mirror of
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* upgraded to gitversion 6 2 * Remove invalid prevent-increment property * upgraded to gitversion 6 3 * Fixed gitversion * touching publish.yml * cleanup * Fixes #4000. Named colors as enums. (#4005) * Add W3C color enum with the RGB as numeric value * Add transform helper class for W3cColor enum For the sake of backwards compatibility prioritize parsing 16 color mode color names over the W3C colors because the previous resource-based color names/values had a mix of W3C and 16 color mode RGB values. Mechanism for choosing/prioritizing one color scheme over the other is currently only available at higher application/driver/output level. * IColorNameResolver enable null analysis * Remove obsolete color name related ResourceManagerTests * Replace remains of W3CColors with direct W3C color name resolver Temporarily breaks backwards compatibility and tests even further. * Add ANSI 4-bit (ColorName16) color name resolver * Add multi-standard color name resolver Combined resolver for both ANSI 4-bit (ColorName16) and W3C colors while trying to maintain backwards compatibility for ColorPicker. * Split conditional name resolver test cases * Change W3C colors tests to be similar to name resolvers * Change W3cColorsTests to W3cColorNameResolverTests More consistent when all the tests refer to the color name resolver layer. * Make W3cColors internal Color name resolver is the public interface. * W3cColors: Use Color.Argb instead of individual RGB components * MultiStandardColorNameResolver: Substitute instead of blocking alternative W3C names Changes color picker behavior a bit, e.g. Aqua will match to Cyan instead of jumping to Aquamarine. * Remove leftover color string resources * Consistent position for IColorNameResolver #nullable enable directive * Add missing XML comments to ColorScheme.Colors.cs * Fixes #3691 - Adds `ViewArrangement.Popover` (#3852) * Added Applicaton.Popover. Refactored FindDeepestView * Popover prototype * Testing highlight * Fixed click outside issue * Fixed DialogTests * Fixed click outside issue (agbain) * Enabled mouse wheel in Bar * Enabled mouse wheel in Bar * Progress. Broke arrangement * Added popover tests. Fixed a bunch more CM issues related ot unreliable unit tests. Updated config.json to include Glyphs. * Can't set ForceDriver to empty in Resources/config.json. * added BUGBUG * Made Position/ScreenPosition clear * Added View.IsInHierarchy tests * Added Contextmenuv2 scenario. * Implemented CM2 in TextView * Removed unneeded CM stuff from testhelpers * Shortcut API docs * Fixed keybinding unit tests * Fixed mouse handling * Fighting with CM related unit test failures * Unit tests pass. I think. * Shortcut code cleanup * TextView uses new CM2 * Starting on OnSelect etc... * Starting on OnSelect etc... * Fixed ContextMenuv2 * ContextMenu is working again. * Ugh. ANd fixed button api docs * Fixed DrawHorizontalShadowTransparent (vertical was already fixed). * Made Scenarios compatible with #nullable enable * Undid some keybinding stuff * Fixed stuff * Sped up unit tests * Sped up unit tests 2 * Sped up unit tests 3 * Messing with menus * merged latest v2_develop * Added more Popover unit tests * Added more Popover unit tests2 * Fixed positioning bug * Fixed mouse bug * Fixed Bar draw issue * WIP * merge v2_develop * CM2 sorta works * Enabled Bar subclasses to have IDesignable * Added ViewportSettings.Transparent * Region -> nullable enable * Added ViewportSettigs Editor * merged v2_develop part 2 * merged v2_develop part 3 * WIP: GetViewsUnderMouse * WIP: More GetViewsUnderMouse work * Bars works again * Added unit tests * CM now works * MenuItemv2 POC * SubMenu POC * CommandNotBound * More POC * Optimize Margin to not defer draw if there's no shadow * Logger cleanup * Reverted Generic * Cascading mostly working * fixed layout bug * API docs * API docs * Fixed cascade * Events basically work * code cleanup * Fixed IsDefault bug; * Enabled hotkey support * Made context-menu-like * Improved usability * Refactored ApplicationPopover again * Cleanup * Menuv2 POC basically complete * Code Cleanup * Made menu API simpler * Fixed Strings bugs * Got old ContextMenu scenario mostly working * ContextMenu scenario now works * ContextMenu fixes * ContextMenu fixes * Tons of menu cleanup * ContextMenu works in TextView * Fixed unit tes * Added unit tests * Fixed tests * code cleanup * More code cleanup * Deep dive * scenario * typos * Demo colorpicker in a Menu * Added Region tests proving Region is broken in some Union cases * fixed v2win/net * Partially Fixes #2975 - Replaces old `ContextMenu` with new `Bar/Shortcut` based implementation (#4008) * touching publish.yml * Nuked ContextMenuv2 - use PopverMenu instead * WIP context menu stuff * More robust dispose * Removed ConextMenu; use PopoverMenu instead * Code cleanup * Code cleanup2 * Partially Fixes #2975 - Upgrades UICatalog to `Menuv2` (#4011) * Fixes #4009 - fix tree ordering (#4015) * Fixes #4022 file dialog tests and bugfix for cancellation (#4024) * Add class for detecting information about console in extensible way * WIP - Create test for reordering * Change Dictionary to List and preserve TreeBuilder order * Add test to ensure branch expansion/status remains consistent despite reorder * Cleanup code * Fix regression when removed child was the selected one * Revert "Add class for detecting information about console in extensible way" This reverts commit7e4253cf28. * Code cleanup and enable nullable on Branch * Remove color scheme and driver from Branch draw * Add xunit context extensions * Investigate codegen for xunit * Getting closer to something that works * Fix code generation * Further explore code gen * Generate all methods in single class for easier extensibility * Simplify code gen by moving parameter creation to its own method * Implement asserts A-I * Add remaining assert calls that are not obsolete * Fix unit test * Roll back versions to be compatible with CI version of csharp * Handle params and ref etc * Fix null warning * WIP - start to add integration tests for FileDialog * Add ability to tab focus to specific control with simple one line delegate * Clarify test criteria * Add unit tests for Ok and other ways of canceling dialog * Fix other buttons also triggering save * Fix for linux environment tests * Fix for linux again * Fix application null race condition - add better way of knowing if stuff is finished * Better fix for shutdown detection * Add test that shows #4026 is not an issue * Switch to `_fileSystem.Directory.GetLogicalDrives ()` * Don't show duplicate MyDocuments etc * Partial on #2975 - Replaces Menu v1 in many places with v2 (#4040) * touching publish.yml * Fixed UICatalog bugs. Added fluent tests. * marked v1 menu stuff as obsolte * Tweaks. Added View.GetSubMenus<type>(). * fixed unit tests * general messing around * general messing around * Playing with Fluent * ColorScheme tweaks * WIP: ColorScheme tweaks * Playing with Fluent * Merged from laptop2 * Hacky-ish fixes to: - #4016 - #4014 * Fixed Region bug preventing menus without borders from working * Tweaks * Fixed a bunch of CM issues * Fixed OoptionSelector * ip * FixedCM issues * Fixed CM issues2 * Revert "FixedCM issues" This reverts commitdd6c6a70a3. * Reverted stuff * Found and fixed bug in AllViews_Center_Properly * Fixed CM issues2 * removed menuv2 onapplied. Changed how UICatalog Applys CM * changed test time out to see if it helkps with ubuntu fails * reset app on fail? * back to 1500ms * Made StatusBar nullable. * Code Cleanup. * HexEditor Code Cleanup. * HexEditor Code Cleanup. * Back to 3000ms. Sigh. * Trying different logic * Trying different logic2 * Fixed potential crash in runlop * Fixed potential crash in runlop2 * Tweaked Spinner stuff * Removed TabView from TextEffects scenario. Not needed and possible culprit. * back to 2000ms * WIP: Revamping menu scenarios * Menu Scenario refinements. Fixed a few bugs. Code cleanup. * fixed unit test * Fixed warnings * Fixed warnings2 * Fixed File.Exit * WIP: Dealing with QuitKey struggles * WIP: Dealing with QuitKey struggles 2 * WIP: Dealing with QuitKey struggles 3 * Fixed ListView collection nav bug * Fixed a bunch of menu stuff. Fixed Appv2 stuff. * Lots of refactoring and fixing * Lots of unit test issues * Fixed DebugIDisposable issues * Fixed release build issue * Fixed release build issue 2 * DebugIDisposable -> EnableDebugIDisposableAsserts and more * DebugIDisposable -> EnableDebugIDisposableAsserts and more 2 * Fixed Menus scenario - context menu * Added @bdisp suggested assert. Commented it out as it breaks tests. * Code cleanup * Fixed disposed but * Fixed UICatalog exit * Fixed Unit test I broke. Added 'Minimal' Theme that turns off all borders etc... * Fixes #3966. TextField crashes app when pasting unicode surrogate pair (#3982) * Add constructor Key(int) and operator for handled with non-Bmp. * Fix TextField non-BMP issues * Fix TextField PositionCursor. * Reformat * Add IsValidInput method to handle clipboard paste when pressing CTRL+V in WT * Add handle IsValidInput in FakeDriver and unit tests * Fixes #3984 - `Margin` w/out shadow should not force draw (#3985) * shortcut tests * Generic demos * Optimize Margin to not defer draw if there's no shadow * Fixes #4041. WSLClipboard doesn't handles well with surrogate pairs * Avoid running Clipboard.Contents twice * Fixes #4042. Microsoft.VisualStudio.TestPlatform.ObjectModel.TestPlatformException: Could not find testhost * Moving tests to the parallelizable unit tests * Remove unused folder * Prevent warnings about not installed nuget packages * Using Toplevel instead of Application.Top * Cleanup code --------- Co-authored-by: Tig <tig@users.noreply.github.com> * Goblin fighter (#4037) * touching publish.yml * WIP Investigate how to build random maze * Fix maze rendering * Use line canvas for rendering * Move around the maze * Code cleanup * Infinite maze * Fight goblins * Generate new npcs on new maps * Code cleanup * Make it possible to die * Fix variable naming * Refactored Mazing to use Commmands and KeyBindings. Code cleanup of Mazing. Refactored Snake to use KeyBindings/Commmands + some code cleanup * Fix bug where your health would regenerate when reaching end making it impossible to loose. --------- Co-authored-by: Tig <tig@users.noreply.github.com> * Fixes #4046 - Moves examples into `./Examples` and fixes `./Tests` (#4047) * touching publish.yml * Moved Examples into ./Examples * Moved Benchmarks into ./Tests * Moved Benchmarks into ./Tests * Moved UICatalog into ./Examples * Moved UICatalog into ./Examples 2 * Moved tests into ./Tests * Updated nuget * Fixes #4027. Add collection search matcher (#4029) * Add collection search matcher * Fix naming * fix naming * Move FileDialogCollectionNavigator to its own file (no longer private class) Add class diagram for collectionNavigation * Add ICollectionNavigator interface * Move to separate file IListCollectionNavigator * Update class diagram * update class diagram * Add tests for overriding ICollectionNavigatorMatcher * xmldoc and nullability warning fixes * Code Cleanup * Make requested changes to naming and terminology * Move to seperate namespace * Update class diagram and change TreeView to reference the interface not concrete class * Switch to implicit new * highlight that this class also works with tree view * Apply tig patch to ensure keybindings get priority over navigator See: https://github.com/gui-cs/Terminal.Gui/issues/4027#issuecomment-2810020893 * Apply 'keybinding has priority' fix to TreeView too * Apply 'keybindngs priority over navigation' fix to TableView * Remove entire branch for selectively returning false now that it is default when there is a keybinding collision * Make classes internal and remove 'custom' navigator that was configured in UICatlaogToplevel * Change logging in collection navigator from Trace to Debug * Switch to NewKeyDownEvent and directly setting HasFocus * Remove application top dependency * Remove references to application * Remove Application * Move new tests to parallel --------- Co-authored-by: Tig <tig@users.noreply.github.com> * Fixes #4051 - Adds `cancellable_work_pattern.md` (#4052) * touching publish.yml * Updated md files * Updated md files 2 * Updated md files 3 * Updated API docs to point * commmand->command * Update Terminal.Gui/View/View.Command.cs Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com> --------- Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com> * Update getting-started.md (#4063) * Fixes #4035 - FileDialog keeps path when selecting folder (optionally) (#4065) * WIP keep path * Make new 'sticky filename' behaviour optional * Tests for new behaviour when selecting in TreeView * Add more tests, this time for table view navigation * Add the new style option into UICatalog scenario * Allow hotkey specifier to be at any position in label (#4067) Allow hotkey specifier to be at any position in label "D_irectory" doesn't work because hotPos is hardcoded 0 * Fixes #4053. v2 WindowsDriver and v2win doesn't show any scenario in the UICatalog with cmd or conhost (#4055) * Fix WindowsDriver to work with non-WindowsTerminal * Fix unit test failure * Fix v2win to work with non-WindowsTerminal * Force16Colors isn't being setting in v2win driver on changing. --------- Co-authored-by: Tig <tig@users.noreply.github.com> * Fixes #4023 - Changes `CommandEventArgs` to be based on `HandledEventArgs` instead of `CancelEventArgs` (#4054) * touching publish.yml * CancelEventArgs->HandledEventArgs * Fixed Handled issues * Fixes #4076 cursor text field (#4077) * Add test for TextField cursor position * Add comment and one more assert * Fix cursor position at the end * Remove unused local field --------- Co-authored-by: BDisp <bd.bdisp@gmail.com> * Fixes #4074 - Popover eats `Key.Space` (#4075) * touching publish.yml * Added unit tests. Fixed * Actually fixed bug. * Addres Bdisp feedback * Addres Bdisp feedback2 * Addresses #4058. Basic support for non-color text styles. (#4071) * TextStyle enum * CSI_AppendTextStyleChange * Add TextStyle to Attribute * Apply text style in NetOutput.Write() * Don't append escape code if nothing to change * Make TextStyle an init property * Apply TextStyle to OutputBuffer attributes * Fix flag checking Misunderstood how Enum.HasFlag worked, fixed now * Allow bold-faint text Also adds remarks to TextStyle noting that they may be incompatible depending on terminal settings. * Remove unnecessary check Realized it's actually impossible for no escape codes to be added, as this is only the case when prev and next are the same, which is already accounted for. * Remove redundant check Attributes are records, and thus already use equality-by-value, meaning attr != redrawAttr will already be false when the TextStyle changes. * WindowsOutput support for text style --------- Co-authored-by: Tig <tig@users.noreply.github.com> * More on #4058 - Adds `TextStyle` Scenario (#4079) * Fixed Generic.cs. Added TextStyles Scenario. * Code cleanup * Fixes #4070 - `GetContentSize()` api docs (#4081) * touching publish.yml * Fixed api docs * Fixes #4070 - `GetContentSize()` API docs -2nd try (#4082) * Fixed api docs again * Fixes 4088 mouse released flag cannot be combined safely with report position (#4091) * added more mouse under tests * 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> * Removed API key2? * Simplified usings * Cleand up curses. Fixed css * One proposal * Proposal 2 * Clean up * Fixed API docs * Auto gen list of views * Auto gen list of views * More API doc cleanup * TextValidateField IDesignable * regen view.md * Fixed unit test failure * Clean up * Fixed CM editor bug * Removed dupe file * Deep dive clean up * Fixed warnings --------- Co-authored-by: Tonttu <15074459+TheTonttu@users.noreply.github.com> Co-authored-by: Thomas Nind <31306100+tznind@users.noreply.github.com> Co-authored-by: BDisp <bd.bdisp@gmail.com> Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com> Co-authored-by: Brandon G <bgiromini@users.noreply.github.com> Co-authored-by: M3Logic <joe.bailey@m3logic.com> Co-authored-by: Error-String-Expected-Got-Nil <103805191+Error-String-Expected-Got-Nil@users.noreply.github.com>
1059 lines
32 KiB
C#
1059 lines
32 KiB
C#
using System.Collections.Concurrent;
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using System.Text;
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using ColorHelper;
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using SixLabors.ImageSharp;
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using SixLabors.ImageSharp.PixelFormats;
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using SixLabors.ImageSharp.Processing;
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namespace UICatalog.Scenarios;
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[ScenarioMetadata ("Images", "Demonstration of how to render an image with/without true color support.")]
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[ScenarioCategory ("Colors")]
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[ScenarioCategory ("Drawing")]
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public class Images : Scenario
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{
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private ImageView _imageView;
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private Point _screenLocationForSixel;
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private string _encodedSixelData;
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private Window _win;
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/// <summary>
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/// Number of sixel pixels per row of characters in the console.
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/// </summary>
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private NumericUpDown _pxY;
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/// <summary>
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/// Number of sixel pixels per column of characters in the console
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/// </summary>
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private NumericUpDown _pxX;
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/// <summary>
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/// View shown in sixel tab if sixel is supported
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/// </summary>
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private View _sixelSupported;
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/// <summary>
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/// View shown in sixel tab if sixel is not supported
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/// </summary>
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private View _sixelNotSupported;
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private Tab _tabSixel;
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private TabView _tabView;
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/// <summary>
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/// The view into which the currently opened sixel image is bounded
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/// </summary>
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private View _sixelView;
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private DoomFire _fire;
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private SixelEncoder _fireEncoder;
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private SixelToRender _fireSixel;
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private int _fireFrameCounter;
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private bool _isDisposed;
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private RadioGroup _rgPaletteBuilder;
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private RadioGroup _rgDistanceAlgorithm;
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private NumericUpDown _popularityThreshold;
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private SixelToRender _sixelImage;
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// Start by assuming no support
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private SixelSupportResult _sixelSupportResult = new ();
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private CheckBox _cbSupportsSixel;
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public override void Main ()
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{
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Application.Init ();
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_win = new () { Title = $"{Application.QuitKey} to Quit - Scenario: {GetName ()}" };
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bool canTrueColor = Application.Driver?.SupportsTrueColor ?? false;
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var tabBasic = new Tab
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{
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DisplayText = "Basic"
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};
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_tabSixel = new ()
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{
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DisplayText = "Sixel"
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};
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var lblDriverName = new Label { X = 0, Y = 0, Text = $"Driver is {Application.Driver?.GetType ().Name}" };
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_win.Add (lblDriverName);
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var cbSupportsTrueColor = new CheckBox
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{
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X = Pos.Right (lblDriverName) + 2,
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Y = 0,
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CheckedState = canTrueColor ? CheckState.Checked : CheckState.UnChecked,
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CanFocus = false,
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Text = "supports true color "
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};
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_win.Add (cbSupportsTrueColor);
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_cbSupportsSixel = new()
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{
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X = Pos.Right (lblDriverName) + 2,
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Y = 1,
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CheckedState = CheckState.UnChecked,
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Text = "Supports Sixel"
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};
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var lblSupportsSixel = new Label
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{
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X = Pos.Right (lblDriverName) + 2,
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Y = Pos.Bottom (_cbSupportsSixel),
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Text = "(Check if your terminal supports Sixel)"
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};
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/* CheckedState = _sixelSupportResult.IsSupported
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? CheckState.Checked
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: CheckState.UnChecked;*/
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_cbSupportsSixel.CheckedStateChanging += (s, e) =>
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{
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_sixelSupportResult.IsSupported = e.NewValue == CheckState.Checked;
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SetupSixelSupported (e.NewValue == CheckState.Checked);
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ApplyShowTabViewHack ();
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};
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_win.Add (_cbSupportsSixel);
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var cbUseTrueColor = new CheckBox
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{
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X = Pos.Right (cbSupportsTrueColor) + 2,
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Y = 0,
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CheckedState = !Application.Force16Colors ? CheckState.Checked : CheckState.UnChecked,
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Enabled = canTrueColor,
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Text = "Use true color"
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};
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cbUseTrueColor.CheckedStateChanging += (_, evt) => Application.Force16Colors = evt.NewValue == CheckState.UnChecked;
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_win.Add (cbUseTrueColor);
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var btnOpenImage = new Button { X = Pos.Right (cbUseTrueColor) + 2, Y = 0, Text = "Open Image" };
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_win.Add (btnOpenImage);
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_tabView = new ()
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{
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Y = Pos.Bottom (lblSupportsSixel), Width = Dim.Fill (), Height = Dim.Fill ()
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};
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_tabView.AddTab (tabBasic, true);
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_tabView.AddTab (_tabSixel, false);
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BuildBasicTab (tabBasic);
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BuildSixelTab ();
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SetupSixelSupported (_cbSupportsSixel.CheckedState == CheckState.Checked);
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btnOpenImage.Accepting += OpenImage;
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_win.Add (lblSupportsSixel);
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_win.Add (_tabView);
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// Start trying to detect sixel support
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var sixelSupportDetector = new SixelSupportDetector ();
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sixelSupportDetector.Detect (UpdateSixelSupportState);
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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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private void UpdateSixelSupportState (SixelSupportResult newResult)
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{
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_sixelSupportResult = newResult;
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_cbSupportsSixel.CheckedState = newResult.IsSupported ? CheckState.Checked : CheckState.UnChecked;
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_pxX.Value = _sixelSupportResult.Resolution.Width;
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_pxY.Value = _sixelSupportResult.Resolution.Height;
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}
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private void SetupSixelSupported (bool isSupported)
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{
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_tabSixel.View = isSupported ? _sixelSupported : _sixelNotSupported;
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_tabView.SetNeedsDraw ();
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}
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private void BtnStartFireOnAccept (object sender, CommandEventArgs e)
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{
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if (_fire != null)
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{
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return;
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}
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if (!_sixelSupportResult.SupportsTransparency)
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{
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if (MessageBox.Query (
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"Transparency Not Supported",
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"It looks like your terminal does not support transparent sixel backgrounds. Do you want to try anyway?",
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"Yes",
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"No")
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!= 0)
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
_fire = new (_win.Frame.Width * _pxX.Value, _win.Frame.Height * _pxY.Value);
|
|
_fireEncoder = new ();
|
|
_fireEncoder.Quantizer.MaxColors = Math.Min (_fireEncoder.Quantizer.MaxColors, _sixelSupportResult.MaxPaletteColors);
|
|
_fireEncoder.Quantizer.PaletteBuildingAlgorithm = new ConstPalette (_fire.Palette);
|
|
|
|
_fireFrameCounter = 0;
|
|
|
|
Application.AddTimeout (TimeSpan.FromMilliseconds (30), AdvanceFireTimerCallback);
|
|
}
|
|
|
|
private bool AdvanceFireTimerCallback ()
|
|
{
|
|
_fire.AdvanceFrame ();
|
|
_fireFrameCounter++;
|
|
|
|
// Control frame rate by adjusting this
|
|
// Lower number means more FPS
|
|
if (_fireFrameCounter % 2 != 0 || _isDisposed)
|
|
{
|
|
return !_isDisposed;
|
|
}
|
|
|
|
Color [,] bmp = _fire.GetFirePixels ();
|
|
|
|
// TODO: Static way of doing this, suboptimal
|
|
if (_fireSixel != null)
|
|
{
|
|
Application.Sixel.Remove (_fireSixel);
|
|
}
|
|
|
|
_fireSixel = new ()
|
|
{
|
|
SixelData = _fireEncoder.EncodeSixel (bmp),
|
|
ScreenPosition = new (0, 0)
|
|
};
|
|
|
|
Application.Sixel.Add (_fireSixel);
|
|
|
|
_win.SetNeedsDraw ();
|
|
|
|
return !_isDisposed;
|
|
}
|
|
|
|
/// <inheritdoc/>
|
|
protected override void Dispose (bool disposing)
|
|
{
|
|
base.Dispose (disposing);
|
|
_imageView.Dispose ();
|
|
_sixelNotSupported.Dispose ();
|
|
_sixelSupported.Dispose ();
|
|
_isDisposed = true;
|
|
|
|
Application.Sixel.Clear ();
|
|
}
|
|
|
|
private void OpenImage (object sender, CommandEventArgs e)
|
|
{
|
|
var ofd = new OpenDialog { Title = "Open Image", AllowsMultipleSelection = false };
|
|
Application.Run (ofd);
|
|
|
|
if (ofd.Path is { })
|
|
{
|
|
Directory.SetCurrentDirectory (Path.GetFullPath (Path.GetDirectoryName (ofd.Path)!));
|
|
}
|
|
|
|
if (ofd.Canceled)
|
|
{
|
|
ofd.Dispose ();
|
|
|
|
return;
|
|
}
|
|
|
|
string path = ofd.FilePaths [0];
|
|
|
|
ofd.Dispose ();
|
|
|
|
if (string.IsNullOrWhiteSpace (path))
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (!File.Exists (path))
|
|
{
|
|
return;
|
|
}
|
|
|
|
Image<Rgba32> img;
|
|
|
|
try
|
|
{
|
|
img = Image.Load<Rgba32> (File.ReadAllBytes (path));
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
MessageBox.ErrorQuery ("Could not open file", ex.Message, "Ok");
|
|
|
|
return;
|
|
}
|
|
|
|
_imageView.SetImage (img);
|
|
ApplyShowTabViewHack ();
|
|
Application.LayoutAndDraw ();
|
|
}
|
|
|
|
private void ApplyShowTabViewHack ()
|
|
{
|
|
// TODO HACK: This hack seems to be required to make tabview actually refresh itself
|
|
_tabView.SetNeedsDraw ();
|
|
Tab orig = _tabView.SelectedTab;
|
|
_tabView.SelectedTab = _tabView.Tabs.Except (new [] { orig }).ElementAt (0);
|
|
_tabView.SelectedTab = orig;
|
|
}
|
|
|
|
private void BuildBasicTab (Tab tabBasic)
|
|
{
|
|
_imageView = new ()
|
|
{
|
|
Width = Dim.Fill (),
|
|
Height = Dim.Fill (),
|
|
CanFocus = true
|
|
};
|
|
|
|
tabBasic.View = _imageView;
|
|
}
|
|
|
|
private void BuildSixelTab ()
|
|
{
|
|
_sixelSupported = new ()
|
|
{
|
|
Width = Dim.Fill (),
|
|
Height = Dim.Fill (),
|
|
CanFocus = true
|
|
};
|
|
|
|
_sixelNotSupported = new ()
|
|
{
|
|
Width = Dim.Fill (),
|
|
Height = Dim.Fill (),
|
|
CanFocus = true
|
|
};
|
|
|
|
_sixelNotSupported.Add (
|
|
new Label
|
|
{
|
|
Width = Dim.Fill (),
|
|
Height = Dim.Fill (),
|
|
TextAlignment = Alignment.Center,
|
|
Text = "Your driver does not support Sixel image format",
|
|
VerticalTextAlignment = Alignment.Center
|
|
});
|
|
|
|
_sixelView = new ()
|
|
{
|
|
Width = Dim.Percent (50),
|
|
Height = Dim.Fill (),
|
|
BorderStyle = LineStyle.Dotted
|
|
};
|
|
|
|
_sixelSupported.Add (_sixelView);
|
|
|
|
var btnSixel = new Button
|
|
{
|
|
X = Pos.Right (_sixelView),
|
|
Y = 0,
|
|
Text = "Output Sixel", Width = Dim.Auto ()
|
|
};
|
|
btnSixel.Accepting += OutputSixelButtonClick;
|
|
_sixelSupported.Add (btnSixel);
|
|
|
|
var btnStartFire = new Button
|
|
{
|
|
X = Pos.Right (_sixelView),
|
|
Y = Pos.Bottom (btnSixel),
|
|
Text = "Start Fire"
|
|
};
|
|
btnStartFire.Accepting += BtnStartFireOnAccept;
|
|
_sixelSupported.Add (btnStartFire);
|
|
|
|
var lblPxX = new Label
|
|
{
|
|
X = Pos.Right (_sixelView),
|
|
Y = Pos.Bottom (btnStartFire) + 1,
|
|
Text = "Pixels per Col:"
|
|
};
|
|
|
|
_pxX = new ()
|
|
{
|
|
X = Pos.Right (lblPxX),
|
|
Y = Pos.Bottom (btnStartFire) + 1,
|
|
Value = _sixelSupportResult.Resolution.Width
|
|
};
|
|
|
|
var lblPxY = new Label
|
|
{
|
|
X = lblPxX.X,
|
|
Y = Pos.Bottom (_pxX),
|
|
Text = "Pixels per Row:"
|
|
};
|
|
|
|
_pxY = new ()
|
|
{
|
|
X = Pos.Right (lblPxY),
|
|
Y = Pos.Bottom (_pxX),
|
|
Value = _sixelSupportResult.Resolution.Height
|
|
};
|
|
|
|
var l1 = new Label
|
|
{
|
|
Text = "Palette Building Algorithm",
|
|
Width = Dim.Auto (),
|
|
X = Pos.Right (_sixelView),
|
|
Y = Pos.Bottom (_pxY) + 1
|
|
};
|
|
|
|
_rgPaletteBuilder = new ()
|
|
{
|
|
RadioLabels = new []
|
|
{
|
|
"Popularity",
|
|
"Median Cut"
|
|
},
|
|
X = Pos.Right (_sixelView) + 2,
|
|
Y = Pos.Bottom (l1),
|
|
SelectedItem = 1
|
|
};
|
|
|
|
_popularityThreshold = new ()
|
|
{
|
|
X = Pos.Right (_rgPaletteBuilder) + 1,
|
|
Y = Pos.Top (_rgPaletteBuilder),
|
|
Value = 8
|
|
};
|
|
|
|
var lblPopThreshold = new Label
|
|
{
|
|
Text = "(threshold)",
|
|
X = Pos.Right (_popularityThreshold),
|
|
Y = Pos.Top (_popularityThreshold)
|
|
};
|
|
|
|
var l2 = new Label
|
|
{
|
|
Text = "Color Distance Algorithm",
|
|
Width = Dim.Auto (),
|
|
X = Pos.Right (_sixelView),
|
|
Y = Pos.Bottom (_rgPaletteBuilder) + 1
|
|
};
|
|
|
|
_rgDistanceAlgorithm = new ()
|
|
{
|
|
RadioLabels = new []
|
|
{
|
|
"Euclidian",
|
|
"CIE76"
|
|
},
|
|
X = Pos.Right (_sixelView) + 2,
|
|
Y = Pos.Bottom (l2)
|
|
};
|
|
|
|
_sixelSupported.Add (lblPxX);
|
|
_sixelSupported.Add (_pxX);
|
|
_sixelSupported.Add (lblPxY);
|
|
_sixelSupported.Add (_pxY);
|
|
_sixelSupported.Add (l1);
|
|
_sixelSupported.Add (_rgPaletteBuilder);
|
|
|
|
_sixelSupported.Add (l2);
|
|
_sixelSupported.Add (_rgDistanceAlgorithm);
|
|
_sixelSupported.Add (_popularityThreshold);
|
|
_sixelSupported.Add (lblPopThreshold);
|
|
|
|
_sixelView.DrawingContent += SixelViewOnDrawingContent;
|
|
}
|
|
|
|
private IPaletteBuilder GetPaletteBuilder ()
|
|
{
|
|
switch (_rgPaletteBuilder.SelectedItem)
|
|
{
|
|
case 0: return new PopularityPaletteWithThreshold (GetDistanceAlgorithm (), _popularityThreshold.Value);
|
|
case 1: return new MedianCutPaletteBuilder (GetDistanceAlgorithm ());
|
|
default: throw new ArgumentOutOfRangeException ();
|
|
}
|
|
}
|
|
|
|
private IColorDistance GetDistanceAlgorithm ()
|
|
{
|
|
switch (_rgDistanceAlgorithm.SelectedItem)
|
|
{
|
|
case 0: return new EuclideanColorDistance ();
|
|
case 1: return new CIE76ColorDistance ();
|
|
default: throw new ArgumentOutOfRangeException ();
|
|
}
|
|
}
|
|
|
|
private void OutputSixelButtonClick (object sender, CommandEventArgs e)
|
|
{
|
|
if (_imageView.FullResImage == null)
|
|
{
|
|
MessageBox.Query ("No Image Loaded", "You must first open an image. Use the 'Open Image' button above.", "Ok");
|
|
|
|
return;
|
|
}
|
|
|
|
_screenLocationForSixel = _sixelView.FrameToScreen ().Location;
|
|
|
|
_encodedSixelData = GenerateSixelData (
|
|
_imageView.FullResImage,
|
|
_sixelView.Frame.Size,
|
|
_pxX.Value,
|
|
_pxY.Value);
|
|
|
|
if (_sixelImage == null)
|
|
{
|
|
_sixelImage = new ()
|
|
{
|
|
SixelData = _encodedSixelData,
|
|
ScreenPosition = _screenLocationForSixel
|
|
};
|
|
|
|
Application.Sixel.Add (_sixelImage);
|
|
}
|
|
else
|
|
{
|
|
_sixelImage.ScreenPosition = _screenLocationForSixel;
|
|
_sixelImage.SixelData = _encodedSixelData;
|
|
}
|
|
|
|
_sixelView.SetNeedsDraw ();
|
|
}
|
|
|
|
private void SixelViewOnDrawingContent (object sender, DrawEventArgs e)
|
|
{
|
|
if (!string.IsNullOrWhiteSpace (_encodedSixelData))
|
|
{
|
|
// Does not work (see https://github.com/gui-cs/Terminal.Gui/issues/3763)
|
|
// Application.Driver?.Move (_screenLocationForSixel.X, _screenLocationForSixel.Y);
|
|
// Application.Driver?.AddStr (_encodedSixelData);
|
|
|
|
// Works in NetDriver but results in screen flicker when moving mouse but vanish instantly
|
|
// Console.SetCursorPosition (_screenLocationForSixel.X, _screenLocationForSixel.Y);
|
|
// Console.Write (_encodedSixelData);
|
|
}
|
|
}
|
|
|
|
public string GenerateSixelData (
|
|
Image<Rgba32> fullResImage,
|
|
Size maxSize,
|
|
int pixelsPerCellX,
|
|
int pixelsPerCellY
|
|
)
|
|
{
|
|
var encoder = new SixelEncoder ();
|
|
encoder.Quantizer.MaxColors = Math.Min (encoder.Quantizer.MaxColors, _sixelSupportResult.MaxPaletteColors);
|
|
encoder.Quantizer.PaletteBuildingAlgorithm = GetPaletteBuilder ();
|
|
encoder.Quantizer.DistanceAlgorithm = GetDistanceAlgorithm ();
|
|
|
|
// Calculate the target size in pixels based on console units
|
|
int targetWidthInPixels = maxSize.Width * pixelsPerCellX;
|
|
int targetHeightInPixels = maxSize.Height * pixelsPerCellY;
|
|
|
|
// Get the original image dimensions
|
|
int originalWidth = fullResImage.Width;
|
|
int originalHeight = fullResImage.Height;
|
|
|
|
// Use the helper function to get the resized dimensions while maintaining the aspect ratio
|
|
Size newSize = CalculateAspectRatioFit (originalWidth, originalHeight, targetWidthInPixels, targetHeightInPixels);
|
|
|
|
// Resize the image to match the console size
|
|
Image<Rgba32> resizedImage = fullResImage.Clone (x => x.Resize (newSize.Width, newSize.Height));
|
|
|
|
string encoded = encoder.EncodeSixel (ConvertToColorArray (resizedImage));
|
|
|
|
var pv = new PaletteView (encoder.Quantizer.Palette.ToList ());
|
|
|
|
var dlg = new Dialog
|
|
{
|
|
Title = "Palette (Esc to close)",
|
|
Width = Dim.Fill (2),
|
|
Height = Dim.Fill (1)
|
|
};
|
|
|
|
var btn = new Button
|
|
{
|
|
Text = "Ok"
|
|
};
|
|
|
|
btn.Accepting += (s, e) => Application.RequestStop ();
|
|
dlg.Add (pv);
|
|
dlg.AddButton (btn);
|
|
Application.Run (dlg);
|
|
dlg.Dispose ();
|
|
|
|
return encoded;
|
|
}
|
|
|
|
private Size CalculateAspectRatioFit (int originalWidth, int originalHeight, int targetWidth, int targetHeight)
|
|
{
|
|
// Calculate the scaling factor for width and height
|
|
double widthScale = (double)targetWidth / originalWidth;
|
|
double heightScale = (double)targetHeight / originalHeight;
|
|
|
|
// Use the smaller scaling factor to maintain the aspect ratio
|
|
double scale = Math.Min (widthScale, heightScale);
|
|
|
|
// Calculate the new width and height while keeping the aspect ratio
|
|
var newWidth = (int)(originalWidth * scale);
|
|
var newHeight = (int)(originalHeight * scale);
|
|
|
|
// Return the new size as a Size object
|
|
return new (newWidth, newHeight);
|
|
}
|
|
|
|
public static Color [,] ConvertToColorArray (Image<Rgba32> image)
|
|
{
|
|
int width = image.Width;
|
|
int height = image.Height;
|
|
Color [,] colors = new Color [width, height];
|
|
|
|
// Loop through each pixel and convert Rgba32 to Terminal.Gui color
|
|
for (var x = 0; x < width; x++)
|
|
{
|
|
for (var y = 0; y < height; y++)
|
|
{
|
|
Rgba32 pixel = image [x, y];
|
|
colors [x, y] = new (pixel.R, pixel.G, pixel.B); // Convert Rgba32 to Terminal.Gui color
|
|
}
|
|
}
|
|
|
|
return colors;
|
|
}
|
|
|
|
private class ImageView : View
|
|
{
|
|
private readonly ConcurrentDictionary<Rgba32, Attribute> _cache = new ();
|
|
public Image<Rgba32> FullResImage;
|
|
private Image<Rgba32> _matchSize;
|
|
|
|
protected override bool OnDrawingContent ()
|
|
{
|
|
if (FullResImage == null)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
// if we have not got a cached resized image of this size
|
|
if (_matchSize == null || Viewport.Width != _matchSize.Width || Viewport.Height != _matchSize.Height)
|
|
{
|
|
// generate one
|
|
_matchSize = FullResImage.Clone (x => x.Resize (Viewport.Width, Viewport.Height));
|
|
}
|
|
|
|
for (var y = 0; y < Viewport.Height; y++)
|
|
{
|
|
for (var x = 0; x < Viewport.Width; x++)
|
|
{
|
|
Rgba32 rgb = _matchSize [x, y];
|
|
|
|
Attribute attr = _cache.GetOrAdd (
|
|
rgb,
|
|
rgb => new (
|
|
new Color (),
|
|
new Color (rgb.R, rgb.G, rgb.B)
|
|
)
|
|
);
|
|
|
|
SetAttribute (attr);
|
|
AddRune (x, y, (Rune)' ');
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
internal void SetImage (Image<Rgba32> image)
|
|
{
|
|
FullResImage = image;
|
|
SetNeedsDraw ();
|
|
}
|
|
}
|
|
|
|
public class PaletteView : View
|
|
{
|
|
private readonly List<Color> _palette;
|
|
|
|
public PaletteView (List<Color> palette)
|
|
{
|
|
_palette = palette ?? new List<Color> ();
|
|
Width = Dim.Fill ();
|
|
Height = Dim.Fill ();
|
|
}
|
|
|
|
// Automatically calculates rows and columns based on the available bounds
|
|
private (int columns, int rows) CalculateGridSize (Rectangle bounds)
|
|
{
|
|
// Characters are twice as wide as they are tall, so use 2:1 width-to-height ratio
|
|
int availableWidth = Viewport.Width / 2; // Each color block is 2 character wide
|
|
int availableHeight = Viewport.Height;
|
|
|
|
int numColors = _palette.Count;
|
|
|
|
// Calculate the number of columns and rows we can fit within the bounds
|
|
int columns = Math.Min (availableWidth, numColors);
|
|
int rows = (numColors + columns - 1) / columns; // Ceiling division for rows
|
|
|
|
// Ensure we do not exceed the available height
|
|
if (rows > availableHeight)
|
|
{
|
|
rows = availableHeight;
|
|
columns = (numColors + rows - 1) / rows; // Recalculate columns if needed
|
|
}
|
|
|
|
return (columns, rows);
|
|
}
|
|
|
|
protected override bool OnDrawingContent ()
|
|
{
|
|
if (_palette == null || _palette.Count == 0)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Calculate the grid size based on the bounds
|
|
(int columns, int rows) = CalculateGridSize (Viewport);
|
|
|
|
// Draw the colors in the palette
|
|
for (var i = 0; i < _palette.Count && i < columns * rows; i++)
|
|
{
|
|
int row = i / columns;
|
|
int col = i % columns;
|
|
|
|
// Calculate position in the grid
|
|
int x = col * 2; // Each color block takes up 2 horizontal spaces
|
|
int y = row;
|
|
|
|
// Set the color attribute for the block
|
|
SetAttribute (new (_palette [i], _palette [i]));
|
|
|
|
// Draw the block (2 characters wide per block)
|
|
for (var dx = 0; dx < 2; dx++) // Fill the width of the block
|
|
{
|
|
AddRune (x + dx, y, (Rune)' ');
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
internal class ConstPalette : IPaletteBuilder
|
|
{
|
|
private readonly List<Color> _palette;
|
|
|
|
public ConstPalette (Color [] palette) { _palette = palette.ToList (); }
|
|
|
|
/// <inheritdoc/>
|
|
public List<Color> BuildPalette (List<Color> colors, int maxColors) { return _palette; }
|
|
}
|
|
|
|
public abstract class LabColorDistance : IColorDistance
|
|
{
|
|
// Reference white point for D65 illuminant (can be moved to constants)
|
|
private const double RefX = 95.047;
|
|
private const double RefY = 100.000;
|
|
private const double RefZ = 108.883;
|
|
|
|
// Conversion from RGB to Lab
|
|
protected LabColor RgbToLab (Color c)
|
|
{
|
|
XYZ xyz = ColorConverter.RgbToXyz (new (c.R, c.G, c.B));
|
|
|
|
// Normalize XYZ values by reference white point
|
|
double x = xyz.X / RefX;
|
|
double y = xyz.Y / RefY;
|
|
double z = xyz.Z / RefZ;
|
|
|
|
// Apply the nonlinear transformation for Lab
|
|
x = x > 0.008856 ? Math.Pow (x, 1.0 / 3.0) : 7.787 * x + 16.0 / 116.0;
|
|
y = y > 0.008856 ? Math.Pow (y, 1.0 / 3.0) : 7.787 * y + 16.0 / 116.0;
|
|
z = z > 0.008856 ? Math.Pow (z, 1.0 / 3.0) : 7.787 * z + 16.0 / 116.0;
|
|
|
|
// Calculate Lab values
|
|
double l = 116.0 * y - 16.0;
|
|
double a = 500.0 * (x - y);
|
|
double b = 200.0 * (y - z);
|
|
|
|
return new (l, a, b);
|
|
}
|
|
|
|
// LabColor class encapsulating L, A, and B values
|
|
protected class LabColor
|
|
{
|
|
public double L { get; }
|
|
public double A { get; }
|
|
public double B { get; }
|
|
|
|
public LabColor (double l, double a, double b)
|
|
{
|
|
L = l;
|
|
A = a;
|
|
B = b;
|
|
}
|
|
}
|
|
|
|
/// <inheritdoc/>
|
|
public abstract double CalculateDistance (Color c1, Color c2);
|
|
}
|
|
|
|
/// <summary>
|
|
/// This is the simplest method to measure color difference in the CIE Lab color space. The Euclidean distance in Lab
|
|
/// space is more aligned with human perception than RGB space, as Lab attempts to model how humans perceive color
|
|
/// differences.
|
|
/// </summary>
|
|
public class CIE76ColorDistance : LabColorDistance
|
|
{
|
|
public override double CalculateDistance (Color c1, Color c2)
|
|
{
|
|
LabColor lab1 = RgbToLab (c1);
|
|
LabColor lab2 = RgbToLab (c2);
|
|
|
|
// Euclidean distance in Lab color space
|
|
return Math.Sqrt (Math.Pow (lab1.L - lab2.L, 2) + Math.Pow (lab1.A - lab2.A, 2) + Math.Pow (lab1.B - lab2.B, 2));
|
|
}
|
|
}
|
|
|
|
public class MedianCutPaletteBuilder : IPaletteBuilder
|
|
{
|
|
private readonly IColorDistance _colorDistance;
|
|
|
|
public MedianCutPaletteBuilder (IColorDistance colorDistance) { _colorDistance = colorDistance; }
|
|
|
|
public List<Color> BuildPalette (List<Color> colors, int maxColors)
|
|
{
|
|
if (colors == null || colors.Count == 0 || maxColors <= 0)
|
|
{
|
|
return new ();
|
|
}
|
|
|
|
return MedianCut (colors, maxColors);
|
|
}
|
|
|
|
private List<Color> MedianCut (List<Color> colors, int maxColors)
|
|
{
|
|
List<List<Color>> cubes = new () { colors };
|
|
|
|
// Recursively split color regions
|
|
while (cubes.Count < maxColors)
|
|
{
|
|
var added = false;
|
|
cubes.Sort ((a, b) => Volume (a).CompareTo (Volume (b)));
|
|
|
|
List<Color> largestCube = cubes.Last ();
|
|
cubes.RemoveAt (cubes.Count - 1);
|
|
|
|
// Check if the largest cube contains only one unique color
|
|
if (IsSingleColorCube (largestCube))
|
|
{
|
|
// Add back and stop splitting this cube
|
|
cubes.Add (largestCube);
|
|
|
|
break;
|
|
}
|
|
|
|
(List<Color> cube1, List<Color> cube2) = SplitCube (largestCube);
|
|
|
|
if (cube1.Any ())
|
|
{
|
|
cubes.Add (cube1);
|
|
added = true;
|
|
}
|
|
|
|
if (cube2.Any ())
|
|
{
|
|
cubes.Add (cube2);
|
|
added = true;
|
|
}
|
|
|
|
// Break the loop if no new cubes were added
|
|
if (!added)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Calculate average color for each cube
|
|
return cubes.Select (AverageColor).Distinct ().ToList ();
|
|
}
|
|
|
|
// Checks if all colors in the cube are the same
|
|
private bool IsSingleColorCube (List<Color> cube)
|
|
{
|
|
Color firstColor = cube.First ();
|
|
|
|
return cube.All (c => c.R == firstColor.R && c.G == firstColor.G && c.B == firstColor.B);
|
|
}
|
|
|
|
// Splits the cube based on the largest color component range
|
|
private (List<Color>, List<Color>) SplitCube (List<Color> cube)
|
|
{
|
|
(int component, int range) = FindLargestRange (cube);
|
|
|
|
// Sort by the largest color range component (either R, G, or B)
|
|
cube.Sort (
|
|
(c1, c2) => component switch
|
|
{
|
|
0 => c1.R.CompareTo (c2.R),
|
|
1 => c1.G.CompareTo (c2.G),
|
|
2 => c1.B.CompareTo (c2.B),
|
|
_ => 0
|
|
});
|
|
|
|
int medianIndex = cube.Count / 2;
|
|
List<Color> cube1 = cube.Take (medianIndex).ToList ();
|
|
List<Color> cube2 = cube.Skip (medianIndex).ToList ();
|
|
|
|
return (cube1, cube2);
|
|
}
|
|
|
|
private (int, int) FindLargestRange (List<Color> cube)
|
|
{
|
|
byte minR = cube.Min (c => c.R);
|
|
byte maxR = cube.Max (c => c.R);
|
|
byte minG = cube.Min (c => c.G);
|
|
byte maxG = cube.Max (c => c.G);
|
|
byte minB = cube.Min (c => c.B);
|
|
byte maxB = cube.Max (c => c.B);
|
|
|
|
int rangeR = maxR - minR;
|
|
int rangeG = maxG - minG;
|
|
int rangeB = maxB - minB;
|
|
|
|
if (rangeR >= rangeG && rangeR >= rangeB)
|
|
{
|
|
return (0, rangeR);
|
|
}
|
|
|
|
if (rangeG >= rangeR && rangeG >= rangeB)
|
|
{
|
|
return (1, rangeG);
|
|
}
|
|
|
|
return (2, rangeB);
|
|
}
|
|
|
|
private Color AverageColor (List<Color> cube)
|
|
{
|
|
var avgR = (byte)cube.Average (c => c.R);
|
|
var avgG = (byte)cube.Average (c => c.G);
|
|
var avgB = (byte)cube.Average (c => c.B);
|
|
|
|
return new (avgR, avgG, avgB);
|
|
}
|
|
|
|
private int Volume (List<Color> cube)
|
|
{
|
|
if (cube == null || cube.Count == 0)
|
|
{
|
|
// Return a volume of 0 if the cube is empty or null
|
|
return 0;
|
|
}
|
|
|
|
byte minR = cube.Min (c => c.R);
|
|
byte maxR = cube.Max (c => c.R);
|
|
byte minG = cube.Min (c => c.G);
|
|
byte maxG = cube.Max (c => c.G);
|
|
byte minB = cube.Min (c => c.B);
|
|
byte maxB = cube.Max (c => c.B);
|
|
|
|
return (maxR - minR) * (maxG - minG) * (maxB - minB);
|
|
}
|
|
}
|
|
|
|
public class DoomFire
|
|
{
|
|
private readonly int _width;
|
|
private readonly int _height;
|
|
private readonly Color [,] _firePixels;
|
|
private static Color [] _palette;
|
|
public Color [] Palette => _palette;
|
|
private readonly Random _random = new ();
|
|
|
|
public DoomFire (int width, int height)
|
|
{
|
|
_width = width;
|
|
_height = height;
|
|
_firePixels = new Color [width, height];
|
|
InitializePalette ();
|
|
InitializeFire ();
|
|
}
|
|
|
|
private void InitializePalette ()
|
|
{
|
|
// Initialize a basic fire palette. You can modify these colors as needed.
|
|
_palette = new Color [37]; // Using 37 colors as per the original Doom fire palette scale.
|
|
|
|
// First color is transparent black
|
|
_palette [0] = new (0, 0, 0, 0); // Transparent black (ARGB)
|
|
|
|
// The rest of the palette is fire colors
|
|
for (var i = 1; i < 37; i++)
|
|
{
|
|
var r = (byte)Math.Min (255, i * 7);
|
|
var g = (byte)Math.Min (255, i * 5);
|
|
var b = (byte)Math.Min (255, i * 2);
|
|
_palette [i] = new (r, g, b); // Full opacity
|
|
}
|
|
}
|
|
|
|
public void InitializeFire ()
|
|
{
|
|
// Set the bottom row to full intensity (simulate the base of the fire).
|
|
for (var x = 0; x < _width; x++)
|
|
{
|
|
_firePixels [x, _height - 1] = _palette [36]; // Max intensity fire.
|
|
}
|
|
|
|
// Set the rest of the pixels to black (transparent).
|
|
for (var y = 0; y < _height - 1; y++)
|
|
{
|
|
for (var x = 0; x < _width; x++)
|
|
{
|
|
_firePixels [x, y] = _palette [0]; // Transparent black
|
|
}
|
|
}
|
|
}
|
|
|
|
public void AdvanceFrame ()
|
|
{
|
|
// Process every pixel except the bottom row
|
|
for (var x = 0; x < _width; x++)
|
|
{
|
|
for (var y = 1; y < _height; y++) // Skip the last row (which is always max intensity)
|
|
{
|
|
int srcX = x;
|
|
int srcY = y;
|
|
int dstY = y - 1;
|
|
|
|
// Spread fire upwards with randomness
|
|
int decay = _random.Next (0, 2);
|
|
int dstX = srcX + _random.Next (-1, 2);
|
|
|
|
if (dstX < 0 || dstX >= _width) // Prevent out of bounds
|
|
{
|
|
dstX = srcX;
|
|
}
|
|
|
|
// Get the fire color from below and reduce its intensity
|
|
Color srcColor = _firePixels [srcX, srcY];
|
|
int intensity = Array.IndexOf (_palette, srcColor) - decay;
|
|
|
|
if (intensity < 0)
|
|
{
|
|
intensity = 0;
|
|
}
|
|
|
|
_firePixels [dstX, dstY] = _palette [intensity];
|
|
}
|
|
}
|
|
}
|
|
|
|
public Color [,] GetFirePixels () { return _firePixels; }
|
|
}
|