Mercurial > vim
view src/libvterm/t/62screen_damage.test @ 29849:6c7eddcce52c v9.0.0263
patch 9.0.0263: too many #ifdefs
Commit: https://github.com/vim/vim/commit/6d4b2f54df5d533eb0794331f38445a6ca5d3a3f
Author: Bram Moolenaar <Bram@vim.org>
Date: Thu Aug 25 15:11:15 2022 +0100
patch 9.0.0263: too many #ifdefs
Problem: Too many #ifdefs.
Solution: Make some functions always available.
author | Bram Moolenaar <Bram@vim.org> |
---|---|
date | Thu, 25 Aug 2022 16:15:03 +0200 |
parents | dc88c690f19b |
children | 2d2758ffd959 |
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INIT WANTSCREEN aDb !Putglyph RESET damage 0..25,0..80 PUSH "123" damage 0..1,0..1 = 0<31> damage 0..1,1..2 = 0<32> damage 0..1,2..3 = 0<33> !Erase PUSH "\e[H" PUSH "\e[3X" damage 0..1,0..3 !Scroll damages entire line in two chunks PUSH "\e[H\e[5@" damage 0..1,5..80 damage 0..1,0..5 !Scroll down damages entire screen in two chunks PUSH "\e[T" damage 1..25,0..80 damage 0..1,0..80 !Altscreen damages entire area PUSH "\e[?1049h" damage 0..25,0..80 PUSH "\e[?1049l" damage 0..25,0..80 WANTSCREEN m !Scroll invokes moverect but not damage PUSH "\e[5@" moverect 0..1,0..75 -> 0..1,5..80 damage 0..1,0..5 WANTSCREEN -m !Merge to cells RESET damage 0..25,0..80 DAMAGEMERGE CELL PUSH "A" damage 0..1,0..1 = 0<41> PUSH "B" damage 0..1,1..2 = 0<42> PUSH "C" damage 0..1,2..3 = 0<43> !Merge entire rows RESET damage 0..25,0..80 DAMAGEMERGE ROW PUSH "ABCDE\r\nEFGH" damage 0..1,0..5 = 0<41 42 43 44 45> DAMAGEFLUSH damage 1..2,0..4 = 1<45 46 47 48> PUSH "\e[3;6r\e[6H\eD" damage 2..5,0..80 DAMAGEFLUSH damage 5..6,0..80 !Merge entire screen RESET damage 0..25,0..80 DAMAGEMERGE SCREEN PUSH "ABCDE\r\nEFGH" DAMAGEFLUSH damage 0..2,0..5 = 0<41 42 43 44 45> 1<45 46 47 48> PUSH "\e[3;6r\e[6H\eD" DAMAGEFLUSH damage 2..6,0..80 !Merge entire screen with moverect WANTSCREEN m RESET damage 0..25,0..80 DAMAGEMERGE SCREEN PUSH "ABCDE\r\nEFGH" PUSH "\e[3;6r\e[6H\eD" damage 0..2,0..5 = 0<41 42 43 44 45> 1<45 46 47 48> moverect 3..6,0..80 -> 2..5,0..80 DAMAGEFLUSH damage 5..6,0..80 !Merge scroll RESET damage 0..25,0..80 DAMAGEMERGE SCROLL PUSH "\e[H1\r\n2\r\n3" PUSH "\e[25H\n\n\n" sb_pushline 80 = 31 sb_pushline 80 = 32 sb_pushline 80 = 33 DAMAGEFLUSH moverect 3..25,0..80 -> 0..22,0..80 damage 0..25,0..80 !Merge scroll with damage PUSH "\e[25H" PUSH "ABCDE\r\nEFGH\r\n" sb_pushline 80 = sb_pushline 80 = DAMAGEFLUSH moverect 2..25,0..80 -> 0..23,0..80 damage 22..25,0..80 = 22<41 42 43 44 45> 23<45 46 47 48> !Merge scroll with damage past region PUSH "\e[3;6r\e[6H1\r\n2\r\n3\r\n4\r\n5" DAMAGEFLUSH damage 2..6,0..80 = 2<32> 3<33> 4<34> 5<35> !Damage entirely outside scroll region PUSH "\e[HABC\e[3;6r\e[6H\r\n6" damage 0..1,0..3 = 0<41 42 43> DAMAGEFLUSH moverect 3..6,0..80 -> 2..5,0..80 damage 5..6,0..80 = 5<36> !Damage overlapping scroll region PUSH "\e[H\e[2J" DAMAGEFLUSH damage 0..25,0..80 PUSH "\e[HABCD\r\nEFGH\r\nIJKL\e[2;5r\e[5H\r\nMNOP" DAMAGEFLUSH moverect 2..5,0..80 -> 1..4,0..80 damage 0..5,0..80 = 0<41 42 43 44> 1<49 4A 4B 4C> ## TODO: is this right? !Merge scroll*2 with damage RESET damage 0..25,0..80 DAMAGEMERGE SCROLL PUSH "\e[25H\r\nABCDE\b\b\b\e[2P\r\n" sb_pushline 80 = moverect 1..25,0..80 -> 0..24,0..80 damage 24..25,0..80 = 24<41 42 43 44 45> moverect 24..25,4..80 -> 24..25,2..78 damage 24..25,78..80 sb_pushline 80 = DAMAGEFLUSH moverect 1..25,0..80 -> 0..24,0..80 damage 24..25,0..80 ?screen_chars 23,0,24,5 = "ABE"