d2/d2renderers/d2ascii/d2ascii.go
2025-02-17 07:19:44 +07:00

409 lines
8.2 KiB
Go

package d2ascii
import (
"bytes"
"fmt"
"math"
"strings"
"oss.terrastruct.com/d2/d2target"
)
// RenderOpts contains options for ASCII rendering
type RenderOpts struct {
Pad *int64 // Optional padding around the diagram
Scale *float64 // Pixels per ASCII character ratio
}
// Render converts a D2 diagram into ASCII art
func Render(diagram *d2target.Diagram, opts *RenderOpts) ([]byte, error) {
if opts == nil {
opts = &RenderOpts{}
}
// Default padding matching d2svg
pad := int(8)
if opts.Pad != nil {
pad = int(*opts.Pad)
}
// Scale for converting diagram coordinates to ASCII grid
// Default: roughly 1 ASCII char = 8x4 pixels
scale := struct{ x, y float64 }{8, 4}
if opts.Scale != nil {
s := *opts.Scale
scale.x = s
scale.y = s / 2 // Maintain aspect ratio
}
// Calculate canvas dimensions
tl, br := diagram.NestedBoundingBox()
width := int(math.Ceil(float64(br.X-tl.X+(pad*2)) / scale.x))
height := int(math.Ceil(float64(br.Y-tl.Y+(pad*2)) / scale.y))
// Create ASCII canvas
canvas := NewCanvas(width, height)
canvas.setScale(scale.x, scale.y)
canvas.setOffset(-int(tl.X), -int(tl.Y))
canvas.setPad(pad)
// Draw shapes
for _, shape := range diagram.Shapes {
err := canvas.drawShape(shape)
if err != nil {
return nil, err
}
}
// Draw connections
for _, conn := range diagram.Connections {
err := canvas.drawConnection(conn)
if err != nil {
return nil, err
}
}
const ( // common terminal size
maxWidth = 120
maxHeight = 90
) // TODO: detect smallest shape then make it as a baseline
width = min(canvas.w, maxWidth)
height = min(canvas.h, maxHeight)
fmt.Println("==== ", canvas.w, canvas.h, "====")
fmt.Println("==== ", width, height, "====")
canvas.ReScale(width, height)
return canvas.TrimBytes(), nil
}
// Canvas handles the ASCII grid and drawing operations
type Canvas struct {
grid [][]rune
w, h int
// Coordinate transformation
scaleX, scaleY float64
offsetX, offsetY int
pad int
}
func NewCanvas(w, h int) *Canvas {
grid := make([][]rune, h)
for i := range grid {
grid[i] = make([]rune, w)
for j := range grid[i] {
grid[i][j] = ' '
}
}
return &Canvas{
grid: grid,
w: w,
h: h,
}
}
func (c *Canvas) setScale(x, y float64) {
c.scaleX = x
c.scaleY = y
}
func (c *Canvas) setOffset(x, y int) {
c.offsetX = x
c.offsetY = y
}
func (c *Canvas) setPad(pad int) {
c.pad = pad
}
// transformPoint converts diagram coordinates to ASCII grid coordinates
func (c *Canvas) transformPoint(x, y int) (int, int) {
x = int(float64(x+c.offsetX+c.pad) / c.scaleX)
y = int(float64(y+c.offsetY+c.pad) / c.scaleY)
return x, y
}
func (c *Canvas) drawShape(shape d2target.Shape) error {
x, y := c.transformPoint(int(shape.Pos.X), int(shape.Pos.Y))
w := int(float64(shape.Width) / c.scaleX)
h := int(float64(shape.Height) / c.scaleY)
switch shape.Type {
case d2target.ShapeCircle:
return c.drawCircle(x, y, w, h, shape.Label)
case d2target.ShapeSquare:
return c.drawRect(x, y, w, h, shape.Label)
// Add more shape types as needed
default:
return c.drawRect(x, y, w, h, shape.Label)
}
}
func (c *Canvas) drawRect(x, y, w, h int, label string) error {
// Draw corners
c.set(x, y, '+')
c.set(x+w, y, '+')
c.set(x, y+h, '+')
c.set(x+w, y+h, '+')
// Draw horizontal edges
for i := x + 1; i < x+w; i++ {
c.set(i, y, '-')
c.set(i, y+h, '-')
}
// Draw vertical edges
for i := y + 1; i < y+h; i++ {
c.set(x, i, '|')
c.set(x+w, i, '|')
}
// Draw label
if label != "" {
c.drawCenteredText(x+1, y+1, w-1, h-1, label)
}
return nil
}
func (c *Canvas) drawCircle(x, y, w, h int, label string) error {
// Approximate circle with ASCII characters
c.set(x+w/2, y, '.')
c.set(x+w/2, y+h, '\'')
c.set(x, y+h/2, '(')
c.set(x+w, y+h/2, ')')
if label != "" {
c.drawCenteredText(x+1, y+1, w-1, h-1, label)
}
return nil
}
func (c *Canvas) drawConnection(conn d2target.Connection) error {
// Draw a simple line between points for now
points := make([]struct{ x, y int }, len(conn.Route))
for i, p := range conn.Route {
points[i].x, points[i].y = c.transformPoint(int(p.X), int(p.Y))
}
for i := 0; i < len(points)-1; i++ {
c.drawLine(points[i].x, points[i].y, points[i+1].x, points[i+1].y)
}
return nil
}
func (c *Canvas) drawLine(x1, y1, x2, y2 int) {
// Draw horizontal line
if y1 == y2 {
for x := min(x1, x2); x <= max(x1, x2); x++ {
c.set(x, y1, '-')
}
return
}
// Draw vertical line
if x1 == x2 {
for y := min(y1, y2); y <= max(y1, y2); y++ {
c.set(x1, y, '|')
}
return
}
// Draw diagonal line
dx := abs(x2 - x1)
dy := abs(y2 - y1)
steep := dy > dx
if steep {
x1, y1 = y1, x1
x2, y2 = y2, x2
}
if x1 > x2 {
x1, x2 = x2, x1
y1, y2 = y2, y1
}
dx = x2 - x1
dy = abs(y2 - y1)
err := dx / 2
ystep := 1
if y1 >= y2 {
ystep = -1
}
for ; x1 <= x2; x1++ {
if steep {
c.set(y1, x1, '|')
} else {
c.set(x1, y1, '/')
}
err -= dy
if err < 0 {
y1 += ystep
err += dx
}
}
}
func (c *Canvas) drawCenteredText(x, y, w, h int, text string) {
lines := strings.Split(text, "\n")
startY := y + (h-len(lines))/2
for i, line := range lines {
if startY+i >= c.h {
break
}
startX := x + (w-len(line))/2
for j, ch := range line {
if startX+j >= c.w {
break
}
c.set(startX+j, startY+i, ch)
}
}
}
func (c *Canvas) set(x, y int, ch rune) {
if x >= 0 && x < c.w && y >= 0 && y < c.h {
c.grid[y][x] = ch
}
}
func (c *Canvas) Bytes() []byte {
var buf bytes.Buffer
for _, row := range c.grid {
buf.WriteString(string(row))
buf.WriteByte('\n')
}
return buf.Bytes()
}
// TrimBytes removes excess whitespace from all sides of the ASCII output
func (c *Canvas) TrimBytes() []byte {
// Find bounds of content
minX, minY, maxX, maxY := c.w, c.h, 0, 0
// Scan for content bounds
for y := 0; y < c.h; y++ {
for x := 0; x < c.w; x++ {
if c.grid[y][x] != ' ' {
if x < minX {
minX = x
}
if x > maxX {
maxX = x
}
if y < minY {
minY = y
}
if y > maxY {
maxY = y
}
}
}
}
// If no content found, return empty
if minX > maxX || minY > maxY {
return []byte{}
}
// Create trimmed output
var buf bytes.Buffer
for y := minY; y <= maxY; y++ {
buf.WriteString(string(c.grid[y][minX : maxX+1]))
buf.WriteByte('\n')
}
return buf.Bytes()
}
// ReScale reduces the size of ASCII art using a pixel-like sampling technique
// BUG: somehow the text label disappear 😂
func (c *Canvas) ReScale(targetWidth, targetHeight int) {
// Calculate sampling box size
boxWidth := float64(c.w) / float64(targetWidth)
boxHeight := float64(c.h) / float64(targetHeight)
// Create new grid
newGrid := make([][]rune, targetHeight)
for i := range newGrid {
newGrid[i] = make([]rune, targetWidth)
}
// Sample characters from original grid
for y := 0; y < targetHeight; y++ {
for x := 0; x < targetWidth; x++ {
// Calculate sampling box boundaries
startX := int(float64(x) * boxWidth)
endX := int(float64(x+1) * boxWidth)
startY := int(float64(y) * boxHeight)
endY := int(float64(y+1) * boxHeight)
// Count character occurrences in the sampling box
charCount := make(map[rune]int)
for sy := startY; sy < endY && sy < c.h; sy++ {
for sx := startX; sx < endX && sx < c.w; sx++ {
ch := c.grid[sy][sx]
charCount[ch]++
}
}
// Choose the most appropriate character
var maxCount int
var dominant rune = ' '
// Priority order for characters
priorities := []rune{'+', '|', '-', '/', '\\', '.', ' '}
for _, ch := range priorities {
if count := charCount[ch]; count > maxCount {
maxCount = count
dominant = ch
}
}
// Special cases for line preservation
hasVertical := charCount['|'] > 0 || charCount['+'] > 0
hasHorizontal := charCount['-'] > 0 || charCount['+'] > 0
// Determine final character
if hasVertical && hasHorizontal {
newGrid[y][x] = '+'
} else if hasVertical {
newGrid[y][x] = '|'
} else if hasHorizontal {
newGrid[y][x] = '-'
} else {
newGrid[y][x] = dominant
}
}
}
c.grid = newGrid
c.w = targetWidth
c.h = targetHeight
}
func min(a, b int) int {
if a < b {
return a
}
return b
}
func max(a, b int) int {
if a > b {
return a
}
return b
}
func abs(x int) int {
if x < 0 {
return -x
}
return x
}