mirror of
https://github.com/gui-cs/Terminal.Gui.git
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436 lines
16 KiB
C#
436 lines
16 KiB
C#
#nullable enable
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using System.Diagnostics;
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namespace Terminal.Gui.Drivers;
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/// <summary>
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/// Stores the desired output state for the whole application. This is updated during
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/// draw operations before being flushed to the console as part of the main loop.
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/// operation
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/// </summary>
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public class OutputBufferImpl : IOutputBuffer
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{
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/// <summary>
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/// The contents of the application output. The driver outputs this buffer to the terminal when
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/// UpdateScreen is called.
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/// <remarks>The format of the array is rows, columns. The first index is the row, the second index is the column.</remarks>
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/// </summary>
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public Cell [,]? Contents { get; set; } = new Cell[0, 0];
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private int _cols;
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private int _rows;
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/// <summary>
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/// The <see cref="Attribute"/> that will be used for the next <see cref="AddRune(Rune)"/> or <see cref="AddStr"/>
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/// call.
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/// </summary>
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public Attribute CurrentAttribute { get; set; }
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/// <summary>The leftmost column in the terminal.</summary>
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public virtual int Left { get; set; } = 0;
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/// <summary>
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/// Gets the row last set by <see cref="Move"/>. <see cref="Col"/> and <see cref="Row"/> are used by
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/// <see cref="AddRune(Rune)"/> and <see cref="AddStr"/> to determine where to add content.
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/// </summary>
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public int Row { get; private set; }
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/// <summary>
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/// Gets the column last set by <see cref="Move"/>. <see cref="Col"/> and <see cref="Row"/> are used by
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/// <see cref="AddRune(Rune)"/> and <see cref="AddStr"/> to determine where to add content.
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/// </summary>
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public int Col { get; private set; }
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/// <summary>The number of rows visible in the terminal.</summary>
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public int Rows
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{
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get => _rows;
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set
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{
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_rows = value;
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ClearContents ();
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}
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}
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/// <summary>The number of columns visible in the terminal.</summary>
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public int Cols
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{
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get => _cols;
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set
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{
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_cols = value;
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ClearContents ();
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}
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}
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/// <summary>The topmost row in the terminal.</summary>
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public virtual int Top { get; set; } = 0;
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/// <inheritdoc/>
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public bool [] DirtyLines { get; set; } = [];
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// QUESTION: When non-full screen apps are supported, will this represent the app size, or will that be in Application?
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/// <summary>Gets the location and size of the terminal screen.</summary>
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internal Rectangle Screen => new (0, 0, Cols, Rows);
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private Region? _clip;
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/// <summary>
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/// Gets or sets the clip rectangle that <see cref="AddRune(Rune)"/> and <see cref="AddStr(string)"/> are subject
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/// to.
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/// </summary>
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/// <value>The rectangle describing the of <see cref="Clip"/> region.</value>
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public Region? Clip
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{
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get => _clip;
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set
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{
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if (_clip == value)
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{
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return;
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}
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_clip = value;
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// Don't ever let Clip be bigger than Screen
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if (_clip is { })
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{
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_clip.Intersect (Screen);
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}
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}
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}
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/// <summary>Adds the specified rune to the display at the current cursor position.</summary>
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/// <remarks>
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/// <para>
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/// When the method returns, <see cref="Col"/> will be incremented by the number of columns
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/// <paramref name="rune"/> required, even if the new column value is outside of the <see cref="Clip"/> or screen
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/// dimensions defined by <see cref="Cols"/>.
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/// </para>
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/// <para>
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/// If <paramref name="rune"/> requires more than one column, and <see cref="Col"/> plus the number of columns
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/// needed exceeds the <see cref="Clip"/> or screen dimensions, the default Unicode replacement character (U+FFFD)
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/// will be added instead.
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/// </para>
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/// </remarks>
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/// <param name="rune">Rune to add.</param>
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public void AddRune (Rune rune)
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{
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int runeWidth = -1;
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bool validLocation = IsValidLocation (rune, Col, Row);
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if (Contents is null)
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{
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return;
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}
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Clip ??= new (Screen);
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Rectangle clipRect = Clip!.GetBounds ();
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if (validLocation)
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{
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rune = rune.MakePrintable ();
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runeWidth = rune.GetColumns ();
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lock (Contents)
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{
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if (runeWidth == 0 && rune.IsCombiningMark ())
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{
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// AtlasEngine does not support NON-NORMALIZED combining marks in a way
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// compatible with the driver architecture. Any CMs (except in the first col)
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// are correctly combined with the base char, but are ALSO treated as 1 column
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// width codepoints E.g. `echo "[e`u{0301}`u{0301}]"` will output `[é ]`.
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//
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// Until this is addressed (see Issue #), we do our best by
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// a) Attempting to normalize any CM with the base char to it's left
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// b) Ignoring any CMs that don't normalize
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if (Col > 0)
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{
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if (Contents [Row, Col - 1].CombiningMarks.Count > 0)
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{
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// Just add this mark to the list
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Contents [Row, Col - 1].AddCombiningMark (rune);
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// Ignore. Don't move to next column (let the driver figure out what to do).
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}
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else
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{
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// Attempt to normalize the cell to our left combined with this mark
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string combined = Contents [Row, Col - 1].Rune + rune.ToString ();
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// Normalize to Form C (Canonical Composition)
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string normalized = combined.Normalize (NormalizationForm.FormC);
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if (normalized.Length == 1)
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{
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// It normalized! We can just set the Cell to the left with the
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// normalized codepoint
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Contents [Row, Col - 1].Rune = (Rune)normalized [0];
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// Ignore. Don't move to next column because we're already there
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}
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else
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{
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// It didn't normalize. Add it to the Cell to left's CM list
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Contents [Row, Col - 1].AddCombiningMark (rune);
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// Ignore. Don't move to next column (let the driver figure out what to do).
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}
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}
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Contents [Row, Col - 1].Attribute = CurrentAttribute;
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Contents [Row, Col - 1].IsDirty = true;
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}
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else
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{
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// Most drivers will render a combining mark at col 0 as the mark
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Contents [Row, Col].Rune = rune;
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Contents [Row, Col].Attribute = CurrentAttribute;
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Contents [Row, Col].IsDirty = true;
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Col++;
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}
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}
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else
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{
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Contents [Row, Col].Attribute = CurrentAttribute;
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Contents [Row, Col].IsDirty = true;
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if (Col > 0)
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{
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// Check if cell to left has a wide glyph
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if (Contents [Row, Col - 1].Rune.GetColumns () > 1)
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{
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// Invalidate cell to left
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Contents [Row, Col - 1].Rune = Rune.ReplacementChar;
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Contents [Row, Col - 1].IsDirty = true;
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}
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}
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if (runeWidth < 1)
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{
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Contents [Row, Col].Rune = Rune.ReplacementChar;
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}
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else if (runeWidth == 1)
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{
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Contents [Row, Col].Rune = rune;
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if (Col < clipRect.Right - 1)
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{
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Contents [Row, Col + 1].IsDirty = true;
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}
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}
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else if (runeWidth == 2)
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{
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if (!Clip.Contains (Col + 1, Row))
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{
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// We're at the right edge of the clip, so we can't display a wide character.
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// TODO: Figure out if it is better to show a replacement character or ' '
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Contents [Row, Col].Rune = Rune.ReplacementChar;
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}
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else if (!Clip.Contains (Col, Row))
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{
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// Our 1st column is outside the clip, so we can't display a wide character.
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Contents [Row, Col + 1].Rune = Rune.ReplacementChar;
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}
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else
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{
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Contents [Row, Col].Rune = rune;
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if (Col < clipRect.Right - 1)
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{
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// Invalidate cell to right so that it doesn't get drawn
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// TODO: Figure out if it is better to show a replacement character or ' '
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Contents [Row, Col + 1].Rune = Rune.ReplacementChar;
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Contents [Row, Col + 1].IsDirty = true;
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}
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}
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}
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else
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{
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// This is a non-spacing character, so we don't need to do anything
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Contents [Row, Col].Rune = (Rune)' ';
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Contents [Row, Col].IsDirty = false;
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}
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DirtyLines [Row] = true;
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}
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}
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}
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if (runeWidth is < 0 or > 0)
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{
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Col++;
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}
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if (runeWidth > 1)
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{
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Debug.Assert (runeWidth <= 2);
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if (validLocation && Col < clipRect.Right)
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{
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lock (Contents!)
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{
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// This is a double-width character, and we are not at the end of the line.
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// Col now points to the second column of the character. Ensure it doesn't
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// Get rendered.
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Contents [Row, Col].IsDirty = false;
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Contents [Row, Col].Attribute = CurrentAttribute;
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// TODO: Determine if we should wipe this out (for now now)
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//Contents [Row, Col].Rune = (Rune)' ';
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}
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}
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Col++;
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}
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}
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/// <summary>
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/// Adds the specified <see langword="char"/> to the display at the current cursor position. This method is a
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/// convenience method that calls <see cref="AddRune(Rune)"/> with the <see cref="Rune"/> constructor.
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/// </summary>
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/// <param name="c">Character to add.</param>
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public void AddRune (char c) { AddRune (new Rune (c)); }
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/// <summary>Adds the <paramref name="str"/> to the display at the cursor position.</summary>
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/// <remarks>
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/// <para>
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/// When the method returns, <see cref="Col"/> will be incremented by the number of columns
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/// <paramref name="str"/> required, unless the new column value is outside of the <see cref="Clip"/> or screen
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/// dimensions defined by <see cref="Cols"/>.
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/// </para>
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/// <para>If <paramref name="str"/> requires more columns than are available, the output will be clipped.</para>
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/// </remarks>
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/// <param name="str">String.</param>
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public void AddStr (string str)
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{
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List<Rune> runes = str.EnumerateRunes ().ToList ();
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for (var i = 0; i < runes.Count; i++)
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{
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AddRune (runes [i]);
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}
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}
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/// <summary>Clears the <see cref="Contents"/> of the driver.</summary>
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public void ClearContents ()
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{
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Contents = new Cell [Rows, Cols];
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//CONCURRENCY: Unsynchronized access to Clip isn't safe.
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// TODO: ClearContents should not clear the clip; it should only clear the contents. Move clearing it elsewhere.
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Clip = new (Screen);
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DirtyLines = new bool [Rows];
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lock (Contents)
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{
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for (var row = 0; row < Rows; row++)
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{
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for (var c = 0; c < Cols; c++)
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{
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Contents [row, c] = new ()
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{
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Rune = (Rune)' ',
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Attribute = new Attribute (Color.White, Color.Black),
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IsDirty = true
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};
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}
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DirtyLines [row] = true;
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}
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}
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// TODO: Who uses this and why? I am removing for now - this class is a state class not an events class
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//ClearedContents?.Invoke (this, EventArgs.Empty);
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}
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/// <summary>Tests whether the specified coordinate are valid for drawing the specified Rune.</summary>
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/// <param name="rune">Used to determine if one or two columns are required.</param>
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/// <param name="col">The column.</param>
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/// <param name="row">The row.</param>
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/// <returns>
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/// <see langword="false"/> if the coordinate is outside the screen bounds or outside of <see cref="Clip"/>.
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/// <see langword="true"/> otherwise.
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/// </returns>
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public bool IsValidLocation (Rune rune, int col, int row)
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{
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if (rune.GetColumns () < 2)
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{
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return col >= 0 && row >= 0 && col < Cols && row < Rows && Clip!.Contains (col, row);
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}
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return Clip!.Contains (col, row) || Clip!.Contains (col + 1, row);
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}
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/// <inheritdoc/>
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public void SetSize (int cols, int rows)
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{
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Cols = cols;
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Rows = rows;
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ClearContents ();
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}
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/// <inheritdoc/>
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public void FillRect (Rectangle rect, Rune rune)
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{
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// BUGBUG: This should be a method on Region
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rect = Rectangle.Intersect (rect, Clip?.GetBounds () ?? Screen);
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lock (Contents!)
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{
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for (int r = rect.Y; r < rect.Y + rect.Height; r++)
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{
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for (int c = rect.X; c < rect.X + rect.Width; c++)
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{
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if (!IsValidLocation (rune, c, r))
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{
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continue;
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}
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Contents [r, c] = new ()
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{
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Rune = rune != default (Rune) ? rune : (Rune)' ',
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Attribute = CurrentAttribute, IsDirty = true
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};
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}
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}
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}
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}
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/// <inheritdoc/>
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public void FillRect (Rectangle rect, char rune)
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{
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for (int y = rect.Top; y < rect.Top + rect.Height; y++)
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{
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for (int x = rect.Left; x < rect.Left + rect.Width; x++)
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{
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Move (x, y);
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AddRune (rune);
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}
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}
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}
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// TODO: Make internal once Menu is upgraded
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/// <summary>
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/// Updates <see cref="Col"/> and <see cref="Row"/> to the specified column and row in <see cref="Contents"/>.
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/// Used by <see cref="AddRune(Rune)"/> and <see cref="AddStr"/> to determine where to add content.
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/// </summary>
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/// <remarks>
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/// <para>This does not move the cursor on the screen, it only updates the internal state of the driver.</para>
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/// <para>
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/// If <paramref name="col"/> or <paramref name="row"/> are negative or beyond <see cref="Cols"/> and
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/// <see cref="Rows"/>, the method still sets those properties.
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/// </para>
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/// </remarks>
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/// <param name="col">Column to move to.</param>
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/// <param name="row">Row to move to.</param>
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public virtual void Move (int col, int row)
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{
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//Debug.Assert (col >= 0 && row >= 0 && col < Contents.GetLength(1) && row < Contents.GetLength(0));
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Col = col;
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Row = row;
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}
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}
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