clui/ctrlutil.go

304 lines
6.8 KiB
Go

package clui
import (
term "github.com/nsf/termbox-go"
"strings"
)
// CalculateMinimalSize return the minimal width and height
// of the Control based on control's children minial sizes
// and control's paddings
func CalculateMinimalSize(c Control) (int, int) {
w, h := c.Constraints()
kids := c.Children()
if len(kids) == 0 {
return w, h
}
w, h = 0, 0
pk := c.Pack()
top, side, dx, dy := c.Paddings()
for _, child := range kids {
cw, ch := child.Constraints()
if pk == Vertical {
if h != 0 {
h += dy
}
h += ch
if cw > w {
w = cw
}
} else {
if w != 0 {
w += dx
}
w += cw
if ch > h {
h = ch
}
}
}
w += side * 2
h += top * 2
return w, h
}
// CalculateTotalScale return sum of all
// control children scale coefficients
func CalculateTotalScale(c Control) int {
scale := 0
for _, child := range c.Children() {
sc := child.Scale()
if sc > DoNotScale {
scale += sc
}
}
return scale
}
// RepositionControls calculates position of all
// control children and moves them to a new positions.
// Call the funtion after the control is resized.
// dx and dy are position of the container control
// relative to parent View. Initial calculation start
// point is 0, 0. After calculation all childen are
// moved by dx and dy
func RepositionControls(dx, dy int, c Control) {
if len(c.Children()) == 0 {
return
}
scale := CalculateTotalScale(c)
minW, minH := c.Constraints()
width, height := c.Size()
xDiff, yDiff := width-minW, height-minH
pk := c.Pack()
top, side, xx, yy := c.Paddings()
calcShift := func(height int, ctrl Control) int {
_, h := ctrl.Size()
if h < height {
return int((height - h) / 2)
}
return 0
}
currX, currY := top, side
if pk == Vertical {
delta := float64(yDiff) / float64(scale)
curr := 0.0
for _, child := range c.Children() {
cs := child.Scale()
cw, ch := child.Constraints()
if cs != 0 {
var dh int
if cs == scale {
dh = yDiff
} else {
curr += float64(cs) * delta
dh = int(curr)
curr = curr - float64(dh)
}
scale -= cs
ch += dh
yDiff -= dh
}
cw = width - 2*side
child.SetSize(cw, ch)
yShift := calcShift(ch, child)
child.SetPos(currX+dx, currY+dy+yShift)
currY += ch + yy
}
} else {
delta := float64(xDiff) / float64(scale)
curr := 0.0
for _, child := range c.Children() {
cs := child.Scale()
cw, ch := child.Constraints()
if cs != 0 {
var dw int
if cs == scale {
dw = xDiff
} else {
curr += float64(cs) * delta
dw = int(curr)
curr = curr - float64(dw)
}
scale -= cs
cw += dw
// log.Printf("Child width %v: %v", child.Title(), cw)
xDiff -= dw
}
ch = height - 2*top
child.SetSize(cw, ch)
yShift := calcShift(ch, child)
child.SetPos(currX+dx, currY+dy+yShift)
// log.Printf("ChildH %v pos %v:%v width: %v", child.Title(), currX+dx, currY+dy, cw)
currX += cw + xx
}
}
for _, child := range c.Children() {
childX, childY := child.Pos()
RepositionControls(childX, childY, child)
}
}
// RealColor returns attribute that should be applied to an
// object. By default all attributes equal ColorDefault and
// the real color should be retrieved from the current theme.
// Attribute selection work this way: if color is not ColorDefault,
// it is returned as is, otherwise the function tries to load
// color from the theme.
// tm - the theme to retrieve color from
// clr - current object color
// id - color ID in theme
func RealColor(tm Theme, clr term.Attribute, id string) term.Attribute {
if clr != ColorDefault {
return clr
}
if clr == ColorDefault {
return tm.SysColor(id)
}
return clr
}
// StringToColor returns attribute by its string description.
// Description is the list of attributes separated with
// spaces, plus or pipe symbols. You can use 8 base colors:
// black, white, red, green, blue, magenta, yellow, cyan
// and a few modifiers:
// bold or bright, underline or underlined, reverse
// Note: some terminals do not support all modifiers, e.g,
// Windows one understands only bold/bright - it makes the
// color brighter with the modidierA
// Examples: "red bold", "green+underline+bold"
func StringToColor(str string) term.Attribute {
var parts []string
if strings.ContainsRune(str, '+') {
parts = strings.Split(str, "+")
} else if strings.ContainsRune(str, '|') {
parts = strings.Split(str, "|")
} else if strings.ContainsRune(str, ' ') {
parts = strings.Split(str, " ")
} else {
parts = append(parts, str)
}
var cmap = map[string]term.Attribute{
"default": term.ColorDefault,
"black": term.ColorBlack,
"red": term.ColorRed,
"green": term.ColorGreen,
"yellow": term.ColorYellow,
"blue": term.ColorBlue,
"magenta": term.ColorMagenta,
"cyan": term.ColorCyan,
"white": term.ColorWhite,
"bold": term.AttrBold,
"bright": term.AttrBold, // windows make color brighter when it is bold
"underline": term.AttrUnderline,
"underlined": term.AttrUnderline,
"reverse": term.AttrReverse,
}
var clr term.Attribute
for _, item := range parts {
item = strings.Trim(item, " ")
item = strings.ToLower(item)
c, ok := cmap[item]
if ok {
clr |= c
}
}
return clr
}
// ColorToString returns string representation of the attribute
func ColorToString(attr term.Attribute) string {
var out string
colors := []string{
"", "black", "red", "green", "yellow",
"blue", "magenta", "cyan", "white"}
rawClr := attr & 15
if rawClr < 8 {
out += colors[rawClr] + " "
}
if attr&term.AttrBold != 0 {
out += "bold "
}
if attr&term.AttrUnderline != 0 {
out += "underline "
}
if attr&term.AttrReverse != 0 {
out += "reverse "
}
return strings.TrimSpace(out)
}
// ThumbPosition returns a scrollbar thumb position depending
// on currently active item(itemNo), total number of items
// (itemCount), and length/height of the scrollbar(length)
// including arrows. Returns position in interval of (1..lenght-2)
// or -1 if the thumb is not visible
func ThumbPosition(itemNo, itemCount, length int) int {
if itemNo < 0 {
return -1
}
if itemNo >= itemCount-1 {
return length - 2
}
if length < 4 {
return 1
}
ydiff := int(float32(itemNo) / float32(itemCount-1.0) * float32(length-3))
return ydiff + 1
}
// ItemByThumbPosition calculates item number by scrollbar
// thumb position. Position - thumb position inside scrollbar,
// itemCount - total number of items, lenght - lenght or heigth
// of scrollbar. Return -1 if it is not possible to calculate:
// e.g, itemCount equals zero
func ItemByThumbPosition(position, itemCount, length int) int {
if position < 1 {
return -1
}
if itemCount < 1 {
return -1
}
if itemCount == 1 {
return 1
}
newPos := int(float32(itemCount-1)*float32(position-1)/float32(length-3) + 0.9)
if newPos < 0 {
newPos = 0
} else if newPos >= itemCount {
newPos = itemCount - 1
}
return newPos
}