termui/sparkline.go

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package termui
import "math"
type Sparkline struct {
Data []int
Height int
Title string
TitleColor Attribute
LineColor Attribute
displayHeight int
scale float32
max int
}
type Sparklines struct {
Block
Lines []Sparkline
displayLines int
displayWidth int
}
var sparks = []rune{'▁', '▂', '▃', '▄', '▅', '▆', '▇', '█'}
func (s *Sparklines) Add(sl Sparkline) {
s.Lines = append(s.Lines, sl)
}
// return unrenderable single sparkline, need to add it into Sparklines
func NewSparkline() Sparkline {
return Sparkline{
Height: 1,
TitleColor: theme.SparklineTitle,
LineColor: theme.SparklineLine}
}
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func NewSparklines(ss ...Sparkline) *Sparklines {
s := &Sparklines{Block: *NewBlock(), Lines: ss}
return s
}
func (sl *Sparklines) update() {
for i, v := range sl.Lines {
if v.Title == "" {
sl.Lines[i].displayHeight = v.Height
} else {
sl.Lines[i].displayHeight = v.Height + 1
}
}
sl.displayWidth = sl.innerWidth
// get how many lines gotta display
h := 0
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sl.displayLines = 0
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for _, v := range sl.Lines {
if h+v.displayHeight <= sl.innerHeight {
sl.displayLines++
} else {
break
}
h += v.displayHeight
}
for i := 0; i < sl.displayLines; i++ {
data := sl.Lines[i].Data
max := math.MinInt32
for _, v := range data {
if max < v {
max = v
}
}
sl.Lines[i].max = max
sl.Lines[i].scale = float32(8*sl.Lines[i].Height) / float32(max)
}
}
func (sl *Sparklines) Buffer() []Point {
ps := sl.Block.Buffer()
sl.update()
oftY := 0
for i := 0; i < sl.displayLines; i++ {
l := sl.Lines[i]
data := l.Data
if len(data) > sl.innerWidth {
data = data[:sl.innerWidth]
}
if l.Title != "" {
rs := trimStr2Runes(l.Title, sl.innerWidth)
for oftX, v := range rs {
p := Point{}
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p.Ch = v
p.Fg = l.TitleColor
p.Bg = sl.BgColor
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p.X = sl.innerX + oftX
p.Y = sl.innerY + oftY
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ps = append(ps, p)
}
}
for j, v := range data {
h := int(float32(v) * l.scale)
barCnt := h / 8
barMod := h % 8
for jj := 0; jj < barCnt; jj++ {
p := Point{}
p.X = sl.innerX + j
p.Y = sl.innerY + oftY + l.Height - jj
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p.Ch = sparks[7]
p.Fg = l.LineColor
p.Bg = sl.BgColor
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ps = append(ps, p)
}
if barMod != 0 {
p := Point{}
p.X = sl.innerX + j
p.Y = sl.innerY + oftY + l.Height - barCnt
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p.Ch = sparks[barMod-1]
p.Fg = l.LineColor
p.Bg = sl.BgColor
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ps = append(ps, p)
}
}
oftY += l.displayHeight
}
return ps
}