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74
src/lib/ui/Canvas.hx
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74
src/lib/ui/Canvas.hx
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package lib.ui;
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import util.Vec.Vec2;
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import kernel.ui.TermBuffer.Pixel;
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abstract Canvas(Array<Array<Pixel>>) to Array<Array<Pixel>> {
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inline public function new() {
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this = [[]];
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}
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public inline function set(i:Vec2<Int>,pixel:Pixel) {
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if (this[i.y] == null){
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this[i.y] = [];
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}
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this[i.y][i.x] = pixel;
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}
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public inline function get(i:Vec2<Int>): Pixel {
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return this[i.y][i.x];
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}
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public function keyValueIterator(): KeyValueIterator<Vec2<Int>,Pixel>{
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return new CanvasKeyValueIterator(this);
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}
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public function combine(other: Canvas,offset: Vec2<Int>) {
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for (key => value in other) {
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if (value == null){
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continue;
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}
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var y = offset.y + key.y;
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var x = offset.x + key.x;
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if (this[y] == null){
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this[y] = [];
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}
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this[y][x] = value;
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}
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}
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}
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class CanvasKeyValueIterator{
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private final canvas:Array<Array<Pixel>>;
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private var index:Vec2<Int> = {x: 0,y: 0};
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@:allow(lib.ui.Canvas)
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private function new(canvas: Array<Array<Pixel>>) {
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this.canvas = canvas;
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}
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public function hasNext():Bool{
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return index.y < canvas.length && index.x < canvas[index.y].length;
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}
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public function next():{key:Vec2<Int>, value:Pixel}{
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var oldIndex: Vec2<Int> = this.index;
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if (index.x >= canvas[index.y].length){
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// Goto next line
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index = {x:0,y: index.y + 1};
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}else{
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// Goto next pixel in line
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index = {x:index.x + 1,y: index.y};
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}
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return {
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key: oldIndex,
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value: this.canvas[oldIndex.y][oldIndex.x]
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};
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}
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}
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7
src/lib/ui/IElement.hx
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7
src/lib/ui/IElement.hx
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package lib.ui;
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import util.Vec.Vec2;
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interface IElement {
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public function render(bounds: Vec2<Int>): Canvas;
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}
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80
src/lib/ui/ReactiveUI.hx
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80
src/lib/ui/ReactiveUI.hx
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package lib.ui;
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import kernel.Log;
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import util.Color;
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import util.Vec.Vec2;
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import kernel.ui.WindowContext;
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class ReactiveUI {
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private final context:WindowContext;
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public function new(context: WindowContext) {
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this.context = context;
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}
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public function render(children: Array<IElement>) {
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var size = context.getSize();
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var screen = renderChildren(children,size);
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writeToContext(screen);
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}
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private function writeToContext(screen: Canvas) {
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var currentBg: Color = Black;
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var currentFg: Color = White;
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var currentLine = 0;
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context.setBackgroundColor(currentBg);
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context.setTextColor(currentFg);
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context.setCursorPos(0,0);
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for (key => pixel in screen) {
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if (key.y != currentLine){
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currentLine = key.y;
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context.setCursorPos(key.x,key.y);
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}
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if (pixel == null){
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context.write(' ');
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}else{
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if (pixel.bg != currentBg){
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context.setBackgroundColor(pixel.bg);
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currentBg = pixel.bg;
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}
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if (pixel.textColor != currentFg){
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context.setTextColor(pixel.textColor);
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currentFg = pixel.textColor;
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}
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context.write(pixel.char);
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}
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}
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}
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public static function renderChildren(children: Array<IElement>,bounds: Vec2<Int>): Canvas {
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var rtn: Canvas = new Canvas();
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var writePoint: Vec2<Int> = {x: 0,y: 0};
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for (child in children) {
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if (bounds.y - writePoint.y <= 0){
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// No more space to render children
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Log.debug("No more space");
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break;
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}
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var childRender = child.render({
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x: bounds.x,
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y: bounds.y - writePoint.y
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});
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rtn.combine(childRender,writePoint);
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}
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return rtn;
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}
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}
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31
src/lib/ui/TextElement.hx
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31
src/lib/ui/TextElement.hx
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package lib.ui;
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import kernel.Log;
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import util.Color;
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import util.Vec.Vec2;
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import util.MathI;
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class TextElement implements IElement {
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private final text:String;
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private final bg:Color;
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private final fg:Color;
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public function new(text: String,?background: Color = Black,?textColor: Color = White) {
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this.text = text;
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this.bg = background;
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this.fg = textColor;
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}
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public function render(bounds: Vec2<Int>):Canvas {
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var rtn = new Canvas();
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for (i in 0...MathI.min(Math.floor(text.length / bounds.x) + 1,bounds.y)){
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var line = (text.substr(i * bounds.x,bounds.x));
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for (char in 0...line.length) {
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rtn.set({x: char,y: i},{textColor: fg,char: line.charAt(char),bg: bg});
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}
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}
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return rtn;
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}
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}
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18
src/lib/ui/VSplitLayout.hx
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18
src/lib/ui/VSplitLayout.hx
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@@ -0,0 +1,18 @@
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package lib.ui;
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import util.Vec.Vec2;
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import kernel.ui.TermBuffer.Pixel;
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class VSplitLayout implements IElement{
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public function new(childrenLeft: Array<IElement>,childrenRight: Array<IElement>) {
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}
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public function render(bounds:Vec2<Int>):Canvas {
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var boundsLeft: Vec2<Int> = { x: Math.ceil(bounds.x / 2), y: bounds.y};
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var boundsRight: Vec2<Int> = { x: Math.floor(bounds.x / 2), y: bounds.y};
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return null;
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}
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}
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