mirror of
https://github.com/wavetermdev/xterm.js.git
synced 2026-08-05 13:43:48 -07:00
Support shade char with patterns
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@@ -12,7 +12,7 @@ import { IColor } from 'browser/Types';
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import { IDisposable } from 'xterm';
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import { AttributeData } from 'common/buffer/AttributeData';
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import { channels, rgba } from 'browser/Color';
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import { tryDrawCustomChar } from 'browser/renderer/BoxAndBlockCharacters';
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import { tryDrawCustomChar } from 'browser/renderer/CustomGlyphs';
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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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@@ -17,7 +17,7 @@ import { IBufferService, IOptionsService } from 'common/services/Services';
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import { throwIfFalsy } from 'browser/renderer/RendererUtils';
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import { channels, color, rgba } from 'browser/Color';
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import { removeElementFromParent } from 'browser/Dom';
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import { tryDrawCustomChar } from 'browser/renderer/BoxAndBlockCharacters';
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import { tryDrawCustomChar } from 'browser/renderer/CustomGlyphs';
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export abstract class BaseRenderLayer implements IRenderLayer {
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private _canvas: HTMLCanvasElement;
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@@ -3,6 +3,8 @@
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* @license MIT
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*/
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import { throwIfFalsy } from 'browser/renderer/RendererUtils';
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interface IBlockVector {
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x: number;
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y: number;
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@@ -101,6 +103,33 @@ export const blockElementDefinitions: { [index: string]: IBlockVector[] | undefi
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'\u{1FB97}': [{ x: 0, y: 2, w: 8, h: 2 }, { x: 0, y: 6, w: 8, h: 2 }]
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};
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type PatternDefinition = number[][];
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/**
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* Defines the repeating pattern used by special characters, the pattern is made up of a 2d array of
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* pixel values to be filled (1) or not filled (0).
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*/
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const patternCharacterDefinitions: { [key: string]: PatternDefinition | undefined } = {
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'░': [
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[1, 0, 0, 0],
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[0, 0, 0, 0],
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[0, 0, 1, 0],
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[0, 0, 0, 0]
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],
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'▒': [
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[1, 0],
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[0, 0],
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[0, 1],
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[0, 0]
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],
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'▓': [
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[0, 1],
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[1, 1],
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[1, 0],
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[1, 1]
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]
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};
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const enum Shapes {
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/** │ */ TOP_TO_BOTTOM = 'M.5,0 L.5,1',
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/** ─ */ LEFT_TO_RIGHT = 'M0,.5 L1,.5',
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@@ -299,6 +328,13 @@ export function tryDrawCustomChar(
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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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console.log('draw pattern', c);
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drawPatternChar(ctx, patternDefinition, xOffset, yOffset, scaledCellWidth, scaledCellHeight);
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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, scaledCellWidth, scaledCellHeight);
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@@ -329,6 +365,58 @@ function drawBlockElementChar(
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}
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}
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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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scaledCellWidth: number,
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scaledCellHeight: 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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// TODO: Unsafe?
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const fillStyle = ctx.fillStyle as string;
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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 = document.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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// TODO: This is a little unsafe, fillStyle could be rgb/rgba format
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const r = parseInt(fillStyle.substr(1, 2), 16);
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const g = parseInt(fillStyle.substr(3, 2), 16);
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const b = parseInt(fillStyle.substr(5, 2), 16);
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const a = fillStyle.length > 7 && parseInt(fillStyle.substr(7, 2), 16) || undefined;
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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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console.log('put', imageData);
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tmpCtx.putImageData(imageData, 0, 0);
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// TODO: This will break for different colored patterns
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// TODO: This could happen multiple times
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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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console.log('fill style', pattern);
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ctx.fillStyle = pattern;
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ctx.fillRect(xOffset, yOffset, scaledCellWidth, scaledCellHeight);
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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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