using System;
using System.Collections.Generic;
using Spectre.Console.Rendering;
namespace Spectre.Console
{
///
/// Represents a renderable canvas.
///
public sealed class Canvas : Renderable
{
private readonly Color?[,] _pixels;
///
/// Gets the width of the canvas.
///
public int Width { get; }
///
/// Gets the height of the canvas.
///
public int Height { get; }
///
/// Gets or sets the render width of the canvas.
///
public int? MaxWidth { get; set; }
///
/// Gets or sets a value indicating whether or not
/// to scale the canvas when rendering.
///
public bool Scale { get; set; } = true;
///
/// Gets or sets the pixel width.
///
public int PixelWidth { get; set; } = 2;
///
/// Initializes a new instance of the class.
///
/// The canvas width.
/// The canvas height.
public Canvas(int width, int height)
{
if (width < 1)
{
throw new ArgumentException("Must be > 1", nameof(width));
}
if (height < 1)
{
throw new ArgumentException("Must be > 1", nameof(height));
}
Width = width;
Height = height;
_pixels = new Color?[Width, Height];
}
///
/// Sets a pixel with the specified color in the canvas at the specified location.
///
/// The X coordinate for the pixel.
/// The Y coordinate for the pixel.
/// The pixel color.
public void SetPixel(int x, int y, Color color)
{
_pixels[x, y] = color;
}
///
protected override Measurement Measure(RenderContext context, int maxWidth)
{
if (PixelWidth < 0)
{
throw new InvalidOperationException("Pixel width must be greater than zero.");
}
var width = MaxWidth ?? Width;
if (maxWidth < width * PixelWidth)
{
return new Measurement(maxWidth, maxWidth);
}
return new Measurement(width * PixelWidth, width * PixelWidth);
}
///
protected override IEnumerable Render(RenderContext context, int maxWidth)
{
if (PixelWidth < 0)
{
throw new InvalidOperationException("Pixel width must be greater than zero.");
}
var pixels = _pixels;
var pixel = new string(' ', PixelWidth);
var width = Width;
var height = Height;
// Got a max width?
if (MaxWidth != null)
{
height = (int)(height * ((float)MaxWidth.Value) / Width);
width = MaxWidth.Value;
}
// Exceed the max width when we take pixel width into account?
if (width * PixelWidth > maxWidth)
{
height = (int)(height * (maxWidth / (float)(width * PixelWidth)));
width = maxWidth / PixelWidth;
// If it's not possible to scale the canvas sufficiently, it's too small to render.
if (height == 0)
{
yield break;
}
}
// Need to rescale the pixel buffer?
if (Scale && (width != Width || height != Height))
{
pixels = ScaleDown(width, height);
}
for (var y = 0; y < height; y++)
{
for (var x = 0; x < width; x++)
{
var color = pixels[x, y];
if (color != null)
{
yield return new Segment(pixel, new Style(background: color));
}
else
{
yield return new Segment(pixel);
}
}
yield return Segment.LineBreak;
}
}
private Color?[,] ScaleDown(int newWidth, int newHeight)
{
var buffer = new Color?[newWidth, newHeight];
var xRatio = ((Width << 16) / newWidth) + 1;
var yRatio = ((Height << 16) / newHeight) + 1;
for (var i = 0; i < newHeight; i++)
{
for (var j = 0; j < newWidth; j++)
{
buffer[j, i] = _pixels[(j * xRatio) >> 16, (i * yRatio) >> 16];
}
}
return buffer;
}
}
}