use{ std::{ sync::{Arc, RwLock, Mutex}, collections::HashMap }, cgmath::{Point2, Vector2}, termion::event::{Event, Key}, nested::{ core::{ View, ViewPort, Observer, ObserverExt, OuterViewPort, port::UpdateTask }, singleton::{SingletonBuffer, SingletonView}, sequence::{SequenceView}, integer::{PosIntEditor}, terminal::{Terminal, TerminalAtom, TerminalStyle, TerminalView, TerminalCompositor, TerminalEvent, TerminalEditor}, list::{ListEditor}, tree_nav::{TreeNav} }, nako::{ stream::{SecondaryStream2d, PrimaryStream2d}, glam::{Vec2, Vec3}, operations::{ planar::primitives2d::Box2d, volumetric::{Color, Union, Round}, }, }, nakorender::{ backend::{Backend, LayerId, LayerId2d, LayerInfo}, marp::MarpBackend, winit, camera::Camera2d }, nako_std::{ text::Character }, std::{fs::File, io::Read, mem::needs_drop, path::Path}, font_kit::font::Font, }; // projects a Sequence of ints to a color tuple struct ColorCollector { src_view: Option>>, color: SingletonBuffer<(u8, u8, u8)> } impl ColorCollector { fn update(&mut self) { if let Some(l) = self.src_view.as_ref() { let r = l.get(&0).unwrap_or(0); let g = l.get(&1).unwrap_or(0); let b = l.get(&2).unwrap_or(0); self.color.set((r as u8, g as u8, b as u8)); } } } impl Observer> for ColorCollector { fn reset(&mut self, new_view: Option>>) { self.src_view = new_view; self.update(); } fn notify(&mut self, idx: &usize) { self.update(); } } struct SdfTerm { pub src_view: Option>, bg_layers: HashMap, (bool, LayerId2d)>, fg_layers: HashMap, (bool, LayerId2d)>, font: Font, renderer: Arc> } impl SdfTerm { pub fn new(renderer: Arc>) -> Self { SdfTerm { src_view: None, bg_layers: HashMap::new(), fg_layers: HashMap::new(), font: Font::from_path(Path::new("/usr/share/fonts/TTF/FiraCode-Medium.ttf"),0).unwrap(), renderer } } pub fn get_order(&mut self) -> Vec { vec![ self.bg_layers.iter().filter( |(_pt, (active, _id))| *active ) .collect::>() .into_iter(), self.fg_layers.iter().filter( |(_pt, (active, _id))| *active ) .collect::>() .into_iter() ] .into_iter() .flatten() .map(|(_,(_,id))| (*id).into()) .collect::>() } pub fn update(&mut self, pt: &Point2) { if self.bg_layers.get(pt).is_none() { let id = self.renderer.lock().unwrap().new_layer_2d(); self.renderer.lock().unwrap().update_camera_2d( id.into(), Camera2d { extent: Vec2::new(0.5, 1.0), location: Vec2::new(0.0, 0.0), rotation: 0.0 }); self.renderer.lock().unwrap().set_layer_info( id.into(), LayerInfo { extent: (60, 100), location: (pt.x as usize * 60, pt.y as usize * 100) }); self.bg_layers.insert(*pt, (false, id)); } if self.fg_layers.get(pt).is_none() { let id = self.renderer.lock().unwrap().new_layer_2d(); self.renderer.lock().unwrap().update_camera_2d( id.into(), Camera2d { extent: Vec2::new(0.5, 1.0), location: Vec2::new(0.0, 0.0), rotation: 0.0 }); self.renderer.lock().unwrap().set_layer_info( id.into(), LayerInfo { extent: (60, 100), location: (pt.x as usize * 60, pt.y as usize * 100) }); self.fg_layers.insert(*pt, (false, id)); } if let Some(atom) = self.src_view.get(pt) { // background layer if let Some((r,g,b)) = atom.style.bg_color { let mut stream = PrimaryStream2d::new() .push( SecondaryStream2d::new( Union, Box2d { extent: Vec2::new(0.6, 1.0) } ).push_mod( Color( Vec3::new( (r as f32 / 255.0).clamp(0.0, 1.0), (g as f32 / 255.0).clamp(0.0, 1.0), (b as f32 / 255.0).clamp(0.0, 1.0), ) ) ).build() ); self.renderer.lock().unwrap().update_sdf_2d(self.bg_layers.get(pt).unwrap().1, stream.build()); self.bg_layers.get_mut(pt).unwrap().0 = true; } else { self.bg_layers.get_mut(pt).unwrap().0 = false; } // foreground layer if let Some(c) = atom.c { let mut ch = Character::from_font(&self.font, c).with_size(1.0).with_tesselation_factor(0.01); let (r,g,b) = atom.style.fg_color.unwrap_or((0, 0, 0)); ch.color = Vec3::new( (r as f32 / 255.0).clamp(0.0, 1.0), (g as f32 / 255.0).clamp(0.0, 1.0), (b as f32 / 255.0).clamp(0.0, 1.0), ); let mut stream = PrimaryStream2d::new(); stream = ch.record_character(stream); self.renderer.lock().unwrap().update_sdf_2d(self.fg_layers.get(pt).unwrap().1, stream.build()); self.fg_layers.get_mut(pt).unwrap().0 = true; } else { self.fg_layers.get_mut(pt).unwrap().0 = false; } } else { self.bg_layers.get_mut(pt).unwrap().0 = false; self.fg_layers.get_mut(pt).unwrap().0 = false; } } } /* impl Observer for SdfTerm { fn notify(&mut self, pt: &Point2) { self.update(pt); self.update_order(); } } */ #[async_std::main] async fn main() { let term_port = ViewPort::new(); let compositor = TerminalCompositor::new(term_port.inner()); let mut term = Terminal::new(term_port.outer()); let term_writer = term.get_writer(); let mut color_editor = ListEditor::new( || { Arc::new(RwLock::new(PosIntEditor::new(16))) }, nested::list::ListEditorStyle::Path ); color_editor.goto(nested::tree_nav::TreeCursor { leaf_mode: nested::list::ListCursorMode::Insert, tree_addr: vec![ 0 ] }); let color_port = ViewPort::new(); let color_collector = Arc::new(RwLock::new(ColorCollector { src_view: None, color: SingletonBuffer::new((200, 200, 0), color_port.inner()) })); let col_seq_port = color_editor.get_data_port().map( |sub_editor| sub_editor.read().unwrap().get_value() ); color_port.add_update_hook(Arc::new(col_seq_port.0.clone())); col_seq_port.add_observer( color_collector.clone() ); compositor.write().unwrap().push(color_editor.get_term_view().offset(Vector2::new(0, 0))); let color_view = color_port.outer().get_view(); let cp = color_port.clone(); let tp = term_port.clone(); let event_loop = nakorender::winit::event_loop::EventLoop::new(); let window = nakorender::winit::window::Window::new(&event_loop).unwrap(); let mut renderer = Arc::new(Mutex::new(nakorender::marp::MarpBackend::new(&window, &event_loop))); let mut sdf_term = Arc::new(RwLock::new(SdfTerm::new(renderer.clone()))); sdf_term.write().unwrap().src_view = term_port.outer().get_view(); //term_port.outer().add_observer(sdf_term.clone()); async_std::task::spawn( async move { loop { cp.update(); tp.update(); match term.next_event().await { TerminalEvent::Resize(new_size) => { tp.inner().get_broadcast().notify_each( nested::grid::GridWindowIterator::from( Point2::new(0,0) .. Point2::new(new_size.x, new_size.y) ) ); } TerminalEvent::Input(Event::Key(Key::Ctrl('c'))) | TerminalEvent::Input(Event::Key(Key::Ctrl('g'))) | TerminalEvent::Input(Event::Key(Key::Ctrl('d'))) => break, TerminalEvent::Input(Event::Key(Key::Left)) => { color_editor.pxev(); } TerminalEvent::Input(Event::Key(Key::Right)) => { color_editor.nexd(); } TerminalEvent::Input(Event::Key(Key::Up)) => { color_editor.up(); } TerminalEvent::Input(Event::Key(Key::Down)) => { color_editor.dn(); color_editor.goto_home(); } TerminalEvent::Input(Event::Key(Key::Home)) => { color_editor.goto_home(); } TerminalEvent::Input(Event::Key(Key::End)) => { color_editor.goto_end(); } event => { color_editor.handle_terminal_event(&event); } } } } ); async_std::task::spawn(async move { term_writer.show().await.expect("output error!"); }); let color_layer_id = renderer.lock().unwrap().new_layer_2d(); renderer.lock().unwrap().update_camera_2d(color_layer_id, Camera2d{ extent: Vec2::new(4.0, 4.0), location: Vec2::new(-2.0, -2.0), rotation: 0.0 }); renderer.lock().unwrap().set_layer_info(color_layer_id.into(), LayerInfo{ extent: (600, 600), location: (200,100) }); event_loop.run(move |event, _target, control_flow|{ //Set to polling for now, might be overwritten //TODO: Maybe we want to use "WAIT" for the ui thread? However, the renderer.lock().unwrap()s don't work that hard //if nothing changes. So should be okay for a alpha style programm. *control_flow = winit::event_loop::ControlFlow::Poll; //now check if a rerender was requested, or if we worked on all //events on that batch match event{ winit::event::Event::WindowEvent{window_id: _, event: winit::event::WindowEvent::Resized(newsize)} => { } winit::event::Event::MainEventsCleared => { window.request_redraw(); } winit::event::Event::RedrawRequested(_) => { for pt in nested::grid::GridWindowIterator::from( Point2::new(0, 0) .. Point2::new(30, 1) ) { sdf_term.write().unwrap().update(&pt); } let c = color_view.get(); let color_stream = PrimaryStream2d::new() .push( SecondaryStream2d::new( Union, Box2d { extent: Vec2::new(0.5, 0.5) } ).push_mod( Color( Vec3::new( (c.0 as f32 / 255.0).clamp(0.0, 1.0), (c.1 as f32 / 255.0).clamp(0.0, 1.0), (c.2 as f32 / 255.0).clamp(0.0, 1.0), ) ) ).push_mod( Round{radius: 0.2} ).build() ).build(); renderer.lock().unwrap().update_sdf_2d(color_layer_id, color_stream); renderer.lock().unwrap().set_layer_order( vec![ sdf_term.write().unwrap().get_order().into_iter(), vec![ color_layer_id.into() ].into_iter() ] .into_iter() .flatten() .collect::>() .as_slice() ); renderer.lock().unwrap().render(&window); } _ => {}, } }) }