mirror of
https://github.com/wavetermdev/xterm.js.git
synced 2026-08-05 13:43:48 -07:00
Split definitions and rasterizer
This commit is contained in:
@@ -0,0 +1,457 @@
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/**
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* Copyright (c) 2021 The xterm.js authors. All rights reserved.
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* @license MIT
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*/
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import { throwIfFalsy } from 'browser/renderer/shared/RendererUtils';
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import { blockElementDefinitions, blockShadeComboDefinitions, boxDrawingDefinitions, patternCharacterDefinitions, powerlineDefinitions, rectangularShadeDefinitions, symbolsForLegacyComputingDefinitions } from 'CustomGlyphs';
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export interface ISolidOctantBlockVector {
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x: number;
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y: number;
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w: number;
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h: number;
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}
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/**
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* @param xp The percentage of 15% of the x axis.
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* @param yp The percentage of 15% of the x axis on the y axis.
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*/
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export type DrawFunctionDefinition = (xp: number, yp: number) => string;
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export interface IVectorShape {
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d: string;
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type: VectorType;
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leftPadding?: number;
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rightPadding?: number;
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}
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export const enum VectorType {
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FILL,
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STROKE
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}
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/**
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* Try drawing a custom block element or box drawing character, returning whether it was
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* successfully drawn.
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*/
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export function tryDrawCustomChar(
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ctx: CanvasRenderingContext2D,
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c: string,
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xOffset: number,
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yOffset: number,
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deviceCellWidth: number,
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deviceCellHeight: number,
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fontSize: number,
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devicePixelRatio: number
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): boolean {
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const blockElementDefinition = blockElementDefinitions[c];
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if (blockElementDefinition) {
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drawBlockVectorChar(ctx, blockElementDefinition, xOffset, yOffset, deviceCellWidth, deviceCellHeight);
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return true;
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}
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const symbolsForLegacyComputingDefinition = symbolsForLegacyComputingDefinitions[c];
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if (symbolsForLegacyComputingDefinition) {
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drawPathDefinitionCharacter(ctx, symbolsForLegacyComputingDefinition, xOffset, yOffset, deviceCellWidth, deviceCellHeight);
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return true;
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}
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const rectangularShadeDefinition = rectangularShadeDefinitions[c];
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if (rectangularShadeDefinition) {
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drawRectangularShadeChar(ctx, rectangularShadeDefinition, xOffset, yOffset, deviceCellWidth, deviceCellHeight, c === '\u{1FB90}');
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return true;
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}
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const blockShadeComboDefinition = blockShadeComboDefinitions[c];
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if (blockShadeComboDefinition) {
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drawBlockShadeComboChar(ctx, blockShadeComboDefinition, xOffset, yOffset, deviceCellWidth, deviceCellHeight);
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return true;
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}
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const patternDefinition = patternCharacterDefinitions[c];
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if (patternDefinition) {
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drawPatternChar(ctx, patternDefinition, xOffset, yOffset, deviceCellWidth, deviceCellHeight);
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return true;
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}
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const boxDrawingDefinition = boxDrawingDefinitions[c];
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if (boxDrawingDefinition) {
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drawBoxDrawingChar(ctx, boxDrawingDefinition, xOffset, yOffset, deviceCellWidth, deviceCellHeight, devicePixelRatio);
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return true;
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}
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const powerlineDefinition = powerlineDefinitions[c];
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if (powerlineDefinition) {
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drawPowerlineChar(ctx, powerlineDefinition, xOffset, yOffset, deviceCellWidth, deviceCellHeight, fontSize, devicePixelRatio);
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return true;
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}
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return false;
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}
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function drawBlockVectorChar(
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ctx: CanvasRenderingContext2D,
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charDefinition: ISolidOctantBlockVector[],
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xOffset: number,
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yOffset: number,
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deviceCellWidth: number,
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deviceCellHeight: number
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): void {
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for (let i = 0; i < charDefinition.length; i++) {
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const box = charDefinition[i];
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const xEighth = deviceCellWidth / 8;
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const yEighth = deviceCellHeight / 8;
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ctx.fillRect(
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xOffset + box.x * xEighth,
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yOffset + box.y * yEighth,
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box.w * xEighth,
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box.h * yEighth
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);
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}
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}
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function drawPathDefinitionCharacter(
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ctx: CanvasRenderingContext2D,
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charDefinition: DrawFunctionDefinition,
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xOffset: number,
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yOffset: number,
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deviceCellWidth: number,
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deviceCellHeight: number
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): void {
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const instructions = charDefinition(0, 0);
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ctx.beginPath();
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for (const instruction of instructions.split(' ')) {
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const type = instruction[0];
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const args: string[] = instruction.substring(1).split(',');
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if (!args[0] || !args[1]) {
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if (type === 'Z') {
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ctx.closePath();
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}
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continue;
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}
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const translatedArgs = args.map((e, i) => {
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const val = parseFloat(e);
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return i % 2 === 0
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? xOffset + val * deviceCellWidth
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: yOffset + val * deviceCellHeight;
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});
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if (type === 'M') {
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ctx.moveTo(translatedArgs[0], translatedArgs[1]);
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} else if (type === 'L') {
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ctx.lineTo(translatedArgs[0], translatedArgs[1]);
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}
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}
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ctx.fill();
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}
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export type PatternDefinition = number[][];
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const cachedPatterns: Map<PatternDefinition, Map</* fillStyle */string, CanvasPattern>> = new Map();
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function drawPatternChar(
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ctx: CanvasRenderingContext2D,
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charDefinition: number[][],
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xOffset: number,
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yOffset: number,
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deviceCellWidth: number,
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deviceCellHeight: number
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): void {
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let patternSet = cachedPatterns.get(charDefinition);
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if (!patternSet) {
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patternSet = new Map();
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cachedPatterns.set(charDefinition, patternSet);
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}
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const fillStyle = ctx.fillStyle;
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if (typeof fillStyle !== 'string') {
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throw new Error(`Unexpected fillStyle type "${fillStyle}"`);
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}
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let pattern = patternSet.get(fillStyle);
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if (!pattern) {
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const width = charDefinition[0].length;
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const height = charDefinition.length;
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const tmpCanvas = ctx.canvas.ownerDocument.createElement('canvas');
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tmpCanvas.width = width;
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tmpCanvas.height = height;
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const tmpCtx = throwIfFalsy(tmpCanvas.getContext('2d'));
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const imageData = new ImageData(width, height);
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// Extract rgba from fillStyle
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let r: number;
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let g: number;
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let b: number;
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let a: number;
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if (fillStyle.startsWith('#')) {
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r = parseInt(fillStyle.slice(1, 3), 16);
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g = parseInt(fillStyle.slice(3, 5), 16);
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b = parseInt(fillStyle.slice(5, 7), 16);
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a = fillStyle.length > 7 && parseInt(fillStyle.slice(7, 9), 16) || 1;
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} else if (fillStyle.startsWith('rgba')) {
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([r, g, b, a] = fillStyle.substring(5, fillStyle.length - 1).split(',').map(e => parseFloat(e)));
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} else {
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throw new Error(`Unexpected fillStyle color format "${fillStyle}" when drawing pattern glyph`);
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}
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for (let y = 0; y < height; y++) {
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for (let x = 0; x < width; x++) {
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imageData.data[(y * width + x) * 4 ] = r;
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imageData.data[(y * width + x) * 4 + 1] = g;
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imageData.data[(y * width + x) * 4 + 2] = b;
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imageData.data[(y * width + x) * 4 + 3] = charDefinition[y][x] * (a * 255);
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}
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}
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tmpCtx.putImageData(imageData, 0, 0);
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pattern = throwIfFalsy(ctx.createPattern(tmpCanvas, null));
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patternSet.set(fillStyle, pattern);
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}
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ctx.fillStyle = pattern;
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ctx.fillRect(xOffset, yOffset, deviceCellWidth, deviceCellHeight);
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}
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/**
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* Draws rectangular shade characters - medium shade pattern clipped to a region.
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* Uses a checkerboard pattern that shifts 1px each row (same as medium shade U+2592).
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*/
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function drawRectangularShadeChar(
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ctx: CanvasRenderingContext2D,
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region: [number, number, number, number],
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xOffset: number,
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yOffset: number,
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deviceCellWidth: number,
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deviceCellHeight: number,
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isInverse: boolean
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): void {
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const [rx, ry, rw, rh] = region;
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const regionX = Math.round(xOffset + rx * deviceCellWidth);
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const regionY = Math.round(yOffset + ry * deviceCellHeight);
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const regionW = Math.round(rw * deviceCellWidth);
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const regionH = Math.round(rh * deviceCellHeight);
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// For inverse medium shade, we use the opposite pattern (fill where medium shade doesn't)
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// Medium shade pattern: fills at (x+y) % 2 === 0, so inverse fills at (x+y) % 2 === 1
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const patternOffset = isInverse ? 1 : 0;
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for (let py = 0; py < regionH; py++) {
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// Calculate the absolute y position for pattern calculation
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const absY = regionY + py - yOffset;
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for (let px = 0; px < regionW; px++) {
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const absX = regionX + px - xOffset;
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// Checkerboard pattern: fill if (x + y) % 2 matches the offset
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if (((absX + absY) % 2) === patternOffset) {
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ctx.fillRect(regionX + px, regionY + py, 1, 1);
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}
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}
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}
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}
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/**
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* Draws block + inverse shade combo characters.
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* Fills the solid region completely, then draws inverse medium shade in the shade region.
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*/
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function drawBlockShadeComboChar(
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ctx: CanvasRenderingContext2D,
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regions: [[number, number, number, number], [number, number, number, number]],
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xOffset: number,
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yOffset: number,
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deviceCellWidth: number,
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deviceCellHeight: number
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): void {
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const [solidRegion, shadeRegion] = regions;
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// Draw solid block region
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const solidX = Math.round(xOffset + solidRegion[0] * deviceCellWidth);
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const solidY = Math.round(yOffset + solidRegion[1] * deviceCellHeight);
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const solidW = Math.round(solidRegion[2] * deviceCellWidth);
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const solidH = Math.round(solidRegion[3] * deviceCellHeight);
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ctx.fillRect(solidX, solidY, solidW, solidH);
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// Draw inverse medium shade region
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const shadeX = Math.round(xOffset + shadeRegion[0] * deviceCellWidth);
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const shadeY = Math.round(yOffset + shadeRegion[1] * deviceCellHeight);
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const shadeW = Math.round(shadeRegion[2] * deviceCellWidth);
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const shadeH = Math.round(shadeRegion[3] * deviceCellHeight);
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for (let py = 0; py < shadeH; py++) {
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const absY = shadeY + py - yOffset;
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for (let px = 0; px < shadeW; px++) {
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const absX = shadeX + px - xOffset;
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// Inverse checkerboard: fill at (x + y) % 2 === 1
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if (((absX + absY) % 2) === 1) {
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ctx.fillRect(shadeX + px, shadeY + py, 1, 1);
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}
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}
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}
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}
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/**
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* Draws the following box drawing characters by mapping a subset of SVG d attribute instructions to
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* canvas draw calls.
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*
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* Box styles: ┎┰┒┍┯┑╓╥╖╒╤╕ ┏┳┓┌┲┓┌┬┐┏┱┐
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* ┌─┬─┐ ┏━┳━┓ ╔═╦═╗ ┠╂┨┝┿┥╟╫╢╞╪╡ ┡╇┩├╊┫┢╈┪┣╉┤
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* │ │ │ ┃ ┃ ┃ ║ ║ ║ ┖┸┚┕┷┙╙╨╜╘╧╛ └┴┘└┺┛┗┻┛┗┹┘
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* ├─┼─┤ ┣━╋━┫ ╠═╬═╣ ┏┱┐┌┲┓┌┬┐┌┬┐ ┏┳┓┌┮┓┌┬┐┏┭┐
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* │ │ │ ┃ ┃ ┃ ║ ║ ║ ┡╃┤├╄┩├╆┪┢╅┤ ┞╀┦├┾┫┟╁┧┣┽┤
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* └─┴─┘ ┗━┻━┛ ╚═╩═╝ └┴┘└┴┘└┺┛┗┹┘ └┴┘└┶┛┗┻┛┗┵┘
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*
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* Other:
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* ╭─╮ ╲ ╱ ╷╻╎╏┆┇┊┋ ╺╾╴ ╌╌╌ ┄┄┄ ┈┈┈
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* │ │ ╳ ╽╿╎╏┆┇┊┋ ╶╼╸ ╍╍╍ ┅┅┅ ┉┉┉
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* ╰─╯ ╱ ╲ ╹╵╎╏┆┇┊┋
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*
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* All box drawing characters:
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* ─ ━ │ ┃ ┄ ┅ ┆ ┇ ┈ ┉ ┊ ┋ ┌ ┍ ┎ ┏
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* ┐ ┑ ┒ ┓ └ ┕ ┖ ┗ ┘ ┙ ┚ ┛ ├ ┝ ┞ ┟
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* ┠ ┡ ┢ ┣ ┤ ┥ ┦ ┧ ┨ ┩ ┪ ┫ ┬ ┭ ┮ ┯
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* ┰ ┱ ┲ ┳ ┴ ┵ ┶ ┷ ┸ ┹ ┺ ┻ ┼ ┽ ┾ ┿
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* ╀ ╁ ╂ ╃ ╄ ╅ ╆ ╇ ╈ ╉ ╊ ╋ ╌ ╍ ╎ ╏
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* ═ ║ ╒ ╓ ╔ ╕ ╖ ╗ ╘ ╙ ╚ ╛ ╜ ╝ ╞ ╟
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* ╠ ╡ ╢ ╣ ╤ ╥ ╦ ╧ ╨ ╩ ╪ ╫ ╬ ╭ ╮ ╯
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* ╰ ╱ ╲ ╳ ╴ ╵ ╶ ╷ ╸ ╹ ╺ ╻ ╼ ╽ ╾ ╿
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*
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* ---
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*
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* Box drawing alignment tests: █
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* ▉
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* ╔══╦══╗ ┌──┬──┐ ╭──┬──╮ ╭──┬──╮ ┏━━┳━━┓ ┎┒┏┑ ╷ ╻ ┏┯┓ ┌┰┐ ▊ ╱╲╱╲╳╳╳
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* ║┌─╨─┐║ │╔═╧═╗│ │╒═╪═╕│ │╓─╁─╖│ ┃┌─╂─┐┃ ┗╃╄┙ ╶┼╴╺╋╸┠┼┨ ┝╋┥ ▋ ╲╱╲╱╳╳╳
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* ║│╲ ╱│║ │║ ║│ ││ │ ││ │║ ┃ ║│ ┃│ ╿ │┃ ┍╅╆┓ ╵ ╹ ┗┷┛ └┸┘ ▌ ╱╲╱╲╳╳╳
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* ╠╡ ╳ ╞╣ ├╢ ╟┤ ├┼─┼─┼┤ ├╫─╂─╫┤ ┣┿╾┼╼┿┫ ┕┛┖┚ ┌┄┄┐ ╎ ┏┅┅┓ ┋ ▍ ╲╱╲╱╳╳╳
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* ║│╱ ╲│║ │║ ║│ ││ │ ││ │║ ┃ ║│ ┃│ ╽ │┃ ░░▒▒▓▓██ ┊ ┆ ╎ ╏ ┇ ┋ ▎
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* ║└─╥─┘║ │╚═╤═╝│ │╘═╪═╛│ │╙─╀─╜│ ┃└─╂─┘┃ ░░▒▒▓▓██ ┊ ┆ ╎ ╏ ┇ ┋ ▏
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* ╚══╩══╝ └──┴──┘ ╰──┴──╯ ╰──┴──╯ ┗━━┻━━┛ └╌╌┘ ╎ ┗╍╍┛ ┋ ▁▂▃▄▅▆▇█
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*
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* Source: https://www.w3.org/2001/06/utf-8-test/UTF-8-demo.html
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*/
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function drawBoxDrawingChar(
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ctx: CanvasRenderingContext2D,
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charDefinition: { [fontWeight: number]: string | ((xp: number, yp: number) => string) },
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xOffset: number,
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yOffset: number,
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deviceCellWidth: number,
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deviceCellHeight: number,
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devicePixelRatio: number
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): void {
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ctx.strokeStyle = ctx.fillStyle;
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for (const [fontWeight, instructions] of Object.entries(charDefinition)) {
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ctx.beginPath();
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ctx.lineWidth = devicePixelRatio * Number.parseInt(fontWeight);
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let actualInstructions: string;
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if (typeof instructions === 'function') {
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const xp = .15;
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const yp = .15 / deviceCellHeight * deviceCellWidth;
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actualInstructions = instructions(xp, yp);
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} else {
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actualInstructions = instructions;
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}
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for (const instruction of actualInstructions.split(' ')) {
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const type = instruction[0];
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const f = svgToCanvasInstructionMap[type];
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if (!f) {
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console.error(`Could not find drawing instructions for "${type}"`);
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continue;
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}
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const args: string[] = instruction.substring(1).split(',');
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if (!args[0] || !args[1]) {
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continue;
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}
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f(ctx, translateArgs(args, deviceCellWidth, deviceCellHeight, xOffset, yOffset, true, devicePixelRatio));
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}
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ctx.stroke();
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ctx.closePath();
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}
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}
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function drawPowerlineChar(
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ctx: CanvasRenderingContext2D,
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charDefinition: IVectorShape,
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||||
xOffset: number,
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||||
yOffset: number,
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||||
deviceCellWidth: number,
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||||
deviceCellHeight: number,
|
||||
fontSize: number,
|
||||
devicePixelRatio: number
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): void {
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// Clip the cell to make sure drawing doesn't occur beyond bounds
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const clipRegion = new Path2D();
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clipRegion.rect(xOffset, yOffset, deviceCellWidth, deviceCellHeight);
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ctx.clip(clipRegion);
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||||
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ctx.beginPath();
|
||||
// Scale the stroke with DPR and font size
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const cssLineWidth = fontSize / 12;
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||||
ctx.lineWidth = devicePixelRatio * cssLineWidth;
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||||
for (const instruction of charDefinition.d.split(' ')) {
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const type = instruction[0];
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||||
const f = svgToCanvasInstructionMap[type];
|
||||
if (!f) {
|
||||
console.error(`Could not find drawing instructions for "${type}"`);
|
||||
continue;
|
||||
}
|
||||
const args: string[] = instruction.substring(1).split(',');
|
||||
if (!args[0] || !args[1]) {
|
||||
continue;
|
||||
}
|
||||
f(ctx, translateArgs(
|
||||
args,
|
||||
deviceCellWidth,
|
||||
deviceCellHeight,
|
||||
xOffset,
|
||||
yOffset,
|
||||
false,
|
||||
devicePixelRatio,
|
||||
(charDefinition.leftPadding ?? 0) * (cssLineWidth / 2),
|
||||
(charDefinition.rightPadding ?? 0) * (cssLineWidth / 2)
|
||||
));
|
||||
}
|
||||
if (charDefinition.type === VectorType.STROKE) {
|
||||
ctx.strokeStyle = ctx.fillStyle;
|
||||
ctx.stroke();
|
||||
} else {
|
||||
ctx.fill();
|
||||
}
|
||||
ctx.closePath();
|
||||
}
|
||||
|
||||
function clamp(value: number, max: number, min: number = 0): number {
|
||||
return Math.max(Math.min(value, max), min);
|
||||
}
|
||||
|
||||
const svgToCanvasInstructionMap: { [index: string]: any } = {
|
||||
'C': (ctx: CanvasRenderingContext2D, args: number[]) => ctx.bezierCurveTo(args[0], args[1], args[2], args[3], args[4], args[5]),
|
||||
'L': (ctx: CanvasRenderingContext2D, args: number[]) => ctx.lineTo(args[0], args[1]),
|
||||
'M': (ctx: CanvasRenderingContext2D, args: number[]) => ctx.moveTo(args[0], args[1])
|
||||
};
|
||||
|
||||
function translateArgs(args: string[], cellWidth: number, cellHeight: number, xOffset: number, yOffset: number, doClamp: boolean, devicePixelRatio: number, leftPadding: number = 0, rightPadding: number = 0): number[] {
|
||||
const result = args.map(e => parseFloat(e) || parseInt(e));
|
||||
|
||||
if (result.length < 2) {
|
||||
throw new Error('Too few arguments for instruction');
|
||||
}
|
||||
|
||||
for (let x = 0; x < result.length; x += 2) {
|
||||
// Translate from 0-1 to 0-cellWidth
|
||||
result[x] *= cellWidth - (leftPadding * devicePixelRatio) - (rightPadding * devicePixelRatio);
|
||||
// Ensure coordinate doesn't escape cell bounds and round to the nearest 0.5 to ensure a crisp
|
||||
// line at 100% devicePixelRatio
|
||||
if (doClamp && result[x] !== 0) {
|
||||
result[x] = clamp(Math.round(result[x] + 0.5) - 0.5, cellWidth, 0);
|
||||
}
|
||||
// Apply the cell's offset (ie. x*cellWidth)
|
||||
result[x] += xOffset + (leftPadding * devicePixelRatio);
|
||||
}
|
||||
|
||||
for (let y = 1; y < result.length; y += 2) {
|
||||
// Translate from 0-1 to 0-cellHeight
|
||||
result[y] *= cellHeight;
|
||||
// Ensure coordinate doesn't escape cell bounds and round to the nearest 0.5 to ensure a crisp
|
||||
// line at 100% devicePixelRatio
|
||||
if (doClamp && result[y] !== 0) {
|
||||
result[y] = clamp(Math.round(result[y] + 0.5) - 0.5, cellHeight, 0);
|
||||
}
|
||||
// Apply the cell's offset (ie. x*cellHeight)
|
||||
result[y] += yOffset;
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
File diff suppressed because it is too large
Load Diff
@@ -5,7 +5,7 @@
|
||||
|
||||
import { IColorContrastCache } from 'browser/Types';
|
||||
import { DIM_OPACITY, TEXT_BASELINE } from './Constants';
|
||||
import { tryDrawCustomChar } from './CustomGlyphs';
|
||||
import { tryDrawCustomChar } from './CustomGlyphRasterizer';
|
||||
import { computeNextVariantOffset, treatGlyphAsBackgroundColor, isPowerlineGlyph, isRestrictedPowerlineGlyph, throwIfFalsy } from 'browser/renderer/shared/RendererUtils';
|
||||
import { IBoundingBox, ICharAtlasConfig, IRasterizedGlyph, ITextureAtlas } from './Types';
|
||||
import { NULL_COLOR, channels, color, rgba } from 'common/Color';
|
||||
|
||||
Reference in New Issue
Block a user