From bc993485539b46b05685aeed33701ae23f397f81 Mon Sep 17 00:00:00 2001 From: Hugo Tunius Date: Fri, 8 Mar 2024 17:27:27 +0000 Subject: [PATCH] Update "Efficient Terminal Drawing in Rust" --- ...2-29-efficient-terminal-drawing-in-rust.md | 24 +++++++++++++++++++ 1 file changed, 24 insertions(+) diff --git a/_posts/2019-12-29-efficient-terminal-drawing-in-rust.md b/_posts/2019-12-29-efficient-terminal-drawing-in-rust.md index 24fec7c..ce6748c 100644 --- a/_posts/2019-12-29-efficient-terminal-drawing-in-rust.md +++ b/_posts/2019-12-29-efficient-terminal-drawing-in-rust.md @@ -187,6 +187,30 @@ Here for each location that needs to redraw we emit the sequence `ESC[{y};{x}` f This approach works very well, it's possible to draw with only `1ms` long pauses between drawing. [This video](https://www.youtube.com/watch?v=q3ysisqmpwA) is a full demonstration of the puzzle that first explores the maze, then draws the shortest path from the origin to the oxygen system and lastly floods the maze with oxygen. +## Going Faster + +In 2022, years after writing this post, I stumbled upon a [blog post](https://www.textualize.io/blog/posts/7-things-about-terminals) by [Will McGugan](https://twitter.com/willmcgugan) and it inspired me to revisit this code. + +The primary thing I learned about from Will's blog post was [Synchronized Output](https://gist.github.com/christianparpart/d8a62cc1ab659194337d73e399004036). This, relatively recent, addition to the set of ANSI escape codes allows a program to batch drawing commands. Implementing this is as simple as emitting `\x1B[?2026`(BSU) before rendering a diff, and then `\x1B[?2026l`(ESU) after the diff is rendered. + +{% highlight rust %} +let draw: Vec<_> = if supports_synchronized_output { + // 1. BSU = Begin Synchronized Update + // 2. Draw commands + // 3. ESU = End Synchronized Update + std::iter::once(tmp_style.paint(BSU)) + .chain(draw_commands) + .chain(std::iter::once(tmp_style.paint(ESU))) + .collect() +} else { + draw_commands.collect() +}; +{% endhighlight %} + +As an added bonus, when using synchronized output the redundant re-rendering of ~25 sprites is no longer required. + + + The full source is available on my [GitHub](https://github.com/k0nserv/advent-of-rust-2019/blob/005155fd22903b0fe7dbef86efa5b3919ca4a946/examples/day15.rs) ## Conclusion