtlas } from 'atlas/WebglCharAtlas';
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import { throwIfFalsy } from '../WebglUtils';
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export abstract class BaseRenderLayer implements IRenderLayer {
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private _canvas: HTMLCanvasElement;
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@@ -63,7 +64,7 @@ export abstract class BaseRenderLayer implements IRenderLayer {
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}
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private _initCanvas(): void {
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this._ctx = this._canvas.getContext('2d', {alpha: this._alpha});
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this._ctx = throwIfFalsy(this._canvas.getContext('2d', {alpha: this._alpha}));
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// Draw the background if this is an opaque layer
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if (!this._alpha) {
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this._clearAll();
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@@ -32,11 +32,11 @@ export class CursorRenderLayer extends BaseRenderLayer {
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constructor(container: HTMLElement, zIndex: number, colors: IColorSet) {
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super(container, 'cursor', zIndex, true, colors);
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this._state = {
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x: null,
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y: null,
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isFocused: null,
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style: null,
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width: null
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x: 0,
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y: 0,
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isFocused: false,
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style: '',
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width: 0
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};
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this._cursorRenderers = {
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'bar': this._renderBarCursor.bind(this),
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@@ -50,11 +50,11 @@ export class CursorRenderLayer extends BaseRenderLayer {
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super.resize(terminal, dim);
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// Resizing the canvas discards the contents of the canvas so clear state
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this._state = {
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x: null,
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y: null,
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isFocused: null,
|
||||
style: null,
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width: null
|
||||
x: 0,
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y: 0,
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isFocused: false,
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style: '',
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width: 0
|
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};
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}
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|
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@@ -62,7 +62,6 @@ export class CursorRenderLayer extends BaseRenderLayer {
|
||||
this._clearCursor();
|
||||
if (this._cursorBlinkStateManager) {
|
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this._cursorBlinkStateManager.dispose();
|
||||
this._cursorBlinkStateManager = null;
|
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this.onOptionsChanged(terminal);
|
||||
}
|
||||
}
|
||||
@@ -92,7 +91,6 @@ export class CursorRenderLayer extends BaseRenderLayer {
|
||||
} 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
|
||||
@@ -184,11 +182,11 @@ export class CursorRenderLayer extends BaseRenderLayer {
|
||||
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
|
||||
x: 0,
|
||||
y: 0,
|
||||
isFocused: false,
|
||||
style: '',
|
||||
width: 0
|
||||
};
|
||||
}
|
||||
}
|
||||
@@ -227,16 +225,16 @@ export class CursorRenderLayer extends BaseRenderLayer {
|
||||
class CursorBlinkStateManager {
|
||||
public isCursorVisible: boolean;
|
||||
|
||||
private _animationFrame: number;
|
||||
private _blinkStartTimeout: number;
|
||||
private _blinkInterval: number;
|
||||
private _animationFrame: number | undefined;
|
||||
private _blinkStartTimeout: number | undefined;
|
||||
private _blinkInterval: number | undefined;
|
||||
|
||||
/**
|
||||
* 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;
|
||||
private _animationTimeRestarted: number | undefined;
|
||||
|
||||
constructor(
|
||||
terminal: Terminal,
|
||||
@@ -253,15 +251,15 @@ class CursorBlinkStateManager {
|
||||
public dispose(): void {
|
||||
if (this._blinkInterval) {
|
||||
window.clearInterval(this._blinkInterval);
|
||||
this._blinkInterval = null;
|
||||
this._blinkInterval = undefined;
|
||||
}
|
||||
if (this._blinkStartTimeout) {
|
||||
window.clearTimeout(this._blinkStartTimeout);
|
||||
this._blinkStartTimeout = null;
|
||||
this._blinkStartTimeout = undefined;
|
||||
}
|
||||
if (this._animationFrame) {
|
||||
window.cancelAnimationFrame(this._animationFrame);
|
||||
this._animationFrame = null;
|
||||
this._animationFrame = undefined;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -276,7 +274,7 @@ class CursorBlinkStateManager {
|
||||
if (!this._animationFrame) {
|
||||
this._animationFrame = window.requestAnimationFrame(() => {
|
||||
this._renderCallback();
|
||||
this._animationFrame = null;
|
||||
this._animationFrame = undefined;
|
||||
});
|
||||
}
|
||||
}
|
||||
@@ -296,7 +294,7 @@ class CursorBlinkStateManager {
|
||||
// started
|
||||
if (this._animationTimeRestarted) {
|
||||
const time = BLINK_INTERVAL - (Date.now() - this._animationTimeRestarted);
|
||||
this._animationTimeRestarted = null;
|
||||
this._animationTimeRestarted = undefined;
|
||||
if (time > 0) {
|
||||
this._restartInterval(time);
|
||||
return;
|
||||
@@ -307,7 +305,7 @@ class CursorBlinkStateManager {
|
||||
this.isCursorVisible = false;
|
||||
this._animationFrame = window.requestAnimationFrame(() => {
|
||||
this._renderCallback();
|
||||
this._animationFrame = null;
|
||||
this._animationFrame = undefined;
|
||||
});
|
||||
|
||||
// Setup the blink interval
|
||||
@@ -317,7 +315,7 @@ class CursorBlinkStateManager {
|
||||
// calc time diff
|
||||
// Make restart interval do a setTimeout initially?
|
||||
const time = BLINK_INTERVAL - (Date.now() - this._animationTimeRestarted);
|
||||
this._animationTimeRestarted = null;
|
||||
this._animationTimeRestarted = undefined;
|
||||
this._restartInterval(time);
|
||||
return;
|
||||
}
|
||||
@@ -326,7 +324,7 @@ class CursorBlinkStateManager {
|
||||
this.isCursorVisible = !this.isCursorVisible;
|
||||
this._animationFrame = window.requestAnimationFrame(() => {
|
||||
this._renderCallback();
|
||||
this._animationFrame = null;
|
||||
this._animationFrame = undefined;
|
||||
});
|
||||
}, BLINK_INTERVAL);
|
||||
}, timeToStart);
|
||||
@@ -336,20 +334,20 @@ class CursorBlinkStateManager {
|
||||
this.isCursorVisible = true;
|
||||
if (this._blinkInterval) {
|
||||
window.clearInterval(this._blinkInterval);
|
||||
this._blinkInterval = null;
|
||||
this._blinkInterval = undefined;
|
||||
}
|
||||
if (this._blinkStartTimeout) {
|
||||
window.clearTimeout(this._blinkStartTimeout);
|
||||
this._blinkStartTimeout = null;
|
||||
this._blinkStartTimeout = undefined;
|
||||
}
|
||||
if (this._animationFrame) {
|
||||
window.cancelAnimationFrame(this._animationFrame);
|
||||
this._animationFrame = null;
|
||||
this._animationFrame = undefined;
|
||||
}
|
||||
}
|
||||
|
||||
public resume(terminal: Terminal): void {
|
||||
this._animationTimeRestarted = null;
|
||||
this._animationTimeRestarted = undefined;
|
||||
this._restartInterval();
|
||||
this.restartBlinkAnimation(terminal);
|
||||
}
|
||||
|
||||
@@ -12,7 +12,7 @@ import { IColorSet } from 'browser/Types';
|
||||
import { IRenderDimensions } from 'browser/renderer/Types';
|
||||
|
||||
export class LinkRenderLayer extends BaseRenderLayer {
|
||||
private _state: ILinkifierEvent = null;
|
||||
private _state: ILinkifierEvent | undefined;
|
||||
|
||||
constructor(container: HTMLElement, zIndex: number, colors: IColorSet, terminal: ILinkifierAccessor) {
|
||||
super(container, 'link', zIndex, true, colors);
|
||||
@@ -23,7 +23,7 @@ export class LinkRenderLayer extends BaseRenderLayer {
|
||||
public resize(terminal: Terminal, dim: IRenderDimensions): void {
|
||||
super.resize(terminal, dim);
|
||||
// Resizing the canvas discards the contents of the canvas so clear state
|
||||
this._state = null;
|
||||
this._state = undefined;
|
||||
}
|
||||
|
||||
public reset(terminal: Terminal): void {
|
||||
@@ -38,7 +38,7 @@ export class LinkRenderLayer extends BaseRenderLayer {
|
||||
this._clearCells(0, this._state.y1 + 1, this._state.cols, middleRowCount);
|
||||
}
|
||||
this._clearCells(0, this._state.y2, this._state.x2, 1);
|
||||
this._state = null;
|
||||
this._state = undefined;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -14,7 +14,8 @@
|
||||
"paths": {
|
||||
"common/*": [ "../../../src/common/*" ],
|
||||
"browser/*": [ "../../../src/browser/*" ]
|
||||
}
|
||||
},
|
||||
"strictNullChecks": true
|
||||
},
|
||||
"include": [
|
||||
"./**/*",
|
||||
|
||||
Reference in New Issue
Block a user