Add StraightLineCanvas prototype class

This commit is contained in:
tznind
2023-01-06 10:06:14 +00:00
parent 70ab6f5c0f
commit 8f53c96c9f

View File

@@ -0,0 +1,300 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Terminal.Gui.Graphs {
/// <summary>
/// Facilitates box drawing and line intersection detection
/// and rendering.
/// </summary>
public class StraightLineCanvas {
private List<StraightLine> lines = new List<StraightLine> ();
private ConsoleDriver driver;
public StraightLineCanvas (ConsoleDriver driver)
{
this.driver = driver;
}
/// <summary>
/// Add a new line to the canvas starting at <paramref name="from"/>.
/// Use positive <paramref name="length"/> for Right and negative for Left
/// when <see cref="Orientation"/> is <see cref="Orientation.Horizontal"/>.
/// Use positive <paramref name="length"/> for Down and negative for Up
/// when <see cref="Orientation"/> is <see cref="Orientation.Vertical"/>.
/// </summary>
/// <param name="from">Starting point.</param>
/// <param name="length">Length of line. 0 for a dot.
/// Positive for Down/Right. Negative for Up/Left.</param>
/// <param name="orientation">Direction of the line.</param>
public void AddLine (Point from, int length, Orientation orientation, BorderStyle style)
{
lines.Add (new StraightLine (from, length, orientation, style));
}
/// <summary>
/// Evaluate all currently defined lines that lie within
/// <paramref name="inArea"/> 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.
/// <returns></returns>
/// </summary>
/// <param name="inArea"></param>
/// <returns>Map as 2D array where first index is rows and second is column</returns>
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 {
/// <summary>
/// The point at which the intersection happens
/// </summary>
public Point Point { get; }
/// <summary>
/// Defines how <see cref="Line"/> position relates
/// to <see cref="Point"/>.
/// </summary>
public IntersectionType Type { get; }
/// <summary>
/// The line that intersects <see cref="Point"/>
/// </summary>
public StraightLine Line { get; }
public IntersectionDefinition (Point point, IntersectionType type, StraightLine line)
{
Point = point;
Type = type;
Line = line;
}
}
/// <summary>
/// The type of Rune that we will use before considering
/// double width, curved borders etc
/// </summary>
enum IntersectionRuneType
{
None,
Dot,
ULCorner,
URCorner,
LLCorner,
LRCorner,
UpperT,
LowerT,
RightT,
LeftT,
Crosshair,
}
enum IntersectionType {
/// <summary>
/// There is no intersection
/// </summary>
None,
/// <summary>
/// A line passes directly over this point traveling along
/// the horizontal axis
/// </summary>
PassOverHorizontal,
/// <summary>
/// A line passes directly over this point traveling along
/// the vertical axis
/// </summary>
PassOverVertical,
/// <summary>
/// A line starts at this point and is traveling up
/// </summary>
StartUp,
/// <summary>
/// A line starts at this point and is traveling right
/// </summary>
StartRight,
/// <summary>
/// A line starts at this point and is traveling down
/// </summary>
StartDown,
/// <summary>
/// A line starts at this point and is traveling left
/// </summary>
StartLeft,
/// <summary>
/// A line exists at this point who has 0 length
/// </summary>
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;
}
}
}
}