///|
/// Render crater Layout to CharBuffer
///|
/// Render Layout to CharBuffer
pub fn render_layout(
buf : CharBuffer,
layout : @ccore.Layout,
styles : @core.RenderStyleMap,
texts : @core.TextContentMap,
offset_x : Int,
offset_y : Int,
) -> Unit {
render_layout_f(
buf,
layout,
styles,
texts,
offset_x.to_double(),
offset_y.to_double(),
)
}
///|
fn render_layout_f(
buf : CharBuffer,
layout : @ccore.Layout,
styles : @core.RenderStyleMap,
texts : @core.TextContentMap,
offset_x : Double,
offset_y : Double,
) -> Unit {
let abs_x = offset_x + layout.x
let abs_y = offset_y + layout.y
let rect = @core.normalize_grid_rect(
abs_x,
abs_y,
layout.width,
layout.height,
)
let x = rect.x
let y = rect.y
let w = rect.width
let h = rect.height
let style = styles.get(layout.id)
// Fill background if not transparent
if !style.bg.is_transparent() {
buf.fill_bg(x, y, w, h, style.bg)
}
// Draw border if specified
match style.border {
Some(border) => draw_border(buf, x, y, w, h, border, style.border_fg)
None => ()
}
// Draw text content if present
match texts.get(layout.id) {
Some(text) => {
let has_border = style.border is Some(_)
let border_inset = if has_border { 1.0 } else { 0.0 }
let content_rect = @core.normalize_grid_rect_with_inset(
abs_x,
abs_y,
layout.width,
layout.height,
border_inset + layout.padding.left,
border_inset + layout.padding.top,
border_inset + layout.padding.right,
border_inset + layout.padding.bottom,
)
let content_x = content_rect.x
let content_y = content_rect.y
let content_w = content_rect.width
let content_h = content_rect.height
if content_w > 0 && content_h > 0 {
let text_style : TextStyle = {
fg: style.fg,
bg: @core.Color::transparent(),
bold: style.bold,
underline: style.underline,
}
let _ = buf.write_text_wrapped(
content_x, content_y, text, text_style, content_w, content_h,
)
}
}
None => ()
}
// Render children
for child in layout.children {
render_layout_f(buf, child, styles, texts, abs_x, abs_y)
}
}
///|
fn draw_border(
buf : CharBuffer,
x : Int,
y : Int,
w : Int,
h : Int,
border : @core.BorderChars,
fg : @core.Color,
) -> Unit {
if w < 2 || h < 2 {
return
}
// Top-left corner
buf.set_cell(x, y, { ..CharCell::default(), char: border.top_left, fg })
// Top-right corner
buf.set_cell(x + w - 1, y, {
..CharCell::default(),
char: border.top_right,
fg,
})
// Bottom-left corner
buf.set_cell(x, y + h - 1, {
..CharCell::default(),
char: border.bottom_left,
fg,
})
// Bottom-right corner
buf.set_cell(x + w - 1, y + h - 1, {
..CharCell::default(),
char: border.bottom_right,
fg,
})
// Top and bottom edges
for col = x + 1; col < x + w - 1; col = col + 1 {
buf.set_cell(col, y, { ..CharCell::default(), char: border.horizontal, fg })
buf.set_cell(col, y + h - 1, {
..CharCell::default(),
char: border.horizontal,
fg,
})
}
// Left and right edges
for row = y + 1; row < y + h - 1; row = row + 1 {
buf.set_cell(x, row, { ..CharCell::default(), char: border.vertical, fg })
buf.set_cell(x + w - 1, row, {
..CharCell::default(),
char: border.vertical,
fg,
})
}
}
///|
/// Quick render function: Layout -> ANSI string
pub fn render_to_ansi(
layout : @ccore.Layout,
styles : @core.RenderStyleMap,
texts : @core.TextContentMap,
width : Int,
height : Int,
) -> String {
let buf = CharBuffer::new(width, height)
render_layout(buf, layout, styles, texts, 0, 0)
buf.to_ansi()
}