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import std/strutils
import std/unicode
import css/stylednode
import css/values
import img/bitmap
import layout/box
import layout/engine
import layout/layoutunit
import types/cell
import types/color
import types/winattrs
import utils/strwidth
type
# A FormatCell *starts* a new terminal formatting context.
# If no FormatCell exists before a given cell, the default formatting is used.
FormatCell* = object
format*: Format
pos*: int
node*: StyledNode
# Following properties should hold for `formats':
# * Position should be >= 0, <= str.width().
# * The position of every FormatCell should be greater than the position
# of the previous FormatCell.
FlexibleLine* = object
str*: string
formats*: seq[FormatCell]
FlexibleGrid* = seq[FlexibleLine]
func findFormatN*(line: FlexibleLine; pos: int): int =
var i = 0
while i < line.formats.len:
if line.formats[i].pos > pos:
break
inc i
return i
proc addLines(grid: var FlexibleGrid; n: int) =
grid.setLen(grid.len + n)
proc insertFormat(line: var FlexibleLine; i: int; cell: FormatCell) =
line.formats.insert(cell, i)
proc insertFormat(line: var FlexibleLine; pos, i: int; format: Format;
node: StyledNode = nil) =
line.insertFormat(i, FormatCell(format: format, node: node, pos: pos))
proc addFormat(line: var FlexibleLine; pos: int; format: Format;
node: StyledNode = nil) =
line.formats.add(FormatCell(format: format, node: node, pos: pos))
func toFormat(computed: CSSComputedValues): Format =
if computed == nil:
return Format()
var flags: set[FormatFlags]
if computed{"font-style"} in {FontStyleItalic, FontStyleOblique}:
flags.incl(ffItalic)
if computed{"font-weight"} > 500:
flags.incl(ffBold)
if TextDecorationUnderline in computed{"text-decoration"}:
flags.incl(ffUnderline)
if TextDecorationOverline in computed{"text-decoration"}:
flags.incl(ffOverline)
if TextDecorationLineThrough in computed{"text-decoration"}:
flags.incl(ffStrike)
if TextDecorationBlink in computed{"text-decoration"}:
flags.incl(ffBlink)
return Format(
fgcolor: computed{"color"},
flags: flags
)
proc setText(grid: var FlexibleGrid; linestr: string; x, y: int; format: Format;
node: StyledNode) {.inline.} =
assert linestr.len != 0
var i = 0
var r: Rune
# make sure we have line y
if grid.high < y:
grid.addLines(y - grid.high)
var cx = 0 # first x of new string (before padding)
while cx < x and i < grid[y].str.len:
let pi = i
fastRuneAt(grid[y].str, i, r)
let w = r.twidth(cx)
# we must ensure x is max(cx, x), otherwise our assumption of cx <= x
# breaks down
if cx + w > x:
i = pi
break
cx += w
let ostr = grid[y].str.substr(i)
grid[y].str.setLen(i)
let padwidth = x - cx
if padwidth > 0:
grid[y].str &= ' '.repeat(padwidth)
grid[y].str &= linestr
let linestrwidth = linestr.twidth(x)
i = 0
var nx = x # last x of new string
while nx < x + linestrwidth and i < ostr.len:
fastRuneAt(ostr, i, r)
nx += r.twidth(nx)
if i < ostr.len:
grid[y].str &= ostr.substr(i)
# Negative x values make no sense from here on, as text with negative x
# coordinates can not be formatted.
let x = max(0, x)
if cx < 0:
cx = 0
if nx < 0:
nx = 0
# Skip unchanged formats before the new string
var fi = grid[y].findFormatN(cx) - 1
if padwidth > 0:
# Replace formats for padding
var padformat = Format()
if fi == -1:
# No formats
inc fi # insert after first format (meaning fi = 0)
grid[y].insertFormat(cx, fi, padformat)
else:
# First format's pos may be == cx here.
if grid[y].formats[fi].pos == cx:
padformat.bgcolor = grid[y].formats[fi].format.bgcolor
let node = grid[y].formats[fi].node
grid[y].formats.delete(fi)
grid[y].insertFormat(cx, fi, padformat, node)
else:
# First format < cx => split it up
assert grid[y].formats[fi].pos < cx
padformat.bgcolor = grid[y].formats[fi].format.bgcolor
let node = grid[y].formats[fi].node
inc fi # insert after first format
grid[y].insertFormat(cx, fi, padformat, node)
inc fi # skip last format
while fi < grid[y].formats.len and grid[y].formats[fi].pos < x:
# Other formats must be > cx => replace them
padformat.bgcolor = grid[y].formats[fi].format.bgcolor
let node = grid[y].formats[fi].node
let px = grid[y].formats[fi].pos
grid[y].formats.delete(fi)
grid[y].insertFormat(px, fi, padformat, node)
inc fi
dec fi # go back to previous format, so that pos <= x
assert grid[y].formats[fi].pos <= x
# Now for the text's formats:
var format = format
var lformat: Format
var lnode: StyledNode
if fi == -1:
# No formats => just insert a new format at 0
inc fi
grid[y].insertFormat(x, fi, format, node)
lformat = Format()
else:
# First format's pos may be == x here.
lformat = grid[y].formats[fi].format # save for later use
lnode = grid[y].formats[fi].node
if grid[y].formats[fi].pos == x:
# Replace.
# We must check if the old string's last x position is greater than
# the new string's first x position. If not, we cannot inherit
# its bgcolor (which is supposed to end before the new string started.)
if nx > cx:
format.bgcolor = grid[y].formats[fi].format.bgcolor
grid[y].formats.delete(fi)
grid[y].insertFormat(x, fi, format, node)
else:
# First format's pos < x => split it up.
assert grid[y].formats[fi].pos < x
if nx > cx: # see above
format.bgcolor = grid[y].formats[fi].format.bgcolor
inc fi # insert after first format
grid[y].insertFormat(x, fi, format, node)
inc fi # skip last format
while fi < grid[y].formats.len and grid[y].formats[fi].pos < nx:
# Other formats must be > x => replace them
format.bgcolor = grid[y].formats[fi].format.bgcolor
let px = grid[y].formats[fi].pos
lformat = grid[y].formats[fi].format # save for later use
lnode = grid[y].formats[fi].node
grid[y].formats.delete(fi)
grid[y].insertFormat(px, fi, format, node)
inc fi
if i < ostr.len and
(fi >= grid[y].formats.len or grid[y].formats[fi].pos > nx):
# nx < ostr.width, but we have removed all formatting in the range of our
# string, and no formatting comes directly after it. So we insert the
# continuation of the last format we replaced after our string.
# (Default format when we haven't replaced anything.)
grid[y].insertFormat(nx, fi, lformat, lnode)
dec fi # go back to previous format, so that pos <= nx
assert grid[y].formats[fi].pos <= nx
# That's it!
type
PosBitmap* = ref object
x*: int
y*: int
bmp*: Bitmap
RenderState = object
# Position of the absolute positioning containing block:
# https://drafts.csswg.org/css-position/#absolute-positioning-containing-block
absolutePos: seq[Offset]
bgcolor: CellColor
attrsp: ptr WindowAttributes
images: seq[PosBitmap]
template attrs(state: RenderState): WindowAttributes =
state.attrsp[]
proc setRowWord(grid: var FlexibleGrid; state: var RenderState;
word: InlineAtom; offset: Offset; format: Format; node: StyledNode) =
let y = toInt((offset.y + word.offset.y) div state.attrs.ppl) # y cell
if y < 0:
# y is outside the canvas, no need to draw
return
var x = toInt((offset.x + word.offset.x) div state.attrs.ppc) # x cell
var i = 0
var r: Rune
while x < 0 and i < word.str.len:
fastRuneAt(word.str, i, r)
x += r.twidth(x)
if x < 0:
# highest x is outside the canvas, no need to draw
return
if i < word.str.len:
let linestr = word.str.substr(i)
grid.setText(linestr, x, y, format, node)
proc setSpacing(grid: var FlexibleGrid; state: var RenderState;
spacing: InlineAtom; offset: Offset; format: Format; node: StyledNode) =
let y = toInt((offset.y + spacing.offset.y) div state.attrs.ppl) # y cell
if y < 0: return # y is outside the canvas, no need to draw
var x = toInt((offset.x + spacing.offset.x) div state.attrs.ppc) # x cell
let width = toInt(spacing.size.w div state.attrs.ppc) # cell width
if x + width < 0:
return # highest x is outside the canvas, no need to draw
var i = 0
if x < 0:
i -= x
x = 0
if i < width:
let linestr = ' '.repeat(width - i)
grid.setText(linestr, x, y, format, node)
proc paintBackground(grid: var FlexibleGrid; state: var RenderState;
color: CellColor; startx, starty, endx, endy: int; node: StyledNode) =
var starty = starty div state.attrs.ppl
var endy = endy div state.attrs.ppl
if starty > endy:
swap(starty, endy)
if endy <= 0: return # highest y is outside canvas, no need to paint
if starty < 0: starty = 0
if starty == endy: return # height is 0, no need to paint
var startx = startx div state.attrs.ppc
var endx = endx div state.attrs.ppc
if endy < 0: endy = 0
if startx > endx:
swap(startx, endx)
if endx <= 0: return # highest x is outside the canvas, no need to paint
if startx < 0: startx = 0
if startx == endx: return # width is 0, no need to paint
# make sure we have line y
if grid.high < endy:
grid.addLines(endy - grid.high)
for y in starty..<endy:
# Make sure line.width() >= endx
let linewidth = grid[y].str.width()
if linewidth < endx:
grid[y].str &= ' '.repeat(endx - linewidth)
# Process formatting around startx
if grid[y].formats.len == 0:
# No formats
grid[y].addFormat(startx, Format())
else:
let fi = grid[y].findFormatN(startx) - 1
if fi == -1:
# No format <= startx
grid[y].insertFormat(startx, 0, Format())
elif grid[y].formats[fi].pos == startx:
# Last format equals startx => next comes after, nothing to be done
discard
else:
# Last format lower than startx => separate format from startx
let copy = grid[y].formats[fi]
grid[y].formats[fi].pos = startx
grid[y].insertFormat(fi, copy)
# Process formatting around endx
assert grid[y].formats.len > 0
let fi = grid[y].findFormatN(endx) - 1
if fi == -1:
# Last format > endx -> nothing to be done
discard
elif grid[y].formats[fi].pos != endx:
let copy = grid[y].formats[fi]
if linewidth != endx:
grid[y].formats[fi].pos = endx
grid[y].insertFormat(fi, copy)
else:
grid[y].formats.delete(fi)
grid[y].insertFormat(fi, copy)
# Paint format backgrounds between startx and endx
for fi in 0..grid[y].formats.high:
if grid[y].formats[fi].pos >= endx:
break
if grid[y].formats[fi].pos >= startx:
grid[y].formats[fi].format.bgcolor = color
grid[y].formats[fi].node = node
proc renderBlockBox(grid: var FlexibleGrid; state: var RenderState;
box: BlockBox; offset: Offset)
proc paintInlineFragment(grid: var FlexibleGrid; state: var RenderState;
fragment: InlineFragment; offset: Offset; bgcolor: CellColor) =
for area in fragment.areas:
let x1 = toInt(offset.x + area.offset.x)
let y1 = toInt(offset.y + area.offset.y)
let x2 = toInt(offset.x + area.offset.x + area.size.w)
let y2 = toInt(offset.y + area.offset.y + area.size.h)
grid.paintBackground(state, bgcolor, x1, y1, x2, y2, fragment.node)
proc renderInlineFragment(grid: var FlexibleGrid; state: var RenderState;
fragment: InlineFragment; offset: Offset) =
assert fragment.atoms.len == 0 or fragment.children.len == 0
let bgcolor = fragment.computed{"background-color"}
if bgcolor.t == ctANSI or bgcolor.t == ctRGB and bgcolor.rgbacolor.a > 0:
#TODO color blending
grid.paintInlineFragment(state, fragment, offset, bgcolor)
if fragment.atoms.len > 0:
let format = fragment.computed.toFormat()
for atom in fragment.atoms:
case atom.t
of iatInlineBlock:
let offset = Offset(
x: offset.x + atom.offset.x,
y: offset.y + atom.offset.y
)
grid.renderBlockBox(state, atom.innerbox, offset)
of iatWord:
grid.setRowWord(state, atom, offset, format, fragment.node)
of iatSpacing:
grid.setSpacing(state, atom, offset, format, fragment.node)
of iatImage:
state.images.add(PosBitmap(
x: (offset.x div state.attrs.ppc).toInt,
y: (offset.y div state.attrs.ppl).toInt,
bmp: atom.bmp
))
else:
for child in fragment.children:
grid.renderInlineFragment(state, child, offset)
if fragment.computed{"position"} != PositionStatic:
if fragment.splitType != {stSplitStart, stSplitEnd}:
if stSplitStart in fragment.splitType:
state.absolutePos.add(Offset(
x: offset.x + fragment.startOffset.x,
y: offset.y + fragment.startOffset.y
))
if stSplitEnd in fragment.splitType:
discard state.absolutePos.pop()
proc renderRootInlineFragment(grid: var FlexibleGrid; state: var RenderState;
root: RootInlineFragment; offset: Offset) =
let offset = Offset(
x: offset.x + root.offset.x,
y: offset.y + root.offset.y
)
grid.renderInlineFragment(state, root.fragment, offset)
proc renderBlockBox(grid: var FlexibleGrid; state: var RenderState;
box: BlockBox; offset: Offset) =
var stack = newSeqOfCap[tuple[
box: BlockBox,
offset: Offset
]](100)
stack.add((box, offset))
while stack.len > 0:
var (box, offset) = stack.pop()
if box == nil: # positioned marker
discard state.absolutePos.pop()
continue
if not box.computed{"left"}.auto or not box.computed{"right"}.auto:
offset.x = state.absolutePos[^1].x
if not box.computed{"top"}.auto or not box.computed{"bottom"}.auto:
offset.y = state.absolutePos[^1].y
offset.x += box.offset.x
offset.y += box.offset.y
if box.computed{"position"} != PositionStatic:
state.absolutePos.add(offset)
stack.add((nil, Offset(x: -1, y: -1)))
if box.computed{"visibility"} == VisibilityVisible:
let bgcolor = box.computed{"background-color"}
if bgcolor.t == ctANSI or bgcolor.t == ctRGB and bgcolor.rgbacolor.a > 0:
if box.computed{"-cha-bgcolor-is-canvas"} and
state.bgcolor == defaultColor:
#TODO bgimage
state.bgcolor = bgcolor
#TODO color blending
let ix = toInt(offset.x)
let iy = toInt(offset.y)
let iex = toInt(offset.x + box.size.w)
let iey = toInt(offset.y + box.size.h)
grid.paintBackground(state, bgcolor, ix, iy, iex, iey, box.node)
if box.computed{"background-image"}.t == ContentImage and
box.computed{"background-image"}.s != "":
# ugly hack for background-image display... TODO actually display images
let s = "[img]"
let w = s.len * state.attrs.ppc
var ix = offset.x
if box.size.w < w:
# text is larger than image; center it to minimize error
ix -= w div 2
ix += box.size.w div 2
let x = toInt(ix div state.attrs.ppc)
let y = toInt(offset.y div state.attrs.ppl)
if y >= 0 and x + w >= 0:
grid.setText(s, x, y, box.computed.toFormat(), box.node)
if box.inline != nil:
assert box.nested.len == 0
if box.computed{"visibility"} == VisibilityVisible:
grid.renderRootInlineFragment(state, box.inline, offset)
else:
for i in countdown(box.nested.high, 0):
stack.add((box.nested[i], offset))
proc renderDocument*(grid: var FlexibleGrid; bgcolor: var CellColor;
styledRoot: StyledNode; attrsp: ptr WindowAttributes;
images: var seq[PosBitmap]) =
grid.setLen(0)
if styledRoot == nil:
# no HTML element when we run cascade; just clear all lines.
return
var state = RenderState(
absolutePos: @[Offset(x: 0, y: 0)],
attrsp: attrsp
)
let rootBox = styledRoot.layout(attrsp)
grid.renderBlockBox(state, rootBox, Offset(x: 0, y: 0))
if grid.len == 0:
grid.addLines(1)
bgcolor = state.bgcolor
images = state.images
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