mirror of
https://github.com/wavetermdev/xterm.js.git
synced 2026-08-05 13:43:48 -07:00
Remove the canvas char atlas
This was unused and removing from cache was broken apparently
This commit is contained in:
@@ -3,6 +3,7 @@
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* @license MIT
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*/
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import { removeTerminalFromCache } from 'browser/renderer/shared/CharAtlasCache';
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import { observeDevicePixelDimensions } from 'browser/renderer/shared/DevicePixelObserver';
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import { IRenderDimensions, IRenderer, IRequestRedrawEvent } from 'browser/renderer/shared/Types';
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import { ICharacterJoinerService, ICharSizeService, ICoreBrowserService } from 'browser/services/Services';
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@@ -11,7 +12,6 @@ import { EventEmitter } from 'common/EventEmitter';
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import { Disposable } from 'common/Lifecycle';
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import { IBufferService, ICoreService, IDecorationService, IOptionsService } from 'common/services/Services';
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import { Terminal } from 'xterm';
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import { removeTerminalFromCache } from './atlas/CharAtlasCache';
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import { CursorRenderLayer } from './CursorRenderLayer';
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import { LinkRenderLayer } from './LinkRenderLayer';
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import { SelectionRenderLayer } from './SelectionRenderLayer';
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@@ -1,410 +0,0 @@
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/**
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* Copyright (c) 2017 The xterm.js authors. All rights reserved.
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* @license MIT
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*/
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import { DIM_OPACITY, INVERTED_DEFAULT_COLOR, TEXT_BASELINE } from 'browser/renderer/shared/Constants';
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import { IGlyphIdentifier } from './Types';
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import { DEFAULT_ANSI_COLORS } from 'browser/ColorManager';
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import { LRUMap } from './LRUMap';
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import { isFirefox, isSafari } from 'common/Platform';
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import { IColor } from 'common/Types';
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import { throwIfFalsy } from 'browser/renderer/shared/RendererUtils';
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import { color, NULL_COLOR } from 'common/Color';
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import { ICharAtlasConfig } from 'browser/renderer/shared/Types';
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// In practice we're probably never going to exhaust a texture this large. For debugging purposes,
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// however, it can be useful to set this to a really tiny value, to verify that LRU eviction works.
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const TEXTURE_WIDTH = 1024;
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const TEXTURE_HEIGHT = 1024;
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// Drawing to the cache is expensive: If we have to draw more than this number of glyphs to the
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// cache in a single frame, give up on trying to cache anything else, and try to finish the current
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// frame ASAP.
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//
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// This helps to limit the amount of damage a program can do when it would otherwise thrash the
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// cache.
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const FRAME_CACHE_DRAW_LIMIT = 100;
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/**
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* The number of milliseconds to wait before generating the ImageBitmap, this is to debounce/batch
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* the operation as window.createImageBitmap is asynchronous.
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*/
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const GLYPH_BITMAP_COMMIT_DELAY = 100;
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interface IGlyphCacheValue {
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index: number;
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isEmpty: boolean;
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inBitmap: boolean;
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}
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export function getGlyphCacheKey(glyph: IGlyphIdentifier): number {
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// Note that this only returns a valid key when code < 256
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// Layout:
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// 0b00000000000000000000000000000001: italic (1)
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// 0b00000000000000000000000000000010: dim (1)
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// 0b00000000000000000000000000000100: bold (1)
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// 0b00000000000000000000111111111000: fg (9)
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// 0b00000000000111111111000000000000: bg (9)
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// 0b00011111111000000000000000000000: code (8)
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// 0b11100000000000000000000000000000: unused (3)
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return glyph.code << 21 | glyph.bg << 12 | glyph.fg << 3 | (glyph.bold ? 0 : 4) + (glyph.dim ? 0 : 2) + (glyph.italic ? 0 : 1);
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}
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export class CanvasCharAtlas {
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// An ordered map that we're using to keep track of where each glyph is in the atlas texture.
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// It's ordered so that we can determine when to remove the old entries.
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private _cacheMap: LRUMap<IGlyphCacheValue>;
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// The texture that the atlas is drawn to
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private _cacheCanvas: HTMLCanvasElement;
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public get cacheCanvas(): HTMLCanvasElement { return this._cacheCanvas; }
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private _cacheCtx: CanvasRenderingContext2D;
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private _didWarmUp: boolean = false;
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// A temporary context that glyphs are drawn to before being transfered to the atlas.
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private _tmpCtx: CanvasRenderingContext2D;
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// The number of characters stored in the atlas by width/height
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private _width: number;
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private _height: number;
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private _drawToCacheCount: number = 0;
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// An array of glyph keys that are waiting on the bitmap to be generated.
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private _glyphsWaitingOnBitmap: IGlyphCacheValue[] = [];
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// The timeout that is used to batch bitmap generation so it's not requested for every new glyph.
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private _bitmapCommitTimeout: number | null = null;
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// The bitmap to draw from, this is much faster on other browsers than others.
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private _bitmap: ImageBitmap | null = null;
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constructor(document: Document, private _config: ICharAtlasConfig) {
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this._cacheCanvas = document.createElement('canvas');
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this._cacheCanvas.width = TEXTURE_WIDTH;
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this._cacheCanvas.height = TEXTURE_HEIGHT;
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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 = throwIfFalsy(this._cacheCanvas.getContext('2d', { alpha: true }));
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const tmpCanvas = document.createElement('canvas');
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tmpCanvas.width = this._config.scaledCharWidth;
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tmpCanvas.height = this._config.scaledCharHeight;
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this._tmpCtx = throwIfFalsy(tmpCanvas.getContext('2d', {
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alpha: this._config.allowTransparency,
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willReadFrequently: true
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}));
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this._width = Math.floor(TEXTURE_WIDTH / this._config.scaledCharWidth);
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this._height = Math.floor(TEXTURE_HEIGHT / this._config.scaledCharHeight);
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const capacity = this._width * this._height;
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this._cacheMap = new LRUMap(capacity);
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this._cacheMap.prealloc(capacity);
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// This is useful for debugging
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// document.body.appendChild(this._cacheCanvas);
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}
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public dispose(): void {
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if (this._bitmapCommitTimeout !== null) {
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window.clearTimeout(this._bitmapCommitTimeout);
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this._bitmapCommitTimeout = null;
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}
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}
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/**
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* Perform any work needed to warm the cache before it can be used. May be called multiple times.
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* Implement _doWarmUp instead if you only want to get called once.
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*/
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public warmUp(): void {
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if (!this._didWarmUp) {
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this._doWarmUp();
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this._didWarmUp = true;
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}
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}
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/**
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* Perform any work needed to warm the cache before it can be used. Used by the default
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* implementation of warmUp(), and will only be called once.
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*/
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private _doWarmUp(): void { }
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public beginFrame(): void {
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this._drawToCacheCount = 0;
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}
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public clear(): void {
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if (this._cacheMap.size > 0) {
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const capacity = this._width * this._height;
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this._cacheMap = new LRUMap(capacity);
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this._cacheMap.prealloc(capacity);
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}
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this._cacheCtx.clearRect(0, 0, TEXTURE_WIDTH, TEXTURE_HEIGHT);
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this._tmpCtx.clearRect(0, 0, this._config.scaledCharWidth, this._config.scaledCharHeight);
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}
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public draw(
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ctx: CanvasRenderingContext2D,
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glyph: IGlyphIdentifier,
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x: number,
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y: number
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): boolean {
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// Space is always an empty cell, special case this as it's so common
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if (glyph.code === 32) {
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return true;
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}
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// Exit early for uncachable glyphs
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if (!this._canCache(glyph)) {
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return false;
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}
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const glyphKey = getGlyphCacheKey(glyph);
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const cacheValue = this._cacheMap.get(glyphKey);
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if (cacheValue !== null && cacheValue !== undefined) {
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this._drawFromCache(ctx, cacheValue, x, y);
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return true;
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}
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if (this._drawToCacheCount < FRAME_CACHE_DRAW_LIMIT) {
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let index;
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if (this._cacheMap.size < this._cacheMap.capacity) {
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index = this._cacheMap.size;
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} else {
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// we're out of space, so our call to set will delete this item
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index = this._cacheMap.peek()!.index;
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}
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const cacheValue = this._drawToCache(glyph, index);
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this._cacheMap.set(glyphKey, cacheValue);
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this._drawFromCache(ctx, cacheValue, x, y);
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return true;
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}
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return false;
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}
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private _canCache(glyph: IGlyphIdentifier): boolean {
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// Only cache ascii and extended characters for now, to be safe. In the future, we could do
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// something more complicated to determine the expected width of a character.
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//
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// If we switch the renderer over to webgl at some point, we may be able to use blending modes
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// to draw overlapping glyphs from the atlas:
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// https://github.com/servo/webrender/issues/464#issuecomment-255632875
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// https://webglfundamentals.org/webgl/lessons/webgl-text-texture.html
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return glyph.code < 256;
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}
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private _toCoordinateX(index: number): number {
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return (index % this._width) * this._config.scaledCharWidth;
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}
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private _toCoordinateY(index: number): number {
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return Math.floor(index / this._width) * this._config.scaledCharHeight;
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}
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private _drawFromCache(
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ctx: CanvasRenderingContext2D,
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cacheValue: IGlyphCacheValue,
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x: number,
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y: number
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): void {
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// We don't actually need to do anything if this is whitespace.
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if (cacheValue.isEmpty) {
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return;
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}
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const cacheX = this._toCoordinateX(cacheValue.index);
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const cacheY = this._toCoordinateY(cacheValue.index);
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ctx.drawImage(
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cacheValue.inBitmap ? this._bitmap! : this._cacheCanvas,
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cacheX,
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cacheY,
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this._config.scaledCharWidth,
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this._config.scaledCharHeight,
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x,
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y,
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this._config.scaledCharWidth,
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this._config.scaledCharHeight
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);
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}
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private _getColorFromAnsiIndex(idx: number): IColor {
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if (idx < this._config.colors.ansi.length) {
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return this._config.colors.ansi[idx];
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}
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return DEFAULT_ANSI_COLORS[idx];
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}
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private _getBackgroundColor(glyph: IGlyphIdentifier): IColor {
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if (this._config.allowTransparency) {
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// The background color might have some transparency, so we need to render it as fully
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// transparent in the atlas. Otherwise we'd end up drawing the transparent background twice
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// around the anti-aliased edges of the glyph, and it would look too dark.
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return NULL_COLOR;
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}
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let result: IColor;
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if (glyph.bg === INVERTED_DEFAULT_COLOR) {
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result = this._config.colors.foreground;
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} else if (glyph.bg < 256) {
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result = this._getColorFromAnsiIndex(glyph.bg);
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} else {
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result = this._config.colors.background;
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}
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if (glyph.dim) {
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result = color.blend(this._config.colors.background, color.multiplyOpacity(result, 0.5));
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}
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return result;
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}
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private _getForegroundColor(glyph: IGlyphIdentifier): IColor {
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if (glyph.fg === INVERTED_DEFAULT_COLOR) {
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return color.opaque(this._config.colors.background);
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}
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if (glyph.fg < 256) {
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// 256 color support
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return this._getColorFromAnsiIndex(glyph.fg);
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}
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return this._config.colors.foreground;
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}
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// TODO: We do this (or something similar) in multiple places. We should split this off
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// into a shared function.
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private _drawToCache(glyph: IGlyphIdentifier, index: number): IGlyphCacheValue {
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this._drawToCacheCount++;
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this._tmpCtx.save();
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// draw the background
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const backgroundColor = this._getBackgroundColor(glyph);
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// Use a 'copy' composite operation to clear any existing glyph out of _tmpCtxWithAlpha, regardless of
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// transparency in backgroundColor
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this._tmpCtx.globalCompositeOperation = 'copy';
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this._tmpCtx.fillStyle = backgroundColor.css;
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this._tmpCtx.fillRect(0, 0, this._config.scaledCharWidth, this._config.scaledCharHeight);
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this._tmpCtx.globalCompositeOperation = 'source-over';
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// draw the foreground/glyph
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const fontWeight = glyph.bold ? this._config.fontWeightBold : this._config.fontWeight;
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const fontStyle = glyph.italic ? 'italic' : '';
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this._tmpCtx.font =
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`${fontStyle} ${fontWeight} ${this._config.fontSize * this._config.devicePixelRatio}px ${this._config.fontFamily}`;
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this._tmpCtx.textBaseline = TEXT_BASELINE;
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this._tmpCtx.fillStyle = this._getForegroundColor(glyph).css;
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// Apply alpha to dim the character
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if (glyph.dim) {
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this._tmpCtx.globalAlpha = DIM_OPACITY;
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}
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// Draw the character
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this._tmpCtx.fillText(glyph.chars, 0, this._config.scaledCharHeight);
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// clear the background from the character to avoid issues with drawing over the previous
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// character if it extends past it's bounds
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let imageData = this._tmpCtx.getImageData(
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0, 0, this._config.scaledCharWidth, this._config.scaledCharHeight
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);
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let isEmpty = false;
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if (!this._config.allowTransparency) {
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isEmpty = clearColor(imageData, backgroundColor);
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}
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// If this charcater is underscore and empty, shift it up until it is visible, try for a maximum
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// of 5 pixels.
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if (isEmpty && glyph.chars === '_' && !this._config.allowTransparency) {
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for (let offset = 1; offset <= 5; offset++) {
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// Draw the character
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this._tmpCtx.fillText(glyph.chars, 0, this._config.scaledCharHeight - offset);
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// clear the background from the character to avoid issues with drawing over the previous
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// character if it extends past it's bounds
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imageData = this._tmpCtx.getImageData(
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0, 0, this._config.scaledCharWidth, this._config.scaledCharHeight
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);
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isEmpty = clearColor(imageData, backgroundColor);
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if (!isEmpty) {
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break;
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}
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}
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}
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this._tmpCtx.restore();
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// copy the data from imageData to _cacheCanvas
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const x = this._toCoordinateX(index);
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const y = this._toCoordinateY(index);
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// putImageData doesn't do any blending, so it will overwrite any existing cache entry for us
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this._cacheCtx.putImageData(imageData, x, y);
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// Add the glyph and queue it to the bitmap (if the browser supports it)
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const cacheValue = {
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index,
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isEmpty,
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inBitmap: false
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};
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this._addGlyphToBitmap(cacheValue);
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return cacheValue;
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}
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private _addGlyphToBitmap(cacheValue: IGlyphCacheValue): void {
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// Support is patchy for createImageBitmap at the moment, pass a canvas back
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// if support is lacking as drawImage works there too. Firefox is also
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// included here as ImageBitmap appears both buggy and has horrible
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// performance (tested on v55).
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if (!('createImageBitmap' in window) || isFirefox || isSafari) {
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return;
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}
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// Add the glyph to the queue
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this._glyphsWaitingOnBitmap.push(cacheValue);
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// Check if bitmap generation timeout already exists
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if (this._bitmapCommitTimeout !== null) {
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return;
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}
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this._bitmapCommitTimeout = window.setTimeout(() => this._generateBitmap(), GLYPH_BITMAP_COMMIT_DELAY);
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}
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private _generateBitmap(): void {
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const glyphsMovingToBitmap = this._glyphsWaitingOnBitmap;
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this._glyphsWaitingOnBitmap = [];
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window.createImageBitmap(this._cacheCanvas).then(bitmap => {
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// Set bitmap
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this._bitmap = bitmap;
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// Mark all new glyphs as in bitmap, excluding glyphs that came in after
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// the bitmap was requested
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for (let i = 0; i < glyphsMovingToBitmap.length; i++) {
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const value = glyphsMovingToBitmap[i];
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// It doesn't matter if the value was already evicted, it will be
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// released from memory after this block if so.
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value.inBitmap = true;
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}
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});
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this._bitmapCommitTimeout = null;
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}
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}
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/**
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* Makes a particular rgb color and colors that are nearly the same in an ImageData completely
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* transparent.
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* @returns True if the result is "empty", meaning all pixels are fully transparent.
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*/
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function clearColor(imageData: ImageData, color: IColor): boolean {
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let isEmpty = true;
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const r = color.rgba >>> 24;
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const g = color.rgba >>> 16 & 0xFF;
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const b = color.rgba >>> 8 & 0xFF;
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for (let offset = 0; offset < imageData.data.length; offset += 4) {
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if (Math.abs(imageData.data[offset] - r) +
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Math.abs(imageData.data[offset + 1] - g) +
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Math.abs(imageData.data[offset + 2] - b) < 35) {
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imageData.data[offset + 3] = 0;
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} else {
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isEmpty = false;
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}
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}
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return isEmpty;
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}
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@@ -1,96 +0,0 @@
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/**
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||||
* Copyright (c) 2017 The xterm.js authors. All rights reserved.
|
||||
* @license MIT
|
||||
*/
|
||||
|
||||
import { generateConfig, configEquals } from 'browser/renderer/shared/CharAtlasUtils';
|
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import { CanvasCharAtlas } from './CanvasCharAtlas';
|
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import { IColorSet } from 'browser/Types';
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import { Terminal } from 'xterm';
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import { ICharAtlasConfig } from 'browser/renderer/shared/Types';
|
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interface ICharAtlasCacheEntry {
|
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atlas: CanvasCharAtlas;
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config: ICharAtlasConfig;
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// N.B. This implementation potentially holds onto copies of the terminal forever, so
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// this may cause memory leaks.
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ownedBy: Terminal[];
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}
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||||
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const charAtlasCache: ICharAtlasCacheEntry[] = [];
|
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/**
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* Acquires a char atlas, either generating a new one or returning an existing
|
||||
* one that is in use by another terminal.
|
||||
*/
|
||||
export function acquireCharAtlas(
|
||||
terminal: Terminal,
|
||||
colors: IColorSet,
|
||||
scaledCellWidth: number,
|
||||
scaledCellHeight: number,
|
||||
scaledCharWidth: number,
|
||||
scaledCharHeight: number,
|
||||
devicePixelRatio: number
|
||||
): CanvasCharAtlas {
|
||||
const newConfig = generateConfig(scaledCellWidth, scaledCellHeight, scaledCharWidth, scaledCharHeight, terminal, colors, devicePixelRatio);
|
||||
|
||||
// Check to see if the renderer already owns this config
|
||||
for (let i = 0; i < charAtlasCache.length; i++) {
|
||||
const entry = charAtlasCache[i];
|
||||
const ownedByIndex = entry.ownedBy.indexOf(terminal);
|
||||
if (ownedByIndex >= 0) {
|
||||
if (configEquals(entry.config, newConfig)) {
|
||||
return entry.atlas;
|
||||
}
|
||||
// The configs differ, release the renderer from the entry
|
||||
if (entry.ownedBy.length === 1) {
|
||||
entry.atlas.dispose();
|
||||
charAtlasCache.splice(i, 1);
|
||||
} else {
|
||||
entry.ownedBy.splice(ownedByIndex, 1);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Try match a char atlas from the cache
|
||||
for (let i = 0; i < charAtlasCache.length; i++) {
|
||||
const entry = charAtlasCache[i];
|
||||
if (configEquals(entry.config, newConfig)) {
|
||||
// Add the renderer to the cache entry and return
|
||||
entry.ownedBy.push(terminal);
|
||||
return entry.atlas;
|
||||
}
|
||||
}
|
||||
|
||||
const newEntry: ICharAtlasCacheEntry = {
|
||||
atlas: new CanvasCharAtlas(
|
||||
document,
|
||||
newConfig
|
||||
),
|
||||
config: newConfig,
|
||||
ownedBy: [terminal]
|
||||
};
|
||||
charAtlasCache.push(newEntry);
|
||||
return newEntry.atlas;
|
||||
}
|
||||
|
||||
/**
|
||||
* Removes a terminal reference from the cache, allowing its memory to be freed.
|
||||
*/
|
||||
export function removeTerminalFromCache(terminal: Terminal): void {
|
||||
for (let i = 0; i < charAtlasCache.length; i++) {
|
||||
const index = charAtlasCache[i].ownedBy.indexOf(terminal);
|
||||
if (index !== -1) {
|
||||
if (charAtlasCache[i].ownedBy.length === 1) {
|
||||
// Remove the cache entry if it's the only renderer
|
||||
charAtlasCache[i].atlas.dispose();
|
||||
charAtlasCache.splice(i, 1);
|
||||
} else {
|
||||
// Remove the reference from the cache entry
|
||||
charAtlasCache[i].ownedBy.splice(index, 1);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,65 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2017 The xterm.js authors. All rights reserved.
|
||||
* @license MIT
|
||||
*/
|
||||
|
||||
import { assert } from 'chai';
|
||||
import { LRUMap } from './LRUMap';
|
||||
|
||||
describe('LRUMap', () => {
|
||||
it('can be used to store and retrieve values', () => {
|
||||
const map = new LRUMap(10);
|
||||
map.set(1, 'valuea');
|
||||
map.set(2, 'valueb');
|
||||
map.set(3, 'valuec');
|
||||
assert.strictEqual(map.get(1), 'valuea');
|
||||
assert.strictEqual(map.get(2), 'valueb');
|
||||
assert.strictEqual(map.get(3), 'valuec');
|
||||
});
|
||||
|
||||
it('maintains a size from insertions', () => {
|
||||
const map = new LRUMap(10);
|
||||
assert.strictEqual(map.size, 0);
|
||||
map.set(1, 'value');
|
||||
assert.strictEqual(map.size, 1);
|
||||
map.set(2, 'value');
|
||||
assert.strictEqual(map.size, 2);
|
||||
});
|
||||
|
||||
it('deletes the oldest entry when the capacity is exceeded', () => {
|
||||
const map = new LRUMap(4);
|
||||
map.set(1, 'value');
|
||||
map.set(2, 'value');
|
||||
map.set(3, 'value');
|
||||
map.set(4, 'value');
|
||||
map.set(5, 'value');
|
||||
assert.isNull(map.get(1));
|
||||
assert.isNotNull(map.get(2));
|
||||
assert.isNotNull(map.get(3));
|
||||
assert.isNotNull(map.get(4));
|
||||
assert.isNotNull(map.get(5));
|
||||
assert.strictEqual(map.size, 4);
|
||||
});
|
||||
|
||||
it('prevents a recently accessed entry from getting deleted', () => {
|
||||
const map = new LRUMap(2);
|
||||
map.set(1, 'value');
|
||||
map.set(2, 'value');
|
||||
map.get(1);
|
||||
// a would normally get deleted here, except that we called get()
|
||||
map.set(3, 'value');
|
||||
assert.isNotNull(map.get(1));
|
||||
// b got deleted instead of a
|
||||
assert.isNull(map.get(2));
|
||||
assert.isNotNull(map.get(3));
|
||||
});
|
||||
|
||||
it('supports mutation', () => {
|
||||
const map = new LRUMap(10);
|
||||
map.set(1, 'oldvalue');
|
||||
map.set(1, 'newvalue');
|
||||
// mutation doesn't change the size
|
||||
assert.strictEqual(map.size, 1);
|
||||
assert.strictEqual(map.get(1), 'newvalue');
|
||||
});
|
||||
});
|
||||
@@ -1,136 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2017 The xterm.js authors. All rights reserved.
|
||||
* @license MIT
|
||||
*/
|
||||
|
||||
interface ILinkedListNode<T> {
|
||||
prev: ILinkedListNode<T> | null;
|
||||
next: ILinkedListNode<T> | null;
|
||||
key: number | null;
|
||||
value: T | null;
|
||||
}
|
||||
|
||||
export class LRUMap<T> {
|
||||
private _map: { [key: number]: ILinkedListNode<T> } = {};
|
||||
private _head: ILinkedListNode<T> | null = null;
|
||||
private _tail: ILinkedListNode<T> | null = null;
|
||||
private _nodePool: ILinkedListNode<T>[] = [];
|
||||
public size: number = 0;
|
||||
|
||||
constructor(public capacity: number) { }
|
||||
|
||||
private _unlinkNode(node: ILinkedListNode<T>): void {
|
||||
const prev = node.prev;
|
||||
const next = node.next;
|
||||
if (node === this._head) {
|
||||
this._head = next;
|
||||
}
|
||||
if (node === this._tail) {
|
||||
this._tail = prev;
|
||||
}
|
||||
if (prev !== null) {
|
||||
prev.next = next;
|
||||
}
|
||||
if (next !== null) {
|
||||
next.prev = prev;
|
||||
}
|
||||
}
|
||||
|
||||
private _appendNode(node: ILinkedListNode<T>): void {
|
||||
const tail = this._tail;
|
||||
if (tail !== null) {
|
||||
tail.next = node;
|
||||
}
|
||||
node.prev = tail;
|
||||
node.next = null;
|
||||
this._tail = node;
|
||||
if (this._head === null) {
|
||||
this._head = node;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Preallocate a bunch of linked-list nodes. Allocating these nodes ahead of time means that
|
||||
* they're more likely to live next to each other in memory, which seems to improve performance.
|
||||
*
|
||||
* Each empty object only consumes about 60 bytes of memory, so this is pretty cheap, even for
|
||||
* large maps.
|
||||
*/
|
||||
public prealloc(count: number): void {
|
||||
const nodePool = this._nodePool;
|
||||
for (let i = 0; i < count; i++) {
|
||||
nodePool.push({
|
||||
prev: null,
|
||||
next: null,
|
||||
key: null,
|
||||
value: null
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
public get(key: number): T | null {
|
||||
// This is unsafe: We're assuming our keyspace doesn't overlap with Object.prototype. However,
|
||||
// it's faster than calling hasOwnProperty, and in our case, it would never overlap.
|
||||
const node = this._map[key];
|
||||
if (node !== undefined) {
|
||||
this._unlinkNode(node);
|
||||
this._appendNode(node);
|
||||
return node.value;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
/**
|
||||
* Gets a value from a key without marking it as the most recently used item.
|
||||
*/
|
||||
public peekValue(key: number): T | null {
|
||||
const node = this._map[key];
|
||||
if (node !== undefined) {
|
||||
return node.value;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
public peek(): T | null {
|
||||
const head = this._head;
|
||||
return head === null ? null : head.value;
|
||||
}
|
||||
|
||||
public set(key: number, value: T): void {
|
||||
// This is unsafe: See note above.
|
||||
let node = this._map[key];
|
||||
if (node !== undefined) {
|
||||
// already exists, we just need to mutate it and move it to the end of the list
|
||||
node = this._map[key];
|
||||
this._unlinkNode(node);
|
||||
node.value = value;
|
||||
} else if (this.size >= this.capacity) {
|
||||
// we're out of space: recycle the head node, move it to the tail
|
||||
node = this._head!;
|
||||
this._unlinkNode(node);
|
||||
delete this._map[node.key!];
|
||||
node.key = key;
|
||||
node.value = value;
|
||||
this._map[key] = node;
|
||||
} else {
|
||||
// make a new element
|
||||
const nodePool = this._nodePool;
|
||||
if (nodePool.length > 0) {
|
||||
// use a preallocated node if we can
|
||||
node = nodePool.pop()!;
|
||||
node.key = key;
|
||||
node.value = value;
|
||||
} else {
|
||||
node = {
|
||||
prev: null,
|
||||
next: null,
|
||||
key,
|
||||
value
|
||||
};
|
||||
}
|
||||
this._map[key] = node;
|
||||
this.size++;
|
||||
}
|
||||
this._appendNode(node);
|
||||
}
|
||||
}
|
||||
-17
@@ -1,17 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2017 The xterm.js authors. All rights reserved.
|
||||
* @license MIT
|
||||
*/
|
||||
|
||||
import { FontWeight } from 'common/services/Services';
|
||||
import { IPartialColorSet } from 'browser/Types';
|
||||
|
||||
export interface IGlyphIdentifier {
|
||||
chars: string;
|
||||
code: number;
|
||||
bg: number;
|
||||
fg: number;
|
||||
bold: boolean;
|
||||
dim: boolean;
|
||||
italic: boolean;
|
||||
}
|
||||
Reference in New Issue
Block a user