using System.Diagnostics; namespace Terminal.Gui.Drivers; /// /// Stores the desired output state for the whole application. This is updated during /// draw operations before being flushed to the console as part of the main loop. /// operation /// public class OutputBufferImpl : 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 int _cols; private int _rows; /// /// The that will be used for the next or /// call. /// public Attribute CurrentAttribute { get; set; } /// 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; /// /// Indicates which lines have been modified and need to be redrawn. /// 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. /// /// /// Text to add. public void AddRune (Rune rune) { AddStr (rune.ToString ()); } /// /// 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 the or screen /// dimensions defined by . /// /// If requires more columns than are available, the output will be clipped. /// /// String. public void AddStr (string str) { foreach (string grapheme in GraphemeHelper.GetGraphemes (str)) { AddGrapheme (grapheme); } } /// /// Adds a single grapheme to the display at the current cursor position. /// /// The grapheme to add. private void AddGrapheme (string grapheme) { if (Contents is null) { return; } Clip ??= new (Screen); Rectangle clipRect = Clip!.GetBounds (); string text = grapheme; int textWidth = -1; lock (Contents) { bool validLocation = IsValidLocation (text, Col, Row); if (validLocation) { text = text.MakePrintable (); textWidth = text.GetColumns (); // Set attribute and mark dirty for current cell Contents [Row, Col].Attribute = CurrentAttribute; Contents [Row, Col].IsDirty = true; InvalidateOverlappedWideGlyph (); WriteGraphemeByWidth (text, textWidth, clipRect); DirtyLines [Row] = true; } // Always advance cursor (even if location was invalid) // Keep Col/Row updates inside the lock to prevent race conditions Col++; if (textWidth > 1) { // Skip the second column of a wide character // IMPORTANT: We do NOT modify column N+1's IsDirty or Attribute here. // See: https://github.com/gui-cs/Terminal.Gui/issues/4258 Col++; } } } /// /// If we're writing at an odd column and there's a wide glyph to our left, /// invalidate it since we're overwriting the second half. /// private void InvalidateOverlappedWideGlyph () { if (Col > 0 && Contents! [Row, Col - 1].Grapheme.GetColumns () > 1) { Contents [Row, Col - 1].Grapheme = Rune.ReplacementChar.ToString (); Contents [Row, Col - 1].IsDirty = true; } } /// /// Writes a grapheme to the buffer based on its width (0, 1, or 2 columns). /// /// The printable text to write. /// The column width of the text. /// The clipping rectangle. private void WriteGraphemeByWidth (string text, int textWidth, Rectangle clipRect) { switch (textWidth) { case 0: case 1: WriteSingleWidthGrapheme (text, clipRect); break; case 2: WriteWideGrapheme (text); break; default: // Negative width or non-spacing character (shouldn't normally occur) Contents! [Row, Col].Grapheme = " "; Contents [Row, Col].IsDirty = false; break; } } /// /// Writes a single-width character (0 or 1 column wide). /// private void WriteSingleWidthGrapheme (string text, Rectangle clipRect) { Contents! [Row, Col].Grapheme = text; // Mark the next cell as dirty to ensure proper rendering of adjacent content if (Col < clipRect.Right - 1 && Col + 1 < Cols) { Contents [Row, Col + 1].IsDirty = true; } } /// /// Writes a wide character (2 columns wide) handling clipping and partial overlap cases. /// private void WriteWideGrapheme (string text) { if (!Clip!.Contains (Col + 1, Row)) { // Second column is outside clip - can't fit wide char here Contents! [Row, Col].Grapheme = Rune.ReplacementChar.ToString (); } else if (!Clip.Contains (Col, Row)) { // First column is outside clip but second isn't // Mark second column as replacement to indicate partial overlap if (Col + 1 < Cols) { Contents! [Row, Col + 1].Grapheme = Rune.ReplacementChar.ToString (); } } else { // Both columns are in bounds - write the wide character // It will naturally render across both columns when output to the terminal Contents! [Row, Col].Grapheme = text; // DO NOT modify column N+1 here! // The wide glyph will naturally render across both columns. // If we set column N+1 to replacement char, we would overwrite // any content that was intentionally drawn there (like borders at odd columns). // See: https://github.com/gui-cs/Terminal.Gui/issues/4258 } } /// 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 () { Grapheme = " ", 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 Text. /// 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 (string text, int col, int row) { int textWidth = text.GetColumns (); return col >= 0 && row >= 0 && col + textWidth <= Cols && row < Rows && Clip!.Contains (col, row); } /// public void SetSize (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.ToString (), c, r)) { continue; } Contents [r, c] = new () { Grapheme = rune != default (Rune) ? rune.ToString () : " ", 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; } }