package termui import ( "regexp" "strings" ) // TextRender adds common methods for rendering a text on screeen. type TextRender interface { NormalizedText() 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 = `(?:\[([^]]+)\])\(([a-z\s,]+)\)` // unexported because a pattern can't be a constant and we don't want anyone // messing with the regex. var markdownPattern = regexp.MustCompile(MarkdownRegex) // MarkdownTextRenderer is used for rendering the text with colors using // markdown-like syntax. // See: https://github.com/gizak/termui/issues/4#issuecomment-87270635 type MarkdownTextRenderer struct { Text string } // NormalizedText returns the text the user will see (without colors). // It strips out all formatting option and only preserves plain text. func (r MarkdownTextRenderer) NormalizedText() string { return r.normalizeText(r.Text) } func (r MarkdownTextRenderer) normalizeText(text string) string { lText := strings.ToLower(text) indexes := markdownPattern.FindAllStringSubmatchIndex(lText, -1) // Interate through indexes in reverse order. for i := len(indexes) - 1; i >= 0; i-- { theIndex := indexes[i] start, end := theIndex[0], theIndex[1] contentStart, contentEnd := theIndex[2], theIndex[3] text = text[:start] + text[contentStart:contentEnd] + text[end:] } return text } // Returns the position considering unicode characters. func posUnicode(text string, pos int) int { return len([]rune(text[:pos])) } /* 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: `[foo](YELLOW, BOLD)` will become `foo` in yellow, bold text. 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([]rune(r.NormalizedText())) } getMatch := func(s string) []int { return markdownPattern.FindStringSubmatchIndex(strings.ToLower(s)) } var sequences []ColorSubsequence for match := getMatch(text); match != nil; match = getMatch(text) { // Check if match is in the start/end range. matchStart, matchEnd := match[0], match[1] colorStart, colorEnd := match[4], match[5] contentStart, contentEnd := match[2], match[3] 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. theSequence.Start -= start if theSequence.Start < 0 { theSequence.Start = 0 } theSequence.End -= start if theSequence.End < 0 { theSequence.End = 0 } else if theSequence.End > end-start { theSequence.End = end - start } sequences = append(sequences, theSequence) } text = text[:matchStart] + content + text[matchEnd:] } if end == -1 { end = len(text) } runes := []rune(text)[start:end] return RenderedSequence{string(runes), lastColor, background, sequences, nil} } // RenderedSequence is a string sequence that is capable of returning the // Buffer used by termui for displaying the colorful string. type RenderedSequence struct { NormalizedText string 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. type ColorSubsequence struct { Color Attribute Start int End int } // ColorSubsequencesToMap creates a map with all colors that from the // subsequences. func ColorSubsequencesToMap(sequences []ColorSubsequence) map[int]Attribute { result := make(map[int]Attribute) for _, theSequence := range sequences { for i := theSequence.Start; i < theSequence.End; i++ { result[i] = theSequence.Color } } 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 for i := range []rune(s.NormalizedText) { p, width := s.PointAt(i, x, y) buffer = append(buffer, p) 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 `δΈ€`), 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) } // A NoopRenderer does not render the text at all. type NoopRenderer struct { Text string } // NormalizedText returns the text given in func (r NoopRenderer) NormalizedText() string { return r.Text } // RenderSequence returns a RenderedSequence that does not have any color // sequences. func (r NoopRenderer) RenderSequence(start, end int, lastColor, background Attribute) RenderedSequence { runes := []rune(r.Text) if end < 0 { end = len(runes) } runes = runes[start:end] var s []ColorSubsequence return RenderedSequence{string(runes), lastColor, background, s, nil} } // Render just like RenderSequence func (r NoopRenderer) Render(lastColor, background Attribute) RenderedSequence { return r.RenderSequence(0, -1, lastColor, background) }