local scr_x, scr_y = term.getSize() local windowWidth = scr_x local windowHeight = scr_y local defaultProgram = "rom/programs/shell.lua" local lddterm = {} lddterm.alwaysRender = false -- renders after any and all screen-changing functions. lddterm.useColors = true -- normal computers do not allow color, but this variable doesn't do anything yet lddterm.baseTerm = term.current() -- will draw to this terminal lddterm.transformation = nil -- will modify the current buffer as an NFT image before rendering lddterm.cursorTransformation = nil -- will modify the cursor position lddterm.drawFunction = nil -- will draw using this function instead of basic NFT drawing lddterm.adjustX = 0 -- moves entire screen X lddterm.adjustY = 0 -- moves entire screen Y lddterm.selectedWindow = 1 -- determines which window controls the cursor lddterm.windows = {} -- converts hex colors to colors api, and back local to_colors, to_blit = { [' '] = 0, ['0'] = 1, ['1'] = 2, ['2'] = 4, ['3'] = 8, ['4'] = 16, ['5'] = 32, ['6'] = 64, ['7'] = 128, ['8'] = 256, ['9'] = 512, ['a'] = 1024, ['b'] = 2048, ['c'] = 4096, ['d'] = 8192, ['e'] = 16384, ['f'] = 32768, }, {} for k,v in pairs(to_colors) do to_blit[v] = k end -- separates string into table based on divider local explode = function(div, str, replstr, includeDiv) if (div == '') then return false end local pos, arr = 0, {} for st, sp in function() return string.find(str, div, pos, false) end do table.insert(arr, string.sub(replstr or str, pos, st - 1 + (includeDiv and #div or 0))) pos = sp + 1 end table.insert(arr, string.sub(replstr or str, pos)) return arr end -- determines the size of the terminal before rendering always local determineScreenSize = function() scr_x, scr_y = lddterm.baseTerm.getSize() lddterm.screenWidth = scr_x lddterm.screenHeight = scr_y end determineScreenSize() -- takes two or more windows and checks if the first of them overlap the other(s) lddterm.checkWindowOverlap = function(window, ...) if #lddterm.windows < 2 then return false end local list, win = {...} for i = 1, #list do win = list[i] if win ~= window then if ( window.x < win.x + win.width and win.x < window.x + window.width and window.y < win.y + win.height and win.y < window.y + window.height ) then return true end end end return false end local fixCursorPos = function() local cx, cy if lddterm.windows[lddterm.selectedWindow] then if lddterm.cursorTransformation then cx, cy = lddterm.cursorTransformation( lddterm.windows[lddterm.selectedWindow].cursor[1], lddterm.windows[lddterm.selectedWindow].cursor[2] ) lddterm.baseTerm.setCursorPos( cx + lddterm.windows[lddterm.selectedWindow].x - 1, cy + lddterm.windows[lddterm.selectedWindow].y - 1 ) else lddterm.baseTerm.setCursorPos( -1 + lddterm.windows[lddterm.selectedWindow].cursor[1] + lddterm.windows[lddterm.selectedWindow].x, lddterm.windows[lddterm.selectedWindow].cursor[2] + lddterm.windows[lddterm.selectedWindow].y - 1 ) end end end -- renders the screen with optional transformation function lddterm.render = function(transformation, drawFunction) -- determine new screen size and change lddterm screen to fit old_scr_x, old_scr_y = scr_x, scr_y determineScreenSize() if old_scr_x ~= scr_x or old_scr_y ~= scr_y then lddterm.baseTerm.clear() end local image = lddterm.screenshot() if type(transformation) == "function" then image = transformation(image) end if drawFunction then drawFunction(image, lddterm.baseTerm) else for y = 1, #image[1] do lddterm.baseTerm.setCursorPos(1 + lddterm.adjustX, y + lddterm.adjustY) lddterm.baseTerm.blit(image[1][y], image[2][y], image[3][y]) end end fixCursorPos() end lddterm.newWindow = function(width, height, x, y, meta) meta = meta or {} local window = { width = math.floor(width), height = math.floor(height), cursor = meta.cursor or {1, 1}, colors = meta.colors or {"0", "f"}, clearChar = meta.clearChar or " ", visible = meta.visible or true, x = math.floor(x) or 1, y = math.floor(y) or 1, buffer = {{},{},{}}, } for y = 1, height do window.buffer[1][y] = {} window.buffer[2][y] = {} window.buffer[3][y] = {} for x = 1, width do window.buffer[1][y][x] = window.clearChar window.buffer[2][y][x] = window.colors[1] window.buffer[3][y][x] = window.colors[2] end end window.handle = {} window.handle.setCursorPos = function(x, y) window.cursor = {x, y} fixCursorPos() end window.handle.getCursorPos = function() return window.cursor[1], window.cursor[2] end window.handle.setCursorBlink = function(blink) return lddterm.baseTerm.setCursorBlink(blink) end window.handle.getCursorBlink = function() return lddterm.baseTerm.getCursorBlink(blink) end window.handle.scroll = function(amount) if amount > 0 then for i = 1, amount do for c = 1, 3 do table.remove(window.buffer[c], 1) window.buffer[c][window.height] = {} for xx = 1, width do window.buffer[c][window.height][xx] = ( c == 1 and window.clearChar or c == 2 and window.colors[1] or c == 3 and window.colors[2] ) end end end elseif amount < 0 then for i = 1, -amount do for c = 1, 3 do window.buffer[c][window.height] = nil table.insert(window.buffer[c], 1, {}) for xx = 1, width do window.buffer[c][1][xx] = ( c == 1 and window.clearChar or c == 2 and window.colors[1] or c == 3 and window.colors[2] ) end end end end if lddterm.alwaysRender then lddterm.render(lddterm.transformation, lddterm.drawFunction) end end window.handle.scrollX = function(amount) if amount > 0 then for i = 1, amount do for c = 1, 3 do for y = 1, window.height do table.remove(window.buffer[c][y], 1) window.buffer[c][y][window.width] = ( c == 1 and window.clearChar or c == 2 and window.colors[1] or c == 3 and window.colors[2] ) end end end elseif amount < 0 then for i = 1, -amount do for c = 1, 3 do for y = 1, window.height do window.buffer[c][y][window.width] = nil table.insert(window.buffer[c][y], 1, ( c == 1 and window.clearChar or c == 2 and window.colors[1] or c == 3 and window.colors[2] )) end end end end if lddterm.alwaysRender then lddterm.render(lddterm.transformation, lddterm.drawFunction) end end window.handle.write = function(text, x, y, ignoreAlwaysRender) assert(text ~= nil, "expected string 'text'") text = tostring(text) local cx = math.floor(tonumber(x) or window.cursor[1]) local cy = math.floor(tonumber(y) or window.cursor[2]) text = text:sub(math.max(0, -cx - 1)) for i = 1, #text do if cx >= 1 and cx <= window.width and cy >= 1 and cy <= window.height then window.buffer[1][cy][cx] = text:sub(i,i) window.buffer[2][cy][cx] = window.colors[1] window.buffer[3][cy][cx] = window.colors[2] end cx = math.min(cx + 1, window.width + 1) end window.cursor = {cx, cy} if lddterm.alwaysRender and not ignoreAlwaysRender then lddterm.render(lddterm.transformation, lddterm.drawFunction) end end window.handle.writeWrap = function(text, x, y, ignoreAlwaysRender) local words = explode(" ", text, nil, true) local cx, cy = x or window.cursor[1], y or window.cursor[2] for i = 1, #words do if cx + #words[i] > window.width + 1 then cx = 1 if cy >= window.height then window.handle.scroll(1) cy = window.height else cy = cy + 1 end end window.handle.write(words[i], cx, cy, true) cx = cx + #words[i] end if lddterm.alwaysRender and not ignoreAlwaysRender then lddterm.render(lddterm.transformation, lddterm.drawFunction) end end window.handle.blit = function(char, textCol, backCol, x, y) if type(char) == "number" then char = tostring(char) end if type(textCol) == "number" then textCol = tostring(textCol) end if type(backCol) == "number" then backCol = tostring(backCol) end assert(char ~= nil, "expected string 'char'") local cx = math.floor(tonumber(x) or window.cursor[1]) local cy = math.floor(tonumber(y) or window.cursor[2]) char = char:sub(math.max(0, -cx - 1)) for i = 1, #char do if cx >= 1 and cx <= window.width and cy >= 1 and cy <= window.height then window.buffer[1][cy][cx] = char:sub(i,i) window.buffer[2][cy][cx] = textCol:sub(i,i) window.buffer[3][cy][cx] = backCol:sub(i,i) end if cx >= window.width or cy < 1 then cx = 1 if cy >= window.height then window.handle.scroll(1) else cy = cy + 1 end else cx = cx + 1 end end window.cursor = {cx, cy} if lddterm.alwaysRender and not ignoreAlwaysRender then lddterm.render(lddterm.transformation, lddterm.drawFunction) end end window.handle.print = function(text, x, y) text = text and tostring(text) window.handle.write(text, x, y, true) window.cursor[1] = 1 if window.cursor[2] >= window.height then window.handle.scroll(1) else window.cursor[2] = window.cursor[2] + 1 if lddterm.alwaysRender then lddterm.render(lddterm.transformation, lddterm.drawFunction) end end end window.handle.clear = function(char, ignoreAlwaysRender) local cx = 1 for y = 1, window.height do for x = 1, window.width do if char then cx = (x % #char) + 1 end window.buffer[1][y][x] = char and char:sub(cx, cx) or window.clearChar window.buffer[2][y][x] = window.colors[1] window.buffer[3][y][x] = window.colors[2] end end if lddterm.alwaysRender and not ignoreAlwaysRender then lddterm.render(lddterm.transformation, lddterm.drawFunction) end end window.handle.clearLine = function(cy, char, ignoreAlwaysRender) cy = math.floor(cy or window.cursor[2]) local cx = 1 for x = 1, window.width do if char then cx = (x % #char) + 1 end window.buffer[1][cy or window.cursor[2]][x] = char and char:sub(cx, cx) or window.clearChar window.buffer[2][cy or window.cursor[2]][x] = window.colors[1] window.buffer[3][cy or window.cursor[2]][x] = window.colors[2] end if lddterm.alwaysRender and not ignoreAlwaysRender then lddterm.render(lddterm.transformation, lddterm.drawFunction) end end window.handle.clearColumn = function(cx, char, ignoreAlwaysRender) cx = math.floor(cx) char = char and char:sub(1,1) for y = 1, window.height do window.buffer[1][y][cx or window.cursor[1]] = char and char or window.clearChar window.buffer[2][y][cx or window.cursor[1]] = window.colors[1] window.buffer[3][y][cx or window.cursor[1]] = window.colors[2] end if lddterm.alwaysRender and not ignoreAlwaysRender then lddterm.render(lddterm.transformation, lddterm.drawFunction) end end window.handle.getSize = function() return window.width, window.height end window.handle.isColor = function() return lddterm.useColors end window.handle.isColour = window.handle.isColor window.handle.setTextColor = function(color) if to_blit[color] then window.colors[1] = to_blit[color] end end window.handle.setTextColour = window.handle.setTextColor window.handle.setBackgroundColor = function(color) if to_blit[color] then window.colors[2] = to_blit[color] end end window.handle.setBackgroundColour = window.handle.setBackgroundColor window.handle.getTextColor = function() return to_colors[window.colors[1]] or colors.white end window.handle.getTextColour = window.handle.getTextColor window.handle.getBackgroundColor = function() return to_colors[window.colors[2]] or colors.black end window.handle.getBackgroundColour = window.handle.getBackgroundColor window.handle.reposition = function(x, y) window.x = math.floor(x or window.x) window.y = math.floor(y or window.y) if lddterm.alwaysRender then lddterm.render(lddterm.transformation, lddterm.drawFunction) end end window.handle.setPaletteColor = function(...) return lddterm.baseTerm.setPaletteColor(...) end window.handle.setPaletteColour = window.handle.setPaletteColor window.handle.getPaletteColor = function(...) return lddterm.baseTerm.getPaletteColor(...) end window.handle.getPaletteColour = window.handle.getPaletteColor window.handle.getPosition = function() return window.x, window.y end window.handle.restoreCursor = function() lddterm.baseTerm.setCursorPos( -1 + window.cursor[1] + window.x, window.cursor[2] + window.y - 1 ) end window.handle.setVisible = function(visible) window.visible = visible or false end window.handle.redraw = lddterm.render window.layer = #lddterm.windows + 1 lddterm.windows[window.layer] = window return window, window.layer end lddterm.setLayer = function(window, _layer) local layer = math.max(1, math.min(#lddterm.windows, _layer)) local win = window table.remove(lddterm.windows, win.layer) table.insert(lddterm.windows, layer, win) if lddterm.alwaysRender then lddterm.render(lddterm.transformation, lddterm.drawFunction) end return true end -- if the screen changes size, the effect is broken local old_scr_x, old_scr_y -- gets screenshot of whole lddterm desktop, OR a single window lddterm.screenshot = function(window) local output = {{},{},{}} local line if window then for y = 1, #window.buffer do line = {"","",""} for x = 1, #window.buffer do line = { line[1] .. window.buffer[1][y][x], line[2] .. window.buffer[2][y][x], line[3] .. window.buffer[3][y][x] } end output[1][y] = line[1] output[2][y] = line[2] output[3][y] = line[3] end else for y = 1, scr_y do line = {"","",""} for x = 1, scr_x do c = "." lt, lb = t, b t, b = "0", "f" for l = 1, #lddterm.windows do if lddterm.windows[l].visible then sx = 1 + x - lddterm.windows[l].x sy = 1 + y - lddterm.windows[l].y if lddterm.windows[l].buffer[1][sy] then if lddterm.windows[l].buffer[1][sy][sx] then c = lddterm.windows[l].buffer[1][sy][sx] or c t = lddterm.windows[l].buffer[2][sy][sx] or t b = lddterm.windows[l].buffer[3][sy][sx] or b break end end end end line = { line[1] .. c, line[2] .. t, line[3] .. b } end output[1][y] = line[1] output[2][y] = line[2] output[3][y] = line[3] end end return output end local instances = {} local defaultProgram = "rom/programs/shell.lua" local newInstance = function(x, y, program) x, y = math.floor(x), math.floor(y) for yy = 1, y do instances[yy] = instances[yy] or {} end for xx = 1, x do instances[y][xx] = instances[y][xx] or false end local window = lddterm.newWindow(windowWidth, windowHeight, 1, 1) instances[y][x] = { x = x, y = y, co = coroutine.create(function() term.redirect(window.handle) shell.run(program or defaultProgram) end), window = window } end local scroll = {0,0} local focus = {1,1} local scrollWindows = function() for y = 1, #instances do if instances[y] then for x = 1, #instances[y] do if instances[y][x] then instances[y][x].window.x = math.floor(1 + (instances[y][x].x + scroll[1] - 1) * scr_x) instances[y][x].window.y = math.floor(1 + (instances[y][x].y + scroll[2] - 1) * scr_y) end end end end end for y = 1, 2 do for x = 1, 2 do newInstance(x, y) end end scrollWindows() local inputEvt = { key = true, key_up = true, char = true, mouse_click = true, mouse_scroll = true, mouse_drag = true, mouse_up = true, paste = true } local fullScroll = function(xDir, yDir) local speed = 20 if xDir ~= 0 then for i = 1, speed do scroll[1] = scroll[1] + (xDir / speed) scrollWindows() lddterm.render() end end if yDir ~= 0 then for i = 1, speed do scroll[2] = scroll[2] + (yDir / speed) scrollWindows() lddterm.render() end end scroll[1] = math.floor(0.5 + scroll[1]) scroll[2] = math.floor(0.5 + scroll[2]) scrollWindows() lddterm.render() end local main = function() local keysDown = {} local enteringCommand while true do local evt = {os.pullEventRaw()} enteringCommand = false if evt[1] == "key" then keysDown[evt[2]] = true elseif evt[1] == "key_up" then keysDown[evt[2]] = nil end if keysDown[keys.leftCtrl] and keysDown[keys.leftShift] then if keysDown[keys.left] then if instances[focus[2]][focus[1] - 1] then focus[1] = focus[1] - 1 fullScroll(1, 0) enteringCommand = true end end if keysDown[keys.right] then if instances[focus[2]][focus[1] + 1] then focus[1] = focus[1] + 1 fullScroll(-1, 0) enteringCommand = true end end if keysDown[keys.up] then if instances[focus[2] - 1] then if instances[focus[2] - 1][focus[1]] then focus[2] = focus[2] - 1 fullScroll(0, 1) enteringCommand = true end end end if keysDown[keys.down] then if instances[focus[2] + 1] then if instances[focus[2] + 1][focus[1]] then focus[2] = focus[2] + 1 fullScroll(0, -1) enteringCommand = true end end end end if not enteringCommand then for y = 1, #instances do if instances[y] then for x = 1, #instances[y] do if instances[y][x] then if (not inputEvt[evt[1]]) or (x == focus[1] and y == focus[2]) then coroutine.resume(instances[y][x].co, table.unpack(evt)) end end end end end end lddterm.selectedWindow = instances[focus[2]][focus[1]].window.layer lddterm.render() end end main()