Files
Terminal.Gui/Examples/UICatalog/Scenarios/Snake.cs
Tig 3e2eebfd2c Fixes #4057 - MASSIVE! Fully implements ColorScheme->Scheme + VisualRole + Colors.->SchemeManager. (#4062)
* 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>
2025-05-29 14:08:48 -06:00

369 lines
9.9 KiB
C#

using System.Diagnostics;
using System.Text;
using Terminal.Gui;
namespace UICatalog.Scenarios;
[ScenarioMetadata ("Snake", "The game of apple eating.")]
[ScenarioCategory ("Colors")]
[ScenarioCategory ("Drawing")]
[ScenarioCategory ("Games")]
public class Snake : Scenario
{
private bool _isDisposed;
public override void Main ()
{
Application.Init ();
var win = new Window { Title = GetQuitKeyAndName () };
var state = new SnakeState ();
state.Reset (60, 20);
var snakeView = new SnakeView (state) { Width = state.Width, Height = state.Height };
win.Add (snakeView);
var sw = new Stopwatch ();
Task.Run (
() =>
{
while (!_isDisposed)
{
sw.Restart ();
if (state.AdvanceState ())
{
// When updating from a Thread/Task always use Invoke
Application.Invoke (() => { snakeView.SetNeedsDraw (); });
}
long wait = state.SleepAfterAdvancingState - sw.ElapsedMilliseconds;
if (wait > 0)
{
Task.Delay ((int)wait).Wait ();
}
}
}
);
Application.Run (win);
win.Dispose ();
Application.Shutdown ();
}
protected override void Dispose (bool disposing)
{
_isDisposed = true;
base.Dispose (disposing);
}
private enum Direction
{
Up,
Down,
Left,
Right
}
private class SnakeState
{
public const int AppleGrowRate = 5;
public const int MaxSpeed = 20;
public const int StartingLength = 10;
public const int StartingSpeed = 50;
private int step;
/// <summary>Current position of the Apple that the snake has to eat.</summary>
public Point Apple { get; private set; }
public Direction CurrentDirection { get; private set; }
/// <summary>Position of the snakes head</summary>
public Point Head => Snake.Last ();
public int Height { get; private set; }
public Direction PlannedDirection { get; set; }
public int SleepAfterAdvancingState { get; private set; } = StartingSpeed;
public List<Point> Snake { get; private set; }
public int Width { get; private set; }
public void GrowSnake ()
{
Point tail = Snake.First ();
Snake.Insert (0, tail);
}
public void GrowSnake (int amount)
{
for (var i = 0; i < amount; i++)
{
GrowSnake ();
}
}
internal bool AdvanceState ()
{
step++;
if (step < GetStepVelocity ())
{
return false;
}
step = 0;
UpdateDirection ();
Point newHead = GetNewHeadPoint ();
Snake.RemoveAt (0);
Snake.Add (newHead);
if (IsDeath (newHead))
{
GameOver ();
}
if (newHead == Apple)
{
GrowSnake (AppleGrowRate);
Apple = GetNewRandomApplePoint ();
var delta = 5;
if (SleepAfterAdvancingState < 40)
{
delta = 3;
}
if (SleepAfterAdvancingState < 30)
{
delta = 2;
}
SleepAfterAdvancingState = Math.Max (MaxSpeed, SleepAfterAdvancingState - delta);
}
return true;
}
/// <summary>Restarts the game with the given canvas size</summary>
/// <param name="width"></param>
/// <param name="height"></param>
internal void Reset (int width, int height)
{
if (width < 5 || height < 5)
{
return;
}
Width = width;
Height = height;
var middle = new Point (width / 2, height / 2);
// Start snake with a length of 2
Snake = new () { middle, middle };
Apple = GetNewRandomApplePoint ();
SleepAfterAdvancingState = StartingSpeed;
GrowSnake (StartingLength);
}
private bool AreOpposites (Direction a, Direction b)
{
switch (a)
{
case Direction.Left: return b == Direction.Right;
case Direction.Right: return b == Direction.Left;
case Direction.Up: return b == Direction.Down;
case Direction.Down: return b == Direction.Up;
}
return false;
}
private void GameOver () { Reset (Width, Height); }
private Point GetNewHeadPoint ()
{
switch (CurrentDirection)
{
case Direction.Left:
return new (Head.X - 1, Head.Y);
case Direction.Right:
return new (Head.X + 1, Head.Y);
case Direction.Up:
return new (Head.X, Head.Y - 1);
case Direction.Down:
return new (Head.X, Head.Y + 1);
}
throw new ("Unknown direction");
}
private Point GetNewRandomApplePoint ()
{
var r = new Random ();
for (var i = 0; i < 1000; i++)
{
int x = r.Next (0, Width);
int y = r.Next (0, Height);
var p = new Point (x, y);
if (p == Head)
{
continue;
}
if (IsDeath (p))
{
continue;
}
return p;
}
// Game is won or we are unable to generate a valid apple
// point after 1000 attempts. Maybe screen size is very small
// or something. Either way restart the game.
Reset (Width, Height);
return Apple;
}
private int GetStepVelocity ()
{
if (CurrentDirection == Direction.Left || CurrentDirection == Direction.Right)
{
return 1;
}
return 2;
}
private bool IsDeath (Point p)
{
if (p.X <= 0 || p.X >= Width - 1)
{
return true;
}
if (p.Y <= 0 || p.Y >= Height - 1)
{
return true;
}
if (Snake.Take (Snake.Count - 1).Contains (p))
{
return true;
}
return false;
}
private void UpdateDirection ()
{
if (!AreOpposites (CurrentDirection, PlannedDirection))
{
CurrentDirection = PlannedDirection;
}
}
}
private class SnakeView : View
{
private readonly Rune _appleRune;
private readonly Attribute red = new (Color.Red, Color.Black);
private readonly Attribute white = new (Color.White, Color.Black);
public SnakeView (SnakeState state)
{
_appleRune = Glyphs.Apple;
if (!Application.Driver!.IsRuneSupported (_appleRune))
{
_appleRune = Glyphs.AppleBMP;
}
State = state;
CanFocus = true;
base.SetScheme (new (white));
KeyBindings.Add (Key.CursorLeft, Command.Left);
KeyBindings.Add (Key.CursorRight, Command.Right);
KeyBindings.Add (Key.CursorUp, Command.Up);
KeyBindings.Add (Key.CursorDown, Command.Down);
AddCommand (Command.Left, () => SetDirection (Direction.Left));
AddCommand (Command.Right, () => SetDirection (Direction.Right));
AddCommand (Command.Up, () => SetDirection (Direction.Up));
AddCommand (Command.Down, () => SetDirection (Direction.Down));
return;
bool? SetDirection (Direction direction)
{
State.PlannedDirection = direction;
return true;
}
}
private SnakeState State { get; }
protected override bool OnDrawingContent ()
{
SetAttribute (white);
ClearViewport ();
var canvas = new LineCanvas ();
canvas.AddLine (Point.Empty, State.Width, Orientation.Horizontal, LineStyle.Double);
canvas.AddLine (Point.Empty, State.Height, Orientation.Vertical, LineStyle.Double);
canvas.AddLine (new (0, State.Height - 1), State.Width, Orientation.Horizontal, LineStyle.Double);
canvas.AddLine (new (State.Width - 1, 0), State.Height, Orientation.Vertical, LineStyle.Double);
for (var i = 1; i < State.Snake.Count; i++)
{
Point pt1 = State.Snake [i - 1];
Point pt2 = State.Snake [i];
Orientation orientation = pt1.X == pt2.X ? Orientation.Vertical : Orientation.Horizontal;
int length = orientation == Orientation.Horizontal ? pt1.X > pt2.X ? 2 : -2 :
pt1.Y > pt2.Y ? 2 : -2;
canvas.AddLine (
pt2,
length,
orientation,
LineStyle.Single
);
}
foreach (KeyValuePair<Point, Rune> p in canvas.GetMap (Viewport))
{
AddRune (p.Key.X, p.Key.Y, p.Value);
}
SetAttribute (red);
AddRune (State.Apple.X, State.Apple.Y, _appleRune);
SetAttribute (white);
return true;
}
}
}