tcell/views/view.go

301 lines
9.0 KiB
Go

// Copyright 2016 The Tcell Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use file except in compliance with the License.
// You may obtain a copy of the license at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
package views
import (
"github.com/gdamore/tcell"
)
// View represents a logical view on an area. It will have some underlying
// physical area as well, generally. Views are operated on by Widgets.
type View interface {
// SetContent is used to update the content of the View at the given
// location. This will generally be called by the Draw() method of
// a Widget.
SetContent(x int, y int, ch rune, comb []rune, style tcell.Style)
// Size represents the visible size. The actual content may be
// larger or smaller.
Size() (int, int)
// Resize tells the View that its visible dimensions have changed.
// It also tells it that it has a new offset relative to any parent
// view.
Resize(x, y, width, height int)
// Fill fills the displayed content with the given rune and style.
Fill(rune, tcell.Style)
// Clear clears the content. Often just Fill(' ', tcell.StyleDefault)
Clear()
}
// ViewPort is an implementation of a View, that provides a smaller logical
// view of larger content area. For example, a scrollable window of text,
// the visible window would be the ViewPort, on the underlying content.
// ViewPorts have a two dimensional size, and a two dimensional offset.
//
// In some ways, as the underlying content is not kept persistently by the
// view port, it can be thought perhaps a little more precisely as a clipping
// region.
type ViewPort struct {
physx int // Anchor to the real world, usually 0
physy int // Again, anchor to the real world, usually 3
viewx int // Logical offset of the view
viewy int // Logical offset of the view
limx int // Content limits -- can't right scroll past this
limy int // Content limits -- can't down scroll past this
width int // View width
height int // View height
locked bool // if true, don't autogrow
v View
}
// Clear clears the displayed content, filling it with spaces of default
// text attributes.
func (v *ViewPort) Clear() {
v.Fill(' ', tcell.StyleDefault)
}
// Fill fills the displayed view port with the given character and style.
func (v *ViewPort) Fill(ch rune, style tcell.Style) {
if v.v != nil {
for y := 0; y < v.height; y++ {
for x := 0; x < v.width; x++ {
v.v.SetContent(x+v.physx, y+v.physy, ch, nil, style)
}
}
}
}
// Size returns the visible size of the ViewPort in character cells.
func (v *ViewPort) Size() (int, int) {
return v.width, v.height
}
// Reset resets the record of content, and also resets the offset back
// to the origin. It doesn't alter the dimensions of the view port, nor
// the physical location relative to its parent.
func (v *ViewPort) Reset() {
v.limx = 0
v.limy = 0
v.viewx = 0
v.viewy = 0
}
// SetContent is used to place data at the given cell location. Note that
// since the ViewPort doesn't retain this data, if the location is outside
// of the visible area, it is simply discarded.
//
// Generally, this is called during the Draw() phase by the object that
// represents the content.
func (v *ViewPort) SetContent(x, y int, ch rune, comb []rune, s tcell.Style) {
if v.v == nil {
return
}
if x > v.limx && !v.locked {
v.limx = x
}
if y > v.limy && !v.locked {
v.limy = y
}
if x < v.viewx || y < v.viewy {
return
}
if x >= (v.viewx + v.width) {
return
}
if y >= (v.viewy + v.height) {
return
}
v.v.SetContent(x-v.viewx+v.physx, y-v.viewy+v.physy, ch, comb, s)
}
// MakeVisible moves the ViewPort the minimum necessary to make the given
// point visible. This should be called before any content is changed with
// SetContent, since otherwise it may be possible to move the location onto
// a region whose contents have been discarded.
func (v *ViewPort) MakeVisible(x, y int) {
if x < v.limx && x >= v.viewx+v.width {
v.viewx = x - (v.width - 1)
}
if x >= 0 && x < v.viewx {
v.viewx = x
}
if y < v.limy && y >= v.viewy+v.height {
v.viewy = y - (v.height - 1)
}
if y >= 0 && y < v.viewy {
v.viewy = y
}
v.ValidateView()
}
// ValidateViewY ensures that the Y offset of the view port is limited so that
// it cannot scroll away from the content.
func (v *ViewPort) ValidateViewY() {
if v.viewy >= v.limy-v.height {
v.viewy = (v.limy - v.height)
}
if v.viewy < 0 {
v.viewy = 0
}
}
// ValidateViewX ensures that the X offset of the view port is limited so that
// it cannot scroll away from the content.
func (v *ViewPort) ValidateViewX() {
if v.viewx >= v.limx-v.width {
v.viewx = (v.limx - v.width)
}
if v.viewx < 0 {
v.viewx = 0
}
}
// ValidateView does both ValidateViewX and ValidateViewY, ensuring both
// offsets are valid.
func (v *ViewPort) ValidateView() {
v.ValidateViewX()
v.ValidateViewY()
}
// Center centers the point, if possible, in the View.
func (v *ViewPort) Center(x, y int) {
if x < 0 || y < 0 || x >= v.limx || y >= v.limy || v.v == nil {
return
}
v.viewx = x - (v.width / 2)
v.viewy = y - (v.height / 2)
v.ValidateView()
}
// ScrollUp moves the view up, showing lower numbered rows of content.
func (v *ViewPort) ScrollUp(rows int) {
v.viewy -= rows
v.ValidateViewY()
}
// ScrollDown moves the view down, showingh higher numbered rows of content.
func (v *ViewPort) ScrollDown(rows int) {
v.viewy += rows
v.ValidateViewY()
}
// ScrollLeft moves the view to the left.
func (v *ViewPort) ScrollLeft(cols int) {
v.viewx -= cols
v.ValidateViewX()
}
// ScrollRight moves the view to the left.
func (v *ViewPort) ScrollRight(cols int) {
v.viewx += cols
v.ValidateViewX()
}
// SetSize is used to set the visible size of the view. Enclosing views or
// layout managers can use this to inform the View of its correct visible size.
func (v *ViewPort) SetSize(width, height int) {
v.height = height
v.width = width
v.ValidateView()
}
// GetVisible returns the upper left and lower right coordinates of the visible
// content. That is, it will return x1, y1, x2, y2 where the upper left cell
// is position x1, y1, and the lower right is x2, y2. These coordinates are
// in the space of the content, that is the content area uses coordinate 0,0
// as its first cell position.
func (v *ViewPort) GetVisible() (int, int, int, int) {
return v.viewx, v.viewy, v.viewx + v.width - 1, v.viewy + v.height - 1
}
// GetPhysical returns the upper left and lower right coordinates of the visible
// content in the coordinate space of the parent. This is may be the physical
// coordinates of the screen, if the screen is the view's parent.
func (v *ViewPort) GetPhysical() (int, int, int, int) {
return v.physx, v.physy, v.physx + v.width - 1, v.physy + v.height - 1
}
// SetContentSize sets the size of the content area; this is used to limit
// scrolling and view moment. If locked is true, then the content size will
// not automatically grow even if content is placed outside of this area
// with the SetContent() method. If false, and content is drawn outside
// of the existing size, then the size will automatically grow to include
// the new content.
func (v *ViewPort) SetContentSize(width, height int, locked bool) {
v.limx = width
v.limy = height
v.locked = locked
v.ValidateView()
}
// GetContentSize returns the size of content as width, height in character
// cells.
func (v *ViewPort) GetContentSize() (int, int) {
return v.limx, v.limy
}
// Resize is called by the enclosing view to change the size of the ViewPort,
// usually in response to a window resize event. The x, y refer are the
// ViewPort's location relative to the parent View. A negative value for either
// width or height will cause the ViewPort to expand to fill to the end of parent
// View in the relevant dimension.
func (v *ViewPort) Resize(x, y, width, height int) {
if v.v == nil {
return
}
px, py := v.v.Size()
if x >= 0 && x < px {
v.physx = x
}
if y >= 0 && y < py {
v.physy = y
}
if width < 0 {
width = px - x
}
if height < 0 {
height = py - y
}
if width <= x+px {
v.width = width
}
if height <= y+py {
v.height = height
}
}
// SetView is called during setup, to provide the parent View.
func (v *ViewPort) SetView(view View) {
v.v = view
}
// NewViewPort returns a new ViewPort (and hence also a View).
// The x and y coordinates are an offset relative to the parent.
// The origin 0,0 represents the upper left. The width and height
// indicate a width and height. If the value -1 is supplied, then the
// dimension is calculated from the parent.
func NewViewPort(view View, x, y, width, height int) *ViewPort {
v := &ViewPort{v: view}
// initial (and possibly poor) assumptions -- all visible
// cells are addressible, but none beyond that.
v.limx = width
v.limy = height
v.Resize(x, y, width, height)
return v
}