using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Terminal.Gui.Graphs {
///
/// Facilitates box drawing and line intersection detection
/// and rendering.
///
public class StraightLineCanvas {
private List lines = new List ();
private ConsoleDriver driver;
public StraightLineCanvas (ConsoleDriver driver)
{
this.driver = driver;
}
///
/// 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.
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 generate a 'bitmap' that
/// shows what characters (if any) should be rendered at each
/// point so that all lines connect up correctly with appropriate
/// intersection symbols.
///
///
///
/// Map as 2D array where first index is rows and second is column
public Rune? [,] GenerateImage (Rect inArea)
{
Rune? [,] canvas = new Rune? [inArea.Height, inArea.Width];
// walk through each pixel of the bitmap
for (int y = 0; y < inArea.Height; y++) {
for (int x = 0; 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
canvas [x, y] = GetRuneForIntersects (intersects);
}
}
return canvas;
}
private Rune? GetRuneForIntersects (IntersectionDefinition[] intersects)
{
if (!intersects.Any ())
return null;
// TODO: merge these intersection types to give correct rune
return '.';
}
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,
UpperT,
LowerT,
RightT,
LeftT,
Crosshair,
}
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;
}
}
}
}