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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>
246 lines
7.6 KiB
C#
246 lines
7.6 KiB
C#
using System.Collections.Generic;
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using Terminal.Gui;
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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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[ScenarioCategory ("Text and Formatting")]
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public class TextEffectsScenario : Scenario
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{
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/// <summary>
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/// Enable or disable looping of the gradient colors.
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/// </summary>
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public static bool _loopingGradient;
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public override void Main ()
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{
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Application.Init ();
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var w = new Window
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{
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Width = Dim.Fill (),
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Height = Dim.Fill (),
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Title = "Text Effects Scenario"
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};
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w.Loaded += (s, e) => { SetupGradientLineCanvas (w, w.Frame.Size); };
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w.SizeChanging += (s, e) =>
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{
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if (e.Size.HasValue)
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{
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SetupGradientLineCanvas (w, e.Size.Value);
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}
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};
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w.SetScheme (new ()
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{
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Normal = new (ColorName16.White, ColorName16.Black),
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Focus = new (ColorName16.Black, ColorName16.White),
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HotNormal = new (ColorName16.White, ColorName16.Black),
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HotFocus = new (ColorName16.White, ColorName16.Black),
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Disabled = new (ColorName16.Gray, ColorName16.Black)
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});
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var gradientsView = new GradientsView
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{
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Width = Dim.Fill (),
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Height = Dim.Fill ()
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};
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var cbLooping = new CheckBox
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{
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Text = "Looping",
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Y = Pos.AnchorEnd (1)
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};
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cbLooping.CheckedStateChanging += (s, e) =>
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{
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_loopingGradient = e.NewValue == CheckState.Checked;
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SetupGradientLineCanvas (w, w.Frame.Size);
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};
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gradientsView.Add (cbLooping);
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w.Add (gradientsView);
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Application.Run (w);
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w.Dispose ();
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Application.Shutdown ();
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}
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private static void SetupGradientLineCanvas (View w, Size size)
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{
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GetAppealingGradientColors (out List<Color> stops, out List<int> steps);
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var g = new Gradient (stops, steps, _loopingGradient);
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var fore = new GradientFill (
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new (0, 0, size.Width, size.Height),
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g,
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GradientDirection.Diagonal);
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var back = new SolidFill (new (ColorName16.Black));
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w.LineCanvas.Fill = new (
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fore,
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back);
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}
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public static void GetAppealingGradientColors (out List<Color> stops, out List<int> steps)
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{
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// Define the colors of the gradient stops with more appealing colors
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stops =
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[
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new (0, 128, 255), // Bright Blue
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new (0, 255, 128), // Bright Green
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new (255, 255), // Bright Yellow
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new (255, 128), // Bright Orange
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new (255, 0, 128)
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];
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// Define the number of steps between each color for smoother transitions
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// If we pass only a single value then it will assume equal steps between all pairs
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steps = [15];
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}
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}
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internal class GradientsView : View
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{
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private const int GRADIENT_WIDTH = 30;
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private const int GRADIENT_HEIGHT = 15;
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private const int LABEL_HEIGHT = 1;
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private const int GRADIENT_WITH_LABEL_HEIGHT = GRADIENT_HEIGHT + LABEL_HEIGHT + 1; // +1 for spacing
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protected override bool OnDrawingContent ()
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{
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DrawTopLineGradient (Viewport);
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var x = 2;
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var y = 3;
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List<(string Label, GradientDirection Direction)> gradients = new ()
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{
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("Horizontal", GradientDirection.Horizontal),
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("Vertical", GradientDirection.Vertical),
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("Radial", GradientDirection.Radial),
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("Diagonal", GradientDirection.Diagonal)
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};
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foreach ((string label, GradientDirection direction) in gradients)
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{
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if (x + GRADIENT_WIDTH > Viewport.Width)
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{
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x = 2; // Reset to left margin
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y += GRADIENT_WITH_LABEL_HEIGHT; // Move down to next row
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}
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DrawLabeledGradientArea (label, direction, x, y);
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x += GRADIENT_WIDTH + 2; // Move right for next gradient, +2 for spacing
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}
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return true;
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}
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private void DrawLabeledGradientArea (string label, GradientDirection direction, int xOffset, int yOffset)
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{
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DrawGradientArea (direction, xOffset, yOffset);
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CenterText (label, xOffset, yOffset + GRADIENT_HEIGHT); // Adjusted for text below the gradient
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}
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private void CenterText (string text, int xOffset, int yOffset)
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{
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if (yOffset + 1 >= Viewport.Height)
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{
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// Not enough space for label
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return;
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}
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int width = text.Length;
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int x = xOffset + (GRADIENT_WIDTH - width) / 2; // Center the text within the gradient area width
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SetAttribute (GetAttributeForRole (VisualRole.Normal));
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Move (x, yOffset + 1);
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AddStr (text);
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}
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private void DrawGradientArea (GradientDirection direction, int xOffset, int yOffset)
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{
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// Define the colors of the gradient stops
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List<Color> stops =
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[
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new (255, 0), // Red
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new (0, 255), // Green
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new (238, 130, 238)
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];
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// Define the number of steps between each color
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List<int> steps = [10, 10]; // 10 steps between Red -> Green, and Green -> Blue
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// Create the gradient
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var radialGradient = new Gradient (stops, steps, TextEffectsScenario._loopingGradient);
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// Define the size of the rectangle
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int maxRow = GRADIENT_HEIGHT; // Adjusted to keep aspect ratio
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int maxColumn = GRADIENT_WIDTH;
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// Build the coordinate-color mapping for a radial gradient
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Dictionary<Point, Color> gradientMapping = radialGradient.BuildCoordinateColorMapping (maxRow, maxColumn, direction);
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// Print the gradient
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for (var row = 0; row <= maxRow; row++)
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{
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for (var col = 0; col <= maxColumn; col++)
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{
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var coord = new Point (col, row);
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Color color = gradientMapping [coord];
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SetColor (color);
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AddRune (col + xOffset, row + yOffset, new ('█'));
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}
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}
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}
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private void DrawTopLineGradient (Rectangle viewport)
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{
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// Define the colors of the rainbow
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List<Color> stops =
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[
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new (255, 0), // Red
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new (255, 165), // Orange
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new (255, 255), // Yellow
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new (0, 128), // Green
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new (0, 0, 255), // Blue
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new (75, 0, 130), // Indigo
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new (238, 130, 238)
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];
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// Define the number of steps between each color
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List<int> steps =
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[
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20, // between Red and Orange
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20, // between Orange and Yellow
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20, // between Yellow and Green
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20, // between Green and Blue
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20, // between Blue and Indigo
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20
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];
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// Create the gradient
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var rainbowGradient = new Gradient (stops, steps, TextEffectsScenario._loopingGradient);
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for (var 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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SetColor (color);
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AddRune (x, 0, new ('█'));
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}
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}
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private void SetColor (Color color) { SetAttribute (new (color, color)); }
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}
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