Uses OS.execute to start socat with a tcp server on one end and shell on
te other.
Connects to the socat server using StreamPeerTCP.
Doesn't support reszing and inherits 'dumb' for the TERM env var so
doesn't work too well without updating TERM and resizing with stty.
This also means that we can load default fonts from it. Falling back to
the default Godot font if no theme is set and the default theme does not
exist.
Having an actual theme loaded also allows live font resizing.
The sequences are:
CSI > Pp ; Pv m (e.g. '\e[>4;m'
CSI ? Pm $ p (e.g. '\e[?12$p'
These sequences were being output by vim and causing the underline
attribute to be set and the terminal to be reset.
Fixes#40
- Use viewport as render target for terminal:
Terminal now only draws cells which changed since the last _draw() call.
A viewport is used with clear mode set to NEVER to cache previous draw
calls. The terminal node and viewport are wrapped by a GDScript Terminal
node which takes care of resizing the viewport scene, and forcing the
terminal to redraw all cells when necessary (i.e. on resize or theme
change).
Adds update_mode to terminal interface which can be set to one of:
- DISABLED: terminal will never be drawn
- AUTO: terminal will only draw the cells that changed, but
automatically redraw the full screen when necessary (for example,
when the size or theme changed).
- ALL: terminal will always draw every cell on every update. This is
the most reliable but least performant option.
- ALL_NEXT_FRAME: Will use update_mode ALL for the next _draw() call,
then change update_mode back to AUTO.
- Upgraded libtsm:
Includes changes from Fredrik Wikstrom (salass00)'s fork of libtsm.
- Don't require theme to be set.
Terminal will use default fonts/colors if no theme is set.
When trying to load the library in a non-Mono Godot editor v3.3.2
an error is printed about godot_get_global_constants(). Furthermore,
the issue with using the GlobalConstants header to get constants is only
present on the javascript platform, so we can revert all other platforms
to the old way of getting constants.
In a freshly cloned repo, submodule directories exist but are not
empty. Check if they are empty and update submodules. Previously,
submodules where only updated if their directories did not exist.
Previously KeyList constants came from the GlobalConstants.hpp header,
but this did not work when compiling for HTML5. Therefore, we now get
the globals constants from the GDNative API.
Throws the error:
`LNK2019: unresolved external symbol godot_get_global_constants referenced in function "private: static void __cdecl godot::Terminal::_populate_key_list(void)" (?_populate_key_list@Terminal@godot@@CAXXZ)`
in GitHub Windows action. So use the old technique on Windows for now.
This is a prerequisite for HTML5 support.
Previously no arguments were provided, but by convention argv[0] should
be the name of the program.
Providing this argumens enables Psuedoterminal node to work on macOS.
- Uses matrix so that build steps don't need to be defined multiple
times.
- Caches godot-cpp bindings, so they only need to be built when the
submodule version changes.
- Uploads build artifacts for linux 32/64-bit, windows 64-bit and macOS
64-bit.
Move pre-built binary to 'dist' folder so it no longer causes git
conflicts with custom builds. Also make it a release build which
decreases its size by ~70M.
Former-commit-id: ea9954712062f6ab0f6af9a55d72f0324cd51e5f