Represents a two-dimensional buffer of characters that can be written to the console.
Esempio n. 1
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 private static ConsoleBuffer createBuffer(Bitmap image)
 {
     ConsoleBuffer buffer = new ConsoleBuffer(image.Width, image.Height);
     for (int i = 0; i < image.Width; i++)
         for (int j = 0; j < image.Height; j++)
         {
             Color c = image.GetPixel(i, j);
             if (c.A == 0) continue;
             double[,] distances = new double[16, 2];
             double smallestDistance = -1;
             int smallestKey = 0;
             for (var k = 0; k < 16; k++)
             {
                 // euclidean distance between colors
                 double distance = (double)Math.Sqrt(Math.Pow(c.R - Colors[k, 0], 2) + Math.Pow(c.G - Colors[k, 1], 2) + Math.Pow(c.B - Colors[k, 2], 2));
                 if (smallestDistance > distance || smallestDistance == -1)
                 {
                     smallestDistance = distance;
                     smallestKey = k;
                 }
             }
             buffer.SetUnitBackColor(i, j, (BufferColor)Enum.GetValues(typeof(BufferColor)).GetValue(smallestKey));
         }
     return buffer;
 }
Esempio n. 2
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 static int CountNeighbors(ConsoleBuffer buffer, int x, int y)
 {
     return (buffer.GetUnitAttributes(x - 1, y) != black ? 1 : 0) +
            (buffer.GetUnitAttributes(x + 1, y) != black ? 1 : 0) +
            (buffer.GetUnitAttributes(x - 1, y + 1) != black ? 1 : 0) +
            (buffer.GetUnitAttributes(x + 1, y + 1) != black ? 1 : 0) +
            (buffer.GetUnitAttributes(x - 1, y - 1) != black ? 1 : 0) +
            (buffer.GetUnitAttributes(x + 1, y - 1) != black ? 1 : 0) +
            (buffer.GetUnitAttributes(x, y + 1) != black ? 1 : 0) +
            (buffer.GetUnitAttributes(x, y - 1) != black ? 1 : 0);
 }
Esempio n. 3
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 /// <summary>
 /// Render the current scene to the active buffer.
 /// </summary>
 /// <param name="buffer"></param>
 public void Render(ConsoleBuffer buffer)
 {
     foreach (Renderable obj in Objects)
         foreach (Face face in obj.Faces)
             foreach (Triangle3f tri in face.Triangles)
             {
                 Vector2 point1 = ActiveCamera.ProjectVector(buffer.Width, buffer.Height, tri.A, obj.ModelMatrix);
                 Vector2 point2 = ActiveCamera.ProjectVector(buffer.Width, buffer.Height, tri.B, obj.ModelMatrix);
                 Vector2 point3 = ActiveCamera.ProjectVector(buffer.Width, buffer.Height, tri.C, obj.ModelMatrix);
                 buffer.DrawTriangle(point1.ToPoint(), point2.ToPoint(), point3.ToPoint(), face.Color);
             }
 }
Esempio n. 4
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        static void Main(string[] args)
        {
            Console.Title = "StdPaint Image Example";

            OpenFileDialog open = new OpenFileDialog();
            open.Filter = "JPEG Image (*.jpg,*.jpeg)|*.jpg,*.jpeg|PNG Image (*.png)|*.png|GIF Image (*.gif)|*.gif|All files (*.*)|*.*";
            if (open.ShowDialog() != DialogResult.OK)
                return;

            Console.WriteLine("This program works best with a small, square font. Please change your settings, then press a key...");
            Console.ReadKey();

            image = ImageLoader.FromFile(open.FileName);

            Painter.Starting += Painter_Starting;
            Painter.Paint += Painter_Paint;

            Painter.Run(64, 64, 30);
        }
Esempio n. 5
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        /// <summary>
        /// Starts the Painter with the specified size and refresh rate.
        /// </summary>
        /// <param name="width">The width of the console, in units.</param>
        /// <param name="height">The height of the console, in units.</param>
        /// <param name="bufferRefreshRate">The refresh rate for the back buffer.</param>
        public static void Run(int width, int height, int bufferRefreshRate)
        {
            Console.CursorVisible = false;
            Console.SetWindowSize(width, height);
            Console.SetBufferSize(width, height);

            refreshInterval = bufferRefreshRate;

            // Make the buffers

            backBuffer = activeBuffer = ConsoleBuffer.CreateScreenBuffer();
            frontBuffer = ConsoleBuffer.CreateScreenBuffer();

            // Trigger any Starting events and set the Enabled flag to true.

            if (Starting != null)
            {
                Starting(null, null);
            }

            enabled = true;

            // Center the console window.

            Rectangle windowRect = new Rectangle();
            Native.GetWindowRect(consoleHandle, out windowRect);
            int halfWidth = windowRect.Right / 2;
            int halfHeight = windowRect.Bottom / 2;
            var screenBounds = Screen.PrimaryScreen.Bounds;
            Native.SetWindowPos(consoleHandle, HWND.Top, screenBounds.Width / 2 - halfWidth, screenBounds.Height / 2 - halfHeight, windowRect.Width, windowRect.Height, SWP.SHOWWINDOW);

            // Start threads, add hooks.

            drawThread = null;
            drawThread = new Thread(GraphicsDrawThread);
            drawThread.Start();

            renderThread = null;
            renderThread = new Thread(GraphicsRenderThread);
            renderThread.Start();

            AddHooks();

            Native.SetConsoleCtrlHandler(closeEvent, true);

            Application.Run();
        }
Esempio n. 6
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        /// <summary>
        /// Draws the contents of another buffer onto this buffer at the specified location.
        /// </summary>
        /// <param name="buffer">The buffer to draw.</param>
        /// <param name="x">The X position to begin drawing at.</param>
        /// <param name="y">The Y position to begin drawing at.</param>
        /// <param name="drawMode">Specified how the buffer should be drawn.</param>
        public void DrawBuffer(ConsoleBuffer buffer, int x, int y, BufferDrawMode drawMode)
        {
            var b = _buffer;
            var b2 = buffer.Buffer;
            int offx = 0;
            int offy = 0;
            int w = buffer._width;
            int h = buffer._height;
            if (x + w < 0 || y + h == 0 || y >= _height || x >= _width)
            {
                return;
            }
            if (w + x > _width)
            {
                w -= w + x - _width;
            }
            if (x < 0)
            {
                offx = -x;
            }
            if (h + y > _height)
            {
                h -= h + y - _height;
            }
            if (y < 0)
            {
                offy = -y;
            }

            switch (drawMode)
            {
                case BufferDrawMode.Additive:
                    {
                        for (int i = w - 1; i >= offx; i--)
                        for (int j = h - 1; j >= offy; j--)
                        {
                            b[j + y + offy, i + x + offx]._attrs |= b2[j, i]._attrs;
                            b[j + y + offy, i + x + offx].CharData = b2[j, i].CharData;
                        }
                    }
                    break;
                case BufferDrawMode.DrawOver:
                    {
                        for (int i = w - 1; i >= offx; i--)
                        for (int j = h - 1; j >= offy; j--)
                        {
                            b[j + y + offy, i + x + offx]._attrs = b2[j, i]._attrs;
                            b[j + y + offy, i + x + offx].CharData = b2[j, i].CharData;
                        }
                    }
                    break;
                case BufferDrawMode.IgnoreBlack:
                    {
                        for (int i = w - 1; i >= offx; i--)
                        for (int j = h - 1; j >= offy; j--)
                        {
                            if (b2[j, i].BackColor != BufferColor.Black)
                            {
                                b[j + y + offy, i + x + offx]._attrs = b2[j, i]._attrs;
                            }
                            b[j + y + offy, i + x + offx].CharData = b2[j, i].CharData;
                        }
                    }
                    break;
            }
        }
Esempio n. 7
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 /// <summary>
 /// Returns a new ConsoleBuffer instance containing a copy of the buffer's contents.
 /// </summary>
 /// <returns></returns>
 public ConsoleBuffer Clone()
 {
     var buffer = new ConsoleBuffer(_width, _height);
     Array.Copy(_buffer, buffer._buffer, UnitCount);
     return buffer;
 }
Esempio n. 8
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        /// <summary>
        /// Creates a resampled copy of a console buffer using the specified dimensions.
        /// </summary>
        /// <param name="buffer">The buffer to be resampled.</param>
        /// <param name="width">The width of the resampled buffer.</param>
        /// <param name="height">The height of the resampled buffer.</param>
        /// <returns></returns>
        public static ConsoleBuffer ResampledCopy(ConsoleBuffer buffer, int width, int height)
        {
            var sb = new ConsoleBuffer(width, height);
            double dw = ((double)buffer.Width / width);
            double dh = ((double)buffer.Height / height);

            for(int i = 0; i < width; i++)
            for(int j = 0; j < height; j++)
            {
                sb._buffer[j, i].BackColor = buffer._buffer[(int)(j * dh), (int)(i * dw)].BackColor;
            }

            return sb;
        }
Esempio n. 9
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 /// <summary>
 /// Render the current scene to the specified buffer.
 /// </summary>
 /// <param name="buffer">The buffer to render to.</param>
 public void Render(ConsoleBuffer buffer)
 {
     ActiveScene.Render(buffer);
 }
Esempio n. 10
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        /// <summary>
        /// Draws the contents of another buffer onto this buffer at the specified location.
        /// </summary>
        /// <param name="buffer">The buffer to draw.</param>
        /// <param name="x">The X position to begin drawing at.</param>
        /// <param name="y">The Y position to begin drawing at.</param>
        /// <param name="drawMode">Specified how the buffer should be drawn.</param>
        public void DrawBuffer(ConsoleBuffer buffer, int x, int y, BufferDrawMode drawMode)
        {
            var b    = _buffer;
            var b2   = buffer.Buffer;
            int offx = 0;
            int offy = 0;
            int w    = buffer._width;
            int h    = buffer._height;

            if (x + w < 0 || y + h == 0 || y >= _height || x >= _width)
            {
                return;
            }
            if (w + x > _width)
            {
                w -= w + x - _width;
            }
            if (x < 0)
            {
                offx = -x;
            }
            if (h + y > _height)
            {
                h -= h + y - _height;
            }
            if (y < 0)
            {
                offy = -y;
            }

            switch (drawMode)
            {
            case BufferDrawMode.Additive:
            {
                for (int i = w - 1; i >= offx; i--)
                {
                    for (int j = h - 1; j >= offy; j--)
                    {
                        b[j + y + offy, i + x + offx]._attrs  |= b2[j, i]._attrs;
                        b[j + y + offy, i + x + offx].CharData = b2[j, i].CharData;
                    }
                }
            }
            break;

            case BufferDrawMode.DrawOver:
            {
                for (int i = w - 1; i >= offx; i--)
                {
                    for (int j = h - 1; j >= offy; j--)
                    {
                        b[j + y + offy, i + x + offx]._attrs   = b2[j, i]._attrs;
                        b[j + y + offy, i + x + offx].CharData = b2[j, i].CharData;
                    }
                }
            }
            break;

            case BufferDrawMode.IgnoreBlack:
            {
                for (int i = w - 1; i >= offx; i--)
                {
                    for (int j = h - 1; j >= offy; j--)
                    {
                        if (b2[j, i].BackColor != BufferColor.Black)
                        {
                            b[j + y + offy, i + x + offx]._attrs = b2[j, i]._attrs;
                        }
                        b[j + y + offy, i + x + offx].CharData = b2[j, i].CharData;
                    }
                }
            }
            break;
            }
        }
Esempio n. 11
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        /// <summary>
        /// Draws the display to the specified buffer.
        /// </summary>
        /// <param name="buffer">The buffer to draw to.</param>
        /// <param name="alignment">The alignment of the display to the draw position.</param>
        public void Draw(ConsoleBuffer buffer, Alignment alignment = Alignment.Left)
        {
            Point loc = this.Location;
            Point dloc = loc;
            int ox = alignment == Alignment.Right ? _digitsUsed * 5 - 1 : -1;
            buffer.DrawBox(loc.X - ox, loc.Y, _digitsUsed * 5 - 1, 7, this.BackBrush);
            for(int i = 0; i < _digitsUsed; i++)
            {
                dloc.X = loc.X + i * 5 - ox;

                // Draw negative sign
                if (_value < 0 && i == 0)
                {
                    buffer.DrawLine(segments[3][0] + dloc, segments[3][1] + dloc, this.ForeBrush);
                    continue;
                }

                // Draw digit
                foreach(int j in layouts[_digits[i]])
                {
                    buffer.DrawLine(segments[j][0] + dloc, segments[j][1] + dloc, this.ForeBrush);
                }
            }
        }
Esempio n. 12
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 static void Painter_Starting(object sender, EventArgs e)
 {
     prevPos = new Point(-1, -1);
     int w = Painter.ActiveBufferWidth;
     int h = Painter.ActiveBufferHeight;
     var buffer = Painter.ActiveBufferData;
     tickBuffer = ConsoleBuffer.CreateScreenBuffer();
     Random rand = new Random();
     for(int i = 0; i < w; i++)
     for(int j = 0; j < h; j++)
     {
         if (rand.Next(0, 4) == 0)
         {
             buffer[j, i].Attributes = white;
         }
     }
 }
Esempio n. 13
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 /// <summary>
 /// Render the current scene to the specified buffer.
 /// </summary>
 /// <param name="buffer">The buffer to render to.</param>
 public void Render(ConsoleBuffer buffer)
 {
     ActiveScene.Render(buffer);
 }
Esempio n. 14
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        /// <summary>
        /// Draws text to a buffer using the specified settings.
        /// </summary>
        /// <param name="buffer">The buffer to draw to.</param>
        /// <param name="text">The text to draw.</param>
        /// <param name="position">The position of the text.</param>
        /// <param name="brush">The brush to draw the text with.</param>
        /// <param name="alignment">The alignment of the text relative to its position.</param>
        public void Draw(ConsoleBuffer buffer, string text, Point position, BufferBrush brush, Alignment alignment)
        {
            int // Character offsets
                mx = 0,
                my = 0;

            Point p = new Point();
            Point pc = new Point();

            foreach(char c in text)
            {
                p.X = alignment == Alignment.Left ? mx : -CharWidth - mx;
                p.Y = my;
                p = p + position;
                if (c == '\n')
                {
                    mx = 0;
                    my += CharHeight + 1;
                }
                else if (!Char.IsControl(c))
                {
                    for (int i = 0; i < glyphs[c].Length; i++)
                    {
                        if (c > glyphs.Length) continue;
                        if (glyphs[c] == null) continue;
                        pc.Y = i;
                        for(int j = 0; j < glyphs[c][i].Length; j++)
                        {
                            if (glyphs[c][i] == null) continue;
                            if (!glyphs[c][i][j]) continue;
                            pc.X = j;
                            buffer.SetUnitBackColor(p + pc, brush.GetColor(p.X + pc.X, p.Y + pc.Y));
                        }
                    }
                    mx += CharWidth + 1;
                }
            }
        }
Esempio n. 15
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 static void Painter_KeyDown(object sender, PainterKeyEventArgs e)
 {
     if (Painter.IsKeyDown(Keys.LControlKey))
     {
         if (e.KeyCode == Keys.S)
         {
             SaveFileDialog dialog = new SaveFileDialog()
             {
                 Filter = "Console buffer files|*.cbuf",
                 Title = "Save Drawing Buffer"
             };
             if (dialog.ShowDialog() == DialogResult.OK)
             {
                 try
                 {
                     paintBuffer.Save(dialog.FileName);
                 }
                 catch(Exception ex)
                 {
                     MessageBox.Show("Error while saving:\n" + ex.ToString(), "Error", MessageBoxButtons.OK, MessageBoxIcon.Error);
                 }
             }
         }
         else if (e.KeyCode == Keys.O)
         {
             OpenFileDialog dialog = new OpenFileDialog()
             {
                 Filter = "Console buffer files|*.cbuf",
                 Title = "Open Drawing Buffer"
             };
             if (dialog.ShowDialog() == DialogResult.OK)
             {
                 try
                 {
                     paintBuffer = ConsoleBuffer.FromFile(dialog.FileName);
                 }
                 catch (Exception ex)
                 {
                     MessageBox.Show("Error while opening:\n" + ex.ToString(), "Error", MessageBoxButtons.OK, MessageBoxIcon.Error);
                 }
             }
         }
     }
 }
Esempio n. 16
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        static void Painter_Starting(object sender, EventArgs e)
        {
            paintBuffer = ConsoleBuffer.CreateScreenBuffer();
            display = new SevenSegmentDisplay(new Point(Console.BufferWidth - 1, 1), 6, 0);
            display.ForeBrush = new HorizontalStripeBufferBrush(1, BufferColor.Green, BufferColor.DarkGreen);
            display.BackBrush = SolidBufferBrush.Black;

            fpsThread = new Thread(FPSUpdateThread);
            fpsThread.Start();
        }