683 lines
23 KiB
Go
683 lines
23 KiB
Go
package cview
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import (
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"math"
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"regexp"
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"sort"
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"strconv"
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"github.com/gdamore/tcell"
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runewidth "github.com/mattn/go-runewidth"
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"github.com/rivo/uniseg"
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)
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// Text alignment within a box.
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const (
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AlignLeft = iota
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AlignCenter
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AlignRight
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)
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// Common regular expressions.
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var (
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colorPattern = regexp.MustCompile(`\[([a-zA-Z]+|#[0-9a-zA-Z]{6}|\-)?(:([a-zA-Z]+|#[0-9a-zA-Z]{6}|\-)?(:([lbdru]+|\-)?)?)?\]`)
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regionPattern = regexp.MustCompile(`\["([a-zA-Z0-9_,;: \-\.]*)"\]`)
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escapePattern = regexp.MustCompile(`\[([a-zA-Z0-9_,;: \-\."#]+)\[(\[*)\]`)
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nonEscapePattern = regexp.MustCompile(`(\[[a-zA-Z0-9_,;: \-\."#]+\[*)\]`)
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boundaryPattern = regexp.MustCompile(`(([,\.\-:;!\?&#+]|\n)[ \t\f\r]*|([ \t\f\r]+))`)
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spacePattern = regexp.MustCompile(`\s+`)
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)
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// Positions of substrings in regular expressions.
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const (
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colorForegroundPos = 1
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colorBackgroundPos = 3
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colorFlagPos = 5
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)
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// Predefined InputField acceptance functions.
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var (
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// InputFieldInteger accepts integers.
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InputFieldInteger func(text string, ch rune) bool
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// InputFieldFloat accepts floating-point numbers.
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InputFieldFloat func(text string, ch rune) bool
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// InputFieldMaxLength returns an input field accept handler which accepts
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// input strings up to a given length. Use it like this:
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//
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// inputField.SetAcceptanceFunc(InputFieldMaxLength(10)) // Accept up to 10 characters.
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InputFieldMaxLength func(maxLength int) func(text string, ch rune) bool
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)
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// Package initialization.
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func init() {
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runewidth.EastAsianWidth = true
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// We'll use zero width joiners.
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runewidth.ZeroWidthJoiner = true
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// Initialize the predefined input field handlers.
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InputFieldInteger = func(text string, ch rune) bool {
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if text == "-" {
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return true
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}
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_, err := strconv.Atoi(text)
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return err == nil
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}
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InputFieldFloat = func(text string, ch rune) bool {
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if text == "-" || text == "." || text == "-." {
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return true
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}
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_, err := strconv.ParseFloat(text, 64)
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return err == nil
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}
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InputFieldMaxLength = func(maxLength int) func(text string, ch rune) bool {
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return func(text string, ch rune) bool {
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return len([]rune(text)) <= maxLength
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}
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}
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}
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// styleFromTag takes the given style, defined by a foreground color (fgColor),
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// a background color (bgColor), and style attributes, and modifies it based on
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// the substrings (tagSubstrings) extracted by the regular expression for color
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// tags. The new colors and attributes are returned where empty strings mean
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// "don't modify" and a dash ("-") means "reset to default".
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func styleFromTag(fgColor, bgColor, attributes string, tagSubstrings []string) (newFgColor, newBgColor, newAttributes string) {
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if tagSubstrings[colorForegroundPos] != "" {
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color := tagSubstrings[colorForegroundPos]
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if color == "-" {
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fgColor = "-"
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} else if color != "" {
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fgColor = color
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}
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}
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if tagSubstrings[colorBackgroundPos-1] != "" {
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color := tagSubstrings[colorBackgroundPos]
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if color == "-" {
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bgColor = "-"
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} else if color != "" {
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bgColor = color
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}
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}
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if tagSubstrings[colorFlagPos-1] != "" {
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flags := tagSubstrings[colorFlagPos]
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if flags == "-" {
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attributes = "-"
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} else if flags != "" {
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attributes = flags
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}
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}
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return fgColor, bgColor, attributes
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}
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// overlayStyle mixes a background color with a foreground color (fgColor),
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// a (possibly new) background color (bgColor), and style attributes, and
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// returns the resulting style. For a definition of the colors and attributes,
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// see styleFromTag(). Reset instructions cause the corresponding part of the
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// default style to be used.
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func overlayStyle(background tcell.Color, defaultStyle tcell.Style, fgColor, bgColor, attributes string) tcell.Style {
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defFg, defBg, defAttr := defaultStyle.Decompose()
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style := defaultStyle.Background(background)
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style = style.Foreground(defFg)
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if fgColor != "" {
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if fgColor == "-" {
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style = style.Foreground(defFg)
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} else {
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style = style.Foreground(tcell.GetColor(fgColor))
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}
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}
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if bgColor == "-" || bgColor == "" && defBg != tcell.ColorDefault {
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style = style.Background(defBg)
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} else if bgColor != "" {
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style = style.Background(tcell.GetColor(bgColor))
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}
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if attributes == "-" {
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style = style.Bold(defAttr&tcell.AttrBold > 0)
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style = style.Blink(defAttr&tcell.AttrBlink > 0)
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style = style.Reverse(defAttr&tcell.AttrReverse > 0)
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style = style.Underline(defAttr&tcell.AttrUnderline > 0)
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style = style.Dim(defAttr&tcell.AttrDim > 0)
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} else if attributes != "" {
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style = style.Normal()
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for _, flag := range attributes {
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switch flag {
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case 'l':
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style = style.Blink(true)
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case 'b':
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style = style.Bold(true)
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case 'd':
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style = style.Dim(true)
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case 'r':
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style = style.Reverse(true)
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case 'u':
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style = style.Underline(true)
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}
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}
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}
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return style
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}
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// decomposeString returns information about a string which may contain color
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// tags or region tags, depending on which ones are requested to be found. It
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// returns the indices of the color tags (as returned by
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// re.FindAllStringIndex()), the color tags themselves (as returned by
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// re.FindAllStringSubmatch()), the indices of region tags and the region tags
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// themselves, the indices of an escaped tags (only if at least color tags or
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// region tags are requested), the string stripped by any tags and escaped, and
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// the screen width of the stripped string.
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func decomposeString(text string, findColors, findRegions bool) (colorIndices [][]int, colors [][]string, regionIndices [][]int, regions [][]string, escapeIndices [][]int, stripped string, width int) {
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// Shortcut for the trivial case.
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if !findColors && !findRegions {
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return nil, nil, nil, nil, nil, text, stringWidth(text)
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}
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// Get positions of any tags.
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if findColors {
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colorIndices = colorPattern.FindAllStringIndex(text, -1)
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colors = colorPattern.FindAllStringSubmatch(text, -1)
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}
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if findRegions {
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regionIndices = regionPattern.FindAllStringIndex(text, -1)
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regions = regionPattern.FindAllStringSubmatch(text, -1)
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}
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escapeIndices = escapePattern.FindAllStringIndex(text, -1)
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// Because the color pattern detects empty tags, we need to filter them out.
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for i := len(colorIndices) - 1; i >= 0; i-- {
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if colorIndices[i][1]-colorIndices[i][0] == 2 {
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colorIndices = append(colorIndices[:i], colorIndices[i+1:]...)
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colors = append(colors[:i], colors[i+1:]...)
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}
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}
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// Make a (sorted) list of all tags.
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var allIndices [][]int
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if findColors && findRegions {
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allIndices = colorIndices
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allIndices = make([][]int, len(colorIndices)+len(regionIndices))
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copy(allIndices, colorIndices)
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copy(allIndices[len(colorIndices):], regionIndices)
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sort.Slice(allIndices, func(i int, j int) bool {
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return allIndices[i][0] < allIndices[j][0]
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})
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} else if findColors {
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allIndices = colorIndices
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} else {
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allIndices = regionIndices
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}
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// Remove the tags from the original string.
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var from int
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buf := make([]byte, 0, len(text))
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for _, indices := range allIndices {
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buf = append(buf, []byte(text[from:indices[0]])...)
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from = indices[1]
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}
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buf = append(buf, text[from:]...)
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// Escape string.
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stripped = string(escapePattern.ReplaceAll(buf, []byte("[$1$2]")))
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// Get the width of the stripped string.
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width = stringWidth(stripped)
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return
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}
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// Print prints text onto the screen into the given box at (x,y,maxWidth,1),
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// not exceeding that box. "align" is one of AlignLeft, AlignCenter, or
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// AlignRight. The screen's background color will not be changed.
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//
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// You can change the colors and text styles mid-text by inserting a color tag.
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// See the package description for details.
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//
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// Returns the number of actual bytes of the text printed (including color tags)
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// and the actual width used for the printed runes.
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func Print(screen tcell.Screen, text string, x, y, maxWidth, align int, color tcell.Color) (int, int) {
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return printWithStyle(screen, text, x, y, maxWidth, align, tcell.StyleDefault.Foreground(color))
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}
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// printWithStyle works like Print() but it takes a style instead of just a
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// foreground color.
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func printWithStyle(screen tcell.Screen, text string, x, y, maxWidth, align int, style tcell.Style) (int, int) {
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if maxWidth <= 0 || len(text) == 0 {
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return 0, 0
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}
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// Decompose the text.
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colorIndices, colors, _, _, escapeIndices, strippedText, strippedWidth := decomposeString(text, true, false)
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// We want to reduce all alignments to AlignLeft.
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if align == AlignRight {
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if strippedWidth <= maxWidth {
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// There's enough space for the entire text.
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return printWithStyle(screen, text, x+maxWidth-strippedWidth, y, maxWidth, AlignLeft, style)
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}
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// Trim characters off the beginning.
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var (
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bytes, width, colorPos, escapePos, tagOffset int
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foregroundColor, backgroundColor, attributes string
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)
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_, originalBackground, _ := style.Decompose()
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iterateString(strippedText, func(main rune, comb []rune, textPos, textWidth, screenPos, screenWidth int) bool {
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// Update color/escape tag offset and style.
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if colorPos < len(colorIndices) && textPos+tagOffset >= colorIndices[colorPos][0] && textPos+tagOffset < colorIndices[colorPos][1] {
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foregroundColor, backgroundColor, attributes = styleFromTag(foregroundColor, backgroundColor, attributes, colors[colorPos])
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style = overlayStyle(originalBackground, style, foregroundColor, backgroundColor, attributes)
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tagOffset += colorIndices[colorPos][1] - colorIndices[colorPos][0]
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colorPos++
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}
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if escapePos < len(escapeIndices) && textPos+tagOffset >= escapeIndices[escapePos][0] && textPos+tagOffset < escapeIndices[escapePos][1] {
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tagOffset++
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escapePos++
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}
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if strippedWidth-screenPos < maxWidth {
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// We chopped off enough.
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if escapePos > 0 && textPos+tagOffset-1 >= escapeIndices[escapePos-1][0] && textPos+tagOffset-1 < escapeIndices[escapePos-1][1] {
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// Unescape open escape sequences.
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escapeCharPos := escapeIndices[escapePos-1][1] - 2
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text = text[:escapeCharPos] + text[escapeCharPos+1:]
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}
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// Print and return.
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bytes, width = printWithStyle(screen, text[textPos+tagOffset:], x, y, maxWidth, AlignLeft, style)
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return true
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}
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return false
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})
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return bytes, width
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} else if align == AlignCenter {
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if strippedWidth == maxWidth {
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// Use the exact space.
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return printWithStyle(screen, text, x, y, maxWidth, AlignLeft, style)
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} else if strippedWidth < maxWidth {
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// We have more space than we need.
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half := (maxWidth - strippedWidth) / 2
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return printWithStyle(screen, text, x+half, y, maxWidth-half, AlignLeft, style)
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} else {
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// Chop off runes until we have a perfect fit.
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var choppedLeft, choppedRight, leftIndex, rightIndex int
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rightIndex = len(strippedText)
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for rightIndex-1 > leftIndex && strippedWidth-choppedLeft-choppedRight > maxWidth {
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if choppedLeft < choppedRight {
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// Iterate on the left by one character.
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iterateString(strippedText[leftIndex:], func(main rune, comb []rune, textPos, textWidth, screenPos, screenWidth int) bool {
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choppedLeft += screenWidth
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leftIndex += textWidth
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return true
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})
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} else {
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// Iterate on the right by one character.
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iterateStringReverse(strippedText[leftIndex:rightIndex], func(main rune, comb []rune, textPos, textWidth, screenPos, screenWidth int) bool {
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choppedRight += screenWidth
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rightIndex -= textWidth
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return true
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})
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}
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}
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// Add tag offsets and determine start style.
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var (
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colorPos, escapePos, tagOffset int
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foregroundColor, backgroundColor, attributes string
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)
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_, originalBackground, _ := style.Decompose()
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for index := range strippedText {
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// We only need the offset of the left index.
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if index > leftIndex {
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// We're done.
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if escapePos > 0 && leftIndex+tagOffset-1 >= escapeIndices[escapePos-1][0] && leftIndex+tagOffset-1 < escapeIndices[escapePos-1][1] {
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// Unescape open escape sequences.
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escapeCharPos := escapeIndices[escapePos-1][1] - 2
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text = text[:escapeCharPos] + text[escapeCharPos+1:]
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}
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break
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}
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// Update color/escape tag offset.
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if colorPos < len(colorIndices) && index+tagOffset >= colorIndices[colorPos][0] && index+tagOffset < colorIndices[colorPos][1] {
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if index <= leftIndex {
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foregroundColor, backgroundColor, attributes = styleFromTag(foregroundColor, backgroundColor, attributes, colors[colorPos])
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style = overlayStyle(originalBackground, style, foregroundColor, backgroundColor, attributes)
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}
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tagOffset += colorIndices[colorPos][1] - colorIndices[colorPos][0]
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colorPos++
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}
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if escapePos < len(escapeIndices) && index+tagOffset >= escapeIndices[escapePos][0] && index+tagOffset < escapeIndices[escapePos][1] {
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tagOffset++
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escapePos++
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}
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}
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return printWithStyle(screen, text[leftIndex+tagOffset:], x, y, maxWidth, AlignLeft, style)
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}
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}
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// Draw text.
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var (
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drawn, drawnWidth, colorPos, escapePos, tagOffset int
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foregroundColor, backgroundColor, attributes string
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)
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iterateString(strippedText, func(main rune, comb []rune, textPos, length, screenPos, screenWidth int) bool {
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// Only continue if there is still space.
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if drawnWidth+screenWidth > maxWidth {
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return true
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}
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// Handle color tags.
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for colorPos < len(colorIndices) && textPos+tagOffset >= colorIndices[colorPos][0] && textPos+tagOffset < colorIndices[colorPos][1] {
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foregroundColor, backgroundColor, attributes = styleFromTag(foregroundColor, backgroundColor, attributes, colors[colorPos])
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tagOffset += colorIndices[colorPos][1] - colorIndices[colorPos][0]
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colorPos++
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}
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// Handle scape tags.
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if escapePos < len(escapeIndices) && textPos+tagOffset >= escapeIndices[escapePos][0] && textPos+tagOffset < escapeIndices[escapePos][1] {
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if textPos+tagOffset == escapeIndices[escapePos][1]-2 {
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tagOffset++
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escapePos++
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}
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}
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// Print the rune sequence.
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finalX := x + drawnWidth
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_, _, finalStyle, _ := screen.GetContent(finalX, y)
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_, background, _ := finalStyle.Decompose()
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finalStyle = overlayStyle(background, style, foregroundColor, backgroundColor, attributes)
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for offset := screenWidth - 1; offset >= 0; offset-- {
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// To avoid undesired effects, we populate all cells.
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if offset == 0 {
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screen.SetContent(finalX+offset, y, main, comb, finalStyle)
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} else {
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screen.SetContent(finalX+offset, y, ' ', nil, finalStyle)
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}
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}
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// Advance.
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drawn += length
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drawnWidth += screenWidth
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return false
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})
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return drawn + tagOffset + len(escapeIndices), drawnWidth
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}
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// PrintSimple prints white text to the screen at the given position.
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func PrintSimple(screen tcell.Screen, text string, x, y int) {
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Print(screen, text, x, y, math.MaxInt32, AlignLeft, Styles.PrimaryTextColor)
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}
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// TaggedStringWidth returns the width of the given string needed to print it on
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// screen. The text may contain color tags which are not counted.
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func TaggedStringWidth(text string) int {
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_, _, _, _, _, _, width := decomposeString(text, true, false)
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return width
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}
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// stringWidth returns the number of horizontal cells needed to print the given
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// text. It splits the text into its grapheme clusters, calculates each
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// cluster's width, and adds them up to a total.
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func stringWidth(text string) (width int) {
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g := uniseg.NewGraphemes(text)
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for g.Next() {
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var chWidth int
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for _, r := range g.Runes() {
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chWidth = runewidth.RuneWidth(r)
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if chWidth > 0 {
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break // Our best guess at this point is to use the width of the first non-zero-width rune.
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}
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}
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width += chWidth
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}
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return
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}
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// WordWrap splits a text such that each resulting line does not exceed the
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// given screen width. Possible split points are after any punctuation or
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// whitespace. Whitespace after split points will be dropped.
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//
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// This function considers color tags to have no width.
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//
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// Text is always split at newline characters ('\n').
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func WordWrap(text string, width int) (lines []string) {
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colorTagIndices, _, _, _, escapeIndices, strippedText, _ := decomposeString(text, true, false)
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// Find candidate breakpoints.
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breakpoints := boundaryPattern.FindAllStringSubmatchIndex(strippedText, -1)
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// Results in one entry for each candidate. Each entry is an array a of
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// indices into strippedText where a[6] < 0 for newline/punctuation matches
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// and a[4] < 0 for whitespace matches.
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// Process stripped text one character at a time.
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var (
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colorPos, escapePos, breakpointPos, tagOffset int
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lastBreakpoint, lastContinuation, currentLineStart int
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lineWidth, overflow int
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forceBreak bool
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)
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unescape := func(substr string, startIndex int) string {
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// A helper function to unescape escaped tags.
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for index := escapePos; index >= 0; index-- {
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if index < len(escapeIndices) && startIndex > escapeIndices[index][0] && startIndex < escapeIndices[index][1]-1 {
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pos := escapeIndices[index][1] - 2 - startIndex
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return substr[:pos] + substr[pos+1:]
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}
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}
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return substr
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|
}
|
|
iterateString(strippedText, func(main rune, comb []rune, textPos, textWidth, screenPos, screenWidth int) bool {
|
|
// Handle tags.
|
|
for {
|
|
if colorPos < len(colorTagIndices) && textPos+tagOffset >= colorTagIndices[colorPos][0] && textPos+tagOffset < colorTagIndices[colorPos][1] {
|
|
// Colour tags.
|
|
tagOffset += colorTagIndices[colorPos][1] - colorTagIndices[colorPos][0]
|
|
colorPos++
|
|
} else if escapePos < len(escapeIndices) && textPos+tagOffset == escapeIndices[escapePos][1]-2 {
|
|
// Escape tags.
|
|
tagOffset++
|
|
escapePos++
|
|
} else {
|
|
break
|
|
}
|
|
}
|
|
|
|
// Is this a breakpoint?
|
|
if breakpointPos < len(breakpoints) && textPos+tagOffset == breakpoints[breakpointPos][0] {
|
|
// Yes, it is. Set up breakpoint infos depending on its type.
|
|
lastBreakpoint = breakpoints[breakpointPos][0] + tagOffset
|
|
lastContinuation = breakpoints[breakpointPos][1] + tagOffset
|
|
overflow = 0
|
|
forceBreak = main == '\n'
|
|
if breakpoints[breakpointPos][6] < 0 && !forceBreak {
|
|
lastBreakpoint++ // Don't skip punctuation.
|
|
}
|
|
breakpointPos++
|
|
}
|
|
|
|
// Check if a break is warranted.
|
|
if forceBreak || lineWidth > 0 && lineWidth+screenWidth > width {
|
|
breakpoint := lastBreakpoint
|
|
continuation := lastContinuation
|
|
if forceBreak {
|
|
breakpoint = textPos + tagOffset
|
|
continuation = textPos + tagOffset + 1
|
|
lastBreakpoint = 0
|
|
overflow = 0
|
|
} else if lastBreakpoint <= currentLineStart {
|
|
breakpoint = textPos + tagOffset
|
|
continuation = textPos + tagOffset
|
|
overflow = 0
|
|
}
|
|
lines = append(lines, unescape(text[currentLineStart:breakpoint], currentLineStart))
|
|
currentLineStart, lineWidth, forceBreak = continuation, overflow, false
|
|
}
|
|
|
|
// Remember the characters since the last breakpoint.
|
|
if lastBreakpoint > 0 && lastContinuation <= textPos+tagOffset {
|
|
overflow += screenWidth
|
|
}
|
|
|
|
// Advance.
|
|
lineWidth += screenWidth
|
|
|
|
// But if we're still inside a breakpoint, skip next character (whitespace).
|
|
if textPos+tagOffset < currentLineStart {
|
|
lineWidth -= screenWidth
|
|
}
|
|
|
|
return false
|
|
})
|
|
|
|
// Flush the rest.
|
|
if currentLineStart < len(text) {
|
|
lines = append(lines, unescape(text[currentLineStart:], currentLineStart))
|
|
}
|
|
|
|
return
|
|
}
|
|
|
|
// Escape escapes the given text such that color and/or region tags are not
|
|
// recognized and substituted by the print functions of this package. For
|
|
// example, to include a tag-like string in a box title or in a TextView:
|
|
//
|
|
// box.SetTitle(cview.Escape("[squarebrackets]"))
|
|
// fmt.Fprint(textView, cview.Escape(`["quoted"]`))
|
|
func Escape(text string) string {
|
|
return nonEscapePattern.ReplaceAllString(text, "$1[]")
|
|
}
|
|
|
|
// iterateString iterates through the given string one printed character at a
|
|
// time. For each such character, the callback function is called with the
|
|
// Unicode code points of the character (the first rune and any combining runes
|
|
// which may be nil if there aren't any), the starting position (in bytes)
|
|
// within the original string, its length in bytes, the screen position of the
|
|
// character, and the screen width of it. The iteration stops if the callback
|
|
// returns true. This function returns true if the iteration was stopped before
|
|
// the last character.
|
|
func iterateString(text string, callback func(main rune, comb []rune, textPos, textWidth, screenPos, screenWidth int) bool) bool {
|
|
var screenPos int
|
|
|
|
gr := uniseg.NewGraphemes(text)
|
|
for gr.Next() {
|
|
r := gr.Runes()
|
|
from, to := gr.Positions()
|
|
width := stringWidth(gr.Str())
|
|
var comb []rune
|
|
if len(r) > 1 {
|
|
comb = r[1:]
|
|
}
|
|
|
|
if callback(r[0], comb, from, to-from, screenPos, width) {
|
|
return true
|
|
}
|
|
|
|
screenPos += width
|
|
}
|
|
|
|
return false
|
|
}
|
|
|
|
// iterateStringReverse iterates through the given string in reverse, starting
|
|
// from the end of the string, one printed character at a time. For each such
|
|
// character, the callback function is called with the Unicode code points of
|
|
// the character (the first rune and any combining runes which may be nil if
|
|
// there aren't any), the starting position (in bytes) within the original
|
|
// string, its length in bytes, the screen position of the character, and the
|
|
// screen width of it. The iteration stops if the callback returns true. This
|
|
// function returns true if the iteration was stopped before the last character.
|
|
func iterateStringReverse(text string, callback func(main rune, comb []rune, textPos, textWidth, screenPos, screenWidth int) bool) bool {
|
|
type cluster struct {
|
|
main rune
|
|
comb []rune
|
|
textPos, textWidth, screenPos, screenWidth int
|
|
}
|
|
|
|
// Create the grapheme clusters.
|
|
var clusters []cluster
|
|
iterateString(text, func(main rune, comb []rune, textPos int, textWidth int, screenPos int, screenWidth int) bool {
|
|
clusters = append(clusters, cluster{
|
|
main: main,
|
|
comb: comb,
|
|
textPos: textPos,
|
|
textWidth: textWidth,
|
|
screenPos: screenPos,
|
|
screenWidth: screenWidth,
|
|
})
|
|
return false
|
|
})
|
|
|
|
// Iterate in reverse.
|
|
for index := len(clusters) - 1; index >= 0; index-- {
|
|
if callback(
|
|
clusters[index].main,
|
|
clusters[index].comb,
|
|
clusters[index].textPos,
|
|
clusters[index].textWidth,
|
|
clusters[index].screenPos,
|
|
clusters[index].screenWidth,
|
|
) {
|
|
return true
|
|
}
|
|
}
|
|
|
|
return false
|
|
}
|
|
|
|
// ScrollBarVisibility specifies the display of a scroll bar.
|
|
type ScrollBarVisibility int
|
|
|
|
const (
|
|
// ScrollBarNever never shows a scroll bar.
|
|
ScrollBarNever ScrollBarVisibility = iota
|
|
|
|
// ScrollBarAuto shows a scroll bar when there are items offscreen.
|
|
ScrollBarAuto
|
|
|
|
// ScrollBarAlways always shows a scroll bar.
|
|
ScrollBarAlways
|
|
)
|
|
|
|
// RenderScrollBar renders a scroll bar character at the specified position.
|
|
func RenderScrollBar(screen tcell.Screen, visibility ScrollBarVisibility, x int, y int, height int, items int, cursor int, printed int, focused bool, color tcell.Color) {
|
|
if visibility == ScrollBarNever || (visibility == ScrollBarAuto && items <= height) {
|
|
return
|
|
}
|
|
|
|
// Place cursor at top when there are no items offscreen.
|
|
if items <= height {
|
|
cursor = 0
|
|
}
|
|
|
|
// Handle negative cursor.
|
|
if cursor < 0 {
|
|
cursor = 0
|
|
}
|
|
|
|
// Calculate handle position.
|
|
handlePosition := int(float64(height-1) * (float64(cursor) / float64(items-1)))
|
|
|
|
// Print character.
|
|
var scrollBar string
|
|
if printed == handlePosition {
|
|
if focused {
|
|
scrollBar = "[::r] [-:-:-]"
|
|
} else {
|
|
scrollBar = "▓"
|
|
}
|
|
} else {
|
|
if focused {
|
|
scrollBar = "▒"
|
|
} else {
|
|
scrollBar = "░"
|
|
}
|
|
}
|
|
Print(screen, scrollBar, x, y, 1, AlignLeft, color)
|
|
}
|