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625 lines
18 KiB
Go
625 lines
18 KiB
Go
package tview
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import (
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"math"
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"github.com/gdamore/tcell"
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)
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// gridItem represents one primitive and its possible position on a grid.
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type gridItem struct {
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Item Primitive // The item to be positioned. May be nil for an empty item.
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Row, Column int // The top-left grid cell where the item is placed.
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Width, Height int // The number of rows and columns the item occupies.
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MinGridWidth, MinGridHeight int // The minimum grid width/height for which this item is visible.
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Focus bool // Whether or not this item attracts the layout's focus.
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visible bool // Whether or not this item was visible the last time the grid was drawn.
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x, y, w, h int // The last position of the item relative to the top-left corner of the grid. Undefined if visible is false.
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}
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// Grid is an implementation of a grid-based layout. It works by defining the
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// size of the rows and columns, then placing primitives into the grid.
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//
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// Some settings can lead to the grid exceeding its available space. SetOffset()
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// can then be used to scroll in steps of rows and columns. These offset values
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// can also be controlled with the arrow keys (or the "g","G", "j", "k", "h",
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// and "l" keys) while the grid has focus and none of its contained primitives
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// do.
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//
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// See https://github.com/rivo/tview/wiki/Grid for an example.
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type Grid struct {
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*Box
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// The items to be positioned.
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items []*gridItem
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// The definition of the rows and columns of the grid. See
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// SetRows()/SetColumns() for details.
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rows, columns []int
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// The minimum sizes for rows and columns.
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minWidth, minHeight int
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// The size of the gaps between neighboring primitives. This is automatically
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// set to 1 if borders is true.
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gapRows, gapColumns int
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// The number of rows and columns skipped before drawing the top-left corner
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// of the grid.
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rowOffset, columnOffset int
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// Whether or not borders are drawn around grid items. If this is set to true,
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// a gap size of 1 is automatically assumed (which is filled with the border
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// graphics).
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borders bool
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// The color of the borders around grid items.
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bordersColor tcell.Color
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}
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// NewGrid returns a new grid-based layout container with no initial primitives.
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func NewGrid() *Grid {
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g := &Grid{
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Box: NewBox(),
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bordersColor: Styles.GraphicsColor,
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}
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g.focus = g
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return g
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}
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// SetRows defines how the rows of the grid are distributed. Each value defines
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// the size of one row, starting with the leftmost row. Values greater 0
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// represent absolute row widths (gaps not included). Values less or equal 0
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// represent proportional row widths or fractions of the remaining free space,
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// where 0 is treated the same as -1. That is, a row with a value of -3 will
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// have three times the width of a row with a value of -1 (or 0). The minimum
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// width set with SetMinSize() is always observed.
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//
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// Primitives may extend beyond the rows defined explicitly with this function.
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// A value of 0 is assumed for any undefined row. In fact, if you never call
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// this function, all rows occupied by primitives will have the same width.
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// On the other hand, unoccupied rows defined with this function will always
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// take their place.
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//
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// Assuming a total width of the grid of 100 cells and a minimum width of 0, the
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// following call will result in rows with widths of 30, 10, 15, 15, and 30
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// cells:
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//
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// grid.SetRows(30, 10, -1, -1, -2)
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//
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// If a primitive were then placed in the 6th and 7th row, the resulting widths
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// would be: 30, 10, 10, 10, 20, 10, and 10 cells.
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//
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// If you then called SetMinSize() as follows:
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//
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// grid.SetMinSize(15, 20)
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//
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// The resulting widths would be: 30, 15, 15, 15, 20, 15, and 15 cells, a total
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// of 125 cells, 25 cells wider than the available grid width.
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func (g *Grid) SetRows(rows ...int) *Grid {
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g.rows = rows
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return g
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}
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// SetColumns defines how the columns of the grid are distributed. These values
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// behave the same as the row values provided with SetRows(), see there for
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// a definition and examples.
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//
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// The provided values correspond to column heights, the first value defining
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// the height of the topmost column.
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func (g *Grid) SetColumns(columns ...int) *Grid {
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g.columns = columns
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return g
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}
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// SetSize is a shortcut for SetRows() and SetColumns() where all row and column
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// values are set to the given size values. See SetRows() for details on sizes.
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func (g *Grid) SetSize(numRows, numColumns, rowSize, columnSize int) *Grid {
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g.rows = make([]int, numRows)
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for index := range g.rows {
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g.rows[index] = rowSize
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}
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g.columns = make([]int, numColumns)
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for index := range g.columns {
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g.columns[index] = columnSize
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}
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return g
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}
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// SetMinSize sets an absolute minimum width for rows and an absolute minimum
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// height for columns. Panics if negative values are provided.
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func (g *Grid) SetMinSize(row, column int) *Grid {
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if row < 0 || column < 0 {
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panic("Invalid minimum row/column size")
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}
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g.minHeight, g.minWidth = row, column
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return g
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}
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// SetGap sets the size of the gaps between neighboring primitives on the grid.
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// If borders are drawn (see SetBorders()), these values are ignored and a gap
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// of 1 is assumed. Panics if negative values are provided.
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func (g *Grid) SetGap(row, column int) *Grid {
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if row < 0 || column < 0 {
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panic("Invalid gap size")
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}
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g.gapRows, g.gapColumns = row, column
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return g
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}
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// SetBorders sets whether or not borders are drawn around grid items. Setting
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// this value to true will cause the gap values (see SetGap()) to be ignored and
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// automatically assumed to be 1 where the border graphics are drawn.
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func (g *Grid) SetBorders(borders bool) *Grid {
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g.borders = borders
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return g
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}
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// SetBordersColor sets the color of the item borders.
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func (g *Grid) SetBordersColor(color tcell.Color) *Grid {
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g.bordersColor = color
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return g
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}
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// AddItem adds a primitive and its position to the grid. The top-left corner
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// of the primitive will be located in the top-left corner of the grid cell at
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// the given row and column and will span "width" rows and "height" columns. For
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// example, for a primitive to occupy rows 2, 3, and 4 and columns 5 and 6:
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//
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// grid.AddItem(p, 2, 4, 3, 2, true)
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//
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// If width or height is 0, the primitive will not be drawn.
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//
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// You can add the same primitive multiple times with different grid positions.
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// The minGridWidth and minGridHeight values will then determine which of those
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// positions will be used. This is similar to CSS media queries. These minimum
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// values refer to the overall size of the grid. If multiple items for the same
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// primitive apply, the one that has at least one highest minimum value will be
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// used, or the primitive added last if those values are the same. Example:
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//
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// grid.AddItem(p, 0, 0, 0, 0, 0, 0, true). // Hide in small grids.
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// AddItem(p, 0, 0, 1, 2, 100, 0, true). // One-column layout for medium grids.
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// AddItem(p, 1, 1, 3, 2, 300, 0, true) // Multi-column layout for large grids.
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//
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// To use the same grid layout for all sizes, simply set minGridWidth and
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// minGridHeight to 0.
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//
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// If the item's focus is set to true, it will receive focus when the grid
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// receives focus. If there are multiple items with a true focus flag, the last
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// visible one that was added will receive focus.
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func (g *Grid) AddItem(p Primitive, row, column, height, width, minGridHeight, minGridWidth int, focus bool) *Grid {
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g.items = append(g.items, &gridItem{
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Item: p,
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Row: row,
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Column: column,
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Height: height,
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Width: width,
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MinGridHeight: minGridHeight,
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MinGridWidth: minGridWidth,
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Focus: focus,
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})
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return g
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}
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// RemoveItem removes all items for the given primitive from the grid, keeping
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// the order of the remaining items intact.
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func (g *Grid) RemoveItem(p Primitive) *Grid {
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for index := len(g.items) - 1; index >= 0; index-- {
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if g.items[index].Item == p {
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g.items = append(g.items[:index], g.items[index+1:]...)
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}
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}
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return g
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}
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// Clear removes all items from the grid.
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func (g *Grid) Clear() *Grid {
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g.items = nil
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return g
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}
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// SetOffset sets the number of rows and columns which are skipped before
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// drawing the first grid cell in the top-left corner. As the grid will never
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// completely move off the screen, these values may be adjusted the next time
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// the grid is drawn. The actual position of the grid may also be adjusted such
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// that contained primitives that have focus are visible.
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func (g *Grid) SetOffset(rows, columns int) *Grid {
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g.rowOffset, g.columnOffset = rows, columns
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return g
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}
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// GetOffset returns the current row and column offset (see SetOffset() for
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// details).
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func (g *Grid) GetOffset() (rows, columns int) {
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return g.rowOffset, g.columnOffset
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}
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// Focus is called when this primitive receives focus.
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func (g *Grid) Focus(delegate func(p Primitive)) {
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for _, item := range g.items {
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if item.Focus {
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delegate(item.Item)
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return
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}
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}
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g.hasFocus = true
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}
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// Blur is called when this primitive loses focus.
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func (g *Grid) Blur() {
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g.hasFocus = false
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}
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// HasFocus returns whether or not this primitive has focus.
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func (g *Grid) HasFocus() bool {
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for _, item := range g.items {
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if item.visible && item.Item.GetFocusable().HasFocus() {
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return true
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}
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}
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return false
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}
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// InputHandler returns the handler for this primitive.
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func (g *Grid) InputHandler() func(event *tcell.EventKey, setFocus func(p Primitive)) {
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return g.WrapInputHandler(func(event *tcell.EventKey, setFocus func(p Primitive)) {
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switch event.Key() {
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case tcell.KeyRune:
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switch event.Rune() {
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case 'g':
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g.rowOffset, g.columnOffset = 0, 0
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case 'G':
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g.rowOffset = math.MaxInt32
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case 'j':
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g.rowOffset++
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case 'k':
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g.rowOffset--
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case 'h':
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g.columnOffset--
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case 'l':
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g.columnOffset++
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}
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case tcell.KeyHome:
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g.rowOffset, g.columnOffset = 0, 0
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case tcell.KeyEnd:
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g.rowOffset = math.MaxInt32
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case tcell.KeyUp:
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g.rowOffset--
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case tcell.KeyDown:
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g.rowOffset++
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case tcell.KeyLeft:
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g.columnOffset--
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case tcell.KeyRight:
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g.columnOffset++
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}
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})
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}
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// Draw draws this primitive onto the screen.
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func (g *Grid) Draw(screen tcell.Screen) {
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g.Box.Draw(screen)
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x, y, width, height := g.GetInnerRect()
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// Make a list of items which apply.
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items := make(map[Primitive]*gridItem)
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for _, item := range g.items {
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item.visible = false
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if item.Width <= 0 || item.Height <= 0 || width < item.MinGridWidth || height < item.MinGridHeight {
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continue
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}
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previousItem, ok := items[item.Item]
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if ok && item.Width < previousItem.Width && item.Height < previousItem.Height {
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continue
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}
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items[item.Item] = item
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}
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// How many rows and columns do we have?
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rows := len(g.rows)
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columns := len(g.columns)
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for _, item := range items {
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rowEnd := item.Row + item.Height
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if rowEnd > rows {
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rows = rowEnd
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}
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columnEnd := item.Column + item.Width
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if columnEnd > columns {
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columns = columnEnd
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}
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}
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if rows == 0 || columns == 0 {
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return // No content.
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}
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// Where are they located?
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rowPos := make([]int, rows)
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rowHeight := make([]int, rows)
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columnPos := make([]int, columns)
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columnWidth := make([]int, columns)
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// How much space do we distribute?
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remainingWidth := width
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remainingHeight := height
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proportionalWidth := 0
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proportionalHeight := 0
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for index, row := range g.rows {
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if row > 0 {
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if row < g.minHeight {
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row = g.minHeight
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}
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remainingHeight -= row
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rowHeight[index] = row
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} else if row == 0 {
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proportionalHeight++
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} else {
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proportionalHeight += -row
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}
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}
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for index, column := range g.columns {
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if column > 0 {
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if column < g.minWidth {
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column = g.minWidth
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}
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remainingWidth -= column
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columnWidth[index] = column
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} else if column == 0 {
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proportionalWidth++
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} else {
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proportionalWidth += -column
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}
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}
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if g.borders {
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remainingHeight -= rows + 1
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remainingWidth -= columns + 1
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} else {
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remainingHeight -= (rows - 1) * g.gapRows
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remainingWidth -= (columns - 1) * g.gapColumns
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}
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if rows > len(g.rows) {
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proportionalHeight += rows - len(g.rows)
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}
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if columns > len(g.columns) {
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proportionalWidth += columns - len(g.columns)
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}
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// Distribute proportional rows/columns.
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gridWidth := 0
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gridHeight := 0
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for index := 0; index < rows; index++ {
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row := 0
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if index < len(g.rows) {
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row = g.rows[index]
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}
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if row > 0 {
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if row < g.minHeight {
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row = g.minHeight
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}
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gridHeight += row
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continue // Not proportional. We already know the width.
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} else if row == 0 {
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row = 1
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} else {
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row = -row
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}
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rowAbs := row * remainingHeight / proportionalHeight
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remainingHeight -= rowAbs
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proportionalHeight -= row
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if rowAbs < g.minHeight {
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rowAbs = g.minHeight
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}
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rowHeight[index] = rowAbs
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gridHeight += rowAbs
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}
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for index := 0; index < columns; index++ {
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column := 0
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if index < len(g.columns) {
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column = g.columns[index]
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}
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if column > 0 {
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if column < g.minWidth {
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column = g.minWidth
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}
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gridWidth += column
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continue // Not proportional. We already know the height.
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} else if column == 0 {
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column = 1
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} else {
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column = -column
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}
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columnAbs := column * remainingWidth / proportionalWidth
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remainingWidth -= columnAbs
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proportionalWidth -= column
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if columnAbs < g.minWidth {
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columnAbs = g.minWidth
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}
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columnWidth[index] = columnAbs
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gridWidth += columnAbs
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}
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if g.borders {
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gridHeight += rows + 1
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gridWidth += columns + 1
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} else {
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gridHeight += (rows - 1) * g.gapRows
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gridWidth += (columns - 1) * g.gapColumns
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}
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// Calculate row/column positions.
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columnX, rowY := x, y
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if g.borders {
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columnX++
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rowY++
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}
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for index, row := range rowHeight {
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rowPos[index] = rowY
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gap := g.gapRows
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if g.borders {
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gap = 1
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}
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rowY += row + gap
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}
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for index, column := range columnWidth {
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columnPos[index] = columnX
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gap := g.gapColumns
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if g.borders {
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gap = 1
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}
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columnX += column + gap
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}
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// Calculate primitive positions.
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var focus *gridItem // The item which has focus.
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for primitive, item := range items {
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px := columnPos[item.Column]
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py := rowPos[item.Row]
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var pw, ph int
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for index := 0; index < item.Height; index++ {
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ph += rowHeight[item.Row+index]
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}
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for index := 0; index < item.Width; index++ {
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pw += columnWidth[item.Column+index]
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}
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if g.borders {
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pw += item.Width - 1
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ph += item.Height - 1
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} else {
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pw += (item.Width - 1) * g.gapColumns
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ph += (item.Height - 1) * g.gapRows
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}
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item.x, item.y, item.w, item.h = px, py, pw, ph
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item.visible = true
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if primitive.GetFocusable().HasFocus() {
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focus = item
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}
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}
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// Calculate screen offsets.
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var offsetX, offsetY, add int
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if g.rowOffset < 0 {
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g.rowOffset = 0
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}
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if g.columnOffset < 0 {
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g.columnOffset = 0
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}
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if g.borders {
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add = 1
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}
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for row := 0; row < rows-1; row++ {
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remainingHeight := gridHeight - offsetY
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if focus != nil && focus.y-add <= offsetY || // Don't let the focused item move out of screen.
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row >= g.rowOffset && (focus == nil || focus != nil && focus.y-offsetY < height) || // We've reached the requested offset.
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remainingHeight <= height { // We have enough space to show the rest.
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if row > 0 {
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if focus != nil && focus.y+focus.h+add-offsetY > height {
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offsetY += focus.y + focus.h + add - offsetY - height
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}
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if remainingHeight < height {
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offsetY = gridHeight - height
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}
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}
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g.rowOffset = row
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break
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}
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offsetY = rowPos[row+1] - add
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}
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for column := 0; column < columns-1; column++ {
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remainingWidth := gridWidth - offsetX
|
|
if focus != nil && focus.x-add <= offsetX || // Don't let the focused item move out of screen.
|
|
column >= g.columnOffset && (focus == nil || focus != nil && focus.x-offsetX < width) || // We've reached the requested offset.
|
|
remainingWidth <= width { // We have enough space to show the rest.
|
|
if column > 0 {
|
|
if focus != nil && focus.x+focus.w+add-offsetX > width {
|
|
offsetX += focus.x + focus.w + add - offsetX - width
|
|
} else if remainingWidth < width {
|
|
offsetX = gridWidth - width
|
|
}
|
|
}
|
|
g.columnOffset = column
|
|
break
|
|
}
|
|
offsetX = columnPos[column+1] - add
|
|
}
|
|
|
|
// Draw primitives and borders.
|
|
for primitive, item := range items {
|
|
// Final primitive position.
|
|
if !item.visible {
|
|
continue
|
|
}
|
|
item.x -= offsetX
|
|
item.y -= offsetY
|
|
if item.x+item.w > width {
|
|
item.w = width - item.x
|
|
}
|
|
if item.y+item.h > height {
|
|
item.h = height - item.y
|
|
}
|
|
if item.x < 0 {
|
|
item.w += item.x
|
|
item.x = 0
|
|
}
|
|
if item.y < 0 {
|
|
item.h += item.y
|
|
item.y = 0
|
|
}
|
|
if item.w <= 0 || item.h <= 0 {
|
|
item.visible = false
|
|
continue
|
|
}
|
|
primitive.SetRect(x+item.x, y+item.y, item.w, item.h)
|
|
|
|
// Draw primitive.
|
|
if item == focus {
|
|
defer primitive.Draw(screen)
|
|
} else {
|
|
primitive.Draw(screen)
|
|
}
|
|
|
|
// Draw border around primitive.
|
|
if g.borders {
|
|
for bx := item.x; bx < item.x+item.w; bx++ { // Top/bottom lines.
|
|
if bx < 0 || bx >= width {
|
|
continue
|
|
}
|
|
by := item.y - 1
|
|
if by >= 0 && by < height {
|
|
PrintJoinedBorder(screen, x+bx, y+by, GraphicsHoriBar, g.bordersColor)
|
|
}
|
|
by = item.y + item.h
|
|
if by >= 0 && by < height {
|
|
PrintJoinedBorder(screen, x+bx, y+by, GraphicsHoriBar, g.bordersColor)
|
|
}
|
|
}
|
|
for by := item.y; by < item.y+item.h; by++ { // Left/right lines.
|
|
if by < 0 || by >= height {
|
|
continue
|
|
}
|
|
bx := item.x - 1
|
|
if bx >= 0 && bx < width {
|
|
PrintJoinedBorder(screen, x+bx, y+by, GraphicsVertBar, g.bordersColor)
|
|
}
|
|
bx = item.x + item.w
|
|
if bx >= 0 && bx < width {
|
|
PrintJoinedBorder(screen, x+bx, y+by, GraphicsVertBar, g.bordersColor)
|
|
}
|
|
}
|
|
bx, by := item.x-1, item.y-1 // Top-left corner.
|
|
if bx >= 0 && bx < width && by >= 0 && by < height {
|
|
PrintJoinedBorder(screen, x+bx, y+by, GraphicsTopLeftCorner, g.bordersColor)
|
|
}
|
|
bx, by = item.x+item.w, item.y-1 // Top-right corner.
|
|
if bx >= 0 && bx < width && by >= 0 && by < height {
|
|
PrintJoinedBorder(screen, x+bx, y+by, GraphicsTopRightCorner, g.bordersColor)
|
|
}
|
|
bx, by = item.x-1, item.y+item.h // Bottom-left corner.
|
|
if bx >= 0 && bx < width && by >= 0 && by < height {
|
|
PrintJoinedBorder(screen, x+bx, y+by, GraphicsBottomLeftCorner, g.bordersColor)
|
|
}
|
|
bx, by = item.x+item.w, item.y+item.h // Bottom-right corner.
|
|
if bx >= 0 && bx < width && by >= 0 && by < height {
|
|
PrintJoinedBorder(screen, x+bx, y+by, GraphicsBottomRightCorner, g.bordersColor)
|
|
}
|
|
}
|
|
}
|
|
}
|