mirror of
https://github.com/gui-cs/Terminal.Gui.git
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* touching publish.yml * ColorScheme->Scheme * ColorScheme->Scheme 2 * Prototype of GetAttributeForRole * Badly broke CM * Further Badly broke CM * Refactored CM big-time. View still broken * All unit test pass again. Tons added. CM is still WIP, but Schemes is not mostly refactored and working. * Actually: All unit test pass again. Tons added. CM is still WIP, but Schemes is not mostly refactored and working. * Bug fixes. DeepMemberWiseClone cleanup * Further cleanup of Scope<T>, ConfigProperty, etc. * Made ConfigManager thread safe. * WIP: Broken * WIP: new deep clone impl * WIP: new deep clone impl is done. Now fixing CM * WIP: - config.md - Working on AOT clean up - Core CM is broken; but known. * WIP * Merged. Removed CM from Application.Init * WIP * More WIP; Less broke * All CM unit tests pass... Not sure if it actually works though * All unit tests pass... Themes are broken though in UI Cat * CM Ready for review? * Fixed failures due to TextStyles PR * Working on Scheme/Attribute * Working on Scheme/Attribute 2 * Working on Scheme/Attribute 3 * Working on Scheme/Attribute 4 * Working on Scheme/Attribute 5 * Working on Scheme/Attribute 6 * Added test to show how awful memory usage is * Improved schema. Updated config.json * Nade Scope<T> concurrentdictionary and added test to prove * Made Themes ConcrurrentDictionary. Added bunches of tests * Code cleanup * Code cleanup 2 * Code cleanup 3 * Tweaking Scheme * ClearJsonErrors * ClearJsonErrors2 * Updated Attribute API * It all (mostly) works! * Skip odd unit test * Messed with Themes * Theme tweaks * Code reorg. New .md stuff * Fixed Enabled. Added mock driver * Fixed a bunch of View.Enabled related issues * Scheme -> Get/SetScheme() * Cleanup * Cleanup2 * Broke something * Fixed everything * Made CM.Enable better * Text Style Scenario * Added comments * Fixed UI Catalog Theme Changing * Fixed more dynamic CM update stuff * Warning cleanup * New Default Theme * fixed unit test * Refactoring Scheme and Attribute to fix inheritance * more unit tests * ConfigProperty is not updating schemes correctly * All unit tests pass. Code cleanup * All unit tests pass. Code cleanup2 * Fixed unit tests * Upgraded TextField and TextView * Fixed TextView !Enabled bug * More updates to TextView. More unit tests for SchemeManager * Upgraded CharMap * API docs * Fixe HexView API * upgrade HexView * Fixed shortcut KeyView * Fixed more bugs. Added new themes * updated themes * upgraded Border * Fixed themes memory usage...mostly * Fixed themes memory usage...mostly2 * Fixed themes memory usage...2 * Fixed themes memory usage...3 * Added new colors * Fixed GetHardCodedConfig bug * Added Themes Scenario - WIP * Added Themes Scenario * Tweaked Themes Scenario * Code cleanup * Fixed json schmea * updated deepdives * updated deepdives * Tweaked Themes Scenario * Made Schemes a concurrent dict * Test cleanup * Thread safe ConfigProperty tests * trying to make things more thread safe * more trying to make things more thread safe * Fixing bugs in shadowview * Fixing bugs in shadowview 2 * Refactored GetViewsUnderMouse to GetViewsUnderLocation etc... * Fixed dupe unit tests? * Added better description of layout and coordiantes to deep dive * Added better description of layout and coordiantes to deep dive * Modified tests that call v2.AddTimeout; they were returning true which means restart the timer! This was causing mac/linux unit test failures. I think * Fixed auto scheme. Broke TextView/TextField selection * Realized Attribute.IsExplicitlySet is stupid; just use nullable * Fixed Attribute. Simplified. MOre theme testing * Updated themes again * GetViewsUnderMouse to GetViewsUnderLocation broke TransparentMouse. * Fixing mouseunder bugs * rewriting... * All working again. Shadows are now slick as snot. GetViewsUnderLocation is rewritten to actually work and be readable. Tons more low-level unit tests. Margin is now actually ViewportSettings.Transparent. * Code cleanup * Code cleanup * Code cleanup of color apis * Fixed Hover/Highlight * Update Examples/UICatalog/Scenarios/AllViewsTester.cs Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com> * Update Examples/UICatalog/Scenarios/CharacterMap/CharacterMap.cs Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com> * Update Examples/UICatalog/Scenarios/Clipping.cs Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com> * Fixed race condition? * reverted * Simplified Attribute API by removing events from SetAttributeForRole * Removed recursion from GetViewsAtLocation * Removed unneeded code * Code clean up. Fixed Scheme bug. * reverted temporary disable * Adjusted scheme algo * Upgraded TextValidateField * Fixed TextValidate bugs * Tweaks * Frameview rounded border by default * API doc cleanup * Readme fix * Addressed tznind feeback * Fixed more unit test issues by protecting Application statics from being set if Application.Initialized is not true * Fixed more unit test issues by protecting Application statics from being set if Application.Initialized is not true 2 * cleanup --------- Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
369 lines
9.9 KiB
C#
369 lines
9.9 KiB
C#
using System.Diagnostics;
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using System.Text;
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using Terminal.Gui;
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namespace UICatalog.Scenarios;
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[ScenarioMetadata ("Snake", "The game of apple eating.")]
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[ScenarioCategory ("Colors")]
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[ScenarioCategory ("Drawing")]
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[ScenarioCategory ("Games")]
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public class Snake : Scenario
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{
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private bool _isDisposed;
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public override void Main ()
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{
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Application.Init ();
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var win = new Window { Title = GetQuitKeyAndName () };
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var state = new SnakeState ();
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state.Reset (60, 20);
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var snakeView = new SnakeView (state) { Width = state.Width, Height = state.Height };
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win.Add (snakeView);
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var sw = new Stopwatch ();
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Task.Run (
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() =>
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{
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while (!_isDisposed)
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{
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sw.Restart ();
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if (state.AdvanceState ())
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{
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// When updating from a Thread/Task always use Invoke
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Application.Invoke (() => { snakeView.SetNeedsDraw (); });
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}
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long wait = state.SleepAfterAdvancingState - sw.ElapsedMilliseconds;
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if (wait > 0)
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{
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Task.Delay ((int)wait).Wait ();
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}
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}
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}
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);
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Application.Run (win);
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win.Dispose ();
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Application.Shutdown ();
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}
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protected override void Dispose (bool disposing)
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{
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_isDisposed = true;
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base.Dispose (disposing);
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}
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private enum Direction
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{
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Up,
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Down,
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Left,
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Right
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}
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private class SnakeState
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{
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public const int AppleGrowRate = 5;
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public const int MaxSpeed = 20;
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public const int StartingLength = 10;
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public const int StartingSpeed = 50;
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private int step;
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/// <summary>Current position of the Apple that the snake has to eat.</summary>
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public Point Apple { get; private set; }
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public Direction CurrentDirection { get; private set; }
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/// <summary>Position of the snakes head</summary>
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public Point Head => Snake.Last ();
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public int Height { get; private set; }
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public Direction PlannedDirection { get; set; }
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public int SleepAfterAdvancingState { get; private set; } = StartingSpeed;
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public List<Point> Snake { get; private set; }
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public int Width { get; private set; }
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public void GrowSnake ()
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{
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Point tail = Snake.First ();
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Snake.Insert (0, tail);
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}
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public void GrowSnake (int amount)
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{
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for (var i = 0; i < amount; i++)
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{
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GrowSnake ();
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}
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}
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internal bool AdvanceState ()
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{
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step++;
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if (step < GetStepVelocity ())
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{
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return false;
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}
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step = 0;
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UpdateDirection ();
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Point newHead = GetNewHeadPoint ();
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Snake.RemoveAt (0);
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Snake.Add (newHead);
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if (IsDeath (newHead))
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{
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GameOver ();
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}
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if (newHead == Apple)
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{
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GrowSnake (AppleGrowRate);
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Apple = GetNewRandomApplePoint ();
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var delta = 5;
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if (SleepAfterAdvancingState < 40)
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{
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delta = 3;
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}
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if (SleepAfterAdvancingState < 30)
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{
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delta = 2;
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}
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SleepAfterAdvancingState = Math.Max (MaxSpeed, SleepAfterAdvancingState - delta);
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}
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return true;
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}
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/// <summary>Restarts the game with the given canvas size</summary>
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/// <param name="width"></param>
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/// <param name="height"></param>
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internal void Reset (int width, int height)
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{
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if (width < 5 || height < 5)
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{
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return;
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}
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Width = width;
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Height = height;
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var middle = new Point (width / 2, height / 2);
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// Start snake with a length of 2
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Snake = new () { middle, middle };
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Apple = GetNewRandomApplePoint ();
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SleepAfterAdvancingState = StartingSpeed;
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GrowSnake (StartingLength);
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}
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private bool AreOpposites (Direction a, Direction b)
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{
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switch (a)
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{
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case Direction.Left: return b == Direction.Right;
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case Direction.Right: return b == Direction.Left;
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case Direction.Up: return b == Direction.Down;
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case Direction.Down: return b == Direction.Up;
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}
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return false;
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}
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private void GameOver () { Reset (Width, Height); }
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private Point GetNewHeadPoint ()
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{
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switch (CurrentDirection)
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{
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case Direction.Left:
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return new (Head.X - 1, Head.Y);
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case Direction.Right:
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return new (Head.X + 1, Head.Y);
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case Direction.Up:
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return new (Head.X, Head.Y - 1);
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case Direction.Down:
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return new (Head.X, Head.Y + 1);
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}
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throw new ("Unknown direction");
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}
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private Point GetNewRandomApplePoint ()
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{
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var r = new Random ();
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for (var i = 0; i < 1000; i++)
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{
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int x = r.Next (0, Width);
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int y = r.Next (0, Height);
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var p = new Point (x, y);
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if (p == Head)
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{
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continue;
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}
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if (IsDeath (p))
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{
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continue;
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}
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return p;
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}
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// Game is won or we are unable to generate a valid apple
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// point after 1000 attempts. Maybe screen size is very small
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// or something. Either way restart the game.
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Reset (Width, Height);
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return Apple;
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}
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private int GetStepVelocity ()
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{
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if (CurrentDirection == Direction.Left || CurrentDirection == Direction.Right)
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{
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return 1;
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}
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return 2;
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}
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private bool IsDeath (Point p)
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{
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if (p.X <= 0 || p.X >= Width - 1)
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{
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return true;
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}
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if (p.Y <= 0 || p.Y >= Height - 1)
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{
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return true;
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}
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if (Snake.Take (Snake.Count - 1).Contains (p))
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{
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return true;
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}
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return false;
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}
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private void UpdateDirection ()
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{
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if (!AreOpposites (CurrentDirection, PlannedDirection))
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{
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CurrentDirection = PlannedDirection;
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}
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}
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}
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private class SnakeView : View
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{
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private readonly Rune _appleRune;
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private readonly Attribute red = new (Color.Red, Color.Black);
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private readonly Attribute white = new (Color.White, Color.Black);
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public SnakeView (SnakeState state)
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{
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_appleRune = Glyphs.Apple;
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if (!Application.Driver!.IsRuneSupported (_appleRune))
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{
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_appleRune = Glyphs.AppleBMP;
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}
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State = state;
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CanFocus = true;
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base.SetScheme (new (white));
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KeyBindings.Add (Key.CursorLeft, Command.Left);
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KeyBindings.Add (Key.CursorRight, Command.Right);
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KeyBindings.Add (Key.CursorUp, Command.Up);
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KeyBindings.Add (Key.CursorDown, Command.Down);
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AddCommand (Command.Left, () => SetDirection (Direction.Left));
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AddCommand (Command.Right, () => SetDirection (Direction.Right));
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AddCommand (Command.Up, () => SetDirection (Direction.Up));
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AddCommand (Command.Down, () => SetDirection (Direction.Down));
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return;
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bool? SetDirection (Direction direction)
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{
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State.PlannedDirection = direction;
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return true;
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}
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}
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private SnakeState State { get; }
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protected override bool OnDrawingContent ()
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{
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SetAttribute (white);
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ClearViewport ();
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var canvas = new LineCanvas ();
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canvas.AddLine (Point.Empty, State.Width, Orientation.Horizontal, LineStyle.Double);
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canvas.AddLine (Point.Empty, State.Height, Orientation.Vertical, LineStyle.Double);
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canvas.AddLine (new (0, State.Height - 1), State.Width, Orientation.Horizontal, LineStyle.Double);
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canvas.AddLine (new (State.Width - 1, 0), State.Height, Orientation.Vertical, LineStyle.Double);
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for (var i = 1; i < State.Snake.Count; i++)
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{
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Point pt1 = State.Snake [i - 1];
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Point pt2 = State.Snake [i];
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Orientation orientation = pt1.X == pt2.X ? Orientation.Vertical : Orientation.Horizontal;
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int length = orientation == Orientation.Horizontal ? pt1.X > pt2.X ? 2 : -2 :
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pt1.Y > pt2.Y ? 2 : -2;
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canvas.AddLine (
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pt2,
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length,
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orientation,
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LineStyle.Single
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);
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}
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foreach (KeyValuePair<Point, Rune> p in canvas.GetMap (Viewport))
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{
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AddRune (p.Key.X, p.Key.Y, p.Value);
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}
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SetAttribute (red);
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AddRune (State.Apple.X, State.Apple.Y, _appleRune);
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SetAttribute (white);
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return true;
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}
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}
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}
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