mirror of
https://github.com/lihop/godot-xterm.git
synced 2024-11-24 02:20:24 +01:00
chore(term): remove unused code
Removes unused code from `terminal.gd`. The status of `update_mode` is still unclear, so has been left for now.
This commit is contained in:
parent
77b1481f8e
commit
b29d809bc0
2 changed files with 6 additions and 264 deletions
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@ -101,6 +101,7 @@ namespace godot
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double blink_on_time;
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double blink_off_time;
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// If true, text in the terminal will be copied to the clipboard when selected.
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bool copy_on_selection;
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InverseMode inverse_mode;
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@ -115,7 +116,12 @@ namespace godot
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static void _write_cb(struct tsm_vte *vte, const char *u8, size_t len,
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void *data);
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// If muted, the "bell" signal will not be emitted when the bell "\u0007" character
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// is written to the terminal.
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bool bell_muted;
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// Amount of time in seconds that must pass before emitting a new "bell" signal.
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// This can be useful in cases where the bell character is being written too
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// frequently such as `while true; do echo -e "\a"; done`.
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double bell_cooldown;
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Timer* bell_timer;
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static void _bell_cb(struct tsm_vte *vte, void *data);
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@ -7,11 +7,6 @@
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@tool
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extends Control
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signal data_sent(data)
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signal key_pressed(data, event)
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signal size_changed(new_size)
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signal bell
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enum UpdateMode {
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DISABLED,
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AUTO,
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@ -30,265 +25,6 @@ enum SelectionMode {
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set(p_update_mode):
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set_update_mode(p_update_mode)
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# If true, text in the terminal will be copied to the clipboard when selected.
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@export var copy_on_selection: bool
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# Bell
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# If muted, the "bell" signal will not be emitted when the bell "\u0007" character
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# is written to the terminal.
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@export var bell_muted := false
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# Amount of time in seconds that must pass before emitting a new "bell" signal.
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# This can be useful in cases where the bell character is being written too
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# frequently such as `while true; do echo -e "\a"; done`.
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@export var bell_cooldown: float = 0.1
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@export var blink_on_time: float = 0.6
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@export var blink_off_time: float = 0.3
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var _cols := 2
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var _rows := 2
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var _default_theme: Theme = preload("./themes/default.tres")
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var _viewport: SubViewport = preload("./nodes/terminal/viewport.tscn").instantiate()
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var _native_terminal: Control = _viewport.get_node("Terminal")
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var _screen := TextureRect.new()
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var _bell_timer := Timer.new()
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var _selecting := false
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var _selecting_mode: int = SelectionMode.NONE
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var _selection_timer := Timer.new()
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var _buffer := []
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func set_update_mode(value):
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update_mode = value
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_native_terminal.update_mode = value
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func get_cols() -> int:
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return _cols
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func get_rows() -> int:
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return _rows
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func write(data) -> void:
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# "Invalid type for argument 'data'. Should be of type PackedByteArray or String."
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assert(data is PackedByteArray or data is String)
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# Will be cleared when _flush() is called after RenderingServer emits the "frame_pre_draw" signal.
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_buffer.push_back(data)
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# Ensure redraw is requested if terminal is visible.
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if visible:
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queue_redraw()
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func _flush():
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for data in _buffer:
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_native_terminal.write(data if data is PackedByteArray else data.to_utf8_buffer())
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_native_terminal.queue_redraw()
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_buffer.clear()
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func clear() -> void:
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var initial_size = _native_terminal.size
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_native_terminal.size.y = _native_terminal.cell_size.y
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_native_terminal.clear_sb()
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_native_terminal.size = initial_size
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func copy_selection() -> String:
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return _native_terminal.copy_selection()
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func copy_all() -> String:
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return _native_terminal.copy_all()
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func _ready():
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_update_theme()
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_native_terminal.update_mode = update_mode
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_native_terminal.connect("data_sent", Callable(self, "_on_data_sent"))
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_native_terminal.connect("key_pressed", Callable(self, "_on_key_pressed"))
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_native_terminal.connect("size_changed", Callable(self, "_on_size_changed"))
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_viewport.size = size
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_viewport.render_target_update_mode = SubViewport.UPDATE_ALWAYS
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_screen.set_anchors_preset(PRESET_VCENTER_WIDE)
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_screen.texture = _viewport.get_texture()
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_native_terminal.connect("bell", Callable(self, "_on_bell"))
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_bell_timer.one_shot = true
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add_child(_bell_timer)
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_selection_timer.wait_time = 0.05
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_selection_timer.connect("timeout", Callable(self, "_on_selection_held"))
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add_child(_viewport)
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add_child(_screen)
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add_child(_selection_timer)
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_refresh()
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# Ensure the terminal state machine's framebuffer is up to date before
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# we make all the draw_* calls caused by writing. We need to use signals
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# here rather than yield otherwise we will sometimes get a "Resumed
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# function after yield but class instance is gone" error.
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RenderingServer.connect("frame_pre_draw", Callable(self, "_flush"))
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func _update_theme():
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# Themes are not propagated through the SubViewport, so in order for theme
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# inheritance to work we can pass through the theme variables manually.
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for color in _default_theme.get_color_list("Terminal"):
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var c: Color
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if has_theme_color(color, "Terminal"):
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c = get_theme_color(color, "Terminal")
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else:
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c = _default_theme.get_color(color, "Terminal")
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_native_terminal.add_theme_color_override(color, c)
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for font in _default_theme.get_font_list("Terminal"):
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var f: Font
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if has_theme_font(font, "Terminal"):
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f = get_theme_font(font, "Terminal")
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elif has_theme_font("regular", "Terminal"):
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f = get_theme_font("regular", "Terminal")
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else:
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if _default_theme.has_theme_font(font, "Terminal"):
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f = _default_theme.get_font(font, "Terminal")
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else:
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f = _default_theme.get_font(font, "regular")
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_native_terminal.add_theme_font_override(font, f)
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_native_terminal._update_theme()
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_native_terminal._update_size()
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func _refresh():
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_screen.queue_redraw()
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if update_mode == UpdateMode.AUTO:
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_native_terminal.update_mode = UpdateMode.ALL_NEXT_FRAME
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func _gui_input(event):
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_native_terminal.__gui_input(event) # FIXME: use _gui_input rather than __gui_input.
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if event is InputEventKey and event.pressed:
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# Return to bottom of scrollback buffer if we scrolled up. Ignore modifier
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# keys pressed in isolation or if Ctrl+Shift modifier keys are pressed.
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if (
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not event.keycode in [KEY_ALT, KEY_SHIFT, KEY_CTRL, KEY_META, KEY_MASK_CMD_OR_CTRL]
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and not (event.ctrl_pressed and event.shift_pressed)
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):
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_native_terminal.sb_reset()
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# Prevent focus changing to other inputs when pressing Tab or Arrow keys.
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if event.keycode in [KEY_LEFT, KEY_UP, KEY_RIGHT, KEY_DOWN, KEY_TAB]:
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accept_event()
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# FIXME
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#_handle_mouse_wheel(event)
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#_handle_selection(event)
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func _handle_mouse_wheel(event: InputEventMouseButton):
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if not event or not event.is_pressed():
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return
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if event.button_index == MOUSE_BUTTON_WHEEL_UP:
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if event.alt:
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# Scroll 5 times as fast as normal (like TextEdit).
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_native_terminal.sb_up(15 * event.factor)
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else:
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# Scroll 3 lines.
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_native_terminal.sb_up(3 * event.factor)
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if event.button_index == MOUSE_BUTTON_WHEEL_DOWN:
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if event.alt:
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# Scroll 5 times as fast as normal (like TextEdit).
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_native_terminal.sb_down(15 * event.factor)
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else:
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# Scroll 3 lines.
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_native_terminal.sb_down(3 * event.factor)
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func _handle_selection(event: InputEventMouse):
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if event is InputEventMouseButton:
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if not event or not event.is_pressed() or not event.button_index == MOUSE_BUTTON_LEFT:
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return
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if _selecting:
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_selecting = false
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_selecting_mode = SelectionMode.NONE
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_native_terminal.reset_selection()
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# Single-click select pointer.
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_selecting = false
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_selecting_mode = SelectionMode.POINTER
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elif event is InputEventMouseMotion:
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if (
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event.button_mask & MOUSE_BUTTON_MASK_LEFT
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and _selecting_mode != SelectionMode.NONE
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and not _selecting
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):
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_selecting = true
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_native_terminal.start_selection(_mouse_to_cell(event.position))
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_selection_timer.start()
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func _on_selection_held() -> void:
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if (
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not Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT)
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or _selecting_mode == SelectionMode.NONE
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):
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if copy_on_selection:
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var selection = _native_terminal.copy_selection()
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# TODO:godot4
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# OS.set_clipboard(selection)
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_selection_timer.stop()
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return
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var position: Vector2 = _mouse_to_cell(get_local_mouse_position())
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_native_terminal.select_to_pointer(position)
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_selection_timer.start()
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func _notification(what: int) -> void:
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match what:
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NOTIFICATION_RESIZED:
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_viewport.size = size
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_refresh()
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NOTIFICATION_THEME_CHANGED:
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_update_theme()
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_refresh()
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func _on_data_sent(data: PackedByteArray):
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emit_signal("data_sent", data)
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func _on_key_pressed(data: PackedByteArray, event: InputEventKey):
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emit_signal("key_pressed", data.get_string_from_utf8(), event)
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func _on_size_changed(new_size: Vector2):
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_cols = new_size.x
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_rows = new_size.y
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emit_signal("size_changed", new_size)
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func _on_bell():
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if not bell_muted and (bell_cooldown == 0 or _bell_timer.time_left == 0):
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emit_signal("bell")
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if bell_cooldown > 0:
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_bell_timer.start(bell_cooldown)
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func _mouse_to_cell(pos: Vector2) -> Vector2:
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return Vector2(pos / _native_terminal.cell_size)
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