worked on rendering code
worked on code for libgui for rendering a user interface
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@@ -0,0 +1,274 @@
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use crate::std::io::Frame;
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use alloc::{vec::Vec, vec, boxed::Box, string::ToString};
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use crate::kernel::render::{BUFFER_WIDTH, BUFFER_HEIGHT, RENDERER};
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use crate::{println, print};
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/*
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- this library will provide useful structures for creating simple
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command line based interfaces using ascii
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*/
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/// all interface elements must implement this trait in order to be
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/// rendered on the screen
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trait Element { // default behaviour for all elements
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fn render(&self) -> (Vec<Vec<char>>, (usize, usize)) { // recursive method for rendering the
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// specified frame to the screen
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// insert rendering code for specific frame here
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// this should also render all children of the element
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(Vec::<Vec<char>>::new(), (0, 0))
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}
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}
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pub struct Container { // a simple container objects for grouping
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// other containers together
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frame: Vec<Vec<char>>,
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elements: Vec<Box<dyn Element>>,
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position: (usize, usize), // x,y
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//
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outlined: bool,
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dimensions: (usize, usize), // x,y
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}
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impl Container {
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fn new(position: (usize, usize), dimensions: (usize, usize), outlined: bool) -> Container {
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Self {
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frame: vec![vec![' '; dimensions.0 as usize]; dimensions.1 as usize],
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elements: Vec::new(),
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position,
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outlined,
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dimensions,
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}
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}
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fn place(&self, element: Vec<Vec<char>>) {
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return // unimplemented
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}
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}
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impl Element for Container {
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fn render(&self) -> (Vec<Vec<char>>, (usize, usize)) { // returns all elements as a single frame
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let mut charmap = Vec::<Vec<char>>::new();
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let mut frstline: Vec<char>;
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let mut midlines: Vec<char>;
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let mut lastline: Vec<char>;
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if self.outlined {
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frstline = vec!['┌'];
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midlines = vec!['│'];
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lastline = vec!['└'];
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frstline.append(&mut vec!['─'; self.dimensions.0 -2]);
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midlines.append(&mut vec![' '; self.dimensions.0 -2]);
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lastline.append(&mut vec!['─'; self.dimensions.0 -2]);
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frstline.append(&mut vec!['┐']);
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midlines.append(&mut vec!['│']);
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lastline.append(&mut vec!['┘']);
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charmap.push(frstline);
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for _ in 0..self.dimensions.1 -2 {
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charmap.push(midlines.clone());
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}
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charmap.push(lastline);
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}
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// render child elements
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for element in &self.elements {
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let r = (*element).render();
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// rendering code for child elements goes here
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// code to render the object at the position marked by offset within the container
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for (i, row) in r.0.iter().enumerate() {
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for (j, chr) in row.iter().enumerate() { // r.0 is the rendered element
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// r.1.0 is the x offset
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charmap[i + r.1.1][j + r.1.0] = *chr; // r.1.1 is the y offset
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}
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}
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}
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return (charmap, self.position);
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}
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}
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pub struct IndicatorBar {
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length: usize,
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filled: usize,
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abs: usize,
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position: (usize, usize),
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}
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impl IndicatorBar {
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fn new(position: (usize, usize), length: usize) -> IndicatorBar {
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IndicatorBar { position, length, abs: 0, filled: 0 }
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}
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fn set_value(&mut self, value: usize) { // takes a value from 1-100%
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// and turns it into a corresponding length filled
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self.filled = value
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}
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}
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impl Element for IndicatorBar {
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fn render(&self) -> (Vec<Vec<char>>, (usize, usize)) {
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let numlen = (self.abs.to_string().as_str()).len();
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let relfilled = (self.filled as f64 / 100.0 * ((self.length - numlen) as f64)) as usize;
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let mut line = Vec::<char>::new();
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line.append(&mut (self.abs.to_string().chars().collect()));
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line.append(&mut vec!['▓'; relfilled]);
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line.append(&mut vec!['░'; self.length-numlen-relfilled]);
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let mut rendered = Vec::new();
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rendered.push(line);
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println!("RENDERED: {:?}", rendered);
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return (rendered, (self.position))
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}
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}
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// functions that deal with the rendering and interaction between objects being
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// rendered.
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pub fn render_frame(elements: Vec<Container>) {
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let mut buffer: Frame = [[' '; BUFFER_WIDTH]; BUFFER_HEIGHT];
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for frame in elements.iter() {
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let f = frame.render();
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for (i, row) in f.0.iter().enumerate() {
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for (j, chr) in row.iter().enumerate() {
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let mut current = &buffer[i + f.1.1][j + f.1.0];
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let newchar = overlap_check(*current, *chr);
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buffer[i + f.1.1][j + f.1.0] = newchar;
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//print!("{}", buffer[i+frame.position.1][j+frame.position.0]);
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}
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}
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}
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//println!("{:?}", buffer);
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RENDERER.lock().render_frame(buffer)
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}
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pub fn overlap_check(oldchar: char, newchar: char) -> char {
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match (oldchar, newchar) {
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//┌│└ ┐┘─
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('│', '─')|('┌', '┘')|('└', '┐') => '┼',
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('┌', '└') => '├',
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('┐', '┐') => '┤',
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(_, _) => newchar
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}
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}
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// function to return a charmap of the outline of an object
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fn gen_outline(dimensions: (usize, usize)) -> Vec<Vec<char>> {
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let mut charmap = Vec::<Vec<char>>::new();
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let mut frstline = vec!['┌'];
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let mut midlines = vec!['│'];
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let mut lastline = vec!['└'];
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frstline.append(&mut vec!['─'; dimensions.0 -2]);
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midlines.append(&mut vec![' '; dimensions.0 -2]);
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lastline.append(&mut vec!['─'; dimensions.0 -2]);
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frstline.append(&mut vec!['┐']);
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midlines.append(&mut vec!['│']);
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lastline.append(&mut vec!['┘']);
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charmap.push(frstline);
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for _ in 0..dimensions.1 -2 {
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charmap.push(midlines.clone());
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}
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charmap.push(lastline);
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return charmap
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}
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// testing functions
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pub fn test_elements() {
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println!("e");
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let mut containers = Vec::<Container>::new();
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//for _ in 0..10 {
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// containers.push(generate_box());
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//}
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containers.push(Container::new((5, 5), (15, 5), true));
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containers.push(Container::new((10, 3), (50, 15), true));
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let mut bar = IndicatorBar::new((10, 10), 12);
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let mut bar2 = IndicatorBar::new((10, 11), 12);
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bar.set_value(43);
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bar.abs = 101;
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bar2.set_value(14);
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bar2.abs= 15;
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containers[1].elements.push(Box::new(bar));
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containers[1].elements.push(Box::new(bar2));
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render_frame(containers);
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return
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}
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// function to generate a box in a random location on the screen.
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fn generate_box() -> Container {
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use crate::std::random::Random;
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let width = Random::int(5, 20);
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let height = Random::int(5, 10);
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let xoffset = Random::int(5, 50);
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let yoffset = Random::int(5, 10);
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Container::new((width, height), (xoffset, yoffset), true)
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}
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@@ -0,0 +1,2 @@
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pub mod libgui_core;
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pub mod libgui_elements;
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