Files
Basalt2/src/render.lua
Robert Jelic d27760adc2 Canvas test
2025-03-31 03:28:16 +02:00

372 lines
12 KiB
Lua

local colorChars = require("libraries/colorHex")
local log = require("log")
--- This is the render module for Basalt. It tries to mimic the functionality of the `term` API. but with additional
--- functionality. It also has a buffer system to reduce the number of calls
--- @class Render
--- @field terminal table The terminal object to render to
--- @field width number The width of the render
--- @field height number The height of the render
--- @field buffer table The buffer to render
--- @field xCursor number The x position of the cursor
--- @field yCursor number The y position of the cursor
--- @field blink boolean Whether the cursor should blink
local Render = {}
Render.__index = Render
local sub = string.sub
--- Creates a new Render object
--- @param terminal table The terminal object to render to
--- @return Render
function Render.new(terminal)
local self = setmetatable({}, Render)
self.terminal = terminal
self.width, self.height = terminal.getSize()
self.buffer = {
text = {},
fg = {},
bg = {},
dirtyRects = {}
}
for y=1, self.height do
self.buffer.text[y] = string.rep(" ", self.width)
self.buffer.fg[y] = string.rep("0", self.width)
self.buffer.bg[y] = string.rep("f", self.width)
end
return self
end
--- Adds a dirty rectangle to the buffer
--- @param x number The x position of the rectangle
--- @param y number The y position of the rectangle
--- @param width number The width of the rectangle
--- @param height number The height of the rectangle
--- @return Render
function Render:addDirtyRect(x, y, width, height)
table.insert(self.buffer.dirtyRects, {
x = x,
y = y,
width = width,
height = height
})
return self
end
--- Blits text to the screen
--- @param x number The x position to blit to
--- @param y number The y position to blit to
--- @param text string The text to blit
--- @param fg string The foreground color of the text
--- @param bg string The background color of the text
--- @return Render
function Render:blit(x, y, text, fg, bg)
if y < 1 or y > self.height then return self end
if(#text ~= #fg or #text ~= #bg)then
error("Text, fg, and bg must be the same length")
end
self.buffer.text[y] = sub(self.buffer.text[y]:sub(1,x-1) .. text .. self.buffer.text[y]:sub(x+#text), 1, self.width)
self.buffer.fg[y] = sub(self.buffer.fg[y]:sub(1,x-1) .. fg .. self.buffer.fg[y]:sub(x+#fg), 1, self.width)
self.buffer.bg[y] = sub(self.buffer.bg[y]:sub(1,x-1) .. bg .. self.buffer.bg[y]:sub(x+#bg), 1, self.width)
self:addDirtyRect(x, y, #text, 1)
return self
end
--- Blits text to the screen with multiple lines
--- @param x number The x position to blit to
--- @param y number The y position to blit to
--- @param width number The width of the text
--- @param height number The height of the text
--- @param text string The text to blit
--- @param fg colors The foreground color of the text
--- @param bg colors The background color of the text
--- @return Render
function Render:multiBlit(x, y, width, height, text, fg, bg)
if y < 1 or y > self.height then return self end
if(#text ~= #fg or #text ~= #bg)then
error("Text, fg, and bg must be the same length")
end
text = text:rep(width)
fg = fg:rep(width)
bg = bg:rep(width)
for dy=0, height-1 do
local cy = y + dy
if cy >= 1 and cy <= self.height then
self.buffer.text[cy] = sub(self.buffer.text[cy]:sub(1,x-1) .. text .. self.buffer.text[cy]:sub(x+#text), 1, self.width)
self.buffer.fg[cy] = sub(self.buffer.fg[cy]:sub(1,x-1) .. fg .. self.buffer.fg[cy]:sub(x+#fg), 1, self.width)
self.buffer.bg[cy] = sub(self.buffer.bg[cy]:sub(1,x-1) .. bg .. self.buffer.bg[cy]:sub(x+#bg), 1, self.width)
end
end
self:addDirtyRect(x, y, width, height)
return self
end
--- Blits text to the screen with a foreground color
--- @param x number The x position to blit to
--- @param y number The y position to blit to
--- @param text string The text to blit
--- @param fg colors The foreground color of the text
--- @return Render
function Render:textFg(x, y, text, fg)
if y < 1 or y > self.height then return self end
fg = colorChars[fg] or "0"
fg = fg:rep(#text)
self.buffer.text[y] = sub(self.buffer.text[y]:sub(1,x-1) .. text .. self.buffer.text[y]:sub(x+#text), 1, self.width)
self.buffer.fg[y] = sub(self.buffer.fg[y]:sub(1,x-1) .. fg .. self.buffer.fg[y]:sub(x+#fg), 1, self.width)
self:addDirtyRect(x, y, #text, 1)
return self
end
--- Blits text to the screen with a background color
--- @param x number The x position to blit to
--- @param y number The y position to blit to
--- @param text string The text to blit
--- @param bg colors The background color of the text
--- @return Render
function Render:textBg(x, y, text, bg)
if y < 1 or y > self.height then return self end
bg = colorChars[bg] or "f"
self.buffer.text[y] = sub(self.buffer.text[y]:sub(1,x-1) .. text .. self.buffer.text[y]:sub(x+#text), 1, self.width)
self.buffer.bg[y] = sub(self.buffer.bg[y]:sub(1,x-1) .. bg:rep(#text) .. self.buffer.bg[y]:sub(x+#text), 1, self.width)
self:addDirtyRect(x, y, #text, 1)
return self
end
--- Renders the text to the screen
--- @param x number The x position to blit to
--- @param y number The y position to blit to
--- @param text string The text to blit
--- @return Render
function Render:text(x, y, text)
if y < 1 or y > self.height then return self end
self.buffer.text[y] = sub(self.buffer.text[y]:sub(1,x-1) .. text .. self.buffer.text[y]:sub(x+#text), 1, self.width)
self:addDirtyRect(x, y, #text, 1)
return self
end
--- Blits a foreground color to the screen
--- @param x number The x position
--- @param y number The y position
--- @param fg string The foreground color to blit
--- @return Render
function Render:fg(x, y, fg)
if y < 1 or y > self.height then return self end
self.buffer.fg[y] = sub(self.buffer.fg[y]:sub(1,x-1) .. fg .. self.buffer.fg[y]:sub(x+#fg), 1, self.width)
self:addDirtyRect(x, y, #fg, 1)
return self
end
--- Blits a background color to the screen
--- @param x number The x position
--- @param y number The y position
--- @param bg string The background color to blit
--- @return Render
function Render:bg(x, y, bg)
if y < 1 or y > self.height then return self end
self.buffer.bg[y] = sub(self.buffer.bg[y]:sub(1,x-1) .. bg .. self.buffer.bg[y]:sub(x+#bg), 1, self.width)
self:addDirtyRect(x, y, #bg, 1)
return self
end
--- Blits text to the screen
--- @param x number The x position to blit to
--- @param y number The y position to blit to
--- @param text string The text to blit
--- @return Render
function Render:text(x, y, text)
if y < 1 or y > self.height then return self end
self.buffer.text[y] = sub(self.buffer.text[y]:sub(1,x-1) .. text .. self.buffer.text[y]:sub(x+#text), 1, self.width)
self:addDirtyRect(x, y, #text, 1)
return self
end
--- Blits a foreground color to the screen
--- @param x number The x position
--- @param y number The y position
--- @param fg string The foreground color to blit
--- @return Render
function Render:fg(x, y, fg)
if y < 1 or y > self.height then return self end
self.buffer.fg[y] = sub(self.buffer.fg[y]:sub(1,x-1) .. fg .. self.buffer.fg[y]:sub(x+#fg), 1, self.width)
self:addDirtyRect(x, y, #fg, 1)
return self
end
--- Blits a background color to the screen
--- @param x number The x position
--- @param y number The y position
--- @param bg string The background color to blit
--- @return Render
function Render:bg(x, y, bg)
if y < 1 or y > self.height then return self end
self.buffer.bg[y] = sub(self.buffer.bg[y]:sub(1,x-1) .. bg .. self.buffer.bg[y]:sub(x+#bg), 1, self.width)
self:addDirtyRect(x, y, #bg, 1)
return self
end
--- Clears the screen
--- @param bg colors The background color to clear the screen with
--- @return Render
function Render:clear(bg)
local bgChar = colorChars[bg] or "f"
for y=1, self.height do
self.buffer.text[y] = string.rep(" ", self.width)
self.buffer.fg[y] = string.rep("0", self.width)
self.buffer.bg[y] = string.rep(bgChar, self.width)
self:addDirtyRect(1, y, self.width, 1)
end
return self
end
--- Renders the buffer to the screen
--- @return Render
function Render:render()
local mergedRects = {}
for _, rect in ipairs(self.buffer.dirtyRects) do
local merged = false
for _, existing in ipairs(mergedRects) do
if self:rectOverlaps(rect, existing) then
self:mergeRects(existing, rect)
merged = true
break
end
end
if not merged then
table.insert(mergedRects, rect)
end
end
for _, rect in ipairs(mergedRects) do
for y = rect.y, rect.y + rect.height - 1 do
if y >= 1 and y <= self.height then
self.terminal.setCursorPos(rect.x, y)
self.terminal.blit(
self.buffer.text[y]:sub(rect.x, rect.x + rect.width - 1),
self.buffer.fg[y]:sub(rect.x, rect.x + rect.width - 1),
self.buffer.bg[y]:sub(rect.x, rect.x + rect.width - 1)
)
end
end
end
self.buffer.dirtyRects = {}
if self.blink then
self.terminal.setTextColor(self.cursorColor or colors.white)
self.terminal.setCursorPos(self.xCursor, self.yCursor)
self.terminal.setCursorBlink(true)
else
self.terminal.setCursorBlink(false)
end
return self
end
--- Checks if two rectangles overlap
--- @param r1 table The first rectangle
--- @param r2 table The second rectangle
--- @return boolean
function Render:rectOverlaps(r1, r2)
return not (r1.x + r1.width <= r2.x or
r2.x + r2.width <= r1.x or
r1.y + r1.height <= r2.y or
r2.y + r2.height <= r1.y)
end
--- Merges two rectangles
--- @param target table The target rectangle
--- @param source table The source rectangle
--- @return Render
function Render:mergeRects(target, source)
local x1 = math.min(target.x, source.x)
local y1 = math.min(target.y, source.y)
local x2 = math.max(target.x + target.width, source.x + source.width)
local y2 = math.max(target.y + target.height, source.y + source.height)
target.x = x1
target.y = y1
target.width = x2 - x1
target.height = y2 - y1
return self
end
--- Sets the cursor position
--- @param x number The x position of the cursor
--- @param y number The y position of the cursor
--- @param blink boolean Whether the cursor should blink
--- @return Render
function Render:setCursor(x, y, blink, color)
if color ~= nil then self.terminal.setTextColor(color) end
self.terminal.setCursorPos(x, y)
self.terminal.setCursorBlink(blink)
self.xCursor = x
self.yCursor = y
self.blink = blink
self.cursorColor = color
return self
end
--- Clears an area of the screen
--- @param x number The x position of the area
--- @param y number The y position of the area
--- @param width number The width of the area
--- @param height number The height of the area
--- @param bg colors The background color to clear the area with
--- @return Render
function Render:clearArea(x, y, width, height, bg)
local bgChar = colorChars[bg] or "f"
for dy=0, height-1 do
local cy = y + dy
if cy >= 1 and cy <= self.height then
local text = string.rep(" ", width)
local color = string.rep(bgChar, width)
self:blit(x, cy, text, "0", bgChar)
end
end
return self
end
--- Gets the size of the render
--- @return number, number
function Render:getSize()
return self.width, self.height
end
--- Sets the size of the render
--- @param width number The width of the render
--- @param height number The height of the render
--- @return Render
function Render:setSize(width, height)
self.width = width
self.height = height
for y=1, self.height do
self.buffer.text[y] = string.rep(" ", self.width)
self.buffer.fg[y] = string.rep("0", self.width)
self.buffer.bg[y] = string.rep("f", self.width)
end
return self
end
return Render