- Added lazy loading system for elements (optional feature) - Improved rendering performance - Added ID system which is separated from Eement Names - Added Focussystem for container - Improved container performance by only rendering and handling events from visible childrens instead of all - Added label and input - Added animation and xml
214 lines
6.1 KiB
Lua
214 lines
6.1 KiB
Lua
local Render = {}
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Render.__index = Render
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local colorChars = require("libraries/colorHex")
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function Render.new(terminal)
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local self = setmetatable({}, Render)
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self.terminal = terminal
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self.width, self.height = terminal.getSize()
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self.buffer = {
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text = {},
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fg = {},
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bg = {},
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dirtyRects = {}
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}
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for y=1, self.height do
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self.buffer.text[y] = string.rep(" ", self.width)
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self.buffer.fg[y] = string.rep("0", self.width)
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self.buffer.bg[y] = string.rep("f", self.width)
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end
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return self
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end
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function Render:addDirtyRect(x, y, width, height)
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table.insert(self.buffer.dirtyRects, {
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x = x,
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y = y,
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width = width,
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height = height
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})
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end
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function Render:blit(x, y, text, fg, bg)
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if y < 1 or y > self.height then return self end
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if(#text ~= #fg or #text ~= #bg)then
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error("Text, fg, and bg must be the same length")
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end
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self.buffer.text[y] = self.buffer.text[y]:sub(1,x-1) .. text .. self.buffer.text[y]:sub(x+#text)
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self.buffer.fg[y] = self.buffer.fg[y]:sub(1,x-1) .. fg .. self.buffer.fg[y]:sub(x+#fg)
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self.buffer.bg[y] = self.buffer.bg[y]:sub(1,x-1) .. bg .. self.buffer.bg[y]:sub(x+#bg)
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self:addDirtyRect(x, y, #text, 1)
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return self
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end
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function Render:multiBlit(x, y, width, height, text, fg, bg)
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if y < 1 or y > self.height then return self end
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if(#text ~= #fg or #text ~= #bg)then
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error("Text, fg, and bg must be the same length")
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end
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text = text:rep(width)
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fg = fg:rep(width)
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bg = bg:rep(width)
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for dy=0, height-1 do
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local cy = y + dy
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if cy >= 1 and cy <= self.height then
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self.buffer.text[cy] = self.buffer.text[cy]:sub(1,x-1) .. text .. self.buffer.text[cy]:sub(x+#text)
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self.buffer.fg[cy] = self.buffer.fg[cy]:sub(1,x-1) .. fg .. self.buffer.fg[cy]:sub(x+#fg)
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self.buffer.bg[cy] = self.buffer.bg[cy]:sub(1,x-1) .. bg .. self.buffer.bg[cy]:sub(x+#bg)
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end
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end
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self:addDirtyRect(x, y, width, height)
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return self
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end
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function Render:textFg(x, y, text, fg)
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if y < 1 or y > self.height then return self end
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fg = colorChars[fg] or "0"
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self.buffer.text[y] = self.buffer.text[y]:sub(1,x-1) .. text .. self.buffer.text[y]:sub(x+#text)
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self.buffer.fg[y] = self.buffer.fg[y]:sub(1,x-1) .. fg:rep(#text) .. self.buffer.fg[y]:sub(x+#text)
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self:addDirtyRect(x, y, #text, 1)
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return self
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end
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function Render:text(x, y, text)
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if y < 1 or y > self.height then return self end
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self.buffer.text[y] = self.buffer.text[y]:sub(1,x-1) .. text .. self.buffer.text[y]:sub(x+#text)
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self:addDirtyRect(x, y, #text, 1)
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return self
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end
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function Render:fg(x, y, fg)
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if y < 1 or y > self.height then return self end
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self.buffer.fg[y] = self.buffer.fg[y]:sub(1,x-1) .. fg .. self.buffer.fg[y]:sub(x+#fg)
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self:addDirtyRect(x, y, #fg, 1)
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return self
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end
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function Render:bg(x, y, bg)
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if y < 1 or y > self.height then return self end
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self.buffer.bg[y] = self.buffer.bg[y]:sub(1,x-1) .. bg .. self.buffer.bg[y]:sub(x+#bg)
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self:addDirtyRect(x, y, #bg, 1)
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return self
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end
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function Render:clear(bg)
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local bgChar = colorChars[bg] or "f"
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for y=1, self.height do
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self.buffer.text[y] = string.rep(" ", self.width)
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self.buffer.fg[y] = string.rep("0", self.width)
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self.buffer.bg[y] = string.rep(bgChar, self.width)
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self:addDirtyRect(1, y, self.width, 1)
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end
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return self
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end
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function Render:render()
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local benchmark = require("benchmark")
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benchmark.start("render")
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local mergedRects = {}
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for _, rect in ipairs(self.buffer.dirtyRects) do
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local merged = false
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for _, existing in ipairs(mergedRects) do
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if self:rectOverlaps(rect, existing) then
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self:mergeRects(existing, rect)
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merged = true
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break
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end
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end
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if not merged then
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table.insert(mergedRects, rect)
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end
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end
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-- Nur die Dirty Rectangles rendern
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for _, rect in ipairs(mergedRects) do
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for y = rect.y, rect.y + rect.height - 1 do
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if y >= 1 and y <= self.height then
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self.terminal.setCursorPos(rect.x, y)
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self.terminal.blit(
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self.buffer.text[y]:sub(rect.x, rect.x + rect.width - 1),
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self.buffer.fg[y]:sub(rect.x, rect.x + rect.width - 1),
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self.buffer.bg[y]:sub(rect.x, rect.x + rect.width - 1)
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)
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end
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end
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end
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benchmark.update("render")
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self.buffer.dirtyRects = {}
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if self.blink then
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self.terminal.setCursorPos(self.xCursor, self.yCursor)
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self.terminal.setCursorBlink(true)
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else
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self.terminal.setCursorBlink(false)
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end
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--benchmark.stop("render")
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return self
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end
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-- Hilfsfunktionen für Rectangle-Management
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function Render:rectOverlaps(r1, r2)
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return not (r1.x + r1.width <= r2.x or
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r2.x + r2.width <= r1.x or
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r1.y + r1.height <= r2.y or
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r2.y + r2.height <= r1.y)
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end
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function Render:mergeRects(target, source)
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local x1 = math.min(target.x, source.x)
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local y1 = math.min(target.y, source.y)
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local x2 = math.max(target.x + target.width, source.x + source.width)
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local y2 = math.max(target.y + target.height, source.y + source.height)
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target.x = x1
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target.y = y1
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target.width = x2 - x1
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target.height = y2 - y1
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end
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function Render:setCursor(x, y, blink)
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self.terminal.setCursorPos(x, y)
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self.terminal.setCursorBlink(blink)
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self.xCursor = x
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self.yCursor = y
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self.blink = blink
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return self
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end
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function Render:clearArea(x, y, width, height, bg)
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local bgChar = colorChars[bg] or "f"
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for dy=0, height-1 do
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local cy = y + dy
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if cy >= 1 and cy <= self.height then
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local text = string.rep(" ", width)
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local color = string.rep(bgChar, width)
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self:blit(x, cy, text, "0", bgChar)
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end
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end
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return self
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end
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function Render:getSize()
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return self.width, self.height
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end
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return Render |