3c08053c57
Bugfixes: - Fixes a bug which placed the tree dots (…) for overflown list on the wrong position. Refactoring - Renamed `TextRender` to `TextRenderer` - Renamed `NoopRenderer` to `PlainRenderer` - Renamed `NoopRendererFactory` to `PlainRendererFactory`
246 lines
7.1 KiB
Go
246 lines
7.1 KiB
Go
package termui
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import (
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"regexp"
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"strings"
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)
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// TextRenderer adds common methods for rendering a text on screeen.
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type TextRenderer interface {
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NormalizedText() string
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Render(lastColor, background Attribute) RenderedSequence
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RenderSequence(start, end int, lastColor, background Attribute) RenderedSequence
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}
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// TextRendererFactory is factory for creating text renderers.
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type TextRendererFactory interface {
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TextRenderer(text string) TextRenderer
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}
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// MarkdownRegex is used by MarkdownTextRenderer to determine how to format the
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// text.
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const MarkdownRegex = `(?:\[([^]]+)\])\(([a-z\s,]+)\)`
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// unexported because a pattern can't be a constant and we don't want anyone
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// messing with the regex.
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var markdownPattern = regexp.MustCompile(MarkdownRegex)
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// MarkdownTextRenderer is used for rendering the text with colors using
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// markdown-like syntax.
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// See: https://github.com/gizak/termui/issues/4#issuecomment-87270635
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type MarkdownTextRenderer struct {
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Text string
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}
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// NormalizedText returns the text the user will see (without colors).
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// It strips out all formatting option and only preserves plain text.
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func (r MarkdownTextRenderer) NormalizedText() string {
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return r.normalizeText(r.Text)
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}
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func (r MarkdownTextRenderer) normalizeText(text string) string {
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lText := strings.ToLower(text)
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indexes := markdownPattern.FindAllStringSubmatchIndex(lText, -1)
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// Interate through indexes in reverse order.
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for i := len(indexes) - 1; i >= 0; i-- {
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theIndex := indexes[i]
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start, end := theIndex[0], theIndex[1]
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contentStart, contentEnd := theIndex[2], theIndex[3]
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text = text[:start] + text[contentStart:contentEnd] + text[end:]
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}
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return text
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}
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// Returns the position considering unicode characters.
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func posUnicode(text string, pos int) int {
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return len([]rune(text[:pos]))
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}
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/*
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Render renders the sequence `text` using a markdown-like syntax:
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`[hello](red) world` will become: `hello world` where hello is red.
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You may also specify other attributes such as bold text:
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`[foo](YELLOW, BOLD)` will become `foo` in yellow, bold text.
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For all available combinations, colors, and attribute, see: `StringToAttribute`.
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This method returns a RenderedSequence
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*/
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func (r MarkdownTextRenderer) Render(lastColor, background Attribute) RenderedSequence {
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return r.RenderSequence(0, -1, lastColor, background)
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}
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// RenderSequence renders the text just like Render but the start and end can
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// be specified.
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func (r MarkdownTextRenderer) RenderSequence(start, end int, lastColor, background Attribute) RenderedSequence {
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text := r.Text
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if end == -1 {
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end = len([]rune(r.NormalizedText()))
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}
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getMatch := func(s string) []int {
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return markdownPattern.FindStringSubmatchIndex(strings.ToLower(s))
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}
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var sequences []ColorSubsequence
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for match := getMatch(text); match != nil; match = getMatch(text) {
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// Check if match is in the start/end range.
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matchStart, matchEnd := match[0], match[1]
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colorStart, colorEnd := match[4], match[5]
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contentStart, contentEnd := match[2], match[3]
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color := StringToAttribute(text[colorStart:colorEnd])
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content := text[contentStart:contentEnd]
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theSequence := ColorSubsequence{color, contentStart - 1, contentEnd - 1}
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theSequence.Start = posUnicode(text, contentStart) - 1
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theSequence.End = posUnicode(text, contentEnd) - 1
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if start < theSequence.End && end > theSequence.Start {
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// Make the sequence relative and append.
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theSequence.Start -= start
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if theSequence.Start < 0 {
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theSequence.Start = 0
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}
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theSequence.End -= start
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if theSequence.End < 0 {
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theSequence.End = 0
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} else if theSequence.End > end-start {
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theSequence.End = end - start
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}
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sequences = append(sequences, theSequence)
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}
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text = text[:matchStart] + content + text[matchEnd:]
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}
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if end == -1 {
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end = len(text)
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}
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runes := []rune(text)[start:end]
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return RenderedSequence{string(runes), lastColor, background, sequences, nil}
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}
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// MarkdownTextRendererFactory is a TextRendererFactory for
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// the MarkdownTextRenderer.
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type MarkdownTextRendererFactory struct{}
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// TextRenderer returns a MarkdownTextRenderer instance.
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func (f MarkdownTextRendererFactory) TextRenderer(text string) TextRenderer {
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return MarkdownTextRenderer{text}
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}
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// RenderedSequence is a string sequence that is capable of returning the
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// Buffer used by termui for displaying the colorful string.
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type RenderedSequence struct {
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NormalizedText string
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LastColor Attribute
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BackgroundColor Attribute
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Sequences []ColorSubsequence
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// Use the color() method for getting the correct value.
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mapSequences map[int]Attribute
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}
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// A ColorSubsequence represents a color for the given text span.
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type ColorSubsequence struct {
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Color Attribute
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Start int
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End int
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}
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// ColorSubsequencesToMap creates a map with all colors that from the
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// subsequences.
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func ColorSubsequencesToMap(sequences []ColorSubsequence) map[int]Attribute {
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result := make(map[int]Attribute)
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for _, theSequence := range sequences {
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for i := theSequence.Start; i < theSequence.End; i++ {
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result[i] = theSequence.Color
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}
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}
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return result
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}
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func (s *RenderedSequence) colors() map[int]Attribute {
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if s.mapSequences == nil {
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s.mapSequences = ColorSubsequencesToMap(s.Sequences)
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}
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return s.mapSequences
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}
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// Buffer returns the colorful formatted buffer and the last color that was
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// used.
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func (s *RenderedSequence) Buffer(x, y int) ([]Point, Attribute) {
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buffer := make([]Point, 0, len(s.NormalizedText)) // This is just an assumtion
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for i := range []rune(s.NormalizedText) {
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p, width := s.PointAt(i, x, y)
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buffer = append(buffer, p)
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x += width
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}
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return buffer, s.LastColor
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}
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// PointAt returns the point at the position of n. The x, and y coordinates
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// are used for placing the point at the right position.
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// Since some charaters are wider (like `一`), this method also returns the
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// width the point actually took.
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// This is important for increasing the x property properly.
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func (s *RenderedSequence) PointAt(n, x, y int) (Point, int) {
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color, ok := s.colors()[n]
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if !ok {
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color = s.LastColor
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}
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char := []rune(s.NormalizedText)[n]
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return Point{char, s.BackgroundColor, color, x, y}, charWidth(char)
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}
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// A PlainRenderer does not render the text at all.
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type PlainRenderer struct {
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Text string
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}
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// NormalizedText returns the text given in
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func (r PlainRenderer) NormalizedText() string {
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return r.Text
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}
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// RenderSequence returns a RenderedSequence that does not have any color
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// sequences.
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func (r PlainRenderer) RenderSequence(start, end int, lastColor, background Attribute) RenderedSequence {
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runes := []rune(r.Text)
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if end < 0 {
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end = len(runes)
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}
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runes = runes[start:end]
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var s []ColorSubsequence
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return RenderedSequence{string(runes), lastColor, background, s, nil}
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}
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// Render just like RenderSequence
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func (r PlainRenderer) Render(lastColor, background Attribute) RenderedSequence {
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return r.RenderSequence(0, -1, lastColor, background)
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}
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// PlainRendererFactory is a TextRendererFactory for
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// the PlainRenderer.
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type PlainRendererFactory struct{}
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// TextRenderer returns a PlainRenderer instance.
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func (f PlainRendererFactory) TextRenderer(text string) TextRenderer {
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return PlainRenderer{text}
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}
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