Files
Basalt2/src/render.lua
Robert Jelic 6dfa554523 - Created Plugin loading system
- 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
2025-02-13 10:51:12 +01:00

214 lines
6.1 KiB
Lua

local Render = {}
Render.__index = Render
local colorChars = require("libraries/colorHex")
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
function Render:addDirtyRect(x, y, width, height)
table.insert(self.buffer.dirtyRects, {
x = x,
y = y,
width = width,
height = height
})
end
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] = self.buffer.text[y]:sub(1,x-1) .. text .. self.buffer.text[y]:sub(x+#text)
self.buffer.fg[y] = self.buffer.fg[y]:sub(1,x-1) .. fg .. self.buffer.fg[y]:sub(x+#fg)
self.buffer.bg[y] = self.buffer.bg[y]:sub(1,x-1) .. bg .. self.buffer.bg[y]:sub(x+#bg)
self:addDirtyRect(x, y, #text, 1)
return self
end
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] = self.buffer.text[cy]:sub(1,x-1) .. text .. self.buffer.text[cy]:sub(x+#text)
self.buffer.fg[cy] = self.buffer.fg[cy]:sub(1,x-1) .. fg .. self.buffer.fg[cy]:sub(x+#fg)
self.buffer.bg[cy] = self.buffer.bg[cy]:sub(1,x-1) .. bg .. self.buffer.bg[cy]:sub(x+#bg)
end
end
self:addDirtyRect(x, y, width, height)
return self
end
function Render:textFg(x, y, text, fg)
if y < 1 or y > self.height then return self end
fg = colorChars[fg] or "0"
self.buffer.text[y] = self.buffer.text[y]:sub(1,x-1) .. text .. self.buffer.text[y]:sub(x+#text)
self.buffer.fg[y] = self.buffer.fg[y]:sub(1,x-1) .. fg:rep(#text) .. self.buffer.fg[y]:sub(x+#text)
self:addDirtyRect(x, y, #text, 1)
return self
end
function Render:text(x, y, text)
if y < 1 or y > self.height then return self end
self.buffer.text[y] = self.buffer.text[y]:sub(1,x-1) .. text .. self.buffer.text[y]:sub(x+#text)
self:addDirtyRect(x, y, #text, 1)
return self
end
function Render:fg(x, y, fg)
if y < 1 or y > self.height then return self end
self.buffer.fg[y] = self.buffer.fg[y]:sub(1,x-1) .. fg .. self.buffer.fg[y]:sub(x+#fg)
self:addDirtyRect(x, y, #fg, 1)
return self
end
function Render:bg(x, y, bg)
if y < 1 or y > self.height then return self end
self.buffer.bg[y] = self.buffer.bg[y]:sub(1,x-1) .. bg .. self.buffer.bg[y]:sub(x+#bg)
self:addDirtyRect(x, y, #bg, 1)
return self
end
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
function Render:render()
local benchmark = require("benchmark")
benchmark.start("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
-- Nur die Dirty Rectangles rendern
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
benchmark.update("render")
self.buffer.dirtyRects = {}
if self.blink then
self.terminal.setCursorPos(self.xCursor, self.yCursor)
self.terminal.setCursorBlink(true)
else
self.terminal.setCursorBlink(false)
end
--benchmark.stop("render")
return self
end
-- Hilfsfunktionen für Rectangle-Management
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
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
end
function Render:setCursor(x, y, blink)
self.terminal.setCursorPos(x, y)
self.terminal.setCursorBlink(blink)
self.xCursor = x
self.yCursor = y
self.blink = blink
return self
end
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
function Render:getSize()
return self.width, self.height
end
return Render