Merge commit '26639c0c2833fa0fd7a468e6e4679327ea79beff'

This commit is contained in:
cdemeyer-teachx
2025-08-27 07:22:13 +09:00
9 changed files with 1118 additions and 7 deletions

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@@ -10,7 +10,7 @@ set(CMAKE_CXX_EXTENSIONS OFF)
enable_testing()
# Options
option(ND_WFC_BUILD_TESTS "Build tests" OFF) # Temporarily disabled due to gtest hash issue
option(ND_WFC_BUILD_TESTS "Build tests" ON)
option(ND_WFC_BUILD_EXAMPLES "Build examples" ON)
option(ND_WFC_USE_SYSTEM_LIBS "Use system libraries instead of bundled" OFF)

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demos/CMakeLists.txt Normal file
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# Console Renderer Demo
add_executable(sudoku_demo_renderer
sudoku_demo_renderer.cpp
console_renderer.cpp
sudoku/sudoku.cpp
)
target_include_directories(sudoku_demo_renderer PRIVATE
${CMAKE_CURRENT_SOURCE_DIR}
${CMAKE_CURRENT_SOURCE_DIR}/..
)
# Link pthread for std::thread
find_package(Threads REQUIRED)
target_link_libraries(sudoku_demo_renderer Threads::Threads)
# Set C++17 standard
set_target_properties(sudoku_demo_renderer PROPERTIES
CXX_STANDARD 17
CXX_STANDARD_REQUIRED ON
)

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demos/README.md Normal file
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# Console Rendering System for Puzzle Demos
This directory contains a comprehensive console rendering system designed for real-time puzzle visualization without adding new lines to the console. The system is perfect for showing solving animations and interactive demos.
## Features
- **Real-time Updates**: Render puzzle states without scrolling the console
- **Space Pre-allocation**: Reserve console space before rendering to prevent layout issues
- **Animation Support**: Smooth animations for solving steps and cell highlights
- **Cross-platform**: Works on Linux, macOS, and Windows
- **Multiple Puzzle Types**: Support for Sudoku and Nonogram puzzles
## Quick Start
### Basic Sudoku Rendering
```cpp
#include "console_renderer.h"
#include "sudoku/sudoku.h"
int main() {
// 1. Create a Sudoku puzzle
std::string puzzle = "530070000600195000098000060800060003400803001700020006060000280000419005000080079";
Sudoku sudoku(puzzle);
// 2. Create renderer
SudokuRenderer renderer(sudoku);
// 3. IMPORTANT: Allocate space first!
renderer.allocateSpace();
// 4. Render initial state
renderer.render();
// 5. Update puzzle and re-render (updates in place!)
sudoku.set(0, 0, 5);
renderer.render();
return 0;
}
```
### Animation Example
```cpp
// Animate a cell change with highlighting
renderer.animateCell(row, col, new_value, 200); // 200ms delay
// Show solving progress
renderer.showSolvingProgress("Solving step 1 of 10");
// Highlight specific cells
renderer.renderWithHighlight(highlight_row, highlight_col);
```
## API Reference
### SudokuRenderer
The `SudokuRenderer` class provides a clean API for rendering Sudoku puzzles with real-time updates.
#### Constructor
```cpp
SudokuRenderer(const Sudoku& sudoku)
```
#### Core Methods
```cpp
void allocateSpace() // Reserve console space (call first!)
void render() // Render current puzzle state
void clear() // Clear allocated space
```
#### Animation Methods
```cpp
void renderWithHighlight(int row, int col) // Highlight specific cell
void showSolvingProgress(const std::string& status) // Update status line
void animateCell(int row, int col, uint8_t value, int delay_ms = 100) // Animate cell change
```
### NonogramRenderer
The `NonogramRenderer` class handles Nonogram puzzle visualization with hints and solution grid.
#### Constructor
```cpp
NonogramRenderer(const Nonogram& nonogram)
```
#### Core Methods
```cpp
void allocateSpace() // Reserve console space
void render() // Render puzzle with hints
void clear() // Clear allocated space
```
#### Nonogram-specific Methods
```cpp
void renderWithState(const std::vector<std::vector<int>>& state) // Render with current solving state
void showSolvingProgress(const std::string& status) // Update status
```
### ConsoleRenderer (Base Class)
Provides low-level console control utilities.
#### Static Utilities
```cpp
static void moveCursorUp(int lines)
static void moveCursorDown(int lines)
static void moveCursorToPosition(int row, int col)
static void clearLine()
static void clearScreen()
static void hideCursor()
static void showCursor()
static void sleep(int milliseconds)
static std::string repeatChar(char c, int count)
static std::string centerText(const std::string& text, int width)
```
### DemoAnimator
Helper class for creating smooth demo animations.
```cpp
static void typewriterEffect(const std::string& text, int delay_ms = 50)
static void fadeIn(const std::vector<std::string>& lines, int delay_ms = 100)
static void progressBar(const std::string& label, int current, int total, int width = 30)
```
## Important Usage Notes
### 1. Always Allocate Space First
**Critical**: Call `allocateSpace()` before any rendering operations:
```cpp
SudokuRenderer renderer(sudoku);
renderer.allocateSpace(); // This MUST be called first!
renderer.render();
```
This reserves the necessary console lines and prevents the display from being corrupted by new output.
### 2. Real-time Updates
After calling `allocateSpace()`, all subsequent `render()` calls will update the display in place:
```cpp
renderer.allocateSpace(); // Once at the start
renderer.render(); // Initial display
// Update puzzle state
sudoku.set(0, 0, 5);
renderer.render(); // Updates in place - no new lines!
sudoku.set(1, 1, 3);
renderer.render(); // Updates in place again
```
### 3. Animation Best Practices
For smooth animations, use the provided animation methods:
```cpp
// Good: Use built-in animation
renderer.animateCell(row, col, value, 200);
// Also good: Manual animation with proper timing
for (int i = 0; i < steps.size(); ++i) {
renderer.showSolvingProgress("Step " + std::to_string(i + 1));
// Update state
renderer.render();
ConsoleRenderer::sleep(300);
}
```
### 4. Error Handling
```cpp
try {
ConsoleRenderer::hideCursor(); // For cleaner display
SudokuRenderer renderer(sudoku);
renderer.allocateSpace();
renderer.render();
// ... your demo logic ...
ConsoleRenderer::showCursor(); // Always restore cursor
} catch (const std::exception& e) {
ConsoleRenderer::showCursor(); // Restore cursor on error
std::cerr << "Error: " << e.what() << std::endl;
}
```
## Building
### Using CMake
```bash
cd /testbed/demos
mkdir build && cd build
cmake ..
make sudoku_demo_renderer
./sudoku_demo_renderer
```
### Manual Compilation
```bash
cd /testbed/demos
g++ -std=c++17 -I. -I.. -pthread \
sudoku_demo_renderer.cpp console_renderer.cpp sudoku/sudoku.cpp \
-o sudoku_demo_renderer
./sudoku_demo_renderer
```
## Demo Programs
### sudoku_demo_renderer
A comprehensive demonstration showing:
- Basic Sudoku rendering
- Real-time puzzle updates
- Solving animations
- API usage examples
```bash
./sudoku_demo_renderer
```
### test_renderer
Simple test program to verify the renderer functionality:
```bash
./test_renderer
```
## Technical Details
### Console Control
The system uses ANSI escape sequences for cursor control:
- `\033[nA` - Move cursor up n lines
- `\033[nB` - Move cursor down n lines
- `\033[2K` - Clear current line
- `\033[?25l` - Hide cursor
- `\033[?25h` - Show cursor
### Memory Efficiency
- Sudoku puzzles use only 41 bytes of storage
- Nonogram puzzles use bit-packed storage for solutions
- Renderers don't store puzzle state - they reference existing objects
### Cross-platform Support
The renderer works on:
- Linux (tested)
- macOS (ANSI escape sequences supported)
- Windows (with ANSI support enabled)
## Examples
See the demo programs for complete working examples:
- `sudoku_demo_renderer.cpp` - Full-featured Sudoku demo
- `test_renderer.cpp` - Basic functionality test
The console rendering system provides a powerful foundation for creating engaging puzzle demos and interactive solving visualizations!

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#include "console_renderer.h"
#include "sudoku/sudoku.h"
#include "nonogram/nonogram.h"
#include <iostream>
#include <iomanip>
// ANSI escape codes for cursor control
#ifdef _WIN32
#include <windows.h>
#include <conio.h>
#else
#include <unistd.h>
#include <termios.h>
#endif
// =============================================================================
// ConsoleRenderer Implementation
// =============================================================================
void ConsoleRenderer::moveCursorUp(int lines) {
if (lines > 0) {
std::cout << "\033[" << lines << "A";
std::cout.flush();
}
}
void ConsoleRenderer::moveCursorDown(int lines) {
if (lines > 0) {
std::cout << "\033[" << lines << "B";
std::cout.flush();
}
}
void ConsoleRenderer::moveCursorToColumn(int col) {
std::cout << "\033[" << col << "G";
std::cout.flush();
}
void ConsoleRenderer::moveCursorToPosition(int row, int col) {
std::cout << "\033[" << row << ";" << col << "H";
std::cout.flush();
}
void ConsoleRenderer::clearLine() {
std::cout << "\033[2K";
std::cout.flush();
}
void ConsoleRenderer::clearScreen() {
std::cout << "\033[2J\033[H";
std::cout.flush();
}
void ConsoleRenderer::hideCursor() {
std::cout << "\033[?25l";
std::cout.flush();
}
void ConsoleRenderer::showCursor() {
std::cout << "\033[?25h";
std::cout.flush();
}
void ConsoleRenderer::sleep(int milliseconds) {
std::this_thread::sleep_for(std::chrono::milliseconds(milliseconds));
}
std::string ConsoleRenderer::repeatChar(char c, int count) {
return std::string(count, c);
}
std::string ConsoleRenderer::centerText(const std::string& text, int width) {
if (static_cast<int>(text.length()) >= width) return text;
int padding = (width - static_cast<int>(text.length())) / 2;
return repeatChar(' ', padding) + text;
}
// =============================================================================
// SudokuRenderer Implementation
// =============================================================================
SudokuRenderer::SudokuRenderer(const Sudoku& sudoku) : sudoku_(sudoku) {}
void SudokuRenderer::allocateSpace() {
if (space_allocated_) return;
// Print empty lines to reserve space
for (int i = 0; i < TOTAL_HEIGHT; ++i) {
std::cout << std::endl;
}
allocated_lines_ = TOTAL_HEIGHT;
space_allocated_ = true;
// Move cursor back to start of allocated space
moveCursorUp(TOTAL_HEIGHT);
}
void SudokuRenderer::render() {
if (!space_allocated_) {
allocateSpace();
}
// Save cursor position
std::cout << "\033[s";
// Render title
std::string title = "SUDOKU PUZZLE";
std::cout << centerText(title, GRID_WIDTH) << std::endl;
std::cout << centerText(repeatChar('=', title.length()), GRID_WIDTH) << std::endl;
std::cout << std::endl;
// Render grid
for (int row = 0; row < 9; ++row) {
std::cout << formatSudokuLine(row) << std::endl;
// Add separator lines after rows 2 and 5
if (row == 2 || row == 5) {
std::cout << getSeparatorLine() << std::endl;
}
}
std::cout << std::endl;
// Render status
std::string status = sudoku_.isSolved() ? "SOLVED!" :
sudoku_.isValid() ? "Valid puzzle" : "Invalid puzzle";
std::cout << centerText(status, GRID_WIDTH) << std::endl;
// Restore cursor position
std::cout << "\033[u";
std::cout.flush();
}
void SudokuRenderer::clear() {
if (!space_allocated_) return;
// Move to start of allocated space
std::cout << "\033[s";
// Clear all lines
for (int i = 0; i < allocated_lines_; ++i) {
clearLine();
if (i < allocated_lines_ - 1) {
moveCursorDown(1);
}
}
// Restore cursor position
std::cout << "\033[u";
std::cout.flush();
}
void SudokuRenderer::renderWithHighlight(int highlight_row, int highlight_col) {
if (!space_allocated_) {
allocateSpace();
}
// Save cursor position
std::cout << "\033[s";
// Render title
std::string title = "SUDOKU PUZZLE";
std::cout << centerText(title, GRID_WIDTH) << std::endl;
std::cout << centerText(repeatChar('=', title.length()), GRID_WIDTH) << std::endl;
std::cout << std::endl;
// Render grid with highlighting
for (int row = 0; row < 9; ++row) {
std::string line = formatSudokuLine(row);
// Apply highlighting if this is the target row
if (row == highlight_row && highlight_col >= 0 && highlight_col < 9) {
// Calculate position of highlighted cell in the line
int pos = highlight_col * 2; // Each cell takes 2 chars ("X ")
if (highlight_col >= 3) pos += 2; // Account for " | " separator
if (highlight_col >= 6) pos += 2; // Account for second " | " separator
// Insert highlighting safely
std::string highlighted = line;
if (pos >= 0 && pos < static_cast<int>(highlighted.length())) {
// Insert reverse video before the character
highlighted.insert(pos, "\033[7m");
// Insert reset after the character (accounting for the inserted escape sequence)
if (pos + 5 < static_cast<int>(highlighted.length())) {
highlighted.insert(pos + 5, "\033[0m");
}
}
line = highlighted;
}
std::cout << line << std::endl;
// Add separator lines after rows 2 and 5
if (row == 2 || row == 5) {
std::cout << getSeparatorLine() << std::endl;
}
}
std::cout << std::endl;
// Render status
std::string status = sudoku_.isSolved() ? "SOLVED!" :
sudoku_.isValid() ? "Valid puzzle" : "Invalid puzzle";
std::cout << centerText(status, GRID_WIDTH) << std::endl;
// Restore cursor position
std::cout << "\033[u";
std::cout.flush();
}
void SudokuRenderer::showSolvingProgress(const std::string& status) {
if (!space_allocated_) return;
// Move to status line (last line of allocated space)
std::cout << "\033[s";
moveCursorDown(allocated_lines_ - 1);
clearLine();
std::string display_status = status.empty() ? "Solving..." : status;
std::cout << centerText(display_status, GRID_WIDTH);
std::cout << "\033[u";
std::cout.flush();
}
void SudokuRenderer::animateCell(int row, int col, uint8_t value, int delay_ms) {
// Highlight the cell
renderWithHighlight(row, col);
sleep(delay_ms);
// Render normally
render();
}
std::string SudokuRenderer::formatSudokuLine(int row) const {
std::ostringstream oss;
for (int col = 0; col < 9; ++col) {
uint8_t value = sudoku_.get(row, col);
oss << getCellChar(value);
if (col < 8) {
oss << " ";
// Add vertical separator after columns 2 and 5
if (col == 2 || col == 5) {
oss << "| ";
}
}
}
return oss.str();
}
std::string SudokuRenderer::getSeparatorLine() const {
return "------+-------+------";
}
char SudokuRenderer::getCellChar(uint8_t value) const {
return (value == 0) ? '.' : static_cast<char>('0' + value);
}
// =============================================================================
// NonogramRenderer Implementation
// =============================================================================
NonogramRenderer::NonogramRenderer(const Nonogram& nonogram) : nonogram_(nonogram) {}
void NonogramRenderer::allocateSpace() {
if (space_allocated_) return;
int height = calculateHeight();
// Print empty lines to reserve space
for (int i = 0; i < height; ++i) {
std::cout << std::endl;
}
allocated_lines_ = height;
space_allocated_ = true;
// Move cursor back to start of allocated space
moveCursorUp(height);
}
void NonogramRenderer::render() {
if (!space_allocated_) {
allocateSpace();
}
// Save cursor position
std::cout << "\033[s";
// Render title
std::string title = "NONOGRAM PUZZLE";
int width = calculateWidth();
std::cout << centerText(title, width) << std::endl;
std::cout << centerText(repeatChar('=', title.length()), width) << std::endl;
std::cout << std::endl;
// Render column hints
std::cout << formatColumnHints() << std::endl;
std::cout << std::endl;
// Render grid with row hints
for (size_t row = 0; row < nonogram_.getHeight(); ++row) {
std::cout << formatNonogramLine(static_cast<int>(row)) << std::endl;
}
std::cout << std::endl;
// Render status
std::string status = "Nonogram loaded";
std::cout << centerText(status, width) << std::endl;
// Restore cursor position
std::cout << "\033[u";
std::cout.flush();
}
void NonogramRenderer::clear() {
if (!space_allocated_) return;
// Move to start of allocated space
std::cout << "\033[s";
// Clear all lines
for (int i = 0; i < allocated_lines_; ++i) {
clearLine();
if (i < allocated_lines_ - 1) {
moveCursorDown(1);
}
}
// Restore cursor position
std::cout << "\033[u";
std::cout.flush();
}
void NonogramRenderer::renderWithState(const std::vector<std::vector<int>>& state) {
if (!space_allocated_) {
allocateSpace();
}
// Save cursor position
std::cout << "\033[s";
// Render title
std::string title = "NONOGRAM PUZZLE";
int width = calculateWidth();
std::cout << centerText(title, width) << std::endl;
std::cout << centerText(repeatChar('=', title.length()), width) << std::endl;
std::cout << std::endl;
// Render column hints
std::cout << formatColumnHints() << std::endl;
std::cout << std::endl;
// Render grid with current state
for (size_t row = 0; row < nonogram_.getHeight(); ++row) {
std::cout << formatNonogramLine(static_cast<int>(row), &state) << std::endl;
}
std::cout << std::endl;
// Render status
std::string status = "Solving...";
std::cout << centerText(status, width) << std::endl;
// Restore cursor position
std::cout << "\033[u";
std::cout.flush();
}
void NonogramRenderer::showSolvingProgress(const std::string& status) {
if (!space_allocated_) return;
// Move to status line
std::cout << "\033[s";
moveCursorDown(allocated_lines_ - 1);
clearLine();
std::string display_status = status.empty() ? "Solving..." : status;
std::cout << centerText(display_status, calculateWidth());
std::cout << "\033[u";
std::cout.flush();
}
std::string NonogramRenderer::formatNonogramLine(int row, const std::vector<std::vector<int>>* state) const {
std::ostringstream oss;
// Add row hints (right-aligned in a fixed width)
auto hints = nonogram_.getRowHints(row);
std::ostringstream hints_oss;
for (size_t i = 0; i < hints.size(); ++i) {
if (i > 0) hints_oss << " ";
hints_oss << static_cast<int>(hints[i]);
}
std::string hints_str = hints_oss.str();
// Right-align hints in 8 character field
oss << std::setw(8) << hints_str << " | ";
// Add grid cells
for (size_t col = 0; col < nonogram_.getWidth(); ++col) {
char cell_char = '?';
if (state && row < static_cast<int>(state->size()) && col < state->at(row).size()) {
int cell_state = state->at(row)[col];
if (cell_state == 1) cell_char = '#';
else if (cell_state == 0) cell_char = '.';
} else if (nonogram_.hasSolution()) {
cell_char = nonogram_.getSolutionCell(row, col) ? '#' : '.';
}
oss << cell_char;
if (col < nonogram_.getWidth() - 1) oss << " ";
}
return oss.str();
}
std::string NonogramRenderer::formatColumnHints() const {
std::ostringstream oss;
// Find max hint height for columns
int max_hint_height = 0;
for (size_t col = 0; col < nonogram_.getColumnCount(); ++col) {
auto hints = nonogram_.getColumnHints(col);
max_hint_height = std::max(max_hint_height, static_cast<int>(hints.size()));
}
// Render column hints from top to bottom
for (int hint_row = 0; hint_row < max_hint_height; ++hint_row) {
oss << std::setw(8) << " " << " | "; // Space for row hints
for (size_t col = 0; col < nonogram_.getColumnCount(); ++col) {
auto hints = nonogram_.getColumnHints(col);
// Calculate which hint to show (from top)
int hint_index = hint_row - (max_hint_height - static_cast<int>(hints.size()));
if (hint_index >= 0 && hint_index < static_cast<int>(hints.size())) {
oss << static_cast<int>(hints[hint_index]);
} else {
oss << " ";
}
if (col < nonogram_.getColumnCount() - 1) oss << " ";
}
if (hint_row < max_hint_height - 1) oss << std::endl;
}
return oss.str();
}
int NonogramRenderer::calculateWidth() const {
return 10 + static_cast<int>(nonogram_.getWidth()) * 2; // hints + grid
}
int NonogramRenderer::calculateHeight() const {
// Title (2) + column hints (variable) + grid + status (3)
int max_col_hints = 0;
for (size_t col = 0; col < nonogram_.getColumnCount(); ++col) {
auto hints = nonogram_.getColumnHints(col);
max_col_hints = std::max(max_col_hints, static_cast<int>(hints.size()));
}
return 2 + max_col_hints + 1 + static_cast<int>(nonogram_.getHeight()) + 3;
}
// =============================================================================
// DemoAnimator Implementation
// =============================================================================
void DemoAnimator::typewriterEffect(const std::string& text, int delay_ms) {
for (char c : text) {
std::cout << c;
std::cout.flush();
ConsoleRenderer::sleep(delay_ms);
}
}
void DemoAnimator::fadeIn(const std::vector<std::string>& lines, int delay_ms) {
for (const auto& line : lines) {
std::cout << line << std::endl;
ConsoleRenderer::sleep(delay_ms);
}
}
void DemoAnimator::progressBar(const std::string& label, int current, int total, int width) {
double percentage = static_cast<double>(current) / total;
int filled = static_cast<int>(percentage * width);
std::cout << "\r" << label << " [";
for (int i = 0; i < width; ++i) {
if (i < filled) {
std::cout << "=";
} else if (i == filled) {
std::cout << ">";
} else {
std::cout << " ";
}
}
std::cout << "] " << static_cast<int>(percentage * 100) << "%";
std::cout.flush();
}

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#pragma once
#include <iostream>
#include <string>
#include <vector>
#include <sstream>
#include <chrono>
#include <thread>
/**
* Base Console Renderer
*
* Provides utilities for console-based rendering with cursor control,
* allowing for real-time updates without adding new lines.
*
* Key features:
* - Allocate screen space before rendering
* - Move cursor to update specific areas
* - Clear and redraw content in place
* - Cross-platform cursor control
*/
class ConsoleRenderer {
public:
ConsoleRenderer() = default;
virtual ~ConsoleRenderer() = default;
// Core rendering interface
virtual void allocateSpace() = 0;
virtual void render() = 0;
virtual void clear() = 0;
// Cursor control utilities
static void moveCursorUp(int lines);
static void moveCursorDown(int lines);
static void moveCursorToColumn(int col);
static void moveCursorToPosition(int row, int col);
static void clearLine();
static void clearScreen();
static void hideCursor();
static void showCursor();
// Helper functions
static void sleep(int milliseconds);
static std::string repeatChar(char c, int count);
static std::string centerText(const std::string& text, int width);
protected:
int allocated_lines_ = 0;
bool space_allocated_ = false;
};
/**
* Sudoku Console Renderer
*
* Renders Sudoku puzzles with proper grid formatting and supports
* real-time updates for solving animations.
*
* Usage:
* SudokuRenderer renderer(sudoku);
* renderer.allocateSpace(); // Reserve console space
* renderer.render(); // Initial render
*
* // Update sudoku state and re-render
* sudoku.set(0, 0, 5);
* renderer.render(); // Updates in place
*/
class SudokuRenderer : public ConsoleRenderer {
public:
explicit SudokuRenderer(const class Sudoku& sudoku);
void allocateSpace() override;
void render() override;
void clear() override;
// Sudoku-specific methods
void renderWithHighlight(int highlight_row = -1, int highlight_col = -1);
void showSolvingProgress(const std::string& status = "");
// Animation support
void animateCell(int row, int col, uint8_t value, int delay_ms = 100);
private:
const class Sudoku& sudoku_;
// Rendering helpers
std::string formatSudokuLine(int row) const;
std::string getSeparatorLine() const;
char getCellChar(uint8_t value) const;
// Constants for formatting
static constexpr int GRID_WIDTH = 21; // "1 2 3 | 4 5 6 | 7 8 9"
static constexpr int GRID_HEIGHT = 11; // 9 rows + 2 separators
static constexpr int TOTAL_HEIGHT = 15; // Grid + title + status
};
/**
* Nonogram Console Renderer
*
* Renders Nonogram puzzles with hints and solution grid.
* Supports real-time updates for solving animations.
*/
class NonogramRenderer : public ConsoleRenderer {
public:
explicit NonogramRenderer(const class Nonogram& nonogram);
void allocateSpace() override;
void render() override;
void clear() override;
// Nonogram-specific methods
void renderWithState(const std::vector<std::vector<int>>& state);
void showSolvingProgress(const std::string& status = "");
private:
const class Nonogram& nonogram_;
// Rendering helpers
std::string formatNonogramLine(int row, const std::vector<std::vector<int>>* state = nullptr) const;
std::string formatColumnHints() const;
int calculateWidth() const;
int calculateHeight() const;
};
// Utility class for demo animations
class DemoAnimator {
public:
static void typewriterEffect(const std::string& text, int delay_ms = 50);
static void fadeIn(const std::vector<std::string>& lines, int delay_ms = 100);
static void progressBar(const std::string& label, int current, int total, int width = 30);
};

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#include "console_renderer.h"
#include "sudoku/sudoku.h"
#include <iostream>
#include <string>
#include <chrono>
#include <thread>
/**
* Sudoku Demo with Real-time Console Rendering
*
* This demo shows how to use the SudokuRenderer to display and animate
* a Sudoku puzzle being solved in real-time without adding new lines.
*/
void demonstrateSudokuRendering() {
std::cout << "=== SUDOKU CONSOLE RENDERING DEMO ===" << std::endl;
std::cout << "This demo will show a Sudoku puzzle and simulate solving it." << std::endl;
std::cout << "Press Enter to continue..." << std::endl;
std::cin.get();
// Clear screen for clean demo
ConsoleRenderer::clearScreen();
// Create a sample Sudoku puzzle
std::string puzzle = "530070000600195000098000060800060003400803001700020006060000280000419005000080079";
Sudoku sudoku(puzzle);
// Create renderer
SudokuRenderer renderer(sudoku);
// Allocate space first (this is crucial!)
std::cout << "Allocating console space..." << std::endl;
ConsoleRenderer::sleep(1000);
renderer.allocateSpace();
// Initial render
std::cout << "Rendering initial puzzle..." << std::endl;
ConsoleRenderer::sleep(500);
renderer.render();
// Wait a moment
ConsoleRenderer::sleep(2000);
// Simulate solving some cells with animation
std::vector<std::tuple<int, int, uint8_t>> moves = {
{0, 2, 1}, {0, 5, 8}, {0, 7, 4}, {0, 8, 2},
{1, 0, 2}, {1, 3, 4}, {1, 6, 7}, {1, 8, 3},
{2, 2, 7}, {2, 4, 3}, {2, 5, 2}, {2, 7, 6},
{3, 1, 9}, {3, 3, 5}, {3, 6, 2}, {3, 8, 7},
{4, 0, 5}, {4, 2, 6}, {4, 6, 9}, {4, 8, 8}
};
renderer.showSolvingProgress("Starting to solve...");
ConsoleRenderer::sleep(1000);
for (size_t i = 0; i < moves.size(); ++i) {
auto [row, col, value] = moves[i];
// Update status
std::string status = "Solving step " + std::to_string(i + 1) + " of " + std::to_string(moves.size());
renderer.showSolvingProgress(status);
// Set the value
sudoku.set(row, col, value);
// Animate the change
renderer.animateCell(row, col, value, 200);
// Small delay between moves
ConsoleRenderer::sleep(300);
}
// Final render
renderer.showSolvingProgress("Partial solution completed!");
ConsoleRenderer::sleep(2000);
// Show final state
if (sudoku.isSolved()) {
renderer.showSolvingProgress("PUZZLE SOLVED!");
} else {
renderer.showSolvingProgress("Partial solution (demo complete)");
}
ConsoleRenderer::sleep(2000);
}
void demonstrateRealTimeUpdates() {
std::cout << "\n=== REAL-TIME UPDATE DEMO ===" << std::endl;
std::cout << "This shows how to update the puzzle without adding lines." << std::endl;
std::cout << "Press Enter to continue..." << std::endl;
std::cin.get();
ConsoleRenderer::clearScreen();
// Create empty sudoku
Sudoku sudoku;
SudokuRenderer renderer(sudoku);
// Allocate and render
renderer.allocateSpace();
renderer.render();
ConsoleRenderer::sleep(1000);
// Add numbers one by one
std::vector<std::tuple<int, int, uint8_t>> sequence = {
{0, 0, 5}, {0, 1, 3}, {0, 4, 7},
{1, 0, 6}, {1, 3, 1}, {1, 4, 9}, {1, 5, 5},
{2, 1, 9}, {2, 2, 8}, {2, 7, 6},
{3, 0, 8}, {3, 4, 6}, {3, 8, 3},
{4, 0, 4}, {4, 3, 8}, {4, 5, 3}, {4, 8, 1}
};
for (const auto& [row, col, value] : sequence) {
renderer.showSolvingProgress("Adding number " + std::to_string(value) +
" at (" + std::to_string(row + 1) + "," + std::to_string(col + 1) + ")");
sudoku.set(row, col, value);
renderer.renderWithHighlight(row, col);
ConsoleRenderer::sleep(800);
renderer.render();
ConsoleRenderer::sleep(200);
}
renderer.showSolvingProgress("Real-time update demo complete!");
ConsoleRenderer::sleep(2000);
}
void showAPIUsage() {
std::cout << "\n=== API USAGE EXAMPLE ===" << std::endl;
std::cout << "Here's how to use the SudokuRenderer API:" << std::endl;
std::cout << std::endl;
std::cout << "// 1. Create a Sudoku puzzle" << std::endl;
std::cout << "Sudoku sudoku(\"530070000600195000...\");" << std::endl;
std::cout << std::endl;
std::cout << "// 2. Create renderer" << std::endl;
std::cout << "SudokuRenderer renderer(sudoku);" << std::endl;
std::cout << std::endl;
std::cout << "// 3. IMPORTANT: Allocate space first!" << std::endl;
std::cout << "renderer.allocateSpace();" << std::endl;
std::cout << std::endl;
std::cout << "// 4. Render initial state" << std::endl;
std::cout << "renderer.render();" << std::endl;
std::cout << std::endl;
std::cout << "// 5. Update puzzle and re-render" << std::endl;
std::cout << "sudoku.set(0, 0, 5);" << std::endl;
std::cout << "renderer.render(); // Updates in place!" << std::endl;
std::cout << std::endl;
std::cout << "// 6. Optional: Use animations" << std::endl;
std::cout << "renderer.animateCell(row, col, value);" << std::endl;
std::cout << "renderer.showSolvingProgress(\"Status\");" << std::endl;
std::cout << std::endl;
std::cout << "Press Enter to continue..." << std::endl;
std::cin.get();
}
int main() {
try {
// Hide cursor for cleaner display
ConsoleRenderer::hideCursor();
// Run demonstrations
showAPIUsage();
demonstrateSudokuRendering();
demonstrateRealTimeUpdates();
// Show cursor again
ConsoleRenderer::showCursor();
std::cout << "\n=== DEMO COMPLETE ===" << std::endl;
std::cout << "The SudokuRenderer provides a clean API for real-time puzzle rendering!" << std::endl;
} catch (const std::exception& e) {
ConsoleRenderer::showCursor();
std::cerr << "Error: " << e.what() << std::endl;
return 1;
}
return 0;
}

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I want you to create code files in the demos/ directory that helps with console rendering. I want to be able to render the sudoku and nonogram demos that I have right now, but also have them solved in real time without adding new lines to the console. Test out your solution by rendering a sudoku puzzle. Give a clear API to render the state of the existing Sudoku class. Make sure you first allocate enough space in the console before rendering anything. So first add some empty lines before the rendering.

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@@ -3,17 +3,12 @@ include(FetchContent)
# Fetch Google Test
FetchContent_Declare(
googletest
URL https://github.com/google/googletest/archive/refs/tags/v1.14.0.zip
URL_HASH SHA256=8ad598c73ad796e0d8280b082cebd82a630d73e73cd3c70057938a6501bba5d7
URL https://github.com/google/googletest/archive/03597a01ee50ed33e9dfd640b249b4be3799d395.zip
)
FetchContent_MakeAvailable(googletest)
set(TEST_SOURCES
test_main.cpp
test_wfc.cpp
test_grid.cpp
test_wave.cpp
test_propagator.cpp
)
# Create test executable