module ui import os import strings pub struct Color { pub: r byte g byte b byte } pub fn (c Color) hex() string { return '#${c.r.hex()}${c.g.hex()}${c.b.hex()}' } // Synchronized Updates spec, designed to avoid tearing during renders // https://gitlab.com/gnachman/iterm2/-/wikis/synchronized-updates-spec const ( bsu = '\x1bP=1s\x1b\\' esu = '\x1bP=2s\x1b\\' vno_bsu_esu = os.getenv('VNO_BSU_ESU').len>0 ) [inline] pub fn (mut ctx Context) write(s string) { if s == '' { return } ctx.print_buf.push_many(s.str, s.len) } [inline] pub fn (mut ctx Context) flush() { $if windows { // TODO } $else { // TODO: Diff the previous frame against this one, and only render things that changed? if vno_bsu_esu { C.write(C.STDOUT_FILENO, ctx.print_buf.data, ctx.print_buf.len) } else { C.write(C.STDOUT_FILENO, bsu.str, bsu.len) C.write(C.STDOUT_FILENO, ctx.print_buf.data, ctx.print_buf.len) C.write(C.STDOUT_FILENO, esu.str, esu.len) } ctx.print_buf.clear() } } [inline] pub fn (mut ctx Context) bold() { ctx.write('\x1b[1m') } [inline] pub fn (mut ctx Context) set_cursor_position(x int, y int) { ctx.write('\x1b[$y;${x}H') } [inline] pub fn (mut ctx Context) set_color(c Color) { ctx.write('\x1b[38;2;${int(c.r)};${int(c.g)};${int(c.b)}m') } [inline] pub fn (mut ctx Context) set_bg_color(c Color) { ctx.write('\x1b[48;2;${int(c.r)};${int(c.g)};${int(c.b)}m') } [inline] pub fn (mut ctx Context) reset_color() { ctx.write('\x1b[39m') } [inline] pub fn (mut ctx Context) reset_bg_color() { ctx.write('\x1b[49m') } [inline] pub fn (mut ctx Context) reset() { ctx.write('\x1b[0m') } [inline] pub fn (mut ctx Context) clear() { ctx.write('\x1b[2J\x1b[3J') } [inline] pub fn (mut ctx Context) set_window_title(s string) { print('\x1b]0;$s\x07') } [inline] pub fn (mut ctx Context) draw_point(x int, y int) { ctx.set_cursor_position(x, y) ctx.write(' ') } [inline] pub fn (mut ctx Context) draw_text(x int, y int, s string) { ctx.set_cursor_position(x, y) ctx.write(s) } pub fn (mut ctx Context) draw_line(x int, y int, x2 int, y2 int) { min_x, min_y := if x < x2 { x } else { x2 }, if y < y2 { y } else { y2 } max_x, _ := if x > x2 { x } else { x2 }, if y > y2 { y } else { y2 } if y == y2 { // Horizontal line, performance improvement ctx.set_cursor_position(min_x, min_y) ctx.write(strings.repeat(` `, max_x + 1 - min_x)) return } // Draw the various points with Bresenham's line algorithm: mut x0, x1 := x, x2 mut y0, y1 := y, y2 sx := if x0 < x1 { 1 } else { -1 } sy := if y0 < y1 { 1 } else { -1 } dx := if x0 < x1 { x1 - x0 } else { x0 - x1 } dy := if y0 < y1 { y0 - y1 } else { y1 - y0 } // reversed mut err := dx + dy for { // res << Segment{ x0, y0 } ctx.draw_point(x0, y0) if x0 == x1 && y0 == y1 { break } e2 := 2 * err if e2 >= dy { err += dy x0 += sx } if e2 <= dx { err += dx y0 += sy } } } pub fn (mut ctx Context) draw_rect(x int, y int, x2 int, y2 int) { if y == y2 || x == x2 { ctx.draw_line(x, y, x2, y2) return } min_y, max_y := if y < y2 { y } else { y2 }, if y > y2 { y } else { y2 } for y_pos in min_y .. max_y + 1 { ctx.draw_line(x, y_pos, x2, y_pos) } } pub fn (mut ctx Context) draw_empty_rect(x int, y int, x2 int, y2 int) { if y == y2 || x == x2 { ctx.draw_line(x, y, x2, y2) return } ctx.draw_line(x, y, x2, y) ctx.draw_line(x, y2, x2, y2) ctx.draw_line(x, y, x, y2) ctx.draw_line(x2, y, x2, y2) } [inline] pub fn (mut ctx Context) horizontal_separator(y int) { ctx.set_cursor_position(0, y) ctx.write(strings.repeat(/* `⎽` */`-`, ctx.window_width)) }