godot-xterm/addons/godot_xterm/nodes/terminal/terminal.gd
Leroy Hopson 55b0a0577d
Update bell
- 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.
2021-07-23 08:37:49 +07:00

248 lines
6.3 KiB
GDScript

# Copyright (c) 2021, Leroy Hopson (MIT License).
#
# This file contains snippets of code derived from Godot's TextEdit node.
# These snippets are copyright of their authors and released under the MIT license:
# - Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur (MIT License).
# - Copyright (c) 2014-2021 Godot Engine contributors (MIT License).
tool
extends Control
const DefaultTheme = preload("../../themes/default.tres")
signal data_sent(data)
signal key_pressed(data, event)
signal size_changed(new_size)
signal bell
enum UpdateMode {
DISABLED,
AUTO,
ALL,
ALL_NEXT_FRAME,
}
enum SelectionMode {
NONE,
POINTER,
}
export (UpdateMode) var update_mode = UpdateMode.AUTO setget set_update_mode
var cols = 2
var rows = 2
# If true, text in the terminal will be copied to the clipboard when selected.
export (bool) var copy_on_selection
# Bell
# If muted, the "bell" signal will not be emitted when the bell "\u0007" character
# is written to the terminal.
export var bell_muted := false
# Amount of time in seconds that must pass before emitting a new "bell" signal.
# This can be useful in cases where the bell character is being written too
# frequently such as `while true; do echo -e "\a"; done`.
export var bell_cooldown: float = 0.1
export var blink_on_time: float = 0.6
export var blink_off_time: float = 0.3
var _viewport: Viewport = preload("./viewport.tscn").instance()
var _native_terminal: Control = _viewport.get_node("Terminal")
var _screen := TextureRect.new()
var _bell_timer := Timer.new()
var _selecting := false
var _selecting_mode: int = SelectionMode.NONE
var _selection_timer := Timer.new()
var _dirty := false
var buffer := StreamPeerBuffer.new()
var times = 0
func set_update_mode(value):
update_mode = value
_native_terminal.update_mode = value
func get_rows() -> int:
return 0
func get_cols() -> int:
return 0
func write(data) -> void:
assert(data is String or data is PoolByteArray)
# FIXME: This will occasionally cause a "Resumed function after yield, but class instance is gone" error after freeing the Terminal instance.
# However, this yield is necessary to ensure the terminal state machines framebuffer is up to date when we make all the draw_* calls.
yield(VisualServer, "frame_pre_draw")
_native_terminal.write(data if data is String else data.get_string_from_utf8())
_native_terminal.update()
func clear() -> void:
var initial_size = _native_terminal.rect_size
_native_terminal.rect_size.y = _native_terminal.cell_size.y
_native_terminal.clear_sb()
_native_terminal.rect_size = initial_size
func copy_selection() -> String:
return _native_terminal.copy_selection()
func copy_all() -> String:
return _native_terminal.copy_all()
func _ready():
if theme:
_native_terminal.theme = theme
_native_terminal.update_mode = update_mode
_native_terminal.connect("data_sent", self, "_on_data_sent")
_native_terminal.connect("key_pressed", self, "_on_key_pressed")
_native_terminal.connect("size_changed", self, "_on_size_changed")
_viewport.size = rect_size
_viewport.render_target_update_mode = Viewport.UPDATE_ALWAYS
_screen.set_anchors_preset(PRESET_WIDE)
_screen.texture = _viewport.get_texture()
_native_terminal.connect("bell", self, "_on_bell")
_bell_timer.one_shot = true
add_child(_bell_timer)
_selection_timer.wait_time = 0.05
_selection_timer.connect("timeout", self, "_on_selection_held")
add_child(_viewport)
add_child(_screen)
add_child(_selection_timer)
_refresh()
func _refresh():
_screen.update()
if update_mode == UpdateMode.AUTO:
_native_terminal.update_mode = UpdateMode.ALL_NEXT_FRAME
func _gui_input(event):
_native_terminal._gui_input(event)
if event is InputEventKey:
_native_terminal.sb_reset() # Return to bottom of scrollback buffer if we scrolled up.
_handle_mouse_wheel(event)
_handle_selection(event)
func _handle_mouse_wheel(event: InputEventMouseButton):
if not event or not event.is_pressed():
return
if event.button_index == BUTTON_WHEEL_UP:
if event.alt:
# Scroll 5 times as fast as normal (like TextEdit).
_native_terminal.sb_up(15 * event.factor)
else:
# Scroll 3 lines.
_native_terminal.sb_up(3 * event.factor)
if event.button_index == BUTTON_WHEEL_DOWN:
if event.alt:
# Scroll 5 times as fast as normal (like TextEdit).
_native_terminal.sb_down(15 * event.factor)
else:
# Scroll 3 lines.
_native_terminal.sb_down(3 * event.factor)
func _handle_selection(event: InputEventMouse):
if event is InputEventMouseButton:
if not event or not event.is_pressed() or not event.button_index == BUTTON_LEFT:
return
if _selecting:
_selecting = false
_selecting_mode = SelectionMode.NONE
_native_terminal.reset_selection()
# Single-click select pointer.
_selecting = false
_selecting_mode = SelectionMode.POINTER
elif event is InputEventMouseMotion:
if (
event.button_mask & BUTTON_MASK_LEFT
and _selecting_mode != SelectionMode.NONE
and not _selecting
):
_selecting = true
_native_terminal.start_selection(_mouse_to_cell(event.position))
_selection_timer.start()
func _on_selection_held() -> void:
if not Input.is_mouse_button_pressed(BUTTON_LEFT) or _selecting_mode == SelectionMode.NONE:
if copy_on_selection:
var selection = _native_terminal.copy_selection()
OS.set_clipboard(selection)
_selection_timer.stop()
return
var position: Vector2 = _mouse_to_cell(get_local_mouse_position())
_native_terminal.select_to_pointer(position)
_selection_timer.start()
func _notification(what: int) -> void:
match what:
NOTIFICATION_RESIZED:
_viewport.size = rect_size
_refresh()
NOTIFICATION_THEME_CHANGED:
_native_terminal.theme = theme
_refresh()
func _on_data_sent(data: PoolByteArray):
emit_signal("data_sent", data)
func _on_key_pressed(data: String, event: InputEventKey):
emit_signal("key_pressed", data, event)
func _on_size_changed(new_size: Vector2):
cols = new_size.x
rows = new_size.y
emit_signal("size_changed", new_size)
func _on_bell():
if not bell_muted and (bell_cooldown == 0 or _bell_timer.time_left == 0):
emit_signal("bell")
if bell_cooldown > 0:
_bell_timer.start(bell_cooldown)
func _mouse_to_cell(pos: Vector2) -> Vector2:
return Vector2(pos / _native_terminal.cell_size)
func _set_size_warning(value):
if value:
push_warning(
"Terminal cols and rows are read only and determined by the font and rect sizes."
)