Files
marcer-gamedvd-launcher/HatariZipLauncher/MenuRenderer.cs
T
2026-08-10 19:37:10 +02:00

220 lines
8.9 KiB
C#

namespace HatariZipLauncher
{
public class MenuRenderer
{
// Simple line-based double buffer to avoid full Clear() flicker.
// cachedBuffer holds the last rendered text and colors for each visible row.
private struct LineState { public string Text; public ConsoleColor Fg; public ConsoleColor Bg; }
private LineState[] _cachedBuffer = Array.Empty<LineState>();
private int _cachedWidth = -1;
// availableLines is provided per-draw so the renderer adapts to console resizes
public void DrawMenu(List<GameEntry> entries, int scrollOffset, int selectedIndex, int availableLines, Func<GameEntry, bool>? isFavorite = null)
{
availableLines = Math.Max(1, availableLines);
int width = Console.WindowWidth;
// Ensure cache matches current dimensions
EnsureCache(width, availableLines);
var newBuffer = new LineState[availableLines];
for (int row = 0; row < availableLines; row++)
{
int idx = scrollOffset + row;
if (idx < entries.Count)
{
var e = entries[idx];
bool selected = (selectedIndex == idx);
// format the line text and colors
string text = BuildLineText(e, width, isFavorite?.Invoke(e) ?? false);
var (fg, bg) = GetColors(e, selected);
newBuffer[row].Text = text;
newBuffer[row].Fg = fg;
newBuffer[row].Bg = bg;
}
else
{
newBuffer[row].Text = new string(' ', width);
newBuffer[row].Fg = ConsoleColor.Gray;
newBuffer[row].Bg = ConsoleColor.Black;
}
}
// Diff & write only changed lines
// Use the caller-provided availableLines (which should be Console.WindowHeight - 1)
int maxRow = Math.Max(0, availableLines - 1);
for (int row = 0; row < availableLines; row++)
{
if (row > maxRow) break;
var newLine = newBuffer[row];
var oldLine = _cachedBuffer[row];
if (oldLine.Text != newLine.Text || oldLine.Fg != newLine.Fg || oldLine.Bg != newLine.Bg)
{
WriteConsoleLine(row, newLine);
_cachedBuffer[row] = newLine;
}
}
}
// Now accepts availableLines so the caller remains the single source of truth
public void RedrawEntry(List<GameEntry> entries, int entryIdx, int row, bool selected, int availableLines, Func<GameEntry, bool>? isFavorite = null)
{
if (entryIdx < 0 || entryIdx >= entries.Count) return;
availableLines = Math.Max(1, availableLines);
int maxRow = Math.Max(0, availableLines - 1);
if (row < 0 || row > maxRow) return;
int width = Console.WindowWidth;
// ensure cache is valid for current width/height and the target row
EnsureCacheForRow(width, Math.Min(availableLines, Math.Max(1, _cachedBuffer.Length == 0 ? 1 : _cachedBuffer.Length)));
var e = entries[entryIdx];
string text = BuildLineText(e, width, isFavorite?.Invoke(e) ?? false);
ConsoleColor fg, bg;
if (selected)
{
bg = ConsoleColor.DarkCyan;
fg = ConsoleColor.Black;
}
else
{
bg = ConsoleColor.Black;
fg = GetColorForEntry(e);
}
var newLine = new LineState { Text = text, Fg = fg, Bg = bg };
// If cache differs, write
if (row < _cachedBuffer.Length)
{
var old = _cachedBuffer[row];
if (old.Text != newLine.Text || old.Fg != newLine.Fg || old.Bg != newLine.Bg)
{
WriteConsoleLine(row, newLine);
_cachedBuffer[row] = newLine;
}
}
else
{
// out of cache bounds - attempt a direct write
WriteConsoleLine(row, newLine);
}
}
// Ensures the cached buffer has exactly availableLines entries and matches width.
private void EnsureCache(int width, int availableLines)
{
if (_cachedBuffer.Length != availableLines || _cachedWidth != width)
{
_cachedBuffer = new LineState[availableLines];
for (int i = 0; i < availableLines; i++) _cachedBuffer[i].Text = null!;
_cachedWidth = width;
}
}
// Ensures the cached buffer has at least requiredRows entries and matches width.
private void EnsureCacheForRow(int width, int requiredRows)
{
if (_cachedBuffer.Length < requiredRows || _cachedWidth != width)
{
int newLen = Math.Max(requiredRows, 1);
_cachedBuffer = new LineState[newLen];
for (int i = 0; i < newLen; i++) _cachedBuffer[i].Text = null!;
_cachedWidth = width;
}
}
// Write a line to the console using the centralized logic (handles concurrent resizes safely)
private void WriteConsoleLine(int row, LineState newLine)
{
try
{
Console.SetCursorPosition(0, row);
Console.BackgroundColor = newLine.Bg;
Console.ForegroundColor = newLine.Fg;
Console.Write(newLine.Text);
Console.ResetColor();
}
catch
{
// ignore potential SetCursorPosition errors due to concurrent resize
}
}
// Returns foreground and background colors for an entry depending on selection state
private (ConsoleColor fg, ConsoleColor bg) GetColors(GameEntry e, bool selected)
{
if (selected)
{
return (ConsoleColor.Black, ConsoleColor.DarkCyan);
}
else
{
return (GetColorForEntry(e), ConsoleColor.Black);
}
}
// Build the visible line text for an entry, ensuring it never exceeds the given width.
private string BuildLineText(GameEntry e, int width, bool isFavorite)
{
if (width <= 0) return string.Empty;
// Reserve 6 characters for the label area. For directories we show "[DIR] ",
// for ZIPs we use the same width and optionally show a leading '*' when favorited.
string label;
if (e.Kind == EntryKind.Directory)
{
label = "[DIR] ";
}
else
{
// For ZIPs, show '*' after 4 spaces when favorited (keeps 6-char label area).
label = isFavorite ? " * " : new string(' ', 6);
}
// If the console width is smaller than the label, truncate the label
if (width <= label.Length)
{
return label.Substring(0, width);
}
int maxNameLen = width - label.Length; // space left for name
string displayName;
if (e.Name.Length <= maxNameLen)
{
displayName = e.Name;
}
else
{
if (maxNameLen > 3)
displayName = e.Name.Substring(0, maxNameLen - 3) + "...";
else
displayName = e.Name.Substring(0, Math.Max(0, maxNameLen));
}
int padding = Math.Max(0, width - label.Length - displayName.Length);
var result = label + displayName + new string(' ', padding);
// Ensure exact width (defensive): truncate or pad if needed
if (result.Length > width) return result.Substring(0, width);
if (result.Length < width) return result + new string(' ', width - result.Length);
return result;
}
private ConsoleColor GetColorForEntry(GameEntry e)
{
// Virtual entries (like the Favorites pseudo-folder) should be white
if (e.IsVirtual) return ConsoleColor.White;
if (e.Kind == EntryKind.Directory)
{
if (e.InRoot && e.InPatch) return ConsoleColor.Yellow; // Both layers
if (e.InPatch && !e.InRoot) return ConsoleColor.DarkYellow; // Only patch
if (e.InRoot && !e.InPatch) return ConsoleColor.Gray; // Only root
}
else if (e.Kind == EntryKind.Zip)
{
if (e.InRoot && e.InPatch) return ConsoleColor.Green;
if (e.InRoot && !e.InPatch) return ConsoleColor.DarkGreen;
if (e.InPatch && !e.InRoot) return ConsoleColor.Magenta;
}
return ConsoleColor.DarkGray;
}
}
}