Files
Terminal.Gui/Examples/UICatalog/Scenarios/Images.cs
Tig be9d1939c1 Fixes #4372 - Genericize FlagSelector/OptionSelector, Replace RadioGroup (#4373)
* Refactor selectors and improve UI components

Refactored `MarginEditor` and `UICatalogTop` to use new `OptionSelector` and `FlagSelector` classes, introducing type-safe generic versions for better flexibility and maintainability. Added `SelectorBase` as a shared foundation for these components, along with the `SelectorStyles` enum for customizable styles.

Enhanced unit tests to cover new implementations and edge cases. Enabled nullable reference types for improved null safety. Improved code readability, reduced redundancy, and enhanced user experience with better hotkey management, focus handling, and layout adjustments.

* Refactor UI components and remove unused classes

Significant refactoring and simplification of the codebase:
- Updated `CharacterMap` to use `OptionSelector<UnicodeCategory>`.
- Removed `FlagSelector`, `FlagSelector<TEnum>`, and `FlagSelectorStyles`.
- Replaced `OptionSelector.Options` with `Labels` in `MenuBarv2`.
- Removed `OptionSelector` and its associated properties/methods.
- Updated terminology from "Activate" to "Select" across components.
- Refactored `SelectorBase` to align with new "Select" behavior.
- Removed redundant methods, properties, and event handlers.

These changes streamline the codebase, reduce complexity, and align with updated design principles.

* Fixes #4374 - 'Application.Screen' is empty when 'Init' returns

Refactor and enhance testability of ApplicationImpl

Refactored `ApplicationImpl` and related classes to improve modularity and testability. Replaced `FakeConsoleOutput` with `FakeOutput` and introduced `FakeInput` for better test isolation. Added platform-specific factories (`FakeNetComponentFactory`, `FakeWindowsComponentFactory`) to simplify fake component creation.

Refactored `GuiTestContext` into partial classes, adding methods for simulating user interactions and improving initialization logic. Enhanced error handling and logging during test setup.

Updated tests to use the new `FakeOutput` and `FakeInput` implementations. Standardized driver initialization with `Application.Init(null, "fake")`. Skipped tests relying on the fake driver due to known issues.

Performed general cleanup, modernized syntax, and removed redundant code to improve readability and maintainability.

* Disable "windows" test case in SynchronizationContextTests

The `InlineData("windows")` attribute in the
`SynchronizationContext_Post` test method has been commented out.
This change temporarily excludes the `"windows"` driverName from
the test suite while retaining other test cases (`"fake"`,
`"dotnet"`, and `"unix"`). The exclusion may be for debugging,
deprecation, or other maintenance purposes.

* Disable "windows" test case in SynchronizationContextTests

The `[InlineData("windows")]` attribute in the
`SynchronizationContextTests` class has been commented out,
disabling the test case for the `"windows"` driver name.

This change may have been made for debugging, deprecation, or
because the test is no longer relevant. Other test cases
(`"fake"`, `"dotnet"`, and `"unix"`) remain active.

* Update Terminal.Gui/Drivers/FakeDriver/FakeConsole.cs

Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>

* Update Terminal.Gui/Views/Selectors/SelectorStyles.cs

Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>

* Update Terminal.Gui/Views/Selectors/SelectorBase.cs

Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>

* Update Terminal.Gui/Views/Selectors/OptionSelector.cs

Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>

* Update Terminal.Gui/Views/Selectors/OptionSelector.cs

Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>

* Update Terminal.Gui/Views/Selectors/OptionSelector.cs

Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>

* Update Terminal.Gui/Views/Selectors/SelectorBase.cs

Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>

* Backported Checkbox from Activate PR

* Backported Checkbox from Activate PR 2

* Backported Checkbox from Activate PR 3

* Backported Selctors Scenario

* Backported Bars Scenario

* Backported AllViewsTester Scenario

* Backported Dialogs Scenario

* Backported MessageBoxes Scenario

* Backported ArrangementEditor

* Backported mouse binding fix

* Update Terminal.Gui/Views/Selectors/OptionSelector.cs

Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>

* Update Terminal.Gui/Drivers/WindowsDriver/WindowsOutput.cs

Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>

* Update Terminal.Gui/Views/CheckBox.cs

Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>

* Fixed typo

* Refactor ArrangementEditor event handling

Removed the `ArrangementFlagsOnValueChanged` method, which previously handled updates to `ViewToEdit` properties based on arrangement flags. Updated `ArrangementEditor_Initialized` to attach the event handler to `_arrangementSelector.ValueChanged`. The logic for handling arrangement changes has been refactored or relocated.

* Refactor AlignKeys for type safety and readability

Updated the `AlignKeys` method in the `Shortcuts` class to replace generic `View` references with the more specific `Shortcut` type. Improved type safety by using `IEnumerable<Shortcut>` and `.Cast<Shortcut>()`. Simplified the `max` calculation logic with a single LINQ query and removed redundant casting in the `foreach` loop. These changes enhance code readability, maintainability, and ensure better type safety.

* Refactor ArrangementEditor for clarity and consistency

Refactored `ArrangementEditor` to improve code readability and maintainability:
- Enabled nullable reference types with `#nullable enable`.
- Removed unused `using` directives.
- Adjusted namespace declaration for formatting consistency.
- Reformatted `_arrangementSelector` initialization and property assignment.
- Simplified `OnViewToEditChanged` logic with a ternary expression.
- Refactored `ArrangementEditor_Initialized` into a single-line block.

* Update Examples/UICatalog/Scenarios/Shortcuts.cs

Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>

* Update Terminal.Gui/Views/Selectors/OptionSelector.cs

Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>

* Refactor and enhance OptionSelector and SelectorBase

Refactored `OptionSelector` and `SelectorBase` to simplify logic, improve hotkey assignment, and ensure robust behavior. Updated `Shortcuts.cs` and `DialogTests.cs` to address nullability issues.

Added comprehensive unit tests for `OptionSelector` and `SelectorBase`, covering properties, methods, edge cases, and layout behaviors. These changes improve code readability, maintainability, and functionality while adhering to modern C# practices.

* add FlagSelector comprehensive tests

Refactored `UncheckNone` and `UncheckAll` methods in `FlagSelector` to improve clarity and prevent concurrent modifications using a new `_updatingChecked` flag. Removed the old `UncheckNone` implementation and reorganized logic for maintainability.

Added extensive unit tests in `FlagSelectorTests` to validate functionality, including edge cases and generic implementations. Tests cover flag combination, toggling, "None" flag behavior, and enum-based generic handling.

Improved overall maintainability and test coverage for the `FlagSelector` class.

* Fixes #4375. UnixDriver fails Toplevel_TabGroup_Forward_Backward Fluent Tests

* Refactor RadioGroup to use OptionSelector

The `RadioGroup` class has been refactored to inherit from the `OptionSelector` class instead of `View`, marking it as `[Obsolete]` and recommending the use of `OptionSelector`.

The previous implementation of `RadioGroup` has been entirely removed, including its properties, methods, events, and internal logic. This includes initialization logic, key bindings, layout management, and event handling.

The new `RadioGroup` is now a thin wrapper around `OptionSelector` and implements the `IDesignable` interface. The `EnableForDesign` method has been simplified to set default options for design purposes.

This change simplifies the codebase and encourages the use of `OptionSelector` for managing mutually exclusive options.

* Backported focus tests and add bug-exposing test case

Refactored `AdvanceFocusTests` to improve assertion clarity by replacing `Assert.True`/`Assert.False` with `Assert.Equal`. Enhanced test documentation with detailed view hierarchy comments for better readability.

Added a new test case, `FocusNavigation_Should_Cycle_Back_To_Top_Level_Views`, which exposes a bug in focus navigation logic where focus does not cycle back to top-level views after traversing nested views.

Updated existing tests to ensure consistent handling of `TabBehavior` and made minor adjustments for improved validation of focus navigation logic.

* Remove all tests for RadioGroup component

The `RadioGroupTests.cs` file has been completely cleared of all test cases and associated code. This includes the removal of unit tests that validated the `RadioGroup` component's functionality, behavior, and edge cases.

The deleted tests covered:
- Default constructor behavior and initialization.
- Handling of the `SelectedItem` property, including edge cases.
- Hotkey bindings and their behavior under different focus states.
- Command handling for focus, selection, and acceptance.
- Orientation changes and their impact on layout.
- Event handling for `SelectedItemChanged`, `Selecting`, and `Accepting`.
- Mouse interactions, including single-click and double-click events.

This removal eliminates all automated validation for the `RadioGroup` component, leaving it untested and increasing the risk of regressions or undetected issues in future changes.

* Fix unix and fake fluent tests.

* More fixes for unix and fake drivers

* Change classes names for more consistency

* Fix typos in docs and method signature

Updated XML documentation in `FakeConsole.cs` to replace `<see cref="FakeDriver"/>` with `<exception cref="FakeDriver"></exception>` for clarity.

Corrected a parameter name in `WindowsOutput.cs`'s `WriteConsole` method from `numberOfCharsToWritten` to `numberOfCharsToWrite` to fix a typo and improve readability.

* Refactor: Replace RadioGroup with OptionSelector

Replaced all instances of `RadioGroup` with `OptionSelector` across the codebase to standardize the control for mutually exclusive options. Updated associated properties, methods, and event handlers to align with the `OptionSelector` API, including replacing `RadioLabels` with `AssignHotKeys` and `SelectedItemChanged` with `ValueChanged`.

Removed the `RadioGroup` class, marking it as obsolete. Updated documentation, comments, and test cases to reflect the new control. Adjusted layout and positioning logic in various scenarios to ensure UI consistency.

Refactored scenarios such as `Buttons`, `ColorPickers`, `DynamicMenuBar`, `FileDialogExamples`, `Images`, `PosAlignDemo`, `ProgressBarStyles`, `RegionScenario`, `Themes`, and others to use `OptionSelector`. Updated `Glyphs` and `View` classes to reflect the terminology change. Cleaned up redundant code and ensured compatibility across the application.

* Refactor OptionSelector to use Value instead of SelectedItem

Replaced the SelectedItem property with a nullable Value property across the codebase to simplify the API and improve consistency. Updated event handlers from SelectedItemChanged to ValueChanged and adjusted logic accordingly.

Refactored UI scenarios (e.g., Buttons, CharacterMap, ColorPickers) and dependent classes (e.g., BorderEditor, DimEditor, PosEditor) to use the new Value property. Improved null handling and streamlined initialization of controls.

Updated tests to validate the Value property and renamed test methods for clarity. Removed the RegionOpSelector class as it was no longer needed. Performed general code cleanup, including formatting and removal of redundant code.

* Refactor OptionSelector: Replace RadioLabels with Labels

Updated the `OptionSelector` class and its derived classes to replace the `RadioLabels` property with a more generic `Labels` property, aligning with the base class `SelectorBase`. This change standardizes the API and simplifies label-related functionality.

Refactored all instances of `RadioLabels` across the codebase, including property assignments, method calls, and references in scenarios, tests, and examples. Updated classes include `ColorPickers`, `Dialogs`, `DimAutoDemo`, `DynamicMenuBar`, `FileDialogExamples`, `Images`, `PosAlignDemo`, `Selectors`, `Shortcuts`, `TextAlignmentAndDirection`, `Themes`, `UnicodeInMenu`, `Wizards`, `UICatalogTop`, and `ScenarioTests`.

Modified `OptionSelector<TEnum>` to initialize `Labels` directly using `Enum.GetValues<TEnum>()`. Removed the `RadioLabels` property from `OptionSelector`, consolidating functionality under `Labels`.

Verified functionality through updated tests and scenarios to ensure consistent behavior with the previous implementation.

* Refactor: Replace "radio group" with "option selector"

Updated terminology across multiple classes to replace "radio group" with "option selector" for improved clarity and consistency.

- Removed unused `OptionSelector` in `ColorPickers`.
- Renamed `Title` in `DimAutoDemo` to "Options" and updated `BorderStyle`.
- Replaced `_radioItems` with `_optionLabels` in `DimEditor` and `PosEditor`.
- Renamed `styleRadioGroup` to `styleOptionSelector` in `MessageBoxes`.
- Renamed `radioGroup` to `optionSelector` in `UnicodeInMenu` and `OrientationTests`.
- Adjusted related references, event handlers, and UI properties.

These changes align the codebase with updated terminology and improve readability.

* Replace RadioGroup with OptionSelector and update docs

The `RadioGroup` control has been replaced or renamed to `OptionSelector`. Documentation has been updated to reflect this change, including the behavior of raising the `Selecting` event when an option is selected.

The navigation table now describes `OptionSelector` as supporting multiple options with actions like `Advance`, `SetValue+OnAccept`, and `Focus+SetValue`. A new section introduces the `OptionSelector` view, which displays mutually-exclusive items with hotkeys.

Enhancements to `Menuv2` and `MenuBarv2` include setting focus on `MenuItemv2` selections and raising the `SelectedMenuItemChanged` event. Additionally, a progress bar view has been introduced to visually indicate activity progress.

* Fixed `EndAfterFirstIteration`

Renamed the `EndAfterFirstIteration` property to `StopAfterFirstIteration` across the codebase for improved clarity and consistency. Updated all references in the `Application`, `ApplicationImpl`, `IApplication`, and `ITimedEvents` classes, as well as related tests and documentation.

Modified the application loop logic to use `StopAfterFirstIteration` for controlling the termination of the application after the first iteration. Set its default value to `false`.

Updated test cases, demo applications, and XML documentation to reflect the new property name. Added a new project, `OutputView`, to the solution with appropriate configuration entries.

Performed minor code cleanup to ensure consistency in naming and behavior.

* Enhance selectors and clean up documentation

- Added `args.Handled = true` to `CheckBox` event handlers in `FlagSelector` and `OptionSelector` to mark events as handled.
- Introduced `_value` field in `FlagSelector` and added a `Cycle` method in `OptionSelector` for better value management.
- Updated `OptionSelector` documentation to reference `OptionSelector<TEnum>` for type-safe enum usage.
- Improved `UpdateChecked` method documentation in `OptionSelector` to clarify exception behavior.
- Enabled nullable reference types in `FlagSelectorTests` and `SelectorBaseTests` and moved them to a new namespace.
- Removed outdated auto-generated content from `views.md`.
- Removed `CheckBox.DefaultHighlightStyle` from the default theme configuration in `OutputView.cs`.

* Update event handling and expand UI documentation

Modified `args.Handled` in `FlagSelector` and `OptionSelector` to allow `Accepting` event propagation, improving event handling behavior. Added comments to clarify the changes.

Expanded `views.md` with detailed documentation for built-in views and controls in *Terminal.Gui*, including descriptions, examples, and rendered outputs for components like `Bar`, `Button`, `CheckBox`, and more. This update enhances developer guidance for building terminal-based UIs.

* Fixed `EndAfterFirstIteration` in `ApplicationImpl`

Renamed the `EndAfterFirstIteration` property to `StopAfterFirstIteration` across the codebase for improved clarity. Updated its implementation to use a getter and setter that interact with the `ApplicationImpl.Instance` singleton for centralized management.

Modified the `RunLoop` method to check the new `StopAfterFirstIteration` property. Updated the default value to `false` in the `Application` class.

Added a private `_stopAfterFirstIteration` field and a corresponding public property in the `ApplicationImpl` class. Updated the `Run` method in `ApplicationImpl` to stop after the first iteration if the property is set to `true`, with appropriate logging.

Updated the `IApplication` interface to include the `StopAfterFirstIteration` property and clarified the behavior of the `RequestStop` method. Revised XML documentation comments to reflect these changes.

* Fixed EndfterFirstIteration in ApplicaitonImpl

Refactored `StopAfterFirstIteration` in `ApplicationImpl` to use an auto-property for simplicity. Updated `RunIteration` to call `view.RequestStop()` instead of modifying `view.Running`.

Replaced references to `Application.EndAfterFirstIteration` with `Application.StopAfterFirstIteration` across the codebase, including `ITimedEvents`, `ApplicationTests`, and `GlobalTestSetup`.

Added a new test, `InitRunShutdown_StopAfterFirstIteration_Stops`, to verify the application stops correctly after the first iteration. Updated related documentation and assertions for consistency.

* Refactor Value handling and improve type safety

Refactored `Value` handling across multiple classes to use nullable generic types, improving type safety and eliminating unnecessary casting. Simplified `ValueChanged` event handlers with concise lambda expressions.

Enhanced `FlagSelector<TFlagsEnum>` and `OptionSelector<TEnum>` with generic `ValueChanged` events and type-safe event handling. Added nullable reference type annotations to align with modern C# practices.

Improved test code by using null-forgiving operators and more descriptive assertions. Cleaned up redundant code and ensured consistency in `Value` handling. Updated `FlagSelectorTests` and `SelectorBaseTests` for better readability and maintainability.

Added the `System` namespace to `FlagSelectorTEnum.cs` for compatibility. Overall, these changes enhance code readability, maintainability, and robustness.

* Merged v2_develop

* Update README badges for v2_develop branch

Updated the `.NET Core` badge to reference the `v2_develop` branch. Adjusted the `codecov` badge to remove branch-specific paths and added a token parameter. Reorganized the `codecov` badge position in the README. Retained other badges without modification.

* codcov2

* fixed pos tests

* Improve cleanup, coverage config, and SpinnerStyle tests

Enhanced resource cleanup in `Pos.CombineTests.cs` by disposing of `Application.Top` to prevent leaks. Updated `codecov.yml` to focus coverage on `Terminal.Gui`, simplified path patterns, and clarified configurations.

Added `SpinnerStyleTests` with extensive unit tests for `SpinnerStyle` and its variants, covering default properties, behaviors, edge cases, and immutability. Organized tests for readability and ensured thorough validation of all spinner styles. Enabled nullable reference types for improved safety.

* Remove .NET Core badge; add comprehensive boundary tests

The `.NET Core` workflow badge was removed from the `README.md` file.

Added a comprehensive suite of unit tests for the `Region.DrawOuterBoundary` method in `DrawOuterBoundaryTests.cs`. These tests validate the method's behavior across various scenarios, including:
- Intersected, unioned, and complex shapes.
- Edge cases like empty regions, zero-width/height rectangles, and single-pixel rectangles.
- Specific shapes such as L-shaped, T-shaped, and hollow rectangles.
- Overlapping, adjacent, and separate rectangles.
- Thread safety with parallel drawing.
- Different line styles, custom attributes, and very large regions.
- Various positions, sizes, and multiple calls on the same canvas.

The tests use the `Xunit` framework and include both `[Fact]` and `[Theory]` test cases. These changes enhance the codebase's robustness and ensure correctness in a wide range of scenarios.

---------

Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
Co-authored-by: BDisp <bd.bdisp@gmail.com>
2025-11-11 20:37:33 -07:00

1059 lines
32 KiB
C#

using System.Collections.Concurrent;
using System.Text;
using ColorHelper;
using SixLabors.ImageSharp;
using SixLabors.ImageSharp.PixelFormats;
using SixLabors.ImageSharp.Processing;
namespace UICatalog.Scenarios;
[ScenarioMetadata ("Images", "Demonstration of how to render an image with/without true color support.")]
[ScenarioCategory ("Colors")]
[ScenarioCategory ("Drawing")]
public class Images : Scenario
{
private ImageView _imageView;
private Point _screenLocationForSixel;
private string _encodedSixelData;
private Window _win;
/// <summary>
/// Number of sixel pixels per row of characters in the console.
/// </summary>
private NumericUpDown _pxY;
/// <summary>
/// Number of sixel pixels per column of characters in the console
/// </summary>
private NumericUpDown _pxX;
/// <summary>
/// View shown in sixel tab if sixel is supported
/// </summary>
private View _sixelSupported;
/// <summary>
/// View shown in sixel tab if sixel is not supported
/// </summary>
private View _sixelNotSupported;
private Tab _tabSixel;
private TabView _tabView;
/// <summary>
/// The view into which the currently opened sixel image is bounded
/// </summary>
private View _sixelView;
private DoomFire _fire;
private SixelEncoder _fireEncoder;
private SixelToRender _fireSixel;
private int _fireFrameCounter;
private bool _isDisposed;
private OptionSelector _osPaletteBuilder;
private OptionSelector _osDistanceAlgorithm;
private NumericUpDown _popularityThreshold;
private SixelToRender _sixelImage;
// Start by assuming no support
private SixelSupportResult _sixelSupportResult = new ();
private CheckBox _cbSupportsSixel;
public override void Main ()
{
Application.Init ();
_win = new () { Title = $"{Application.QuitKey} to Quit - Scenario: {GetName ()}" };
bool canTrueColor = Application.Driver?.SupportsTrueColor ?? false;
var tabBasic = new Tab
{
DisplayText = "Basic"
};
_tabSixel = new ()
{
DisplayText = "Sixel"
};
var lblDriverName = new Label { X = 0, Y = 0, Text = $"Driver is {Application.Driver?.GetType ().Name}" };
_win.Add (lblDriverName);
var cbSupportsTrueColor = new CheckBox
{
X = Pos.Right (lblDriverName) + 2,
Y = 0,
CheckedState = canTrueColor ? CheckState.Checked : CheckState.UnChecked,
CanFocus = false,
Text = "supports true color "
};
_win.Add (cbSupportsTrueColor);
_cbSupportsSixel = new()
{
X = Pos.Right (lblDriverName) + 2,
Y = 1,
CheckedState = CheckState.UnChecked,
Text = "Supports Sixel"
};
var lblSupportsSixel = new Label
{
X = Pos.Right (lblDriverName) + 2,
Y = Pos.Bottom (_cbSupportsSixel),
Text = "(Check if your terminal supports Sixel)"
};
/* CheckedState = _sixelSupportResult.IsSupported
? CheckState.Checked
: CheckState.UnChecked;*/
_cbSupportsSixel.CheckedStateChanging += (s, e) =>
{
_sixelSupportResult.IsSupported = e.Result == CheckState.Checked;
SetupSixelSupported (e.Result == CheckState.Checked);
ApplyShowTabViewHack ();
};
_win.Add (_cbSupportsSixel);
var cbUseTrueColor = new CheckBox
{
X = Pos.Right (cbSupportsTrueColor) + 2,
Y = 0,
CheckedState = !Application.Force16Colors ? CheckState.Checked : CheckState.UnChecked,
Enabled = canTrueColor,
Text = "Use true color"
};
cbUseTrueColor.CheckedStateChanging += (_, evt) => Application.Force16Colors = evt.Result == CheckState.UnChecked;
_win.Add (cbUseTrueColor);
var btnOpenImage = new Button { X = Pos.Right (cbUseTrueColor) + 2, Y = 0, Text = "Open Image" };
_win.Add (btnOpenImage);
_tabView = new ()
{
Y = Pos.Bottom (lblSupportsSixel), Width = Dim.Fill (), Height = Dim.Fill ()
};
_tabView.AddTab (tabBasic, true);
_tabView.AddTab (_tabSixel, false);
BuildBasicTab (tabBasic);
BuildSixelTab ();
SetupSixelSupported (_cbSupportsSixel.CheckedState == CheckState.Checked);
btnOpenImage.Accepting += OpenImage;
_win.Add (lblSupportsSixel);
_win.Add (_tabView);
// Start trying to detect sixel support
var sixelSupportDetector = new SixelSupportDetector ();
sixelSupportDetector.Detect (UpdateSixelSupportState);
Application.Run (_win);
_win.Dispose ();
Application.Shutdown ();
}
private void UpdateSixelSupportState (SixelSupportResult newResult)
{
_sixelSupportResult = newResult;
_cbSupportsSixel.CheckedState = newResult.IsSupported ? CheckState.Checked : CheckState.UnChecked;
_pxX.Value = _sixelSupportResult.Resolution.Width;
_pxY.Value = _sixelSupportResult.Resolution.Height;
}
private void SetupSixelSupported (bool isSupported)
{
_tabSixel.View = isSupported ? _sixelSupported : _sixelNotSupported;
_tabView.SetNeedsDraw ();
}
private void BtnStartFireOnAccept (object sender, CommandEventArgs e)
{
if (_fire != null)
{
return;
}
if (!_sixelSupportResult.SupportsTransparency)
{
if (MessageBox.Query (
"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 ("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 ("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; }
}