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use std::{
fmt::{self, Display, Write},
io::{self, Write as ioWrite},
usize,
};
pub mod colchar;
pub mod utils;
pub mod vec2d;
pub use colchar::{ColChar, Colour, Modifier};
pub use utils::Wrapping;
pub use vec2d::Vec2D;
/// The View struct is the canvas on which you will print all of your ViewElements. In normal use, you would clear the View, `blit` all your ViewElements to it and then render. The following example demonstrates a piece of code that will render a View of width 9 and height 3, with a single Point in the middle
/// ```
/// use gemini_engine::elements::{view::{Wrapping, ColChar}, View, Point, Vec2D};
///
/// fn main() {
/// let mut view = View::new(9, 3, ColChar::BACKGROUND);
/// let point = Point::new(Vec2D::new(4,1), ColChar::SOLID);
///
/// view.blit(&point, Wrapping::Panic);
///
/// view.display_render().unwrap();
/// }
/// ```
#[derive(Debug, Clone)]
pub struct View {
pub width: usize,
pub height: usize,
pub background_char: ColChar,
pixels: Vec<ColChar>,
}
impl View {
pub fn new(width: usize, height: usize, background_char: ColChar) -> View {
let mut view = View {
width,
height,
background_char,
pixels: Vec::new(),
};
view.clear();
view
}
/// Return the size of the [`View`] as a [`Vec2D`](vec2d)
pub fn size(&self) -> Vec2D {
Vec2D::new(self.width as isize, self.height as isize)
}
/// Return a Vec2D of the centre of the screen
pub fn center(&self) -> Vec2D {
self.size() / 2
}
pub fn clear(&mut self) {
self.pixels = vec![self.background_char; self.width * self.height]
}
pub fn plot(&mut self, pos: Vec2D, c: ColChar, wrapping: Wrapping) {
let mut pos = pos;
let in_bounds_pos = pos.clone() % self.size();
match wrapping {
Wrapping::Wrap => pos = in_bounds_pos,
Wrapping::Ignore => {
if pos.x < 0 || pos.y < 0 || pos != in_bounds_pos {
return;
}
}
Wrapping::Panic => {
if pos.x < 0 || pos.y < 0 || pos != in_bounds_pos {
panic!("{} is not within the view's boundaries", pos);
}
}
}
let ux = pos.x as usize;
let uy = pos.y as usize;
self.pixels[self.width * uy + ux] = c;
}
/// Blit a ViewElement to the screen. This is usually done before rendering.
pub fn blit<T: ViewElement>(&mut self, element: &T, wrapping: Wrapping) {
let active_pixels = element.active_pixels();
for point in active_pixels {
self.plot(point.pos, point.fill_char, wrapping);
}
}
/// Display the View. View implements the Display trait so you can display it how you wish, but this is intended to be the fastest way possible
pub fn display_render(&self) -> io::Result<()> {
let mut stdout = io::stdout().lock();
write!(stdout, "{self}")
}
}
impl Display for View {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> fmt::Result {
utils::prepare_terminal(f).unwrap();
f.write_str("\x1b[H\x1b[J")?;
for y in 0..self.height {
let row: Vec<&ColChar> = self.pixels[self.width * y..self.width * (y + 1)]
.iter()
.collect();
write!(
f,
"{}{}{}",
row[0].modifier,
row[0].fill_char,
match row[0].modifier == row[1].modifier {
true => Modifier::None,
false => Modifier::END,
}
)?;
for x in 1..row.len() {
let curr_mod = row[x].modifier;
let prev_mod = row[x - 1].modifier;
let next_mod = match row.get(x + 1) {
Some(m) => m.modifier,
None => Modifier::None,
};
let modifier = match prev_mod == curr_mod {
true => Modifier::None,
false => curr_mod,
};
let end = match next_mod == curr_mod {
true => Modifier::None,
false => Modifier::END,
};
write!(f, "{}{}{}", modifier, row[x].fill_char, end)?;
}
f.write_char('\n')?;
}
f.write_str("\x1b[J")?;
Ok(())
}
}
/// The `Point` holds a single [`Vec2D`], the coordinates at which it is printed when blit to a [`View`]
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub struct Point {
pub pos: Vec2D,
pub fill_char: ColChar,
}
impl Point {
pub fn new(pos: Vec2D, fill_char: ColChar) -> Self {
Self { pos, fill_char }
}
}
impl From<(Vec2D, ColChar)> for Point {
fn from(value: (Vec2D, ColChar)) -> Self {
Self {
pos: value.0,
fill_char: value.1,
}
}
}
impl ViewElement for Point {
fn active_pixels(&self) -> Vec<Point> {
vec![*self]
}
}
/// ViewElement is a trait that must be implemented by any element that can be blitted to a View
pub trait ViewElement {
/// Return a vector of every coordinate where a pixel should be placed and its respective [`ColChar`]. If your whole object is a solid colour, consider using [`utils::points_to_pixels()`] which will add the same [`ColChar`] to every point and can then be used as this function's output
fn active_pixels(&self) -> Vec<Point>;
}