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fbc7b72271
This commit adds support for a visual bell. Although the Handler in src/ansi.rs warns "Hopefully this is never implemented", I wanted to give it a try. A new config option is added, `visual_bell`, which sets the `duration` and `animation` function of the visual bell. The default `duration` is 150 ms, and the default `animation` is `EaseOutExpo`. To disable the visual bell, set its duration to 0. The visual bell is modeled by VisualBell in src/term/mod.rs. It has a method to ring the bell, `ring`, and another method, `intensity`. Both return the "intensity" of the bell, which ramps down from 1.0 to 0.0 at a rate set by `duration` and `animation`. Whether or not the Processor waits for events is now configurable in order to allow for smooth drawing of the visual bell.
81 lines
2.4 KiB
GLSL
81 lines
2.4 KiB
GLSL
// Copyright 2016 Joe Wilm, The Alacritty Project Contributors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#version 330 core
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layout (location = 0) in vec2 position;
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// Cell properties
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layout (location = 1) in vec2 gridCoords;
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// glyph properties
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layout (location = 2) in vec4 glyph;
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// uv mapping
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layout (location = 3) in vec4 uv;
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// text fg color
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layout (location = 4) in vec3 textColor;
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// Background color
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layout (location = 5) in vec3 backgroundColor;
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out vec2 TexCoords;
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out vec3 fg;
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out vec3 bg;
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// Terminal properties
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uniform vec2 termDim;
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uniform vec2 cellDim;
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uniform float visualBell;
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uniform int backgroundPass;
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// Orthographic projection
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uniform mat4 projection;
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flat out float vb;
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flat out int background;
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void main()
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{
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vec2 glyphOffset = glyph.xy;
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vec2 glyphSize = glyph.zw;
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vec2 uvOffset = uv.xy;
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vec2 uvSize = uv.zw;
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// Position of cell from top-left
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vec2 cellPosition = (cellDim) * gridCoords;
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// Invert Y since framebuffer origin is bottom-left
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cellPosition.y = termDim.y - cellPosition.y - cellDim.y;
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if (backgroundPass != 0) {
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cellPosition.y = cellPosition.y - 3;
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vec2 finalPosition = cellDim * position + cellPosition;
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gl_Position = projection * vec4(finalPosition.xy, 0.0, 1.0);
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TexCoords = vec2(0, 0);
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} else {
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// Glyphs are offset within their cell; account for y-flip
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vec2 cellOffset = vec2(glyphOffset.x, glyphOffset.y - glyphSize.y);
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// position coordinates are normalized on [0, 1]
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vec2 finalPosition = glyphSize * position + cellPosition + cellOffset;
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gl_Position = projection * vec4(finalPosition.xy, 0.0, 1.0);
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TexCoords = uvOffset + vec2(position.x, 1 - position.y) * uvSize;
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}
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vb = visualBell;
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background = backgroundPass;
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bg = backgroundColor / vec3(255.0, 255.0, 255.0);
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fg = textColor / vec3(255.0, 255.0, 255.0);
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}
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