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