mirror of
https://github.com/gui-cs/Terminal.Gui.git
synced 2026-01-02 01:03:29 +01:00
* Adds basic MainLoop unit tests * Remove WinChange action from Curses * Remove WinChange action from Curses * Remove ProcessInput action from Windows MainLoop * Simplified MainLoop/ConsoleDriver by making MainLoop internal and moving impt fns to Application * Modernized Terminal resize events * Modernized Terminal resize events * Removed un used property * for _isWindowsTerminal devenv->wininit; not sure what changed * Modernized mouse/keyboard events (Action->EventHandler) * Updated OnMouseEvent API docs * Using WT_SESSION to detect WT * removes hacky GetParentProcess * Updates to fix #2634 (clear last line) * removes hacky GetParentProcess2 * Addressed mac resize issue * Addressed mac resize issue * Removes ConsoleDriver.PrepareToRun, has Init return MainLoop * Removes unneeded Attribute methods * Removed GetProcesssName * Removed GetProcesssName * Refactored KeyEvent and KeyEventEventArgs into a single class * Revert "Refactored KeyEvent and KeyEventEventArgs into a single class" This reverts commit88a00658db. * Fixed key repeat issue; reverted stupidity on 1049/1047 confusion * Updated CSI API Docs * merge * Rearranged Event.cs to Keyboard.cs and Mouse.cs * Renamed KeyEventEventArgs KeyEventArgs * temp renamed KeyEvent OldKeyEvent * Merged KeyEvent into KeyEventArgs * Renamed Application.ProcessKey members * Renamed Application.ProcessKey members * Renamed Application.ProcessKey members * Added Responder.KeyPressed * Removed unused references * Fixed arg naming * InvokeKeybindings->InvokeKeyBindings * InvokeKeybindings->InvokeKeyBindings * Fixed unit tests fail * More progress on refactoring key input; still broken and probably wrong * Moved OnKeyPressed out of Responder and made ProcessKeyPrssed non-virtual * Updated API docs * Moved key handling from Responder to View * Updated API docs * Updated HotKey API docs * Updated shortcut API docs * Fixed responder unit tests * Removed Shortcut from View as it is not used * Removed unneeded OnHotKey override from Button * Fixed BackTab logic * Button now uses Key Bindings exclusively * Button now uses Key Bindings exclusively * Updated keyboard.md docs * Fixed unit tests to account for Toplevel handling default button * Added View.InvokeCommand API * Modernized RadioGroup * Removed ColdKey * Modernized (partially) StatusBar * Worked around FileDialog issue with Ctrl-F * Fixed driver unit test; view must be focused to reciev key pressed * Application code cleanup * Start on updaing menu * Menu now mostly works * Menu Select refinement * Fixed known menu bugs! * Enabled HotKey to cause focus- experimental * Fixes #3022 & adds unit test to prove it * Actually Fixes #3022 & adds unit test to prove it * Working through hotkey issues * Misc fixes * removed hot/cold key stuff from Keys scenario * Fixed scenarios * Simplified shortcut string handling * Modernized Checkbox * Modernized TileView * Updated API docs * Updated API docs * attempting to publish v2 docs * Revert "attempting to publish v2 docs" This reverts commit59dcec111b. * Playing with api docs * Removed Key.BackTab * Removed Caps/Scroll/Numlock * Partial removal of keymodifiers - unit tests pass * Partial removal of keymodifiers - broke netdriver somewhere * WindowsDriver & added KeyEventArgsTests * Fixing menu shortcut/hotkeys - broke Menu.cs into separate files * Fixed MenuBar! * Finished modernizing Menu/MenuBar * Removed Key.a-z. Broke lots of stuff * checkout@v4 * progress on key mapping and formatting * VK tests are still failing * Fixed some unit tests * Added Hotkey and Keybinding unit tests * fixed unit test * All unit tests pass again... * Fixed broken unit tests * KeyEventArgs.KeyValue -> AsRune * Fixed bugs. Still some broken * Added KeyEventArgs.IsAlpha. Added KeyEventArgs.cast ops. Fixed bugs. Unit tests pass * Fixed WindowsDriver * Oops. * Refactoring based on bdisp's help. Not complete! * removed calling into subviews from OnKeyBindings * removed calling into subviews from OnKeyBindings * Improved View KeyEvent unit tests * More hotkey unit tests * BIg change - Got rid of KeyPress w/in Application/Drivers * Unit tests now pass again * Refreshed API docs * Better HotKey logic. More progress. Getting close. * Fixed handling of shifted chars like ö * Minor code cleanup * Minor code cleanup2 * Why is build Action failing? * Why is build Action failing?? * upgraded to .net8 to try to fix weird CI/CD build errors * upgraded to .net8 to try to fix weird CI/CD build errors2 * Disabling TextViewTests to diagnose build errors * reenable TextViewTests to diagnose build errors * Arrrrrrg * Merged v2_develop * Fixed uppercase accented keys in WindowsDriver * Fixed key binding api docs * Experimental impl of CommandScope.SubViews for MenuBar * Removed dead code from application.cs * Removed dead code from application.cs * Removed dead code from ConsoleDriver.cs * Cleaned up some key binding stuff * Disabled Alt to activate menu for now * Updated label commands * Fixed menu bugs. Upgraded menu unit tests * Fixed unit tests * Working on NetDriver * fixed netdriver * Fixed issues called out by @bdisp CR * fixed CursesDriver * added todo to netdriver * Cherry picked treeview test fix1b415e5* Fix NetDriver. * CommandScope->KeyBindingScope * Address some tznind feedback * Refactored KeyBindings big time! * Added key consts to KeyEventArgs and renamed Key to ConsoleDriverKey * Fixed some API docs * Moved ConsoleDriverKey to ConsoleDriver.cs * Renamed Key->ConsoleDriverKey * Renamed Key->ConsoleDriverKey * Renamed Key->ConsoleDriverKey * renamed file I forgot to rename before * Updated name and API docs of KeyEventArgs.isAlpha * Fixed issues with OnKeyUp not doing the right thing. * Fixed MainLoop.Running never being used * Fixed MainLoop.Running never being used - unit tests * Claned up BUGBUG comments * Disabled a unit test to see why ci/cd tests are failing * Removed defunct commented code * Removed more defunct commented code * Re-eanbled unit test; jsut removing one test case... * Disabled more... * Renambed Global->Applicaton and updated scope API docs * Disabled more unit tests... * Removed dead code * Disabled more unit tests...2 * Disabled more unit tests...3 * Renambed Global->Applicaton and updated scope API docs 2 * Added more KeyBinding scope tests * Added more KeyBinding scope tests2 * ConsoleDriverKey too long. Key too ambiguous. Settled on KeyCode. (Partialy because eventually I want to intro a class named Key). * KeyEventArgs improvements. cast to Rune must be explicit as it's lossy * Fixed warnings * Renamed KeyEventArgs to Key... progress on fixing broken stuff that resulted * Fix ConsoleKeyMapping bugs. * Fix NetDriver issue from converting a lower case to a upper case. * Started migration to Key from KeyCode - e.g. made HotKeys all consistent. * Fixed build warnings * Added key defns to Key * KeyBindings now uses Key vs. KeyCode * Verified by tweaking UICatalog * Fixed treeview test ... again * Renamed ProcessKeyDown/Up to NewKeyDown/Up and OnKeyPressed to OnProcessKeyDown to make things more clear * Added test AllViews_KeyDown_All_EventsFire unit tests and fixed a few Views that were wrong * fixed stupid KeyUp event bug * If key not handled, return false for datefield * dotnet test --no-restore --verbosity diag * dotnet test --blame * run tests on windows * Fix TestVKPacket unit test and move it to ConsoleKeyMappingTests.cs file. * Remove unnecessary commented code. * Tweaked unit tests and removed Key.BareKey * Fixed little details and updated api docs * updated api docs * AddKeyBindingsForHotKey: KeyCode->Key * Cleaned up more old KeyCode usages. Added TODOs --------- Co-authored-by: BDisp <bd.bdisp@gmail.com>
358 lines
7.7 KiB
C#
358 lines
7.7 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using Terminal.Gui;
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namespace UICatalog.Scenarios {
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[ScenarioMetadata (Name: "Snake", Description: "The game of apple eating.")]
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[ScenarioCategory ("Colors")]
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[ScenarioCategory ("Drawing")]
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public class Snake : Scenario {
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private bool isDisposed;
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public override void Setup ()
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{
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base.Setup ();
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var state = new SnakeState ();
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state.Reset (60, 20);
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var snakeView = new SnakeView (state) {
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Width = state.Width,
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Height = state.Height
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};
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Win.Add (snakeView);
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Stopwatch sw = new Stopwatch ();
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Task.Run (() => {
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while (!isDisposed) {
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sw.Restart ();
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if (state.AdvanceState ()) {
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// When updating from a Thread/Task always use Invoke
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Application.Invoke (() => {
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snakeView.SetNeedsDisplay ();
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});
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}
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var wait = state.SleepAfterAdvancingState - sw.ElapsedMilliseconds;
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if (wait > 0) {
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Task.Delay ((int)wait).Wait ();
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}
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}
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});
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}
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protected override void Dispose (bool disposing)
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{
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isDisposed = true;
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base.Dispose (disposing);
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}
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private class SnakeView : View {
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Rune _appleRune;
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private Attribute red = new Terminal.Gui.Attribute (Color.Red, Color.Black);
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private Attribute white = new Terminal.Gui.Attribute (Color.White, Color.Black);
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public SnakeState State { get; }
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public SnakeView (SnakeState state)
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{
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_appleRune = CM.Glyphs.Apple;
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if (!Driver.IsRuneSupported (_appleRune)) {
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_appleRune = CM.Glyphs.AppleBMP;
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}
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State = state;
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CanFocus = true;
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ColorScheme = new ColorScheme {
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Normal = white,
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Focus = white,
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HotNormal = white,
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HotFocus = white,
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Disabled = white
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};
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}
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public override void OnDrawContent (Rect contentArea)
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{
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base.OnDrawContent (contentArea);
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Driver.SetAttribute (white);
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Clear ();
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var canvas = new LineCanvas ();
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canvas.AddLine (new Point (0, 0), State.Width, Orientation.Horizontal, LineStyle.Double);
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canvas.AddLine (new Point (0, 0), State.Height, Orientation.Vertical, LineStyle.Double);
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canvas.AddLine (new Point (0, State.Height - 1), State.Width, Orientation.Horizontal, LineStyle.Double);
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canvas.AddLine (new Point (State.Width - 1, 0), State.Height, Orientation.Vertical, LineStyle.Double);
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for (int i = 1; i < State.Snake.Count; i++) {
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var pt1 = State.Snake [i - 1];
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var pt2 = State.Snake [i];
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var orientation = pt1.X == pt2.X ? Orientation.Vertical : Orientation.Horizontal;
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var length = orientation == Orientation.Horizontal
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? pt1.X > pt2.X ? 2 : -2
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: pt1.Y > pt2.Y ? 2 : -2;
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canvas.AddLine (
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pt2,
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length,
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orientation,
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LineStyle.Single);
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}
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foreach (var p in canvas.GetMap (Bounds)) {
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AddRune (p.Key.X, p.Key.Y, p.Value);
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}
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Driver.SetAttribute (red);
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AddRune (State.Apple.X, State.Apple.Y, _appleRune);
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Driver.SetAttribute (white);
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}
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// BUGBUG: Should (can) this use key bindings instead.
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public override bool OnKeyDown (Key keyEvent)
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{
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if (keyEvent.KeyCode == KeyCode.CursorUp) {
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State.PlannedDirection = Direction.Up;
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return true;
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}
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if (keyEvent.KeyCode == KeyCode.CursorDown) {
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State.PlannedDirection = Direction.Down;
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return true;
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}
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if (keyEvent.KeyCode == KeyCode.CursorLeft) {
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State.PlannedDirection = Direction.Left;
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return true;
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}
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if (keyEvent.KeyCode == KeyCode.CursorRight) {
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State.PlannedDirection = Direction.Right;
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return true;
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}
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return false;
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}
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}
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private class SnakeState {
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public const int StartingLength = 10;
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public const int AppleGrowRate = 5;
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public const int StartingSpeed = 50;
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public const int MaxSpeed = 20;
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public int Width { get; private set; }
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public int Height { get; private set; }
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/// <summary>
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/// Position of the snakes head
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/// </summary>
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public Point Head => Snake.Last ();
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/// <summary>
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/// Current position of the Apple that the snake has to eat.
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/// </summary>
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public Point Apple { get; private set; }
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public Direction CurrentDirection { get; private set; }
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public Direction PlannedDirection { get; set; }
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public List<Point> Snake { get; private set; }
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public int SleepAfterAdvancingState { get; private set; } = StartingSpeed;
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int step;
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internal bool AdvanceState ()
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{
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step++;
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if (step < GetStepVelocity ()) {
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return false;
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}
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step = 0;
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UpdateDirection ();
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var newHead = GetNewHeadPoint ();
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Snake.RemoveAt (0);
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Snake.Add (newHead);
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if (IsDeath (newHead)) {
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GameOver ();
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}
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if (newHead == Apple) {
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GrowSnake (AppleGrowRate);
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Apple = GetNewRandomApplePoint ();
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var delta = 5;
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if (SleepAfterAdvancingState < 40) {
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delta = 3;
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}
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if (SleepAfterAdvancingState < 30) {
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delta = 2;
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}
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SleepAfterAdvancingState = Math.Max (MaxSpeed, SleepAfterAdvancingState - delta);
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}
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return true;
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}
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private int GetStepVelocity ()
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{
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if (CurrentDirection == Direction.Left || CurrentDirection == Direction.Right) {
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return 1;
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}
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return 2;
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}
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public void GrowSnake ()
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{
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var tail = Snake.First ();
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Snake.Insert (0, tail);
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}
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public void GrowSnake (int amount)
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{
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for (int i = 0; i < amount; i++) {
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GrowSnake ();
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}
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}
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private void UpdateDirection ()
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{
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if (!AreOpposites (CurrentDirection, PlannedDirection)) {
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CurrentDirection = PlannedDirection;
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}
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}
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private bool AreOpposites (Direction a, Direction b)
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{
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switch (a) {
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case Direction.Left: return b == Direction.Right;
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case Direction.Right: return b == Direction.Left;
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case Direction.Up: return b == Direction.Down;
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case Direction.Down: return b == Direction.Up;
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}
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return false;
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}
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private void GameOver ()
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{
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Reset (Width, Height);
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}
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private Point GetNewHeadPoint ()
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{
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switch (CurrentDirection) {
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case Direction.Left:
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return new Point (Head.X - 1, Head.Y);
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case Direction.Right:
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return new Point (Head.X + 1, Head.Y);
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case Direction.Up:
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return new Point (Head.X, Head.Y - 1);
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case Direction.Down:
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return new Point (Head.X, Head.Y + 1);
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}
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throw new Exception ("Unknown direction");
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}
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/// <summary>
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/// Restarts the game with the given canvas size
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/// </summary>
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/// <param name="width"></param>
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/// <param name="height"></param>
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internal void Reset (int width, int height)
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{
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if (width < 5 || height < 5) {
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return;
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}
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Width = width;
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Height = height;
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var middle = new Point (width / 2, height / 2);
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// Start snake with a length of 2
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Snake = new List<Point> { middle, middle };
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Apple = GetNewRandomApplePoint ();
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SleepAfterAdvancingState = StartingSpeed;
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GrowSnake (StartingLength);
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}
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private Point GetNewRandomApplePoint ()
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{
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Random r = new Random ();
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for (int i = 0; i < 1000; i++) {
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var x = r.Next (0, Width);
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var y = r.Next (0, Height);
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var p = new Point (x, y);
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if (p == Head) {
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continue;
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}
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if (IsDeath (p)) {
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continue;
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}
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return p;
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}
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// Game is won or we are unable to generate a valid apple
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// point after 1000 attempts. Maybe screen size is very small
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// or something. Either way restart the game.
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Reset (Width, Height);
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return Apple;
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}
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private bool IsDeath (Point p)
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{
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if (p.X <= 0 || p.X >= Width - 1) {
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return true;
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}
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if (p.Y <= 0 || p.Y >= Height - 1) {
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return true;
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}
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if (Snake.Take (Snake.Count - 1).Contains (p))
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return true;
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return false;
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}
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}
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private enum Direction {
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Up,
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Down,
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Left,
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Right
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}
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}
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} |