# Path: console.py
# class ConsoleVisual(object):
#     def __init__(self, width, height):
#     def get_color_fg(self, position):
#     def get_color_bg(self, position):
#     def get_symbol(self, position):
#     def get_default_color_fg(self):
#     def get_default_color_bg(self):
#     def set_default_color_fg(self, color, console=0):
#     def set_default_color_bg(self, color, console=0):
#     def set_symbol(self, position, icon, console=0):
#     def set_color_fg(self, position, color, console=0):
#     def set_color_bg(self, position, color, effect=libtcod.BKGND_SET, console=0):
#     def print_text(self, position, text):
#     def print_text_vertical(self, position, text):
#     def set_colors_and_symbol(self, position, color_fg, color_bg, icon, console=0):
#     def print_char_big(self, icon_position, destination, console=0):
#     def flush(self):
#     def print_screen(self):


import dungeongenerator as dgen
import geometry as geo
import camera
import direction
import inputhandler
import state
import terrain
from console import console
        center_position = (dungeon_level.width / 2, dungeon_level.height / 2)
        brush =\
            dgen.RandomTriShapedBrush(dgen.ReplaceComponent(terrain.Floor))
        end_condition = dgen.CountDownCondition(dungeon_level.width *
                                                dungeon_level.height * 0.2)
        move_list = list(direction.DIAGONAL_DIRECTIONS)
        dgen.drunkard_walk(dungeon_level, center_position, brush,
                           end_condition, move_list)

    def tunnler(self):
        dungeon_level = self.dungeon_level
        center_position = (dungeon_level.width / 2, dungeon_level.height / 2)
        brush = dgen.SinglePointBrush(dgen.ReplaceComponent(terrain.Floor))
        end_condition = dgen.CountDownCondition(17)
        move_list = list(direction.AXIS_DIRECTIONS)
        dgen.dfs_tunnler(dungeon_level, center_position, 4, 12, brush,
                         end_condition, move_list)

    def cellular_cave(self):
        dgen.cellular_automata(self.dungeon_level)

    def handle_input(self):
        inputhandler.handler.update_keys()
        key = inputhandler.handler.get_keypress()
        if key in inputhandler.move_controls:
            delta = inputhandler.move_controls[key]
            self.camera.camera_offset =\
                geo.add_2d(delta, self.camera.camera_offset)

        elif key == inputhandler.ESCAPE:

# Path: console.py
# class ConsoleVisual(object):
#     def __init__(self, width, height):
#     def get_color_fg(self, position):
#     def get_color_bg(self, position):
#     def get_symbol(self, position):
#     def get_default_color_fg(self):
#     def get_default_color_bg(self):
#     def set_default_color_fg(self, color, console=0):
#     def set_default_color_bg(self, color, console=0):
#     def set_symbol(self, position, icon, console=0):
#     def set_color_fg(self, position, color, console=0):
#     def set_color_bg(self, position, color, effect=libtcod.BKGND_SET, console=0):
#     def print_text(self, position, text):
#     def print_text_vertical(self, position, text):
#     def set_colors_and_symbol(self, position, color_fg, color_bg, icon, console=0):
#     def print_char_big(self, icon_position, destination, console=0):
#     def flush(self):
#     def print_screen(self):


# Path: dungeoncreatorvisualizer.py
import dungeongenerator as dgen
import geometry as geo
import camera
import direction
import inputhandler
import state
import terrain
from console import console

        center_position = (dungeon_level.width / 2, dungeon_level.height / 2)
        brush =\
            dgen.RandomTriShapedBrush(dgen.ReplaceComponent(terrain.Floor))
        end_condition = dgen.CountDownCondition(dungeon_level.width *
                                                dungeon_level.height * 0.2)
        move_list = list(direction.DIAGONAL_DIRECTIONS)
        dgen.drunkard_walk(dungeon_level, center_position, brush,
                           end_condition, move_list)

    def tunnler(self):
        dungeon_level = self.dungeon_level
        center_position = (dungeon_level.width / 2, dungeon_level.height / 2)
        brush = dgen.SinglePointBrush(dgen.ReplaceComponent(terrain.Floor))
        end_condition = dgen.CountDownCondition(17)
        move_list = list(direction.AXIS_DIRECTIONS)
        dgen.dfs_tunnler(dungeon_level, center_position, 4, 12, brush,
                         end_condition, move_list)

    def cellular_cave(self):
        dgen.cellular_automata(self.dungeon_level)

    def handle_input(self):
        inputhandler.handler.update_keys()
        key = inputhandler.handler.get_keypress()
        if key in inputhandler.move_controls:
            delta = inputhandler.move_controls[key]
            self.camera.camera_offset =\
                geo.add_2d(delta, self.camera.camera_offset)

        elif key == inputhandler.ESCAPE:

            self.current_stack.pop()