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https://github.com/ratatui-org/ratatui
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These are simple opinionated methods for creating a terminal that is useful to use in most apps. The new init method creates a crossterm backend writing to stdout, enables raw mode, enters the alternate screen, and sets a panic handler that restores the terminal on panic. A minimal hello world now looks a bit like: ```rust use ratatui::{ crossterm::event::{self, Event}, text::Text, Frame, }; fn main() { let mut terminal = ratatui::init(); loop { terminal .draw(|frame: &mut Frame| frame.render_widget(Text::raw("Hello World!"), frame.area())) .expect("Failed to draw"); if matches!(event::read().expect("failed to read event"), Event::Key(_)) { break; } } ratatui::restore(); } ``` A type alias `DefaultTerminal` is added to represent this terminal type and to simplify any cases where applications need to pass this terminal around. It is equivalent to: `Terminal<CrosstermBackend<Stdout>>` We also added `ratatui::try_init()` and `try_restore()`, for situations where you might want to handle initialization errors yourself instead of letting the panic handler fire and cleanup. Simple Apps should prefer the `init` and `restore` functions over these functions. Corresponding functions to allow passing a `TerminalOptions` with a `Viewport` (e.g. inline, fixed) are also available (`init_with_options`, and `try_init_with_options`). The existing code to create a backend and terminal will remain and is not deprecated by this approach. This just provides a simple one line initialization using the common options. --------- Co-authored-by: Orhun Parmaksız <orhunparmaksiz@gmail.com>
256 lines
9.4 KiB
Rust
256 lines
9.4 KiB
Rust
//! # [Ratatui] `Colors_RGB` example
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//!
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//! The latest version of this example is available in the [examples] folder in the repository.
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//!
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//! Please note that the examples are designed to be run against the `main` branch of the Github
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//! repository. This means that you may not be able to compile with the latest release version on
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//! crates.io, or the one that you have installed locally.
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//!
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//! See the [examples readme] for more information on finding examples that match the version of the
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//! library you are using.
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//!
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//! [Ratatui]: https://github.com/ratatui/ratatui
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//! [examples]: https://github.com/ratatui/ratatui/blob/main/examples
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//! [examples readme]: https://github.com/ratatui/ratatui/blob/main/examples/README.md
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// This example shows the full range of RGB colors that can be displayed in the terminal.
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//
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// Requires a terminal that supports 24-bit color (true color) and unicode.
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//
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// This example also demonstrates how implementing the Widget trait on a mutable reference
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// allows the widget to update its state while it is being rendered. This allows the fps
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// widget to update the fps calculation and the colors widget to update a cached version of
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// the colors to render instead of recalculating them every frame.
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//
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// This is an alternative to using the `StatefulWidget` trait and a separate state struct. It
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// is useful when the state is only used by the widget and doesn't need to be shared with
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// other widgets.
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use std::time::{Duration, Instant};
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use color_eyre::Result;
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use palette::{convert::FromColorUnclamped, Okhsv, Srgb};
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use ratatui::{
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buffer::Buffer,
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crossterm::event::{self, Event, KeyCode, KeyEventKind},
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layout::{Constraint, Layout, Position, Rect},
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style::Color,
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text::Text,
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widgets::Widget,
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DefaultTerminal,
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};
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fn main() -> Result<()> {
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color_eyre::install()?;
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let terminal = ratatui::init();
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let app_result = App::default().run(terminal);
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ratatui::restore();
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app_result
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}
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#[derive(Debug, Default)]
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struct App {
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/// The current state of the app (running or quit)
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state: AppState,
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/// A widget that displays the current frames per second
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fps_widget: FpsWidget,
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/// A widget that displays the full range of RGB colors that can be displayed in the terminal.
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colors_widget: ColorsWidget,
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}
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#[derive(Debug, Default, PartialEq, Eq)]
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enum AppState {
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/// The app is running
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#[default]
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Running,
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/// The user has requested the app to quit
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Quit,
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}
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/// A widget that displays the current frames per second
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#[derive(Debug)]
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struct FpsWidget {
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/// The number of elapsed frames that have passed - used to calculate the fps
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frame_count: usize,
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/// The last instant that the fps was calculated
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last_instant: Instant,
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/// The current frames per second
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fps: Option<f32>,
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}
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/// A widget that displays the full range of RGB colors that can be displayed in the terminal.
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///
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/// This widget is animated and will change colors over time.
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#[derive(Debug, Default)]
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struct ColorsWidget {
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/// The colors to render - should be double the height of the area as we render two rows of
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/// pixels for each row of the widget using the half block character. This is computed any time
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/// the size of the widget changes.
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colors: Vec<Vec<Color>>,
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/// the number of elapsed frames that have passed - used to animate the colors by shifting the
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/// x index by the frame number
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frame_count: usize,
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}
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impl App {
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/// Run the app
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///
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/// This is the main event loop for the app.
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pub fn run(mut self, mut terminal: DefaultTerminal) -> Result<()> {
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while self.is_running() {
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terminal.draw(|frame| frame.render_widget(&mut self, frame.area()))?;
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self.handle_events()?;
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}
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Ok(())
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}
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const fn is_running(&self) -> bool {
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matches!(self.state, AppState::Running)
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}
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/// Handle any events that have occurred since the last time the app was rendered.
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///
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/// Currently, this only handles the q key to quit the app.
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fn handle_events(&mut self) -> Result<()> {
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// Ensure that the app only blocks for a period that allows the app to render at
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// approximately 60 FPS (this doesn't account for the time to render the frame, and will
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// also update the app immediately any time an event occurs)
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let timeout = Duration::from_secs_f32(1.0 / 60.0);
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if event::poll(timeout)? {
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if let Event::Key(key) = event::read()? {
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if key.kind == KeyEventKind::Press && key.code == KeyCode::Char('q') {
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self.state = AppState::Quit;
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};
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}
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}
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Ok(())
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}
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}
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/// Implement the Widget trait for &mut App so that it can be rendered
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///
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/// This is implemented on a mutable reference so that the app can update its state while it is
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/// being rendered. This allows the fps widget to update the fps calculation and the colors widget
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/// to update the colors to render.
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impl Widget for &mut App {
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fn render(self, area: Rect, buf: &mut Buffer) {
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use Constraint::{Length, Min};
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let [top, colors] = Layout::vertical([Length(1), Min(0)]).areas(area);
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let [title, fps] = Layout::horizontal([Min(0), Length(8)]).areas(top);
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Text::from("colors_rgb example. Press q to quit")
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.centered()
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.render(title, buf);
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self.fps_widget.render(fps, buf);
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self.colors_widget.render(colors, buf);
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}
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}
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/// Default impl for `FpsWidget`
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///
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/// Manual impl is required because we need to initialize the `last_instant` field to the current
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/// instant.
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impl Default for FpsWidget {
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fn default() -> Self {
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Self {
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frame_count: 0,
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last_instant: Instant::now(),
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fps: None,
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}
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}
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}
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/// Widget impl for `FpsWidget`
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///
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/// This is implemented on a mutable reference so that we can update the frame count and fps
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/// calculation while rendering.
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impl Widget for &mut FpsWidget {
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fn render(self, area: Rect, buf: &mut Buffer) {
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self.calculate_fps();
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if let Some(fps) = self.fps {
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let text = format!("{fps:.1} fps");
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Text::from(text).render(area, buf);
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}
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}
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}
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impl FpsWidget {
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/// Update the fps calculation.
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///
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/// This updates the fps once a second, but only if the widget has rendered at least 2 frames
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/// since the last calculation. This avoids noise in the fps calculation when rendering on slow
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/// machines that can't render at least 2 frames per second.
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#[allow(clippy::cast_precision_loss)]
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fn calculate_fps(&mut self) {
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self.frame_count += 1;
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let elapsed = self.last_instant.elapsed();
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if elapsed > Duration::from_secs(1) && self.frame_count > 2 {
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self.fps = Some(self.frame_count as f32 / elapsed.as_secs_f32());
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self.frame_count = 0;
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self.last_instant = Instant::now();
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}
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}
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}
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/// Widget impl for `ColorsWidget`
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///
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/// This is implemented on a mutable reference so that we can update the frame count and store a
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/// cached version of the colors to render instead of recalculating them every frame.
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impl Widget for &mut ColorsWidget {
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/// Render the widget
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fn render(self, area: Rect, buf: &mut Buffer) {
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self.setup_colors(area);
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let colors = &self.colors;
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for (xi, x) in (area.left()..area.right()).enumerate() {
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// animate the colors by shifting the x index by the frame number
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let xi = (xi + self.frame_count) % (area.width as usize);
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for (yi, y) in (area.top()..area.bottom()).enumerate() {
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// render a half block character for each row of pixels with the foreground color
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// set to the color of the pixel and the background color set to the color of the
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// pixel below it
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let fg = colors[yi * 2][xi];
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let bg = colors[yi * 2 + 1][xi];
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buf[Position::new(x, y)].set_char('▀').set_fg(fg).set_bg(bg);
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}
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}
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self.frame_count += 1;
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}
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}
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impl ColorsWidget {
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/// Setup the colors to render.
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///
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/// This is called once per frame to setup the colors to render. It caches the colors so that
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/// they don't need to be recalculated every frame.
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#[allow(clippy::cast_precision_loss)]
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fn setup_colors(&mut self, size: Rect) {
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let Rect { width, height, .. } = size;
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// double the height because each screen row has two rows of half block pixels
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let height = height as usize * 2;
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let width = width as usize;
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// only update the colors if the size has changed since the last time we rendered
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if self.colors.len() == height && self.colors[0].len() == width {
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return;
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}
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self.colors = Vec::with_capacity(height);
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for y in 0..height {
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let mut row = Vec::with_capacity(width);
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for x in 0..width {
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let hue = x as f32 * 360.0 / width as f32;
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let value = (height - y) as f32 / height as f32;
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let saturation = Okhsv::max_saturation();
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let color = Okhsv::new(hue, saturation, value);
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let color = Srgb::<f32>::from_color_unclamped(color);
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let color: Srgb<u8> = color.into_format();
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let color = Color::Rgb(color.red, color.green, color.blue);
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row.push(color);
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}
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self.colors.push(row);
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}
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}
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}
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