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Fix multiple cursor invalidation issues #17181

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May 2, 2024
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296 changes: 160 additions & 136 deletions src/renderer/base/renderer.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -121,96 +121,14 @@ IRenderData* Renderer::GetRenderData() const noexcept
// Last chance check if anything scrolled without an explicit invalidate notification since the last frame.
_CheckViewportAndScroll();

if (_currentCursorOptions)
{
const auto& buffer = _pData->GetTextBuffer();
const auto view = buffer.GetSize();
const auto coord = _currentCursorOptions->coordCursor;

// If we had previously drawn a composition at the previous cursor position
// we need to invalidate the entire line because who knows what changed.
// (It's possible to figure that out, but not worth the effort right now.)
if (_compositionCache)
{
til::rect rect{ 0, coord.y, til::CoordTypeMax, coord.y + 1 };
if (view.TrimToViewport(&rect))
{
FOREACH_ENGINE(pEngine)
{
LOG_IF_FAILED(pEngine->Invalidate(&rect));
}
}
}
else
{
const auto lineRendition = buffer.GetLineRendition(coord.y);
const auto cursorWidth = _pData->IsCursorDoubleWidth() ? 2 : 1;

til::rect rect{ coord.x, coord.y, coord.x + cursorWidth, coord.y + 1 };
rect = BufferToScreenLine(rect, lineRendition);
_invalidateCurrentCursor(); // Invalidate the previous cursor position.
_invalidateOldComposition();
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if (view.TrimToViewport(&rect))
{
FOREACH_ENGINE(pEngine)
{
LOG_IF_FAILED(pEngine->InvalidateCursor(&rect));
}
}
}
}

_currentCursorOptions = _GetCursorInfo();
_updateCursorInfo();
_compositionCache.reset();

// Invalidate the line that the active TSF composition is on,
// so that _PaintBufferOutput() actually gets a chance to draw it.
if (!_pData->activeComposition.text.empty())
{
const auto viewport = _pData->GetViewport();
const auto coordCursor = _pData->GetCursorPosition();

til::rect line{ 0, coordCursor.y, til::CoordTypeMax, coordCursor.y + 1 };
if (viewport.TrimToViewport(&line))
{
viewport.ConvertToOrigin(&line);

FOREACH_ENGINE(pEngine)
{
LOG_IF_FAILED(pEngine->Invalidate(&line));
}

auto& buffer = _pData->GetTextBuffer();
auto& scratch = buffer.GetScratchpadRow();

std::wstring_view text{ _pData->activeComposition.text };
RowWriteState state{
.columnLimit = buffer.GetRowByOffset(line.top).GetReadableColumnCount(),
};

state.text = text.substr(0, _pData->activeComposition.cursorPos);
scratch.ReplaceText(state);
const auto cursorOffset = state.columnEnd;

state.text = text.substr(_pData->activeComposition.cursorPos);
state.columnBegin = state.columnEnd;
scratch.ReplaceText(state);

// Ideally the text is inserted at the position of the cursor (`coordCursor`),
// but if we got more text than fits into the remaining space until the end of the line,
// then we'll insert the text aligned to the end of the line.
const auto remaining = state.columnLimit - state.columnEnd;
const auto beg = std::clamp(coordCursor.x, 0, remaining);

const auto baseAttribute = buffer.GetRowByOffset(coordCursor.y).GetAttrByColumn(coordCursor.x);
_compositionCache.emplace(til::point{ beg, coordCursor.y }, baseAttribute);

// Fake-move the cursor to where it needs to be in the active composition.
if (_currentCursorOptions)
{
_currentCursorOptions->coordCursor.x = std::min(beg + cursorOffset, line.right - 1);
}
}
}
_invalidateCurrentCursor(); // Invalidate the new cursor position.
_prepareNewComposition();

FOREACH_ENGINE(pEngine)
{
Expand Down Expand Up @@ -510,6 +428,20 @@ bool Renderer::_CheckViewportAndScroll()
}

_ScrollPreviousSelection(coordDelta);

// The cursor may have moved out of or into the viewport. Update the .inViewport property.
{
const auto view = ScreenToBufferLine(srNewViewport, _currentCursorOptions.lineRendition);
const auto coordCursor = _currentCursorOptions.coordCursor;

// Note that we allow the X coordinate to be outside the left border by 1 position,
// because the cursor could still be visible if the focused character is double width.
const auto xInRange = coordCursor.x >= view.left - 1 && coordCursor.x <= view.right;
const auto yInRange = coordCursor.y >= view.top && coordCursor.y <= view.bottom;

_currentCursorOptions.inViewport = xInRange && yInRange;
}

return true;
}

Expand Down Expand Up @@ -1188,58 +1120,153 @@ bool Renderer::_isInHoveredInterval(const til::point coordTarget) const noexcept
// - <none>
// Return Value:
// - nullopt if the cursor is off or out-of-frame, otherwise a CursorOptions
[[nodiscard]] std::optional<CursorOptions> Renderer::_GetCursorInfo()
void Renderer::_updateCursorInfo()
{
if (_pData->IsCursorVisible())
// Get cursor position in buffer
auto coordCursor = _pData->GetCursorPosition();

// GH#3166: Only draw the cursor if it's actually in the viewport. It
// might be on the line that's in that partially visible row at the
// bottom of the viewport, the space that's not quite a full line in
// height. Since we don't draw that text, we shouldn't draw the cursor
// there either.

// The cursor is never rendered as double height, so we don't care about
// the exact line rendition - only whether it's double width or not.
const auto doubleWidth = _pData->GetTextBuffer().IsDoubleWidthLine(coordCursor.y);
const auto lineRendition = doubleWidth ? LineRendition::DoubleWidth : LineRendition::SingleWidth;

// We need to convert the screen coordinates of the viewport to an
// equivalent range of buffer cells, taking line rendition into account.
const auto viewport = _pData->GetViewport().ToInclusive();
const auto view = ScreenToBufferLine(viewport, lineRendition);

// Note that we allow the X coordinate to be outside the left border by 1 position,
// because the cursor could still be visible if the focused character is double width.
const auto xInRange = coordCursor.x >= view.left - 1 && coordCursor.x <= view.right;
const auto yInRange = coordCursor.y >= view.top && coordCursor.y <= view.bottom;

// Adjust cursor Y offset to viewport.
// The viewport X offset is saved in the options and handled with a transform.
coordCursor.y -= view.top;

const auto cursorColor = _renderSettings.GetColorTableEntry(TextColor::CURSOR_COLOR);
const auto useColor = cursorColor != INVALID_COLOR;

_currentCursorOptions.coordCursor = coordCursor;
_currentCursorOptions.viewportLeft = viewport.left;
_currentCursorOptions.lineRendition = lineRendition;
_currentCursorOptions.ulCursorHeightPercent = _pData->GetCursorHeight();
_currentCursorOptions.cursorPixelWidth = _pData->GetCursorPixelWidth();
_currentCursorOptions.fIsDoubleWidth = _pData->IsCursorDoubleWidth();
_currentCursorOptions.cursorType = _pData->GetCursorStyle();
_currentCursorOptions.fUseColor = useColor;
_currentCursorOptions.cursorColor = cursorColor;
_currentCursorOptions.isVisible = _pData->IsCursorVisible();
_currentCursorOptions.isOn = _currentCursorOptions.isVisible && _pData->IsCursorOn();
_currentCursorOptions.inViewport = xInRange && yInRange;
}

void Renderer::_invalidateCurrentCursor() const
{
if (!_currentCursorOptions.inViewport || !_currentCursorOptions.isOn)
{
// Get cursor position in buffer
auto coordCursor = _pData->GetCursorPosition();
return;
}

// GH#3166: Only draw the cursor if it's actually in the viewport. It
// might be on the line that's in that partially visible row at the
// bottom of the viewport, the space that's not quite a full line in
// height. Since we don't draw that text, we shouldn't draw the cursor
// there either.
const auto& buffer = _pData->GetTextBuffer();
const auto view = buffer.GetSize();
const auto coord = _currentCursorOptions.coordCursor;

// The cursor is never rendered as double height, so we don't care about
// the exact line rendition - only whether it's double width or not.
const auto doubleWidth = _pData->GetTextBuffer().IsDoubleWidthLine(coordCursor.y);
const auto lineRendition = doubleWidth ? LineRendition::DoubleWidth : LineRendition::SingleWidth;
const auto lineRendition = buffer.GetLineRendition(coord.y);
const auto cursorWidth = _pData->IsCursorDoubleWidth() ? 2 : 1;

// We need to convert the screen coordinates of the viewport to an
// equivalent range of buffer cells, taking line rendition into account.
const auto view = ScreenToBufferLine(_pData->GetViewport().ToInclusive(), lineRendition);
til::rect rect{ coord.x, coord.y, coord.x + cursorWidth, coord.y + 1 };
rect = BufferToScreenLine(rect, lineRendition);

// Note that we allow the X coordinate to be outside the left border by 1 position,
// because the cursor could still be visible if the focused character is double width.
const auto xInRange = coordCursor.x >= view.left - 1 && coordCursor.x <= view.right;
const auto yInRange = coordCursor.y >= view.top && coordCursor.y <= view.bottom;
if (xInRange && yInRange)
if (view.TrimToViewport(&rect))
{
FOREACH_ENGINE(pEngine)
{
LOG_IF_FAILED(pEngine->InvalidateCursor(&rect));
}
}
}

// If we had previously drawn a composition at the previous cursor position
// we need to invalidate the entire line because who knows what changed.
// (It's possible to figure that out, but not worth the effort right now.)
void Renderer::_invalidateOldComposition() const
{
if (!_compositionCache || !_currentCursorOptions.inViewport)
{
return;
}

const auto& buffer = _pData->GetTextBuffer();
const auto view = buffer.GetSize();
const auto coord = _currentCursorOptions.coordCursor;

til::rect rect{ 0, coord.y, til::CoordTypeMax, coord.y + 1 };
if (view.TrimToViewport(&rect))
{
FOREACH_ENGINE(pEngine)
{
// Adjust cursor Y offset to viewport.
// The viewport X offset is saved in the options and handled with a transform.
coordCursor.y -= view.top;

auto cursorColor = _renderSettings.GetColorTableEntry(TextColor::CURSOR_COLOR);
auto useColor = cursorColor != INVALID_COLOR;

// Build up the cursor parameters including position, color, and drawing options
CursorOptions options;
options.coordCursor = coordCursor;
options.viewportLeft = _pData->GetViewport().Left();
options.lineRendition = lineRendition;
options.ulCursorHeightPercent = _pData->GetCursorHeight();
options.cursorPixelWidth = _pData->GetCursorPixelWidth();
options.fIsDoubleWidth = _pData->IsCursorDoubleWidth();
options.cursorType = _pData->GetCursorStyle();
options.fUseColor = useColor;
options.cursorColor = cursorColor;
options.isOn = _pData->IsCursorOn();

return { options };
LOG_IF_FAILED(pEngine->Invalidate(&rect));
}
}
return std::nullopt;
}

// Invalidate the line that the active TSF composition is on,
// so that _PaintBufferOutput() actually gets a chance to draw it.
void Renderer::_prepareNewComposition()
{
if (_pData->activeComposition.text.empty())
{
return;
}

const auto viewport = _pData->GetViewport();
const auto coordCursor = _pData->GetCursorPosition();

til::rect line{ 0, coordCursor.y, til::CoordTypeMax, coordCursor.y + 1 };
if (viewport.TrimToViewport(&line))
{
viewport.ConvertToOrigin(&line);

FOREACH_ENGINE(pEngine)
{
LOG_IF_FAILED(pEngine->Invalidate(&line));
}

auto& buffer = _pData->GetTextBuffer();
auto& scratch = buffer.GetScratchpadRow();

std::wstring_view text{ _pData->activeComposition.text };
RowWriteState state{
.columnLimit = buffer.GetRowByOffset(line.top).GetReadableColumnCount(),
};

state.text = text.substr(0, _pData->activeComposition.cursorPos);
scratch.ReplaceText(state);
const auto cursorOffset = state.columnEnd;

state.text = text.substr(_pData->activeComposition.cursorPos);
state.columnBegin = state.columnEnd;
scratch.ReplaceText(state);

// Ideally the text is inserted at the position of the cursor (`coordCursor`),
// but if we got more text than fits into the remaining space until the end of the line,
// then we'll insert the text aligned to the end of the line.
const auto remaining = state.columnLimit - state.columnEnd;
const auto beg = std::clamp(coordCursor.x, 0, remaining);

const auto baseAttribute = buffer.GetRowByOffset(coordCursor.y).GetAttrByColumn(coordCursor.x);
_compositionCache.emplace(til::point{ beg, coordCursor.y }, baseAttribute);

// Fake-move the cursor to where it needs to be in the active composition.
_currentCursorOptions.coordCursor.x = std::min(beg + cursorOffset, line.right - 1);
}
}

// Routine Description:
Expand All @@ -1250,9 +1277,9 @@ bool Renderer::_isInHoveredInterval(const til::point coordTarget) const noexcept
// - <none>
void Renderer::_PaintCursor(_In_ IRenderEngine* const pEngine)
{
if (_currentCursorOptions)
if (_currentCursorOptions.inViewport && _currentCursorOptions.isVisible)
{
LOG_IF_FAILED(pEngine->PaintCursor(*_currentCursorOptions));
LOG_IF_FAILED(pEngine->PaintCursor(_currentCursorOptions));
}
}

Expand Down Expand Up @@ -1385,10 +1412,7 @@ void Renderer::_ScrollPreviousSelection(const til::point delta)
rc += delta;
}

if (_currentCursorOptions)
{
_currentCursorOptions->coordCursor += delta;
}
_currentCursorOptions.coordCursor += delta;
}
}

Expand Down
7 changes: 5 additions & 2 deletions src/renderer/base/renderer.hpp
Original file line number Diff line number Diff line change
Expand Up @@ -122,7 +122,10 @@ namespace Microsoft::Console::Render
void _ScrollPreviousSelection(const til::point delta);
[[nodiscard]] HRESULT _PaintTitle(IRenderEngine* const pEngine);
bool _isInHoveredInterval(til::point coordTarget) const noexcept;
[[nodiscard]] std::optional<CursorOptions> _GetCursorInfo();
void _updateCursorInfo();
void _invalidateCurrentCursor() const;
void _invalidateOldComposition() const;
void _prepareNewComposition();
[[nodiscard]] HRESULT _PrepareRenderInfo(_In_ IRenderEngine* const pEngine);

const RenderSettings& _renderSettings;
Expand All @@ -134,7 +137,7 @@ namespace Microsoft::Console::Render
uint16_t _hyperlinkHoveredId = 0;
std::optional<interval_tree::IntervalTree<til::point, size_t>::interval> _hoveredInterval;
Microsoft::Console::Types::Viewport _viewport;
std::optional<CursorOptions> _currentCursorOptions;
CursorOptions _currentCursorOptions;
std::optional<CompositionCache> _compositionCache;
std::vector<Cluster> _clusterBuffer;
std::vector<til::rect> _previousSelection;
Expand Down
5 changes: 5 additions & 0 deletions src/renderer/inc/CursorOptions.h
Original file line number Diff line number Diff line change
Expand Up @@ -49,9 +49,14 @@ namespace Microsoft::Console::Render
// Color to use for drawing instead of the default
COLORREF cursorColor;

// The other kind of on/off state for the cursor, because VtEngine needs it to handle \x1b[?25l/h.
bool isVisible;
// Is the cursor currently visually visible?
// If the cursor has blinked off, this is false.
// if the cursor has blinked on, this is true.
bool isOn;

// Is the cursor within the viewport of the renderer?
bool inViewport;
};
}
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