ldd-CC/lddterm-cc.lua

747 lines
22 KiB
Lua

local lddterm = {}
local scr_x, scr_y
lddterm.alwaysRender = true -- 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.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 = term.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[1] then
if lddterm.cursorTransformation then
cx, cy = lddterm.cursorTransformation(lddterm.windows[1].cursor[1], lddterm.windows[1].cursor[2])
lddterm.baseTerm.setCursorPos(
cx + lddterm.windows[1].x - 1,
cy + lddterm.windows[1].y - 1
)
else
lddterm.baseTerm.setCursorPos(
-1 + lddterm.windows[1].cursor[1] + lddterm.windows[1].x,
lddterm.windows[1].cursor[2] + lddterm.windows[1].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
-- paintutils is a set of art functions for loading and drawing images and drawing lines and boxes.
local makePaintutilsAPI = function(term)
local paintutils = {}
local function drawPixelInternal( xPos, yPos )
term.setCursorPos( xPos, yPos )
term.write(" ")
end
local tColourLookup = {}
for n=1,16 do
tColourLookup[ string.byte( "0123456789abcdef",n,n ) ] = 2^(n-1)
end
local function parseLine( tImageArg, sLine )
local tLine = {}
for x=1,sLine:len() do
tLine[x] = tColourLookup[ string.byte(sLine,x,x) ] or 0
end
table.insert( tImageArg, tLine )
end
function paintutils.parseImage( sRawData )
if type( sRawData ) ~= "string" then
error( "bad argument #1 (expected string, got " .. type( sRawData ) .. ")" )
end
local tImage = {}
for sLine in ( sRawData .. "\n" ):gmatch( "(.-)\n" ) do -- read each line like original file handling did
parseLine( tImage, sLine )
end
return tImage
end
function paintutils.loadImage( sPath )
if type( sPath ) ~= "string" then
error( "bad argument #1 (expected string, got " .. type( sPath ) .. ")", 2 )
end
local file = io.open( sPath, "r" )
if file then
local sContent = file:read("*a")
file:close()
return paintutils.parseImage( sContent ) -- delegate image parse to parseImage
end
return nil
end
function paintutils.drawPixel( xPos, yPos, nColour )
if type( xPos ) ~= "number" then error( "bad argument #1 (expected number, got " .. type( xPos ) .. ")", 2 ) end
if type( yPos ) ~= "number" then error( "bad argument #2 (expected number, got " .. type( yPos ) .. ")", 2 ) end
if nColour ~= nil and type( nColour ) ~= "number" then error( "bad argument #3 (expected number, got " .. type( nColour ) .. ")", 2 ) end
if nColour then
term.setBackgroundColor( nColour )
end
drawPixelInternal( xPos, yPos )
end
function paintutils.drawLine( startX, startY, endX, endY, nColour )
if type( startX ) ~= "number" then error( "bad argument #1 (expected number, got " .. type( startX ) .. ")", 2 ) end
if type( startY ) ~= "number" then error( "bad argument #2 (expected number, got " .. type( startY ) .. ")", 2 ) end
if type( endX ) ~= "number" then error( "bad argument #3 (expected number, got " .. type( endX ) .. ")", 2 ) end
if type( endY ) ~= "number" then error( "bad argument #4 (expected number, got " .. type( endY ) .. ")", 2 ) end
if nColour ~= nil and type( nColour ) ~= "number" then error( "bad argument #5 (expected number, got " .. type( nColour ) .. ")", 2 ) end
local alwaysRender = lddterm.alwaysRender
lddterm.alwaysRender = false
startX = math.floor(startX)
startY = math.floor(startY)
endX = math.floor(endX)
endY = math.floor(endY)
if nColour then
term.setBackgroundColor( nColour )
end
if startX == endX and startY == endY then
drawPixelInternal( startX, startY )
if alwaysRender then lddterm.render(lddterm.transformation, lddterm.drawFunction) end
lddterm.alwaysRender = alwaysRender
return
end
local minX = math.min( startX, endX )
local maxX, minY, maxY
if minX == startX then
minY = startY
maxX = endX
maxY = endY
else
minY = endY
maxX = startX
maxY = startY
end
local xDiff = maxX - minX
local yDiff = maxY - minY
if xDiff > math.abs(yDiff) then
local y = minY
local dy = yDiff / xDiff
for x=minX,maxX do
drawPixelInternal( x, math.floor( y + 0.5 ) )
y = y + dy
end
else
local x = minX
local dx = xDiff / yDiff
if maxY >= minY then
for y=minY,maxY do
drawPixelInternal( math.floor( x + 0.5 ), y )
x = x + dx
end
else
for y=minY,maxY,-1 do
drawPixelInternal( math.floor( x + 0.5 ), y )
x = x - dx
end
end
end
if alwaysRender then lddterm.render(lddterm.transformation, lddterm.drawFunction) end
lddterm.alwaysRender = alwaysRender
end
function paintutils.drawBox( startX, startY, endX, endY, nColour )
if type( startX ) ~= "number" then error( "bad argument #1 (expected number, got " .. type( startX ) .. ")", 2 ) end
if type( startY ) ~= "number" then error( "bad argument #2 (expected number, got " .. type( startY ) .. ")", 2 ) end
if type( endX ) ~= "number" then error( "bad argument #3 (expected number, got " .. type( endX ) .. ")", 2 ) end
if type( endY ) ~= "number" then error( "bad argument #4 (expected number, got " .. type( endY ) .. ")", 2 ) end
if nColour ~= nil and type( nColour ) ~= "number" then error( "bad argument #5 (expected number, got " .. type( nColour ) .. ")", 2 ) end
local alwaysRender = lddterm.alwaysRender
lddterm.alwaysRender = false
startX = math.floor(startX)
startY = math.floor(startY)
endX = math.floor(endX)
endY = math.floor(endY)
if nColour then
term.setBackgroundColor( nColour )
end
if startX == endX and startY == endY then
drawPixelInternal( startX, startY )
if alwaysRender then lddterm.render(lddterm.transformation, lddterm.drawFunction) end
lddterm.alwaysRender = alwaysRender
return
end
local minX = math.min( startX, endX )
local maxX, minY, maxY
if minX == startX then
minY = startY
maxX = endX
maxY = endY
else
minY = endY
maxX = startX
maxY = startY
end
for x=minX,maxX do
drawPixelInternal( x, minY )
drawPixelInternal( x, maxY )
end
if (maxY - minY) >= 2 then
for y=(minY+1),(maxY-1) do
drawPixelInternal( minX, y )
drawPixelInternal( maxX, y )
end
end
if alwaysRender then lddterm.render(lddterm.transformation, lddterm.drawFunction) end
lddterm.alwaysRender = alwaysRender
end
function paintutils.drawFilledBox( startX, startY, endX, endY, nColour )
if type( startX ) ~= "number" then error( "bad argument #1 (expected number, got " .. type( startX ) .. ")", 2 ) end
if type( startY ) ~= "number" then error( "bad argument #2 (expected number, got " .. type( startY ) .. ")", 2 ) end
if type( endX ) ~= "number" then error( "bad argument #3 (expected number, got " .. type( endX ) .. ")", 2 ) end
if type( endY ) ~= "number" then error( "bad argument #4 (expected number, got " .. type( endY ) .. ")", 2 ) end
if nColour ~= nil and type( nColour ) ~= "number" then error( "bad argument #5 (expected number, got " .. type( nColour ) .. ")", 2 ) end
local alwaysRender = lddterm.alwaysRender
lddterm.alwaysRender = false
startX = math.floor(startX)
startY = math.floor(startY)
endX = math.floor(endX)
endY = math.floor(endY)
if nColour then
term.setBackgroundColor( nColour )
end
if startX == endX and startY == endY then
drawPixelInternal( startX, startY )
return
end
local minX = math.min( startX, endX )
local maxX, minY, maxY
if minX == startX then
minY = startY
maxX = endX
maxY = endY
else
minY = endY
maxX = startX
maxY = startY
end
for x=minX,maxX do
for y=minY,maxY do
drawPixelInternal( x, y )
end
end
if alwaysRender then
lddterm.render(lddterm.transformation, lddterm.drawFunction)
end
lddterm.alwaysRender = alwaysRender
end
function paintutils.drawImage( tImage, xPos, yPos )
if type( tImage ) ~= "table" then error( "bad argument #1 (expected table, got " .. type( tImage ) .. ")", 2 ) end
if type( xPos ) ~= "number" then error( "bad argument #2 (expected number, got " .. type( xPos ) .. ")", 2 ) end
if type( yPos ) ~= "number" then error( "bad argument #3 (expected number, got " .. type( yPos ) .. ")", 2 ) end
local alwaysRender = lddterm.alwaysRender
lddterm.alwaysRender = false
for y=1,#tImage do
local tLine = tImage[y]
for x=1,#tLine do
if tLine[x] > 0 then
term.setBackgroundColor( tLine[x] )
drawPixelInternal( x + xPos - 1, y + yPos - 1 )
end
end
end
if alwaysRender then
lddterm.render(lddterm.transformation, lddterm.drawFunction)
end
lddterm.alwaysRender = alwaysRender
end
return paintutils
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.ccapi = {
colors = colors,
paintutils = makePaintutilsAPI(window.handle)
}
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
return lddterm