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antsy

draw full-color (xterm-256) ansi graphics into a buffer

  • 2.3.0
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Antsy

Antsy is a library that provides a canvas for drawing full-color (xterm-256) text and generating the ANSI/xterm codes to efficiently paint it into a terminal. It remembers the previous state after each paint operation, so as you update the canvas, it generates only the minimal codes necessary for the update.

It's like a modern typescript implementation of the lower half of ncurses.

var antsy = require("antsy");
var canvas = new antsy.Canvas(80, 24);
var region = canvas.all();
region.at(0, 23).backgroundColor("#000080").write("i am on a blue background!");

// now write it out to the terminal!
// generates: '\e[37m\e[40m\e[2J\e[H\e[23B\e[44mi am on a blue background!\e[H'
process.stdout.write(canvas.paint());

region.at(10, 23).color("#ff0").write("BLUE");

// now update that word!
// generates: '\e[24;11H\e[38;5;11mBLUE\e[H'
process.stdout.write(canvas.paint());

That's all it does. The intent is that this would be enough to build a widget library on top of, if you want, by using a separate Canvas for each widget, drawing them into the main canvas in z-buffer order, and calling paint() to generate the diff as ANSI/xterm codes. (Check test_canvas.ts for an example.)

xterm-256

All modern terminals support 256-color "xterm" control codes, so antsy uses them. There's an exhaustive explanation of the encoding in the docs/ folder.

Antsy uses an incredibly fast, state-of-the-art hylaean algorithm for determining the closest "xterm" color to a 24-bit web-style color code. You can use it yourself via the exported get_color function:

var color = antsy.get_color("#ffffff"); // 15

It also understands the three-letter alternate forms ("f00") and a basic set of American color names ("teal", "brown", and so on).

Canvas

Antsy models a screen (or framebuffer) as a "canvas" which generates the ANSI codes, and clip regions which support drawing commands.

  • new Canvas(cols: number, rows: number)

    Create a new canvas with a framebuffer of the requested size. It will be cleared to white-on-black.

  • all(): Region

    Return a new clipping/drawing region that covers the entire canvas.

  • clip(x1: number, y1: number, x2: number, y2: number): Region

    Return a new clipping/drawing region that begins at x1, y1 inclusive and ends at x2, y2 exclusive. For example, clip(4, 3, 10, 5) will return a region with an origin at column 4 (counting from 0), row 3, and is 6 columns wide and 2 columns tall. The point (0, 0) in the region will map to (4, 3) in the canvas.

  • paint(): string

    Return the ANSI codes that will paint the current canvas contents, since the last call. Each call to paint() caches the current canvas state, so that future updates only paint the parts of the screen that have changed since last time.

  • paintInline(): string

    Return the ANSI codes that will paint the current canvas contents as if the screen was in an unknown (dirty) state. Every glyph and color will be rendered, separated by linefeeds, without cursor manipulation. This may be useful for rendering small canvases that are meant to be embedded in other displays or output that doesn't know about the canvas.

Region

A clip region maps a rectangle of the canvas, and can be drawn on.

  • all(): Region

    Return this region. This method exists only to match the method on Canvas.

  • clip(x1: number, y1: number, x2: number, y2: number): Region

    Return a new clipping/drawing region that's possibly smaller than the current one. It can't expand to cover more than the current region.

  • color(fg?: string | number, bg?: string | number): this

  • backgroundColor(bg: string | number): this

    Change the foreground (and optionally the background) color to match either a name or an HTML-style hex string like #ff0088.

  • at(x: number, y: number): this

    Move the local cursor. Coordinates are zero-based.

  • clear(): this

    Clear the entire region to the current background color.

  • write(s: string): this

    Write a string to the current cursor coordinates. Text will wrap within the region if necessary. If text goes past the bottom line of the region, it will be scrolled.

  • draw(other: Region): this

    Copy a region from another canvas into this region. If the other region is larger than this one, it will be clipped. The other region is always drawn into this one at (0, 0): to draw into another coordinate, clip the region first. You can use this to give each UX element ("widget") its own canvas, and draw them into a region of the canvas representing the screen.

  • scrollUp(rows: number = 1): this

  • scrollDown(rows: number = 1): this

  • scrollLeft(cols: number = 1): this

  • scrollRight(cols: number = 1): this

    Scroll the region horizontally or vertically. "Up" means the characters shift up (like a scrolling terminal), and "down", "left", and "right" have similar meanings. New areas are filled with the current background color.

  • moveCursor(x: number = this.cursorX, y: number = this.cursorY): this

    Move the screen's physical block cursor, either to an explicit cell, or to the current cursor location. This causes paint() to emit codes to move the cursor after all other drawing is done.

How it works

Canvas stores two framebuffers: a "current" and a "next" one. They start identical, but all modifications made thru Regions are to the "next" buffer. Each "paint" call compares them and performs steps to make "current" match "next":

  1. If clear() was ever called on the entire canvas (canvas.all().clear()), then it emits a code to clear the current buffer to the color of the most recent clear() call.

  2. If any region was recently scrolled vertically, it checks to see if scrolling a section of the screen would be cheaper than redrawing those lines. If it would, then it emits the codes to set and scroll that section. ANSI/xterm only support scrolling a range of rows as wide as the screen, not just any rectangular box, so this isn't helpful as often as you'd hope.

  3. Finally, it iterates across all the rows that are different, "diffs" them, and redraws the needed segments. If it would be cheaper to emit an "erase to the end of the line" code anywhere along the row, then it will.

After redrawing everything, it emits a code to move the cursor to the desired cell, and the two buffers are now identical. This logic is all in canvas_diff.ts.

License

Apache 2 (open-source) license, included in LICENSE.txt.

Authors

@robey - Robey Pointer robeypointer@gmail.com

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Package last updated on 05 Sep 2020

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