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const { themes, buildColorTable, SELECTION_FG, SELECTION_BG } = require('./themes')
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// Some non-bold Fraktur symbols are outside the contiguous block
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const frakturExceptions = {
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'C': '\u212d',
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'H': '\u210c',
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'I': '\u2111',
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'R': '\u211c',
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'Z': '\u2128'
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}
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module.exports = class ScreenRenderer {
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constructor (screen) {
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this.screen = screen
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this.ctx = screen.ctx
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this._palette = null // colors 0-15
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this.defaultBgNum = 0
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this.defaultFgNum = 7
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// 256color lookup table
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// should not be used to look up 0-15 (will return transparent)
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this.colorTable256 = buildColorTable()
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this.resetDrawn()
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this.blinkStyleOn = false
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this.blinkInterval = null
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this.cursorBlinkOn = false
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this.cursorBlinkInterval = null
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// start blink timers
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this.resetBlink()
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this.resetCursorBlink()
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}
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resetDrawn () {
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// used to determine if a cell should be redrawn; storing the current state
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// as it is on screen
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this.drawnScreen = []
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this.drawnScreenFG = []
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this.drawnScreenBG = []
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this.drawnScreenAttrs = []
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this.drawnCursor = [-1, -1, '']
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}
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/**
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* The color palette. Should define 16 colors in an array.
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* @type {string[]}
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*/
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get palette () {
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return this._palette || themes[0]
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}
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/** @type {string[]} */
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set palette (palette) {
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if (this._palette !== palette) {
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this._palette = palette
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this.resetDrawn()
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this.scheduleDraw('palette')
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}
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}
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setDefaultColors (fg, bg) {
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this.defaultFgNum = fg
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this.defaultBgNum = bg
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this.resetDrawn()
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this.scheduleDraw('defaultColors')
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}
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/**
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* Schedule a draw in the next millisecond
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* @param {string} why - the reason why the draw occured (for debugging)
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* @param {number} [aggregateTime] - time to wait for more scheduleDraw calls
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* to occur. 1 ms by default.
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*/
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scheduleDraw (why, aggregateTime = 1) {
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clearTimeout(this._scheduledDraw)
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this._scheduledDraw = setTimeout(() => this.draw(why), aggregateTime)
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}
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/**
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* Returns the specified color. If `i` is in the palette, it will return the
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* palette color. If `i` is between 16 and 255, it will return the 256color
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* value. If `i` is larger than 255, it will return an RGB color value. If `i`
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* is -1 (foreground) or -2 (background), it will return the selection colors.
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* @param {number} i - the color
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* @returns {string} the CSS color
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*/
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getColor (i) {
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// return palette color if it exists
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if (i < 16 && i in this.palette) return this.palette[i]
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// -1 for selection foreground, -2 for selection background
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if (i === -1) return SELECTION_FG
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if (i === -2) return SELECTION_BG
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// 256 color
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if (i > 15 && i < 256) return this.colorTable256[i]
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// true color, encoded as (hex) + 256 (such that #000 == 256)
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if (i > 255) {
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i -= 256
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let red = (i >> 16) & 0xFF
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let green = (i >> 8) & 0xFF
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let blue = i & 0xFF
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return `rgb(${red}, ${green}, ${blue})`
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}
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// return error color
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return (Date.now() / 1000) % 2 === 0 ? '#f0f' : '#0f0'
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}
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/**
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* Resets the cursor blink to on and restarts the timer
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*/
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resetCursorBlink () {
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this.cursorBlinkOn = true
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clearInterval(this.cursorBlinkInterval)
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this.cursorBlinkInterval = setInterval(() => {
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this.cursorBlinkOn = this.screen.cursor.blinking
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? !this.cursorBlinkOn
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: true
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if (this.screen.cursor.blinking) this.scheduleDraw('cursor-blink')
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}, 500)
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}
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/**
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* Resets the blink style to on and restarts the timer
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*/
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resetBlink () {
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this.blinkStyleOn = true
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clearInterval(this.blinkInterval)
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let intervals = 0
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this.blinkInterval = setInterval(() => {
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if (this.screen.blinkingCellCount <= 0) return
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intervals++
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if (intervals >= 4 && this.blinkStyleOn) {
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this.blinkStyleOn = false
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intervals = 0
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this.scheduleDraw('blink-style')
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} else if (intervals >= 1 && !this.blinkStyleOn) {
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this.blinkStyleOn = true
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intervals = 0
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this.scheduleDraw('blink-style')
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}
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}, 200)
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}
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/**
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* Draws a cell's background with the given parameters.
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* @param {Object} options
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* @param {number} options.x - x in cells
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* @param {number} options.y - y in cells
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* @param {number} options.cellWidth - cell width in pixels
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* @param {number} options.cellHeight - cell height in pixels
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* @param {number} options.bg - the background color
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*/
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drawBackground ({ x, y, cellWidth, cellHeight, bg }) {
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const ctx = this.ctx
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const { width, height } = this.screen.window
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ctx.fillStyle = this.getColor(bg)
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let screenX = x * cellWidth + this.screen._padding
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let screenY = y * cellHeight + this.screen._padding
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let isBorderCell = x === 0 || y === 0 || x === width - 1 || y === height - 1
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if (isBorderCell) {
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let left = screenX
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let top = screenY
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let right = screenX + cellWidth
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let bottom = screenY + cellHeight
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if (x === 0) left -= this.screen._padding
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else if (x === width - 1) right += this.screen._padding
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if (y === 0) top -= this.screen._padding
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else if (y === height - 1) bottom += this.screen._padding
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ctx.clearRect(left, top, right - left, bottom - top)
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ctx.fillRect(left, top, right - left, bottom - top)
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} else {
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ctx.clearRect(screenX, screenY, cellWidth, cellHeight)
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ctx.fillRect(screenX, screenY, cellWidth, cellHeight)
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}
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}
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/**
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* Draws a cell's character with the given parameters. Won't do anything if
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* text is an empty string.
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* @param {Object} options
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* @param {number} options.x - x in cells
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* @param {number} options.y - y in cells
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* @param {Object} options.charSize - the character size, an object with
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* `width` and `height` in pixels
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* @param {number} options.cellWidth - cell width in pixels
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* @param {number} options.cellHeight - cell height in pixels
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* @param {string} options.text - the cell content
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* @param {number} options.fg - the foreground color
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* @param {number} options.attrs - the cell's attributes
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*/
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drawCharacter ({ x, y, charSize, cellWidth, cellHeight, text, fg, attrs }) {
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if (!text) return
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const ctx = this.ctx
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let underline = false
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let strike = false
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let overline = false
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if (attrs & (1 << 1)) ctx.globalAlpha = 0.5
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if (attrs & (1 << 3)) underline = true
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if (attrs & (1 << 5)) text = ScreenRenderer.alphaToFraktur(text)
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if (attrs & (1 << 6)) strike = true
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if (attrs & (1 << 7)) overline = true
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ctx.fillStyle = this.getColor(fg)
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let screenX = x * cellWidth + this.screen._padding
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let screenY = y * cellHeight + this.screen._padding
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let codePoint = text.codePointAt(0)
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if (codePoint >= 0x2580 && codePoint <= 0x259F) {
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// block elements
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ctx.beginPath()
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const left = screenX
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const top = screenY
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const cw = cellWidth
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const ch = cellHeight
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const c2w = cellWidth / 2
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const c2h = cellHeight / 2
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// http://www.fileformat.info/info/unicode/block/block_elements/utf8test.htm
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// 0x00 0x01 0x02 0x03 0x04 0x05 0x06 0x07 0x08 0x09 0x0A 0x0B 0x0C 0x0D 0x0E 0x0F
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// 0x2580 ▀ ▁ ▂ ▃ ▄ ▅ ▆ ▇ █ ▉ ▊ ▋ ▌ ▍ ▎ ▏
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// 0x2590 ▐ ░ ▒ ▓ ▔ ▕ ▖ ▗ ▘ ▙ ▚ ▛ ▜ ▝ ▞ ▟
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if (codePoint === 0x2580) {
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// upper half block >▀<
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ctx.rect(left, top, cw, c2h)
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} else if (codePoint <= 0x2588) {
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// lower n eighth block (increasing) >▁< to >█<
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let offset = (1 - (codePoint - 0x2580) / 8) * ch
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ctx.rect(left, top + offset, cw, ch - offset)
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} else if (codePoint <= 0x258F) {
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// left n eighth block (decreasing) >▉< to >▏<
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let offset = (codePoint - 0x2588) / 8 * cw
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ctx.rect(left, top, cw - offset, ch)
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} else if (codePoint === 0x2590) {
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// right half block >▐<
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ctx.rect(left + c2w, top, c2w, ch)
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} else if (codePoint <= 0x2593) {
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// shading >░< >▒< >▓<
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// dot spacing by dividing cell size by a constant. This could be
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// reworked to always return a whole number, but that would require
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// prime factorization, and doing that without a loop would let you
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// take over the world, which is not within the scope of this project.
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let dotSpacingX, dotSpacingY, dotSize
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if (codePoint === 0x2591) {
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dotSpacingX = cw / 4
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dotSpacingY = ch / 10
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dotSize = 1
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} else if (codePoint === 0x2592) {
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dotSpacingX = cw / 6
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dotSpacingY = cw / 10
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dotSize = 1
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} else if (codePoint === 0x2593) {
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dotSpacingX = cw / 4
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dotSpacingY = cw / 7
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dotSize = 2
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}
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let alignRight = false
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for (let dy = 0; dy < ch; dy += dotSpacingY) {
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for (let dx = 0; dx < cw; dx += dotSpacingX) {
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// prevent overflow
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let dotSizeY = Math.min(dotSize, ch - dy)
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ctx.rect(left + (alignRight ? cw - dx - dotSize : dx), top + dy, dotSize, dotSizeY)
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}
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alignRight = !alignRight
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}
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} else if (codePoint === 0x2594) {
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// upper one eighth block >▔<
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ctx.rect(left, top, cw, ch / 8)
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} else if (codePoint === 0x2595) {
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// right one eighth block >▕<
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ctx.rect(left + (7 / 8) * cw, top, cw / 8, ch)
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} else if (codePoint === 0x2596) {
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// left bottom quadrant >▖<
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ctx.rect(left, top + c2h, c2w, c2h)
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} else if (codePoint === 0x2597) {
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// right bottom quadrant >▗<
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ctx.rect(left + c2w, top + c2h, c2w, c2h)
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} else if (codePoint === 0x2598) {
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// left top quadrant >▘<
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ctx.rect(left, top, c2w, c2h)
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} else if (codePoint === 0x2599) {
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// left chair >▙<
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ctx.rect(left, top, c2w, ch)
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ctx.rect(left + c2w, top + c2h, c2w, c2h)
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} else if (codePoint === 0x259A) {
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// quadrants lt rb >▚<
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ctx.rect(left, top, c2w, c2h)
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ctx.rect(left + c2w, top + c2h, c2w, c2h)
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} else if (codePoint === 0x259B) {
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// left chair upside down >▛<
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ctx.rect(left, top, c2w, ch)
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ctx.rect(left + c2w, top, c2w, c2h)
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} else if (codePoint === 0x259C) {
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// right chair upside down >▜<
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ctx.rect(left, top, cw, c2h)
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ctx.rect(left + c2w, top + c2h, c2w, c2h)
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} else if (codePoint === 0x259D) {
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// right top quadrant >▝<
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ctx.rect(left + c2w, top, c2w, c2h)
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} else if (codePoint === 0x259E) {
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// quadrants lb rt >▞<
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ctx.rect(left, top + c2h, c2w, c2h)
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ctx.rect(left + c2w, top, c2w, c2h)
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} else if (codePoint === 0x259F) {
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// right chair upside down >▟<
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ctx.rect(left, top + c2h, c2w, c2h)
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ctx.rect(left + c2w, top, c2w, ch)
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}
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ctx.fill()
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} else {
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|
|
// Draw other characters using the text renderer
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|
|
ctx.fillText(text, screenX + 0.5 * cellWidth, screenY + 0.5 * cellHeight)
|
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|
|
}
|
|
|
|
|
|
|
|
// -- line drawing - a reference for a possible future rect/line implementation ---
|
|
|
|
// http://www.fileformat.info/info/unicode/block/box_drawing/utf8test.htm
|
|
|
|
// 0x00 0x01 0x02 0x03 0x04 0x05 0x06 0x07 0x08 0x09 0x0A 0x0B 0x0C 0x0D 0x0E 0x0F
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|
|
|
// 0x2500 ─ ━ │ ┃ ┄ ┅ ┆ ┇ ┈ ┉ ┊ ┋ ┌ ┍ ┎ ┏
|
|
|
|
// 0x2510 ┐ ┑ ┒ ┓ └ ┕ ┖ ┗ ┘ ┙ ┚ ┛ ├ ┝ ┞ ┟
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|
|
|
// 0x2520 ┠ ┡ ┢ ┣ ┤ ┥ ┦ ┧ ┨ ┩ ┪ ┫ ┬ ┭ ┮ ┯
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|
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|
// 0x2530 ┰ ┱ ┲ ┳ ┴ ┵ ┶ ┷ ┸ ┹ ┺ ┻ ┼ ┽ ┾ ┿
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|
|
|
// 0x2540 ╀ ╁ ╂ ╃ ╄ ╅ ╆ ╇ ╈ ╉ ╊ ╋ ╌ ╍ ╎ ╏
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|
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|
// 0x2550 ═ ║ ╒ ╓ ╔ ╕ ╖ ╗ ╘ ╙ ╚ ╛ ╜ ╝ ╞ ╟
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|
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// 0x2560 ╠ ╡ ╢ ╣ ╤ ╥ ╦ ╧ ╨ ╩ ╪ ╫ ╬ ╭ ╮ ╯
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// 0x2570 ╰ ╱ ╲ ╳ ╴ ╵ ╶ ╷ ╸ ╹ ╺ ╻ ╼ ╽ ╾ ╿
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if (underline || strike || overline) {
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|
ctx.strokeStyle = this.getColor(fg)
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ctx.lineWidth = 1
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ctx.lineCap = 'round'
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ctx.beginPath()
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|
if (underline) {
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|
let lineY = Math.round(screenY + charSize.height) + 0.5
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ctx.moveTo(screenX, lineY)
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ctx.lineTo(screenX + cellWidth, lineY)
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}
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if (strike) {
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let lineY = Math.round(screenY + 0.5 * cellHeight) + 0.5
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ctx.moveTo(screenX, lineY)
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ctx.lineTo(screenX + cellWidth, lineY)
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}
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if (overline) {
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let lineY = Math.round(screenY) + 0.5
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ctx.moveTo(screenX, lineY)
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ctx.lineTo(screenX + cellWidth, lineY)
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}
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ctx.stroke()
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}
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ctx.globalAlpha = 1
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}
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/**
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* Returns all adjacent cell indices given a radius.
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* @param {number} cell - the center cell index
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* @param {number} [radius] - the radius. 1 by default
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* @returns {number[]} an array of cell indices
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*/
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getAdjacentCells (cell, radius = 1) {
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const { width, height } = this.screen.window
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const screenLength = width * height
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let cells = []
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for (let x = -radius; x <= radius; x++) {
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for (let y = -radius; y <= radius; y++) {
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if (x === 0 && y === 0) continue
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cells.push(cell + x + y * width)
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}
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}
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return cells.filter(cell => cell >= 0 && cell < screenLength)
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}
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/**
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* Updates the screen.
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* @param {string} why - the draw reason (for debugging)
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*/
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draw (why) {
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const ctx = this.ctx
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const {
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width,
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height,
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devicePixelRatio,
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statusScreen
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} = this.screen.window
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if (statusScreen) {
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// draw status screen instead
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this.drawStatus(statusScreen)
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this.startDrawLoop()
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return
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} else this.stopDrawLoop()
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const charSize = this.screen.getCharSize()
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const { width: cellWidth, height: cellHeight } = this.screen.getCellSize()
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const screenLength = width * height
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ctx.setTransform(devicePixelRatio, 0, 0, devicePixelRatio, 0, 0)
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if (this.screen.window.debug && this.screen._debug) this.screen._debug.drawStart(why)
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ctx.font = this.screen.getFont()
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ctx.textAlign = 'center'
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ctx.textBaseline = 'middle'
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// bits in the attr value that affect the font
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const FONT_MASK = 0b101
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// Map of (attrs & FONT_MASK) -> Array of cell indices
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|
let fontGroups = new Map()
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// Map of (cell index) -> boolean, whether or not a cell has updated
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|
|
let updateMap = new Map()
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for (let cell = 0; cell < screenLength; cell++) {
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|
let x = cell % width
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|
let y = Math.floor(cell / width)
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let isCursor = !this.screen.cursor.hanging &&
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|
this.screen.cursor.x === x &&
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this.screen.cursor.y === y &&
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|
this.screen.cursor.visible &&
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|
|
this.cursorBlinkOn
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|
let wasCursor = x === this.drawnCursor[0] && y === this.drawnCursor[1]
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let inSelection = this.screen.isInSelection(x, y)
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|
let text = this.screen.screen[cell]
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|
let fg = this.screen.screenFG[cell] | 0
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let bg = this.screen.screenBG[cell] | 0
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let attrs = this.screen.screenAttrs[cell] | 0
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|
|
if (!(attrs & (1 << 8))) fg = this.defaultFgNum
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|
|
if (!(attrs & (1 << 9))) bg = this.defaultBgNum
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|
|
if (attrs & (1 << 10)) [fg, bg] = [bg, fg] // swap - reversed character colors
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|
if (this.screen.reverseVideo) [fg, bg] = [bg, fg] // swap - reversed all screen
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|
|
if (attrs & (1 << 4) && !this.blinkStyleOn) {
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|
|
// blinking is enabled and blink style is off
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|
|
// set text to nothing so drawCharacter doesn't draw anything
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|
|
text = ''
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|
|
}
|
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|
|
if (inSelection) {
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|
|
fg = -1
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|
|
bg = -2
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|
|
}
|
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|
|
let didUpdate = text !== this.drawnScreen[cell] || // text updated
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|
|
fg !== this.drawnScreenFG[cell] || // foreground updated, and this cell has text
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|
bg !== this.drawnScreenBG[cell] || // background updated
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|
attrs !== this.drawnScreenAttrs[cell] || // attributes updated
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|
|
isCursor !== wasCursor || // cursor blink/position updated
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|
|
(isCursor && this.screen.cursor.style !== this.drawnCursor[2]) // cursor style updated
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|
|
let font = attrs & FONT_MASK
|
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|
|
if (!fontGroups.has(font)) fontGroups.set(font, [])
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|
|
fontGroups.get(font).push({ cell, x, y, text, fg, bg, attrs, isCursor, inSelection })
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|
|
|
updateMap.set(cell, didUpdate)
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|
|
|
}
|
|
|
|
|
|
|
|
// Map of (cell index) -> boolean, whether or not a cell should be redrawn
|
|
|
|
const redrawMap = new Map()
|
|
|
|
|
|
|
|
let isTextWide = text =>
|
|
|
|
text !== ' ' && ctx.measureText(text).width >= (cellWidth + 0.05)
|
|
|
|
|
|
|
|
// decide for each cell if it should be redrawn
|
|
|
|
let updateRedrawMapAt = cell => {
|
|
|
|
let shouldUpdate = updateMap.get(cell) || redrawMap.get(cell) || false
|
|
|
|
|
|
|
|
// TODO: fonts (necessary?)
|
|
|
|
let text = this.screen.screen[cell]
|
|
|
|
let isWideCell = isTextWide(text)
|
|
|
|
let checkRadius = isWideCell ? 2 : 1
|
|
|
|
|
|
|
|
if (!shouldUpdate) {
|
|
|
|
// check adjacent cells
|
|
|
|
let adjacentDidUpdate = false
|
|
|
|
|
|
|
|
for (let adjacentCell of this.getAdjacentCells(cell, checkRadius)) {
|
|
|
|
// update this cell if:
|
|
|
|
// - the adjacent cell updated (For now, this'll always be true because characters can be slightly larger than they say they are)
|
|
|
|
// - the adjacent cell updated and this cell or the adjacent cell is wide
|
|
|
|
if (updateMap.get(adjacentCell) && (this.screen.window.graphics < 2 || isWideCell || isTextWide(this.screen.screen[adjacentCell]))) {
|
|
|
|
adjacentDidUpdate = true
|
|
|
|
break
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (adjacentDidUpdate) shouldUpdate = true
|
|
|
|
}
|
|
|
|
|
|
|
|
redrawMap.set(cell, shouldUpdate)
|
|
|
|
}
|
|
|
|
|
|
|
|
for (let cell of updateMap.keys()) updateRedrawMapAt(cell)
|
|
|
|
|
|
|
|
// mask to redrawing regions only
|
|
|
|
if (this.screen.window.graphics >= 1) {
|
|
|
|
let debug = this.screen.window.debug && this.screen._debug
|
|
|
|
ctx.save()
|
|
|
|
ctx.beginPath()
|
|
|
|
for (let y = 0; y < height; y++) {
|
|
|
|
let regionStart = null
|
|
|
|
for (let x = 0; x < width; x++) {
|
|
|
|
let cell = y * width + x
|
|
|
|
let redrawing = redrawMap.get(cell)
|
|
|
|
if (redrawing && regionStart === null) regionStart = x
|
|
|
|
if (!redrawing && regionStart !== null) {
|
|
|
|
ctx.rect(regionStart * cellWidth, y * cellHeight, (x - regionStart) * cellWidth, cellHeight)
|
|
|
|
if (debug) this.screen._debug.clipRect(regionStart * cellWidth, y * cellHeight, (x - regionStart) * cellWidth, cellHeight)
|
|
|
|
regionStart = null
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (regionStart !== null) {
|
|
|
|
ctx.rect(regionStart * cellWidth, y * cellHeight, (width - regionStart) * cellWidth, cellHeight)
|
|
|
|
if (debug) this.screen._debug.clipRect(regionStart * cellWidth, y * cellHeight, (width - regionStart) * cellWidth, cellHeight)
|
|
|
|
}
|
|
|
|
}
|
|
|
|
ctx.clip()
|
|
|
|
}
|
|
|
|
|
|
|
|
// pass 1: backgrounds
|
|
|
|
for (let font of fontGroups.keys()) {
|
|
|
|
for (let data of fontGroups.get(font)) {
|
|
|
|
let { cell, x, y, text, bg } = data
|
|
|
|
|
|
|
|
if (redrawMap.get(cell)) {
|
|
|
|
this.drawBackground({ x, y, cellWidth, cellHeight, bg })
|
|
|
|
|
|
|
|
if (this.screen.window.debug && this.screen._debug) {
|
|
|
|
// set cell flags
|
|
|
|
let flags = (+redrawMap.get(cell))
|
|
|
|
flags |= (+updateMap.get(cell)) << 1
|
|
|
|
flags |= (+isTextWide(text)) << 2
|
|
|
|
this.screen._debug.setCell(cell, flags)
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// reset drawn cursor
|
|
|
|
this.drawnCursor = [-1, -1, -1]
|
|
|
|
|
|
|
|
// pass 2: characters
|
|
|
|
for (let font of fontGroups.keys()) {
|
|
|
|
// set font once because in Firefox, this is a really slow action for some
|
|
|
|
// reason
|
|
|
|
let modifiers = {}
|
|
|
|
if (font & 1) modifiers.weight = 'bold'
|
|
|
|
if (font & 1 << 2) modifiers.style = 'italic'
|
|
|
|
ctx.font = this.screen.getFont(modifiers)
|
|
|
|
|
|
|
|
for (let data of fontGroups.get(font)) {
|
|
|
|
let { cell, x, y, text, fg, bg, attrs, isCursor, inSelection } = data
|
|
|
|
|
|
|
|
if (redrawMap.get(cell)) {
|
|
|
|
this.drawCharacter({
|
|
|
|
x, y, charSize, cellWidth, cellHeight, text, fg, attrs
|
|
|
|
})
|
|
|
|
|
|
|
|
this.drawnScreen[cell] = text
|
|
|
|
this.drawnScreenFG[cell] = fg
|
|
|
|
this.drawnScreenBG[cell] = bg
|
|
|
|
this.drawnScreenAttrs[cell] = attrs
|
|
|
|
|
|
|
|
if (isCursor) this.drawnCursor = [x, y, this.screen.cursor.style]
|
|
|
|
|
|
|
|
if (isCursor && !inSelection) {
|
|
|
|
ctx.save()
|
|
|
|
ctx.beginPath()
|
|
|
|
let screenX = x * cellWidth + this.screen._padding
|
|
|
|
let screenY = y * cellHeight + this.screen._padding
|
|
|
|
if (this.screen.cursor.style === 'block') {
|
|
|
|
// block
|
|
|
|
ctx.rect(screenX, screenY, cellWidth, cellHeight)
|
|
|
|
} else if (this.screen.cursor.style === 'bar') {
|
|
|
|
// vertical bar
|
|
|
|
let barWidth = 2
|
|
|
|
ctx.rect(screenX, screenY, barWidth, cellHeight)
|
|
|
|
} else if (this.screen.cursor.style === 'line') {
|
|
|
|
// underline
|
|
|
|
let lineHeight = 2
|
|
|
|
ctx.rect(screenX, screenY + charSize.height, cellWidth, lineHeight)
|
|
|
|
}
|
|
|
|
ctx.clip()
|
|
|
|
|
|
|
|
// swap foreground/background
|
|
|
|
;[fg, bg] = [bg, fg]
|
|
|
|
|
|
|
|
// HACK: ensure cursor is visible
|
|
|
|
if (fg === bg) bg = fg === 0 ? 7 : 0
|
|
|
|
|
|
|
|
this.drawBackground({ x, y, cellWidth, cellHeight, bg })
|
|
|
|
this.drawCharacter({
|
|
|
|
x, y, charSize, cellWidth, cellHeight, text, fg, attrs
|
|
|
|
})
|
|
|
|
ctx.restore()
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (this.screen.window.graphics >= 1) ctx.restore()
|
|
|
|
|
|
|
|
if (this.screen.window.debug && this.screen._debug) this.screen._debug.drawEnd()
|
|
|
|
|
|
|
|
this.screen.emit('draw')
|
|
|
|
}
|
|
|
|
|
|
|
|
drawStatus (statusScreen) {
|
|
|
|
const ctx = this.ctx
|
|
|
|
const {
|
|
|
|
fontFamily,
|
|
|
|
width,
|
|
|
|
height,
|
|
|
|
devicePixelRatio
|
|
|
|
} = this.screen.window
|
|
|
|
|
|
|
|
// reset drawnScreen to force redraw when statusScreen is disabled
|
|
|
|
this.drawnScreen = []
|
|
|
|
|
|
|
|
const cellSize = this.screen.getCellSize()
|
|
|
|
const screenWidth = width * cellSize.width
|
|
|
|
const screenHeight = height * cellSize.height
|
|
|
|
|
|
|
|
ctx.setTransform(devicePixelRatio, 0, 0, devicePixelRatio, 0, 0)
|
|
|
|
ctx.clearRect(0, 0, screenWidth, screenHeight)
|
|
|
|
|
|
|
|
ctx.font = `24px ${fontFamily}`
|
|
|
|
ctx.fillStyle = '#fff'
|
|
|
|
ctx.textAlign = 'center'
|
|
|
|
ctx.textBaseline = 'middle'
|
|
|
|
ctx.fillText(statusScreen.title || '', screenWidth / 2, screenHeight / 2 - 50)
|
|
|
|
|
|
|
|
if (statusScreen.loading) {
|
|
|
|
// show loading spinner
|
|
|
|
ctx.save()
|
|
|
|
ctx.translate(screenWidth / 2, screenHeight / 2 + 20)
|
|
|
|
|
|
|
|
ctx.strokeStyle = '#fff'
|
|
|
|
ctx.lineWidth = 5
|
|
|
|
ctx.lineCap = 'round'
|
|
|
|
|
|
|
|
let t = Date.now() / 1000
|
|
|
|
|
|
|
|
for (let i = 0; i < 12; i++) {
|
|
|
|
ctx.rotate(Math.PI / 6)
|
|
|
|
let offset = ((t * 12) - i) % 12
|
|
|
|
ctx.globalAlpha = Math.max(0.2, 1 - offset / 3)
|
|
|
|
ctx.beginPath()
|
|
|
|
ctx.moveTo(0, 15)
|
|
|
|
ctx.lineTo(0, 30)
|
|
|
|
ctx.stroke()
|
|
|
|
}
|
|
|
|
|
|
|
|
ctx.restore()
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
startDrawLoop () {
|
|
|
|
if (this._drawTimerThread) return
|
|
|
|
let threadID = Math.random().toString(36)
|
|
|
|
this._drawTimerThread = threadID
|
|
|
|
this.drawTimerLoop(threadID)
|
|
|
|
}
|
|
|
|
|
|
|
|
stopDrawLoop () {
|
|
|
|
this._drawTimerThread = null
|
|
|
|
}
|
|
|
|
|
|
|
|
drawTimerLoop (threadID) {
|
|
|
|
if (!threadID || threadID !== this._drawTimerThread) return
|
|
|
|
window.requestAnimationFrame(() => this.drawTimerLoop(threadID))
|
|
|
|
this.draw('draw-loop')
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Converts an alphabetic character to its fraktur variant.
|
|
|
|
* @param {string} character - the character
|
|
|
|
* @returns {string} the converted character
|
|
|
|
*/
|
|
|
|
static alphaToFraktur (character) {
|
|
|
|
if (character >= 'a' && character <= 'z') {
|
|
|
|
character = String.fromCodePoint(0x1d51e - 0x61 + character.charCodeAt(0))
|
|
|
|
} else if (character >= 'A' && character <= 'Z') {
|
|
|
|
character = frakturExceptions[character] || String.fromCodePoint(0x1d504 - 0x41 + character.charCodeAt(0))
|
|
|
|
}
|
|
|
|
return character
|
|
|
|
}
|
|
|
|
}
|