Move gauge into widget folder
This commit is contained in:
104
widget/gauge.go
104
widget/gauge.go
@@ -2,10 +2,12 @@
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// Use of this source code is governed by a MIT license that can
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// be found in the LICENSE file.
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package widget
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package termui
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import "github.com/gizak/termui"
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import "strconv"
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import (
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"strconv"
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"strings"
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)
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// Gauge is a progress bar like widget.
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// A simple example:
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@@ -18,50 +20,94 @@ import "strconv"
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g.BarColor = termui.ColorRed
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g.PercentColor = termui.ColorBlue
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*/
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// Align is the position of the gauge's label.
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type Align int
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// All supported positions.
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const (
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AlignLeft Align = iota
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AlignCenter
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AlignRight
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)
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type Gauge struct {
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termui.Block
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Block
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Percent int
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BarColor termui.Attribute
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PercentColor termui.Attribute
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BarColor Attribute
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PercentColor Attribute
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Label string
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LabelAlign Align
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}
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// NewGauge return a new gauge with current theme.
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func NewGauge() *Gauge {
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g := &Gauge{
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Block: *termui.NewBlock(),
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PercentColor: termui.Theme().GaugePercent,
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BarColor: termui.Theme().GaugeBar}
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Block: *NewBlock(),
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PercentColor: theme.GaugePercent,
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BarColor: theme.GaugeBar,
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Label: "{{percent}}%",
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LabelAlign: AlignCenter,
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}
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g.Width = 12
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g.Height = 3
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g.Height = 5
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return g
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}
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// Buffer implements Bufferer interface.
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func (g *Gauge) Buffer() termui.Buffer {
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buf := g.Block.Buffer()
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inner := g.InnerBounds()
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w := g.Percent * (inner.Dx() + 1) / 100
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s := strconv.Itoa(g.Percent) + "%"
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tx := termui.TextCells(s, g.PercentColor, g.Bg)
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prx := inner.Min.X + (inner.Dx()+1)/2 - 1
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pry := inner.Min.Y + (inner.Dy()+1)/2
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func (g *Gauge) Buffer() []Point {
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ps := g.Block.Buffer()
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// plot bar
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for i := 0; i <= inner.Dy(); i++ {
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w := g.Percent * g.innerWidth / 100
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for i := 0; i < g.innerHeight; i++ {
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for j := 0; j < w; j++ {
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c := termui.Cell{' ', g.BarColor, g.BarColor}
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buf.Set(inner.Min.X+j, inner.Min.Y+i, c)
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p := Point{}
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p.X = g.innerX + j
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p.Y = g.innerY + i
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p.Ch = ' '
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p.Bg = g.BarColor
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if p.Bg == ColorDefault {
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p.Bg |= AttrReverse
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}
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ps = append(ps, p)
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}
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}
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// plot percentage
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for i, v := range tx {
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if w > (inner.Dx()+1)/2-1+i {
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v.Bg = g.BarColor
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}
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buf.Set(prx+i, pry, v)
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s := strings.Replace(g.Label, "{{percent}}", strconv.Itoa(g.Percent), -1)
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pry := g.innerY + g.innerHeight/2
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rs := str2runes(s)
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var pos int
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switch g.LabelAlign {
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case AlignLeft:
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pos = 0
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case AlignCenter:
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pos = (g.innerWidth - strWidth(s)) / 2
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case AlignRight:
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pos = g.innerWidth - strWidth(s)
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}
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return buf
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for i, v := range rs {
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p := Point{}
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p.X = 1 + pos + i
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p.Y = pry
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p.Ch = v
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p.Fg = g.PercentColor
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if w+g.innerX > pos+i {
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p.Bg = g.BarColor
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if p.Bg == ColorDefault {
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p.Bg |= AttrReverse
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}
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} else {
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p.Bg = g.Block.BgColor
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}
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ps = append(ps, p)
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}
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return g.Block.chopOverflow(ps)
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}
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233
widget/mbar.go
Normal file
233
widget/mbar.go
Normal file
@@ -0,0 +1,233 @@
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// Copyright 2015 Zack Guo <gizak@icloud.com>. All rights reserved.
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// Use of this source code is governed by a MIT license that can
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// be found in the LICENSE file.
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package termui
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import (
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"fmt"
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)
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// This is the implemetation of multi-colored or stacked bar graph. This is different from default barGraph which is implemented in bar.go
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// Multi-Colored-BarChart creates multiple bars in a widget:
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/*
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bc := termui.NewMBarChart()
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data := make([][]int, 2)
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data[0] := []int{3, 2, 5, 7, 9, 4}
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data[1] := []int{7, 8, 5, 3, 1, 6}
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bclabels := []string{"S0", "S1", "S2", "S3", "S4", "S5"}
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bc.Border.Label = "Bar Chart"
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bc.Data = data
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bc.Width = 26
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bc.Height = 10
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bc.DataLabels = bclabels
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bc.TextColor = termui.ColorGreen
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bc.BarColor = termui.ColorRed
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bc.NumColor = termui.ColorYellow
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*/
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type MBarChart struct {
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Block
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BarColor [NumberofColors]Attribute
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TextColor Attribute
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NumColor [NumberofColors]Attribute
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Data [NumberofColors][]int
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DataLabels []string
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BarWidth int
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BarGap int
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labels [][]rune
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dataNum [NumberofColors][][]rune
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numBar int
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scale float64
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max int
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minDataLen int
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numStack int
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ShowScale bool
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maxScale []rune
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}
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// NewBarChart returns a new *BarChart with current theme.
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func NewMBarChart() *MBarChart {
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bc := &MBarChart{Block: *NewBlock()}
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bc.BarColor[0] = theme.MBarChartBar
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bc.NumColor[0] = theme.MBarChartNum
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bc.TextColor = theme.MBarChartText
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bc.BarGap = 1
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bc.BarWidth = 3
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return bc
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}
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func (bc *MBarChart) layout() {
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bc.numBar = bc.innerWidth / (bc.BarGap + bc.BarWidth)
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bc.labels = make([][]rune, bc.numBar)
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DataLen := 0
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LabelLen := len(bc.DataLabels)
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bc.minDataLen = 9999 //Set this to some very hight value so that we find the minimum one We want to know which array among data[][] has got the least length
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// We need to know how many stack/data array data[0] , data[1] are there
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for i := 0; i < len(bc.Data); i++ {
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if bc.Data[i] == nil {
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break
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}
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DataLen++
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}
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bc.numStack = DataLen
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//We need to know what is the mimimum size of data array data[0] could have 10 elements data[1] could have only 5, so we plot only 5 bar graphs
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for i := 0; i < DataLen; i++ {
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if bc.minDataLen > len(bc.Data[i]) {
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bc.minDataLen = len(bc.Data[i])
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}
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}
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if LabelLen > bc.minDataLen {
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LabelLen = bc.minDataLen
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}
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for i := 0; i < LabelLen && i < bc.numBar; i++ {
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bc.labels[i] = trimStr2Runes(bc.DataLabels[i], bc.BarWidth)
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}
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for i := 0; i < bc.numStack; i++ {
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bc.dataNum[i] = make([][]rune, len(bc.Data[i]))
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//For each stack of bar calcualte the rune
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for j := 0; j < LabelLen && i < bc.numBar; j++ {
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n := bc.Data[i][j]
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s := fmt.Sprint(n)
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bc.dataNum[i][j] = trimStr2Runes(s, bc.BarWidth)
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}
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//If color is not defined by default then populate a color that is different from the prevous bar
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if bc.BarColor[i] == ColorDefault && bc.NumColor[i] == ColorDefault {
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if i == 0 {
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bc.BarColor[i] = ColorBlack
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} else {
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bc.BarColor[i] = bc.BarColor[i-1] + 1
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if bc.BarColor[i] > NumberofColors {
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bc.BarColor[i] = ColorBlack
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}
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}
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bc.NumColor[i] = (NumberofColors + 1) - bc.BarColor[i] //Make NumColor opposite of barColor for visibility
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}
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}
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//If Max value is not set then we have to populate, this time the max value will be max(sum(d1[0],d2[0],d3[0]) .... sum(d1[n], d2[n], d3[n]))
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if bc.max == 0 {
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bc.max = -1
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}
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for i := 0; i < bc.minDataLen && i < LabelLen; i++ {
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var dsum int
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for j := 0; j < bc.numStack; j++ {
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dsum += bc.Data[j][i]
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}
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if dsum > bc.max {
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bc.max = dsum
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}
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}
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//Finally Calculate max sale
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if bc.ShowScale {
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s := fmt.Sprintf("%d", bc.max)
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bc.maxScale = trimStr2Runes(s, len(s))
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bc.scale = float64(bc.max) / float64(bc.innerHeight-2)
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} else {
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bc.scale = float64(bc.max) / float64(bc.innerHeight-1)
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}
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}
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func (bc *MBarChart) SetMax(max int) {
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if max > 0 {
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bc.max = max
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}
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}
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// Buffer implements Bufferer interface.
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func (bc *MBarChart) Buffer() []Point {
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ps := bc.Block.Buffer()
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bc.layout()
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var oftX int
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for i := 0; i < bc.numBar && i < bc.minDataLen && i < len(bc.DataLabels); i++ {
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ph := 0 //Previous Height to stack up
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oftX = i * (bc.BarWidth + bc.BarGap)
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for i1 := 0; i1 < bc.numStack; i1++ {
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h := int(float64(bc.Data[i1][i]) / bc.scale)
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// plot bars
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for j := 0; j < bc.BarWidth; j++ {
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for k := 0; k < h; k++ {
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p := Point{}
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p.Ch = ' '
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p.Bg = bc.BarColor[i1]
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if bc.BarColor[i1] == ColorDefault { // when color is default, space char treated as transparent!
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p.Bg |= AttrReverse
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}
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p.X = bc.innerX + i*(bc.BarWidth+bc.BarGap) + j
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p.Y = bc.innerY + bc.innerHeight - 2 - k - ph
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ps = append(ps, p)
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}
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}
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ph += h
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}
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// plot text
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for j, k := 0, 0; j < len(bc.labels[i]); j++ {
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w := charWidth(bc.labels[i][j])
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p := Point{}
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p.Ch = bc.labels[i][j]
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p.Bg = bc.BgColor
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p.Fg = bc.TextColor
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p.Y = bc.innerY + bc.innerHeight - 1
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p.X = bc.innerX + oftX + ((bc.BarWidth - len(bc.labels[i])) / 2) + k
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ps = append(ps, p)
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k += w
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}
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// plot num
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ph = 0 //re-initialize previous height
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for i1 := 0; i1 < bc.numStack; i1++ {
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h := int(float64(bc.Data[i1][i]) / bc.scale)
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for j := 0; j < len(bc.dataNum[i1][i]) && h > 0; j++ {
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p := Point{}
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p.Ch = bc.dataNum[i1][i][j]
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p.Fg = bc.NumColor[i1]
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p.Bg = bc.BarColor[i1]
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if bc.BarColor[i1] == ColorDefault { // the same as above
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p.Bg |= AttrReverse
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}
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if h == 0 {
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p.Bg = bc.BgColor
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}
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p.X = bc.innerX + oftX + (bc.BarWidth-len(bc.dataNum[i1][i]))/2 + j
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p.Y = bc.innerY + bc.innerHeight - 2 - ph
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ps = append(ps, p)
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}
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ph += h
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}
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}
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if bc.ShowScale {
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//Currently bar graph only supprts data range from 0 to MAX
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//Plot 0
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p := Point{}
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p.Ch = '0'
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p.Bg = bc.BgColor
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p.Fg = bc.TextColor
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p.Y = bc.innerY + bc.innerHeight - 2
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p.X = bc.X
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ps = append(ps, p)
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//Plot the maximum sacle value
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for i := 0; i < len(bc.maxScale); i++ {
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p := Point{}
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p.Ch = bc.maxScale[i]
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p.Bg = bc.BgColor
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p.Fg = bc.TextColor
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p.Y = bc.innerY
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p.X = bc.X + i
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ps = append(ps, p)
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}
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}
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return bc.Block.chopOverflow(ps)
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}
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