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Ball bouncing properly
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@@ -13,7 +13,7 @@ namespace UICatalog.Scenarios;
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[ScenarioMetadata ("Animation", "Demonstration of how to render animated images with threading.")]
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[ScenarioCategory ("Threading")]
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[ScenarioCategory ("Drawing")]
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public class Animation : Scenario
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public class AnimationScenario : Scenario
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{
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private bool _isDisposed;
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@@ -6,14 +6,11 @@ using Terminal.Gui;
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using Terminal.Gui.TextEffects;
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using static UICatalog.Scenario;
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using Color = Terminal.Gui.TextEffects.Color;
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using Animation = Terminal.Gui.TextEffects.Animation;
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namespace UICatalog.Scenarios;
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[ScenarioMetadata ("Text Effects", "Text Effects.")]
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[ScenarioCategory ("Colors")]
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public class TextEffectsScenario : Scenario
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@@ -41,7 +38,7 @@ public class TextEffectsScenario : Scenario
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X = 0,
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Y = 0,
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Width = Dim.Fill (),
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Height = Dim.Fill () ,
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Height = Dim.Fill (),
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};
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window.Add (emptyView);
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@@ -53,7 +50,7 @@ public class TextEffectsScenario : Scenario
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Y = Pos.Center (),
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Width = 10,
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Height = 1,
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Title = "Hello"
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Text = "Hello"
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};
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window.Add (label);
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@@ -64,10 +61,29 @@ public class TextEffectsScenario : Scenario
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internal class TextEffectsExampleView : View
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{
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Ball? _ball;
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private bool resized;
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protected override void OnViewportChanged (DrawEventArgs e)
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{
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base.OnViewportChanged (e);
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resized = true;
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}
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public override void OnDrawContent (Rectangle viewport)
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{
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base.OnDrawContent (viewport);
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if (
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// First time
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(_ball == null && viewport.Width > 0 && viewport.Height > 0)
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|| resized)
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{
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_ball = new Ball (this);
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_ball.Start ();
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resized = false;
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}
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// Define the colors of the rainbow
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var stops = new List<Color>
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{
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@@ -94,24 +110,24 @@ internal class TextEffectsExampleView : View
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// Create the gradient
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var rainbowGradient = new Gradient (stops, steps, loop: true);
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for (int x = 0 ; x < viewport.Width; x++)
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for (int x = 0; x < viewport.Width; x++)
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{
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double fraction = (double)x / (viewport.Width - 1);
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Color color = rainbowGradient.GetColorAtFraction (fraction);
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// Assuming AddRune is a method you have for drawing at specific positions
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Application.Driver.SetAttribute (
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new Attribute (
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new Terminal.Gui.Color(color.R, color.G, color.B),
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new Terminal.Gui.Color (color.R, color.G, color.B),
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new Terminal.Gui.Color (color.R, color.G, color.B)
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)); // Setting color based on RGB
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)); // Setting color based on RGB
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AddRune (x, 0, new Rune ('█'));
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}
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_ball?.Draw ();
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}
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public class Ball
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{
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public Animation Animation { get; private set; }
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@@ -125,6 +141,7 @@ internal class TextEffectsExampleView : View
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Character = new EffectCharacter (1, "O", 0, 0);
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Animation = Character.Animation;
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CreateBouncingScene ();
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CreateMotionPath ();
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}
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private void CreateBouncingScene ()
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@@ -132,23 +149,44 @@ internal class TextEffectsExampleView : View
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BouncingScene = Animation.NewScene (isLooping: true);
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int width = Viewport.Frame.Width;
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int height = Viewport.Frame.Height;
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double frequency = 2 * Math.PI / width;
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double frequency = 4 * Math.PI / width; // Double the frequency
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for (int x = 0; x < width; x++)
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{
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int y = (int)((height - 1) / 2 * (1 + Math.Sin (frequency * x)));
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int y = (int)((height) / 2 * (1 + Math.Sin (frequency * x))); // Decrease amplitude
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BouncingScene.AddFrame ("O", 1);
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BouncingScene.Frames [BouncingScene.Frames.Count - 1].CharacterVisual.Position = new Coord (x, y);
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}
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for (int x = width - 1; x >= 0; x--)
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{
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int y = (int)((height - 1) / 2 * (1 + Math.Sin (frequency * x)));
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int y = (int)((height) / 2 * (1 + Math.Sin (frequency * x))); // Decrease amplitude
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BouncingScene.AddFrame ("O", 1);
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BouncingScene.Frames [BouncingScene.Frames.Count - 1].CharacterVisual.Position = new Coord (x, y);
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}
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}
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private void CreateMotionPath ()
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{
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int width = Viewport.Frame.Width;
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int height = Viewport.Frame.Height;
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double frequency = 4 * Math.PI / width; // Double the frequency
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var path = Character.Motion.CreatePath ("sineWavePath", speed: 1, loop: true);
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for (int x = 0; x < width; x++)
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{
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int y = (int)((height) / 2 * (1 + Math.Sin (frequency * x))); // Decrease amplitude
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path.AddWaypoint (new Waypoint ($"waypoint_{x}", new Coord (x, y)));
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}
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for (int x = width - 1; x >= 0; x--)
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{
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int y = (int)((height) / 2 * (1 + Math.Sin (frequency * x))); // Decrease amplitude
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path.AddWaypoint (new Waypoint ($"waypoint_{x}", new Coord (x, y)));
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}
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Character.Motion.ActivatePath (path);
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}
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public void Start ()
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{
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Animation.ActivateScene (BouncingScene);
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@@ -156,24 +194,19 @@ internal class TextEffectsExampleView : View
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{
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while (true)
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{
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Draw ();
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Thread.Sleep (100); // Adjust the speed of animation
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Animation.StepAnimation ();
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Thread.Sleep (10); // Adjust the speed of animation
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Character.Tick ();
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Application.Invoke (() => Viewport.SetNeedsDisplay ());
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}
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})
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{ IsBackground = true }.Start ();
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}
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private void Draw ()
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public void Draw ()
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{
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var characterVisual = Animation.CurrentCharacterVisual;
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var coord = characterVisual.Position;
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Application.MainLoop.Invoke (() =>
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{
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Viewport.Clear ();
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Viewport.AddRune (coord.X, coord.Y, new Rune ('O'));
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Application.Refresh ();
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});
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Driver.SetAttribute (Viewport.ColorScheme.Normal);
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Viewport.AddRune (Character.Motion.CurrentCoord.Column, Character.Motion.CurrentCoord.Row, new Rune ('O'));
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}
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}
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}
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