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https://github.com/RGBCube/serenity
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Instead of memcpy'ing the entire screen every time we press enter at the bottom, use the VGA start address register to make a "view" onto the underlying memory that moves downward as we scroll. Eventually we run out of memory and have to reset to the start of the buffer. That's when we memcpy everything. It would be cool if there was some way to get the hardware to act like a ring buffer with automatic wrapping here but I don't know how to do that.
72 lines
1.9 KiB
C++
72 lines
1.9 KiB
C++
#pragma once
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#include "TTY.h"
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#include "Keyboard.h"
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#include "Console.h"
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class VirtualConsole final : public TTY, public KeyboardClient, public ConsoleImplementation {
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AK_MAKE_ETERNAL
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public:
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enum InitialContents { Cleared, AdoptCurrentVGABuffer };
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VirtualConsole(unsigned index, InitialContents = Cleared);
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virtual ~VirtualConsole() override;
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static void switch_to(unsigned);
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static void initialize();
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private:
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// ^KeyboardClient
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virtual void onKeyPress(Keyboard::Key) override;
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// ^ConsoleImplementation
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virtual void onConsoleReceive(byte) override;
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// ^TTY
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virtual void onTTYWrite(const byte*, size_t) override;
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virtual String ttyName() const override;
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void set_active(bool);
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void on_char(byte, bool shouldEmit);
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byte* m_buffer;
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unsigned m_index;
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bool m_active { false };
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void scroll_up();
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void set_cursor(unsigned row, unsigned column);
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void put_character_at(unsigned row, unsigned column, byte ch);
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void escape$H(const Vector<unsigned>&);
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void escape$J(const Vector<unsigned>&);
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void escape$m(const Vector<unsigned>&);
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void escape$s(const Vector<unsigned>&);
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void escape$u(const Vector<unsigned>&);
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const byte m_rows { 25 };
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const byte m_columns { 80 };
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byte m_cursor_row { 0 };
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byte m_cursor_column { 0 };
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byte m_saved_cursor_row { 0 };
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byte m_saved_cursor_column { 0 };
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byte m_current_attribute { 0x07 };
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void clear_vga_row(word row);
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void set_vga_start_row(word row);
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word m_vga_start_row { 0 };
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word m_current_vga_start_address { 0 };
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byte* m_current_vga_window { nullptr };
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void execute_escape_sequence(byte final);
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enum EscapeState {
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Normal,
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ExpectBracket,
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ExpectParameter,
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ExpectIntermediate,
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ExpectFinal,
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};
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EscapeState m_escape_state { Normal };
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Vector<byte> m_parameters;
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Vector<byte> m_intermediates;
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};
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