Files
Terminal.Gui/Examples/UICatalog/Scenarios/TextEffectsScenario.cs
Tig 7422385457 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 13:55:54 -06:00

246 lines
7.6 KiB
C#

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