use std::collections::HashMap; pub mod boundary_type { pub const TOP_RIGHT: &str = "┐"; pub const VERTICAL: &str = "│"; pub const HORIZONTAL: &str = "─"; pub const TOP_LEFT: &str = "┌"; pub const BOTTOM_RIGHT: &str = "┘"; pub const BOTTOM_LEFT: &str = "└"; pub const VERTICAL_LEFT: &str = "┤"; pub const VERTICAL_RIGHT: &str = "├"; pub const HORIZONTAL_DOWN: &str = "┬"; pub const HORIZONTAL_UP: &str = "┴"; pub const CROSS: &str = "┼"; } pub type BoundaryType = &'static str; // easy way to refer to boundary_type above fn combine_symbols(current_symbol: &str, next_symbol: &str) -> Option<&'static str> { match (current_symbol, next_symbol) { (boundary_type::TOP_RIGHT, boundary_type::TOP_RIGHT) => { // (┐, ┐) => Some(┐) Some(boundary_type::TOP_RIGHT) } (boundary_type::TOP_RIGHT, boundary_type::VERTICAL) => { // (┐, │) => Some(┤) Some(boundary_type::VERTICAL_LEFT) } (boundary_type::TOP_RIGHT, boundary_type::HORIZONTAL) => { // (┐, ─) => Some(┬) Some(boundary_type::HORIZONTAL_DOWN) } (boundary_type::TOP_RIGHT, boundary_type::TOP_LEFT) => { // (┐, ┌) => Some(┬) Some(boundary_type::HORIZONTAL_DOWN) } (boundary_type::TOP_RIGHT, boundary_type::BOTTOM_RIGHT) => { // (┐, ┘) => Some(┤) Some(boundary_type::VERTICAL_LEFT) } (boundary_type::TOP_RIGHT, boundary_type::BOTTOM_LEFT) => { // (┐, └) => Some(┼) Some(boundary_type::CROSS) } (boundary_type::TOP_RIGHT, boundary_type::VERTICAL_LEFT) => { // (┐, ┤) => Some(┤) Some(boundary_type::VERTICAL_LEFT) } (boundary_type::TOP_RIGHT, boundary_type::VERTICAL_RIGHT) => { // (┐, ├) => Some(┼) Some(boundary_type::CROSS) } (boundary_type::TOP_RIGHT, boundary_type::HORIZONTAL_DOWN) => { // (┐, ┬) => Some(┬) Some(boundary_type::HORIZONTAL_DOWN) } (boundary_type::TOP_RIGHT, boundary_type::HORIZONTAL_UP) => { // (┐, ┴) => Some(┼) Some(boundary_type::CROSS) } (boundary_type::TOP_RIGHT, boundary_type::CROSS) => { // (┐, ┼) => Some(┼) Some(boundary_type::CROSS) } (boundary_type::HORIZONTAL, boundary_type::HORIZONTAL) => { // (─, ─) => Some(─) Some(boundary_type::HORIZONTAL) } (boundary_type::HORIZONTAL, boundary_type::VERTICAL) => { // (─, │) => Some(┼) Some(boundary_type::CROSS) } (boundary_type::HORIZONTAL, boundary_type::TOP_LEFT) => { // (─, ┌) => Some(┬) Some(boundary_type::HORIZONTAL_DOWN) } (boundary_type::HORIZONTAL, boundary_type::BOTTOM_RIGHT) => { // (─, ┘) => Some(┴) Some(boundary_type::HORIZONTAL_UP) } (boundary_type::HORIZONTAL, boundary_type::BOTTOM_LEFT) => { // (─, └) => Some(┴) Some(boundary_type::HORIZONTAL_UP) } (boundary_type::HORIZONTAL, boundary_type::VERTICAL_LEFT) => { // (─, ┤) => Some(┼) Some(boundary_type::CROSS) } (boundary_type::HORIZONTAL, boundary_type::VERTICAL_RIGHT) => { // (─, ├) => Some(┼) Some(boundary_type::CROSS) } (boundary_type::HORIZONTAL, boundary_type::HORIZONTAL_DOWN) => { // (─, ┬) => Some(┬) Some(boundary_type::HORIZONTAL_DOWN) } (boundary_type::HORIZONTAL, boundary_type::HORIZONTAL_UP) => { // (─, ┴) => Some(┴) Some(boundary_type::HORIZONTAL_UP) } (boundary_type::HORIZONTAL, boundary_type::CROSS) => { // (─, ┼) => Some(┼) Some(boundary_type::CROSS) } (boundary_type::VERTICAL, boundary_type::VERTICAL) => { // (│, │) => Some(│) Some(boundary_type::VERTICAL) } (boundary_type::VERTICAL, boundary_type::TOP_LEFT) => { // (│, ┌) => Some(├) Some(boundary_type::VERTICAL_RIGHT) } (boundary_type::VERTICAL, boundary_type::BOTTOM_RIGHT) => { // (│, ┘) => Some(┤) Some(boundary_type::VERTICAL_LEFT) } (boundary_type::VERTICAL, boundary_type::BOTTOM_LEFT) => { // (│, └) => Some(├) Some(boundary_type::VERTICAL_RIGHT) } (boundary_type::VERTICAL, boundary_type::VERTICAL_LEFT) => { // (│, ┤) => Some(┤) Some(boundary_type::VERTICAL_LEFT) } (boundary_type::VERTICAL, boundary_type::VERTICAL_RIGHT) => { // (│, ├) => Some(├) Some(boundary_type::VERTICAL_RIGHT) } (boundary_type::VERTICAL, boundary_type::HORIZONTAL_DOWN) => { // (│, ┬) => Some(┼) Some(boundary_type::CROSS) } (boundary_type::VERTICAL, boundary_type::HORIZONTAL_UP) => { // (│, ┴) => Some(┼) Some(boundary_type::CROSS) } (boundary_type::VERTICAL, boundary_type::CROSS) => { // (│, ┼) => Some(┼) Some(boundary_type::CROSS) } (boundary_type::TOP_LEFT, boundary_type::TOP_LEFT) => { // (┌, ┌) => Some(┌) Some(boundary_type::TOP_LEFT) } (boundary_type::TOP_LEFT, boundary_type::BOTTOM_RIGHT) => { // (┌, ┘) => Some(┼) Some(boundary_type::CROSS) } (boundary_type::TOP_LEFT, boundary_type::BOTTOM_LEFT) => { // (┌, └) => Some(├) Some(boundary_type::VERTICAL_RIGHT) } (boundary_type::TOP_LEFT, boundary_type::VERTICAL_LEFT) => { // (┌, ┤) => Some(┼) Some(boundary_type::CROSS) } (boundary_type::TOP_LEFT, boundary_type::VERTICAL_RIGHT) => { // (┌, ├) => Some(├) Some(boundary_type::VERTICAL_RIGHT) } (boundary_type::TOP_LEFT, boundary_type::HORIZONTAL_DOWN) => { // (┌, ┬) => Some(┬) Some(boundary_type::HORIZONTAL_DOWN) } (boundary_type::TOP_LEFT, boundary_type::HORIZONTAL_UP) => { // (┌, ┴) => Some(┼) Some(boundary_type::CROSS) } (boundary_type::TOP_LEFT, boundary_type::CROSS) => { // (┌, ┼) => Some(┼) Some(boundary_type::CROSS) } (boundary_type::BOTTOM_RIGHT, boundary_type::BOTTOM_RIGHT) => { // (┘, ┘) => Some(┘) Some(boundary_type::BOTTOM_RIGHT) } (boundary_type::BOTTOM_RIGHT, boundary_type::BOTTOM_LEFT) => { // (┘, └) => Some(┴) Some(boundary_type::HORIZONTAL_UP) } (boundary_type::BOTTOM_RIGHT, boundary_type::VERTICAL_LEFT) => { // (┘, ┤) => Some(┤) Some(boundary_type::VERTICAL_LEFT) } (boundary_type::BOTTOM_RIGHT, boundary_type::VERTICAL_RIGHT) => { // (┘, ├) => Some(┼) Some(boundary_type::CROSS) } (boundary_type::BOTTOM_RIGHT, boundary_type::HORIZONTAL_DOWN) => { // (┘, ┬) => Some(┼) Some(boundary_type::CROSS) } (boundary_type::BOTTOM_RIGHT, boundary_type::HORIZONTAL_UP) => { // (┘, ┴) => Some(┴) Some(boundary_type::HORIZONTAL_UP) } (boundary_type::BOTTOM_RIGHT, boundary_type::CROSS) => { // (┘, ┼) => Some(┼) Some(boundary_type::CROSS) } (boundary_type::BOTTOM_LEFT, boundary_type::BOTTOM_LEFT) => { // (└, └) => Some(└) Some(boundary_type::BOTTOM_LEFT) } (boundary_type::BOTTOM_LEFT, boundary_type::VERTICAL_LEFT) => { // (└, ┤) => Some(┼) Some(boundary_type::CROSS) } (boundary_type::BOTTOM_LEFT, boundary_type::VERTICAL_RIGHT) => { // (└, ├) => Some(├) Some(boundary_type::VERTICAL_RIGHT) } (boundary_type::BOTTOM_LEFT, boundary_type::HORIZONTAL_DOWN) => { // (└, ┬) => Some(┼) Some(boundary_type::CROSS) } (boundary_type::BOTTOM_LEFT, boundary_type::HORIZONTAL_UP) => { // (└, ┴) => Some(┴) Some(boundary_type::HORIZONTAL_UP) } (boundary_type::BOTTOM_LEFT, boundary_type::CROSS) => { // (└, ┼) => Some(┼) Some(boundary_type::CROSS) } (boundary_type::VERTICAL_LEFT, boundary_type::VERTICAL_LEFT) => { // (┤, ┤) => Some(┤) Some(boundary_type::VERTICAL_LEFT) } (boundary_type::VERTICAL_LEFT, boundary_type::VERTICAL_RIGHT) => { // (┤, ├) => Some(┼) Some(boundary_type::CROSS) } (boundary_type::VERTICAL_LEFT, boundary_type::HORIZONTAL_DOWN) => { // (┤, ┬) => Some(┼) Some(boundary_type::CROSS) } (boundary_type::VERTICAL_LEFT, boundary_type::HORIZONTAL_UP) => { // (┤, ┴) => Some(┼) Some(boundary_type::HORIZONTAL_UP) } (boundary_type::VERTICAL_LEFT, boundary_type::CROSS) => { // (┤, ┼) => Some(┼) Some(boundary_type::CROSS) } (boundary_type::VERTICAL_RIGHT, boundary_type::VERTICAL_RIGHT) => { // (├, ├) => Some(├) Some(boundary_type::VERTICAL_RIGHT) } (boundary_type::VERTICAL_RIGHT, boundary_type::HORIZONTAL_DOWN) => { // (├, ┬) => Some(┼) Some(boundary_type::CROSS) } (boundary_type::VERTICAL_RIGHT, boundary_type::HORIZONTAL_UP) => { // (├, ┴) => Some(┼) Some(boundary_type::CROSS) } (boundary_type::VERTICAL_RIGHT, boundary_type::CROSS) => { // (├, ┼) => Some(┼) Some(boundary_type::CROSS) } (boundary_type::HORIZONTAL_DOWN, boundary_type::HORIZONTAL_DOWN) => { // (┬, ┬) => Some(┬) Some(boundary_type::HORIZONTAL_DOWN) } (boundary_type::HORIZONTAL_DOWN, boundary_type::HORIZONTAL_UP) => { // (┬, ┴) => Some(┼) Some(boundary_type::CROSS) } (boundary_type::HORIZONTAL_DOWN, boundary_type::CROSS) => { // (┬, ┼) => Some(┼) Some(boundary_type::CROSS) } (boundary_type::HORIZONTAL_UP, boundary_type::HORIZONTAL_UP) => { // (┴, ┴) => Some(┴) Some(boundary_type::HORIZONTAL_UP) } (boundary_type::HORIZONTAL_UP, boundary_type::CROSS) => { // (┴, ┼) => Some(┼) Some(boundary_type::CROSS) } (boundary_type::CROSS, boundary_type::CROSS) => { // (┼, ┼) => Some(┼) Some(boundary_type::CROSS) } (_, _) => None, } } fn find_next_symbol(first_symbol: &str, second_symbol: &str) -> Option<&'static str> { if let Some(symbol) = combine_symbols(first_symbol, second_symbol) { Some(symbol) } else { combine_symbols(second_symbol, first_symbol) } } #[derive(PartialEq, Eq, Hash, Debug)] pub struct Coordinates { x: usize, y: usize, } impl Coordinates { pub fn new(x: usize, y: usize) -> Self { Coordinates { x, y } } } pub trait Rect { fn x(&self) -> usize; fn y(&self) -> usize; fn rows(&self) -> usize; fn columns(&self) -> usize; fn right_boundary_x_coords(&self) -> usize { self.x() + self.columns() } fn bottom_boundary_y_coords(&self) -> usize { self.y() + self.rows() } fn is_directly_right_of(&self, other: &Self) -> bool { self.x() == other.x() + other.columns() + 1 } fn is_directly_left_of(&self, other: &Self) -> bool { self.x() + self.columns() + 1 == other.x() } fn is_directly_below(&self, other: &Self) -> bool { self.y() == other.y() + other.rows() + 1 } fn is_directly_above(&self, other: &Self) -> bool { self.y() + self.rows() + 1 == other.y() } fn horizontally_overlaps_with(&self, other: &Self) -> bool { (self.y() >= other.y() && self.y() <= (other.y() + other.rows())) || ((self.y() + self.rows()) <= (other.y() + other.rows()) && (self.y() + self.rows()) > other.y()) || (self.y() <= other.y() && (self.y() + self.rows() >= (other.y() + other.rows()))) || (other.y() <= self.y() && (other.y() + other.rows() >= (self.y() + self.rows()))) } fn get_horizontal_overlap_with(&self, other: &Self) -> usize { std::cmp::min(self.y() + self.rows(), other.y() + other.rows()) - std::cmp::max(self.y(), other.y()) } fn vertically_overlaps_with(&self, other: &Self) -> bool { (self.x() >= other.x() && self.x() <= (other.x() + other.columns())) || ((self.x() + self.columns()) <= (other.x() + other.columns()) && (self.x() + self.columns()) > other.x()) || (self.x() <= other.x() && (self.x() + self.columns() >= (other.x() + other.columns()))) || (other.x() <= self.x() && (other.x() + other.columns() >= (self.x() + self.columns()))) } fn get_vertical_overlap_with(&self, other: &Self) -> usize { std::cmp::min(self.x() + self.columns(), other.x() + other.columns()) - std::cmp::max(self.x(), other.x()) } } pub struct Boundaries { columns: usize, rows: usize, boundary_characters: HashMap, } impl Boundaries { pub fn new(columns: u16, rows: u16) -> Self { let columns = columns as usize; let rows = rows as usize; Boundaries { columns, rows, boundary_characters: HashMap::new(), } } pub fn add_rect(&mut self, rect: &R) { if self.rect_right_boundary_is_before_screen_edge(rect) { // let boundary_x_coords = self.rect_right_boundary_x_coords(rect); let boundary_x_coords = rect.right_boundary_x_coords(); let first_row_coordinates = self.rect_right_boundary_row_start(rect); let last_row_coordinates = self.rect_right_boundary_row_end(rect); for row in first_row_coordinates..last_row_coordinates { let coordinates = Coordinates::new(boundary_x_coords, row); let symbol_to_add = if row == first_row_coordinates && row != 0 { boundary_type::TOP_RIGHT } else if row == last_row_coordinates - 1 && row != self.rows - 1 { boundary_type::BOTTOM_RIGHT } else { boundary_type::VERTICAL }; let next_symbol = self .boundary_characters .get(&coordinates) .and_then(|current_symbol| find_next_symbol(current_symbol, symbol_to_add)) .unwrap_or(symbol_to_add); self.boundary_characters.insert(coordinates, next_symbol); } } if self.rect_bottom_boundary_is_before_screen_edge(rect) { let boundary_y_coords = rect.bottom_boundary_y_coords(); let first_col_coordinates = self.rect_bottom_boundary_col_start(rect); let last_col_coordinates = self.rect_bottom_boundary_col_end(rect); for col in first_col_coordinates..last_col_coordinates { let coordinates = Coordinates::new(col, boundary_y_coords); let symbol_to_add = if col == first_col_coordinates && col != 0 { boundary_type::BOTTOM_LEFT } else if col == last_col_coordinates - 1 && col != self.columns - 1 { boundary_type::BOTTOM_RIGHT } else { boundary_type::HORIZONTAL }; let next_symbol = self .boundary_characters .get(&coordinates) .and_then(|current_symbol| find_next_symbol(current_symbol, symbol_to_add)) .unwrap_or(symbol_to_add); self.boundary_characters.insert(coordinates, next_symbol); } } } pub fn vte_output(&self) -> String { let mut vte_output = String::new(); for (coordinates, boundary_character) in &self.boundary_characters { vte_output.push_str(&format!( "\u{1b}[{};{}H\u{1b}[m{}", coordinates.y + 1, coordinates.x + 1, boundary_character )); // goto row/col + boundary character } vte_output } fn rect_right_boundary_is_before_screen_edge(&self, rect: &R) -> bool { rect.x() + rect.columns() < self.columns } fn rect_bottom_boundary_is_before_screen_edge(&self, rect: &R) -> bool { rect.y() + rect.rows() < self.rows } fn rect_right_boundary_row_start(&self, rect: &R) -> usize { if rect.y() == 0 { 0 } else { rect.y() - 1 } } fn rect_right_boundary_row_end(&self, rect: &R) -> usize { let rect_bottom_row = rect.y() + rect.rows(); // we do this because unless we're on the screen edge, we'd like to go one extra row to // connect to whatever boundary is beneath us if rect_bottom_row == self.rows { rect_bottom_row } else { rect_bottom_row + 1 } } fn rect_bottom_boundary_col_start(&self, rect: &R) -> usize { if rect.x() == 0 { 0 } else { rect.x() - 1 } } fn rect_bottom_boundary_col_end(&self, rect: &R) -> usize { let rect_right_col = rect.x() + rect.columns(); // we do this because unless we're on the screen edge, we'd like to go one extra column to // connect to whatever boundary is right of us if rect_right_col == self.columns { rect_right_col } else { rect_right_col + 1 } } }