mirror of
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* Initial plan * Change MessageBox to return nullable int instead of -1 Co-authored-by: tig <585482+tig@users.noreply.github.com> * Initial plan * Add fencing to prevent mixing Application models Co-authored-by: tig <585482+tig@users.noreply.github.com> * Fix fence logic to work with parallel tests Co-authored-by: tig <585482+tig@users.noreply.github.com> * WIP: Fixing Application issues. * Refactor error messages into constants Co-authored-by: tig <585482+tig@users.noreply.github.com> * Refactor ConfigurationProperty properties to use static backing fields and raise events Co-authored-by: tig <585482+tig@users.noreply.github.com> * Reset static Application properties in ResetStateStatic Co-authored-by: tig <585482+tig@users.noreply.github.com> * Refactor tests to decouple from global Application state Commented out `driver ??= Application.Driver` assignments in `DriverAssert` to prevent automatic global driver assignment. Removed `Application.ResetState(true)` calls and commented out state validation assertions in `GlobalTestSetup` to reduce dependency on global state. Reintroduced `ApplicationForceDriverTests` and `ApplicationModelFencingTests` to validate `ForceDriver` behavior and ensure proper handling of legacy and modern Application models. Skipped certain `ToAnsiTests` that rely on `Application`. Removed direct `Application.Driver` assignments in `ViewDrawingClippingTests` and `ViewDrawingFlowTests`. Performed general cleanup of redundant code and unused imports to simplify the codebase. * WIP: Fixed Parallel tests; non-Parallel still broken Refactor application model usage tracking Refactored `ApplicationModelUsage` into a public enum in the new `Terminal.Gui.App` namespace, making it accessible across the codebase. Replaced the private `_modelUsage` field in `ApplicationImpl` with a public static `ModelUsage` property to improve clarity and accessibility. Renamed error message constants for consistency and updated methods like `SetInstance` and `MarkInstanceBasedModelUsed` to use the new `ModelUsage` property. Removed the private `ApplicationModelUsage` enum from `ApplicationImpl`. Updated test cases to use `ApplicationImpl.Instance` instead of `Application.Create` to enforce the legacy static model. Skipped obsolete tests in `ApplicationForceDriverTests` and added null checks in `DriverAssert` and `SelectorBase` to handle edge cases. Commented out an unused line in `WindowsOutput` and made general improvements to code readability, maintainability, and consistency. * WIP: Almost there! Refactored tests and code to align with the modern instance-based application model. Key changes include: - Disabled Sixel rendering in `OutputBase.cs` due to dependency on legacy static `Application` object. - Hardcoded `force16Colors` to `false` in `WindowsOutput.cs` with a `BUGBUG` note. - Updated `ApplicationImplTests` to use `ApplicationImpl.SetInstance` and return `ApplicationImpl.Instance`. - Refactored `ApplicationModelFencingTests` to use `Application.Create()` and added `ResetModelUsageTracking()` for model switching. - Removed legacy `DriverTests` and reintroduced updated versions with cross-platform driver tests. - Reverted `ArrangementTests` and `ShortcutTests` to use legacy static `ApplicationImpl.Instance`. - Reintroduced driver tests in `DriverTests.cs` with modern `Application.Create()` and added `TestTop` for driver content verification. - General cleanup, including removal of outdated code and addition of `BUGBUG` notes for temporary workarounds. * Fixed all modelusage bugs? Replaced static `Application` references with instance-based `App` context across the codebase. Updated calls to `Application.RequestStop()` and `Application.Screen` to use `App?.RequestStop()` and `App?.Screen` for better encapsulation and flexibility. Refactored test infrastructure to align with the new context, including reintroducing `FakeApplicationFactory` and `FakeApplicationLifecycle` for testing purposes. Improved logging, error handling, and test clarity by adding `logWriter` support and simplifying test setup. Removed redundant or obsolete code, such as `NetSequences` and the old `FakeApplicationFactory` implementation. Updated documentation to reflect the new `IApplication.RequestStop()` usage. * merged * Refactor KeyboardImpl and modernize MessageBoxTests Refactored the `KeyboardImpl` class to remove hardcoded default key values, replacing them with uninitialized fields for dynamic configuration. Updated key binding logic to use `ReplaceCommands` instead of `Add` for better handling of dynamic changes. Removed unnecessary `KeyBindings.Clear()` calls to avoid side effects. Rewrote `MessageBoxTests.cs` to improve readability, maintainability, and adherence to modern C# standards. Enabled nullable reference checks, updated the namespace, and restructured test methods for clarity. Marked non-functional tests with `[Theory(Skip)]` and improved test organization with parameterized inputs. Enhanced test assertions, lifecycle handling, and error handling across the test suite. Updated `UICatalog_AboutBox` to use multiline string literals for expected outputs. These changes improve the overall maintainability and flexibility of the codebase. * Atempt to fix windows only CI/CD Unit tests failure Refactor Application lifecycle and test cleanup Refactored the `Application` class to phase out legacy static properties `SessionStack` and `TopRunnable` from `Application.Current.cs`. These were reintroduced in a new file `Application.TopRunnable.cs` for better modularity, while retaining their `[Obsolete]` status. Updated `ApplicationPopoverTests.cs` to replace `Application.ResetState(true)` with `Application.Shutdown()` for consistent application state cleanup. Added explicit cleanup for `Application.TopRunnable` in relevant test cases to ensure proper resource management. Adjusted namespaces and `using` directives to support the new structure. These changes improve code organization and align with updated application lifecycle management practices. * Fixes #<Issue> - Dispose TopRunnable in cleanup logic Updated the `finally` block in `ApplicationPopoverTests` to dispose of the `Application.TopRunnable` object if it is not null, ensuring proper resource cleanup. Previously, the property was being set to `null` without disposal. The `Application.Shutdown()` call remains unchanged. * Improve thread safety, reduce static dependencies, and align the codebase with the updated `IApplication` interface. Refactored the `MainThreadId` property to improve encapsulation: - Updated `Application.MainThreadId` to use `ApplicationImpl.Instance` directly. - Added `MainThreadId` to `ApplicationImpl` and `IApplication`. - Removed redundant `MainThreadId` from `ApplicationImpl.Run.cs`. Updated `EnqueueMouseEvent` to include an `IApplication?` parameter: - Modified `FakeInputProcessor`, `InputProcessorImpl`, and `WindowsInputProcessor` to support the new parameter. - Updated `IInputProcessor` interface to reflect the new method signature. - Adjusted `GuiTestContext` and `EnqueueMouseEventTests` to pass `IApplication` where required. Improved test coverage and code maintainability: - Added test cases for negative positions and empty mouse events. - Commented out legacy code in `GraphView` and `FakeDriverBase`. - Enhanced readability in `EnqueueMouseEventTests`. These changes improve thread safety, reduce static dependencies, and align the codebase with the updated `IApplication` interface. * Fixed more bugs. Enabled nullable reference types across multiple files to improve code safety. Refactored and modularized test classes, improving readability and maintainability. Removed outdated test cases and added new tests for edge cases, including culture-specific and non-Gregorian calendar handling. Addressed timeout issues in `ScenarioTests` with a watchdog timer and improved error handling. Updated `ApplicationImplTests` to use instance fields instead of static references for better test isolation. Refactored `ScenarioTests` to dynamically load and test all UI Catalog scenarios, with macOS-specific skips for known issues. Aligned `MessageBox.Query` calls with updated API signatures. Performed general code cleanup, including removing unused directives, improving formatting, and consolidating repetitive logic into helper methods. * Made the `InputBindings<TEvent, TBinding>` class thread-safe by replacing the internal `Dictionary<TEvent, TBinding>` with `ConcurrentDictionary<TEvent, TBinding>`. This fixes parallel test failures where "Collection was modified; enumeration operation may not execute" exceptions were thrown. ## Changes Made ### 1. InputBindings.cs - **File**: `Terminal.Gui/Input/InputBindings.cs` - **Change**: Replaced `Dictionary` with `ConcurrentDictionary` - **Key modifications**: - Changed `_bindings` from `Dictionary<TEvent, TBinding>` to `ConcurrentDictionary<TEvent, TBinding>` - Updated `Add()` methods to use `TryAdd()` instead of checking with `TryGet()` then `Add()` - Updated `Remove()` to use `TryRemove()` (no need to check existence first) - Updated `ReplaceCommands()` to use `ContainsKey()` instead of `TryGet()` - Added `.ToList()` to `GetAllFromCommands()` to create a snapshot for safe enumeration - Added comment explaining that `ConcurrentDictionary` provides snapshot enumeration in `GetBindings()` - Added `.ToArray()` to `Clear(Command[])` to create snapshot before iteration ### 2. Thread Safety Test Suite - **File**: `Tests/UnitTestsParallelizable/Input/InputBindingsThreadSafetyTests.cs` - **New file** with comprehensive thread safety tests: - `Add_ConcurrentAccess_NoExceptions` - Tests concurrent additions - `GetBindings_DuringConcurrentModification_NoExceptions` - Tests enumeration during modifications - `TryGet_ConcurrentAccess_ReturnsConsistentResults` - Tests concurrent reads - `Clear_ConcurrentAccess_NoExceptions` - Tests concurrent clearing - `Remove_ConcurrentAccess_NoExceptions` - Tests concurrent removals - `Replace_ConcurrentAccess_NoExceptions` - Tests concurrent replacements - `GetAllFromCommands_DuringModification_NoExceptions` - Tests LINQ queries during modifications - `MixedOperations_ConcurrentAccess_NoExceptions` - Tests mixed operations (add/read/remove) - `KeyBindings_ConcurrentAccess_NoExceptions` - Tests actual `KeyBindings` class - `MouseBindings_ConcurrentAccess_NoExceptions` - Tests actual `MouseBindings` class ## Benefits of ConcurrentDictionary Approach 1. **Lock-Free Reads**: Most read operations don't require locks, improving performance 2. **Snapshot Enumeration**: Built-in support for safe enumeration during concurrent modifications 3. **Simplified Code**: No need for explicit `lock` statements or lock objects 4. **Better Scalability**: Multiple threads can read/write simultaneously 5. **No "Collection was modified" Exceptions**: Enumeration creates a snapshot ## Performance Characteristics - **Read Operations**: Lock-free, very fast - **Write Operations**: Uses fine-grained locking internally, minimal contention - **Memory Overhead**: Slightly higher than `Dictionary` but negligible in practice - **Enumeration**: Creates a snapshot, safe for concurrent modifications ## Test Results - **Original failing test now passes**: `ApplicationImplTests.Init_CreatesKeybindings` - **10 new thread safety tests**: All passing - **All 11,741 parallelizable tests**: All passing (11,731 passed, 10 skipped) - **All 1,779 non-parallelizable tests**: All passing (1,762 passed, 17 skipped) - **No compilation errors**: Clean build with no xUnit1031 warnings (suppressed with pragmas) ## Verification The original failure was: ``` System.InvalidOperationException: Collection was modified; enumeration operation may not execute. ``` This occurred in parallelizable tests when multiple threads accessed `KeyBindings.GetBindings()` simultaneously. The `ConcurrentDictionary` implementation resolves this by providing thread-safe operations and snapshot enumeration. ## Notes - The xUnit1031 warnings about using `Task.WaitAll` instead of `async/await` have been suppressed with `#pragma warning disable xUnit1031` directives, as these are intentional blocking operations in stress tests that test concurrent scenarios - All existing functionality is preserved; this is a drop-in replacement - No changes to public API surface - Existing tests continue to pass * Make InputBindings and KeyboardImpl thread-safe for concurrent access Replace Dictionary with ConcurrentDictionary in InputBindings<TEvent, TBinding> and KeyboardImpl to enable safe parallel test execution and multi-threaded usage. Changes: - InputBindings: Replace Dictionary with ConcurrentDictionary for _bindings - InputBindings: Make Replace() atomic using AddOrUpdate instead of Remove+Add - InputBindings: Make ReplaceCommands() atomic using AddOrUpdate - InputBindings: Add IsValid() check to both Add() overloads - InputBindings: Add defensive .ToList()/.ToArray() for safe LINQ enumeration - KeyboardImpl: Replace Dictionary with ConcurrentDictionary for _commandImplementations - KeyboardImpl: Change AddKeyBindings() to use ReplaceCommands for idempotent initialization - Add 10 comprehensive thread safety tests for InputBindings - Add 9 comprehensive thread safety tests for KeyboardImpl The ConcurrentDictionary implementation provides: - Lock-free reads for better performance under concurrent access - Atomic operations for Replace/ReplaceCommands preventing race conditions - Snapshot enumeration preventing "Collection was modified" exceptions - No breaking API changes - maintains backward compatibility All 11,750 parallelizable tests pass (11,740 passed, 10 skipped). Fixes race conditions that caused ApplicationImplTests.Init_CreatesKeybindings to fail intermittently during parallel test execution. * Decouple ApplicationImpl from Application static props Removed initialization of `Force16Colors` and `ForceDriver` from `Application` static properties in the `ApplicationImpl` constructor. The class still subscribes to the `Force16ColorsChanged` and `ForceDriverChanged` events, but no longer sets initial values for these properties. This change simplifies the constructor and reduces coupling between `ApplicationImpl` and `Application`. * Refactored keyboard initialization in `ApplicationImpl` to use `Application` static properties for default key assignments, ensuring synchronization with pre-`Init()` changes. Improved `KeyboardImpl` initialization to avoid premature `ApplicationImpl.Instance` access, enhancing testability. Standardized constant naming conventions and improved code readability in thread safety tests for `KeyboardImpl` and `InputBindings`. Updated `TestInputBindings` implementation for clarity and conciseness. Applied consistent code style improvements across files, including spacing, formatting, and variable naming, to enhance maintainability and readability. * Fix race conditions in parallel tests - thread-safe ApplicationImpl and KeyboardImpl Fixes intermittent failures in parallel tests caused by three separate race conditions: 1. **KeyboardImpl constructor race condition** - Constructor was accessing Application.QuitKey/ArrangeKey/etc which triggered ApplicationImpl.Instance getter, setting ModelUsage=LegacyStatic before Application.Create() was called - Changed constructor to initialize keys with hard-coded defaults instead - Added synchronization from Application static properties during Init() 2. **InputBindings.Replace() race condition** - Between GetOrAdd(oldEventArgs) and AddOrUpdate(newEventArgs), another thread could modify bindings, causing stale data to overwrite valid bindings - Added early return for same-key case (oldEventArgs == newEventArgs) - Kept atomic operations with proper updateValueFactory handling - Added detailed thread-safety documentation 3. **ApplicationImpl model usage fence checks race condition** - Two threads calling Init() simultaneously could both pass fence checks before either set ModelUsage, allowing improper model mixing - Added _modelUsageLock for thread-safe synchronization - Made all ModelUsage operations atomic (Instance getter, SetInstance, MarkInstanceBasedModelUsed, ResetModelUsageTracking, Init fence checks) **Files Changed:** - Terminal.Gui/App/ApplicationImpl.cs - Added _modelUsageLock, made all ModelUsage access thread-safe - Terminal.Gui/App/ApplicationImpl.Lifecycle.cs - Thread-safe fence checks in Init(), sync keyboard keys from Application properties - Terminal.Gui/App/Keyboard/KeyboardImpl.cs - Fixed constructor to not trigger ApplicationImpl.Instance - Terminal.Gui/Input/InputBindings.cs - Fixed Replace() race condition with proper atomic operations **Testing:** - All 11 ApplicationImplTests pass - All 9 KeyboardImplThreadSafetyTests pass - All 10 InputBindingsThreadSafetyTests pass - No more intermittent "Cannot use modern instance-based model after using legacy static Application model" errors in parallel test execution The root cause was KeyboardImpl constructor accessing Application static properties during object creation, which would lazily initialize ApplicationImpl.Instance and set the wrong ModelUsage before Application.Create() could mark it as InstanceBased. * Warning cleanup * docs: Add comprehensive MessageBox and Clipboard API documentation - Updated MessageBox class docs with nullable return value explanation - Created docfx/docs/messagebox-clipboard-changes-v2.md migration guide - Updated migratingfromv1.md with quick links to major changes - Created PR-SUMMARY.md documenting all changes - Added examples for both instance-based and legacy patterns - Documented application model fencing and thread safety improvements The documentation covers: • MessageBox nullable int? returns (null = cancelled) • Clipboard refactoring from static to instance-based • Application model usage fencing to prevent pattern mixing • Thread safety improvements in KeyboardImpl and InputBindings • Complete migration guide with code examples • Benefits and rationale for all changes * Refactor static properties to use backing fields Refactored static properties in multiple classes (`Button`, `CheckBox`, `Dialog`, `FrameView`, `MessageBox`, `StatusBar`, and `Window`) to use private backing fields for better encapsulation and configurability. Default values are now stored in private static fields, allowing overrides via configuration files (e.g., `Resources/config.json`). Updated property definitions to use `get`/`set` accessors interacting with the backing fields. Retained the `[ConfigurationProperty]` attribute to ensure runtime configurability. Removed redundant code, improved XML documentation, adjusted namespace declarations for consistency, and performed general code cleanup to enhance readability and maintainability. * Fix Windows-only parallel test failure by preventing ConfigurationManager from triggering ApplicationImpl.Instance Problem: `MessageBoxTests.Location_And_Size_Correct` was failing only on Windows in parallel tests with: System.InvalidOperationException: Cannot use modern instance-based model (Application.Create) after using legacy static Application model (Application.Init/ApplicationImpl.Instance). Root Cause (maybe): View classes (MessageBox, Dialog, Window, Button, CheckBox, FrameView, StatusBar) had `[ConfigurationProperty]` decorated auto-properties with inline initializers. When ConfigurationManager's module initializer scanned assemblies using reflection, accessing these auto-properties could trigger lazy initialization of other static members, which in some cases indirectly referenced `ApplicationImpl.Instance`, marking the model as "legacy" before parallel tests called `Application.Create()`. Solution: Converted all `[ConfigurationProperty]` auto-properties in View classes to use private backing fields with explicit getters/setters, matching the pattern used by `Application.QuitKey`. This prevents any code execution during reflection-based property discovery. Files Changed: - Terminal.Gui/Views/MessageBox.cs - 4 properties converted - Terminal.Gui/Views/Dialog.cs - 6 properties converted - Terminal.Gui/Views/Window.cs - 2 properties converted - Terminal.Gui/Views/Button.cs - 2 properties converted - Terminal.Gui/Views/CheckBox.cs - 1 property converted - Terminal.Gui/Views/FrameView.cs - 1 property converted - Terminal.Gui/Views/StatusBar.cs - 1 property converted Test Reorganization: - Moved `ConfigurationManagerTests.GetConfigPropertiesByScope_Gets` from UnitTestsParallelizable to UnitTests (defines custom ConfigurationProperty which affects global state) - Moved `SourcesManagerTests.Sources_StaysConsistentWhenUpdateFails` from UnitTestsParallelizable to UnitTests (modifies static ConfigurationManager.ThrowOnJsonErrors property) Best Practice: All `[ConfigurationProperty]` decorated static properties should use private backing fields to avoid triggering lazy initialization during ConfigurationManager's module initialization. Fixes: Windows-only parallel test failure in MessageBoxTests * Add thread-safety to CollectionNavigator classes - Add lock-based synchronization to CollectionNavigatorBase for _searchString and _lastKeystroke fields - Add lock-based synchronization to CollectionNavigator for Collection property access - Protect ElementAt and GetCollectionLength methods with locks - Add 6 comprehensive thread-safety tests covering: - Concurrent SearchString access - Concurrent Collection property access - Concurrent navigation operations (50 parallel tasks) - Concurrent collection modification with readers/writers - Concurrent search string changes - Stress test with 100 tasks × 1000 operations each All tests pass (31/31) including new thread-safety tests. The implementation uses lock-based synchronization rather than concurrent collections because: - IList interface is not thread-safe by design - CollectionNavigator is internal and used by UI components (ListView/TreeView) - Matches existing Terminal.Gui patterns (Scope<T>, ConfigProperty) - Provides simpler and more predictable behavior Fixes thread-safety issues when CollectionNavigator is accessed from multiple threads. * cleanup * Run parallel unit tests 10 times with varying parallelization to expose concurrency issues Co-authored-by: tig <585482+tig@users.noreply.github.com> * Fix parallel unit tests workflow - use proper xUnit parallelization parameters Co-authored-by: tig <585482+tig@users.noreply.github.com> * Fix environment variable reference in workflow - use proper bash syntax Co-authored-by: tig <585482+tig@users.noreply.github.com> * Run parallel tests 10 times sequentially instead of matrix expansion Co-authored-by: tig <585482+tig@users.noreply.github.com> * Make ConfigurationManager thread-safe - use ConcurrentDictionary and add locks Co-authored-by: tig <585482+tig@users.noreply.github.com> * Add Debug.Fail to detect legacy Application usage in parallelizable tests Co-authored-by: tig <585482+tig@users.noreply.github.com> * Move ScrollSliderTests to UnitTests project - they access legacy Application model Co-authored-by: tig <585482+tig@users.noreply.github.com> * Revert ScrollSliderTests move and document root cause analysis Co-authored-by: tig <585482+tig@users.noreply.github.com> * Remove Debug.Fail and move ScrollSliderTests to UnitTests project Co-authored-by: tig <585482+tig@users.noreply.github.com> * Re-add Debug.Fail to detect legacy Application usage in parallelizable tests Co-authored-by: tig <585482+tig@users.noreply.github.com> * Refactor tests and improve parallelization support Commented out `Debug.Fail` statements in `Application.Lifecycle.cs` and `ApplicationImpl.cs` to prevent interruptions during parallel tests. Refactored `ToString` in `ApplicationImpl.cs` to use an expression-bodied member and removed unused imports. Rewrote tests in `ClipRegionTests.cs` and `ScrollSliderTests.cs` to remove global state dependencies and migrated them to the `UnitTests_Parallelizable` namespace. Enabled nullable annotations and updated assertions for clarity and modern patterns. Improved test coverage by adding scenarios for clamping, layout, and size calculations. Updated `README.md` to include `[SetupFakeApplication]` in the list of patterns that block parallelization and clarified migration guidelines. Replaced `[SetupFakeDriver]` with `[SetupFakeApplication]` in examples. Added `<Folder Include="Drivers\" />` to `UnitTests.csproj` for better organization. Adjusted test project references to reflect test migration. Enhanced test output validation in `ScrollSliderTests.cs`. Removed redundant test cases and improved documentation to align with modern C# practices and ensure maintainability. * marked as a "TODO" for potential future configurability. --------- Co-authored-by: copilot-swe-agent[bot] <198982749+Copilot@users.noreply.github.com> Co-authored-by: tig <585482+tig@users.noreply.github.com> Co-authored-by: Tig <tig@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 OptionSelector _osPaletteBuilder;
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private OptionSelector _osDistanceAlgorithm;
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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.Result == CheckState.Checked;
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SetupSixelSupported (e.Result == 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.Result == 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 (Application.Driver);
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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;
|
|
}
|
|
|
|
if (!_sixelSupportResult.SupportsTransparency)
|
|
{
|
|
if (MessageBox.Query (ApplicationImpl.Instance,
|
|
"Transparency Not Supported",
|
|
"It looks like your terminal does not support transparent sixel backgrounds. Do you want to try anyway?",
|
|
"Yes",
|
|
"No")
|
|
!= 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 (ApplicationImpl.Instance, "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
|
|
};
|
|
|
|
_osPaletteBuilder = new ()
|
|
{
|
|
Labels =
|
|
[
|
|
"Popularity",
|
|
"Median Cut"
|
|
],
|
|
X = Pos.Right (_sixelView) + 2,
|
|
Y = Pos.Bottom (l1),
|
|
Value = 1
|
|
};
|
|
|
|
_popularityThreshold = new ()
|
|
{
|
|
X = Pos.Right (_osPaletteBuilder) + 1,
|
|
Y = Pos.Top (_osPaletteBuilder),
|
|
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 (_osPaletteBuilder) + 1
|
|
};
|
|
|
|
_osDistanceAlgorithm = new ()
|
|
{
|
|
Labels = 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 (_osPaletteBuilder);
|
|
|
|
_sixelSupported.Add (l2);
|
|
_sixelSupported.Add (_osDistanceAlgorithm);
|
|
_sixelSupported.Add (_popularityThreshold);
|
|
_sixelSupported.Add (lblPopThreshold);
|
|
|
|
_sixelView.DrawingContent += SixelViewOnDrawingContent;
|
|
}
|
|
|
|
private IPaletteBuilder GetPaletteBuilder ()
|
|
{
|
|
switch (_osPaletteBuilder.Value)
|
|
{
|
|
case 0: return new PopularityPaletteWithThreshold (GetDistanceAlgorithm (), _popularityThreshold.Value);
|
|
case 1: return new MedianCutPaletteBuilder (GetDistanceAlgorithm ());
|
|
default: throw new ArgumentOutOfRangeException ();
|
|
}
|
|
}
|
|
|
|
private IColorDistance GetDistanceAlgorithm ()
|
|
{
|
|
switch (_osDistanceAlgorithm.Value)
|
|
{
|
|
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 (ApplicationImpl.Instance, "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 DotNetDriver 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; }
|
|
}
|