use std::collections::HashMap; fn debug_log_to_file (message: String) { use std::fs::OpenOptions; use std::io::prelude::*; let mut file = OpenOptions::new().append(true).create(true).open("/tmp/mosaic-log.txt").unwrap(); file.write_all(message.as_bytes()).unwrap(); file.write_all("\n".as_bytes()).unwrap(); } 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(boundary_type::TOP_RIGHT), // (┐, ┐) => Some(┐) (boundary_type::TOP_RIGHT, boundary_type::VERTICAL) => Some(boundary_type::VERTICAL_LEFT), // (┐, │) => Some(┤) (boundary_type::TOP_RIGHT, boundary_type::HORIZONTAL) => Some(boundary_type::HORIZONTAL_DOWN), // (┐, ─) => Some(┬) (boundary_type::TOP_RIGHT, boundary_type::TOP_LEFT) => Some(boundary_type::HORIZONTAL_DOWN), // (┐, ┌) => Some(┬) (boundary_type::TOP_RIGHT, boundary_type::BOTTOM_RIGHT) => Some(boundary_type::VERTICAL_LEFT), // (┐, ┘) => Some(┤) (boundary_type::TOP_RIGHT, boundary_type::BOTTOM_LEFT) => Some(boundary_type::CROSS), // (┐, └) => Some(┼) (boundary_type::TOP_RIGHT, boundary_type::VERTICAL_LEFT) => Some(boundary_type::VERTICAL_LEFT), // (┐, ┤) => Some(┤) (boundary_type::TOP_RIGHT, boundary_type::VERTICAL_RIGHT) => Some(boundary_type::CROSS), // (┐, ├) => Some(┼) (boundary_type::TOP_RIGHT, boundary_type::HORIZONTAL_DOWN) => Some(boundary_type::HORIZONTAL_DOWN), // (┐, ┬) => Some(┬) (boundary_type::TOP_RIGHT, boundary_type::HORIZONTAL_UP) => Some(boundary_type::CROSS), // (┐, ┴) => Some(┼) (boundary_type::TOP_RIGHT, boundary_type::CROSS) => Some(boundary_type::CROSS), // (┐, ┼) => Some(┼) (boundary_type::HORIZONTAL, boundary_type::HORIZONTAL) => Some(boundary_type::HORIZONTAL), // (─, ─) => Some(─) (boundary_type::HORIZONTAL, boundary_type::VERTICAL) => Some(boundary_type::CROSS), // (─, │) => Some(┼) (boundary_type::HORIZONTAL, boundary_type::TOP_LEFT) => Some(boundary_type::HORIZONTAL_DOWN), // (─, ┌) => Some(┬) (boundary_type::HORIZONTAL, boundary_type::BOTTOM_RIGHT) => Some(boundary_type::HORIZONTAL_UP), // (─, ┘) => Some(┴) (boundary_type::HORIZONTAL, boundary_type::BOTTOM_LEFT) => Some(boundary_type::HORIZONTAL_UP), // (─, └) => Some(┴) (boundary_type::HORIZONTAL, boundary_type::VERTICAL_LEFT) => Some(boundary_type::CROSS), // (─, ┤) => Some(┼) (boundary_type::HORIZONTAL, boundary_type::VERTICAL_RIGHT) => Some(boundary_type::CROSS), // (─, ├) => Some(┼) (boundary_type::HORIZONTAL, boundary_type::HORIZONTAL_DOWN) => Some(boundary_type::HORIZONTAL_DOWN), // (─, ┬) => Some(┬) (boundary_type::HORIZONTAL, boundary_type::HORIZONTAL_UP) => Some(boundary_type::HORIZONTAL_UP), // (─, ┴) => Some(┴) (boundary_type::HORIZONTAL, boundary_type::CROSS) => Some(boundary_type::CROSS), // (─, ┼) => Some(┼) (boundary_type::VERTICAL, boundary_type::VERTICAL) => Some(boundary_type::VERTICAL), // (│, │) => Some(│) (boundary_type::VERTICAL, boundary_type::TOP_LEFT) => Some(boundary_type::VERTICAL_RIGHT), // (│, ┌) => Some(├) (boundary_type::VERTICAL, boundary_type::BOTTOM_RIGHT) => Some(boundary_type::VERTICAL_LEFT), // (│, ┘) => Some(┤) (boundary_type::VERTICAL, boundary_type::BOTTOM_LEFT) => Some(boundary_type::VERTICAL_RIGHT), // (│, └) => Some(├) (boundary_type::VERTICAL, boundary_type::VERTICAL_LEFT) => Some(boundary_type::VERTICAL_LEFT), // (│, ┤) => Some(┤) (boundary_type::VERTICAL, boundary_type::VERTICAL_RIGHT) => Some(boundary_type::VERTICAL_RIGHT), // (│, ├) => Some(├) (boundary_type::VERTICAL, boundary_type::HORIZONTAL_DOWN) => Some(boundary_type::CROSS), // (│, ┬) => Some(┼) (boundary_type::VERTICAL, boundary_type::HORIZONTAL_UP) => Some(boundary_type::CROSS), // (│, ┴) => Some(┼) (boundary_type::VERTICAL, boundary_type::CROSS) => Some(boundary_type::CROSS), // (│, ┼) => Some(┼) (boundary_type::TOP_LEFT, boundary_type::TOP_LEFT) => Some(boundary_type::TOP_LEFT), // (┌, ┌) => Some(┌) (boundary_type::TOP_LEFT, boundary_type::BOTTOM_RIGHT) => Some(boundary_type::CROSS), // (┌, ┘) => Some(┼) (boundary_type::TOP_LEFT, boundary_type::BOTTOM_LEFT) => Some(boundary_type::VERTICAL_RIGHT), // (┌, └) => Some(├) (boundary_type::TOP_LEFT, boundary_type::VERTICAL_LEFT) => Some(boundary_type::CROSS), // (┌, ┤) => Some(┼) (boundary_type::TOP_LEFT, boundary_type::VERTICAL_RIGHT) => Some(boundary_type::VERTICAL_RIGHT), // (┌, ├) => Some(├) (boundary_type::TOP_LEFT, boundary_type::HORIZONTAL_DOWN) => Some(boundary_type::HORIZONTAL_DOWN), // (┌, ┬) => Some(┬) (boundary_type::TOP_LEFT, boundary_type::HORIZONTAL_UP) => Some(boundary_type::CROSS), // (┌, ┴) => Some(┼) (boundary_type::TOP_LEFT, boundary_type::CROSS) => Some(boundary_type::CROSS), // (┌, ┼) => Some(┼) (boundary_type::BOTTOM_RIGHT, boundary_type::BOTTOM_RIGHT) => Some(boundary_type::BOTTOM_RIGHT), // (┘, ┘) => Some(┘) (boundary_type::BOTTOM_RIGHT, boundary_type::BOTTOM_LEFT) => Some(boundary_type::HORIZONTAL_UP), // (┘, └) => Some(┴) (boundary_type::BOTTOM_RIGHT, boundary_type::VERTICAL_LEFT) => Some(boundary_type::VERTICAL_LEFT), // (┘, ┤) => Some(┤) (boundary_type::BOTTOM_RIGHT, boundary_type::VERTICAL_RIGHT) => Some(boundary_type::CROSS), // (┘, ├) => Some(┼) (boundary_type::BOTTOM_RIGHT, boundary_type::HORIZONTAL_DOWN) => Some(boundary_type::CROSS), // (┘, ┬) => Some(┼) (boundary_type::BOTTOM_RIGHT, boundary_type::HORIZONTAL_UP) => Some(boundary_type::HORIZONTAL_UP), // (┘, ┴) => Some(┴) (boundary_type::BOTTOM_RIGHT, boundary_type::CROSS) => Some(boundary_type::CROSS), // (┘, ┼) => Some(┼) (boundary_type::BOTTOM_LEFT, boundary_type::BOTTOM_LEFT) => Some(boundary_type::BOTTOM_LEFT), // (└, └) => Some(└) (boundary_type::BOTTOM_LEFT, boundary_type::VERTICAL_LEFT) => Some(boundary_type::CROSS), // (└, ┤) => Some(┼) (boundary_type::BOTTOM_LEFT, boundary_type::VERTICAL_RIGHT) => Some(boundary_type::VERTICAL_RIGHT), // (└, ├) => Some(├) (boundary_type::BOTTOM_LEFT, boundary_type::HORIZONTAL_DOWN) => Some(boundary_type::CROSS), // (└, ┬) => Some(┼) (boundary_type::BOTTOM_LEFT, boundary_type::HORIZONTAL_UP) => Some(boundary_type::HORIZONTAL_UP), // (└, ┴) => Some(┴) (boundary_type::BOTTOM_LEFT, boundary_type::CROSS) => Some(boundary_type::CROSS), // (└, ┼) => Some(┼) (boundary_type::VERTICAL_LEFT, boundary_type::VERTICAL_LEFT) => Some(boundary_type::VERTICAL_LEFT), // (┤, ┤) => Some(┤) (boundary_type::VERTICAL_LEFT, boundary_type::VERTICAL_RIGHT) => Some(boundary_type::CROSS), // (┤, ├) => Some(┼) (boundary_type::VERTICAL_LEFT, boundary_type::HORIZONTAL_DOWN) => Some(boundary_type::CROSS), // (┤, ┬) => Some(┼) (boundary_type::VERTICAL_LEFT, boundary_type::HORIZONTAL_UP) => Some(boundary_type::HORIZONTAL_UP), // (┤, ┴) => Some(┼) (boundary_type::VERTICAL_LEFT, boundary_type::CROSS) => Some(boundary_type::CROSS), // (┤, ┼) => Some(┼) (boundary_type::VERTICAL_RIGHT, boundary_type::VERTICAL_RIGHT) => { Some(boundary_type::VERTICAL_RIGHT) } // (├, ├) => Some(├) (boundary_type::VERTICAL_RIGHT, boundary_type::HORIZONTAL_DOWN) => Some(boundary_type::CROSS), // (├, ┬) => Some(┼) (boundary_type::VERTICAL_RIGHT, boundary_type::HORIZONTAL_UP) => Some(boundary_type::CROSS), // (├, ┴) => Some(┼) (boundary_type::VERTICAL_RIGHT, boundary_type::CROSS) => Some(boundary_type::CROSS), // (├, ┼) => Some(┼) (boundary_type::HORIZONTAL_DOWN, boundary_type::HORIZONTAL_DOWN) => { Some(boundary_type::HORIZONTAL_DOWN) } // (┬, ┬) => Some(┬) (boundary_type::HORIZONTAL_DOWN, boundary_type::HORIZONTAL_UP) => Some(boundary_type::CROSS), // (┬, ┴) => Some(┼) (boundary_type::HORIZONTAL_DOWN, boundary_type::CROSS) => Some(boundary_type::CROSS), // (┬, ┼) => Some(┼) (boundary_type::HORIZONTAL_UP, boundary_type::HORIZONTAL_UP) => Some(boundary_type::HORIZONTAL_UP), // (┴, ┴) => Some(┴) (boundary_type::HORIZONTAL_UP, boundary_type::CROSS) => Some(boundary_type::CROSS), // (┴, ┼) => Some(┼) (boundary_type::CROSS, boundary_type::CROSS) => Some(boundary_type::CROSS), // (┼, ┼) => Some(┼) (_, _) => 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() } } 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: &dyn Rect) { 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: &dyn Rect) -> bool { rect.x() + rect.columns() < self.columns } fn rect_bottom_boundary_is_before_screen_edge(&self, rect: &dyn Rect) -> bool { rect.y() + rect.rows() < self.rows } fn rect_right_boundary_row_start(&self, rect: &dyn Rect) -> usize { if rect.y() == 0 { 0 } else { rect.y() - 1 } } fn rect_right_boundary_row_end(&self, rect: &dyn Rect) -> 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: &dyn Rect) -> usize { if rect.x() == 0 { 0 } else { rect.x() - 1 } } fn rect_bottom_boundary_col_end(&self, rect: &dyn Rect) -> 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 } } }