mirror of
https://github.com/wavetermdev/xterm.js.git
synced 2026-08-05 13:43:48 -07:00
Use new render dimensions in webglrenderer
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@@ -10,7 +10,7 @@ import { observeDevicePixelDimensions } from 'browser/renderer/shared/DevicePixe
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import { createRenderDimensions } from 'browser/renderer/shared/RendererUtils';
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import { IRenderDimensions, IRenderer, IRequestRedrawEvent, ITextureAtlas } from 'browser/renderer/shared/Types';
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import { ICharacterJoinerService, ICoreBrowserService, IThemeService } from 'browser/services/Services';
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import { IColorSet, ITerminal, ReadonlyColorSet } from 'browser/Types';
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import { ITerminal } from 'browser/Types';
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import { AttributeData } from 'common/buffer/AttributeData';
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import { CellData } from 'common/buffer/CellData';
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import { Content, NULL_CELL_CHAR, NULL_CELL_CODE } from 'common/buffer/Constants';
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@@ -41,7 +41,7 @@ export class WebglRenderer extends Disposable implements IRenderer {
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private _rectangleRenderer!: RectangleRenderer;
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private _glyphRenderer!: GlyphRenderer;
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public dimensions: IRenderDimensions;
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public readonly dimensions: IRenderDimensions;
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private _core: ITerminal;
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private _isAttached: boolean;
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@@ -165,14 +165,14 @@ export class WebglRenderer extends Disposable implements IRenderer {
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}
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// Resize the canvas
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this._canvas.width = this.dimensions.scaledCanvasWidth;
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this._canvas.height = this.dimensions.scaledCanvasHeight;
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this._canvas.style.width = `${this.dimensions.canvasWidth}px`;
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this._canvas.style.height = `${this.dimensions.canvasHeight}px`;
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this._canvas.width = this.dimensions.device.canvas.width;
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this._canvas.height = this.dimensions.device.canvas.height;
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this._canvas.style.width = `${this.dimensions.css.canvas.width}px`;
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this._canvas.style.height = `${this.dimensions.css.canvas.height}px`;
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// Resize the screen
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this._core.screenElement!.style.width = `${this.dimensions.canvasWidth}px`;
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this._core.screenElement!.style.height = `${this.dimensions.canvasHeight}px`;
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this._core.screenElement!.style.width = `${this.dimensions.css.canvas.width}px`;
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this._core.screenElement!.style.height = `${this.dimensions.css.canvas.height}px`;
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this._rectangleRenderer.setDimensions(this.dimensions);
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this._rectangleRenderer.handleResize();
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@@ -244,13 +244,21 @@ export class WebglRenderer extends Disposable implements IRenderer {
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* Refreshes the char atlas, aquiring a new one if necessary.
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*/
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private _refreshCharAtlas(): void {
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if (this.dimensions.scaledCharWidth <= 0 && this.dimensions.scaledCharHeight <= 0) {
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if (this.dimensions.device.char.width <= 0 && this.dimensions.device.char.height <= 0) {
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// Mark as not attached so char atlas gets refreshed on next render
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this._isAttached = false;
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return;
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}
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const atlas = acquireTextureAtlas(this._terminal, this._themeService.colors, this.dimensions.scaledCellWidth, this.dimensions.scaledCellHeight, this.dimensions.scaledCharWidth, this.dimensions.scaledCharHeight, this._coreBrowserService.dpr);
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const atlas = acquireTextureAtlas(
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this._terminal,
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this._themeService.colors,
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this.dimensions.device.cell.width,
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this.dimensions.device.cell.width,
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this.dimensions.device.char.width,
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this.dimensions.device.char.height,
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this._coreBrowserService.dpr
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);
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if (this._charAtlas !== atlas) {
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this._onChangeTextureAtlas.fire(atlas.cacheCanvas);
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}
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@@ -442,32 +450,40 @@ export class WebglRenderer extends Disposable implements IRenderer {
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// Calculate the scaled character width. Width is floored as it must be drawn to an integer grid
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// in order for the char atlas glyphs to not be blurry.
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this.dimensions.scaledCharWidth = Math.floor((this._core as any)._charSizeService.width * this._devicePixelRatio);
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this.dimensions.device.char.width = Math.floor((this._core as any)._charSizeService.width * this._devicePixelRatio);
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// Calculate the scaled character height. Height is ceiled in case devicePixelRatio is a
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// floating point number in order to ensure there is enough space to draw the character to the
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// cell.
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this.dimensions.scaledCharHeight = Math.ceil((this._core as any)._charSizeService.height * this._devicePixelRatio);
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this.dimensions.device.char.height = Math.ceil((this._core as any)._charSizeService.height * this._devicePixelRatio);
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// Calculate the scaled cell height, if lineHeight is _not_ 1, the resulting value will be
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// floored since lineHeight can never be lower then 1, this guarentees the scaled cell height
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// will always be larger than scaled char height.
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this.dimensions.scaledCellHeight = Math.floor(this.dimensions.scaledCharHeight * this._terminal.options.lineHeight);
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this.dimensions.device.cell.height = Math.floor(this.dimensions.device.char.height * this._terminal.options.lineHeight);
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// Calculate the y offset within a cell that glyph should draw at in order for it to be centered
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// correctly within the cell.
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this.dimensions.scaledCharTop = this._terminal.options.lineHeight === 1 ? 0 : Math.round((this.dimensions.scaledCellHeight - this.dimensions.scaledCharHeight) / 2);
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this.dimensions.device.char.top = this._terminal.options.lineHeight === 1 ? 0 : Math.round((this.dimensions.device.cell.height - this.dimensions.device.char.height) / 2);
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// Calculate the scaled cell width, taking the letterSpacing into account.
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this.dimensions.scaledCellWidth = this.dimensions.scaledCharWidth + Math.round(this._terminal.options.letterSpacing);
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this.dimensions.device.cell.width = this.dimensions.device.char.width + Math.round(this._terminal.options.letterSpacing);
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// Calculate the x offset with a cell that text should draw from in order for it to be centered
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// correctly within the cell.
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this.dimensions.scaledCharLeft = Math.floor(this._terminal.options.letterSpacing / 2);
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this.dimensions.device.char.left = Math.floor(this._terminal.options.letterSpacing / 2);
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// Recalculate the canvas dimensions, the scaled dimensions define the actual number of pixel in
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// the canvas
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this.dimensions.scaledCanvasHeight = this._terminal.rows * this.dimensions.scaledCellHeight;
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this.dimensions.scaledCanvasWidth = this._terminal.cols * this.dimensions.scaledCellWidth;
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this.dimensions.device.canvas.height = this._terminal.rows * this.dimensions.device.cell.height;
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this.dimensions.device.canvas.width = this._terminal.cols * this.dimensions.device.cell.width;
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// The the size of the canvas on the page. It's important that this rounds to nearest integer
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// and not ceils as browsers often have floating point precision issues where
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@@ -476,6 +492,8 @@ export class WebglRenderer extends Disposable implements IRenderer {
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// large for the canvas element size.
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this.dimensions.canvasHeight = Math.round(this.dimensions.scaledCanvasHeight / this._devicePixelRatio);
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this.dimensions.canvasWidth = Math.round(this.dimensions.scaledCanvasWidth / this._devicePixelRatio);
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this.dimensions.css.canvas.height = Math.round(this.dimensions.device.canvas.height / this._devicePixelRatio);
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this.dimensions.css.canvas.width = Math.round(this.dimensions.device.canvas.width / this._devicePixelRatio);
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// Get the CSS dimensions of an individual cell. This needs to be derived from the calculated
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// device pixel canvas value above. CharMeasure.width/height by itself is insufficient when the
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@@ -483,6 +501,8 @@ export class WebglRenderer extends Disposable implements IRenderer {
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// size on the canvas can differ.
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this.dimensions.actualCellHeight = this.dimensions.scaledCellHeight / this._devicePixelRatio;
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this.dimensions.actualCellWidth = this.dimensions.scaledCellWidth / this._devicePixelRatio;
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this.dimensions.css.cell.height = this.dimensions.device.cell.height / this._devicePixelRatio;
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this.dimensions.css.cell.width = this.dimensions.device.cell.width / this._devicePixelRatio;
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}
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private _setCanvasDevicePixelDimensions(width: number, height: number): void {
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+6
@@ -38,10 +38,16 @@ export interface IOffset {
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}
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export interface IRenderDimensions {
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/**
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* Dimensions measured in CSS pixels (ie. device pixels / device pixel ratio).
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*/
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css: {
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canvas: IDimensions;
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cell: IDimensions;
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};
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/**
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* Dimensions measured in actual pixels as rendered to the device.
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*/
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device: {
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canvas: IDimensions;
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cell: IDimensions;
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