update grids

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ClementTsang 2025-04-10 19:34:56 -04:00
parent c68b190388
commit 33692afb14
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@ -150,21 +150,39 @@ trait Grid: Debug {
fn reset(&mut self);
}
#[derive(Debug, Clone)]
/// The `BrailleGrid` is a grid made up of cells each containing a Braille pattern.
///
/// This makes it possible to draw shapes with a resolution of 2x4 dots per cell. This is useful
/// when you want to draw shapes with a high resolution. Font support for Braille patterns is
/// required to see the dots. If your terminal or font does not support this unicode block, you
/// will see unicode replacement characters (<28>) instead of braille dots.
///
/// This grid type only supports a single foreground color for each 2x4 dots cell. There is no way
/// to set the individual color of each dot in the braille pattern.
#[derive(Debug)]
struct BrailleGrid {
/// Width of the grid in number of terminal columns
width: u16,
/// Height of the grid in number of terminal rows
height: u16,
cells: Vec<u16>, // FIXME: (points_rework_v1) isn't this really inefficient to go u16 -> String from utf16?
/// Represents the unicode braille patterns. Will take a value between `0x2800` and `0x28FF`
/// this is converted to an utf16 string when converting to a layer. See
/// <https://en.wikipedia.org/wiki/Braille_Patterns> for more info.
utf16_code_points: Vec<u16>,
/// The color of each cell only supports foreground colors for now as there's no way to
/// individually set the background color of each dot in the braille pattern.
colors: Vec<Color>,
}
impl BrailleGrid {
fn new(width: u16, height: u16) -> BrailleGrid {
/// Create a new `BrailleGrid` with the given width and height measured in terminal columns and
/// rows respectively.
fn new(width: u16, height: u16) -> Self {
let length = usize::from(width * height);
BrailleGrid {
Self {
width,
height,
cells: vec![symbols::braille::BLANK; length],
utf16_code_points: vec![symbols::braille::BLANK; length],
colors: vec![Color::Reset; length],
}
}
@ -172,58 +190,58 @@ impl BrailleGrid {
impl Grid for BrailleGrid {
fn resolution(&self) -> (f64, f64) {
(
f64::from(self.width) * 2.0 - 1.0,
f64::from(self.height) * 4.0 - 1.0,
)
(f64::from(self.width) * 2.0, f64::from(self.height) * 4.0)
}
fn save(&self) -> Layer {
Layer {
string: String::from_utf16(&self.cells).unwrap(),
colors: self.colors.iter().map(|c| (*c, Color::Reset)).collect(),
}
let string = String::from_utf16(&self.utf16_code_points).unwrap();
// the background color is always reset for braille patterns
let colors = self.colors.iter().map(|c| (*c, Color::Reset)).collect();
Layer { string, colors }
}
fn reset(&mut self) {
for c in &mut self.cells {
*c = symbols::braille::BLANK;
}
for c in &mut self.colors {
*c = Color::Reset;
}
self.utf16_code_points.fill(symbols::braille::BLANK);
self.colors.fill(Color::Reset);
}
fn paint(&mut self, x: usize, y: usize, color: Color) {
let index = y / 4 * self.width as usize + x / 2;
if let Some(curr_color) = self.colors.get_mut(index) {
if *curr_color != color {
*curr_color = color;
if let Some(cell) = self.cells.get_mut(index) {
*cell = symbols::braille::BLANK;
*cell |= symbols::braille::DOTS[y % 4][x % 2];
}
} else if let Some(c) = self.cells.get_mut(index) {
*c |= symbols::braille::DOTS[y % 4][x % 2];
}
// using get_mut here because we are indexing the vector with usize values
// and we want to make sure we don't panic if the index is out of bounds
if let Some(c) = self.utf16_code_points.get_mut(index) {
*c |= symbols::braille::DOTS[y % 4][x % 2];
}
if let Some(c) = self.colors.get_mut(index) {
*c = color;
}
}
}
#[derive(Debug, Clone)]
/// The `CharGrid` is a grid made up of cells each containing a single character.
///
/// This makes it possible to draw shapes with a resolution of 1x1 dots per cell. This is useful
/// when you want to draw shapes with a low resolution.
#[derive(Debug)]
struct CharGrid {
/// Width of the grid in number of terminal columns
width: u16,
/// Height of the grid in number of terminal rows
height: u16,
/// Represents a single character for each cell
cells: Vec<char>,
/// The color of each cell
colors: Vec<Color>,
/// The character to use for every cell - e.g. a block, dot, etc.
cell_char: char,
}
impl CharGrid {
fn new(width: u16, height: u16, cell_char: char) -> CharGrid {
/// Create a new `CharGrid` with the given width and height measured in terminal columns and
/// rows respectively.
fn new(width: u16, height: u16, cell_char: char) -> Self {
let length = usize::from(width * height);
CharGrid {
Self {
width,
height,
cells: vec![' '; length],
@ -235,7 +253,7 @@ impl CharGrid {
impl Grid for CharGrid {
fn resolution(&self) -> (f64, f64) {
(f64::from(self.width) - 1.0, f64::from(self.height) - 1.0)
(f64::from(self.width), f64::from(self.height))
}
fn save(&self) -> Layer {
@ -246,16 +264,14 @@ impl Grid for CharGrid {
}
fn reset(&mut self) {
for c in &mut self.cells {
*c = ' ';
}
for c in &mut self.colors {
*c = Color::Reset;
}
self.cells.fill(' ');
self.colors.fill(Color::Reset);
}
fn paint(&mut self, x: usize, y: usize, color: Color) {
let index = y * self.width as usize + x;
// using get_mut here because we are indexing the vector with usize values
// and we want to make sure we don't panic if the index is out of bounds
if let Some(c) = self.cells.get_mut(index) {
*c = self.cell_char;
}
@ -265,42 +281,34 @@ impl Grid for CharGrid {
}
}
/// The `HalfBlockGrid` is a grid made up of cells each containing a half block character.
///
/// In terminals, each character is usually twice as tall as it is wide. Unicode has a couple of
/// vertical half block characters, the upper half block '▀' and lower half block '▄' which take up
/// half the height of a normal character but the full width. Together with an empty space ' ' and a
/// full block '█', we can effectively double the resolution of a single cell. In addition, because
/// each character can have a foreground and background color, we can control the color of the upper
/// and lower half of each cell. This allows us to draw shapes with a resolution of 1x2 "pixels" per
/// cell.
///
/// This allows for more flexibility than the `BrailleGrid` which only supports a single
/// foreground color for each 2x4 dots cell, and the `CharGrid` which only supports a single
/// character for each cell.
#[derive(Debug)]
pub struct Painter<'a, 'b> {
context: &'a mut Context<'b>,
resolution: (f64, f64),
}
/// The HalfBlockGrid is a grid made up of cells each containing a half block
/// character.
///
/// In terminals, each character is usually twice as tall as it is wide. Unicode
/// has a couple of vertical half block characters, the upper half block '▀' and
/// lower half block '▄' which take up half the height of a normal character but
/// the full width. Together with an empty space ' ' and a full block '█', we
/// can effectively double the resolution of a single cell. In addition, because
/// each character can have a foreground and background color, we can control
/// the color of the upper and lower half of each cell. This allows us to draw
/// shapes with a resolution of 1x2 "pixels" per cell.
///
/// This allows for more flexibility than the BrailleGrid which only supports a
/// single foreground color for each 2x4 dots cell, and the CharGrid which only
/// supports a single character for each cell.
#[derive(Debug, Default, Clone, Eq, PartialEq, Hash)]
struct HalfBlockGrid {
/// width of the grid in number of terminal columns
/// Width of the grid in number of terminal columns
width: u16,
/// height of the grid in number of terminal rows
/// Height of the grid in number of terminal rows
height: u16,
/// represents a single color for each "pixel" arranged in column, row order
/// Represents a single color for each "pixel" arranged in column, row order
pixels: Vec<Vec<Color>>,
}
impl HalfBlockGrid {
/// Create a new [`HalfBlockGrid`] with the given width and height measured
/// in terminal columns and rows respectively.
fn new(width: u16, height: u16) -> HalfBlockGrid {
HalfBlockGrid {
/// Create a new `HalfBlockGrid` with the given width and height measured in terminal columns
/// and rows respectively.
fn new(width: u16, height: u16) -> Self {
Self {
width,
height,
pixels: vec![vec![Color::Reset; width as usize]; height as usize * 2],
@ -314,11 +322,10 @@ impl Grid for HalfBlockGrid {
}
fn save(&self) -> Layer {
// Given that we store the pixels in a grid, and that we want to use 2 pixels
// arranged vertically to form a single terminal cell, which can be
// either empty, upper half block, lower half block or full block, we
// need examine the pixels in vertical pairs to decide what character to
// print in each cell. So these are the 4 states we use to represent each
// Given that we store the pixels in a grid, and that we want to use 2 pixels arranged
// vertically to form a single terminal cell, which can be either empty, upper half block,
// lower half block or full block, we need examine the pixels in vertical pairs to decide
// what character to print in each cell. So these are the 4 states we use to represent each
// cell:
//
// 1. upper: reset, lower: reset => ' ' fg: reset / bg: reset
@ -326,44 +333,51 @@ impl Grid for HalfBlockGrid {
// 3. upper: color, lower: reset => '▀' fg: upper color / bg: reset
// 4. upper: color, lower: color => '▀' fg: upper color / bg: lower color
//
// Note that because the foreground reset color (i.e. default foreground color)
// is usually not the same as the background reset color (i.e. default
// background color), we need to swap around the colors for that state
// (2 reset/color).
// Note that because the foreground reset color (i.e. default foreground color) is usually
// not the same as the background reset color (i.e. default background color), we need to
// swap around the colors for that state (2 reset/color).
//
// When the upper and lower colors are the same, we could continue to use an
// upper half block, but we choose to use a full block instead. This
// allows us to write unit tests that treat the cell as a single
// character instead of two half block characters.
// When the upper and lower colors are the same, we could continue to use an upper half
// block, but we choose to use a full block instead. This allows us to write unit tests that
// treat the cell as a single character instead of two half block characters.
// Note we implement this slightly differently to what is done in ratatui's
// repo, since their version doesn't seem to compile for me...
//
// TODO: Whenever I add this as a valid marker, make sure this works fine with
// the overridden time_chart drawing-layer-thing.
// Join the upper and lower rows, and emit a tuple vector of strings to print,
// and their colours.
let (string, colors) = self
// first we join each adjacent row together to get an iterator that contains vertical pairs
// of pixels, with the lower row being the first element in the pair
let vertical_color_pairs = self
.pixels
.iter()
.tuples()
.flat_map(|(upper_row, lower_row)| zip(upper_row, lower_row))
.flat_map(|(upper_row, lower_row)| zip(upper_row, lower_row));
// then we work out what character to print for each pair of pixels
let string = vertical_color_pairs
.clone()
.map(|(upper, lower)| match (upper, lower) {
(Color::Reset, Color::Reset) => (' ', (Color::Reset, Color::Reset)),
(Color::Reset, &lower) => (symbols::half_block::LOWER, (Color::Reset, lower)),
(&upper, Color::Reset) => (symbols::half_block::UPPER, (upper, Color::Reset)),
(&upper, &lower) => {
let c = if lower == upper {
(Color::Reset, Color::Reset) => ' ',
(Color::Reset, _) => symbols::half_block::LOWER,
(_, Color::Reset) => symbols::half_block::UPPER,
(&lower, &upper) => {
if lower == upper {
symbols::half_block::FULL
} else {
symbols::half_block::UPPER
};
(c, (upper, lower))
}
}
})
.unzip();
.collect();
// then we convert these each vertical pair of pixels into a foreground and background color
let colors = vertical_color_pairs
.map(|(upper, lower)| {
let (fg, bg) = match (upper, lower) {
(Color::Reset, Color::Reset) => (Color::Reset, Color::Reset),
(Color::Reset, &lower) => (lower, Color::Reset),
(&upper, Color::Reset) => (upper, Color::Reset),
(&upper, &lower) => (upper, lower),
};
(fg, bg)
})
.collect();
Layer { string, colors }
}
@ -377,6 +391,12 @@ impl Grid for HalfBlockGrid {
}
}
#[derive(Debug)]
pub struct Painter<'a, 'b> {
context: &'a mut Context<'b>,
resolution: (f64, f64),
}
impl Painter<'_, '_> {
/// Convert the (x, y) coordinates to location of a point on the grid.
pub fn get_point(&self, x: f64, y: f64) -> Option<(usize, usize)> {