Files
Terminal.Gui/UICatalog/Scenarios/Snake.cs
Tig dcb3b359ad Fixes #2926 - Refactor KeyEvent and KeyEventEventArgs to simplify (#2927)
* 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 commit 88a00658db.

* 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 commit 59dcec111b.

* 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 fix 1b415e5

* 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>
2023-12-16 12:04:23 -07:00

358 lines
7.7 KiB
C#

using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Terminal.Gui;
namespace UICatalog.Scenarios {
[ScenarioMetadata (Name: "Snake", Description: "The game of apple eating.")]
[ScenarioCategory ("Colors")]
[ScenarioCategory ("Drawing")]
public class Snake : Scenario {
private bool isDisposed;
public override void Setup ()
{
base.Setup ();
var state = new SnakeState ();
state.Reset (60, 20);
var snakeView = new SnakeView (state) {
Width = state.Width,
Height = state.Height
};
Win.Add (snakeView);
Stopwatch sw = new Stopwatch ();
Task.Run (() => {
while (!isDisposed) {
sw.Restart ();
if (state.AdvanceState ()) {
// When updating from a Thread/Task always use Invoke
Application.Invoke (() => {
snakeView.SetNeedsDisplay ();
});
}
var wait = state.SleepAfterAdvancingState - sw.ElapsedMilliseconds;
if (wait > 0) {
Task.Delay ((int)wait).Wait ();
}
}
});
}
protected override void Dispose (bool disposing)
{
isDisposed = true;
base.Dispose (disposing);
}
private class SnakeView : View {
Rune _appleRune;
private Attribute red = new Terminal.Gui.Attribute (Color.Red, Color.Black);
private Attribute white = new Terminal.Gui.Attribute (Color.White, Color.Black);
public SnakeState State { get; }
public SnakeView (SnakeState state)
{
_appleRune = CM.Glyphs.Apple;
if (!Driver.IsRuneSupported (_appleRune)) {
_appleRune = CM.Glyphs.AppleBMP;
}
State = state;
CanFocus = true;
ColorScheme = new ColorScheme {
Normal = white,
Focus = white,
HotNormal = white,
HotFocus = white,
Disabled = white
};
}
public override void OnDrawContent (Rect contentArea)
{
base.OnDrawContent (contentArea);
Driver.SetAttribute (white);
Clear ();
var canvas = new LineCanvas ();
canvas.AddLine (new Point (0, 0), State.Width, Orientation.Horizontal, LineStyle.Double);
canvas.AddLine (new Point (0, 0), State.Height, Orientation.Vertical, LineStyle.Double);
canvas.AddLine (new Point (0, State.Height - 1), State.Width, Orientation.Horizontal, LineStyle.Double);
canvas.AddLine (new Point (State.Width - 1, 0), State.Height, Orientation.Vertical, LineStyle.Double);
for (int i = 1; i < State.Snake.Count; i++) {
var pt1 = State.Snake [i - 1];
var pt2 = State.Snake [i];
var orientation = pt1.X == pt2.X ? Orientation.Vertical : Orientation.Horizontal;
var length = orientation == Orientation.Horizontal
? pt1.X > pt2.X ? 2 : -2
: pt1.Y > pt2.Y ? 2 : -2;
canvas.AddLine (
pt2,
length,
orientation,
LineStyle.Single);
}
foreach (var p in canvas.GetMap (Bounds)) {
AddRune (p.Key.X, p.Key.Y, p.Value);
}
Driver.SetAttribute (red);
AddRune (State.Apple.X, State.Apple.Y, _appleRune);
Driver.SetAttribute (white);
}
// BUGBUG: Should (can) this use key bindings instead.
public override bool OnKeyDown (Key keyEvent)
{
if (keyEvent.KeyCode == KeyCode.CursorUp) {
State.PlannedDirection = Direction.Up;
return true;
}
if (keyEvent.KeyCode == KeyCode.CursorDown) {
State.PlannedDirection = Direction.Down;
return true;
}
if (keyEvent.KeyCode == KeyCode.CursorLeft) {
State.PlannedDirection = Direction.Left;
return true;
}
if (keyEvent.KeyCode == KeyCode.CursorRight) {
State.PlannedDirection = Direction.Right;
return true;
}
return false;
}
}
private class SnakeState {
public const int StartingLength = 10;
public const int AppleGrowRate = 5;
public const int StartingSpeed = 50;
public const int MaxSpeed = 20;
public int Width { get; private set; }
public int Height { get; private set; }
/// <summary>
/// Position of the snakes head
/// </summary>
public Point Head => Snake.Last ();
/// <summary>
/// Current position of the Apple that the snake has to eat.
/// </summary>
public Point Apple { get; private set; }
public Direction CurrentDirection { get; private set; }
public Direction PlannedDirection { get; set; }
public List<Point> Snake { get; private set; }
public int SleepAfterAdvancingState { get; private set; } = StartingSpeed;
int step;
internal bool AdvanceState ()
{
step++;
if (step < GetStepVelocity ()) {
return false;
}
step = 0;
UpdateDirection ();
var newHead = GetNewHeadPoint ();
Snake.RemoveAt (0);
Snake.Add (newHead);
if (IsDeath (newHead)) {
GameOver ();
}
if (newHead == Apple) {
GrowSnake (AppleGrowRate);
Apple = GetNewRandomApplePoint ();
var delta = 5;
if (SleepAfterAdvancingState < 40) {
delta = 3;
}
if (SleepAfterAdvancingState < 30) {
delta = 2;
}
SleepAfterAdvancingState = Math.Max (MaxSpeed, SleepAfterAdvancingState - delta);
}
return true;
}
private int GetStepVelocity ()
{
if (CurrentDirection == Direction.Left || CurrentDirection == Direction.Right) {
return 1;
}
return 2;
}
public void GrowSnake ()
{
var tail = Snake.First ();
Snake.Insert (0, tail);
}
public void GrowSnake (int amount)
{
for (int i = 0; i < amount; i++) {
GrowSnake ();
}
}
private void UpdateDirection ()
{
if (!AreOpposites (CurrentDirection, PlannedDirection)) {
CurrentDirection = PlannedDirection;
}
}
private bool AreOpposites (Direction a, Direction b)
{
switch (a) {
case Direction.Left: return b == Direction.Right;
case Direction.Right: return b == Direction.Left;
case Direction.Up: return b == Direction.Down;
case Direction.Down: return b == Direction.Up;
}
return false;
}
private void GameOver ()
{
Reset (Width, Height);
}
private Point GetNewHeadPoint ()
{
switch (CurrentDirection) {
case Direction.Left:
return new Point (Head.X - 1, Head.Y);
case Direction.Right:
return new Point (Head.X + 1, Head.Y);
case Direction.Up:
return new Point (Head.X, Head.Y - 1);
case Direction.Down:
return new Point (Head.X, Head.Y + 1);
}
throw new Exception ("Unknown direction");
}
/// <summary>
/// Restarts the game with the given canvas size
/// </summary>
/// <param name="width"></param>
/// <param name="height"></param>
internal void Reset (int width, int height)
{
if (width < 5 || height < 5) {
return;
}
Width = width;
Height = height;
var middle = new Point (width / 2, height / 2);
// Start snake with a length of 2
Snake = new List<Point> { middle, middle };
Apple = GetNewRandomApplePoint ();
SleepAfterAdvancingState = StartingSpeed;
GrowSnake (StartingLength);
}
private Point GetNewRandomApplePoint ()
{
Random r = new Random ();
for (int i = 0; i < 1000; i++) {
var x = r.Next (0, Width);
var y = r.Next (0, Height);
var p = new Point (x, y);
if (p == Head) {
continue;
}
if (IsDeath (p)) {
continue;
}
return p;
}
// Game is won or we are unable to generate a valid apple
// point after 1000 attempts. Maybe screen size is very small
// or something. Either way restart the game.
Reset (Width, Height);
return Apple;
}
private bool IsDeath (Point p)
{
if (p.X <= 0 || p.X >= Width - 1) {
return true;
}
if (p.Y <= 0 || p.Y >= Height - 1) {
return true;
}
if (Snake.Take (Snake.Count - 1).Contains (p))
return true;
return false;
}
}
private enum Direction {
Up,
Down,
Left,
Right
}
}
}