#nullable enable
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Terminal.Gui {
///
/// Defines the style of lines for a .
///
public enum LineStyle {
///
/// No border is drawn.
///
None,
///
/// The border is drawn using thin line CM.Glyphs.
///
Single,
///
/// The border is drawn using thin line glyphs with dashed (double and triple) straight lines.
///
Dashed,
///
/// The border is drawn using thin line glyphs with short dashed (triple and quadruple) straight lines.
///
Dotted,
///
/// The border is drawn using thin double line CM.Glyphs.
///
Double,
///
/// The border is drawn using heavy line CM.Glyphs.
///
Heavy,
///
/// The border is drawn using heavy line glyphs with dashed (double and triple) straight lines.
///
HeavyDashed,
///
/// The border is drawn using heavy line glyphs with short dashed (triple and quadruple) straight lines.
///
HeavyDotted,
///
/// The border is drawn using thin line glyphs with rounded corners.
///
Rounded,
///
/// The border is drawn using thin line glyphs with rounded corners and dashed (double and triple) straight lines.
///
RoundedDashed,
///
/// The border is drawn using thin line glyphs with rounded corners and short dashed (triple and quadruple) straight lines.
///
RoundedDotted,
// TODO: Support Ruler
/////
///// The border is drawn as a diagnostic ruler ("|123456789...").
/////
//Ruler
}
///
/// Facilitates box drawing and line intersection detection
/// and rendering. Does not support diagonal lines.
///
public class LineCanvas {
///
/// Creates a new instance.
///
public LineCanvas()
{
ConfigurationManager.Applied += ConfigurationManager_Applied;
}
private void ConfigurationManager_Applied (object? sender, ConfigurationManagerEventArgs e)
{
foreach (var irr in runeResolvers) {
irr.Value.SetGlyphs ();
}
}
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.Cross,new CrossIntersectionRuneResolver()},
// TODO: Add other resolvers
};
///
///
/// Adds a new long line to the canvas starting at .
///
///
/// Use positive for the line to extend Right and negative for Left
/// when is .
///
///
/// Use positive for the line to extend Down and negative for Up
/// when is .
///
///
/// Starting point.
/// The length of line. 0 for an intersection (cross or T). Positive for Down/Right. Negative for Up/Left.
/// The direction of the line.
/// The style of line to use
///
public void AddLine (Point start, int length, Orientation orientation, LineStyle style, Attribute? attribute = default)
{
_cachedBounds = Rect.Empty;
_lines.Add (new StraightLine (start, length, orientation, style, attribute));
}
///
/// Adds a new line to the canvas
///
///
public void AddLine (StraightLine line)
{
_cachedBounds = Rect.Empty;
_lines.Add (line);
}
///
/// Removes the last line added to the canvas
///
///
public StraightLine RemoveLastLine()
{
var l = _lines.LastOrDefault ();
if(l != null) {
_lines.Remove(l);
}
return l!;
}
///
/// Clears all lines from the LineCanvas.
///
public void Clear ()
{
_cachedBounds = Rect.Empty;
_lines.Clear ();
}
///
/// Clears any cached states from the canvas
/// Call this method if you make changes to lines
/// that have already been added.
///
public void ClearCache ()
{
_cachedBounds = Rect.Empty;
}
private Rect _cachedBounds;
///
/// Gets the rectangle that describes the bounds of the canvas. Location is the coordinates of the
/// line that is furthest left/top and Size is defined by the line that extends the furthest
/// right/bottom.
///
public Rect Bounds {
get {
if (_cachedBounds.IsEmpty) {
if (_lines.Count == 0) {
return _cachedBounds;
}
Rect bounds = _lines [0].Bounds;
for (var i = 1; i < _lines.Count; i++) {
var line = _lines [i];
var lineBounds = line.Bounds;
bounds = Rect.Union (bounds, lineBounds);
}
if (bounds.Width == 0) {
bounds.Width = 1;
}
if (bounds.Height == 0) {
bounds.Height = 1;
}
_cachedBounds = new Rect (bounds.X, bounds.Y, bounds.Width, bounds.Height);
}
return _cachedBounds;
}
}
// TODO: Unless there's an obvious use case for this API we should delete it in favor of the
// simpler version that doensn't take an area.
///
/// Evaluates the lines that have been added to the canvas and returns a map containing
/// the glyphs and their locations. The glyphs are the characters that should be rendered
/// so that all lines connect up with the appropriate intersection symbols.
///
/// A rectangle to constrain the search by.
/// A map of the points within the canvas that intersect with .
public Dictionary GetMap (Rect inArea)
{
var map = new Dictionary ();
// walk through each pixel of the bitmap
for (int y = inArea.Y; y < inArea.Y + inArea.Height; y++) {
for (int x = inArea.X; x < inArea.X + inArea.Width; x++) {
var intersects = _lines
.Select (l => l.Intersects (x, y))
.Where (i => i != null)
.ToArray ();
var rune = GetRuneForIntersects (Application.Driver, intersects);
if (rune != null) {
map.Add (new Point (x, y), rune.Value);
}
}
}
return map;
}
///
/// Evaluates the lines that have been added to the canvas and returns a map containing
/// the glyphs and their locations. The glyphs are the characters that should be rendered
/// so that all lines connect up with the appropriate intersection symbols.
///
/// A map of all the points within the canvas.
public Dictionary GetCellMap ()
{
var map = new Dictionary ();
// walk through each pixel of the bitmap
for (int y = Bounds.Y; y < Bounds.Y + Bounds.Height; y++) {
for (int x = Bounds.X; x < Bounds.X + Bounds.Width; x++) {
var intersects = _lines
.Select (l => l.Intersects (x, y))
.Where (i => i != null)
.ToArray ();
var cell = GetCellForIntersects (Application.Driver, intersects);
if (cell != null) {
map.Add (new Point (x, y), cell);
}
}
}
return map;
}
///
/// Evaluates the lines that have been added to the canvas and returns a map containing
/// the glyphs and their locations. The glyphs are the characters that should be rendered
/// so that all lines connect up with the appropriate intersection symbols.
///
/// A map of all the points within the canvas.
public Dictionary GetMap () => GetMap (Bounds);
///
/// Returns the contents of the line canvas rendered to a string. The string
/// will include all columns and rows, even if has negative coordinates.
/// For example, if the canvas contains a single line that starts at (-1,-1) with a length of 2, the
/// rendered string will have a length of 2.
///
/// The canvas rendered to a string.
public override string ToString ()
{
if (Bounds.IsEmpty) {
return string.Empty;
}
// Generate the rune map for the entire canvas
var runeMap = GetMap ();
// Create the rune canvas
Rune [,] canvas = new Rune [Bounds.Height, Bounds.Width];
// Copy the rune map to the canvas, adjusting for any negative coordinates
foreach (var kvp in runeMap) {
int x = kvp.Key.X - Bounds.X;
int y = kvp.Key.Y - Bounds.Y;
canvas [y, x] = kvp.Value;
}
// Convert the canvas to a string
StringBuilder sb = new StringBuilder ();
for (int y = 0; y < canvas.GetLength (0); y++) {
for (int x = 0; x < canvas.GetLength (1); x++) {
Rune r = canvas [y, x];
sb.Append (r.Value == 0 ? ' ' : r.ToString ());
}
if (y < canvas.GetLength (0) - 1) {
sb.AppendLine ();
}
}
return sb.ToString ();
}
private abstract class IntersectionRuneResolver {
internal Rune _round;
internal Rune _doubleH;
internal Rune _doubleV;
internal Rune _doubleBoth;
internal Rune _thickH;
internal Rune _thickV;
internal Rune _thickBoth;
internal Rune _normal;
public IntersectionRuneResolver()
{
SetGlyphs ();
}
///
/// Sets the glyphs used. Call this method after construction and any time
/// ConfigurationManager has updated the settings.
///
public abstract void SetGlyphs ();
public Rune? GetRuneForIntersects (ConsoleDriver driver, IntersectionDefinition [] intersects)
{
var useRounded = intersects.Any (i => i.Line.Length != 0 && (
i.Line.Style == LineStyle.Rounded || i.Line.Style == LineStyle.RoundedDashed || i.Line.Style == LineStyle.RoundedDotted));
// Note that there aren't any glyphs for intersections of double lines with heavy lines
bool doubleHorizontal = intersects.Any (l => l.Line.Orientation == Orientation.Horizontal && l.Line.Style == LineStyle.Double);
bool doubleVertical = intersects.Any (l => l.Line.Orientation == Orientation.Vertical && l.Line.Style == LineStyle.Double);
bool thickHorizontal = intersects.Any (l => l.Line.Orientation == Orientation.Horizontal && (
l.Line.Style == LineStyle.Heavy || l.Line.Style == LineStyle.HeavyDashed || l.Line.Style == LineStyle.HeavyDotted));
bool thickVertical = intersects.Any (l => l.Line.Orientation == Orientation.Vertical && (
l.Line.Style == LineStyle.Heavy || l.Line.Style == LineStyle.HeavyDashed || l.Line.Style == LineStyle.HeavyDotted));
if (doubleHorizontal) {
return doubleVertical ? _doubleBoth : _doubleH;
}
if (doubleVertical) {
return _doubleV;
}
if (thickHorizontal) {
return thickVertical ? _thickBoth : _thickH;
}
if (thickVertical) {
return _thickV;
}
return useRounded ? _round : _normal;
}
}
private class ULIntersectionRuneResolver : IntersectionRuneResolver {
public override void SetGlyphs ()
{
_round = CM.Glyphs.ULCornerR;
_doubleH = CM.Glyphs.ULCornerSingleDbl;
_doubleV = CM.Glyphs.ULCornerDblSingle;
_doubleBoth = CM.Glyphs.ULCornerDbl;
_thickH = CM.Glyphs.ULCornerLtHv;
_thickV = CM.Glyphs.ULCornerHvLt;
_thickBoth = CM.Glyphs.ULCornerHv;
_normal = CM.Glyphs.ULCorner;
}
}
private class URIntersectionRuneResolver : IntersectionRuneResolver {
public override void SetGlyphs ()
{
_round = CM.Glyphs.URCornerR;
_doubleH = CM.Glyphs.URCornerSingleDbl;
_doubleV = CM.Glyphs.URCornerDblSingle;
_doubleBoth = CM.Glyphs.URCornerDbl;
_thickH = CM.Glyphs.URCornerHvLt;
_thickV = CM.Glyphs.URCornerLtHv;
_thickBoth = CM.Glyphs.URCornerHv;
_normal = CM.Glyphs.URCorner;
}
}
private class LLIntersectionRuneResolver : IntersectionRuneResolver {
public override void SetGlyphs ()
{
_round = CM.Glyphs.LLCornerR;
_doubleH = CM.Glyphs.LLCornerSingleDbl;
_doubleV = CM.Glyphs.LLCornerDblSingle;
_doubleBoth = CM.Glyphs.LLCornerDbl;
_thickH = CM.Glyphs.LLCornerLtHv;
_thickV = CM.Glyphs.LLCornerHvLt;
_thickBoth = CM.Glyphs.LLCornerHv;
_normal = CM.Glyphs.LLCorner;
}
}
private class LRIntersectionRuneResolver : IntersectionRuneResolver {
public override void SetGlyphs ()
{
_round = CM.Glyphs.LRCornerR;
_doubleH = CM.Glyphs.LRCornerSingleDbl;
_doubleV = CM.Glyphs.LRCornerDblSingle;
_doubleBoth = CM.Glyphs.LRCornerDbl;
_thickH = CM.Glyphs.LRCornerLtHv;
_thickV = CM.Glyphs.LRCornerHvLt;
_thickBoth = CM.Glyphs.LRCornerHv;
_normal = CM.Glyphs.LRCorner;
}
}
private class TopTeeIntersectionRuneResolver : IntersectionRuneResolver {
public override void SetGlyphs ()
{
_round = CM.Glyphs.TopTee;
_doubleH = CM.Glyphs.TopTeeDblH;
_doubleV = CM.Glyphs.TopTeeDblV;
_doubleBoth = CM.Glyphs.TopTeeDbl;
_thickH = CM.Glyphs.TopTeeHvH;
_thickV = CM.Glyphs.TopTeeHvV;
_thickBoth = CM.Glyphs.TopTeeHvDblH;
_normal = CM.Glyphs.TopTee;
}
}
private class LeftTeeIntersectionRuneResolver : IntersectionRuneResolver {
public override void SetGlyphs ()
{
_round = CM.Glyphs.LeftTee;
_doubleH = CM.Glyphs.LeftTeeDblH;
_doubleV = CM.Glyphs.LeftTeeDblV;
_doubleBoth = CM.Glyphs.LeftTeeDbl;
_thickH = CM.Glyphs.LeftTeeHvH;
_thickV = CM.Glyphs.LeftTeeHvV;
_thickBoth = CM.Glyphs.LeftTeeHvDblH;
_normal = CM.Glyphs.LeftTee;
}
}
private class RightTeeIntersectionRuneResolver : IntersectionRuneResolver {
public override void SetGlyphs ()
{
_round = CM.Glyphs.RightTee;
_doubleH = CM.Glyphs.RightTeeDblH;
_doubleV = CM.Glyphs.RightTeeDblV;
_doubleBoth = CM.Glyphs.RightTeeDbl;
_thickH = CM.Glyphs.RightTeeHvH;
_thickV = CM.Glyphs.RightTeeHvV;
_thickBoth = CM.Glyphs.RightTeeHvDblH;
_normal = CM.Glyphs.RightTee;
}
}
private class BottomTeeIntersectionRuneResolver : IntersectionRuneResolver {
public override void SetGlyphs ()
{
_round = CM.Glyphs.BottomTee;
_doubleH = CM.Glyphs.BottomTeeDblH;
_doubleV = CM.Glyphs.BottomTeeDblV;
_doubleBoth = CM.Glyphs.BottomTeeDbl;
_thickH = CM.Glyphs.BottomTeeHvH;
_thickV = CM.Glyphs.BottomTeeHvV;
_thickBoth = CM.Glyphs.BottomTeeHvDblH;
_normal = CM.Glyphs.BottomTee;
}
}
private class CrossIntersectionRuneResolver : IntersectionRuneResolver {
public override void SetGlyphs ()
{
_round = CM.Glyphs.Cross;
_doubleH = CM.Glyphs.CrossDblH;
_doubleV = CM.Glyphs.CrossDblV;
_doubleBoth = CM.Glyphs.CrossDbl;
_thickH = CM.Glyphs.CrossHvH;
_thickV = CM.Glyphs.CrossHvV;
_thickBoth = CM.Glyphs.CrossHv;
_normal = CM.Glyphs.Cross;
}
}
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 once we have all of the below ported to IntersectionRuneResolvers
var useDouble = intersects.Any (i => i.Line.Style == LineStyle.Double);
var useDashed = intersects.Any (i => i.Line.Style == LineStyle.Dashed || i.Line.Style == LineStyle.RoundedDashed);
var useDotted = intersects.Any (i => i.Line.Style == LineStyle.Dotted || i.Line.Style == LineStyle.RoundedDotted);
// horiz and vert lines same as Single for Rounded
var useThick = intersects.Any (i => i.Line.Style == LineStyle.Heavy);
var useThickDashed = intersects.Any (i => i.Line.Style == LineStyle.HeavyDashed);
var useThickDotted = intersects.Any (i => i.Line.Style == LineStyle.HeavyDotted);
// TODO: Support ruler
//var useRuler = intersects.Any (i => i.Line.Style == LineStyle.Ruler && i.Line.Length != 0);
// TODO: maybe make these resolvers too for simplicity?
switch (runeType) {
case IntersectionRuneType.None:
return null;
case IntersectionRuneType.Dot:
return (Rune)CM.Glyphs.Dot;
case IntersectionRuneType.HLine:
if (useDouble) {
return CM.Glyphs.HLineDbl;
}
if (useDashed) {
return CM.Glyphs.HLineDa2;
}
if (useDotted) {
return CM.Glyphs.HLineDa3;
}
return useThick ? CM.Glyphs.HLineHv : (useThickDashed ? CM.Glyphs.HLineHvDa2 : (useThickDotted ? CM.Glyphs.HLineHvDa3 : CM.Glyphs.HLine));
case IntersectionRuneType.VLine:
if (useDouble) {
return CM.Glyphs.VLineDbl;
}
if (useDashed) {
return CM.Glyphs.VLineDa3;
}
if (useDotted) {
return CM.Glyphs.VLineDa4;
}
return useThick ? CM.Glyphs.VLineHv : (useThickDashed ? CM.Glyphs.VLineHvDa3 : (useThickDotted ? CM.Glyphs.VLineHvDa4 : CM.Glyphs.VLine));
default: throw new Exception ("Could not find resolver or switch case for " + nameof (runeType) + ":" + runeType);
}
}
private Attribute? GetAttributeForIntersects (IntersectionDefinition [] intersects)
{
var set = new List (intersects.Where (i => i.Line.Attribute?.HasValidColors ?? false));
if (set.Count == 0) {
return null;
}
return set [0].Line.Attribute;
}
private Cell? GetCellForIntersects (ConsoleDriver driver, IntersectionDefinition [] intersects)
{
if (!intersects.Any ()) {
return null;
}
var cell = new Cell ();
var rune = GetRuneForIntersects (driver, intersects);
if (rune.HasValue) {
cell.Runes.Add (rune.Value);
}
cell.Attribute = GetAttributeForIntersects (intersects);
return cell;
}
private IntersectionRuneType GetRuneTypeForIntersects (IntersectionDefinition [] intersects)
{
var set = new HashSet (intersects.Select (i => i.Type));
#region Cross Conditions
if (Has (set,
IntersectionType.PassOverHorizontal,
IntersectionType.PassOverVertical
)) {
return IntersectionRuneType.Cross;
}
if (Has (set,
IntersectionType.PassOverVertical,
IntersectionType.StartLeft,
IntersectionType.StartRight
)) {
return IntersectionRuneType.Cross;
}
if (Has (set,
IntersectionType.PassOverHorizontal,
IntersectionType.StartUp,
IntersectionType.StartDown
)) {
return IntersectionRuneType.Cross;
}
if (Has (set,
IntersectionType.StartLeft,
IntersectionType.StartRight,
IntersectionType.StartUp,
IntersectionType.StartDown)) {
return IntersectionRuneType.Cross;
}
#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);
}
///
/// Merges one line canvas into this one.
///
///
public void Merge (LineCanvas lineCanvas)
{
foreach (var line in lineCanvas._lines) {
AddLine (line);
}
}
}
internal class IntersectionDefinition {
///
/// The point at which the intersection happens
///
internal Point Point { get; }
///
/// Defines how position relates
/// to .
///
internal IntersectionType Type { get; }
///
/// The line that intersects
///
internal StraightLine Line { get; }
internal 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
///
internal enum IntersectionRuneType {
None,
Dot,
ULCorner,
URCorner,
LLCorner,
LRCorner,
TopTee,
BottomTee,
RightTee,
LeftTee,
Cross,
HLine,
VLine,
}
internal 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
}
}