using System; using System.Collections.Generic; using System.Linq; namespace Terminal.Gui.Graphs { /// /// Facilitates box drawing and line intersection detection /// and rendering. Does not support diagonal lines. /// public class LineCanvas { private List lines = new List (); Dictionary runeResolvers = new Dictionary { {IntersectionRuneType.ULCorner,new ULIntersectionRuneResolver()}, {IntersectionRuneType.URCorner,new URIntersectionRuneResolver()}, {IntersectionRuneType.LLCorner,new LLIntersectionRuneResolver()}, {IntersectionRuneType.LRCorner,new LRIntersectionRuneResolver()}, {IntersectionRuneType.TopTee,new TopTeeIntersectionRuneResolver()}, {IntersectionRuneType.LeftTee,new LeftTeeIntersectionRuneResolver()}, {IntersectionRuneType.RightTee,new RightTeeIntersectionRuneResolver()}, {IntersectionRuneType.BottomTee,new BottomTeeIntersectionRuneResolver()}, {IntersectionRuneType.Crosshair,new CrosshairIntersectionRuneResolver()}, // TODO: Add other resolvers }; /// /// Add a new line to the canvas starting at . /// Use positive for Right and negative for Left /// when is . /// Use positive for Down and negative for Up /// when is . /// /// Starting point. /// Length of line. 0 for a dot. /// Positive for Down/Right. Negative for Up/Left. /// Direction of the line. /// The style of line to use public void AddLine (Point from, int length, Orientation orientation, BorderStyle style) { lines.Add (new StraightLine (from, length, orientation, style)); } /// /// Evaluate all currently defined lines that lie within /// and map that /// shows what characters (if any) should be rendered at each /// point so that all lines connect up correctly with appropriate /// intersection symbols. /// /// /// /// Mapping of all the points within to /// line or intersection runes which should be drawn there. public Dictionary GenerateImage (Rect inArea) { var map = new Dictionary(); // walk through each pixel of the bitmap for (int y = inArea.Y; y < inArea.Height; y++) { for (int x = inArea.X; x < inArea.Width; x++) { var intersects = lines .Select (l => l.Intersects (x, y)) .Where (i => i != null) .ToArray (); // TODO: use Driver and LineStyle to map var rune = GetRuneForIntersects (Application.Driver, intersects); if(rune != null) { map.Add(new Point(x,y),rune.Value); } } } return map; } private abstract class IntersectionRuneResolver { readonly Rune round; readonly Rune doubleH; readonly Rune doubleV; readonly Rune doubleBoth; readonly Rune normal; public IntersectionRuneResolver (Rune round, Rune doubleH, Rune doubleV, Rune doubleBoth, Rune normal) { this.round = round; this.doubleH = doubleH; this.doubleV = doubleV; this.doubleBoth = doubleBoth; this.normal = normal; } public Rune? GetRuneForIntersects (ConsoleDriver driver, IntersectionDefinition [] intersects) { var useRounded = intersects.Any (i => i.Line.Style == BorderStyle.Rounded && i.Line.Length != 0); bool doubleHorizontal = intersects.Any (l => l.Line.Orientation == Orientation.Horizontal && l.Line.Style == BorderStyle.Double); bool doubleVertical = intersects.Any (l => l.Line.Orientation == Orientation.Vertical && l.Line.Style == BorderStyle.Double); if (doubleHorizontal) { return doubleVertical ? doubleBoth : doubleH; } if (doubleVertical) { return doubleV; } return useRounded ? round : normal; } } private class ULIntersectionRuneResolver : IntersectionRuneResolver { public ULIntersectionRuneResolver () : base ('╭', '╒', '╓', '╔', '┌') { } } private class URIntersectionRuneResolver : IntersectionRuneResolver { public URIntersectionRuneResolver () : base ('╮', '╕', '╖', '╗', '┐') { } } private class LLIntersectionRuneResolver : IntersectionRuneResolver { public LLIntersectionRuneResolver () : base ('╰', '╘', '╙', '╚', '└') { } } private class LRIntersectionRuneResolver : IntersectionRuneResolver { public LRIntersectionRuneResolver () : base ('╯', '╛', '╜', '╝', '┘') { } } private class TopTeeIntersectionRuneResolver : IntersectionRuneResolver { public TopTeeIntersectionRuneResolver () : base ('┬', '╤', '╥', '╦', '┬') { } } private class LeftTeeIntersectionRuneResolver : IntersectionRuneResolver { public LeftTeeIntersectionRuneResolver () : base ('├', '╞', '╟', '╠', '├') { } } private class RightTeeIntersectionRuneResolver : IntersectionRuneResolver { public RightTeeIntersectionRuneResolver () : base ('┤', '╡', '╢', '╣', '┤') { } } private class BottomTeeIntersectionRuneResolver : IntersectionRuneResolver { public BottomTeeIntersectionRuneResolver () : base ('┴', '╧', '╨', '╩', '┴') { } } private class CrosshairIntersectionRuneResolver : IntersectionRuneResolver { public CrosshairIntersectionRuneResolver () : base ('┼', '╪', '╫', '╬', '┼') { } } private Rune? GetRuneForIntersects (ConsoleDriver driver, IntersectionDefinition [] intersects) { if (!intersects.Any ()) return null; var runeType = GetRuneTypeForIntersects (intersects); if (runeResolvers.ContainsKey (runeType)) { return runeResolvers [runeType].GetRuneForIntersects (driver, intersects); } // TODO: Remove these two once we have all of the below ported to IntersectionRuneResolvers var useDouble = intersects.Any (i => i.Line.Style == BorderStyle.Double && i.Line.Length != 0); var useRounded = intersects.Any (i => i.Line.Style == BorderStyle.Rounded && i.Line.Length != 0); // TODO: maybe make these resolvers to for simplicity? // or for dotted lines later on or that kind of thing? switch (runeType) { case IntersectionRuneType.None: return null; case IntersectionRuneType.Dot: return (Rune)'.'; case IntersectionRuneType.HLine: return useDouble ? driver.HDLine : driver.HLine; case IntersectionRuneType.VLine: return useDouble ? driver.VDLine : driver.VLine; default: throw new Exception ("Could not find resolver or switch case for " + nameof (runeType) + ":" + runeType); } } private IntersectionRuneType GetRuneTypeForIntersects (IntersectionDefinition [] intersects) { if (intersects.All (i => i.Line.Length == 0)) { return IntersectionRuneType.Dot; } // ignore dots intersects = intersects.Where (i => i.Type != IntersectionType.Dot).ToArray (); var set = new HashSet (intersects.Select (i => i.Type)); #region Crosshair Conditions if (Has (set, IntersectionType.PassOverHorizontal, IntersectionType.PassOverVertical )) { return IntersectionRuneType.Crosshair; } if (Has (set, IntersectionType.PassOverVertical, IntersectionType.StartLeft, IntersectionType.StartRight )) { return IntersectionRuneType.Crosshair; } if (Has (set, IntersectionType.PassOverHorizontal, IntersectionType.StartUp, IntersectionType.StartDown )) { return IntersectionRuneType.Crosshair; } if (Has (set, IntersectionType.StartLeft, IntersectionType.StartRight, IntersectionType.StartUp, IntersectionType.StartDown)) { return IntersectionRuneType.Crosshair; } #endregion #region Corner Conditions if (Exactly (set, IntersectionType.StartRight, IntersectionType.StartDown)) { return IntersectionRuneType.ULCorner; } if (Exactly (set, IntersectionType.StartLeft, IntersectionType.StartDown)) { return IntersectionRuneType.URCorner; } if (Exactly (set, IntersectionType.StartUp, IntersectionType.StartLeft)) { return IntersectionRuneType.LRCorner; } if (Exactly (set, IntersectionType.StartUp, IntersectionType.StartRight)) { return IntersectionRuneType.LLCorner; } #endregion Corner Conditions #region T Conditions if (Has (set, IntersectionType.PassOverHorizontal, IntersectionType.StartDown)) { return IntersectionRuneType.TopTee; } if (Has (set, IntersectionType.StartRight, IntersectionType.StartLeft, IntersectionType.StartDown)) { return IntersectionRuneType.TopTee; } if (Has (set, IntersectionType.PassOverHorizontal, IntersectionType.StartUp)) { return IntersectionRuneType.BottomTee; } if (Has (set, IntersectionType.StartRight, IntersectionType.StartLeft, IntersectionType.StartUp)) { return IntersectionRuneType.BottomTee; } if (Has (set, IntersectionType.PassOverVertical, IntersectionType.StartRight)) { return IntersectionRuneType.LeftTee; } if (Has (set, IntersectionType.StartRight, IntersectionType.StartDown, IntersectionType.StartUp)) { return IntersectionRuneType.LeftTee; } if (Has (set, IntersectionType.PassOverVertical, IntersectionType.StartLeft)) { return IntersectionRuneType.RightTee; } if (Has (set, IntersectionType.StartLeft, IntersectionType.StartDown, IntersectionType.StartUp)) { return IntersectionRuneType.RightTee; } #endregion if (All (intersects, Orientation.Horizontal)) { return IntersectionRuneType.HLine; } if (All (intersects, Orientation.Vertical)) { return IntersectionRuneType.VLine; } return IntersectionRuneType.Dot; } private bool All (IntersectionDefinition [] intersects, Orientation orientation) { return intersects.All (i => i.Line.Orientation == orientation); } /// /// Returns true if the collection has all the /// specified (i.e. AND). /// /// /// /// private bool Has (HashSet intersects, params IntersectionType [] types) { return types.All (t => intersects.Contains (t)); } /// /// Returns true if all requested appear in /// and there are no additional /// /// /// /// private bool Exactly (HashSet intersects, params IntersectionType [] types) { return intersects.SetEquals (types); } class IntersectionDefinition { /// /// The point at which the intersection happens /// public Point Point { get; } /// /// Defines how position relates /// to . /// public IntersectionType Type { get; } /// /// The line that intersects /// public StraightLine Line { get; } public IntersectionDefinition (Point point, IntersectionType type, StraightLine line) { Point = point; Type = type; Line = line; } } /// /// The type of Rune that we will use before considering /// double width, curved borders etc /// enum IntersectionRuneType { None, Dot, ULCorner, URCorner, LLCorner, LRCorner, TopTee, BottomTee, RightTee, LeftTee, Crosshair, HLine, VLine, } enum IntersectionType { /// /// There is no intersection /// None, /// /// A line passes directly over this point traveling along /// the horizontal axis /// PassOverHorizontal, /// /// A line passes directly over this point traveling along /// the vertical axis /// PassOverVertical, /// /// A line starts at this point and is traveling up /// StartUp, /// /// A line starts at this point and is traveling right /// StartRight, /// /// A line starts at this point and is traveling down /// StartDown, /// /// A line starts at this point and is traveling left /// StartLeft, /// /// A line exists at this point who has 0 length /// Dot } class StraightLine { public Point Start { get; } public int Length { get; } public Orientation Orientation { get; } public BorderStyle Style { get; } public StraightLine (Point start, int length, Orientation orientation, BorderStyle style) { this.Start = start; this.Length = length; this.Orientation = orientation; this.Style = style; } internal IntersectionDefinition Intersects (int x, int y) { if (IsDot ()) { if (StartsAt (x, y)) { return new IntersectionDefinition (Start, IntersectionType.Dot, this); } else { return null; } } switch (Orientation) { case Orientation.Horizontal: return IntersectsHorizontally (x, y); case Orientation.Vertical: return IntersectsVertically (x, y); default: throw new ArgumentOutOfRangeException (nameof (Orientation)); } } private IntersectionDefinition IntersectsHorizontally (int x, int y) { if (Start.Y != y) { return null; } else { if (StartsAt (x, y)) { return new IntersectionDefinition ( Start, Length < 0 ? IntersectionType.StartLeft : IntersectionType.StartRight, this ); } if (EndsAt (x, y)) { return new IntersectionDefinition ( Start, Length < 0 ? IntersectionType.StartRight : IntersectionType.StartLeft, this ); } else { var xmin = Math.Min (Start.X, Start.X + Length); var xmax = Math.Max (Start.X, Start.X + Length); if (xmin < x && xmax > x) { return new IntersectionDefinition ( new Point (x, y), IntersectionType.PassOverHorizontal, this ); } } return null; } } private IntersectionDefinition IntersectsVertically (int x, int y) { if (Start.X != x) { return null; } else { if (StartsAt (x, y)) { return new IntersectionDefinition ( Start, Length < 0 ? IntersectionType.StartUp : IntersectionType.StartDown, this ); } if (EndsAt (x, y)) { return new IntersectionDefinition ( Start, Length < 0 ? IntersectionType.StartDown : IntersectionType.StartUp, this ); } else { var ymin = Math.Min (Start.Y, Start.Y + Length); var ymax = Math.Max (Start.Y, Start.Y + Length); if (ymin < y && ymax > y) { return new IntersectionDefinition ( new Point (x, y), IntersectionType.PassOverVertical, this ); } } return null; } } private bool EndsAt (int x, int y) { if (Orientation == Orientation.Horizontal) { return Start.X + Length == x && Start.Y == y; } return Start.X == x && Start.Y + Length == y; } private bool StartsAt (int x, int y) { return Start.X == x && Start.Y == y; } private bool IsDot () { return Length == 0; } } } }