#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;
}
}