Merge branch 'master' into sound_browser

This commit is contained in:
Daniel Imms
2019-07-04 13:14:01 -07:00
committed by GitHub
12 changed files with 117 additions and 265 deletions
+17 -10
View File
@@ -3,7 +3,7 @@
* @license MIT
*/
import { createProgram, PROJECTION_MATRIX } from './WebglUtils';
import { createProgram, PROJECTION_MATRIX, throwIfFalsy } from './WebglUtils';
import { WebglCharAtlas } from './atlas/WebglCharAtlas';
import { IWebGL2RenderingContext, IWebGLVertexArrayObject, IRenderModel, IRasterizedGlyph } from './Types';
import { INDICIES_PER_CELL } from './WebglRenderer';
@@ -75,7 +75,7 @@ const BYTES_PER_CELL = INDICES_PER_CELL * Float32Array.BYTES_PER_ELEMENT;
const CELL_POSITION_INDICES = 2;
export class GlyphRenderer {
private _atlas: WebglCharAtlas;
private _atlas: WebglCharAtlas | undefined;
private _program: WebGLProgram;
private _vertexArrayObject: IWebGLVertexArrayObject;
@@ -104,12 +104,16 @@ export class GlyphRenderer {
) {
const gl = this._gl;
this._program = createProgram(gl, vertexShaderSource, fragmentShaderSource);
const program = throwIfFalsy(createProgram(gl, vertexShaderSource, fragmentShaderSource));
if (program === undefined) {
throw new Error('Could not create WebGL program');
}
this._program = program;
// Uniform locations
this._projectionLocation = gl.getUniformLocation(this._program, 'u_projection');
this._resolutionLocation = gl.getUniformLocation(this._program, 'u_resolution');
this._textureLocation = gl.getUniformLocation(this._program, 'u_texture');
this._projectionLocation = throwIfFalsy(gl.getUniformLocation(this._program, 'u_projection'));
this._resolutionLocation = throwIfFalsy(gl.getUniformLocation(this._program, 'u_resolution'));
this._textureLocation = throwIfFalsy(gl.getUniformLocation(this._program, 'u_texture'));
// Create and set the vertex array object
this._vertexArrayObject = gl.createVertexArray();
@@ -131,7 +135,7 @@ export class GlyphRenderer {
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, unitQuadElementIndices, gl.STATIC_DRAW);
// Setup attributes
this._attributesBuffer = gl.createBuffer();
this._attributesBuffer = throwIfFalsy(gl.createBuffer());
gl.bindBuffer(gl.ARRAY_BUFFER, this._attributesBuffer);
gl.enableVertexAttribArray(VertexAttribLocations.OFFSET);
gl.vertexAttribPointer(VertexAttribLocations.OFFSET, 2, gl.FLOAT, false, BYTES_PER_CELL, 0);
@@ -150,7 +154,7 @@ export class GlyphRenderer {
gl.vertexAttribDivisor(VertexAttribLocations.CELL_POSITION, 1);
// Setup empty texture atlas
this._atlasTexture = gl.createTexture();
this._atlasTexture = throwIfFalsy(gl.createTexture());
gl.bindTexture(gl.TEXTURE_2D, this._atlasTexture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array([0, 0, 255, 255]));
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
@@ -165,7 +169,7 @@ export class GlyphRenderer {
}
public beginFrame(): boolean {
return this._atlas.beginFrame();
return this._atlas ? this._atlas.beginFrame() : true;
}
public updateCell(x: number, y: number, code: number, attr: number, bg: number, fg: number, chars: string): void {
@@ -184,6 +188,9 @@ export class GlyphRenderer {
}
let rasterizedGlyph: IRasterizedGlyph;
if (!this._atlas) {
throw new Error('atlas must be set before updating cell');
}
if (chars && chars.length > 1) {
rasterizedGlyph = this._atlas.getRasterizedGlyphCombinedChar(chars, attr, bg, fg);
} else {
@@ -264,7 +271,7 @@ export class GlyphRenderer {
if (!line) {
line = terminal.buffer.getLine(row);
}
const chars = line.getCell(x).char;
const chars = line!.getCell(x)!.char;
this._updateCell(this._vertices.selectionAttributes, x, y, model.cells[offset], attr, bg, fg, chars);
} else {
this._updateCell(this._vertices.selectionAttributes, x, y, model.cells[offset], attr, bg, fg);
@@ -3,7 +3,7 @@
* @license MIT
*/
import { createProgram, expandFloat32Array, PROJECTION_MATRIX } from './WebglUtils';
import { createProgram, expandFloat32Array, PROJECTION_MATRIX, throwIfFalsy } from './WebglUtils';
import { IRenderModel, IWebGLVertexArrayObject, IWebGL2RenderingContext, ISelectionRenderModel } from './Types';
import { fill } from 'common/TypedArrayUtils';
import { INVERTED_DEFAULT_COLOR } from 'browser/renderer/atlas/Constants';
@@ -66,8 +66,8 @@ export class RectangleRenderer {
private _resolutionLocation: WebGLUniformLocation;
private _attributesBuffer: WebGLBuffer;
private _projectionLocation: WebGLUniformLocation;
private _bgFloat: Float32Array;
private _selectionFloat: Float32Array;
private _bgFloat!: Float32Array;
private _selectionFloat!: Float32Array;
private _vertices: IVertices = {
count: 0,
@@ -83,11 +83,11 @@ export class RectangleRenderer {
) {
const gl = this._gl;
this._program = createProgram(gl, vertexShaderSource, fragmentShaderSource);
this._program = throwIfFalsy(createProgram(gl, vertexShaderSource, fragmentShaderSource));
// Uniform locations
this._resolutionLocation = gl.getUniformLocation(this._program, 'u_resolution');
this._projectionLocation = gl.getUniformLocation(this._program, 'u_projection');
this._resolutionLocation = throwIfFalsy(gl.getUniformLocation(this._program, 'u_resolution'));
this._projectionLocation = throwIfFalsy(gl.getUniformLocation(this._program, 'u_projection'));
// Create and set the vertex array object
this._vertexArrayObject = gl.createVertexArray();
@@ -109,7 +109,7 @@ export class RectangleRenderer {
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, unitQuadElementIndices, gl.STATIC_DRAW);
// Setup attributes
this._attributesBuffer = gl.createBuffer();
this._attributesBuffer = throwIfFalsy(gl.createBuffer());
gl.bindBuffer(gl.ARRAY_BUFFER, this._attributesBuffer);
gl.enableVertexAttribArray(VertexAttribLocations.POSITION);
gl.vertexAttribPointer(VertexAttribLocations.POSITION, 2, gl.FLOAT, false, BYTES_PER_RECTANGLE, 0);
+14 -14
View File
@@ -27,7 +27,7 @@ export const INDICIES_PER_CELL = 4;
export class WebglRenderer extends Disposable implements IRenderer {
private _renderLayers: IRenderLayer[];
private _charAtlas: WebglCharAtlas;
private _charAtlas: WebglCharAtlas | undefined;
private _devicePixelRatio: number;
private _model: RenderModel = new RenderModel();
@@ -57,18 +57,18 @@ export class WebglRenderer extends Disposable implements IRenderer {
new CursorRenderLayer(this._core.screenElement, 3, this._colors)
];
this.dimensions = {
scaledCharWidth: null,
scaledCharHeight: null,
scaledCellWidth: null,
scaledCellHeight: null,
scaledCharLeft: null,
scaledCharTop: null,
scaledCanvasWidth: null,
scaledCanvasHeight: null,
canvasWidth: null,
canvasHeight: null,
actualCellWidth: null,
actualCellHeight: null
scaledCharWidth: 0,
scaledCharHeight: 0,
scaledCellWidth: 0,
scaledCellHeight: 0,
scaledCharLeft: 0,
scaledCharTop: 0,
scaledCanvasWidth: 0,
scaledCanvasHeight: 0,
canvasWidth: 0,
canvasHeight: 0,
actualCellWidth: 0,
actualCellHeight: 0
};
this._devicePixelRatio = window.devicePixelRatio;
this._updateDimensions();
@@ -252,7 +252,7 @@ export class WebglRenderer extends Disposable implements IRenderer {
for (let y = start; y <= end; y++) {
const row = y + terminal.buffer.ydisp;
const line = terminal.buffer.lines.get(row);
const line = terminal.buffer.lines.get(row)!;
this._model.lineLengths[y] = 0;
for (let x = 0; x < terminal.cols; x++) {
const charData = line.get(x);
+11 -4
View File
@@ -15,9 +15,9 @@ export const PROJECTION_MATRIX = new Float32Array([
]);
export function createProgram(gl: WebGLRenderingContext, vertexSource: string, fragmentSource: string): WebGLProgram | undefined {
const program = gl.createProgram();
gl.attachShader(program, createShader(gl, gl.VERTEX_SHADER, vertexSource));
gl.attachShader(program, createShader(gl, gl.FRAGMENT_SHADER, fragmentSource));
const program = throwIfFalsy(gl.createProgram());
gl.attachShader(program, throwIfFalsy(createShader(gl, gl.VERTEX_SHADER, vertexSource)));
gl.attachShader(program, throwIfFalsy(createShader(gl, gl.FRAGMENT_SHADER, fragmentSource)));
gl.linkProgram(program);
const success = gl.getProgramParameter(program, gl.LINK_STATUS);
if (success) {
@@ -29,7 +29,7 @@ export function createProgram(gl: WebGLRenderingContext, vertexSource: string, f
}
export function createShader(gl: WebGLRenderingContext, type: number, source: string): WebGLShader | undefined {
const shader = gl.createShader(type);
const shader = throwIfFalsy(gl.createShader(type));
gl.shaderSource(shader, source);
gl.compileShader(shader);
const success = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
@@ -49,3 +49,10 @@ export function expandFloat32Array(source: Float32Array, max: number): Float32Ar
}
return newArray;
}
export function throwIfFalsy<T>(value: T | undefined | null): T {
if (!value) {
throw new Error('value must not be falsy');
}
return value;
}
@@ -1,56 +0,0 @@
/**
* Copyright (c) 2017 The xterm.js authors. All rights reserved.
* @license MIT
*/
import { IGlyphIdentifier } from './Types';
import { IDisposable } from 'xterm';
export abstract class BaseCharAtlas implements IDisposable {
private _didWarmUp: boolean = false;
public dispose(): void { }
/**
* Perform any work needed to warm the cache before it can be used. May be called multiple times.
* Implement _doWarmUp instead if you only want to get called once.
*/
public warmUp(): void {
if (!this._didWarmUp) {
this._doWarmUp();
this._didWarmUp = true;
}
}
/**
* Perform any work needed to warm the cache before it can be used. Used by the default
* implementation of warmUp(), and will only be called once.
*/
protected _doWarmUp(): void { }
/**
* Called when we start drawing a new frame.
*
* TODO: We rely on this getting called by TextRenderLayer. This should really be called by
* Renderer instead, but we need to make Renderer the source-of-truth for the char atlas, instead
* of BaseRenderLayer.
*/
public beginFrame(): void { }
/**
* May be called before warmUp finishes, however it is okay for the implementation to
* do nothing and return false in that case.
*
* @param ctx Where to draw the character onto.
* @param glyph Information about what to draw
* @param x The position on the context to start drawing at
* @param y The position on the context to start drawing at
* @returns The success state. True if we drew the character.
*/
public abstract draw(
ctx: CanvasRenderingContext2D,
glyph: IGlyphIdentifier,
x: number,
y: number
): boolean;
}
@@ -4,14 +4,13 @@
*/
import { generateConfig, configEquals } from './CharAtlasUtils';
import { BaseCharAtlas } from './BaseCharAtlas';
import { WebglCharAtlas } from './WebglCharAtlas';
import { ICharAtlasConfig } from './Types';
import { Terminal } from 'xterm';
import { IColorSet } from 'browser/Types';
interface ICharAtlasCacheEntry {
atlas: BaseCharAtlas;
atlas: WebglCharAtlas;
config: ICharAtlasConfig;
// N.B. This implementation potentially holds onto copies of the terminal forever, so
// this may cause memory leaks.
@@ -31,7 +30,7 @@ export function acquireCharAtlas(
colors: IColorSet,
scaledCharWidth: number,
scaledCharHeight: number
): BaseCharAtlas {
): WebglCharAtlas {
const newConfig = generateConfig(scaledCharWidth, scaledCharHeight, terminal, colors);
// Check to see if the terminal already owns this config
@@ -6,16 +6,21 @@
import { ICharAtlasConfig } from './Types';
import { DEFAULT_COLOR } from 'common/buffer/Constants';
import { Terminal, FontWeight } from 'xterm';
import { IColorSet } from 'browser/Types';
import { IColorSet, IColor } from 'browser/Types';
const NULL_COLOR: IColor = {
css: '',
rgba: 0
};
export function generateConfig(scaledCharWidth: number, scaledCharHeight: number, terminal: Terminal, colors: IColorSet): ICharAtlasConfig {
// null out some fields that don't matter
const clonedColors: IColorSet = {
foreground: colors.foreground,
background: colors.background,
cursor: null,
cursorAccent: null,
selection: null,
cursor: NULL_COLOR,
cursorAccent: NULL_COLOR,
selection: NULL_COLOR,
// For the static char atlas, we only use the first 16 colors, but we need all 256 for the
// dynamic character atlas.
ansi: colors.ansi.slice()
@@ -3,14 +3,15 @@
* @license MIT
*/
import { IGlyphIdentifier, ICharAtlasConfig } from './Types';
import { ICharAtlasConfig } from './Types';
import { DIM_OPACITY, INVERTED_DEFAULT_COLOR } from 'browser/renderer/atlas/Constants';
import { BaseCharAtlas } from './BaseCharAtlas';
import { IRasterizedGlyph, IBoundingBox, IRasterizedGlyphSet } from '../Types';
import { DEFAULT_COLOR, DEFAULT_ATTR } from 'common/buffer/Constants';
import { is256Color } from './CharAtlasUtils';
import { throwIfFalsy } from '../WebglUtils';
import { IColor } from 'browser/Types';
import { FLAGS } from '../Constants';
import { IDisposable } from 'xterm';
// In practice we're probably never going to exhaust a texture this large. For debugging purposes,
// however, it can be useful to set this to a really tiny value, to verify that LRU eviction works.
@@ -42,7 +43,9 @@ const NULL_RASTERIZED_GLYPH: IRasterizedGlyph = {
const TMP_CANVAS_GLYPH_PADDING = 2;
export class WebglCharAtlas extends BaseCharAtlas {
export class WebglCharAtlas implements IDisposable {
private _didWarmUp: boolean = false;
private _cacheMap: { [code: number]: IRasterizedGlyphSet } = {};
private _cacheMapCombined: { [chars: string]: IRasterizedGlyphSet } = {};
@@ -67,20 +70,18 @@ export class WebglCharAtlas extends BaseCharAtlas {
private _workBoundingBox: IBoundingBox = { top: 0, left: 0, bottom: 0, right: 0 };
constructor(document: Document, private _config: ICharAtlasConfig) {
super();
this.cacheCanvas = document.createElement('canvas');
this.cacheCanvas.width = TEXTURE_WIDTH;
this.cacheCanvas.height = TEXTURE_HEIGHT;
// The canvas needs alpha because we use clearColor to convert the background color to alpha.
// It might also contain some characters with transparent backgrounds if allowTransparency is
// set.
this._cacheCtx = this.cacheCanvas.getContext('2d', {alpha: true});
this._cacheCtx = throwIfFalsy(this.cacheCanvas.getContext('2d', {alpha: true}));
this._tmpCanvas = document.createElement('canvas');
this._tmpCanvas.width = this._config.scaledCharWidth * 2 + TMP_CANVAS_GLYPH_PADDING * 2;
this._tmpCanvas.height = this._config.scaledCharHeight + TMP_CANVAS_GLYPH_PADDING * 2;
this._tmpCtx = this._tmpCanvas.getContext('2d', {alpha: this._config.allowTransparency});
this._tmpCtx = throwIfFalsy(this._tmpCanvas.getContext('2d', {alpha: this._config.allowTransparency}));
// This is useful for debugging
document.body.appendChild(this.cacheCanvas);
@@ -92,6 +93,13 @@ export class WebglCharAtlas extends BaseCharAtlas {
}
}
public warmUp(): void {
if (!this._didWarmUp) {
this._doWarmUp();
this._didWarmUp = true;
}
}
protected _doWarmUp(): void {
// Pre-fill with ASCII 33-126
for (let i = 33; i < 126; i++) {
@@ -146,15 +154,6 @@ export class WebglCharAtlas extends BaseCharAtlas {
return rasterizedGlyph;
}
public draw(
ctx: CanvasRenderingContext2D,
glyph: IGlyphIdentifier,
x: number,
y: number
): boolean {
throw new Error('WebglCharAtlas is only compatible with the webgl renderer');
}
private _getColorFromAnsiIndex(idx: number): IColor {
if (idx >= this._config.colors.ansi.length) {
throw new Error('No color found for idx ' + idx);
@@ -8,17 +8,18 @@ import { ICellData } from 'common/Types';
import { DEFAULT_COLOR, WHITESPACE_CELL_CHAR, WHITESPACE_CELL_CODE } from 'common/buffer/Constants';
import { IGlyphIdentifier } from '../atlas/Types';
import { DIM_OPACITY, INVERTED_DEFAULT_COLOR } from 'browser/renderer/atlas/Constants';
import { BaseCharAtlas } from '../atlas/BaseCharAtlas';
import { acquireCharAtlas } from '../atlas/CharAtlasCache';
import { Terminal } from 'xterm';
import { IColorSet } from 'browser/Types';
import { IRenderDimensions } from 'browser/renderer/Types';
import { CellData } from 'common/buffer/CellData';
import { AttributeData } from 'common/buffer/AttributeData';
import { WebglCharAtlas } from 'atlas/WebglCharAtlas';
import { throwIfFalsy } from '../WebglUtils';
export abstract class BaseRenderLayer implements IRenderLayer {
private _canvas: HTMLCanvasElement;
protected _ctx: CanvasRenderingContext2D;
protected _ctx!: CanvasRenderingContext2D;
private _scaledCharWidth: number = 0;
private _scaledCharHeight: number = 0;
private _scaledCellWidth: number = 0;
@@ -26,7 +27,7 @@ export abstract class BaseRenderLayer implements IRenderLayer {
private _scaledCharLeft: number = 0;
private _scaledCharTop: number = 0;
protected _charAtlas: BaseCharAtlas;
protected _charAtlas: WebglCharAtlas | undefined;
/**
* An object that's reused when drawing glyphs in order to reduce GC.
@@ -63,7 +64,7 @@ export abstract class BaseRenderLayer implements IRenderLayer {
}
private _initCanvas(): void {
this._ctx = this._canvas.getContext('2d', {alpha: this._alpha});
this._ctx = throwIfFalsy(this._canvas.getContext('2d', {alpha: this._alpha}));
// Draw the background if this is an opaque layer
if (!this._alpha) {
this._clearAll();
@@ -249,115 +250,6 @@ export abstract class BaseRenderLayer implements IRenderLayer {
y * this._scaledCellHeight + this._scaledCharTop + this._scaledCharHeight / 2);
}
/**
* Draws one or more characters at a cell. If possible this will draw using
* the character atlas to reduce draw time.
* @param terminal The terminal.
* @param chars The character or characters.
* @param code The character code.
* @param width The width of the characters.
* @param x The column to draw at.
* @param y The row to draw at.
* @param fg The foreground color, in the format stored within the attributes.
* @param bg The background color, in the format stored within the attributes.
* This is used to validate whether a cached image can be used.
* @param bold Whether the text is bold.
*/
protected _drawChars(terminal: Terminal, cell: ICellData, x: number, y: number): void {
// skip cache right away if we draw in RGB
// Note: to avoid bad runtime JoinedCellData will be skipped
// in the cache handler itself (atlasDidDraw == false) and
// fall through to uncached later down below
if (cell.isFgRGB() || cell.isBgRGB()) {
this._drawUncachedChars(terminal, cell, x, y);
return;
}
let fg;
let bg;
if (cell.isInverse()) {
fg = (cell.isBgDefault()) ? INVERTED_DEFAULT_COLOR : cell.getBgColor();
bg = (cell.isFgDefault()) ? INVERTED_DEFAULT_COLOR : cell.getFgColor();
} else {
bg = (cell.isBgDefault()) ? DEFAULT_COLOR : cell.getBgColor();
fg = (cell.isFgDefault()) ? DEFAULT_COLOR : cell.getFgColor();
}
const drawInBrightColor = terminal.getOption('drawBoldTextInBrightColors') && cell.isBold() && fg < 8 && fg !== INVERTED_DEFAULT_COLOR;
fg += drawInBrightColor ? 8 : 0;
this._currentGlyphIdentifier.chars = cell.getChars() || WHITESPACE_CELL_CHAR;
this._currentGlyphIdentifier.code = cell.getCode() || WHITESPACE_CELL_CODE;
this._currentGlyphIdentifier.bg = bg;
this._currentGlyphIdentifier.fg = fg;
this._currentGlyphIdentifier.bold = !!cell.isBold();
this._currentGlyphIdentifier.dim = !!cell.isDim();
this._currentGlyphIdentifier.italic = !!cell.isItalic();
const atlasDidDraw = this._charAtlas && this._charAtlas.draw(
this._ctx,
this._currentGlyphIdentifier,
x * this._scaledCellWidth + this._scaledCharLeft,
y * this._scaledCellHeight + this._scaledCharTop
);
if (!atlasDidDraw) {
this._drawUncachedChars(terminal, cell, x, y);
}
}
/**
* Draws one or more characters at one or more cells. The character(s) will be
* clipped to ensure that they fit with the cell(s), including the cell to the
* right if the last character is a wide character.
* @param terminal The terminal.
* @param chars The character.
* @param width The width of the character.
* @param fg The foreground color, in the format stored within the attributes.
* @param x The column to draw at.
* @param y The row to draw at.
*/
private _drawUncachedChars(terminal: Terminal, cell: ICellData, x: number, y: number): void {
this._ctx.save();
this._ctx.font = this._getFont(terminal, !!cell.isBold(), !!cell.isItalic());
this._ctx.textBaseline = 'middle';
if (cell.isInverse()) {
if (cell.isBgDefault()) {
this._ctx.fillStyle = this._colors.background.css;
} else if (cell.isBgRGB()) {
this._ctx.fillStyle = `rgb(${AttributeData.toColorRGB(cell.getBgColor()).join(',')})`;
} else {
this._ctx.fillStyle = this._colors.ansi[cell.getBgColor()].css;
}
} else {
if (cell.isFgDefault()) {
this._ctx.fillStyle = this._colors.foreground.css;
} else if (cell.isFgRGB()) {
this._ctx.fillStyle = `rgb(${AttributeData.toColorRGB(cell.getFgColor()).join(',')})`;
} else {
let fg = cell.getFgColor();
if (terminal.getOption('drawBoldTextInBrightColors') && cell.isBold() && fg < 8) {
fg += 8;
}
this._ctx.fillStyle = this._colors.ansi[fg].css;
}
}
this._clipRow(terminal, y);
// Apply alpha to dim the character
if (cell.isDim()) {
this._ctx.globalAlpha = DIM_OPACITY;
}
// Draw the character
this._ctx.fillText(
cell.getChars(),
x * this._scaledCellWidth + this._scaledCharLeft,
y * this._scaledCellHeight + this._scaledCharTop + this._scaledCharHeight / 2);
this._ctx.restore();
}
/**
* Clips a row to ensure no pixels will be drawn outside the cells in the row.
* @param terminal The terminal.
@@ -26,17 +26,17 @@ const BLINK_INTERVAL = 600;
export class CursorRenderLayer extends BaseRenderLayer {
private _state: ICursorState;
private _cursorRenderers: {[key: string]: (terminal: Terminal, x: number, y: number, cell: ICellData) => void};
private _cursorBlinkStateManager: CursorBlinkStateManager;
private _cursorBlinkStateManager: CursorBlinkStateManager | undefined;
private _cell: ICellData = new CellData();
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
x: 0,
y: 0,
isFocused: false,
style: '',
width: 0
};
this._cursorRenderers = {
'bar': this._renderBarCursor.bind(this),
@@ -50,11 +50,11 @@ export class CursorRenderLayer extends BaseRenderLayer {
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
x: 0,
y: 0,
isFocused: false,
style: '',
width: 0
};
}
@@ -62,7 +62,6 @@ export class CursorRenderLayer extends BaseRenderLayer {
this._clearCursor();
if (this._cursorBlinkStateManager) {
this._cursorBlinkStateManager.dispose();
this._cursorBlinkStateManager = null;
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;
}
}
+2 -1
View File
@@ -14,7 +14,8 @@
"paths": {
"common/*": [ "../../../src/common/*" ],
"browser/*": [ "../../../src/browser/*" ]
}
},
"strict": true
},
"include": [
"./**/*",