Added unicode support for markdown renderer.

This commit is contained in:
Matteo Kloiber
2015-04-04 15:09:39 +02:00
parent 6a11cf3efb
commit c649a7675c
2 changed files with 151 additions and 39 deletions

View File

@@ -8,12 +8,13 @@ import (
// TextRender adds common methods for rendering a text on screeen.
type TextRender interface {
NormalizedText(text string) string
Render(lastColor, background Attribute) RenderedSequence
RenderSequence(start, end int, lastColor, background Attribute) RenderedSequence
}
// MarkdownRegex is used by MarkdownTextRenderer to determine how to format the
// text.
const MarkdownRegex = `(?:\[([[a-z]+)\])\(([a-z\s,]+)\)`
const MarkdownRegex = `(?:\[([^]]+)\])\(([a-z\s,]+)\)`
// unexported because a pattern can't be a constant and we don't want anyone
// messing with the regex.
@@ -48,8 +49,13 @@ func (r MarkdownTextRenderer) normalizeText(text string) string {
return text
}
// Returns the position considering unicode characters.
func posUnicode(text string, pos int) int {
return len([]rune(text[:pos]))
}
/*
RenderSequence renders the sequence `text` using a markdown-like syntax:
Render renders the sequence `text` using a markdown-like syntax:
`[hello](red) world` will become: `hello world` where hello is red.
You may also specify other attributes such as bold text:
@@ -60,10 +66,16 @@ For all available combinations, colors, and attribute, see: `StringToAttribute`.
This method returns a RenderedSequence
*/
func (r MarkdownTextRenderer) Render(lastColor, background Attribute) RenderedSequence {
return r.RenderSequence(0, -1, lastColor, background)
}
// RenderSequence renders the text just like Render but the start and end can
// be specified.
func (r MarkdownTextRenderer) RenderSequence(start, end int, lastColor, background Attribute) RenderedSequence {
text := r.Text
if end == -1 {
end = len(r.NormalizedText())
end = len([]rune(r.NormalizedText()))
}
getMatch := func(s string) []int {
@@ -81,6 +93,8 @@ func (r MarkdownTextRenderer) RenderSequence(start, end int, lastColor, backgrou
color := StringToAttribute(text[colorStart:colorEnd])
content := text[contentStart:contentEnd]
theSequence := ColorSubsequence{color, contentStart - 1, contentEnd - 1}
theSequence.Start = posUnicode(text, contentStart) - 1
theSequence.End = posUnicode(text, contentEnd) - 1
if start < theSequence.End && end > theSequence.Start {
// Make the sequence relative and append.
@@ -105,7 +119,9 @@ func (r MarkdownTextRenderer) RenderSequence(start, end int, lastColor, backgrou
if end == -1 {
end = len(text)
}
return RenderedSequence{text[start:end], lastColor, background, sequences}
runes := []rune(text)[start:end]
return RenderedSequence{string(runes), lastColor, background, sequences, nil}
}
// RenderedSequence is a string sequence that is capable of returning the
@@ -115,6 +131,9 @@ type RenderedSequence struct {
LastColor Attribute
BackgroundColor Attribute
Sequences []ColorSubsequence
// Use the color() method for getting the correct value.
mapSequences map[int]Attribute
}
// A ColorSubsequence represents a color for the given text span.
@@ -137,22 +156,39 @@ func ColorSubsequencesToMap(sequences []ColorSubsequence) map[int]Attribute {
return result
}
func (s *RenderedSequence) colors() map[int]Attribute {
if s.mapSequences == nil {
s.mapSequences = ColorSubsequencesToMap(s.Sequences)
}
return s.mapSequences
}
// Buffer returns the colorful formatted buffer and the last color that was
// used.
func (s *RenderedSequence) Buffer(x, y int) ([]Point, Attribute) {
buffer := make([]Point, 0, len(s.NormalizedText)) // This is just an assumtion
colors := ColorSubsequencesToMap(s.Sequences)
for i, r := range []rune(s.NormalizedText) {
color, ok := colors[i]
if !ok {
color = s.LastColor
}
p := Point{r, s.BackgroundColor, color, x, y}
for i := range []rune(s.NormalizedText) {
p, width := s.PointAt(i, x, y)
buffer = append(buffer, p)
x += charWidth(r)
x += width
}
return buffer, s.LastColor
}
// PointAt returns the point at the position of n. The x, and y coordinates
// are used for placing the point at the right position.
// Since some charaters are wider (like `一`), this method also returns the
// width the point actually took.
// This is important for increasing the x property properly.
func (s *RenderedSequence) PointAt(n, x, y int) (Point, int) {
color, ok := s.colors()[n]
if !ok {
color = s.LastColor
}
char := []rune(s.NormalizedText)[n]
return Point{char, s.BackgroundColor, color, x, y}, charWidth(char)
}