#nullable enable using System.Diagnostics; namespace Terminal.Gui; /// /// Stores the desired output state for the whole application. This is updated during /// draw operations before being flushed to the console as part of /// operation /// public class OutputBuffer : IOutputBuffer { /// /// The contents of the application output. The driver outputs this buffer to the terminal when /// UpdateScreen is called. /// The format of the array is rows, columns. The first index is the row, the second index is the column. /// public Cell [,] Contents { get; set; } = new Cell[0, 0]; private Attribute _currentAttribute; private int _cols; private int _rows; /// /// The that will be used for the next or /// call. /// public Attribute CurrentAttribute { get => _currentAttribute; set { // TODO: This makes IConsoleDriver dependent on Application, which is not ideal. Once Attribute.PlatformColor is removed, this can be fixed. if (Application.Driver is { }) { _currentAttribute = new (value.Foreground, value.Background); return; } _currentAttribute = value; } } /// The leftmost column in the terminal. public virtual int Left { get; set; } = 0; /// /// Gets the row last set by . and are used by /// and to determine where to add content. /// public int Row { get; private set; } /// /// Gets the column last set by . and are used by /// and to determine where to add content. /// public int Col { get; private set; } /// The number of rows visible in the terminal. public int Rows { get => _rows; set { _rows = value; ClearContents (); } } /// The number of columns visible in the terminal. public int Cols { get => _cols; set { _cols = value; ClearContents (); } } /// The topmost row in the terminal. public virtual int Top { get; set; } = 0; /// public bool [] DirtyLines { get; set; } = []; // QUESTION: When non-full screen apps are supported, will this represent the app size, or will that be in Application? /// Gets the location and size of the terminal screen. internal Rectangle Screen => new (0, 0, Cols, Rows); private Region? _clip; /// /// Gets or sets the clip rectangle that and are subject /// to. /// /// The rectangle describing the of region. public Region? Clip { get => _clip; set { if (_clip == value) { return; } _clip = value; // Don't ever let Clip be bigger than Screen if (_clip is { }) { _clip.Intersect (Screen); } } } /// Adds the specified rune to the display at the current cursor position. /// /// /// When the method returns, will be incremented by the number of columns /// required, even if the new column value is outside of the or screen /// dimensions defined by . /// /// /// If requires more than one column, and plus the number of columns /// needed exceeds the or screen dimensions, the default Unicode replacement character (U+FFFD) /// will be added instead. /// /// /// Rune to add. public void AddRune (Rune rune) { int runeWidth = -1; bool validLocation = IsValidLocation (rune, Col, Row); if (Contents is null) { return; } Rectangle clipRect = Clip!.GetBounds (); if (validLocation) { rune = rune.MakePrintable (); runeWidth = rune.GetColumns (); lock (Contents) { if (runeWidth == 0 && rune.IsCombiningMark ()) { // AtlasEngine does not support NON-NORMALIZED combining marks in a way // compatible with the driver architecture. Any CMs (except in the first col) // are correctly combined with the base char, but are ALSO treated as 1 column // width codepoints E.g. `echo "[e`u{0301}`u{0301}]"` will output `[é ]`. // // Until this is addressed (see Issue #), we do our best by // a) Attempting to normalize any CM with the base char to it's left // b) Ignoring any CMs that don't normalize if (Col > 0) { if (Contents [Row, Col - 1].CombiningMarks.Count > 0) { // Just add this mark to the list Contents [Row, Col - 1].CombiningMarks.Add (rune); // Ignore. Don't move to next column (let the driver figure out what to do). } else { // Attempt to normalize the cell to our left combined with this mark string combined = Contents [Row, Col - 1].Rune + rune.ToString (); // Normalize to Form C (Canonical Composition) string normalized = combined.Normalize (NormalizationForm.FormC); if (normalized.Length == 1) { // It normalized! We can just set the Cell to the left with the // normalized codepoint Contents [Row, Col - 1].Rune = (Rune)normalized [0]; // Ignore. Don't move to next column because we're already there } else { // It didn't normalize. Add it to the Cell to left's CM list Contents [Row, Col - 1].CombiningMarks.Add (rune); // Ignore. Don't move to next column (let the driver figure out what to do). } } Contents [Row, Col - 1].Attribute = CurrentAttribute; Contents [Row, Col - 1].IsDirty = true; } else { // Most drivers will render a combining mark at col 0 as the mark Contents [Row, Col].Rune = rune; Contents [Row, Col].Attribute = CurrentAttribute; Contents [Row, Col].IsDirty = true; Col++; } } else { Contents [Row, Col].Attribute = CurrentAttribute; Contents [Row, Col].IsDirty = true; if (Col > 0) { // Check if cell to left has a wide glyph if (Contents [Row, Col - 1].Rune.GetColumns () > 1) { // Invalidate cell to left Contents [Row, Col - 1].Rune = Rune.ReplacementChar; Contents [Row, Col - 1].IsDirty = true; } } if (runeWidth < 1) { Contents [Row, Col].Rune = Rune.ReplacementChar; } else if (runeWidth == 1) { Contents [Row, Col].Rune = rune; if (Col < clipRect.Right - 1) { Contents [Row, Col + 1].IsDirty = true; } } else if (runeWidth == 2) { if (!Clip.Contains (Col + 1, Row)) { // We're at the right edge of the clip, so we can't display a wide character. // TODO: Figure out if it is better to show a replacement character or ' ' Contents [Row, Col].Rune = Rune.ReplacementChar; } else if (!Clip.Contains (Col, Row)) { // Our 1st column is outside the clip, so we can't display a wide character. Contents [Row, Col + 1].Rune = Rune.ReplacementChar; } else { Contents [Row, Col].Rune = rune; if (Col < clipRect.Right - 1) { // Invalidate cell to right so that it doesn't get drawn // TODO: Figure out if it is better to show a replacement character or ' ' Contents [Row, Col + 1].Rune = Rune.ReplacementChar; Contents [Row, Col + 1].IsDirty = true; } } } else { // This is a non-spacing character, so we don't need to do anything Contents [Row, Col].Rune = (Rune)' '; Contents [Row, Col].IsDirty = false; } DirtyLines [Row] = true; } } } if (runeWidth is < 0 or > 0) { Col++; } if (runeWidth > 1) { Debug.Assert (runeWidth <= 2); if (validLocation && Col < clipRect.Right) { lock (Contents!) { // This is a double-width character, and we are not at the end of the line. // Col now points to the second column of the character. Ensure it doesn't // Get rendered. Contents [Row, Col].IsDirty = false; Contents [Row, Col].Attribute = CurrentAttribute; // TODO: Determine if we should wipe this out (for now now) //Contents [Row, Col].Rune = (Rune)' '; } } Col++; } } /// /// Adds the specified to the display at the current cursor position. This method is a /// convenience method that calls with the constructor. /// /// Character to add. public void AddRune (char c) { AddRune (new Rune (c)); } /// Adds the to the display at the cursor position. /// /// /// When the method returns, will be incremented by the number of columns /// required, unless the new column value is outside of the or screen /// dimensions defined by . /// /// If requires more columns than are available, the output will be clipped. /// /// String. public void AddStr (string str) { List runes = str.EnumerateRunes ().ToList (); for (var i = 0; i < runes.Count; i++) { AddRune (runes [i]); } } /// Clears the of the driver. public void ClearContents () { Contents = new Cell [Rows, Cols]; //CONCURRENCY: Unsynchronized access to Clip isn't safe. // TODO: ClearContents should not clear the clip; it should only clear the contents. Move clearing it elsewhere. Clip = new (Screen); DirtyLines = new bool [Rows]; lock (Contents) { for (var row = 0; row < Rows; row++) { for (var c = 0; c < Cols; c++) { Contents [row, c] = new () { Rune = (Rune)' ', Attribute = new Attribute (Color.White, Color.Black), IsDirty = true }; } DirtyLines [row] = true; } } // TODO: Who uses this and why? I am removing for now - this class is a state class not an events class //ClearedContents?.Invoke (this, EventArgs.Empty); } /// Tests whether the specified coordinate are valid for drawing the specified Rune. /// Used to determine if one or two columns are required. /// The column. /// The row. /// /// if the coordinate is outside the screen bounds or outside of . /// otherwise. /// public bool IsValidLocation (Rune rune, int col, int row) { if (rune.GetColumns () < 2) { return col >= 0 && row >= 0 && col < Cols && row < Rows && Clip!.Contains (col, row); } return Clip!.Contains (col, row) || Clip!.Contains (col + 1, row); } /// public void SetWindowSize (int cols, int rows) { Cols = cols; Rows = rows; ClearContents (); } /// public void FillRect (Rectangle rect, Rune rune) { // BUGBUG: This should be a method on Region rect = Rectangle.Intersect (rect, Clip?.GetBounds () ?? Screen); lock (Contents!) { for (int r = rect.Y; r < rect.Y + rect.Height; r++) { for (int c = rect.X; c < rect.X + rect.Width; c++) { if (!IsValidLocation (rune, c, r)) { continue; } Contents [r, c] = new () { Rune = rune != default (Rune) ? rune : (Rune)' ', Attribute = CurrentAttribute, IsDirty = true }; } } } } /// public void FillRect (Rectangle rect, char rune) { for (int y = rect.Top; y < rect.Top + rect.Height; y++) { for (int x = rect.Left; x < rect.Left + rect.Width; x++) { Move (x, y); AddRune (rune); } } } // TODO: Make internal once Menu is upgraded /// /// Updates and to the specified column and row in . /// Used by and to determine where to add content. /// /// /// This does not move the cursor on the screen, it only updates the internal state of the driver. /// /// If or are negative or beyond and /// , the method still sets those properties. /// /// /// Column to move to. /// Row to move to. public virtual void Move (int col, int row) { //Debug.Assert (col >= 0 && row >= 0 && col < Contents.GetLength(1) && row < Contents.GetLength(0)); Col = col; Row = row; } }