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https://github.com/wavetermdev/xterm.js.git
synced 2026-08-05 13:43:48 -07:00
Fix blurry text by supporting floating pt devicePixelRatios
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@@ -48,7 +48,7 @@ export abstract class BaseRenderLayer implements IRenderLayer {
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*/
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private _refreshCharAtlas(terminal: ITerminal, colorSet: IColorSet): void {
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this._charAtlas = null;
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const result = acquireCharAtlas(terminal, this.colors);
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const result = acquireCharAtlas(terminal, this.colors, this.scaledCharWidth, this.scaledCharHeight);
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if (result instanceof HTMLCanvasElement) {
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this._charAtlas = result;
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} else {
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@@ -57,12 +57,31 @@ export abstract class BaseRenderLayer implements IRenderLayer {
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}
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public resize(terminal: ITerminal, canvasWidth: number, canvasHeight: number, charSizeChanged: boolean): void {
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this.scaledCharWidth = terminal.charMeasure.width * window.devicePixelRatio;
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this.scaledCharHeight = terminal.charMeasure.height * window.devicePixelRatio;
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// Calculate the scaled character dimensions, if devicePixelRatio is a
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// floating point number then the value is ceiled to ensure there is enough
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// space to draw the character to the cell
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this.scaledCharWidth = Math.ceil(terminal.charMeasure.width * window.devicePixelRatio);
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this.scaledCharHeight = Math.ceil(terminal.charMeasure.height * window.devicePixelRatio);
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// Calculate the scaled line height, if lineHeight is not 1 then the value
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// will be floored because since lineHeight can never be lower then 1, there
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// is a guarentee that the scaled line height will always be larger than
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// scaled char height.
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this.scaledLineHeight = Math.floor(this.scaledCharHeight * terminal.options.lineHeight);
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// Calculate the y coordinate within a cell that text should draw from in
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// order to draw in the center of a cell.
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this.scaledLineDrawY = terminal.options.lineHeight === 1 ? 0 : Math.round((this.scaledLineHeight - this.scaledCharHeight) / 2);
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this._canvas.width = canvasWidth * window.devicePixelRatio;
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this._canvas.height = canvasHeight * window.devicePixelRatio;
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// Recalcualte the canvas dimensions; width/height define the actual number
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// of pixels in the canvas, style.width/height define the size of the canvas
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// on the page. It's very important that this rounds to nearest integer and
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// not ceils as browsers often set window.devicePixelRatio as something like
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// 1.100000023841858, when it's actually 1.1. Ceiling causes blurriness as
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// the backing canvas image is 1 pixel too large for the canvas element
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// size.
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this._canvas.width = Math.round(canvasWidth * window.devicePixelRatio);
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this._canvas.height = Math.round(canvasHeight * window.devicePixelRatio);
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this._canvas.style.width = `${canvasWidth}px`;
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this._canvas.style.height = `${canvasHeight}px`;
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@@ -26,9 +26,7 @@ let charAtlasCache: ICharAtlasCacheEntry[] = [];
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* @param terminal The terminal.
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* @param colors The colors to use.
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*/
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export function acquireCharAtlas(terminal: ITerminal, colors: IColorSet): HTMLCanvasElement | Promise<ImageBitmap> {
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const scaledCharWidth = terminal.charMeasure.width * window.devicePixelRatio;
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const scaledCharHeight = terminal.charMeasure.height * window.devicePixelRatio;
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export function acquireCharAtlas(terminal: ITerminal, colors: IColorSet, scaledCharWidth: number, scaledCharHeight: number): HTMLCanvasElement | Promise<ImageBitmap> {
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const newConfig = generateConfig(scaledCharWidth, scaledCharHeight, terminal, colors);
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// Check to see if the terminal already owns this config
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