xterm
[VSoRC/.git] / node_modules / xterm / src / renderer / CursorRenderLayer.ts
diff --git a/node_modules/xterm/src/renderer/CursorRenderLayer.ts b/node_modules/xterm/src/renderer/CursorRenderLayer.ts
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+/**
+ * Copyright (c) 2017 The xterm.js authors. All rights reserved.
+ * @license MIT
+ */
+
+import { IRenderDimensions } from 'browser/renderer/Types';
+import { BaseRenderLayer } from '../browser/renderer/BaseRenderLayer';
+import { ITerminal } from '../Types';
+import { ICellData } from 'common/Types';
+import { CellData } from 'common/buffer/CellData';
+import { IColorSet } from 'browser/Types';
+import { IBufferService, IOptionsService } from 'common/services/Services';
+
+interface ICursorState {
+  x: number;
+  y: number;
+  isFocused: boolean;
+  style: string;
+  width: number;
+}
+
+/**
+ * The time between cursor blinks.
+ */
+const BLINK_INTERVAL = 600;
+
+export class CursorRenderLayer extends BaseRenderLayer {
+  private _state: ICursorState;
+  private _cursorRenderers: {[key: string]: (x: number, y: number, cell: ICellData) => void};
+  private _cursorBlinkStateManager: CursorBlinkStateManager;
+  private _cell: ICellData = new CellData();
+
+  constructor(
+    container: HTMLElement,
+    zIndex: number,
+    colors: IColorSet,
+    private _terminal: ITerminal,
+    rendererId: number,
+    readonly bufferService: IBufferService,
+    readonly optionsService: IOptionsService
+  ) {
+    super(container, 'cursor', zIndex, true, colors, rendererId, bufferService, optionsService);
+    this._state = {
+      x: null,
+      y: null,
+      isFocused: null,
+      style: null,
+      width: null
+    };
+    this._cursorRenderers = {
+      'bar': this._renderBarCursor.bind(this),
+      'block': this._renderBlockCursor.bind(this),
+      'underline': this._renderUnderlineCursor.bind(this)
+    };
+    // TODO: Consider initial options? Maybe onOptionsChanged should be called at the end of open?
+  }
+
+  public resize(dim: IRenderDimensions): void {
+    super.resize(dim);
+    // Resizing the canvas discards the contents of the canvas so clear state
+    this._state = {
+      x: null,
+      y: null,
+      isFocused: null,
+      style: null,
+      width: null
+    };
+  }
+
+  public reset(): void {
+    this._clearCursor();
+    if (this._cursorBlinkStateManager) {
+      this._cursorBlinkStateManager.dispose();
+      this._cursorBlinkStateManager = null;
+      this.onOptionsChanged();
+    }
+  }
+
+  public onBlur(): void {
+    if (this._cursorBlinkStateManager) {
+      this._cursorBlinkStateManager.pause();
+    }
+    this._terminal.refresh(this._bufferService.buffer.y, this._bufferService.buffer.y);
+  }
+
+  public onFocus(): void {
+    if (this._cursorBlinkStateManager) {
+      this._cursorBlinkStateManager.resume();
+    } else {
+      this._terminal.refresh(this._bufferService.buffer.y, this._bufferService.buffer.y);
+    }
+  }
+
+  public onOptionsChanged(): void {
+    if (this._optionsService.options.cursorBlink) {
+      if (!this._cursorBlinkStateManager) {
+        this._cursorBlinkStateManager = new CursorBlinkStateManager(this._terminal.isFocused, () => {
+          this._render(true);
+        });
+      }
+    } else {
+      if (this._cursorBlinkStateManager) {
+        this._cursorBlinkStateManager.dispose();
+        this._cursorBlinkStateManager = null;
+      }
+    }
+    // Request a refresh from the terminal as management of rendering is being
+    // moved back to the terminal
+    this._terminal.refresh(this._bufferService.buffer.y, this._bufferService.buffer.y);
+  }
+
+  public onCursorMove(): void {
+    if (this._cursorBlinkStateManager) {
+      this._cursorBlinkStateManager.restartBlinkAnimation();
+    }
+  }
+
+  public onGridChanged(startRow: number, endRow: number): void {
+    if (!this._cursorBlinkStateManager || this._cursorBlinkStateManager.isPaused) {
+      this._render(false);
+    } else {
+      this._cursorBlinkStateManager.restartBlinkAnimation();
+    }
+  }
+
+  private _render(triggeredByAnimationFrame: boolean): void {
+    // Don't draw the cursor if it's hidden
+    if (!this._terminal.cursorState || this._terminal.cursorHidden) {
+      this._clearCursor();
+      return;
+    }
+
+    const cursorY = this._bufferService.buffer.ybase + this._bufferService.buffer.y;
+    const viewportRelativeCursorY = cursorY - this._bufferService.buffer.ydisp;
+
+    // Don't draw the cursor if it's off-screen
+    if (viewportRelativeCursorY < 0 || viewportRelativeCursorY >= this._bufferService.rows) {
+      this._clearCursor();
+      return;
+    }
+
+    this._bufferService.buffer.lines.get(cursorY).loadCell(this._bufferService.buffer.x, this._cell);
+    if (this._cell.content === undefined) {
+      return;
+    }
+
+    if (!this._terminal.isFocused) {
+      this._clearCursor();
+      this._ctx.save();
+      this._ctx.fillStyle = this._colors.cursor.css;
+      const cursorStyle = this._optionsService.options.cursorStyle;
+      if (cursorStyle && cursorStyle !== 'block') {
+        this._cursorRenderers[cursorStyle](this._bufferService.buffer.x, viewportRelativeCursorY, this._cell);
+      } else {
+        this._renderBlurCursor(this._bufferService.buffer.x, viewportRelativeCursorY, this._cell);
+      }
+      this._ctx.restore();
+      this._state.x = this._bufferService.buffer.x;
+      this._state.y = viewportRelativeCursorY;
+      this._state.isFocused = false;
+      this._state.style = cursorStyle;
+      this._state.width = this._cell.getWidth();
+      return;
+    }
+
+    // Don't draw the cursor if it's blinking
+    if (this._cursorBlinkStateManager && !this._cursorBlinkStateManager.isCursorVisible) {
+      this._clearCursor();
+      return;
+    }
+
+    if (this._state) {
+      // The cursor is already in the correct spot, don't redraw
+      if (this._state.x === this._bufferService.buffer.x &&
+          this._state.y === viewportRelativeCursorY &&
+          this._state.isFocused === this._terminal.isFocused &&
+          this._state.style === this._optionsService.options.cursorStyle &&
+          this._state.width === this._cell.getWidth()) {
+        return;
+      }
+      this._clearCursor();
+    }
+
+    this._ctx.save();
+    this._cursorRenderers[this._optionsService.options.cursorStyle || 'block'](this._bufferService.buffer.x, viewportRelativeCursorY, this._cell);
+    this._ctx.restore();
+
+    this._state.x = this._bufferService.buffer.x;
+    this._state.y = viewportRelativeCursorY;
+    this._state.isFocused = false;
+    this._state.style = this._optionsService.options.cursorStyle;
+    this._state.width = this._cell.getWidth();
+  }
+
+  private _clearCursor(): void {
+    if (this._state) {
+      this._clearCells(this._state.x, this._state.y, this._state.width, 1);
+      this._state = {
+        x: null,
+        y: null,
+        isFocused: null,
+        style: null,
+        width: null
+      };
+    }
+  }
+
+  private _renderBarCursor(x: number, y: number, cell: ICellData): void {
+    this._ctx.save();
+    this._ctx.fillStyle = this._colors.cursor.css;
+    this._fillLeftLineAtCell(x, y);
+    this._ctx.restore();
+  }
+
+  private _renderBlockCursor(x: number, y: number, cell: ICellData): void {
+    this._ctx.save();
+    this._ctx.fillStyle = this._colors.cursor.css;
+    this._fillCells(x, y, cell.getWidth(), 1);
+    this._ctx.fillStyle = this._colors.cursorAccent.css;
+    this._fillCharTrueColor(cell, x, y);
+    this._ctx.restore();
+  }
+
+  private _renderUnderlineCursor(x: number, y: number, cell: ICellData): void {
+    this._ctx.save();
+    this._ctx.fillStyle = this._colors.cursor.css;
+    this._fillBottomLineAtCells(x, y);
+    this._ctx.restore();
+  }
+
+  private _renderBlurCursor(x: number, y: number, cell: ICellData): void {
+    this._ctx.save();
+    this._ctx.strokeStyle = this._colors.cursor.css;
+    this._strokeRectAtCell(x, y, cell.getWidth(), 1);
+    this._ctx.restore();
+  }
+}
+
+class CursorBlinkStateManager {
+  public isCursorVisible: boolean;
+
+  private _animationFrame: number;
+  private _blinkStartTimeout: number;
+  private _blinkInterval: number;
+
+  /**
+   * The time at which the animation frame was restarted, this is used on the
+   * next render to restart the timers so they don't need to restart the timers
+   * multiple times over a short period.
+   */
+  private _animationTimeRestarted: number;
+
+  constructor(
+    isFocused: boolean,
+    private _renderCallback: () => void
+  ) {
+    this.isCursorVisible = true;
+    if (isFocused) {
+      this._restartInterval();
+    }
+  }
+
+  public get isPaused(): boolean { return !(this._blinkStartTimeout || this._blinkInterval); }
+
+  public dispose(): void {
+    if (this._blinkInterval) {
+      window.clearInterval(this._blinkInterval);
+      this._blinkInterval = null;
+    }
+    if (this._blinkStartTimeout) {
+      window.clearTimeout(this._blinkStartTimeout);
+      this._blinkStartTimeout = null;
+    }
+    if (this._animationFrame) {
+      window.cancelAnimationFrame(this._animationFrame);
+      this._animationFrame = null;
+    }
+  }
+
+  public restartBlinkAnimation(): void {
+    if (this.isPaused) {
+      return;
+    }
+    // Save a timestamp so that the restart can be done on the next interval
+    this._animationTimeRestarted = Date.now();
+    // Force a cursor render to ensure it's visible and in the correct position
+    this.isCursorVisible = true;
+    if (!this._animationFrame) {
+      this._animationFrame = window.requestAnimationFrame(() => {
+        this._renderCallback();
+        this._animationFrame = null;
+      });
+    }
+  }
+
+  private _restartInterval(timeToStart: number = BLINK_INTERVAL): void {
+    // Clear any existing interval
+    if (this._blinkInterval) {
+      window.clearInterval(this._blinkInterval);
+    }
+
+    // Setup the initial timeout which will hide the cursor, this is done before
+    // the regular interval is setup in order to support restarting the blink
+    // animation in a lightweight way (without thrashing clearInterval and
+    // setInterval).
+    this._blinkStartTimeout = <number><any>setTimeout(() => {
+      // Check if another animation restart was requested while this was being
+      // started
+      if (this._animationTimeRestarted) {
+        const time = BLINK_INTERVAL - (Date.now() - this._animationTimeRestarted);
+        this._animationTimeRestarted = null;
+        if (time > 0) {
+          this._restartInterval(time);
+          return;
+        }
+      }
+
+      // Hide the cursor
+      this.isCursorVisible = false;
+      this._animationFrame = window.requestAnimationFrame(() => {
+        this._renderCallback();
+        this._animationFrame = null;
+      });
+
+      // Setup the blink interval
+      this._blinkInterval = <number><any>setInterval(() => {
+        // Adjust the animation time if it was restarted
+        if (this._animationTimeRestarted) {
+          // calc time diff
+          // Make restart interval do a setTimeout initially?
+          const time = BLINK_INTERVAL - (Date.now() - this._animationTimeRestarted);
+          this._animationTimeRestarted = null;
+          this._restartInterval(time);
+          return;
+        }
+
+        // Invert visibility and render
+        this.isCursorVisible = !this.isCursorVisible;
+        this._animationFrame = window.requestAnimationFrame(() => {
+          this._renderCallback();
+          this._animationFrame = null;
+        });
+      }, BLINK_INTERVAL);
+    }, timeToStart);
+  }
+
+  public pause(): void {
+    this.isCursorVisible = true;
+    if (this._blinkInterval) {
+      window.clearInterval(this._blinkInterval);
+      this._blinkInterval = null;
+    }
+    if (this._blinkStartTimeout) {
+      window.clearTimeout(this._blinkStartTimeout);
+      this._blinkStartTimeout = null;
+    }
+    if (this._animationFrame) {
+      window.cancelAnimationFrame(this._animationFrame);
+      this._animationFrame = null;
+    }
+  }
+
+  public resume(): void {
+    this._animationTimeRestarted = null;
+    this._restartInterval();
+    this.restartBlinkAnimation();
+  }
+}