* basic functionality * close and reopen scratch terminal working * embed/float and resize whole tab for floating and static floating panes * move focus working * fix focus change in floating panes * move pane with mouse * floating z indices * tests and better resize algorithm * starting to work on performance * some performance experimentations * new render engine * reverse painters algorithm for floating panes * fix frame buffering * improve ux situation * handle multiple new panes on screen without overlap * adjust keybindings * adjust key hints * fix multiuser frame ui * fix various floating/multiuser bugs * remove stuff * wide characters under floating panes * fix wide character frame override * fix non-frame boundaries interactions with floating panes * fix selection character width * fix title frame wide char overflow * fix existing tests * add tests * refactor output out of tab * refactor floating panes out of tab * refactor tab * moar refactoring * refactorings and bring back terminal window title setting * add frame vte output * remove more unused stuff * remove even more unused stuff * you know the drill * refactor floating panes and remove more stuffs * refactor pane grids * remove unused output caching * refactor output * remove unused stuff * rustfmt * some formatting * rustfmt * reduce clippy to normal * remove comment * remove unused * fix closign pane * fix tests
571 lines
20 KiB
Rust
571 lines
20 KiB
Rust
use zellij_utils::{pane_size::Viewport, zellij_tile};
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use crate::output::CharacterChunk;
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use crate::panes::terminal_character::{TerminalCharacter, EMPTY_TERMINAL_CHARACTER, RESET_STYLES};
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use crate::tab::Pane;
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use ansi_term::Colour::{Fixed, RGB};
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use std::collections::HashMap;
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use zellij_tile::data::PaletteColor;
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use zellij_utils::shared::colors;
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use std::fmt::{Display, Error, Formatter};
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pub mod boundary_type {
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pub const TOP_RIGHT: &str = "┐";
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pub const VERTICAL: &str = "│";
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pub const HORIZONTAL: &str = "─";
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pub const TOP_LEFT: &str = "┌";
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pub const BOTTOM_RIGHT: &str = "┘";
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pub const BOTTOM_LEFT: &str = "└";
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pub const VERTICAL_LEFT: &str = "┤";
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pub const VERTICAL_RIGHT: &str = "├";
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pub const HORIZONTAL_DOWN: &str = "┬";
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pub const HORIZONTAL_UP: &str = "┴";
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pub const CROSS: &str = "┼";
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}
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pub(crate) type BoundaryType = &'static str; // easy way to refer to boundary_type above
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#[derive(Clone, Copy, Debug)]
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pub(crate) struct BoundarySymbol {
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boundary_type: BoundaryType,
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invisible: bool,
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color: Option<PaletteColor>,
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}
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impl BoundarySymbol {
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pub fn new(boundary_type: BoundaryType) -> Self {
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BoundarySymbol {
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boundary_type,
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invisible: false,
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color: Some(PaletteColor::EightBit(colors::GRAY)),
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}
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}
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pub fn color(&mut self, color: Option<PaletteColor>) -> Self {
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self.color = color;
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*self
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}
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pub fn as_terminal_character(&self) -> TerminalCharacter {
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if self.invisible {
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EMPTY_TERMINAL_CHARACTER
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} else {
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let character = self.boundary_type.chars().next().unwrap();
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TerminalCharacter {
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character,
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width: 1,
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styles: RESET_STYLES
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.foreground(self.color.map(|palette_color| palette_color.into())),
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}
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}
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}
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}
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impl Display for BoundarySymbol {
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fn fmt(&self, f: &mut Formatter) -> Result<(), Error> {
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match self.invisible {
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true => write!(f, " "),
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false => match self.color {
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Some(color) => match color {
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PaletteColor::Rgb((r, g, b)) => {
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write!(f, "{}", RGB(r, g, b).paint(self.boundary_type))
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}
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PaletteColor::EightBit(color) => {
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write!(f, "{}", Fixed(color).paint(self.boundary_type))
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}
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},
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None => write!(f, "{}", self.boundary_type),
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},
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}
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}
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}
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fn combine_symbols(
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current_symbol: BoundarySymbol,
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next_symbol: BoundarySymbol,
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) -> Option<BoundarySymbol> {
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use boundary_type::*;
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let invisible = current_symbol.invisible || next_symbol.invisible;
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let color = current_symbol.color.or(next_symbol.color);
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match (current_symbol.boundary_type, next_symbol.boundary_type) {
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(CROSS, _) | (_, CROSS) => {
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// (┼, *) or (*, ┼) => Some(┼)
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let boundary_type = CROSS;
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Some(BoundarySymbol {
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boundary_type,
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invisible,
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color,
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})
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}
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(TOP_RIGHT, TOP_RIGHT) => {
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// (┐, ┐) => Some(┐)
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let boundary_type = TOP_RIGHT;
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Some(BoundarySymbol {
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boundary_type,
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invisible,
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color,
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})
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}
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(TOP_RIGHT, VERTICAL) | (TOP_RIGHT, BOTTOM_RIGHT) | (TOP_RIGHT, VERTICAL_LEFT) => {
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// (┐, │) => Some(┤)
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// (┐, ┘) => Some(┤)
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// (─, ┤) => Some(┤)
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let boundary_type = VERTICAL_LEFT;
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Some(BoundarySymbol {
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boundary_type,
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invisible,
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color,
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})
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}
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(TOP_RIGHT, HORIZONTAL) | (TOP_RIGHT, TOP_LEFT) | (TOP_RIGHT, HORIZONTAL_DOWN) => {
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// (┐, ─) => Some(┬)
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// (┐, ┌) => Some(┬)
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// (┐, ┬) => Some(┬)
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let boundary_type = HORIZONTAL_DOWN;
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Some(BoundarySymbol {
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boundary_type,
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invisible,
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color,
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})
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}
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(TOP_RIGHT, BOTTOM_LEFT) | (TOP_RIGHT, VERTICAL_RIGHT) | (TOP_RIGHT, HORIZONTAL_UP) => {
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// (┐, └) => Some(┼)
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// (┐, ├) => Some(┼)
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// (┐, ┴) => Some(┼)
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let boundary_type = CROSS;
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Some(BoundarySymbol {
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boundary_type,
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invisible,
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color,
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})
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}
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(HORIZONTAL, HORIZONTAL) => {
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// (─, ─) => Some(─)
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let boundary_type = HORIZONTAL;
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Some(BoundarySymbol {
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boundary_type,
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invisible,
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color,
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})
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}
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(HORIZONTAL, VERTICAL) | (HORIZONTAL, VERTICAL_LEFT) | (HORIZONTAL, VERTICAL_RIGHT) => {
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// (─, │) => Some(┼)
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// (─, ┤) => Some(┼)
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// (─, ├) => Some(┼)
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let boundary_type = CROSS;
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Some(BoundarySymbol {
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boundary_type,
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invisible,
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color,
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})
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}
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(HORIZONTAL, TOP_LEFT) | (HORIZONTAL, HORIZONTAL_DOWN) => {
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// (─, ┌) => Some(┬)
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// (─, ┬) => Some(┬)
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let boundary_type = HORIZONTAL_DOWN;
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Some(BoundarySymbol {
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boundary_type,
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invisible,
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color,
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})
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}
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(HORIZONTAL, BOTTOM_RIGHT) | (HORIZONTAL, BOTTOM_LEFT) | (HORIZONTAL, HORIZONTAL_UP) => {
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// (─, ┘) => Some(┴)
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// (─, └) => Some(┴)
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// (─, ┴) => Some(┴)
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let boundary_type = HORIZONTAL_UP;
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Some(BoundarySymbol {
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boundary_type,
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invisible,
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color,
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})
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}
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(VERTICAL, VERTICAL) => {
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// (│, │) => Some(│)
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let boundary_type = VERTICAL;
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Some(BoundarySymbol {
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boundary_type,
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invisible,
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color,
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})
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}
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(VERTICAL, TOP_LEFT) | (VERTICAL, BOTTOM_LEFT) | (VERTICAL, VERTICAL_RIGHT) => {
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// (│, ┌) => Some(├)
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// (│, └) => Some(├)
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// (│, ├) => Some(├)
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let boundary_type = VERTICAL_RIGHT;
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Some(BoundarySymbol {
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boundary_type,
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invisible,
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color,
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})
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}
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(VERTICAL, BOTTOM_RIGHT) | (VERTICAL, VERTICAL_LEFT) => {
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// (│, ┘) => Some(┤)
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// (│, ┤) => Some(┤)
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let boundary_type = VERTICAL_LEFT;
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Some(BoundarySymbol {
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boundary_type,
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invisible,
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color,
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})
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}
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(VERTICAL, HORIZONTAL_DOWN) | (VERTICAL, HORIZONTAL_UP) => {
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// (│, ┬) => Some(┼)
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// (│, ┴) => Some(┼)
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let boundary_type = CROSS;
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Some(BoundarySymbol {
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boundary_type,
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invisible,
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color,
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})
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}
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(TOP_LEFT, TOP_LEFT) => {
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// (┌, ┌) => Some(┌)
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let boundary_type = TOP_LEFT;
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Some(BoundarySymbol {
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boundary_type,
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invisible,
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color,
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})
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}
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(TOP_LEFT, BOTTOM_RIGHT) | (TOP_LEFT, VERTICAL_LEFT) | (TOP_LEFT, HORIZONTAL_UP) => {
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// (┌, ┘) => Some(┼)
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// (┌, ┤) => Some(┼)
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// (┌, ┴) => Some(┼)
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let boundary_type = CROSS;
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Some(BoundarySymbol {
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boundary_type,
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invisible,
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color,
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})
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}
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(TOP_LEFT, BOTTOM_LEFT) | (TOP_LEFT, VERTICAL_RIGHT) => {
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// (┌, └) => Some(├)
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// (┌, ├) => Some(├)
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let boundary_type = VERTICAL_RIGHT;
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Some(BoundarySymbol {
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boundary_type,
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invisible,
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color,
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})
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}
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(TOP_LEFT, HORIZONTAL_DOWN) => {
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// (┌, ┬) => Some(┬)
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let boundary_type = HORIZONTAL_DOWN;
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Some(BoundarySymbol {
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boundary_type,
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invisible,
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color,
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})
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}
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(BOTTOM_RIGHT, BOTTOM_RIGHT) => {
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// (┘, ┘) => Some(┘)
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let boundary_type = BOTTOM_RIGHT;
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Some(BoundarySymbol {
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boundary_type,
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invisible,
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color,
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})
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}
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(BOTTOM_RIGHT, BOTTOM_LEFT) | (BOTTOM_RIGHT, HORIZONTAL_UP) => {
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// (┘, └) => Some(┴)
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// (┘, ┴) => Some(┴)
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let boundary_type = HORIZONTAL_UP;
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Some(BoundarySymbol {
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boundary_type,
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invisible,
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color,
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})
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}
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(BOTTOM_RIGHT, VERTICAL_LEFT) => {
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// (┘, ┤) => Some(┤)
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let boundary_type = VERTICAL_LEFT;
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Some(BoundarySymbol {
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boundary_type,
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invisible,
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color,
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})
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}
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(BOTTOM_RIGHT, VERTICAL_RIGHT) | (BOTTOM_RIGHT, HORIZONTAL_DOWN) => {
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// (┘, ├) => Some(┼)
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// (┘, ┬) => Some(┼)
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let boundary_type = CROSS;
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Some(BoundarySymbol {
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boundary_type,
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invisible,
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color,
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})
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}
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(BOTTOM_LEFT, BOTTOM_LEFT) => {
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// (└, └) => Some(└)
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let boundary_type = BOTTOM_LEFT;
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Some(BoundarySymbol {
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boundary_type,
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invisible,
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color,
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})
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}
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(BOTTOM_LEFT, VERTICAL_LEFT) | (BOTTOM_LEFT, HORIZONTAL_DOWN) => {
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// (└, ┤) => Some(┼)
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// (└, ┬) => Some(┼)
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let boundary_type = CROSS;
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Some(BoundarySymbol {
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boundary_type,
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invisible,
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color,
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})
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}
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(BOTTOM_LEFT, VERTICAL_RIGHT) => {
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// (└, ├) => Some(├)
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let boundary_type = VERTICAL_RIGHT;
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Some(BoundarySymbol {
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boundary_type,
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invisible,
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color,
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})
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}
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(BOTTOM_LEFT, HORIZONTAL_UP) => {
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// (└, ┴) => Some(┴)
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let boundary_type = HORIZONTAL_UP;
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Some(BoundarySymbol {
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boundary_type,
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invisible,
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color,
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})
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}
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(VERTICAL_LEFT, VERTICAL_LEFT) => {
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// (┤, ┤) => Some(┤)
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let boundary_type = VERTICAL_LEFT;
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Some(BoundarySymbol {
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boundary_type,
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invisible,
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color,
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})
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}
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(VERTICAL_LEFT, VERTICAL_RIGHT)
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| (VERTICAL_LEFT, HORIZONTAL_DOWN)
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| (VERTICAL_LEFT, HORIZONTAL_UP) => {
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// (┤, ├) => Some(┼)
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// (┤, ┬) => Some(┼)
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// (┤, ┴) => Some(┼)
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let boundary_type = CROSS;
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Some(BoundarySymbol {
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boundary_type,
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invisible,
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color,
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})
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}
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(VERTICAL_RIGHT, VERTICAL_RIGHT) => {
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// (├, ├) => Some(├)
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let boundary_type = VERTICAL_RIGHT;
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Some(BoundarySymbol {
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boundary_type,
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invisible,
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color,
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})
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}
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(VERTICAL_RIGHT, HORIZONTAL_DOWN) | (VERTICAL_RIGHT, HORIZONTAL_UP) => {
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// (├, ┬) => Some(┼)
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// (├, ┴) => Some(┼)
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let boundary_type = CROSS;
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Some(BoundarySymbol {
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boundary_type,
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invisible,
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color,
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})
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}
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(HORIZONTAL_DOWN, HORIZONTAL_DOWN) => {
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// (┬, ┬) => Some(┬)
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let boundary_type = HORIZONTAL_DOWN;
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Some(BoundarySymbol {
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boundary_type,
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invisible,
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color,
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})
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}
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(HORIZONTAL_DOWN, HORIZONTAL_UP) => {
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// (┬, ┴) => Some(┼)
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let boundary_type = CROSS;
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Some(BoundarySymbol {
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boundary_type,
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invisible,
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color,
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})
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}
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(HORIZONTAL_UP, HORIZONTAL_UP) => {
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// (┴, ┴) => Some(┴)
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let boundary_type = HORIZONTAL_UP;
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Some(BoundarySymbol {
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boundary_type,
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invisible,
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color,
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})
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}
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(_, _) => combine_symbols(next_symbol, current_symbol),
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}
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}
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#[derive(PartialEq, Eq, Hash, Debug)]
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pub(crate) struct Coordinates {
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x: usize,
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y: usize,
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}
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impl Coordinates {
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pub fn new(x: usize, y: usize) -> Self {
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Coordinates { x, y }
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}
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}
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pub struct Boundaries {
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viewport: Viewport,
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boundary_characters: HashMap<Coordinates, BoundarySymbol>,
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}
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impl Boundaries {
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pub fn new(viewport: Viewport) -> Self {
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Boundaries {
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viewport,
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boundary_characters: HashMap::new(),
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}
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}
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pub fn add_rect(&mut self, rect: &dyn Pane, color: Option<PaletteColor>) {
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if !self.is_fully_inside_screen(rect) {
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return;
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}
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if rect.x() > self.viewport.x {
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// left boundary
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let boundary_x_coords = rect.x() - 1;
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let first_row_coordinates = self.rect_right_boundary_row_start(rect);
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let last_row_coordinates = self.rect_right_boundary_row_end(rect);
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for row in first_row_coordinates..last_row_coordinates {
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let coordinates = Coordinates::new(boundary_x_coords, row);
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let symbol_to_add = if row == first_row_coordinates && row != self.viewport.y {
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BoundarySymbol::new(boundary_type::TOP_LEFT).color(color)
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} else if row == last_row_coordinates - 1
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&& row != self.viewport.y + self.viewport.rows - 1
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{
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BoundarySymbol::new(boundary_type::BOTTOM_LEFT).color(color)
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} else {
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BoundarySymbol::new(boundary_type::VERTICAL).color(color)
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};
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let next_symbol = self
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.boundary_characters
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.remove(&coordinates)
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.and_then(|current_symbol| combine_symbols(current_symbol, symbol_to_add))
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.unwrap_or(symbol_to_add);
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self.boundary_characters.insert(coordinates, next_symbol);
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}
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}
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if rect.y() > self.viewport.y {
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// top boundary
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let boundary_y_coords = rect.y() - 1;
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let first_col_coordinates = self.rect_bottom_boundary_col_start(rect);
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let last_col_coordinates = self.rect_bottom_boundary_col_end(rect);
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for col in first_col_coordinates..last_col_coordinates {
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let coordinates = Coordinates::new(col, boundary_y_coords);
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let symbol_to_add = if col == first_col_coordinates && col != self.viewport.x {
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BoundarySymbol::new(boundary_type::TOP_LEFT).color(color)
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} else if col == last_col_coordinates - 1 && col != self.viewport.cols - 1 {
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BoundarySymbol::new(boundary_type::TOP_RIGHT).color(color)
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} else {
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BoundarySymbol::new(boundary_type::HORIZONTAL).color(color)
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};
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let next_symbol = self
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.boundary_characters
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.remove(&coordinates)
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.and_then(|current_symbol| combine_symbols(current_symbol, symbol_to_add))
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.unwrap_or(symbol_to_add);
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self.boundary_characters.insert(coordinates, next_symbol);
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}
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}
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if self.rect_right_boundary_is_before_screen_edge(rect) {
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// right boundary
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|
let boundary_x_coords = rect.right_boundary_x_coords() - 1;
|
|
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 != self.viewport.y {
|
|
BoundarySymbol::new(boundary_type::TOP_RIGHT).color(color)
|
|
} else if row == last_row_coordinates - 1
|
|
&& row != self.viewport.y + self.viewport.rows - 1
|
|
{
|
|
BoundarySymbol::new(boundary_type::BOTTOM_RIGHT).color(color)
|
|
} else {
|
|
BoundarySymbol::new(boundary_type::VERTICAL).color(color)
|
|
};
|
|
let next_symbol = self
|
|
.boundary_characters
|
|
.remove(&coordinates)
|
|
.and_then(|current_symbol| combine_symbols(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) {
|
|
// bottom boundary
|
|
let boundary_y_coords = rect.bottom_boundary_y_coords() - 1;
|
|
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 != self.viewport.x {
|
|
BoundarySymbol::new(boundary_type::BOTTOM_LEFT).color(color)
|
|
} else if col == last_col_coordinates - 1 && col != self.viewport.cols - 1 {
|
|
BoundarySymbol::new(boundary_type::BOTTOM_RIGHT).color(color)
|
|
} else {
|
|
BoundarySymbol::new(boundary_type::HORIZONTAL).color(color)
|
|
};
|
|
let next_symbol = self
|
|
.boundary_characters
|
|
.remove(&coordinates)
|
|
.and_then(|current_symbol| combine_symbols(current_symbol, symbol_to_add))
|
|
.unwrap_or(symbol_to_add);
|
|
self.boundary_characters.insert(coordinates, next_symbol);
|
|
}
|
|
}
|
|
}
|
|
pub fn render(&self) -> Vec<CharacterChunk> {
|
|
let mut character_chunks = vec![];
|
|
for (coordinates, boundary_character) in &self.boundary_characters {
|
|
character_chunks.push(CharacterChunk::new(
|
|
vec![boundary_character.as_terminal_character()],
|
|
coordinates.x,
|
|
coordinates.y,
|
|
));
|
|
}
|
|
character_chunks
|
|
}
|
|
fn rect_right_boundary_is_before_screen_edge(&self, rect: &dyn Pane) -> bool {
|
|
rect.x() + rect.cols() < self.viewport.cols
|
|
}
|
|
fn rect_bottom_boundary_is_before_screen_edge(&self, rect: &dyn Pane) -> bool {
|
|
rect.y() + rect.rows() < self.viewport.y + self.viewport.rows
|
|
}
|
|
fn rect_right_boundary_row_start(&self, rect: &dyn Pane) -> usize {
|
|
if rect.y() > self.viewport.y {
|
|
rect.y() - 1
|
|
} else {
|
|
self.viewport.y
|
|
}
|
|
}
|
|
fn rect_right_boundary_row_end(&self, rect: &dyn Pane) -> usize {
|
|
rect.y() + rect.rows()
|
|
}
|
|
fn rect_bottom_boundary_col_start(&self, rect: &dyn Pane) -> usize {
|
|
if rect.x() == 0 {
|
|
0
|
|
} else {
|
|
rect.x() - 1
|
|
}
|
|
}
|
|
fn rect_bottom_boundary_col_end(&self, rect: &dyn Pane) -> usize {
|
|
rect.x() + rect.cols()
|
|
}
|
|
fn is_fully_inside_screen(&self, rect: &dyn Pane) -> bool {
|
|
rect.x() >= self.viewport.x
|
|
&& rect.x() + rect.cols() <= self.viewport.x + self.viewport.cols
|
|
&& rect.y() >= self.viewport.y
|
|
&& rect.y() + rect.rows() <= self.viewport.y + self.viewport.rows
|
|
}
|
|
}
|