- 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.
The two shaders use a lot of common logic for co-ordinate and attribute
look up, so it makes sense to use a common include shader for both.
Adds support for the inverse and blink attributes to the foreground shader.
Rewrites the Terminal class as a GDExtension to be used directly in
Godot without a terminal.gd proxy.
Breaks a lot of things in its current state (e.g. signals and other
functions have not be implemented yet), but does add support for
transparent colors and true color inversion. It also seems to
be about 4x faster (FPS-wise) than the old version with some basic
stress testing.
Old source code has been moved to a different directory to be copied
over and/or rewritten piece by piece.
- Primary example scenes (menu, terminal, and asciicast) working but
still a lot of warning/error messages and some regressions.
- Editor integrated terminal works, but still a lot of warning/error
messages and some regressions.
- Added support for "blink" display attribute.
- Removed GDScript terminal code. Terminal node is now purely a
GDExtension. So is LibuvUtils.
- GUT tests not working yet.
- Still a lot of things to fix.
- So far, only built for and manually tested on Linux x86_64.
Allows the plugin to load even if resources have not been imported yet.
For example, if someone has opened a project with the plugin for the
first time. Otherwise, the plugin will fail to load and be disable in
the `project.godot` file.
Changes Emscripten SDK version to match that used to compile the default export
templates used by Godot 3.5 (in this case 3.1.14 as can be seen here:
https://github.com/godotengine/build-containers/blob/3.5/Dockerfile.javascript).
This means we no longer need to compile custom export templates when
exporting HTML5 for Godot 3.5. Exports from other Godot versions may
requiring compiling the GDNative library with a different version of the
Emscripten SDK.
- Changes renderer from GLES3 -> GLES2 and reduces MSAA level to better
support HTML5 export.
- Updates GitHub Action to export HTML5 and upload as a build artifact.
- Adds Cypress test to smoke test HTML5 export.
Updates theme names to be compatible with Godot 3.5 (no spaces),
consistent with other Godot theme item names (snake_case), and
match the color names listed on the
[ANSI escape code wikipedia page](https://en.wikipedia.org/wiki/ANSI_escape_code#3-bit_and_4-bit).
Deprecates the old names and warns users to change them.
This method was never officially documented and used only as a workaround for
issue #53. It also returns an instance of the undocumented and scruffily
implemented Pipe class that I would prefer to keep internal.
Now that #53 has been fixed, this method can be removed from the unofficial
public API, but deprecate it just in case. If someone was using it then it
is still possible (although not supported) to access the `_pipe` property of
`_pty_native`.
As cols and rows are read only (i.e. automatically determined by rect
and font size) there is no need for the properties to be exposed.
Instead, users can get the calculated cols and rows using the get_cols()
and get_rows() methods.