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const EventEmitter = require('events')
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const CanvasRenderer = require('./screen_renderer')
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/**
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* Manages terminal screen layout and sizing
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*/
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module.exports = class ScreenLayout extends EventEmitter {
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constructor () {
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super()
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this.canvas = document.createElement('canvas')
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this.renderer = new CanvasRenderer(this.canvas)
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this._window = {
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width: 0,
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height: 0,
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devicePixelRatio: 1,
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fontFamily: '"DejaVu Sans Mono", "Liberation Mono", "Inconsolata", "Menlo", monospace',
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fontSize: 20,
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padding: 6,
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gridScaleX: 1.0,
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gridScaleY: 1.2,
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fitIntoWidth: 0,
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fitIntoHeight: 0,
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graphics: 0,
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debug: false
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}
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// scaling caused by fitIntoWidth/fitIntoHeight
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this._windowScale = 1
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// actual padding, as it may be disabled by fullscreen mode etc.
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this._padding = 0
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// properties of this.window that require updating size and redrawing
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this.windowState = {
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width: 0,
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height: 0,
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devicePixelRatio: 0,
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padding: 0,
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gridScaleX: 0,
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gridScaleY: 0,
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fontFamily: '',
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fontSize: 0,
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fitIntoWidth: 0,
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fitIntoHeight: 0
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}
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this.charSize = { width: 0, height: 0 }
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const self = this
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// make writing to window update size and draw
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this.window = new Proxy(this._window, {
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set (target, key, value) {
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if (target[key] !== value) {
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target[key] = value
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self.scheduleSizeUpdate()
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self.renderer.scheduleDraw(`window:${key}=${value}`)
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self.emit(`update-window:${key}`, value)
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}
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return true
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}
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})
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this.on('update-window:debug', debug => { this.renderer.debug = debug })
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this.canvas.addEventListener('mousedown', e => this.emit('mousedown', e))
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this.canvas.addEventListener('mousemove', e => this.emit('mousemove', e))
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this.canvas.addEventListener('mouseup', e => this.emit('mouseup', e))
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this.canvas.addEventListener('touchstart', e => this.emit('touchstart', e))
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this.canvas.addEventListener('touchmove', e => this.emit('touchmove', e))
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this.canvas.addEventListener('touchend', e => this.emit('touchend', e))
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this.canvas.addEventListener('wheel', e => this.emit('wheel', e))
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this.canvas.addEventListener('contextmenu', e => this.emit('contextmenu', e))
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}
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/**
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* Schedule a size update in the next millisecond
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*/
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scheduleSizeUpdate () {
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clearTimeout(this._scheduledSizeUpdate)
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this._scheduledSizeUpdate = setTimeout(() => this.updateSize(), 1)
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}
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get backgroundImage () {
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return this.canvas.style.backgroundImage
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}
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set backgroundImage (value) {
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this.canvas.style.backgroundImage = value ? `url(${value})` : ''
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if (this.renderer.backgroundImage !== !!value) {
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this.renderer.backgroundImage = !!value
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this.renderer.resetDrawn()
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this.renderer.scheduleDraw('background-image')
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}
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}
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get selectable () {
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return this.canvas.classList.contains('selectable')
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}
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set selectable (selectable) {
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if (selectable) this.canvas.classList.add('selectable')
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else this.canvas.classList.remove('selectable')
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}
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/**
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* Returns a CSS font string with the current font settings and the
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* specified modifiers.
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* @param {Object} modifiers
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* @param {string} [modifiers.style] - the font style
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* @param {string} [modifiers.weight] - the font weight
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* @returns {string} a CSS font string
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*/
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getFont (modifiers = {}) {
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let fontStyle = modifiers.style || 'normal'
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let fontWeight = modifiers.weight || 'normal'
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return `${fontStyle} normal ${fontWeight} ${this.window.fontSize}px ${this.window.fontFamily}`
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}
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/**
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* Converts screen coordinates to grid coordinates.
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* @param {number} x - x in pixels
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* @param {number} y - y in pixels
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* @param {boolean} rounded - whether to round the coord, used for select highlighting
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* @returns {number[]} a tuple of (x, y) in cells
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*/
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screenToGrid (x, y, rounded = false) {
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let cellSize = this.getCellSize()
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x = x / this._windowScale - this._padding
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y = y / this._windowScale - this._padding
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x = Math.floor((x + (rounded ? cellSize.width / 2 : 0)) / cellSize.width)
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y = Math.floor(y / cellSize.height)
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x = Math.max(0, Math.min(this.window.width - 1, x))
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y = Math.max(0, Math.min(this.window.height - 1, y))
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return [x, y]
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}
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/**
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* Converts grid coordinates to screen coordinates.
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* @param {number} x - x in cells
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* @param {number} y - y in cells
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* @param {boolean} [withScale] - when true, will apply window scale
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* @returns {number[]} a tuple of (x, y) in pixels
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*/
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gridToScreen (x, y, withScale = false) {
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let cellSize = this.getCellSize()
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return [x * cellSize.width, y * cellSize.height].map(v => this._padding + (withScale ? v * this._windowScale : v))
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}
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/**
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* Update the character size, used for calculating the cell size.
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* The space character is used for measuring.
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* @returns {Object} the character size with `width` and `height` in pixels
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*/
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updateCharSize () {
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this.charSize = {
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width: this.renderer.getCharWidthFor(this.getFont()),
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height: this.window.fontSize
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}
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return this.charSize
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}
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/**
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* The cell size, which is the character size multiplied by the grid scale.
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* @returns {Object} the cell size with `width` and `height` in pixels
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*/
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getCellSize () {
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if (!this.charSize.height && this.window.fontSize) this.updateCharSize()
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return {
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width: Math.ceil(this.charSize.width * this.window.gridScaleX),
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height: Math.ceil(this.charSize.height * this.window.gridScaleY)
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}
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}
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/**
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* Updates the canvas size if it changed
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*/
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updateSize () {
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// see below (this is just updating it)
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this._window.devicePixelRatio = Math.ceil(this._windowScale * (window.devicePixelRatio || 1))
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let didChange = false
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for (let key in this.windowState) {
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if (this.windowState.hasOwnProperty(key) && this.windowState[key] !== this.window[key]) {
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didChange = true
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this.windowState[key] = this.window[key]
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}
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}
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if (didChange) {
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const {
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width,
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height,
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fitIntoWidth,
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fitIntoHeight,
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padding
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} = this.window
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this.updateCharSize()
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const cellSize = this.getCellSize()
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// real height of the canvas element in pixels
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let realWidth = width * cellSize.width
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let realHeight = height * cellSize.height
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let originalWidth = realWidth
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if (fitIntoWidth && fitIntoHeight) {
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let terminalAspect = realWidth / realHeight
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let fitAspect = fitIntoWidth / fitIntoHeight
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if (terminalAspect < fitAspect) {
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// align heights
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realHeight = fitIntoHeight - 2 * padding
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realWidth = realHeight * terminalAspect
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} else {
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// align widths
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realWidth = fitIntoWidth - 2 * padding
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realHeight = realWidth / terminalAspect
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}
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}
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// store new window scale
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this._windowScale = realWidth / originalWidth
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realWidth += 2 * padding
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realHeight += 2 * padding
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// store padding
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this._padding = padding * (originalWidth / realWidth)
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// the DPR must be rounded to a very nice value to prevent gaps between cells
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let devicePixelRatio = this._window.devicePixelRatio = Math.ceil(this._windowScale * (window.devicePixelRatio || 1))
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this.canvas.width = (width * cellSize.width + 2 * Math.round(this._padding)) * devicePixelRatio
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this.canvas.style.width = `${realWidth}px`
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this.canvas.height = (height * cellSize.height + 2 * Math.round(this._padding)) * devicePixelRatio
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this.canvas.style.height = `${realHeight}px`
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// the screen has been cleared (by changing canvas width)
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this.renderer.resetDrawn()
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this.renderer.render('update-size', this.serializeRenderData())
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}
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}
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serializeRenderData () {
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return {
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padding: Math.round(this._padding),
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devicePixelRatio: this.window.devicePixelRatio,
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charSize: this.charSize,
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cellSize: this.getCellSize(),
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fonts: [
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this.getFont(),
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this.getFont({ weight: 'bold' }),
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this.getFont({ style: 'italic' }),
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this.getFont({ weight: 'bold', style: 'italic' })
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]
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}
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}
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render (reason, data) {
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this.window.width = data.width
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this.window.height = data.height
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Object.assign(data, this.serializeRenderData())
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this.renderer.render(reason, data)
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}
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}
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