zellij/src/boundaries.rs

471 lines
18 KiB
Rust

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<Coordinates, BoundaryType>,
}
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<R: 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<R: Rect>(&self, rect: &R) -> bool {
rect.x() + rect.columns() < self.columns
}
fn rect_bottom_boundary_is_before_screen_edge<R: Rect>(&self, rect: &R) -> bool {
rect.y() + rect.rows() < self.rows
}
fn rect_right_boundary_row_start<R: Rect>(&self, rect: &R) -> usize {
if rect.y() == 0 {
0
} else {
rect.y() - 1
}
}
fn rect_right_boundary_row_end<R: Rect>(&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<R: Rect>(&self, rect: &R) -> usize {
if rect.x() == 0 {
0
} else {
rect.x() - 1
}
}
fn rect_bottom_boundary_col_end<R: Rect>(&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
}
}
}