@inst/vscode-bin-darwin
Version:
BINARY ONLY - VSCode binary deployment for macOS
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text/typescript
/**
* Copyright (c) 2017 The xterm.js authors. All rights reserved.
* @license MIT
*/
import { ITerminal, ITheme } from '../Interfaces';
import { CHAR_DATA_WIDTH_INDEX, CHAR_DATA_CHAR_INDEX } from '../Buffer';
import { TextRenderLayer } from './TextRenderLayer';
import { SelectionRenderLayer } from './SelectionRenderLayer';
import { CursorRenderLayer } from './CursorRenderLayer';
import { ColorManager } from './ColorManager';
import { BaseRenderLayer } from './BaseRenderLayer';
import { IRenderLayer, IColorSet, IRenderer, IRenderDimensions } from './Interfaces';
import { LinkRenderLayer } from './LinkRenderLayer';
import { EventEmitter } from '../EventEmitter';
export class Renderer extends EventEmitter implements IRenderer {
/** A queue of the rows to be refreshed */
private _refreshRowsQueue: {start: number, end: number}[] = [];
private _refreshAnimationFrame = null;
private _renderLayers: IRenderLayer[];
private _devicePixelRatio: number;
public colorManager: ColorManager;
public dimensions: IRenderDimensions;
constructor(private _terminal: ITerminal, theme: ITheme) {
super();
this.colorManager = new ColorManager();
if (theme) {
this.colorManager.setTheme(theme);
}
this._renderLayers = [
new TextRenderLayer(this._terminal.element, 0, this.colorManager.colors),
new SelectionRenderLayer(this._terminal.element, 1, this.colorManager.colors),
new LinkRenderLayer(this._terminal.element, 2, this.colorManager.colors, this._terminal),
new CursorRenderLayer(this._terminal.element, 3, this.colorManager.colors)
];
this.dimensions = {
scaledCharWidth: null,
scaledCharHeight: null,
scaledLineHeight: null,
scaledLineDrawY: null,
scaledCanvasWidth: null,
scaledCanvasHeight: null,
canvasWidth: null,
canvasHeight: null,
actualCellWidth: null,
actualCellHeight: null
};
this._devicePixelRatio = window.devicePixelRatio;
}
public onWindowResize(devicePixelRatio: number): void {
// If the device pixel ratio changed, the char atlas needs to be regenerated
// and the terminal needs to refreshed
if (this._devicePixelRatio !== devicePixelRatio) {
this._devicePixelRatio = devicePixelRatio;
this.onResize(this._terminal.cols, this._terminal.rows, true);
}
}
public setTheme(theme: ITheme): IColorSet {
this.colorManager.setTheme(theme);
// Clear layers and force a full render
this._renderLayers.forEach(l => {
l.onThemeChanged(this._terminal, this.colorManager.colors);
l.reset(this._terminal);
});
this._terminal.refresh(0, this._terminal.rows - 1);
return this.colorManager.colors;
}
public onResize(cols: number, rows: number, didCharSizeChange: boolean): void {
if (!this._terminal.charMeasure.width || !this._terminal.charMeasure.height) {
return;
}
// Calculate the scaled character width. Width is floored as it must be
// drawn to an integer grid in order for the CharAtlas "stamps" to not be
// blurry. When text is drawn to the grid not using the CharAtlas, it is
// clipped to ensure there is no overlap with the next cell.
this.dimensions.scaledCharWidth = Math.floor(this._terminal.charMeasure.width * window.devicePixelRatio);
// Calculate the scaled character height. Height is ceiled in case
// devicePixelRatio is a floating point number in order to ensure there is
// enough space to draw the character to the cell.
this.dimensions.scaledCharHeight = Math.ceil(this._terminal.charMeasure.height * window.devicePixelRatio);
// Calculate the scaled line height, if lineHeight is not 1 then the value
// will be floored because since lineHeight can never be lower then 1, there
// is a guarentee that the scaled line height will always be larger than
// scaled char height.
this.dimensions.scaledLineHeight = Math.floor(this.dimensions.scaledCharHeight * this._terminal.options.lineHeight);
// Calculate the y coordinate within a cell that text should draw from in
// order to draw in the center of a cell.
this.dimensions.scaledLineDrawY = this._terminal.options.lineHeight === 1 ? 0 : Math.round((this.dimensions.scaledLineHeight - this.dimensions.scaledCharHeight) / 2);
// Recalculate the canvas dimensions; scaled* define the actual number of
// pixel in the canvas
this.dimensions.scaledCanvasHeight = this._terminal.rows * this.dimensions.scaledLineHeight;
this.dimensions.scaledCanvasWidth = Math.round(this._terminal.cols * this.dimensions.scaledCharWidth);
// The the size of the canvas on the page. It's very important that this
// rounds to nearest integer and not ceils as browsers often set
// window.devicePixelRatio as something like 1.100000023841858, when it's
// actually 1.1. Ceiling causes blurriness as the backing canvas image is 1
// pixel too large for the canvas element size.
this.dimensions.canvasHeight = Math.round(this.dimensions.scaledCanvasHeight / window.devicePixelRatio);
this.dimensions.canvasWidth = Math.round(this.dimensions.scaledCanvasWidth / window.devicePixelRatio);
// Get the _actual_ dimensions of an individual cell. This needs to be
// derived from the canvasWidth/Height calculated above which takes into
// account window.devicePixelRatio. CharMeasure.width/height by itself is
// insufficient when the page is not at 100% zoom level as CharMeasure is
// measured in CSS pixels, but the actual char size on the canvas can
// differ.
this.dimensions.actualCellHeight = this.dimensions.canvasHeight / this._terminal.rows;
this.dimensions.actualCellWidth = this.dimensions.canvasWidth / this._terminal.cols;
// Resize all render layers
this._renderLayers.forEach(l => l.resize(this._terminal, this.dimensions, didCharSizeChange));
// Force a refresh
this._terminal.refresh(0, this._terminal.rows - 1);
this.emit('resize', {
width: this.dimensions.canvasWidth,
height: this.dimensions.canvasHeight
});
}
public onCharSizeChanged(): void {
this.onResize(this._terminal.cols, this._terminal.rows, true);
}
public onBlur(): void {
this._renderLayers.forEach(l => l.onBlur(this._terminal));
}
public onFocus(): void {
this._renderLayers.forEach(l => l.onFocus(this._terminal));
}
public onSelectionChanged(start: [number, number], end: [number, number]): void {
this._renderLayers.forEach(l => l.onSelectionChanged(this._terminal, start, end));
}
public onCursorMove(): void {
this._renderLayers.forEach(l => l.onCursorMove(this._terminal));
}
public onOptionsChanged(): void {
this._renderLayers.forEach(l => l.onOptionsChanged(this._terminal));
}
public clear(): void {
this._renderLayers.forEach(l => l.reset(this._terminal));
}
/**
* Queues a refresh between two rows (inclusive), to be done on next animation
* frame.
* @param {number} start The start row.
* @param {number} end The end row.
*/
public queueRefresh(start: number, end: number): void {
this._refreshRowsQueue.push({ start: start, end: end });
if (!this._refreshAnimationFrame) {
this._refreshAnimationFrame = window.requestAnimationFrame(this._refreshLoop.bind(this));
}
}
/**
* Performs the refresh loop callback, calling refresh only if a refresh is
* necessary before queueing up the next one.
*/
private _refreshLoop(): void {
let start;
let end;
if (this._refreshRowsQueue.length > 4) {
// Just do a full refresh when 5+ refreshes are queued
start = 0;
end = this._terminal.rows - 1;
} else {
// Get start and end rows that need refreshing
start = this._refreshRowsQueue[0].start;
end = this._refreshRowsQueue[0].end;
for (let i = 1; i < this._refreshRowsQueue.length; i++) {
if (this._refreshRowsQueue[i].start < start) {
start = this._refreshRowsQueue[i].start;
}
if (this._refreshRowsQueue[i].end > end) {
end = this._refreshRowsQueue[i].end;
}
}
}
this._refreshRowsQueue = [];
this._refreshAnimationFrame = null;
// Render
start = Math.max(start, 0);
end = Math.min(end, this._terminal.rows - 1);
this._renderLayers.forEach(l => l.onGridChanged(this._terminal, start, end));
this._terminal.emit('refresh', {start, end});
}
}