refactor terminal usage to scene
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33
src/SharpIDE.Godot/Features/TerminalBase/SharpIdeTerminal.cs
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33
src/SharpIDE.Godot/Features/TerminalBase/SharpIdeTerminal.cs
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using GDExtensionBindgen;
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using Godot;
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namespace SharpIDE.Godot.Features.TerminalBase;
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public partial class SharpIdeTerminal : Control
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{
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private Terminal _terminal = null!;
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public override void _Ready()
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{
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var terminalControl = GetNode<Control>("Terminal");
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_terminal = new Terminal(terminalControl);
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}
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[RequiresGodotUiThread]
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public void Write(string text)
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{
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_terminal.Write(text);
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}
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public async Task WriteAsync(byte[] text)
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{
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await this.InvokeAsync(() => _terminal.Write(text));
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}
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[RequiresGodotUiThread]
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public void ClearTerminal()
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{
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// .Clear removes all text except for the bottom row, so lets make sure we have a blank line, and cursor at start
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_terminal.Write("\r\n");
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_terminal.Clear();
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}
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}
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