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Another rewrite of the Print() function. Uses iterator callbacks now.
This commit is contained in:
parent
bc39bf8d24
commit
d76484006e
398
util.go
398
util.go
@ -1,7 +1,6 @@
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package tview
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import (
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"fmt"
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"math"
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"regexp"
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"strconv"
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@ -203,8 +202,8 @@ func decomposeString(text string) (colorIndices [][]int, colors [][]string, esca
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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 runes printed (not including color tags) and the
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// actual width used for the printed runes.
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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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@ -217,115 +216,136 @@ func printWithStyle(screen tcell.Screen, text string, x, y, maxWidth, align int,
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}
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// Decompose the text.
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colorIndices, colors, escapeIndices, strippedText, _ := decomposeString(text)
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colorIndices, colors, escapeIndices, strippedText, strippedWidth := decomposeString(text)
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// We deal with runes, not with bytes.
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runes := []rune(strippedText)
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// This helper function takes positions for a substring of "runes" and returns
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// a new string corresponding to this substring, making sure printing that
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// substring will observe color tags.
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substring := func(from, to int) string {
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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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colorPos, escapePos, runePos, startPos int
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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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if from >= len(runes) {
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return ""
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}
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for pos := range text {
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// Handle color tags.
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if colorPos < len(colorIndices) && pos >= colorIndices[colorPos][0] && pos < colorIndices[colorPos][1] {
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if pos == colorIndices[colorPos][1]-1 {
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if runePos <= from {
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foregroundColor, backgroundColor, attributes = styleFromTag(foregroundColor, backgroundColor, attributes, colors[colorPos])
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}
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colorPos++
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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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continue
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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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// Handle escape tags.
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if escapePos < len(escapeIndices) && pos >= escapeIndices[escapePos][0] && pos < escapeIndices[escapePos][1] {
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if pos == escapeIndices[escapePos][1]-1 {
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escapePos++
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} else if pos == escapeIndices[escapePos][1]-2 {
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continue
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}
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}
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// Check boundaries.
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if runePos == from {
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startPos = pos
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} else if runePos >= to {
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return fmt.Sprintf(`[%s:%s:%s]%s`, foregroundColor, backgroundColor, attributes, text[startPos:pos])
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}
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runePos++
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}
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return fmt.Sprintf(`[%s:%s:%s]%s`, foregroundColor, backgroundColor, attributes, text[startPos:])
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}
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// We want to reduce everything to AlignLeft.
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if align == AlignRight {
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width := 0
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start := len(runes)
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for index := start - 1; index >= 0; index-- {
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w := runewidth.RuneWidth(runes[index])
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if width+w > maxWidth {
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break
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}
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width += w
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start = index
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}
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for start < len(runes) && runewidth.RuneWidth(runes[start]) == 0 {
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start++
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}
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return printWithStyle(screen, substring(start, len(runes)), x+maxWidth-width, y, width, AlignLeft, style)
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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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width := runewidth.StringWidth(strippedText)
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if width == maxWidth {
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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 width < maxWidth {
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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 - width) / 2
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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(runes) - 1
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for rightIndex > leftIndex && width-choppedLeft-choppedRight > maxWidth {
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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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leftWidth := runewidth.RuneWidth(runes[leftIndex])
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choppedLeft += leftWidth
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leftIndex++
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for leftIndex < len(runes) && leftIndex < rightIndex && runewidth.RuneWidth(runes[leftIndex]) == 0 {
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leftIndex++
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}
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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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rightWidth := runewidth.RuneWidth(runes[rightIndex])
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choppedRight += rightWidth
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rightIndex--
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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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return printWithStyle(screen, substring(leftIndex, rightIndex), x, y, maxWidth, AlignLeft, style)
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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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drawn := 0
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drawnWidth := 0
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var (
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colorPos, escapePos int
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foregroundColor, backgroundColor, attributes string
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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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runeSequence := make([]rune, 0, 20)
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runeSeqWidth := 0
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flush := func() {
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if len(runeSequence) == 0 {
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return // Nothing to flush.
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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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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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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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@ -333,79 +353,23 @@ func printWithStyle(screen tcell.Screen, text string, x, y, maxWidth, align int,
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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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var comb []rune
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if len(runeSequence) > 1 && !unicode.IsControl(runeSequence[1]) {
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// Allocate space for the combining characters only when necessary.
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comb = make([]rune, len(runeSequence)-1)
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copy(comb, runeSequence[1:])
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}
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for offset := runeSeqWidth - 1; offset >= 0; offset-- {
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// To avoid undesired effects, we place the same character in all cells.
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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, runeSequence[0], comb, finalStyle)
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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 and reset.
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drawn += len(runeSequence)
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drawnWidth += runeSeqWidth
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runeSequence = runeSequence[:0]
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runeSeqWidth = 0
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}
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for pos, ch := range text {
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// Handle color tags.
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if colorPos < len(colorIndices) && pos >= colorIndices[colorPos][0] && pos < colorIndices[colorPos][1] {
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flush()
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if pos == colorIndices[colorPos][1]-1 {
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foregroundColor, backgroundColor, attributes = styleFromTag(foregroundColor, backgroundColor, attributes, colors[colorPos])
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colorPos++
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}
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continue
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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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// Handle escape tags.
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if escapePos < len(escapeIndices) && pos >= escapeIndices[escapePos][0] && pos < escapeIndices[escapePos][1] {
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flush()
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if pos == escapeIndices[escapePos][1]-1 {
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escapePos++
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} else if pos == escapeIndices[escapePos][1]-2 {
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continue
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}
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}
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return false
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})
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// Check if we have enough space for this rune.
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chWidth := runewidth.RuneWidth(ch)
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if drawnWidth+chWidth > maxWidth {
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break // No. We're done then.
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}
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// Put this rune in the queue.
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if chWidth == 0 {
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// If this is not a modifier, we treat it as a space character.
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if len(runeSequence) == 0 {
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ch = ' '
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chWidth = 1
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}
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} else if len(runeSequence) > 0 {
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if runeSequence[len(runeSequence)-1] != '\u200d' {
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// We have a character that doesn't follow a zero-width joiner. Flush all
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// previous runes.
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flush()
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} else {
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// Characters after zero-width joiners have zero width.
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chWidth = 0
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}
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}
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runeSequence = append(runeSequence, ch)
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runeSeqWidth += chWidth
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}
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if drawnWidth+runeSeqWidth <= maxWidth {
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flush()
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}
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return drawn, drawnWidth
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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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@ -541,3 +505,131 @@ func WordWrap(text string, width int) (lines []string) {
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func Escape(text string) string {
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return nonEscapePattern.ReplaceAllString(text, "$1[]")
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}
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// iterateString iterates through the given string one printed character at a
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// time. For each such character, the callback function is called with the
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// Unicode code points of the character (the first rune and any combining runes
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// which may be nil if there aren't any), the starting position (in bytes)
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// within the original string, its length in bytes, the screen position of the
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// character, and the screen width of it. The iteration stops if the callback
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// returns true. This function returns true if the iteration was stopped before
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// the last character.
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func iterateString(text string, callback func(main rune, comb []rune, textPos, textWidth, screenPos, screenWidth int) bool) bool {
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var (
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runes []rune
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lastZeroWidthJoiner bool
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startIndex int
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startPos int
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pos int
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)
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// Helper function which invokes the callback.
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flush := func(index int) bool {
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var comb []rune
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if len(runes) > 1 {
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comb = runes[1:]
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}
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return callback(runes[0], comb, startIndex, index-startIndex, startPos, pos-startPos)
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}
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for index, r := range text {
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runeWidth := runewidth.RuneWidth(r)
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if runeWidth > 0 {
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// We have a non-zero width rune. It could be the beginning of a new
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// character.
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if !lastZeroWidthJoiner {
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if len(runes) > 0 {
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// It is. Invoke callback.
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if flush(index) {
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return true // We're done.
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}
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// Reset rune store.
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runes = runes[:0]
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startIndex = index
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startPos = pos
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}
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pos += runeWidth
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} else {
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lastZeroWidthJoiner = false
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}
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} else { // runeWidth == 0.
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lastZeroWidthJoiner = r == '\u200d'
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if len(runes) == 0 {
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// Orphan modifiers will be treated as spaces.
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r = ' '
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pos++
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}
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}
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runes = append(runes, r)
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}
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// Flush any remaining runes.
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if len(runes) > 0 {
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flush(len(text))
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}
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return false
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}
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// iterateStringReverse iterates through the given string in reverse, starting
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// from the end of the string, one printed character at a time. For each such
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// character, the callback function is called with the Unicode code points of
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// the character (the first rune and any combining runes which may be nil if
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// there aren't any), the starting position (in bytes) within the original
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// string, its length in bytes, the screen position of the character, and the
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// screen width of it. The iteration stops if the callback returns true. This
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// function returns true if the iteration was stopped before the last character.
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func iterateStringReverse(text string, callback func(main rune, comb []rune, textPos, textWidth, screenPos, screenWidth int) bool) bool {
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type runePos struct {
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r rune
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pos int // The byte position of the rune in the original string.
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width int // The screen width of the rune.
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}
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// We use the following:
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// len(text) >= number of runes in text.
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// Put all runes into a runePos slice in reverse.
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runesReverse := make([]runePos, len(text))
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index := len(text) - 1
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for pos, ch := range text {
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runesReverse[index].r = ch
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runesReverse[index].pos = pos
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runesReverse[index].width = runewidth.RuneWidth(ch)
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index--
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}
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runesReverse = runesReverse[index+1:]
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// Parse reverse runes.
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var screenWidth int
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buffer := make([]rune, len(text)) // We fill this up from the back so it's forward again.
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bufferPos := len(text)
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stringWidth := runewidth.StringWidth(text)
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for index, r := range runesReverse {
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// Put this rune into the buffer.
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bufferPos--
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buffer[bufferPos] = r.r
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// Leading modifiers are spaces for us.
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if r.pos == 0 && r.width == 0 {
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r.r = ' '
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r.width = 1
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}
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|
||||
// Do we need to flush the buffer?
|
||||
if r.pos == 0 || r.width > 0 && runesReverse[index+1].r != '\u200d' {
|
||||
// Yes, invoke callback.
|
||||
var comb []rune
|
||||
if len(text)-bufferPos > 1 {
|
||||
comb = buffer[bufferPos+1:]
|
||||
}
|
||||
if callback(r.r, comb, r.pos, len(text)-r.pos, stringWidth-screenWidth, r.width) {
|
||||
return true
|
||||
}
|
||||
screenWidth += r.width
|
||||
bufferPos = len(text)
|
||||
}
|
||||
}
|
||||
|
||||
return false
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user