Commit graph

217 commits

Author SHA1 Message Date
Leroy Hopson
683b0e3304 Editor terminal use default theme fonts 2021-07-12 22:46:43 +07:00
Leroy Hopson
c5d4a363b8 Add Nerd Fonts, Noto Color Emoji, and Unifont as fallback fonts 2021-07-12 22:46:43 +07:00
Leroy Hopson
84702af851 Rename hack font files 2021-07-12 22:46:43 +07:00
Leroy Hopson
4c4b71ee57 Add Nerd Fonts license information 2021-07-12 22:46:43 +07:00
Leroy Hopson
2f21671adf Revert "Delete nerdfonts"
This reverts commit 29ff3efc49.
2021-07-12 22:46:43 +07:00
Leroy Hopson
221053bb51
Add missing gd-plug LICENSE 2021-07-11 23:34:08 +07:00
Leroy Hopson
5e25ebbab6 Add rudimentary terminal to editor's bottom panel
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.
2021-07-11 23:03:33 +07:00
Leroy Hopson
33e4640b4b Remove visibility notifier from terminal
It seems unnecessary when testing outside of editor and causes the
terminal to render the wrong colors in editor.
2021-07-11 23:03:33 +07:00
Leroy Hopson
f48e082b54 Reformat code causing clang-format clashes
VSCode and the clang-format git hook disagreed about how this one should
be formatted, so it kept changing.
2021-07-11 23:03:33 +07:00
Leroy Hopson
0e6334db96 Add copy selection support 2021-07-11 23:03:33 +07:00
Leroy Hopson
57c1c3524d Add basic pointer selection
Part of #4.
2021-07-11 23:03:33 +07:00
Leroy Hopson
fae28006cf Move scroll handling to GDScript
Just expose the underlying libtsm methods from gdnative, but write all
the logic in gdscript. Makes it much easier to customize and update.
2021-07-11 23:03:33 +07:00
Leroy Hopson
748941f7ff
Don't run GitHub actions on pull_request
This is already covered by push, so we can prevent running jobs twice.
2021-07-07 22:12:36 +07:00
Leroy Hopson
c95049c407
Update license information
- 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.
2021-07-07 21:39:54 +07:00
Leroy Hopson
5838b7fe7e
Add support for mouse scroll
Part of #4.
2021-07-07 21:36:24 +07:00
Leroy Hopson
44ea56aa0f
Add disable_pty compile option
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`.
2021-07-07 21:32:26 +07:00
Leroy Hopson
29ff3efc49
Delete nerdfonts
It is not used and we don't have license information for it.
2021-07-07 21:32:26 +07:00
Leroy Hopson
09dc080a2e Add support for the bell "\a" character
Closes #39
2021-07-03 22:47:33 +07:00
Leroy Hopson
115521f645
Replace Gut with WAT
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.
2021-07-03 21:49:24 +07:00
Leroy Hopson
39702646dc
Add namespace
Adds a globally unique namespace `GDXterm` that can be used to
conveniently access scripts.
2021-07-03 20:45:11 +07:00
Leroy Hopson
964af715d6 Enable Windows 32bit builds
Closes #24
2021-07-03 16:15:18 +07:00
Leroy Hopson
0dd2378387 Add new PTY node (replaces Pseudoterminal node)
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.
2021-07-03 14:56:27 +07:00
Leroy Hopson
bfa561357e Yield for "frame_pre_draw" signal before writing to terminal
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.
2021-07-03 14:56:27 +07:00
Leroy Hopson
4e6715329a Clang-format node-pty files 2021-07-03 14:56:27 +07:00
Leroy Hopson
9c20579bc6 Add original files from the node-pty project
Taken from <https://github.com/microsoft/node-pty>.
See the LICENSE.md file added in this commit for license and copyright
information.
2021-07-03 14:56:27 +07:00
Leroy Hopson
5a290e927a
Add gd-plug and Gut addons
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.
2021-07-03 01:58:58 +07:00
Leroy Hopson
3759d3a0b9
Don't register TPut util as a global unique class 2021-07-03 01:24:07 +07:00
Leroy Hopson
ca7def60e8
Don't cancel all in-progress jobs if a single one fails
It is useful to get results from all jobs, whether or not a single one
fails.
2021-07-03 01:17:02 +07:00
Leroy Hopson
c262ea8113
Add example of using GodotXterm with socat
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.
2021-07-03 00:55:16 +07:00
Leroy Hopson
0c43776619
Load default theme if it exists
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.
2021-06-22 21:45:55 +07:00
Leroy Hopson
a5776989b4
Change default font and reduce size
Changes default font from Cousine -> Hack which is the font used in
Godot's script editor and output terminal.

Also reduced the size from 16 -> 14.
2021-06-22 21:45:55 +07:00
Leroy Hopson
4b73c958c0
Ensure libtsm uses correct version of wcwidth
Previously it was using some other linked version, not the one in
thirdparty/libtsm/external/wcwidth.
2021-06-22 21:45:55 +07:00
Leroy Hopson
a337143949 Add libtsm patches for some escape sequences
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
2021-06-22 00:07:13 +07:00
Leroy Hopson
d2f073d7ae
Multiple updates
- 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.
2021-06-20 18:33:40 +07:00
Leroy Hopson
3dd89ec0a7
Add example vscode files 2021-06-20 13:59:50 +07:00
Leroy Hopson
bd296364d3
Remove unused/debug code 2021-06-19 20:30:43 +07:00
Leroy Hopson
03f9b84b71
Be explicit about building for debug target 2021-06-19 19:44:11 +07:00
Leroy Hopson
0743f2a97a
Use gdnative api to get constants only for javascript platform
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.
2021-06-19 19:39:20 +07:00
Leroy Hopson
302bdf0714
Format .gd files and fix gdformat pre-commit hook
Previously this hook was not being run.
2021-06-19 18:02:07 +07:00
Leroy Hopson
80bcc41855
Save themes in .tres format
Better for version control and editing outside of the editor.
2021-06-18 10:17:48 +07:00
Leroy Hopson
b133bfb602
Ignore mono_crash.* files 2021-06-18 09:44:25 +07:00
Leroy Hopson
3fb2580fc6
Build scripts: check if submodule directories are empty
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.
2021-06-15 14:14:48 +07:00
Leroy Hopson
bdda1458c0
Update files for javascript build and export
Adds some files to making building and export for HTML5 more convenient.
2021-06-15 14:02:40 +07:00
Leroy Hopson
2f4cbacf15
Git modules (squash later) 2021-06-15 14:02:40 +07:00
Leroy Hopson
c1334896d6
Explicity check not javascript when including pseudoterminal
If compiling for javascript platform on linux '__unix__' will be defined,
so instead check for the abscence of '__EMSCRIPTEN__'.
2021-06-15 14:02:01 +07:00
Leroy Hopson
0437d0f18c
Rename directory 'external' -> 'thirdparty' 2021-06-12 15:10:42 +07:00
Leroy Hopson
9e8bc713e7
Run workflow on all push and pull events 2021-06-08 23:02:41 +07:00
Leroy Hopson
caf3bf1910
Use standard OS macros
As per: https://sourceforge.net/p/predef/wiki/OperatingSystems/
2021-06-08 22:59:12 +07:00
Leroy Hopson
bb8d40df58 Add HTML5 support 2021-06-07 18:29:33 +07:00
Leroy Hopson
fbb23661d3 Get KeyList constants from GDNative API
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.
2021-06-06 21:57:06 +07:00