mirror of
https://github.com/ArthurSonzogni/FTXUI.git
synced 2024-11-22 18:59:59 +08:00
Gauge direction (#326)
Add `gauge` with all the different directions. Co-authored-by: Aleksandar Brakmic <13668697+brakmic-aleksandar@users.noreply.github.com>
This commit is contained in:
parent
7c3ca1beb5
commit
8ba3698437
14
CHANGELOG.md
14
CHANGELOG.md
@ -4,6 +4,20 @@ Changelog
|
|||||||
current (development)
|
current (development)
|
||||||
---------------------
|
---------------------
|
||||||
|
|
||||||
|
### Features:
|
||||||
|
|
||||||
|
#### DOM:
|
||||||
|
- The `inverted` decorator now toggle in the inverted attribute.
|
||||||
|
- Add `gauge` for the 4 directions. Expose the following API:
|
||||||
|
```cpp
|
||||||
|
Element gauge(float ratio);
|
||||||
|
Element gaugeLeft(float ratio);
|
||||||
|
Element gaugeRight(float ratio);
|
||||||
|
Element gaugeUp(float ratio);
|
||||||
|
Element gaugeDown(float ratio);
|
||||||
|
Element gaugeDirection(float ratio, GaugeDirection);
|
||||||
|
```
|
||||||
|
|
||||||
2.0.0
|
2.0.0
|
||||||
-----
|
-----
|
||||||
|
|
||||||
|
@ -9,6 +9,7 @@ example(color_truecolor_RGB)
|
|||||||
example(dbox)
|
example(dbox)
|
||||||
example(canvas)
|
example(canvas)
|
||||||
example(gauge)
|
example(gauge)
|
||||||
|
example(gauge_direction)
|
||||||
example(graph)
|
example(graph)
|
||||||
example(gridbox)
|
example(gridbox)
|
||||||
example(hflow)
|
example(hflow)
|
||||||
|
79
examples/dom/gauge_direction.cpp
Normal file
79
examples/dom/gauge_direction.cpp
Normal file
@ -0,0 +1,79 @@
|
|||||||
|
#include <chrono> // for operator""s, chrono_literals
|
||||||
|
#include <ftxui/dom/elements.hpp> // for text, gauge, operator|, flex, hbox, Element
|
||||||
|
#include <ftxui/screen/screen.hpp> // for Screen
|
||||||
|
#include <iostream> // for cout, endl, ostream
|
||||||
|
#include <string> // for allocator, operator+, char_traits, operator<<, string, to_string, basic_string
|
||||||
|
#include <thread> // for sleep_for
|
||||||
|
|
||||||
|
#include "ftxui/dom/node.hpp" // for Render
|
||||||
|
#include "ftxui/screen/color.hpp" // for ftxui
|
||||||
|
|
||||||
|
int main(int argc, const char* argv[]) {
|
||||||
|
using namespace ftxui;
|
||||||
|
using namespace std::chrono_literals;
|
||||||
|
|
||||||
|
std::string reset_position;
|
||||||
|
for (float percentage = 0.0f; percentage <= 1.0f; percentage += 0.002f) {
|
||||||
|
std::string data_downloaded =
|
||||||
|
std::to_string(int(percentage * 5000)) + "/5000";
|
||||||
|
|
||||||
|
auto gauge_up = //
|
||||||
|
hbox({
|
||||||
|
vtext("gauge vertical"),
|
||||||
|
separator(),
|
||||||
|
gaugeUp(percentage),
|
||||||
|
}) |
|
||||||
|
border;
|
||||||
|
|
||||||
|
auto gauge_down = //
|
||||||
|
hbox({
|
||||||
|
vtext("gauge vertical"),
|
||||||
|
separator(),
|
||||||
|
gaugeDown(percentage),
|
||||||
|
}) |
|
||||||
|
border;
|
||||||
|
|
||||||
|
auto gauge_right = //
|
||||||
|
vbox({
|
||||||
|
text("gauge horizontal"),
|
||||||
|
separator(),
|
||||||
|
gaugeRight(percentage),
|
||||||
|
}) |
|
||||||
|
border;
|
||||||
|
|
||||||
|
auto gauge_left = //
|
||||||
|
vbox({
|
||||||
|
text("gauge horizontal"),
|
||||||
|
separator(),
|
||||||
|
gaugeLeft(percentage),
|
||||||
|
}) |
|
||||||
|
border;
|
||||||
|
|
||||||
|
auto document = hbox({
|
||||||
|
gauge_up,
|
||||||
|
filler(),
|
||||||
|
vbox({
|
||||||
|
gauge_right,
|
||||||
|
filler(),
|
||||||
|
text(data_downloaded) | border | center,
|
||||||
|
filler(),
|
||||||
|
gauge_left,
|
||||||
|
}),
|
||||||
|
filler(),
|
||||||
|
gauge_down,
|
||||||
|
});
|
||||||
|
|
||||||
|
auto screen = Screen(32, 16);
|
||||||
|
Render(screen, document);
|
||||||
|
std::cout << reset_position;
|
||||||
|
screen.Print();
|
||||||
|
reset_position = screen.ResetPosition();
|
||||||
|
|
||||||
|
std::this_thread::sleep_for(0.01s);
|
||||||
|
}
|
||||||
|
std::cout << std::endl;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Copyright 2022 Arthur Sonzogni. All rights reserved.
|
||||||
|
// Use of this source code is governed by the MIT license that can be found in
|
||||||
|
// the LICENSE file.
|
@ -21,6 +21,7 @@ using Decorator = std::function<Element(Element)>;
|
|||||||
using GraphFunction = std::function<std::vector<int>(int, int)>;
|
using GraphFunction = std::function<std::vector<int>(int, int)>;
|
||||||
|
|
||||||
enum BorderStyle { LIGHT, HEAVY, DOUBLE, ROUNDED, EMPTY };
|
enum BorderStyle { LIGHT, HEAVY, DOUBLE, ROUNDED, EMPTY };
|
||||||
|
enum class GaugeDirection { Left, Up, Right, Down };
|
||||||
|
|
||||||
// Pipe elements into decorator togethers.
|
// Pipe elements into decorator togethers.
|
||||||
// For instance the next lines are equivalents:
|
// For instance the next lines are equivalents:
|
||||||
@ -42,6 +43,11 @@ Element separatorStyled(BorderStyle);
|
|||||||
Element separator(Pixel);
|
Element separator(Pixel);
|
||||||
Element separatorCharacter(std::string);
|
Element separatorCharacter(std::string);
|
||||||
Element gauge(float ratio);
|
Element gauge(float ratio);
|
||||||
|
Element gaugeLeft(float ratio);
|
||||||
|
Element gaugeRight(float ratio);
|
||||||
|
Element gaugeUp(float ratio);
|
||||||
|
Element gaugeDown(float ratio);
|
||||||
|
Element gaugeDirection(float ratio, GaugeDirection);
|
||||||
Element border(Element);
|
Element border(Element);
|
||||||
Element borderLight(Element);
|
Element borderLight(Element);
|
||||||
Element borderHeavy(Element);
|
Element borderHeavy(Element);
|
||||||
|
@ -10,7 +10,7 @@
|
|||||||
|
|
||||||
namespace ftxui {
|
namespace ftxui {
|
||||||
|
|
||||||
static std::string charset[11] = {
|
static std::string charset_horizontal[11] = {
|
||||||
#if defined(FTXUI_MICROSOFT_TERMINAL_FALLBACK)
|
#if defined(FTXUI_MICROSOFT_TERMINAL_FALLBACK)
|
||||||
// Microsoft's terminals often use fonts not handling the 8 unicode
|
// Microsoft's terminals often use fonts not handling the 8 unicode
|
||||||
// characters for representing the whole gauge. Fallback with less.
|
// characters for representing the whole gauge. Fallback with less.
|
||||||
@ -22,38 +22,229 @@ static std::string charset[11] = {
|
|||||||
// int(9 * (limit - limit_int) = 9
|
// int(9 * (limit - limit_int) = 9
|
||||||
"█"};
|
"█"};
|
||||||
|
|
||||||
|
static std::string charset_vertical[10] = {
|
||||||
|
"█",
|
||||||
|
"▇",
|
||||||
|
"▆",
|
||||||
|
"▅",
|
||||||
|
"▄",
|
||||||
|
"▃",
|
||||||
|
"▂",
|
||||||
|
"▁",
|
||||||
|
" ",
|
||||||
|
// An extra character in case when the fuzzer manage to have:
|
||||||
|
// int(8 * (limit - limit_int) = 8
|
||||||
|
" ",
|
||||||
|
};
|
||||||
|
|
||||||
class Gauge : public Node {
|
class Gauge : public Node {
|
||||||
public:
|
public:
|
||||||
Gauge(float progress) : progress_(std::min(std::max(progress, 0.f), 1.f)) {}
|
Gauge(float progress, GaugeDirection direction)
|
||||||
|
: progress_(std::min(std::max(progress, 0.f), 1.f)),
|
||||||
|
direction_(direction) {}
|
||||||
|
|
||||||
void ComputeRequirement() override {
|
void ComputeRequirement() override {
|
||||||
requirement_.flex_grow_x = 1;
|
switch (direction_) {
|
||||||
requirement_.flex_grow_y = 0;
|
case GaugeDirection::Right:
|
||||||
requirement_.flex_shrink_x = 1;
|
case GaugeDirection::Left:
|
||||||
requirement_.flex_shrink_y = 0;
|
requirement_.flex_grow_x = 1;
|
||||||
|
requirement_.flex_grow_y = 0;
|
||||||
|
requirement_.flex_shrink_x = 1;
|
||||||
|
requirement_.flex_shrink_y = 0;
|
||||||
|
break;
|
||||||
|
case GaugeDirection::Up:
|
||||||
|
case GaugeDirection::Down:
|
||||||
|
requirement_.flex_grow_x = 0;
|
||||||
|
requirement_.flex_grow_y = 1;
|
||||||
|
requirement_.flex_shrink_x = 0;
|
||||||
|
requirement_.flex_shrink_y = 1;
|
||||||
|
break;
|
||||||
|
}
|
||||||
requirement_.min_x = 1;
|
requirement_.min_x = 1;
|
||||||
requirement_.min_y = 1;
|
requirement_.min_y = 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
void Render(Screen& screen) override {
|
void Render(Screen& screen) override {
|
||||||
|
switch (direction_) {
|
||||||
|
case GaugeDirection::Right:
|
||||||
|
RenderHorizontal(screen, /*invert=*/false);
|
||||||
|
break;
|
||||||
|
case GaugeDirection::Up:
|
||||||
|
RenderVertical(screen, /*invert=*/false);
|
||||||
|
break;
|
||||||
|
case GaugeDirection::Left:
|
||||||
|
RenderHorizontal(screen, /*invert=*/true);
|
||||||
|
break;
|
||||||
|
case GaugeDirection::Down:
|
||||||
|
RenderVertical(screen, /*invert=*/true);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void RenderHorizontal(Screen& screen, bool invert) {
|
||||||
int y = box_.y_min;
|
int y = box_.y_min;
|
||||||
if (y > box_.y_max)
|
if (y > box_.y_max)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
float limit = box_.x_min + progress_ * (box_.x_max - box_.x_min + 1);
|
// Draw the progress bar horizontally.
|
||||||
int limit_int = limit;
|
{
|
||||||
|
float progress = invert ? 1.f - progress_ : progress_;
|
||||||
|
float limit = box_.x_min + progress * (box_.x_max - box_.x_min + 1);
|
||||||
|
int limit_int = limit;
|
||||||
|
int x = box_.x_min;
|
||||||
|
while (x < limit_int)
|
||||||
|
screen.at(x++, y) = charset_horizontal[9];
|
||||||
|
screen.at(x++, y) = charset_horizontal[int(9 * (limit - limit_int))];
|
||||||
|
while (x <= box_.x_max)
|
||||||
|
screen.at(x++, y) = charset_horizontal[0];
|
||||||
|
}
|
||||||
|
|
||||||
|
if (invert) {
|
||||||
|
for (int x = box_.x_min; x <= box_.x_max; x++)
|
||||||
|
screen.PixelAt(x, y).inverted ^= true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void RenderVertical(Screen& screen, bool invert) {
|
||||||
int x = box_.x_min;
|
int x = box_.x_min;
|
||||||
while (x < limit_int)
|
if (x > box_.x_max)
|
||||||
screen.at(x++, y) = charset[9];
|
return;
|
||||||
screen.at(x++, y) = charset[int(9 * (limit - limit_int))];
|
|
||||||
while (x <= box_.x_max)
|
// Draw the progress bar vertically:
|
||||||
screen.at(x++, y) = charset[0];
|
{
|
||||||
|
float progress = invert ? progress_ : 1.f - progress_;
|
||||||
|
float limit = box_.y_min + progress * (box_.y_max - box_.y_min + 1);
|
||||||
|
int limit_int = limit;
|
||||||
|
int y = box_.y_min;
|
||||||
|
while (y < limit_int)
|
||||||
|
screen.at(x, y++) = charset_vertical[8];
|
||||||
|
screen.at(x, y++) = charset_vertical[int(8 * (limit - limit_int))];
|
||||||
|
while (y <= box_.y_max)
|
||||||
|
screen.at(x, y++) = charset_vertical[0];
|
||||||
|
}
|
||||||
|
|
||||||
|
if (invert) {
|
||||||
|
for (int y = box_.y_min; y <= box_.y_max; y++)
|
||||||
|
screen.PixelAt(x, y).inverted ^= true;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private:
|
private:
|
||||||
float progress_;
|
float progress_;
|
||||||
|
GaugeDirection direction_;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
/// @brief Draw a high definition progress bar progressing in specified
|
||||||
|
/// direction.
|
||||||
|
/// @param progress The proportion of the area to be filled. Belong to [0,1].
|
||||||
|
// @param direction Direction of progress bars progression.
|
||||||
|
/// @ingroup dom
|
||||||
|
Element gaugeDirection(float progress, GaugeDirection direction) {
|
||||||
|
return std::make_shared<Gauge>(progress, direction);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// @brief Draw a high definition progress bar progressing from left to right.
|
||||||
|
/// @param progress The proportion of the area to be filled. Belong to [0,1].
|
||||||
|
/// @ingroup dom
|
||||||
|
///
|
||||||
|
/// ### Example
|
||||||
|
///
|
||||||
|
/// A gauge. It can be used to represent a progress bar.
|
||||||
|
/// ~~~cpp
|
||||||
|
/// border(gaugeRight(0.5))
|
||||||
|
/// ~~~
|
||||||
|
///
|
||||||
|
/// #### Output
|
||||||
|
///
|
||||||
|
/// ~~~bash
|
||||||
|
/// ┌──────────────────────────────────────────────────────────────────────────┐
|
||||||
|
/// │█████████████████████████████████████ │
|
||||||
|
/// └──────────────────────────────────────────────────────────────────────────┘
|
||||||
|
/// ~~~
|
||||||
|
Element gaugeRight(float progress) {
|
||||||
|
return gaugeDirection(progress, GaugeDirection::Right);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// @brief Draw a high definition progress bar progressing from right to left.
|
||||||
|
/// @param progress The proportion of the area to be filled. Belong to [0,1].
|
||||||
|
/// @ingroup dom
|
||||||
|
///
|
||||||
|
/// ### Example
|
||||||
|
///
|
||||||
|
/// A gauge. It can be used to represent a progress bar.
|
||||||
|
/// ~~~cpp
|
||||||
|
/// border(gaugeLeft(0.5))
|
||||||
|
/// ~~~
|
||||||
|
///
|
||||||
|
/// #### Output
|
||||||
|
///
|
||||||
|
/// ~~~bash
|
||||||
|
/// ┌──────────────────────────────────────────────────────────────────────────┐
|
||||||
|
/// │ █████████████████████████████████████│
|
||||||
|
/// └──────────────────────────────────────────────────────────────────────────┘
|
||||||
|
/// ~~~
|
||||||
|
Element gaugeLeft(float progress) {
|
||||||
|
return gaugeDirection(progress, GaugeDirection::Left);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// @brief Draw a high definition progress bar progressing from bottom to top.
|
||||||
|
/// @param progress The proportion of the area to be filled. Belong to [0,1].
|
||||||
|
/// @ingroup dom
|
||||||
|
///
|
||||||
|
/// ### Example
|
||||||
|
///
|
||||||
|
/// A gauge. It can be used to represent a progress bar.
|
||||||
|
/// ~~~cpp
|
||||||
|
/// border(gaugeUp(0.5))
|
||||||
|
/// ~~~
|
||||||
|
///
|
||||||
|
/// #### Output
|
||||||
|
///
|
||||||
|
/// ~~~bash
|
||||||
|
/// ┌─┐
|
||||||
|
/// │ │
|
||||||
|
/// │ │
|
||||||
|
/// │ │
|
||||||
|
/// │ │
|
||||||
|
/// │█│
|
||||||
|
/// │█│
|
||||||
|
/// │█│
|
||||||
|
/// │█│
|
||||||
|
/// └─┘
|
||||||
|
/// ~~~
|
||||||
|
Element gaugeUp(float progress) {
|
||||||
|
return gaugeDirection(progress, GaugeDirection::Up);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// @brief Draw a high definition progress bar progressing from top to bottom.
|
||||||
|
/// @param progress The proportion of the area to be filled. Belong to [0,1].
|
||||||
|
/// @ingroup dom
|
||||||
|
///
|
||||||
|
/// ### Example
|
||||||
|
///
|
||||||
|
/// A gauge. It can be used to represent a progress bar.
|
||||||
|
/// ~~~cpp
|
||||||
|
/// border(gaugeDown(0.5))
|
||||||
|
/// ~~~
|
||||||
|
///
|
||||||
|
/// #### Output
|
||||||
|
///
|
||||||
|
/// ~~~bash
|
||||||
|
/// ┌─┐
|
||||||
|
/// │█│
|
||||||
|
/// │█│
|
||||||
|
/// │█│
|
||||||
|
/// │█│
|
||||||
|
/// │ │
|
||||||
|
/// │ │
|
||||||
|
/// │ │
|
||||||
|
/// │ │
|
||||||
|
/// └─┘
|
||||||
|
/// ~~~
|
||||||
|
Element gaugeDown(float progress) {
|
||||||
|
return gaugeDirection(progress, GaugeDirection::Down);
|
||||||
|
}
|
||||||
|
|
||||||
/// @brief Draw a high definition progress bar.
|
/// @brief Draw a high definition progress bar.
|
||||||
/// @param progress The proportion of the area to be filled. Belong to [0,1].
|
/// @param progress The proportion of the area to be filled. Belong to [0,1].
|
||||||
/// @ingroup dom
|
/// @ingroup dom
|
||||||
@ -73,7 +264,7 @@ class Gauge : public Node {
|
|||||||
/// └──────────────────────────────────────────────────────────────────────────┘
|
/// └──────────────────────────────────────────────────────────────────────────┘
|
||||||
/// ~~~
|
/// ~~~
|
||||||
Element gauge(float progress) {
|
Element gauge(float progress) {
|
||||||
return std::make_shared<Gauge>(progress);
|
return gaugeRight(progress);
|
||||||
}
|
}
|
||||||
|
|
||||||
} // namespace ftxui
|
} // namespace ftxui
|
||||||
|
@ -11,7 +11,7 @@
|
|||||||
using namespace ftxui;
|
using namespace ftxui;
|
||||||
using namespace ftxui;
|
using namespace ftxui;
|
||||||
|
|
||||||
TEST(GaugeTest, zero) {
|
TEST(GaugeTest, ZeroHorizontal) {
|
||||||
auto root = gauge(0);
|
auto root = gauge(0);
|
||||||
Screen screen(11, 1);
|
Screen screen(11, 1);
|
||||||
Render(screen, root);
|
Render(screen, root);
|
||||||
@ -19,16 +19,15 @@ TEST(GaugeTest, zero) {
|
|||||||
EXPECT_EQ(" ", screen.ToString());
|
EXPECT_EQ(" ", screen.ToString());
|
||||||
}
|
}
|
||||||
|
|
||||||
TEST(GaugeTest, half) {
|
TEST(GaugeTest, HalfHorizontal) {
|
||||||
auto root = gauge(0.5);
|
auto root = gauge(0.5);
|
||||||
Screen screen(11, 1);
|
Screen screen(11, 1);
|
||||||
Render(screen, root);
|
Render(screen, root);
|
||||||
|
|
||||||
EXPECT_EQ("█████▍ ", screen.ToString());
|
EXPECT_EQ("█████▍ ", screen.ToString());
|
||||||
//" ▏▎▍▌▊▉█";
|
|
||||||
}
|
}
|
||||||
|
|
||||||
TEST(GaugeTest, one) {
|
TEST(GaugeTest, OneHorizontal) {
|
||||||
auto root = gauge(1.0);
|
auto root = gauge(1.0);
|
||||||
Screen screen(11, 1);
|
Screen screen(11, 1);
|
||||||
Render(screen, root);
|
Render(screen, root);
|
||||||
@ -36,6 +35,66 @@ TEST(GaugeTest, one) {
|
|||||||
EXPECT_EQ("███████████", screen.ToString());
|
EXPECT_EQ("███████████", screen.ToString());
|
||||||
}
|
}
|
||||||
|
|
||||||
|
TEST(GaugeTest, ZeroVertical) {
|
||||||
|
auto root = gaugeUp(0);
|
||||||
|
Screen screen(1, 11);
|
||||||
|
Render(screen, root);
|
||||||
|
|
||||||
|
EXPECT_EQ(
|
||||||
|
" \r\n"
|
||||||
|
" \r\n"
|
||||||
|
" \r\n"
|
||||||
|
" \r\n"
|
||||||
|
" \r\n"
|
||||||
|
" \r\n"
|
||||||
|
" \r\n"
|
||||||
|
" \r\n"
|
||||||
|
" \r\n"
|
||||||
|
" \r\n"
|
||||||
|
" ",
|
||||||
|
screen.ToString());
|
||||||
|
}
|
||||||
|
|
||||||
|
TEST(GaugeTest, HalfVertical) {
|
||||||
|
auto root = gaugeUp(0.5);
|
||||||
|
Screen screen(1, 11);
|
||||||
|
Render(screen, root);
|
||||||
|
|
||||||
|
EXPECT_EQ(
|
||||||
|
" \r\n"
|
||||||
|
" \r\n"
|
||||||
|
" \r\n"
|
||||||
|
" \r\n"
|
||||||
|
" \r\n"
|
||||||
|
"▄\r\n"
|
||||||
|
"█\r\n"
|
||||||
|
"█\r\n"
|
||||||
|
"█\r\n"
|
||||||
|
"█\r\n"
|
||||||
|
"█",
|
||||||
|
screen.ToString());
|
||||||
|
}
|
||||||
|
|
||||||
|
TEST(GaugeTest, OneVertical) {
|
||||||
|
auto root = gaugeUp(1.0);
|
||||||
|
Screen screen(1, 11);
|
||||||
|
Render(screen, root);
|
||||||
|
|
||||||
|
EXPECT_EQ(
|
||||||
|
"█\r\n"
|
||||||
|
"█\r\n"
|
||||||
|
"█\r\n"
|
||||||
|
"█\r\n"
|
||||||
|
"█\r\n"
|
||||||
|
"█\r\n"
|
||||||
|
"█\r\n"
|
||||||
|
"█\r\n"
|
||||||
|
"█\r\n"
|
||||||
|
"█\r\n"
|
||||||
|
"█",
|
||||||
|
screen.ToString());
|
||||||
|
}
|
||||||
|
|
||||||
// Copyright 2020 Arthur Sonzogni. All rights reserved.
|
// Copyright 2020 Arthur Sonzogni. All rights reserved.
|
||||||
// Use of this source code is governed by the MIT license that can be found in
|
// Use of this source code is governed by the MIT license that can be found in
|
||||||
// the LICENSE file.
|
// the LICENSE file.
|
||||||
|
@ -17,7 +17,7 @@ class Inverted : public NodeDecorator {
|
|||||||
Node::Render(screen);
|
Node::Render(screen);
|
||||||
for (int y = box_.y_min; y <= box_.y_max; ++y) {
|
for (int y = box_.y_min; y <= box_.y_max; ++y) {
|
||||||
for (int x = box_.x_min; x <= box_.x_max; ++x) {
|
for (int x = box_.x_min; x <= box_.x_max; ++x) {
|
||||||
screen.PixelAt(x, y).inverted = true;
|
screen.PixelAt(x, y).inverted ^= true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user