2024 04 16 xterm js hugo static sites svg prompts game dev debugging. - bizkite-co/handterm GitHub Wiki
original file name: Codeium Chat - 7HlHa6pwyM1zIl0grtAXsB4ZQtuLP8hU.md
summary: The chat covered various topics related to web development using xterm.js
and Hugo static sites:
- Including SVG graphics in
xterm.js
: Advised on how to overlay SVG outside of the text flow withinxterm.js
. - Customizing prompts in
xterm.js
with colors and time: Provided a way to add color and time to the user prompt inxterm.js
. - Handling backspace functionality in
xterm.js
: Shared code snippets and strategies to handle the backspace key inxterm.js
. - Structuring turns and game state for a turn-based game: Discussed JSON storage for game state and handling user inputs for game progression.
- Debugging setup in VS Code for Hugo site: Provided guidance on configuring
launch.json
for debugging Hugo websites with JavaScript files. - Troubleshooting
xterm.js
not attaching to<div>
element: Suggested checks like script order, DOMContentLoaded event, and console errors for terminal attachment issues. - Error related to missing source map file: Explained the error when a source map file is not found and its role in debugging minified code.
Overall, the chat involved technical discussions, code snippets, debugging tips, and troubleshooting solutions for web development challenges. date: 2024-04-16T23:03
original file name: Codeium Chat - 7HlHa6pwyM1zIl0grtAXsB4ZQtuLP8hU.md
summary: The chat covered various topics related to web development using xterm.js
and Hugo static sites:
- Including SVG graphics in
xterm.js
: Advised on how to overlay SVG outside of the text flow withinxterm.js
. - Customizing prompts in
xterm.js
with colors and time: Provided a way to add color and time to the user prompt inxterm.js
. - Handling backspace functionality in
xterm.js
: Shared code snippets and strategies to handle the backspace key inxterm.js
. - Structuring turns and game state for a turn-based game: Discussed JSON storage for game state and handling user inputs for game progression.
- Debugging setup in VS Code for Hugo site: Provided guidance on configuring
launch.json
for debugging Hugo websites with JavaScript files. - Troubleshooting
xterm.js
not attaching to<div>
element: Suggested checks like script order, DOMContentLoaded event, and console errors for terminal attachment issues. - Error related to missing source map file: Explained the error when a source map file is not found and its role in debugging minified code.
Overall, the chat involved technical discussions, code snippets, debugging tips, and troubleshooting solutions for web development challenges. date: 2024-04-16T23:03
original file name: Codeium Chat - 7HlHa6pwyM1zIl0grtAXsB4ZQtuLP8hU.md
summary: The chat covered various topics related to web development using xterm.js
and Hugo static sites:
- Including SVG graphics in
xterm.js
: Advised on how to overlay SVG outside of the text flow withinxterm.js
. - Customizing prompts in
xterm.js
with colors and time: Provided a way to add color and time to the user prompt inxterm.js
. - Handling backspace functionality in
xterm.js
: Shared code snippets and strategies to handle the backspace key inxterm.js
. - Structuring turns and game state for a turn-based game: Discussed JSON storage for game state and handling user inputs for game progression.
- Debugging setup in VS Code for Hugo site: Provided guidance on configuring
launch.json
for debugging Hugo websites with JavaScript files. - Troubleshooting
xterm.js
not attaching to<div>
element: Suggested checks like script order, DOMContentLoaded event, and console errors for terminal attachment issues. - Error related to missing source map file: Explained the error when a source map file is not found and its role in debugging minified code.
Overall, the chat involved technical discussions, code snippets, debugging tips, and troubleshooting solutions for web development challenges. date: 2024-04-16T23:03
Note: This is purely the output of the chat conversation and does not contain any raw data, codebase snippets, etc. used to generate the output.
User at 11:03 pm, Apr 16, 2024
That looks like a great start. Will I be able to include small svg graphics in the xterm.js
text? For instance the SVG located at static\images\svgs\1C.svg
Codeium at 11:03 pm, Apr 16, 2024
In xterm.js
, which is a terminal emulator library for the web, you generally work with text-based output. If you want to include images like SVG graphics, you will need to convert them to a format that can be rendered as text, such as using ASCII or Unicode art.
However, xterm.js
does support custom rendering through its canvas API, which could be used to draw images alongside the text. You could overlay an SVG over the terminal or handle it as a pop-up or adjacent element to the terminal display. But direct inline SVG rendering as part of the text flow within xterm.js
is not natively supported as of my last update.
To display SVG graphics, you might need to consider handling it outside of xterm.js
using HTML and CSS, and position it in a way that it appears to be part of the terminal display.
User at 11:07 pm, Apr 16, 2024
I would like to add some color and the time to my prompt like the one in starship
. A clock like this: 🕐[22:49:36]$
Codeium at 11:07 pm, Apr 16, 2024
To add color and time to your shell prompt, similar to starship
, you'll need to customize your shell's prompt configuration. The specifics can vary depending on the shell you're using (e.g., Bash, Zsh, Fish). Here's an example of how you might do it in Bash:
export PS1="\[\e[34m\]\w \[\e[95m\]🕐[\@]\[\e[0m\]$ "
This PS1
line does the following:
-
\[\e[34m\]
sets the color of the following text to blue (directory path). -
\w
is the current working directory. -
\[\e[95m\]
sets the color of the following text to light magenta (time and the clock symbol). -
🕐
is a Unicode character for the clock; you can choose different clock faces depending on the hour. -
\@
is the current time in 12-hour am/pm format. -
\[\e[0m\]
resets the color to default. -
$
is the standard non-root user prompt character; you might use#
for the root user.
You can add this line to your ~/.bashrc
or ~/.bash_profile
file to make it permanent. For other shells, the syntax will be different but the concept is the same.
If you want a more dynamic clock face that changes with the actual hour, you would need to insert a shell command in the PS1 variable that calculates the clock face based on the current hour. This would likely involve a bit more scripting.
User at 11:09 pm, Apr 16, 2024
I'm sorry. I meant the promt in the xterm.js
element we were talking about in terminal.html
Codeium at 11:09 pm, Apr 16, 2024
To add a color and time to your prompt in the xterm.js
terminal element (as seen in the terminal.html
snippets you've provided), you can modify the shellPrompt
variable in the JavaScript code. You'll use ANSI escape codes to set the color, and JavaScript's Date
object to get the current time.
Here's how you can update the shellPrompt
variable to include a colored prompt with a clock icon and the current time:
// Initialize a shell prompt variable with colored clock and time
var shellPrompt = () => {
const time = new Date().toLocaleTimeString('en-US', { hour12: false });
const coloredTime = '\x1b[35m🕐[' + time + ']\x1b[0m'; // Magenta color
return coloredTime + '$ ';
};
// Later in your code, when you want to update the prompt:
term.write('\r\n' + shellPrompt());
Make sure to call shellPrompt()
as a function whenever you want to display the prompt, as it's now a function that returns a string rather than a fixed string.
ANSI escape codes are used here to color the time. \x1b[35m
sets the text color to magenta, and \x1b[0m
resets the text color to the default. Adjust the color code according to your preference.
Remember to update the rest of your xterm.js
terminal setup code if needed to accommodate this change.
User at 11:14 pm, Apr 16, 2024
Back space doesn't seem to work. I think I am going to have to think carefully about how to turn this into a turn based game, how to structure the turns so that I can easily store the turns and results and connections in a structured storage, perhaps a JSON file, and still provide the rudimentary navigation features the average user will expect, such as backspace.
Codeium at 11:15 pm, Apr 16, 2024
Backspace not working in your xterm.js
terminal could be due to the way the key event is being handled in your onKey
event listener. To make backspace work, you need to ensure that the character is removed from both the display and the internal state that tracks the user's input.
Here's how you might handle the backspace key in your onKey
event listener:
term.onKey(e => {
const keyCode = e.domEvent.keyCode;
const printable = !e.domEvent.altKey && !e.domEvent.ctrlKey && !e.domEvent.metaKey;
// Handle keys
if (keyCode === 13) { // Enter key
// Here you can process the command
term.write('\r\n'); // Move to the next line
processCommand(term._input);
term._input = ''; // Reset the input
term.write(shellPrompt()); // Display the prompt again
} else if (keyCode === 8) { // Backspace key
// Do not delete the prompt
if (term._cursorX > shellPrompt().length) {
term.write('\b \b'); // Move cursor back, write space to delete, then move cursor back again
if (term._input.length > 0) {
term._input = term._input.slice(0, -1); // Remove last character from input
}
}
} else if (printable) {
term._input = term._input + e.key; // Add character to input
term.write(e.key); // Display character
}
});
Notice that term._cursorX > shellPrompt().length
checks whether the cursor is beyond the prompt before allowing the backspace to function, preventing the prompt itself from being deleted.
For structuring a turn-based game with navigation features, you will likely need to create an architecture that can handle game state, user input, and turns. JSON is a good choice for structured storage because it's both human-readable and easy to work with in JavaScript.
Here's a basic structure for your game state in JSON:
{
"gameId": "unique_game_identifier",
"players": [
{
"id": "player1",
"name": "Player One",
"turns": []
},
{
"id": "player2",
"name": "Player Two",
"turns": []
}
],
"currentTurn": "player1",
"gameHistory": [
{
"turn": 1,
"playerId": "player1",
"action": "move",
"result": "success"
},
{
"turn": 1,
"playerId": "player2",
"action": "move",
"result": "failure"
}
// More turns...
]
}
With the above structure, you can keep track of each player's turns, actions, and results. When designing your game logic, you'll have to consider how to update the game state, how to serialize and deserialize your game state to and from JSON, and how to handle user input to transition between turns.
Remember that the xterm.js
element is just the interface for the user's input and the visual output of the game state. The actual game logic, including turn handling and state management, will need to be implemented in your JavaScript code that interacts with xterm.js
.
User at 9:02 am, Apr 17, 2024
That is a very good point, and I greatly prefer the shellPrompt().length
that's dependent on the actual value rather than the hard-coded value.
I am having a problem with the term._cursorX
value, though. It is undefined.
Codeium at 9:03 am, Apr 17, 2024
The issue with term._cursorX
being undefined is likely because _cursorX
is not a public property of the Terminal
instance of xterm.js
. The underscore prefix in JavaScript usually denotes a private member, which should not be accessed directly.
Instead of relying on a private property, you can maintain your state of the input. You can keep track of the cursor position relative to the input string. Here's an adjusted version of the onKey
event listener that maintains its own input state without relying on term._cursorX
:
let inputBuffer = '';
let promptString = shellPrompt();
function refreshInput() {
term.write('\r' + promptString); // Return cursor to the start of the line
term.write(inputBuffer); // Write the current input buffer
}
term.onKey(e => {
const ev = e.domEvent;
const printable = !ev.altKey && !ev.ctrlKey && !ev.metaKey;
if (ev.keyCode === 13) {
term.write('\r\n'); // New line
processCommand(inputBuffer);
inputBuffer = ''; // Clear the buffer
promptString = shellPrompt(); // Refresh the prompt with new time
term.write(promptString);
} else if (ev.keyCode === 8) {
// Backspace was hit
if (inputBuffer.length > 0) {
inputBuffer = inputBuffer.slice(0, -1); // Remove last character from buffer
refreshInput();
term.write(' '); // Overwrite the last character with space
refreshInput();
}
} else if (printable) {
inputBuffer += e.key; // Add to input buffer
term.write(e.key); // Write the key
}
});
This code snippet maintains a separate inputBuffer
that tracks the current input. When backspace is hit, it removes the last character from inputBuffer
and refreshes the input display.
The refreshInput
function helps manage the redrawing of the input line by clearing the current line and rewriting the prompt and current input buffer. This ensures that the terminal display is consistent with the state of the input buffer.
User at 10:22 am, Apr 17, 2024
I've just separated the xterm
code out to a separate JS file static\js\terminal.js
, but I am having trouble with my debugging setup. I'm running it in a Hugo static site. My launch.json
does not seem to be finding the proper JS files to attach the debugger to. Can you help me with that?
Codeium at 10:23 am, Apr 17, 2024
To ensure that the debugger can attach to the JavaScript files served by your Hugo static site, you need to make sure that the launch.json
configuration in VS Code is set up correctly. Since the files are being served over a local development server, you'll usually need to specify the URL to the page you want to debug and the web root where your files are located.
Here's an example of a launch.json
configuration for debugging a Hugo site with the Edge browser:
{
"version": "0.2.0",
"configurations": [
{
"type": "msedge",
"request": "launch",
"name": "Launch Edge against local Hugo server",
"url": "http://localhost:1313",
"webRoot": "${workspaceFolder}",
"sourceMaps": true,
"breakOnLoad": true,
"pathMapping": {
"/": "${workspaceFolder}/static"
},
"sourceMapPathOverrides": {
"webpack:///./src/*": "${webRoot}/*"
}
}
]
}
Make sure to replace "${workspaceFolder}"
with the actual path to your Hugo project root if necessary. The "webRoot"
should point to where your source files are located in your project. If your JavaScript files are located in the static
directory, ensure that the "pathMapping"
is set correctly.
Also, ensure that "sourceMaps"
is set to true
if you are using source maps for better debugging of minified or transpiled code.
If you've set up everything correctly and are still facing issues, consider the following:
- Ensure that Hugo is running and accessible at the specified URL (in this case,
http://localhost:1313
). - Confirm that the JavaScript files are being correctly served by Hugo and accessible in the browser.
- Check if the JavaScript files are referenced in your HTML with the correct paths.
- Verify that the browser's developer tools can access the JavaScript files. If not, there may be a problem with how Hugo is serving the files.
- Make sure the Edge browser is installed on your system and that the
type
in thelaunch.json
configuration matches your browser (usechrome
if you're using Google Chrome).
If the issue persists, you may need to provide more details regarding the directory structure of your Hugo site and the exact nature of the problem you're encountering.
User at 10:46 am, Apr 17, 2024
OK, that looks like it's working now.
Now I am having a different problem in the terminal.js
. I can see that the code is running, but it doesn't seem to attach the xterm
to the <div id="terminal">
. I can see the <div id="terminal">
in the HTML in the browser.
Codeium at 10:47 am, Apr 17, 2024
If the xterm
instance is not attaching to the <div id="terminal">
element, it's possible that the script is running before the DOM is fully loaded, or there might be an issue with the way you are initializing and attaching the terminal. To diagnose the issue, check the following:
-
Ensure that the
terminal.js
script is being loaded after the<div id="terminal">
element in your HTML. If it's loaded before, the script might execute before the DOM element is available. -
Verify that your event listener for
DOMContentLoaded
is set up correctly to ensure that the DOM is fully loaded before you try to create and attach the terminal. The relevant part of your code should look like this:
document.addEventListener("DOMContentLoaded", () => {
var term = new window.Terminal({
cursorBlink: true,
cursorStyle: 'underline',
fontSize: 14,
prompt: '>',
fontFamily: '"Fira Code", "DejaVu Sans Mono", "Lucida Console", monospace',
});
// Attach the terminal to the DOM element with the ID 'terminal'
term.open(document.getElementById('terminal'));
// Rest of your terminal setup code...
});
-
Confirm that there are no JavaScript errors in the console. Open the browser's developer tools (usually with F12) and check the Console tab for any error messages.
-
Make sure that the
xterm.css
is included in your HTML to style the terminal correctly. -
If you are dynamically modifying the DOM or using a front-end framework that changes the page content, ensure that the
<div id="terminal">
element is not being removed or replaced after the script runs. -
As a debugging step, you can add a
console.log
statement before you callterm.open
to check if thedocument.getElementById('terminal')
is returning the correct element.
console.log(document.getElementById('terminal')); // This should not be null
If the element is null
, it means that the script is running before the element is available in the DOM.
If you have recently moved the script to a separate file, make sure that the reference to the script file in your HTML is correct and that the script file is accessible from the server. If the script file has a 404 error, the code to attach xterm
will not run.
User at 10:51 am, Apr 17, 2024
I am getting this error: Unexpected 404 response from http://localhost:1313/js/bootstrap.bundle.min.js.map: <h1>Page Not Found</h1>
Codeium at 10:52 am, Apr 17, 2024
The error message Unexpected 404 response from http://localhost:1313/js/bootstrap.bundle.min.js.map: <h1>Page Not Found</h1>
indicates that the source map file for the bootstrap.bundle.min.js
file is not found on your server. Source maps are used by browsers to map the minified code back to the original source code, making debugging easier.
This error is not related to xterm.js
or the attachment of the terminal to the <div id="terminal">
. It is related to the Bootstrap JavaScript file. However, it's worth addressing since source maps are useful for debugging.
Here's what you can do to resolve the 404 error:
-
If you're not concerned with having the source map, you can simply ignore the error. It won't affect the functioning of your website unless you're trying to debug the minified Bootstrap code.
-
If you want to use the source map, make sure that the
.map
file referenced inbootstrap.bundle.min.js
exists in thejs
directory on your server. The.map
file should be named exactlybootstrap.bundle.min.js.map
. -
If you have the
.map
file locally, ensure that it is being deployed to your server correctly. If you're missing the file, you can typically download it from the same source where you got the minified Bootstrap JS file. -
Check your Hugo configuration to ensure that it's not excluding source map files from the build output.
-
If you're including Bootstrap via a CDN and the CDN does not provide the source map, you can download Bootstrap from the official website and serve it locally, including the source map file.
To debug the issue with xterm.js
not attaching properly, make sure that:
- The
<div id="terminal">
element exists in the DOM when the script tries to attach to it. - The
terminal.js
script is loaded after the<div id="terminal">
in the HTML document, or use an event listener forDOMContentLoaded
as mentioned in the previous message. - There are no other JavaScript errors in the console that could be preventing the
xterm.js
code from executing.
User at 11:01 am, Apr 17, 2024
Ok, back to the <div id="terminal">
problem, it is now attaching and displaying the black rectangle of the xterm
, but it's not displaying the prompt and it won't accept text input.
Codeium at 11:02 am, Apr 17, 2024
If the xterm
terminal is displaying but not showing the prompt or accepting text input, there may be an issue with the initialization of the terminal or the event handlers that manage input. Here are several things you can check and try:
-
Ensure the Terminal is Focused: Sometimes, the terminal might not accept input because it does not have focus. You can programmatically focus the terminal after attaching it:
term.open(document.getElementById('terminal')); term.focus();
-
Prompt Initialization: Make sure you are writing the initial prompt to the terminal once it's open:
term.open(document.getElementById('terminal')); term.write(shellPrompt());
-
Event Listener for Input: Verify that you have an event listener set up for handling keyboard input, and that it writes to the terminal:
term.onKey(keyEvent => { const char = keyEvent.key; if (char === '\r') { // Enter key // Process the command here } else { term.write(char); } });
-
Check for JavaScript Errors: Open the browser's developer console (usually with F12) and look for any JavaScript errors. Errors in your script could prevent the prompt from being displayed or input from being processed.
-
Ensure Terminal Container is Visible: Check the CSS styles applied to the
<div id="terminal">
to make sure it is visible and not hidden or covered by other elements. -
Test with Minimal Configuration: Try setting up
xterm.js
with a very minimal configuration to rule out any issues with custom settings:document.addEventListener('DOMContentLoaded', (event) => { var term = new Terminal(); term.open(document.getElementById('terminal')); term.write('Welcome to xterm.js\r\n$ '); term.onKey(e => { const char = e.key; const ev = e.domEvent; const printable = !ev.altKey && !ev.ctrlKey && !ev.metaKey; if (ev.keyCode === 13) { term.write('\r\n$ '); // For the Enter key } else if (ev.keyCode === 8) { // Do not delete the prompt if (term.buffer.active.cursorX > 2) { term.write('\b \b'); // Handle backspace } } else if (printable) { term.write(char); } }); });
-
Ensure
shellPrompt
is Correctly Defined: IfshellPrompt
is a function in your code, make sure you are invoking it correctly. If it's a string, ensure that it is initialized before use.
Try these steps and see if the problem with the prompt not displaying and the terminal not accepting input is resolved. If the issue persists, you may need to go through your terminal.js
file and verify that all the initialization code and event handlers are correctly set up and that there are no conflicts or overwrites happening.
User at 11:05 am, Apr 17, 2024
Is this the right order at the bottom of the document.addEventListener("DOMContentLoaded")
?
// Attach the terminal to the DOM element with the ID 'terminal'
const terminalDiv = document.getElementById('terminal');
console.log("Terminal:", terminalDiv); // This should not be null
term.open(terminalDiv);
term.write(shellPrompt())
// Initialize the terminal game when the DOM is ready
document.addEventListener('DOMContentLoaded', runFakeTerminal);
Codeium at 11:05 am, Apr 17, 2024
In the code snippet you provided, you are attempting to add a DOMContentLoaded
event listener inside another DOMContentLoaded
event handler, which is incorrect. The DOMContentLoaded
event is fired when the initial HTML document has been completely loaded and parsed, and it should not be nested.
Your runFakeTerminal
function should be called directly within the initial DOMContentLoaded
event handler after you have opened the terminal and written the shell prompt. Here's the corrected sequence:
document.addEventListener("DOMContentLoaded", () => {
// Attach the terminal to the DOM element with the ID 'terminal'
const terminalDiv = document.getElementById('terminal');
console.log("Terminal:", terminalDiv); // This should not be null
term.open(terminalDiv);
term.write(shellPrompt())
// Initialize the terminal game when the DOM is ready
runFakeTerminal();
});
Now, once the DOM content is loaded, this event listener will execute, attaching the xterm
terminal to the <div id="terminal">
, write the initial prompt, and then execute the runFakeTerminal
function to initialize the rest of the terminal game logic.
User at 11:17 am, Apr 17, 2024
Great. We've got it back to functioning like when the JavaScript was in the <script>
tag in the HTML. So moving it to a separate JS file has been successful.
Now I would like to ask you a more advanced question about the xterm.js
. I don't want to reinvent the standard terminal features if I don't have to. We have implemented backspace, but there are many such features such as up-arrow to select a previous command that we haven't recreated. Are there xterm.js
pluggins or configs for popular user interfaces that I can draw from and compose into my xterm.js
implementation to adopt industry standard keymaps or other features?
Codeium at 11:17 am, Apr 17, 2024
Yes, xterm.js
is designed to be extensible and has an ecosystem of add-ons that can be used to enhance its functionality, including standard terminal features you mentioned like command history navigation.
For the specific feature of recalling previous commands using the up-arrow key, you can implement command history in your terminal. However, as of my last update, xterm.js
does not provide a built-in command history feature. You will need to implement it yourself or find a plugin that suits your needs.
Here is a basic example of how you might implement a simple command history feature:
let commandHistory = [];
let historyIndex = -1;
term.onKey(e => {
const ev = e.domEvent;
const printable = !ev.altKey && !ev.ctrlKey && !ev.metaKey;
if (ev.keyCode === 13) { // Enter key
// ... handle the command
commandHistory.push(inputBuffer); // Add to history
historyIndex = commandHistory.length; // Reset history index
inputBuffer = ''; // Clear input buffer
term.write('\r\n' + shellPrompt());
} else if (ev.keyCode === 8) {
// ... handle backspace
} else if (ev.keyCode === 38) { // Up arrow
if (historyIndex > 0) {
historyIndex--;
inputBuffer = commandHistory[historyIndex];
refreshInput();
}
} else if (ev.keyCode === 40) { // Down arrow
if (historyIndex < commandHistory.length - 1) {
historyIndex++;
inputBuffer = commandHistory[historyIndex];
refreshInput();
} else if (historyIndex < commandHistory.length) {
historyIndex++;
inputBuffer = '';
refreshInput();
}
} else if (printable) {
// ... handle printable characters
}
});
function refreshInput() {
term.write('\r' + shellPrompt() + ' ' + ' '.repeat(inputBuffer.length)); // Clear line
term.write('\r' + shellPrompt() + inputBuffer); // Write prompt and current input buffer
}
In this example, commandHistory
is an array that stores the commands entered by the user. historyIndex
keeps track of the user's current position in the commandHistory
array. This code snippet should be integrated with your input handling logic to work properly.
For more complex or already implemented features, you may look for community-made plugins or examples of how others have extended xterm.js
. You can check the official xterm.js
repository on GitHub for community-contributed add-ons or search for third-party libraries that provide additional functionality on top of xterm.js
.
Keep in mind that the plugin ecosystem may evolve, and new plugins or official add-ons may be available that could offer the functionality you're looking for, so it's always a good idea to check the latest resources available in the xterm.js
community.