Adds support for building Linux binaries inside a docker container in
order to target an older version of GLIBC.
Updates GitHub Actions workflow to use it.
As a result the minimum version of GLIBC that Linux users need to have
installed on their system is 2.17 which was released in 2012.
Makes for pretty paths when extending scripts:
`extends "res://addons/godot_xterm/terminal.gd"`
vs.
`extends "res://addons/godot_xterm/nodes/terminal/terminal.gd"`
Currently "res://addons/godot_xterm/pty.gd" is acutally `pty_unix.gd`.
This is okay for now as the PTY node is only supported on Unix
platforms. However, we will need to sort it out when adding Windows
support as part of #25.
Also remove the GDXterm namespace.
- Don't add the bell to the archive to keep it small a simplify
licensing. Also bells seem to be rarely used with terminal emulators.
- Don't play the bell directly from the Terminal node by adding an
AudioStreamPlayer, but make it easy to tune the "bell" signal behavior
from the Terminal node so that only an AudioStreamPlayer node's play()
method needs to be connected to it.
- Keep the bell.wav sound around for testing/demo.
Keeps the archive small and licensing simpler.
Keep around the fancy fonts such as Noto Color Emoji and Unifont as they
are useful for testing.
With the xrdb import plugin making it easy to import themes, there is
little point in keeping other pre-defined themes around, so remove
these.
Will fallback to using Regular Terminal font for Bold, Italic, and Bold
Italic styles if they are not defined. Will only fallback to using the
default theme font if even Regular is not defined.
Replaces default.tres, default_dark.tres, and default_light.tres, with
default.tres and default_light.tres based on Godot's default dark and
light editor themes respectively.
Closes#44
Currently tests only run on X11.64 platform.
But other platforms can be supported with a bit of effort.
Remove default bell sound as it does not play nicely with CI environment
that does not have sound card.
Currently only works when building with debug target. On GitHub actions
target release results in linking errors. So disable PTY for release
builds.
Part of #25.
Temporary measure until we can resolve the issue where inactive tabs
would be closed when clicking on the area where the close button will
show when policy was CLOSE_BUTTON_SHOW_ACTIVE_ONLY.
Clearing the terminal removes all lines in the scrollback buffer except
for the most recent.
With sb_reset, the terminal will return the scrollback buffer to the
bottom when the user starts typing if they have previously scrolled up.
- Add TerminalSettings resource.
- Init/load terminal settings from terminal panel.
- Add terminal context menu (i.e. right-click PopupMenu).
- Add shortcut to open a new terminal Ctrl+Shift+T and make terminal panel
visible.
Draw the full background for wide characters as soon as they are
encountered. Don't draw any foreground or background if width is zero as
this means the previous character was wide.
Fixes#17
In order to use the gdnative library as an editor plugin it was
neccessary to set the `reloadable` property of the gdnlib file to false,
in order to prevent crashes when the godot editor window lost focus.
This may have consequences when recompiling the library.
See: https://docs.godotengine.org/en/3.3/classes/class_gdnativelibrary.html#class-gdnativelibrary-property-reloadable
Still crashes quite frequently and doesn't close child processes
properly.
Part of #43.
- Renamed LICENSE -> LICENSE.md as it contains markdown, and added
contact address.
- Adds THIRDPARTY_NOTICES.txt and THIRDPARTY_NOTICES_nopty.txt which
bundles licenses of all third-party components for versions of
GodotXterm compiled with and without PTY node support.
- Adds misc/gen_3rdparty_licenses.sh file to generate the above
mentioned text files.
- Seperated node_pty and tmux licenses.
- Updated libuv submodule to use version that contains additional license
information.
- Updated README to reflect these changes.
If disable_pty=yes then the PTY node and dependencies (LibuvUtils, Pipe)
will be excluded. On platforms where the PTY node is not supported (e.g.
HTML5), this will always be equivalent to `disable_pty=yes`.
Gut was freezing on some integration tests. It was also entering an
infinite loop after exiting (even after closing Godot and VSCode) which
caused a `godot.log` file in app_userdata to keep growing until my hard
drive was full.
Uses fork of node-pty native code for forking pseudoterminals.
Uses libuv pipe handle to communicate with the child process.
- Paves the way for cross-platform (Linux, macOS and Windows) support.
- Renames Pseudoterminal to PTY (which is much easier to type and spell :D).
- Better performance than the old Pseudoterminal node. Especially when
streaming large amounts of data such as running the `yes` command.
- Allows setting custom file, args, initial window size, cwd, env vars
(including important ones such as TERM and COLORTERM) and uid/gid
on Linux and macOS.
- Returns process exit code and terminating signal.
Fixes#41. But creates another issue where sometimes the yield will
resume after the terminal node has already been freed logging an error
to the console.
Also a few changes to where update is called it the gdnative terminal
code.
Also changed gdnative terminal to only accept strings.
Fresh clones of this repo will need to install Gut using
gd-plug:
```
godot --no-window -s plug.gd install
```
Similar to how git submodules also need to be installed.
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.