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https://github.com/lihop/godot-xterm.git
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Add support for two different inverse modes
- Inverse mode invert (default) will invert the color in shader. - Inverse mode swap will simply swap the foreground and background colors. This is the default behavior of libtsm and GodotXterm v3.
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3 changed files with 41 additions and 1 deletions
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@ -31,6 +31,14 @@ void Terminal::_bind_methods()
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ClassDB::bind_method(D_METHOD("set_max_scrollback", "max_scrollback"), &Terminal::set_max_scrollback);
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ClassDB::add_property("Terminal", PropertyInfo(Variant::INT, "max_scrollback"), "set_max_scrollback", "get_max_scrollback");
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// Inverse mode.
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BIND_ENUM_CONSTANT(INVERSE_MODE_INVERT);
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BIND_ENUM_CONSTANT(INVERSE_MODE_SWAP);
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ClassDB::bind_method(D_METHOD("get_inverse_mode"), &Terminal::get_inverse_mode);
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ClassDB::bind_method(D_METHOD("set_inverse_mode", "inverse_mode"), &Terminal::set_inverse_mode);
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ClassDB::add_property("Terminal", PropertyInfo(Variant::INT, "inverse_mode", PROPERTY_HINT_ENUM, "Invert,Swap"), "set_inverse_mode", "get_inverse_mode");
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// Blink.
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ClassDB::add_property_group("Terminal", "Blink", "blink_");
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@ -53,6 +61,8 @@ Terminal::Terminal()
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blink_on_time = 0.6;
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blink_off_time = 0.3;
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inverse_mode = InverseMode::INVERSE_MODE_INVERT;
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if (tsm_screen_new(&screen, NULL, NULL))
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{
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ERR_PRINT("Failed to create tsm screen.");
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@ -199,6 +209,9 @@ int Terminal::_draw_cb(struct tsm_screen *con,
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? term->palette[attr->bccode]
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: Color(attr->br / 255.0f, attr->bg / 255.0f, attr->bb / 255.0f);
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if (attr->inverse && term->inverse_mode == InverseMode::INVERSE_MODE_SWAP)
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std::swap(fgcol, bgcol);
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// Draw background.
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term->back_image->set_pixel(posx, posy, bgcol);
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@ -490,4 +503,18 @@ void Terminal::set_blink_off_time(const float time)
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float Terminal::get_blink_off_time() const
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{
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return blink_off_time;
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}
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void Terminal::set_inverse_mode(const int mode) {
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inverse_mode = static_cast<InverseMode>(mode);
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bool inverse_enabled = inverse_mode == InverseMode::INVERSE_MODE_INVERT;
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back_material->set_shader_parameter("inverse_enabled", inverse_enabled);
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fore_material->set_shader_parameter("inverse_enabled", inverse_enabled);
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refresh();
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}
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int Terminal::get_inverse_mode() const {
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return static_cast<int>(inverse_mode);
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}
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@ -34,6 +34,11 @@ namespace godot
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BLINK = 1 << 1,
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};
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enum InverseMode {
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INVERSE_MODE_INVERT,
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INVERSE_MODE_SWAP,
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};
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Terminal();
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~Terminal();
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@ -52,6 +57,9 @@ namespace godot
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void set_blink_off_time(const float p_blink_off_time);
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float get_blink_off_time() const;
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void set_inverse_mode(const int mode);
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int get_inverse_mode() const;
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void write(Variant data);
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protected:
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@ -66,6 +74,8 @@ namespace godot
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float blink_on_time;
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float blink_off_time;
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InverseMode inverse_mode;
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RenderingServer *rs;
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tsm_screen *screen;
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@ -118,3 +128,5 @@ namespace godot
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};
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} // namespace godot
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VARIANT_ENUM_CAST(Terminal::InverseMode);
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@ -13,6 +13,7 @@ uniform vec2 cell_size;
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uniform vec2 grid_size;
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uniform sampler2D attributes;
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uniform bool inverse_enabled = true;
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#ifdef BACKGROUND
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uniform vec4 background_color;
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@ -46,7 +47,7 @@ void fragment() {
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color = texture(TEXTURE, UV);
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#endif
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if (has_attribute(sample_uv, FLAG_INVERSE)) {
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if (has_attribute(sample_uv, FLAG_INVERSE) && inverse_enabled) {
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color = vec4(1.0 - color.rgb, color.a);
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}
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