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window.go
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package vaxis
import (
"strings"
"github.com/rivo/uniseg"
)
// Window is a Window with an offset from an optional parent and a specified
// size. A Window can be instantiated directly, however the provided constructor
// methods are recommended as they will enforce size constraints
type Window struct {
// Vx is a reference to the [Vx] instance
Vx *Vaxis
// Parent is a reference to a parent [Window], if nil then the offsets
// and size will be relative to the underlying terminal window
Parent *Window
Column int // col offset from parent
Row int // row offset from parent
Width int // width of the surface, in cols
Height int // height of the surface, in rows
}
// Window returns a window the full size of the screen. Child windows can be
// created from the returned Window
func (vx *Vaxis) Window() Window {
vx.mu.Lock()
w, h := vx.screenNext.size()
vx.mu.Unlock()
return Window{
Row: 0,
Column: 0,
Width: w,
Height: h,
Vx: vx,
}
}
// New creates a new child Window with an offset relative to the parent window
func (win Window) New(col, row, cols, rows int) Window {
newWin := Window{
Row: row,
Column: col,
Width: cols,
Height: rows,
Parent: &win,
Vx: win.Vx,
}
w, h := win.Size()
switch {
case cols < 0:
newWin.Width = w - col
case cols+col > w:
newWin.Width = w - col
}
switch {
case rows < 0:
newWin.Height = h - row
case rows+row > h:
newWin.Height = h - row
}
return newWin
}
// Size returns the visible size of the Window in character cells.
func (win Window) Size() (width int, height int) {
return win.Width, win.Height
}
// SetCell is used to place data at the given cell location. Note that since
// the Window doesn't retain this data, if the location is outside of the
// visible area, it is simply discarded.
func (win Window) SetCell(col int, row int, cell Cell) {
if row >= win.Height || col >= win.Width {
return
}
if row < 0 || col < 0 {
return
}
switch win.Parent {
case nil:
win.Vx.screenNext.setCell(col+win.Column, row+win.Row, cell)
default:
win.Parent.SetCell(col+win.Column, row+win.Row, cell)
}
}
// SetStyle changes the style at a given location, leaving the text in place.
func (win Window) SetStyle(col int, row int, style Style) {
if row >= win.Height || col >= win.Width {
return
}
if row < 0 || col < 0 {
return
}
switch win.Parent {
case nil:
win.Vx.screenNext.setStyle(col+win.Column, row+win.Row, style)
default:
win.Parent.SetStyle(col+win.Column, row+win.Row, style)
}
}
// ShowCursor shows the cursor at colxrow, relative to this Window's location
func (win Window) ShowCursor(col int, row int, style CursorStyle) {
col += win.Column
row += win.Row
if win.Parent == nil {
win.Vx.ShowCursor(col, row, style)
return
}
win.Parent.ShowCursor(col, row, style)
}
// Fill completely fills the Window with the provided cell
func (win Window) Fill(cell Cell) {
cols, rows := win.Size()
for row := 0; row < rows; row += 1 {
for col := 0; col < cols; col += 1 {
win.SetCell(col, row, cell)
}
}
}
// returns the Origin of the window, column x row, 0-indexed
func (win Window) Origin() (int, int) {
w := win
col := 0
row := 0
for {
col += w.Column
row += w.Row
if w.Parent == nil {
return col, row
}
w = *w.Parent
}
}
// Clear fills the Window with spaces with the default colors and removes all
// graphics placements
func (win Window) Clear() {
// We fill with a \x00 cell to differentiate between eg a text input
// space and a cleared cell. \x00 is rendered as a space, but the
// internal model will differentiate
win.Fill(Cell{Character: Character{" ", 1}, Style: Style{}})
win.Vx.graphicsNext = []*placement{}
}
// Print prints [Segment]s, with each block having a given style. Text will be
// wrapped, line breaks will begin a new line at the first column of the surface.
// If the text overflows the height of the surface then only the top portion
// will be shown
func (win Window) Print(segs ...Segment) (col int, row int) {
cols, rows := win.Size()
for _, seg := range segs {
for _, char := range Characters(seg.Text) {
if strings.ContainsRune(char.Grapheme, '\n') {
col = 0
row += 1
continue
}
if row > rows {
return col, row
}
if !win.Vx.caps.unicodeCore || !win.Vx.caps.explicitWidth {
// characterWidth will cache the result
char.Width = win.Vx.characterWidth(char.Grapheme)
}
cell := Cell{
Character: char,
Style: seg.Style,
}
win.SetCell(col, row, cell)
col += char.Width
if col >= cols {
row += 1
col = 0
}
}
}
return col, row
}
// PrintTruncate prints a single line of text to the specified row. If the text is
// wider than the width of the window, the line will be truncated with "…":
//
// "This line has mo…"
//
// If the row is outside the bounds of the window, nothing will be printed
func (win Window) PrintTruncate(row int, segs ...Segment) {
cols, rows := win.Size()
if row >= rows {
return
}
col := 0
truncator := Character{
Grapheme: "…",
Width: 1,
}
for _, seg := range segs {
for _, char := range Characters(seg.Text) {
if !win.Vx.caps.unicodeCore || !win.Vx.caps.explicitWidth {
// characterWidth will cache the result
char.Width = win.Vx.characterWidth(char.Grapheme)
}
w := char.Width
cell := Cell{
Character: char,
Style: seg.Style,
}
if col+truncator.Width+w > cols {
cell.Character = truncator
win.SetCell(col, row, cell)
return
}
win.SetCell(col, row, cell)
col += w
}
}
}
// Println prints a single line of text to the specified row. If the text is
// wider than the width of the window, the line will be truncated with "…":
//
// "This line has mo…"
//
// If the row is outside the bounds of the window, nothing will be printed
func (win Window) Println(row int, segs ...Segment) {
cols, rows := win.Size()
if row >= rows {
return
}
col := 0
for _, seg := range segs {
for _, char := range Characters(seg.Text) {
if !win.Vx.caps.unicodeCore || !win.Vx.caps.explicitWidth {
// characterWidth will cache the result
char.Width = win.Vx.characterWidth(char.Grapheme)
}
w := char.Width
if col+w > cols {
return
}
cell := Cell{
Character: char,
Style: seg.Style,
}
win.SetCell(col, row, cell)
col += w
}
}
}
// Wrap uses unicode line break logic to wrap text. this is expensive, but
// has good results
func (win Window) Wrap(segs ...Segment) (col int, row int) {
cols, rows := win.Size()
var (
state = -1
segment string
)
for _, seg := range segs {
rest := seg.Text
for len(rest) > 0 {
if row >= rows {
break
}
segment, rest, _, state = uniseg.FirstLineSegmentInString(rest, state)
chars := Characters(segment)
total := 0
for _, char := range chars {
if !win.Vx.caps.unicodeCore || !win.Vx.caps.explicitWidth {
// characterWidth will cache the result
char.Width = win.Vx.characterWidth(char.Grapheme)
}
total += char.Width
}
// Figure out how to break the line
switch {
case total > cols:
// the line is greater than our entire width, so we'll
// break at a grapheme
case total+col > cols:
// there isn't space left, go to a new line
col = 0
row += 1
default:
// it fits on our line. Print it
}
for _, char := range chars {
if uniseg.HasTrailingLineBreakInString(char.Grapheme) {
row += 1
col = 0
continue
}
cell := Cell{
Character: char,
Style: seg.Style,
}
win.SetCell(col, row, cell)
col += char.Width
if col >= cols {
row += 1
col = 0
}
}
}
}
return col, row
}