package inquire
An OCaml library to create beautiful interactive CLIs
Install
Dune Dependency
Authors
Maintainers
Sources
inquire-0.2.1.tbz
sha256=0b88d89e24d4cbc0560a7c8d8ec51388990e1b27f24685029997afa52a7c720f
sha512=8b62860a8d15e41528a404a6f1b9968c3d79755607b5ea319af2e3e45516e672a785361d278279910928db4054e1800e87bcee0210ff3eabfb330713b368c827
doc/src/inquire.lambda-term/lTerm_draw.ml.html
Source file lTerm_draw.ml
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(* * lTerm_draw.ml * ------------- * Copyright : (c) 2011, Jeremie Dimino <jeremie@dimino.org> * Copyright : (c) 2019, ZAN DoYe <zandoye@gmail.com> * Licence : BSD3 * * This file is a part of Lambda-Term. *) open LTerm_geom open Result let unsafe_get matrix line column = Array.unsafe_get (Array.unsafe_get matrix line) column type elem = { char : Zed_char.t; bold : bool; underline : bool; blink : bool; reverse : bool; foreground : LTerm_style.color; background : LTerm_style.color; } let space = Zed_char.unsafe_of_char ' ' let newline = Zed_char.unsafe_of_char '\n' let elem_empty= { char= space; bold= false; underline= false; blink= false; reverse= false; foreground= LTerm_style.default; background= LTerm_style.default; } type point'= | Elem of elem | WidthHolder of int type point= point' ref type matrix = point array array let make_matrix size = Array.init size.rows (fun _ -> Array.init size.cols (fun _ -> ref @@ Elem { char = Zed_char.unsafe_of_char ' '; bold = false; underline = false; blink = false; reverse = false; foreground = LTerm_style.default; background = LTerm_style.default; })) let set_style_elem elem style= let bold= match LTerm_style.bold style with | Some x-> x | None-> elem.bold and underline= match LTerm_style.underline style with | Some x-> x | None-> elem.underline and blink= match LTerm_style.blink style with | Some x-> x | None-> elem.blink and reverse= match LTerm_style.reverse style with | Some x-> x | None-> elem.reverse and foreground= match LTerm_style.foreground style with | Some x-> x | None-> elem.foreground and background= match LTerm_style.background style with | Some x-> x | None-> elem.background in { elem with bold; underline; blink; reverse; foreground; background } let set_style point style= match !point with | Elem elem-> point:= Elem (set_style_elem elem style) | WidthHolder _-> () let maybe_set_style point style= match !point, style with | Elem _, Some style-> set_style point style | _-> () type context= { ctx_matrix : matrix; ctx_matrix_size : size; ctx_row1 : int; ctx_col1 : int; ctx_row2 : int; ctx_col2 : int; } let context m s = if Array.length m <> s.rows then invalid_arg "LTerm_draw.context"; Array.iter (fun l -> if Array.length l <> s.cols then invalid_arg "LTerm_draw.context") m; { ctx_matrix = m; ctx_matrix_size = s; ctx_row1 = 0; ctx_col1 = 0; ctx_row2 = s.rows; ctx_col2 = s.cols; } let size ctx = { rows = ctx.ctx_row2 - ctx.ctx_row1; cols = ctx.ctx_col2 - ctx.ctx_col1; } exception Out_of_bounds let sub_opt ctx rect = if rect.row1 < 0 || rect.col1 < 0 || rect.row1 > rect.row2 || rect.col1 > rect.col2 then None else let row1 = ctx.ctx_row1 + rect.row1 and col1 = ctx.ctx_col1 + rect.col1 and row2 = ctx.ctx_row1 + rect.row2 and col2 = ctx.ctx_col1 + rect.col2 in if row2 > ctx.ctx_row2 || col2 > ctx.ctx_col2 then None else Some { ctx with ctx_row1 = row1; ctx_col1 = col1; ctx_row2 = row2; ctx_col2 = col2 } let sub ctx rect = match sub_opt ctx rect with | None -> raise Out_of_bounds | Some(ctx) -> ctx let clear ctx = for row = ctx.ctx_row1 to ctx.ctx_row2 - 1 do for col = ctx.ctx_col1 to ctx.ctx_col2 - 1 do let point = unsafe_get ctx.ctx_matrix row col in point:= Elem elem_empty done done let get_elem matrix row col= let point = unsafe_get matrix row col in match !point with | Elem elem-> elem | WidthHolder _-> elem_empty let fill ctx ?style ch = let get_elem= get_elem ctx.ctx_matrix in match style with | Some style -> for row = ctx.ctx_row1 to ctx.ctx_row2 - 1 do for col = ctx.ctx_col1 to ctx.ctx_col2 - 1 do let point = unsafe_get ctx.ctx_matrix row col in let elem= match !point with | Elem elem-> { elem with char= ch} | WidthHolder n-> let elem= get_elem row (col-n) in { elem with char= ch } in point:= Elem elem; set_style point style done done | None -> for row = ctx.ctx_row1 to ctx.ctx_row2 - 1 do for col = ctx.ctx_col1 to ctx.ctx_col2 - 1 do let point = unsafe_get ctx.ctx_matrix row col in let elem= match !point with | Elem elem-> { elem with char= ch} | WidthHolder n-> let elem= get_elem row (col-n) in { elem with char= ch } in point:= Elem elem; done done let fill_style ctx style = for row = ctx.ctx_row1 to ctx.ctx_row2 - 1 do for col = ctx.ctx_col1 to ctx.ctx_col2 - 1 do set_style (unsafe_get ctx.ctx_matrix row col) style done done let point ctx row col = if row < 0 || col < 0 then raise Out_of_bounds; let row = ctx.ctx_row1 + row and col = ctx.ctx_col1 + col in if row >= ctx.ctx_row2 || col >= ctx.ctx_col2 then raise Out_of_bounds; unsafe_get ctx.ctx_matrix row col let unsafe_del matrix row col len= let pos_end= col + len in let rec fill elem col n= if n > 0 then let point= unsafe_get matrix row col in point:= Elem elem; fill elem (col+1) (n-1) in let rec find col= let point= unsafe_get matrix row col in match !point with | Elem elem-> let width= Zed_char.width elem.char in let elem= { elem with char= space } in point:= Elem elem; if width > 1 then fill elem (col + 1) (width - 1); col + (max width 1) | WidthHolder n-> find (col-n) in let rec del pos= if pos < pos_end then del (find col) in del col let draw_char_matrix matrix row col ?style ch= let size= let rows= Array.length matrix in let cols= if rows > 0 then Array.length matrix.(0) else 0 in { rows; cols } in let unsafe_get matrix row col = Array.unsafe_get (Array.unsafe_get matrix row) col in let width= Zed_char.width ch in if row >= 0 && col >= 0 && col + width <= size.cols then begin let point= unsafe_get matrix row col in (match !point with | Elem elem-> point:= Elem { elem with char= ch }; if width > 1 then for i = 1 to width - 1 do let point= unsafe_get matrix row (col+i) in point:= WidthHolder i done | WidthHolder n-> unsafe_del matrix row (col-n) 1; let elem= get_elem matrix row (col-n) in point:= Elem { elem with char= ch }; if width > 1 then for i = 1 to width - 1 do let point= unsafe_get matrix row (col+i) in point:= WidthHolder i done ); maybe_set_style point style end let unsafe_draw_char_raw ctx row col ?style ch= let width= Zed_char.width ch in if row >= 0 && col >= 0 then begin let point= unsafe_get ctx.ctx_matrix row col in (match !point with | Elem elem-> point:= Elem { elem with char= ch }; if width > 1 then for i = 1 to width - 1 do let point= unsafe_get ctx.ctx_matrix row (col+i) in point:= WidthHolder i done | WidthHolder n-> unsafe_del ctx.ctx_matrix row (col-n) 1; let elem= get_elem ctx.ctx_matrix row (col-n) in point:= Elem { elem with char= ch }; if width > 1 then for i = 1 to width - 1 do let point= unsafe_get ctx.ctx_matrix row (col+i) in point:= WidthHolder i done ); maybe_set_style point style end let draw_char_raw ctx row col ?style ch= let width= Zed_char.width ch in if row >= ctx.ctx_row1 && row < ctx.ctx_row2 && col >= ctx.ctx_col1 && col + width <= ctx.ctx_col2 then unsafe_draw_char_raw ctx row col ?style ch let draw_char ctx row col ?style ch= let row= ctx.ctx_row1 + row and col = ctx.ctx_col1 + col in draw_char_raw ctx row col ?style ch let draw_string ctx row col ?style str= let len= Zed_string.bytes str in let rec loop row col ofs= if ofs < len then let ch, ofs= Zed_string.extract_next str ofs in if ch = newline then loop (row + 1) ctx.ctx_col1 ofs else begin let width= Zed_char.width ch in draw_char_raw ctx row col ?style ch; loop row (col + max 0 width) ofs end in loop (ctx.ctx_row1 + row) (ctx.ctx_col1 + col) 0 let draw_styled ctx row col ?style str= let rec loop row col idx= if idx < Array.length str then begin let ch, ch_style= Array.unsafe_get str idx in if ch = newline then loop (row + 1) ctx.ctx_col1 (idx + 1) else begin let width= Zed_char.width ch in if row >= ctx.ctx_row1 && row < ctx.ctx_row2 && col >= ctx.ctx_col1 && col + width <= ctx.ctx_col2 then begin let point= unsafe_get ctx.ctx_matrix row col in draw_char_raw ctx row col ?style ch; set_style point ch_style; end; loop row (col + max 0 width) (idx + 1); end end in loop (ctx.ctx_row1 + row) (ctx.ctx_col1 + col) 0 let draw_string_aligned ctx row alignment ?style str= let actual_width= function | Ok {Zed_string.len=_;width}-> width | Error {Zed_string.start=_;len=_;width}-> width in let line_width start= actual_width (Zed_string.width_ofs ~start str) in let rec loop row col ofs= if ofs < Zed_string.bytes str then begin let ch, ofs= Zed_string.extract_next str ofs in if ch = newline then ofs else begin let width= Zed_char.width ch in draw_char_raw ctx row col ?style ch; loop row (col + max 0 width) ofs; end end else ofs in let rec loop_lines row ofs= if ofs < Zed_string.bytes str then begin let ofs= loop row (match alignment with | H_align_left -> ctx.ctx_col1 | H_align_center -> ctx.ctx_col1 + (ctx.ctx_col2 - ctx.ctx_col1 - line_width ofs) / 2 | H_align_right -> ctx.ctx_col2 - line_width ofs) ofs in loop_lines (row + 1) ofs end in loop_lines (ctx.ctx_row1 + row) 0 let draw_styled_aligned ctx row alignment ?style str= let str, styles= let len= Array.length str in Zed_string.implode (Array.to_list (Array.init len (fun i-> fst (Array.get str i)))) , (Array.init len (fun i-> snd (Array.get str i))) in let actual_width= function | Ok {Zed_string.len=_;width}-> width | Error {Zed_string.start=_;len=_;width}-> width in let line_width start= actual_width (Zed_string.width_ofs ~start str) in let rec loop row col idx ofs= if ofs < Zed_string.bytes str then begin let (ch, ofs), ch_style= Zed_string.extract_next str ofs, Array.unsafe_get styles idx and idx= idx + 1 in if ch = newline then (idx, ofs) else begin let point= unsafe_get ctx.ctx_matrix row col in draw_char_raw ctx row col ?style ch; set_style point ch_style; loop row (col + Zed_char.width ch) idx ofs; end end else (idx, ofs) in let rec loop_lines row idx ofs= if ofs < Zed_string.bytes str then begin let idx, ofs= loop row (match alignment with | H_align_left -> ctx.ctx_col1 | H_align_center -> ctx.ctx_col1 + (ctx.ctx_col2 - ctx.ctx_col1 - line_width ofs) / 2 | H_align_right -> ctx.ctx_col2 - line_width idx) idx ofs in loop_lines (row + 1) idx ofs end in loop_lines (ctx.ctx_row1 + row) 0 0 type connection = | Blank | Light | Heavy type piece = { top : connection; bottom : connection; left : connection; right : connection } let piece_of_char char = match Uchar.to_int char with | 0x2500 -> Some { top = Blank; bottom = Blank; left = Light; right = Light } | 0x2501 -> Some { top = Blank; bottom = Blank; left = Heavy; right = Heavy } | 0x2502 -> Some { top = Light; bottom = Light; left = Blank; right = Blank } | 0x2503 -> Some { top = Heavy; bottom = Heavy; left = Blank; right = Blank } | 0x250c -> Some { top = Blank; bottom = Light; left = Blank; right = Light } | 0x250d -> Some { top = Blank; bottom = Light; left = Blank; right = Heavy } | 0x250e -> Some { top = Blank; bottom = Heavy; left = Blank; right = Light } | 0x250f -> Some { top = Blank; bottom = Heavy; left = Blank; right = Heavy } | 0x2510 -> Some { top = Blank; bottom = Light; left = Light; right = Blank } | 0x2511 -> Some { top = Blank; bottom = Light; left = Heavy; right = Blank } | 0x2512 -> Some { top = Blank; bottom = Heavy; left = Light; right = Blank } | 0x2513 -> Some { top = Blank; bottom = Heavy; left = Heavy; right = Blank } | 0x2514 -> Some { top = Light; bottom = Blank; left = Blank; right = Light } | 0x2515 -> Some { top = Light; bottom = Blank; left = Blank; right = Heavy } | 0x2516 -> Some { top = Heavy; bottom = Blank; left = Blank; right = Light } | 0x2517 -> Some { top = Heavy; bottom = Blank; left = Blank; right = Heavy } | 0x2518 -> Some { top = Light; bottom = Blank; left = Light; right = Blank } | 0x2519 -> Some { top = Light; bottom = Blank; left = Heavy; right = Blank } | 0x251a -> Some { top = Heavy; bottom = Blank; left = Light; right = Blank } | 0x251b -> Some { top = Heavy; bottom = Blank; left = Heavy; right = Blank } | 0x251c -> Some { top = Light; bottom = Light; left = Blank; right = Light } | 0x251d -> Some { top = Light; bottom = Light; left = Blank; right = Heavy } | 0x251e -> Some { top = Heavy; bottom = Light; left = Blank; right = Light } | 0x251f -> Some { top = Light; bottom = Heavy; left = Blank; right = Light } | 0x2520 -> Some { top = Heavy; bottom = Heavy; left = Blank; right = Light } | 0x2521 -> Some { top = Heavy; bottom = Light; left = Blank; right = Heavy } | 0x2522 -> Some { top = Light; bottom = Heavy; left = Blank; right = Heavy } | 0x2523 -> Some { top = Heavy; bottom = Heavy; left = Blank; right = Heavy } | 0x2524 -> Some { top = Light; bottom = Light; left = Light; right = Blank } | 0x2525 -> Some { top = Light; bottom = Light; left = Heavy; right = Blank } | 0x2526 -> Some { top = Heavy; bottom = Light; left = Light; right = Blank } | 0x2527 -> Some { top = Light; bottom = Heavy; left = Light; right = Blank } | 0x2528 -> Some { top = Heavy; bottom = Heavy; left = Light; right = Blank } | 0x2529 -> Some { top = Heavy; bottom = Light; left = Heavy; right = Blank } | 0x252a -> Some { top = Light; bottom = Heavy; left = Heavy; right = Blank } | 0x252b -> Some { top = Heavy; bottom = Heavy; left = Heavy; right = Blank } | 0x252c -> Some { top = Blank; bottom = Light; left = Light; right = Light } | 0x252d -> Some { top = Blank; bottom = Light; left = Heavy; right = Light } | 0x252e -> Some { top = Blank; bottom = Light; left = Light; right = Heavy } | 0x252f -> Some { top = Blank; bottom = Light; left = Heavy; right = Heavy } | 0x2530 -> Some { top = Blank; bottom = Heavy; left = Light; right = Light } | 0x2531 -> Some { top = Blank; bottom = Heavy; left = Heavy; right = Light } | 0x2532 -> Some { top = Blank; bottom = Heavy; left = Light; right = Heavy } | 0x2533 -> Some { top = Blank; bottom = Heavy; left = Heavy; right = Heavy } | 0x2534 -> Some { top = Light; bottom = Blank; left = Light; right = Light } | 0x2535 -> Some { top = Light; bottom = Blank; left = Heavy; right = Light } | 0x2536 -> Some { top = Light; bottom = Blank; left = Light; right = Heavy } | 0x2537 -> Some { top = Light; bottom = Blank; left = Heavy; right = Heavy } | 0x2538 -> Some { top = Heavy; bottom = Blank; left = Light; right = Light } | 0x2539 -> Some { top = Heavy; bottom = Blank; left = Heavy; right = Light } | 0x253a -> Some { top = Heavy; bottom = Blank; left = Light; right = Heavy } | 0x253b -> Some { top = Heavy; bottom = Blank; left = Heavy; right = Heavy } | 0x253c -> Some { top = Light; bottom = Light; left = Light; right = Light } | 0x253d -> Some { top = Light; bottom = Light; left = Heavy; right = Light } | 0x253e -> Some { top = Light; bottom = Light; left = Light; right = Heavy } | 0x253f -> Some { top = Light; bottom = Light; left = Heavy; right = Heavy } | 0x2540 -> Some { top = Heavy; bottom = Light; left = Light; right = Light } | 0x2541 -> Some { top = Light; bottom = Heavy; left = Light; right = Light } | 0x2542 -> Some { top = Heavy; bottom = Heavy; left = Light; right = Light } | 0x2543 -> Some { top = Heavy; bottom = Light; left = Heavy; right = Light } | 0x2544 -> Some { top = Heavy; bottom = Light; left = Light; right = Heavy } | 0x2545 -> Some { top = Light; bottom = Heavy; left = Heavy; right = Light } | 0x2546 -> Some { top = Light; bottom = Heavy; left = Light; right = Heavy } | 0x2547 -> Some { top = Heavy; bottom = Light; left = Heavy; right = Heavy } | 0x2548 -> Some { top = Light; bottom = Heavy; left = Heavy; right = Heavy } | 0x2549 -> Some { top = Heavy; bottom = Heavy; left = Heavy; right = Light } | 0x254a -> Some { top = Heavy; bottom = Heavy; left = Light; right = Heavy } | 0x254b -> Some { top = Heavy; bottom = Heavy; left = Heavy; right = Heavy } | 0x2574 -> Some { top = Blank; bottom = Blank; left = Light; right = Blank } | 0x2575 -> Some { top = Light; bottom = Blank; left = Blank; right = Blank } | 0x2576 -> Some { top = Blank; bottom = Blank; left = Blank; right = Light } | 0x2577 -> Some { top = Blank; bottom = Light; left = Blank; right = Blank } | 0x2578 -> Some { top = Blank; bottom = Blank; left = Heavy; right = Blank } | 0x2579 -> Some { top = Heavy; bottom = Blank; left = Blank; right = Blank } | 0x257a -> Some { top = Blank; bottom = Blank; left = Blank; right = Heavy } | 0x257b -> Some { top = Blank; bottom = Heavy; left = Blank; right = Blank } | 0x257c -> Some { top = Blank; bottom = Blank; left = Light; right = Heavy } | 0x257d -> Some { top = Light; bottom = Heavy; left = Blank; right = Blank } | 0x257e -> Some { top = Blank; bottom = Blank; left = Heavy; right = Light } | 0x257f -> Some { top = Heavy; bottom = Light; left = Blank; right = Blank } | _ -> None let char_of_piece = function | { top = Blank; bottom = Blank; left = Blank; right = Blank } -> Uchar.of_int 0x0020 | { top = Blank; bottom = Blank; left = Light; right = Light } -> Uchar.of_int 0x2500 | { top = Blank; bottom = Blank; left = Heavy; right = Heavy } -> Uchar.of_int 0x2501 | { top = Light; bottom = Light; left = Blank; right = Blank } -> Uchar.of_int 0x2502 | { top = Heavy; bottom = Heavy; left = Blank; right = Blank } -> Uchar.of_int 0x2503 | { top = Blank; bottom = Light; left = Blank; right = Light } -> Uchar.of_int 0x250c | { top = Blank; bottom = Light; left = Blank; right = Heavy } -> Uchar.of_int 0x250d | { top = Blank; bottom = Heavy; left = Blank; right = Light } -> Uchar.of_int 0x250e | { top = Blank; bottom = Heavy; left = Blank; right = Heavy } -> Uchar.of_int 0x250f | { top = Blank; bottom = Light; left = Light; right = Blank } -> Uchar.of_int 0x2510 | { top = Blank; bottom = Light; left = Heavy; right = Blank } -> Uchar.of_int 0x2511 | { top = Blank; bottom = Heavy; left = Light; right = Blank } -> Uchar.of_int 0x2512 | { top = Blank; bottom = Heavy; left = Heavy; right = Blank } -> Uchar.of_int 0x2513 | { top = Light; bottom = Blank; left = Blank; right = Light } -> Uchar.of_int 0x2514 | { top = Light; bottom = Blank; left = Blank; right = Heavy } -> Uchar.of_int 0x2515 | { top = Heavy; bottom = Blank; left = Blank; right = Light } -> Uchar.of_int 0x2516 | { top = Heavy; bottom = Blank; left = Blank; right = Heavy } -> Uchar.of_int 0x2517 | { top = Light; bottom = Blank; left = Light; right = Blank } -> Uchar.of_int 0x2518 | { top = Light; bottom = Blank; left = Heavy; right = Blank } -> Uchar.of_int 0x2519 | { top = Heavy; bottom = Blank; left = Light; right = Blank } -> Uchar.of_int 0x251a | { top = Heavy; bottom = Blank; left = Heavy; right = Blank } -> Uchar.of_int 0x251b | { top = Light; bottom = Light; left = Blank; right = Light } -> Uchar.of_int 0x251c | { top = Light; bottom = Light; left = Blank; right = Heavy } -> Uchar.of_int 0x251d | { top = Heavy; bottom = Light; left = Blank; right = Light } -> Uchar.of_int 0x251e | { top = Light; bottom = Heavy; left = Blank; right = Light } -> Uchar.of_int 0x251f | { top = Heavy; bottom = Heavy; left = Blank; right = Light } -> Uchar.of_int 0x2520 | { top = Heavy; bottom = Light; left = Blank; right = Heavy } -> Uchar.of_int 0x2521 | { top = Light; bottom = Heavy; left = Blank; right = Heavy } -> Uchar.of_int 0x2522 | { top = Heavy; bottom = Heavy; left = Blank; right = Heavy } -> Uchar.of_int 0x2523 | { top = Light; bottom = Light; left = Light; right = Blank } -> Uchar.of_int 0x2524 | { top = Light; bottom = Light; left = Heavy; right = Blank } -> Uchar.of_int 0x2525 | { top = Heavy; bottom = Light; left = Light; right = Blank } -> Uchar.of_int 0x2526 | { top = Light; bottom = Heavy; left = Light; right = Blank } -> Uchar.of_int 0x2527 | { top = Heavy; bottom = Heavy; left = Light; right = Blank } -> Uchar.of_int 0x2528 | { top = Heavy; bottom = Light; left = Heavy; right = Blank } -> Uchar.of_int 0x2529 | { top = Light; bottom = Heavy; left = Heavy; right = Blank } -> Uchar.of_int 0x252a | { top = Heavy; bottom = Heavy; left = Heavy; right = Blank } -> Uchar.of_int 0x252b | { top = Blank; bottom = Light; left = Light; right = Light } -> Uchar.of_int 0x252c | { top = Blank; bottom = Light; left = Heavy; right = Light } -> Uchar.of_int 0x252d | { top = Blank; bottom = Light; left = Light; right = Heavy } -> Uchar.of_int 0x252e | { top = Blank; bottom = Light; left = Heavy; right = Heavy } -> Uchar.of_int 0x252f | { top = Blank; bottom = Heavy; left = Light; right = Light } -> Uchar.of_int 0x2530 | { top = Blank; bottom = Heavy; left = Heavy; right = Light } -> Uchar.of_int 0x2531 | { top = Blank; bottom = Heavy; left = Light; right = Heavy } -> Uchar.of_int 0x2532 | { top = Blank; bottom = Heavy; left = Heavy; right = Heavy } -> Uchar.of_int 0x2533 | { top = Light; bottom = Blank; left = Light; right = Light } -> Uchar.of_int 0x2534 | { top = Light; bottom = Blank; left = Heavy; right = Light } -> Uchar.of_int 0x2535 | { top = Light; bottom = Blank; left = Light; right = Heavy } -> Uchar.of_int 0x2536 | { top = Light; bottom = Blank; left = Heavy; right = Heavy } -> Uchar.of_int 0x2537 | { top = Heavy; bottom = Blank; left = Light; right = Light } -> Uchar.of_int 0x2538 | { top = Heavy; bottom = Blank; left = Heavy; right = Light } -> Uchar.of_int 0x2539 | { top = Heavy; bottom = Blank; left = Light; right = Heavy } -> Uchar.of_int 0x253a | { top = Heavy; bottom = Blank; left = Heavy; right = Heavy } -> Uchar.of_int 0x253b | { top = Light; bottom = Light; left = Light; right = Light } -> Uchar.of_int 0x253c | { top = Light; bottom = Light; left = Heavy; right = Light } -> Uchar.of_int 0x253d | { top = Light; bottom = Light; left = Light; right = Heavy } -> Uchar.of_int 0x253e | { top = Light; bottom = Light; left = Heavy; right = Heavy } -> Uchar.of_int 0x253f | { top = Heavy; bottom = Light; left = Light; right = Light } -> Uchar.of_int 0x2540 | { top = Light; bottom = Heavy; left = Light; right = Light } -> Uchar.of_int 0x2541 | { top = Heavy; bottom = Heavy; left = Light; right = Light } -> Uchar.of_int 0x2542 | { top = Heavy; bottom = Light; left = Heavy; right = Light } -> Uchar.of_int 0x2543 | { top = Heavy; bottom = Light; left = Light; right = Heavy } -> Uchar.of_int 0x2544 | { top = Light; bottom = Heavy; left = Heavy; right = Light } -> Uchar.of_int 0x2545 | { top = Light; bottom = Heavy; left = Light; right = Heavy } -> Uchar.of_int 0x2546 | { top = Heavy; bottom = Light; left = Heavy; right = Heavy } -> Uchar.of_int 0x2547 | { top = Light; bottom = Heavy; left = Heavy; right = Heavy } -> Uchar.of_int 0x2548 | { top = Heavy; bottom = Heavy; left = Heavy; right = Light } -> Uchar.of_int 0x2549 | { top = Heavy; bottom = Heavy; left = Light; right = Heavy } -> Uchar.of_int 0x254a | { top = Heavy; bottom = Heavy; left = Heavy; right = Heavy } -> Uchar.of_int 0x254b | { top = Blank; bottom = Blank; left = Light; right = Blank } -> Uchar.of_int 0x2574 | { top = Light; bottom = Blank; left = Blank; right = Blank } -> Uchar.of_int 0x2575 | { top = Blank; bottom = Blank; left = Blank; right = Light } -> Uchar.of_int 0x2576 | { top = Blank; bottom = Light; left = Blank; right = Blank } -> Uchar.of_int 0x2577 | { top = Blank; bottom = Blank; left = Heavy; right = Blank } -> Uchar.of_int 0x2578 | { top = Heavy; bottom = Blank; left = Blank; right = Blank } -> Uchar.of_int 0x2579 | { top = Blank; bottom = Blank; left = Blank; right = Heavy } -> Uchar.of_int 0x257a | { top = Blank; bottom = Heavy; left = Blank; right = Blank } -> Uchar.of_int 0x257b | { top = Blank; bottom = Blank; left = Light; right = Heavy } -> Uchar.of_int 0x257c | { top = Light; bottom = Heavy; left = Blank; right = Blank } -> Uchar.of_int 0x257d | { top = Blank; bottom = Blank; left = Heavy; right = Light } -> Uchar.of_int 0x257e | { top = Heavy; bottom = Light; left = Blank; right = Blank } -> Uchar.of_int 0x257f let piece_of_point point= match !point with | Elem elem-> piece_of_char (Zed_char.core elem.char) | WidthHolder _-> None let draw_piece ctx row col ?style piece= let row= ctx.ctx_row1 + row and col= ctx.ctx_col1 + col in if row >= ctx.ctx_row1 && col >= ctx.ctx_col1 && row < ctx.ctx_row2 && col < ctx.ctx_col2 then begin let piece= if row > 0 then begin let point= unsafe_get ctx.ctx_matrix (row - 1) col in match piece_of_point point with | None -> piece | Some piece' -> if piece.top = piece'.bottom then piece else if piece.top = Blank then { piece with top = piece'.bottom } else if piece'.bottom = Blank then begin let char= Zed_char.unsafe_of_uChar (char_of_piece { piece' with bottom = piece.top }) in unsafe_draw_char_raw ctx (row-1) col char; piece end else piece end else piece in let piece= if row < ctx.ctx_matrix_size.rows - 1 then begin let point= unsafe_get ctx.ctx_matrix (row + 1) col in match piece_of_point point with | None -> piece | Some piece' -> if piece.bottom = piece'.top then piece else if piece.bottom = Blank then { piece with bottom = piece'.top } else if piece'.top = Blank then begin let char= Zed_char.unsafe_of_uChar (char_of_piece { piece' with top = piece.bottom }) in unsafe_draw_char_raw ctx (row+1) col char; piece end else piece end else piece in let piece= if col > 0 then begin let point= unsafe_get ctx.ctx_matrix row (col - 1) in match piece_of_point point with | None -> piece | Some piece' -> if piece.left = piece'.right then piece else if piece.left = Blank then { piece with left = piece'.right } else if piece'.right = Blank then begin let char= Zed_char.unsafe_of_uChar (char_of_piece { piece' with right = piece.left }) in unsafe_draw_char_raw ctx row (col-1) char; piece end else piece end else piece in let piece= if col < ctx.ctx_matrix_size.cols - 1 then begin let point= unsafe_get ctx.ctx_matrix row (col + 1) in match piece_of_point point with | None -> piece | Some piece' -> if piece.right = piece'.left then piece else if piece.right = Blank then { piece with right = piece'.left } else if piece'.left = Blank then begin let char= Zed_char.unsafe_of_uChar (char_of_piece { piece' with left = piece.right }) in unsafe_draw_char_raw ctx row (col+1) char; piece end else piece end else piece in let char= Zed_char.unsafe_of_uChar (char_of_piece piece) in unsafe_draw_char_raw ctx row col ?style char end let draw_hline ctx row col len ?style connection = let piece = { top = Blank; bottom = Blank; left = connection; right = connection } in for i = 0 to len - 1 do draw_piece ctx row (col + i) ?style piece done let draw_vline ctx row col len ?style connection = let piece = { top = connection; bottom = connection; left = Blank; right = Blank } in for i = 0 to len - 1 do draw_piece ctx (row + i) col ?style piece done let draw_frame ctx rect ?style connection = let hline = { top = Blank; bottom = Blank; left = connection; right = connection } in let vline = { top = connection; bottom = connection; left = Blank; right = Blank } in for col = rect.col1 + 1 to rect.col2 - 2 do draw_piece ctx (rect.row1 + 0) col ?style hline; draw_piece ctx (rect.row2 - 1) col ?style hline done; for row = rect.row1 + 1 to rect.row2 - 2 do draw_piece ctx row (rect.col1 + 0) ?style vline; draw_piece ctx row (rect.col2 - 1) ?style vline done; draw_piece ctx (rect.row1 + 0) (rect.col1 + 0) ?style { top = Blank; bottom = connection; left = Blank; right = connection }; draw_piece ctx (rect.row1 + 0) (rect.col2 - 1) ?style { top = Blank; bottom = connection; left = connection; right = Blank }; draw_piece ctx (rect.row2 - 1) (rect.col2 - 1) ?style { top = connection; bottom = Blank; left = connection; right = Blank }; draw_piece ctx (rect.row2 - 1) (rect.col1 + 0) ?style { top = connection; bottom = Blank; left = Blank; right = connection } let draw_frame_labelled ctx rect ?style ?(alignment=H_align_left) label connection = draw_frame ctx rect ?style connection; let rect = { row1 = rect.row1; row2 = rect.row1+1; col1 = rect.col1+1; col2 = rect.col2-1 } in match sub_opt ctx rect with | Some(ctx) -> draw_string_aligned ctx 0 alignment label | None -> ()
sectionYPositions = computeSectionYPositions($el), 10)"
x-init="setTimeout(() => sectionYPositions = computeSectionYPositions($el), 10)"
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