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tview/table.go
2017-12-26 12:20:54 +01:00

688 lines
19 KiB
Go

package tview
import (
"github.com/gdamore/tcell"
)
// TableCell represents one cell inside a Table.
type TableCell struct {
// The text to be displayed in the table cell.
Text string
// The alignment of the cell text. One of AlignLeft (default), AlignCenter,
// or AlignRight.
Align int
// The maximum width of the cell. This is used to give a column a maximum
// width. Any cell text whose length exceeds this width is cut off. Set to
// 0 if there is no maximum width.
MaxWidth int
// The color of the cell text.
Color tcell.Color
// Whether or not this cell may be selected.
Selectable bool
// The position and width of the cell the last time table was drawn.
x, y, width int
}
// GetLastPosition returns the position of the table cell the last time it was
// drawn on screen. If the cell is not on screen, the return values are
// undefined.
//
// Because the Table class will attempt to keep selected cells on screen, this
// function is most useful in response to a "selected" event (see
// SetSelectedFunc()).
func (c *TableCell) GetLastPosition() (x, y, width int) {
return c.x, c.y, c.width
}
// Table visualizes two-dimensional data consisting of rows and columns. Each
// Table cell is defined via SetCell() by the TableCell type. They can be added
// dynamically to the table and changed any time.
//
// The most compact display of a table is without borders. Each row will then
// occupy one row on screen and columns are seperated by the rune defined via
// SetSeparator() (a space character by default).
//
// When borders are turned on (via SetBorders()), each table cell is surrounded
// by lines. Therefore one table row will require two rows on screen.
//
// Columns will use as much horizontal space as they need. You can constrain
// their size with the MaxWidth parameter of the TableCell type.
//
// Fixed Columns
//
// You can define fixed rows and rolumns via SetFixed(). They will always stay
// in their place, even when the table is scrolled. Fixed rows are always the
// top rows. Fixed columns are always the leftmost columns.
//
// Selections
//
// You can call SetSelectable() to set columns and/or rows to "selectable". If
// the flag is set only for columns, entire columns can be selected by the user.
// If it is set only for rows, entire rows can be selected. If both flags are
// set, individual cells can be selected. The "selected" handler set via
// SetSelectedFunc() is invoked when the user presses Enter on a selection.
//
// Navigation
//
// If the table extends beyond the available space, it can be navigated with
// key bindings similar to Vim:
//
// - h, left arrow: Move left by one column.
// - l, right arrow: Move right by one column.
// - j, down arrow: Move down by one row.
// - k, up arrow: Move up by one row.
// - g, home: Move to the top.
// - G, end: Move to the bottom.
// - Ctrl-F, page down: Move down by one page.
// - Ctrl-B, page up: Move up by one page.
//
// When there is no selection, this affects the entire table (except for fixed
// rows and columns). When there is a selection, the user moves the selection.
// The class will attempt to keep the selection from moving out of the screen.
type Table struct {
*Box
// Whether or not this table has borders around each cell.
borders bool
// The color of the borders or the separator.
bordersColor tcell.Color
// If there are no borders, the column separator.
separator rune
// The cells of the table. Rows first, then columns.
cells [][]*TableCell
// The rightmost column in the data set.
lastColumn int
// The number of fixed rows / columns.
fixedRows, fixedColumns int
// Whether or not rows or columns can be selected. If both are set to true,
// cells can be selected.
rowsSelectable, columnsSelectable bool
// The currently selected row and column.
selectedRow, selectedColumn int
// The number of rows/columns by which the table is scrolled down/to the
// right.
rowOffset, columnOffset int
// If set to true, the table's last row will always be visible.
trackEnd bool
// The number of visible rows the last time the table was drawn.
visibleRows int
// An optional function which gets called when the user presses Enter on a
// selected cell. If entire rows selected, the column value is undefined.
// Likewise for entire columns.
selected func(row, column int)
// An optional function which gets called when the user presses Escape, Tab,
// or Backtab. Also when the user presses Enter if nothing is selectable.
done func(key tcell.Key)
}
// NewTable returns a new table.
func NewTable() *Table {
return &Table{
Box: NewBox(),
bordersColor: tcell.ColorWhite,
separator: ' ',
trackEnd: true,
lastColumn: -1,
}
}
// Clear removes all table data.
func (t *Table) Clear() *Table {
t.cells = nil
t.lastColumn = -1
return t
}
// SetBorders sets whether or not each cell in the table is surrounded by a
// border.
func (t *Table) SetBorders(show bool) *Table {
t.borders = show
return t
}
// SetBordersColor sets the color of the cell borders.
func (t *Table) SetBordersColor(color tcell.Color) *Table {
t.bordersColor = color
return t
}
// SetSeparator sets the character used to fill the space between two
// neighboring cells. This is a space character ' ' per default but you may
// want to set it to GraphicsVertBar (or any other rune) if the column
// separation should be more visible. If cell borders are activated, this is
// ignored.
//
// Separators have the same color as borders.
func (t *Table) SetSeparator(separator rune) *Table {
t.separator = separator
return t
}
// SetFixed sets the number of fixed rows and columns which are always visible
// even when the rest of the cells are scrolled out of view. Rows are always the
// top-most ones. Columns are always the left-most ones.
func (t *Table) SetFixed(rows, columns int) *Table {
t.fixedRows, t.fixedColumns = rows, columns
return t
}
// SetSelectable sets the flags which determine what can be selected in a table.
// There are three selection modi:
//
// - rows = false, columns = false: Nothing can be selected.
// - rows = true, columns = false: Rows can be selected.
// - rows = false, columns = true: Columns can be selected.
// - rows = true, columns = true: Individual cells can be selected.
func (t *Table) SetSelectable(rows, columns bool) *Table {
t.rowsSelectable, t.columnsSelectable = rows, columns
return t
}
// SetSelected sets the selected cell. Depending on the selection settings
// specified via SetSelectable(), this may be an entire row or column, or even
// ignored completely.
func (t *Table) SetSelected(row, column int) *Table {
t.selectedRow, t.selectedColumn = row, column
return t
}
// SetOffset sets how many rows and columns should be skipped when drawing the
// table. This is useful for large tables that do not fit on the screen.
// Navigating a selection can change these values.
//
// Fixed rows and columns are never skipped.
func (t *Table) SetOffset(row, column int) *Table {
t.rowOffset, t.columnOffset = row, column
return t
}
// SetSelectedFunc sets a handler which is called whenever the user presses the
// Enter key on a selected cell/row/column. The handler receives the position of
// the selection and its cell contents. If entire rows are selected, the column
// index is undefined. Likewise for entire columns.
func (t *Table) SetSelectedFunc(handler func(row, column int)) *Table {
t.selected = handler
return t
}
// SetDoneFunc sets a handler which is called whenever the user presses the
// Escape, Tab, or Backtab key. If nothing is selected, it is also called when
// user presses the Enter key (because pressing Enter on a selection triggers
// the "selected" handler set via SetSelectedFunc()).
func (t *Table) SetDoneFunc(handler func(key tcell.Key)) *Table {
t.done = handler
return t
}
// SetCell sets the content of a cell the specified position. It is ok to
// directly instantiate a TableCell object. If the cell has contain, at least
// the Text and Color fields should be set.
//
// Note that setting cells in previously unknown rows and columns will
// automatically extend the internal table representation, e.g. starting with
// a row of 100,000 will immediately create 100,000 empty rows.
//
// To avoid unnecessary garbage collection, fill columns from left to right.
func (t *Table) SetCell(row, column int, cell *TableCell) *Table {
if row >= len(t.cells) {
t.cells = append(t.cells, make([][]*TableCell, row-len(t.cells)+1)...)
}
rowLen := len(t.cells[row])
if column >= rowLen {
t.cells[row] = append(t.cells[row], make([]*TableCell, column-rowLen+1)...)
for c := rowLen; c < column; c++ {
t.cells[row][c] = &TableCell{}
}
}
t.cells[row][column] = cell
if column > t.lastColumn {
t.lastColumn = column
}
return t
}
// GetCell returns the contents of the cell at the specified position. A valid
// TableCell object is always returns but it will be uninitialized if the cell
// was not previously set.
func (t *Table) GetCell(row, column int) *TableCell {
if row >= len(t.cells) || column >= len(t.cells[row]) {
return &TableCell{}
}
return t.cells[row][column]
}
// Draw draws this primitive onto the screen.
func (t *Table) Draw(screen tcell.Screen) {
t.Box.Draw(screen)
// What's our available screen space?
x, y, width, height := t.GetInnerRect()
if t.borders {
t.visibleRows = height / 2
} else {
t.visibleRows = height
}
// Return the cell at the specified position (nil if it doesn't exist).
getCell := func(row, column int) *TableCell {
if row >= len(t.cells) || column >= len(t.cells[row]) {
return nil
}
return t.cells[row][column]
}
// Clamp row offsets.
if t.rowsSelectable {
if t.selectedRow >= t.fixedRows && t.selectedRow < t.fixedRows+t.rowOffset {
t.rowOffset = t.selectedRow - t.fixedRows
t.trackEnd = false
}
if t.borders {
if 2*(t.selectedRow+1-t.rowOffset) >= height {
t.rowOffset = t.selectedRow + 1 - height/2
t.trackEnd = false
}
} else {
if t.selectedRow+1-t.rowOffset >= height {
t.rowOffset = t.selectedRow + 1 - height
t.trackEnd = false
}
}
}
if t.borders {
if 2*(len(t.cells)-t.rowOffset) < height {
t.trackEnd = true
}
} else {
if len(t.cells)-t.rowOffset < height {
t.trackEnd = true
}
}
if t.trackEnd {
if t.borders {
t.rowOffset = len(t.cells) - height/2
} else {
t.rowOffset = len(t.cells) - height
}
}
if t.rowOffset < 0 {
t.rowOffset = 0
}
// Clamp column offset. (Only left side here. The right side is more
// difficult and we'll do it below.)
if t.columnsSelectable && t.selectedColumn >= t.fixedColumns && t.selectedColumn < t.fixedColumns+t.columnOffset {
t.columnOffset = t.selectedColumn - t.fixedColumns
}
if t.columnOffset < 0 {
t.columnOffset = 0
}
if t.selectedColumn < 0 {
t.selectedColumn = 0
}
// Determine the indices and widths of the columns and rows which fit on the
// screen.
var (
columns, rows, widths []int
tableHeight, tableWidth int
)
rowStep := 1
if t.borders {
rowStep = 2 // With borders, every table row takes two screen rows.
tableWidth = 1 // We start at the second character because of the left table border.
}
indexRow := func(row int) bool { // Determine if this row is visible, store its index.
if tableHeight >= height {
return false
}
rows = append(rows, row)
tableHeight += rowStep
return true
}
for row := 0; row < t.fixedRows && row < len(t.cells); row++ { // Do the fixed rows first.
if !indexRow(row) {
break
}
}
for row := t.fixedRows + t.rowOffset; row < len(t.cells); row++ { // Then the remaining rows.
if !indexRow(row) {
break
}
}
var skipped, lastTableWidth int
ColumnLoop:
for column := 0; ; column++ {
// If we've moved beyond the right border, we stop or skip a column.
for tableWidth-1 >= width { // -1 because we include one extra column if the separator falls on the right end of the box.
// We've moved beyond the available space.
if column < t.fixedColumns {
break ColumnLoop // We're in the fixed area. We're done.
}
if !t.columnsSelectable && skipped >= t.columnOffset {
break ColumnLoop // There is no selection and we've already reached the offset.
}
if t.columnsSelectable && t.selectedColumn-skipped == t.fixedColumns {
break ColumnLoop // The selected column reached the leftmost point before disappearing.
}
if t.columnsSelectable && skipped >= t.columnOffset &&
(t.selectedColumn < column && lastTableWidth < width-1 && tableWidth < width-1 || t.selectedColumn < column-1) {
break ColumnLoop // We've skipped as many as requested and the selection is visible.
}
if len(columns) <= t.fixedColumns {
break // Nothing to skip.
}
// We need to skip a column.
skipped++
lastTableWidth -= widths[t.fixedColumns] + 1
tableWidth -= widths[t.fixedColumns] + 1
columns = append(columns[:t.fixedColumns], columns[t.fixedColumns+1:]...)
widths = append(widths[:t.fixedColumns], widths[t.fixedColumns+1:]...)
}
// What's this column's width?
maxWidth := -1
for _, row := range rows {
if cell := getCell(row, column); cell != nil {
cellWidth := len(cell.Text)
if cell.MaxWidth > 0 && cell.MaxWidth < cellWidth {
cellWidth = cell.MaxWidth
}
if cellWidth > maxWidth {
maxWidth = cellWidth
}
}
}
if maxWidth < 0 {
break // No more cells found in this column.
}
// Store new column info at the end.
columns = append(columns, column)
widths = append(widths, maxWidth)
lastTableWidth = tableWidth
tableWidth += maxWidth + 1
}
t.columnOffset = skipped
// Helper function which draws border runes.
borderStyle := tcell.StyleDefault.Background(t.backgroundColor).Foreground(t.bordersColor)
selectedBorderStyle := tcell.StyleDefault.Background(t.bordersColor).Foreground(t.backgroundColor)
drawBorder := func(colX, rowY int, ch rune, selected bool) {
style := borderStyle
if selected {
style = selectedBorderStyle
}
screen.SetContent(x+colX, y+rowY, ch, nil, style)
}
// Draw the cells (and borders).
var columnX int
if !t.borders {
columnX--
}
for columnIndex, column := range columns {
columnWidth := widths[columnIndex]
columnSelected := t.columnsSelectable && !t.rowsSelectable && column == t.selectedColumn
for rowY, row := range rows {
// Is this row/cell selected?
rowSelected := t.rowsSelectable && !t.columnsSelectable && row == t.selectedRow
cellSelected := columnSelected || rowSelected || t.rowsSelectable && t.columnsSelectable && column == t.selectedColumn && row == t.selectedRow
if t.borders {
// Draw borders.
rowY *= 2
for pos := 0; pos < columnWidth && columnX+1+pos < width; pos++ {
drawBorder(columnX+pos+1, rowY, GraphicsHoriBar, columnSelected)
}
ch := GraphicsCross
if columnIndex == 0 {
if rowY == 0 {
ch = GraphicsTopLeftCorner
} else {
ch = GraphicsLeftT
}
} else if rowY == 0 {
ch = GraphicsTopT
}
drawBorder(columnX, rowY, ch, false)
rowY++
if rowY >= height {
break // No space for the text anymore.
}
drawBorder(columnX, rowY, GraphicsVertBar, rowSelected)
} else if columnIndex > 0 {
// Draw separator.
drawBorder(columnX, rowY, t.separator, rowSelected)
}
// Get the cell.
cell := getCell(row, column)
// Determine colors.
bgColor := t.backgroundColor
textColor := cell.Color
if cellSelected {
bgColor = cell.Color
textColor = t.backgroundColor
}
// Draw cell background.
bgStyle := tcell.StyleDefault.Background(bgColor)
finalWidth := columnWidth
if columnX+1+columnWidth >= width {
finalWidth = width - columnX - 1
}
for pos := 0; pos < finalWidth; pos++ {
screen.SetContent(x+columnX+1+pos, y+rowY, ' ', nil, bgStyle)
}
cell.x, cell.y, cell.width = x+columnX+1, y+rowY, finalWidth
// Draw text.
text := []rune(cell.Text)
if finalWidth < len(text) && finalWidth > 0 {
text = append(text[:finalWidth-1], GraphicsEllipsis)
}
Print(screen, string(text), x+columnX+1, y+rowY, finalWidth, cell.Align, textColor)
}
// Draw bottom border.
if rowY := 2 * len(rows); t.borders && rowY < height {
for pos := 0; pos < columnWidth && columnX+1+pos < width; pos++ {
drawBorder(columnX+pos+1, rowY, GraphicsHoriBar, columnSelected)
}
ch := GraphicsBottomT
if columnIndex == 0 {
ch = GraphicsBottomLeftCorner
}
drawBorder(columnX, rowY, ch, false)
}
columnX += columnWidth + 1
}
// Draw right border.
if t.borders && columnX < width {
for rowY, row := range rows {
rowSelected := t.rowsSelectable && !t.columnsSelectable && row == t.selectedRow
rowY *= 2
if rowY+1 < height {
drawBorder(columnX, rowY+1, GraphicsVertBar, rowSelected)
}
ch := GraphicsRightT
if rowY == 0 {
ch = GraphicsTopRightCorner
}
drawBorder(columnX, rowY, ch, false)
}
if rowY := 2 * len(rows); rowY < height {
drawBorder(columnX, rowY, GraphicsBottomRightCorner, false)
}
}
}
// InputHandler returns the handler for this primitive.
func (t *Table) InputHandler() func(event *tcell.EventKey, setFocus func(p Primitive)) {
return func(event *tcell.EventKey, setFocus func(p Primitive)) {
key := event.Key()
if (!t.rowsSelectable && !t.columnsSelectable && key == tcell.KeyEnter) ||
key == tcell.KeyEscape ||
key == tcell.KeyTab ||
key == tcell.KeyBacktab {
if t.done != nil {
t.done(key)
}
return
}
// Movement functions.
var (
home = func() {
if t.rowsSelectable {
t.selectedRow = 0
t.selectedColumn = 0
} else {
t.trackEnd = false
t.rowOffset = 0
t.columnOffset = 0
}
}
end = func() {
if t.rowsSelectable {
t.selectedRow = len(t.cells) - 1
t.selectedColumn = t.lastColumn
} else {
t.trackEnd = true
t.columnOffset = 0
}
}
down = func() {
if t.rowsSelectable {
t.selectedRow++
if t.selectedRow >= len(t.cells) {
t.selectedRow = len(t.cells) - 1
}
} else {
t.rowOffset++
}
}
up = func() {
if t.rowsSelectable {
t.selectedRow--
if t.selectedRow < 0 {
t.selectedRow = 0
}
} else {
t.trackEnd = false
t.rowOffset--
}
}
left = func() {
if t.columnsSelectable {
t.selectedColumn--
if t.selectedColumn < 0 {
t.selectedColumn = 0
}
} else {
t.columnOffset--
}
}
right = func() {
if t.columnsSelectable {
t.selectedColumn++
if t.selectedColumn > t.lastColumn {
t.selectedColumn = t.lastColumn
}
} else {
t.columnOffset++
}
}
pageDown = func() {
if t.rowsSelectable {
t.selectedRow += t.visibleRows
if t.selectedRow >= len(t.cells) {
t.selectedRow = len(t.cells) - 1
}
} else {
t.rowOffset += t.visibleRows
}
}
pageUp = func() {
if t.rowsSelectable {
t.selectedRow -= t.visibleRows
if t.selectedRow < 0 {
t.selectedRow = 0
}
} else {
t.trackEnd = false
t.rowOffset -= t.visibleRows
}
}
)
switch key {
case tcell.KeyRune:
switch event.Rune() {
case 'g':
home()
case 'G':
end()
case 'j':
down()
case 'k':
up()
case 'h':
left()
case 'l':
right()
}
case tcell.KeyHome:
home()
case tcell.KeyEnd:
end()
case tcell.KeyUp:
up()
case tcell.KeyDown:
down()
case tcell.KeyLeft:
left()
case tcell.KeyRight:
right()
case tcell.KeyPgDn, tcell.KeyCtrlF:
pageDown()
case tcell.KeyPgUp, tcell.KeyCtrlB:
pageUp()
case tcell.KeyEnter:
if (t.rowsSelectable || t.columnsSelectable) && t.selected != nil {
t.selected(t.selectedRow, t.selectedColumn)
}
}
}
}