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https://github.com/cjdenio/crossword.git
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many improvements
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@@ -1,237 +1,19 @@
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package main
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import (
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"bufio"
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"flag"
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"fmt"
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"log"
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"os"
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"slices"
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"strings"
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"unicode"
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"github.com/cjdenio/crossword/puz"
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"golang.org/x/term"
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)
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const (
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AnsiInvert string = "\x1b[7m"
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AnsiReset string = "\x1b[m"
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AnsiWhiteBackground string = "\x1b[100m"
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)
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func AnsiInverted(s string) string {
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return AnsiInvert + s + AnsiReset
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}
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func AnsiWhiteBackgrounded(s string) string {
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return AnsiWhiteBackground + s + AnsiReset
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}
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func AnsiDimmed(s string) string {
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return fmt.Sprintf("\x1b[2m%s\x1b[0m", s)
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}
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func RenderPuzzle(puzzle []rune, width, height int, selectedClueCells []int, selectedCell int) string {
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b := strings.Builder{}
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b.WriteRune('┌')
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for range (width * 2) + 1 {
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b.WriteRune('─')
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}
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b.WriteString("┐\r\n")
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for index, char := range puzzle {
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if index%width == 0 {
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b.WriteString("│ ")
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}
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cell := ""
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switch char {
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case '.':
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cell = string(rune(0x2588))
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case '-':
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cell = AnsiDimmed("_")
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default:
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cell = string(char)
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}
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if selectedCell == index {
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cell = AnsiInverted(cell)
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} else if slices.Contains(selectedClueCells, index) {
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cell = AnsiWhiteBackgrounded(cell)
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}
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b.WriteString(cell)
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if (index+1)%width == 0 {
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b.WriteString(" │\r\n")
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} else if char == '.' && puzzle[index+1] == '.' {
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b.WriteRune(0x2588)
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} else {
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// inefficient
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if slices.Contains(selectedClueCells, index) && slices.Contains(selectedClueCells, index+1) {
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b.WriteString(AnsiWhiteBackgrounded(" "))
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} else {
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b.WriteRune(' ')
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}
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}
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}
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b.WriteRune('└')
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for range (width * 2) + 1 {
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b.WriteRune('─')
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}
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b.WriteString("┘\r\n")
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return b.String()
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}
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type State struct {
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Puzzle *puz.Puzzle
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PuzzleState []rune
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SelectedCell int
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SelectedClue *puz.Clue
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Goodbye bool
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LastKeySequence string
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DebugMode bool
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}
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func (state *State) MoveCursor(direction int) {
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switch direction {
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case 0: // up
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if state.SelectedCell < state.Puzzle.Width { // if already in the top row, do nothing
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return
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}
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for i := state.SelectedCell - state.Puzzle.Width; i >= 0; i -= state.Puzzle.Width {
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if state.PuzzleState[i] != '.' {
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state.SelectedCell = i
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return
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}
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}
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case 1: // right
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if (state.SelectedCell+1)%state.Puzzle.Width == 0 { // if already in the right column, do nothing
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return
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}
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for i := state.SelectedCell + 1; i%state.Puzzle.Width != 0; i += 1 {
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if state.PuzzleState[i] != '.' {
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state.SelectedCell = i
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return
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}
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}
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case 2: // down
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if (state.SelectedCell) >= (state.Puzzle.Width*state.Puzzle.Height)-state.Puzzle.Width { // if already in the bottom row, do nothing
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return
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}
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for i := state.SelectedCell + state.Puzzle.Width; i < (state.Puzzle.Width * state.Puzzle.Height); i += state.Puzzle.Width {
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if state.PuzzleState[i] != '.' {
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state.SelectedCell = i
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return
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}
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}
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case 3: // left
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if state.SelectedCell%state.Puzzle.Width == 0 { // if already in the left column, do nothing
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return
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}
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for i := state.SelectedCell - 1; (i+1)%state.Puzzle.Width != 0; i -= 1 {
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if state.PuzzleState[i] != '.' {
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state.SelectedCell = i
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return
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}
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}
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}
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}
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func (state *State) FirstUnfilledCellForClue(clue *puz.Clue) int {
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for _, cell := range clue.Cells {
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if state.PuzzleState[cell] == '-' {
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return cell
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}
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}
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return clue.Cells[0]
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}
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func (state *State) NextWord() {
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if state.SelectedClue == nil {
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return
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}
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foundSelectedClue := false
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for _, clue := range state.Puzzle.Clues {
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if !foundSelectedClue && clue == state.SelectedClue {
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foundSelectedClue = true
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continue
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}
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if foundSelectedClue && clue.Direction == state.SelectedClue.Direction {
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state.SelectedClue = clue
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state.SelectedCell = state.FirstUnfilledCellForClue(clue)
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return
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}
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}
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for _, clue := range state.Puzzle.Clues {
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if clue.Direction != state.SelectedClue.Direction {
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state.SelectedClue = clue
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state.SelectedCell = state.FirstUnfilledCellForClue(clue)
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return
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}
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}
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}
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func RenderUI(state *State) int {
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selectedClueCells := []int{}
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if state.SelectedClue != nil {
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selectedClueCells = state.SelectedClue.Cells
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}
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uiHeight := 0
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fmt.Printf("\r\nTITLE: %s\r\n", state.Puzzle.Title)
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uiHeight += 2
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fmt.Printf("AUTHOR: %s\r\n", state.Puzzle.Author)
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uiHeight += 1
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fmt.Print(RenderPuzzle(state.PuzzleState, state.Puzzle.Width, state.Puzzle.Height, selectedClueCells, state.SelectedCell) + "\r\n")
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uiHeight += state.Puzzle.Height + 3
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if state.SelectedClue != nil {
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if state.SelectedClue.Direction == puz.DirectionAcross {
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fmt.Printf("%d-across: %s\r\n\r\n", state.SelectedClue.Number, state.SelectedClue.Clue)
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} else {
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fmt.Printf("%d-down: %s\r\n\r\n", state.SelectedClue.Number, state.SelectedClue.Clue)
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}
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uiHeight += 2
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}
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fmt.Printf("%s\r\n", state.Puzzle.Copyright)
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uiHeight += 1
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if state.LastKeySequence != "" && state.DebugMode {
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fmt.Printf("\r\n%s\r\n", AnsiDimmed(state.LastKeySequence))
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uiHeight += 2
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}
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if state.Goodbye {
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fmt.Print("\r\nsee ya\r\n")
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uiHeight += 2
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}
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return uiHeight
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}
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func main() {
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fmt.Print("\x1b[?25l")
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defer func() {
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fmt.Print("\x1b[?25h")
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}()
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termState, err := term.MakeRaw(int(os.Stdin.Fd()))
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if err != nil {
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log.Fatal(err)
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}
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defer term.Restore(int(os.Stdin.Fd()), termState)
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defer func() {
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if r := recover(); r != nil {
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fmt.Print("!!! PROGRAM CRASHED !!! Error:\r\n", r, "\r\n")
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@@ -252,6 +34,18 @@ func main() {
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log.Fatal(err)
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}
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fmt.Print("\x1b[?25l")
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defer func() {
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fmt.Print("\x1b[?25h")
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}()
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termState, err := term.MakeRaw(int(os.Stdin.Fd()))
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if err != nil {
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log.Fatal(err)
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}
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defer term.Restore(int(os.Stdin.Fd()), termState)
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state := State{
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Puzzle: puzzle,
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PuzzleState: []rune(puzzle.State),
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@@ -262,14 +56,28 @@ func main() {
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state.DebugMode = *debugMode
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}
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uiHeight := RenderUI(&state)
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uiHeight := state.RenderUI()
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scanner := bufio.NewScanner(os.Stdin)
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scanner.Split(func(data []byte, atEOF bool) (advance int, token []byte, err error) {
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if len(data) == 0 {
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return 0, nil, bufio.ErrFinalToken
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}
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if data[0] == 0x1b {
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if len(data) < 3 {
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return 0, nil, nil
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}
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return 3, data[0:3], nil
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}
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return 1, data[0:1], nil
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})
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for {
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buffer := make([]byte, 3)
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_, err = os.Stdin.Read(buffer)
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if err != nil {
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log.Fatal(err)
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}
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scanner.Scan()
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buffer := scanner.Bytes()
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state.LastKeySequence = fmt.Sprintf("%v", buffer)
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@@ -279,7 +87,7 @@ func main() {
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state.Goodbye = true
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fmt.Printf("\r\x1b[%dA", uiHeight)
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fmt.Print("\x1b[J")
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RenderUI(&state)
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state.RenderUI()
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return
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}
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@@ -316,6 +124,16 @@ func main() {
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state.SelectedCell = state.SelectedClue.Cells[i+1]
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}
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}
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if state.GridFilled() {
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if state.CheckPuzzle() {
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state.SolveState = 2
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} else {
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state.SolveState = 1
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}
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} else {
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state.SolveState = 0
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}
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}
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if buffer[0] == 0x7f {
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@@ -335,33 +153,35 @@ func main() {
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state.NextWord()
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}
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if (buffer[2] == 68 || buffer[2] == 67) && state.SelectedClue != nil && state.SelectedClue.Direction == puz.DirectionDown {
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state.SelectedClue = state.Puzzle.Cells[state.SelectedCell][0]
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} else if (buffer[2] == 65 || buffer[2] == 66) && state.SelectedClue != nil && state.SelectedClue.Direction == puz.DirectionAcross {
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state.SelectedClue = state.Puzzle.Cells[state.SelectedCell][1]
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} else {
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switch buffer[2] {
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case 68: // left
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state.MoveCursor(3)
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case 67: // right
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state.MoveCursor(1)
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case 65: // up
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state.MoveCursor(0)
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case 66: // down
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state.MoveCursor(2)
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}
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switch state.SelectedClue.Direction {
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case puz.DirectionAcross:
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if string(buffer[0:2]) == "\x1b[" {
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if (buffer[2] == 68 || buffer[2] == 67) && state.SelectedClue != nil && state.SelectedClue.Direction == puz.DirectionDown {
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state.SelectedClue = state.Puzzle.Cells[state.SelectedCell][0]
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case puz.DirectionDown:
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} else if (buffer[2] == 65 || buffer[2] == 66) && state.SelectedClue != nil && state.SelectedClue.Direction == puz.DirectionAcross {
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state.SelectedClue = state.Puzzle.Cells[state.SelectedCell][1]
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} else {
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switch buffer[2] {
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case 68: // left
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state.MoveCursor(3)
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case 67: // right
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state.MoveCursor(1)
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case 65: // up
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state.MoveCursor(0)
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case 66: // down
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state.MoveCursor(2)
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}
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switch state.SelectedClue.Direction {
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case puz.DirectionAcross:
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state.SelectedClue = state.Puzzle.Cells[state.SelectedCell][0]
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case puz.DirectionDown:
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state.SelectedClue = state.Puzzle.Cells[state.SelectedCell][1]
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}
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}
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}
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fmt.Printf("\r\x1b[%dA", uiHeight)
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fmt.Print("\x1b[J")
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uiHeight = RenderUI(&state)
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uiHeight = state.RenderUI()
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}
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}
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