v/vlib/term/ui/ui.v

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module ui
import os
import strings
pub struct Color {
pub:
r byte
g byte
b byte
}
pub fn (c Color) hex() string {
return '#${c.r.hex()}${c.g.hex()}${c.b.hex()}'
}
// Synchronized Updates spec, designed to avoid tearing during renders
// https://gitlab.com/gnachman/iterm2/-/wikis/synchronized-updates-spec
const (
bsu = '\x1bP=1s\x1b\\'
esu = '\x1bP=2s\x1b\\'
vno_bsu_esu = os.getenv('VNO_BSU_ESU').len>0
)
[inline]
pub fn (mut ctx Context) write(s string) {
if s == '' { return }
ctx.print_buf.push_many(s.str, s.len)
}
[inline]
pub fn (mut ctx Context) flush() {
$if windows {
// TODO
} $else {
// TODO: Diff the previous frame against this one, and only render things that changed?
if vno_bsu_esu {
C.write(C.STDOUT_FILENO, ctx.print_buf.data, ctx.print_buf.len)
} else {
C.write(C.STDOUT_FILENO, bsu.str, bsu.len)
C.write(C.STDOUT_FILENO, ctx.print_buf.data, ctx.print_buf.len)
C.write(C.STDOUT_FILENO, esu.str, esu.len)
}
ctx.print_buf.clear()
}
}
[inline]
pub fn (mut ctx Context) bold() {
ctx.write('\x1b[1m')
}
[inline]
pub fn (mut ctx Context) set_cursor_position(x int, y int) {
ctx.write('\x1b[$y;${x}H')
}
[inline]
pub fn (mut ctx Context) set_color(c Color) {
ctx.write('\x1b[38;2;${int(c.r)};${int(c.g)};${int(c.b)}m')
}
[inline]
pub fn (mut ctx Context) set_bg_color(c Color) {
ctx.write('\x1b[48;2;${int(c.r)};${int(c.g)};${int(c.b)}m')
}
[inline]
pub fn (mut ctx Context) reset_color() {
ctx.write('\x1b[39m')
}
[inline]
pub fn (mut ctx Context) reset_bg_color() {
ctx.write('\x1b[49m')
}
[inline]
pub fn (mut ctx Context) reset() {
ctx.write('\x1b[0m')
}
[inline]
pub fn (mut ctx Context) clear() {
ctx.write('\x1b[2J\x1b[3J')
}
[inline]
pub fn (mut ctx Context) set_window_title(s string) {
print('\x1b]0;$s\x07')
}
[inline]
pub fn (mut ctx Context) draw_point(x int, y int) {
ctx.set_cursor_position(x, y)
ctx.write(' ')
}
[inline]
pub fn (mut ctx Context) draw_text(x int, y int, s string) {
ctx.set_cursor_position(x, y)
ctx.write(s)
}
pub fn (mut ctx Context) draw_line(x int, y int, x2 int, y2 int) {
min_x, min_y := if x < x2 { x } else { x2 }, if y < y2 { y } else { y2 }
max_x, _ := if x > x2 { x } else { x2 }, if y > y2 { y } else { y2 }
if y == y2 {
// Horizontal line, performance improvement
ctx.set_cursor_position(min_x, min_y)
ctx.write(strings.repeat(` `, max_x + 1 - min_x))
return
}
// Draw the various points with Bresenham's line algorithm:
mut x0, x1 := x, x2
mut y0, y1 := y, y2
sx := if x0 < x1 { 1 } else { -1 }
sy := if y0 < y1 { 1 } else { -1 }
dx := if x0 < x1 { x1 - x0 } else { x0 - x1 }
dy := if y0 < y1 { y0 - y1 } else { y1 - y0 } // reversed
mut err := dx + dy
for {
// res << Segment{ x0, y0 }
ctx.draw_point(x0, y0)
if x0 == x1 && y0 == y1 { break }
e2 := 2 * err
if e2 >= dy {
err += dy
x0 += sx
}
if e2 <= dx {
err += dx
y0 += sy
}
}
}
pub fn (mut ctx Context) draw_rect(x int, y int, x2 int, y2 int) {
if y == y2 || x == x2 {
ctx.draw_line(x, y, x2, y2)
return
}
min_y, max_y := if y < y2 { y } else { y2 }, if y > y2 { y } else { y2 }
for y_pos in min_y .. max_y + 1 {
ctx.draw_line(x, y_pos, x2, y_pos)
}
}
pub fn (mut ctx Context) draw_empty_rect(x int, y int, x2 int, y2 int) {
if y == y2 || x == x2 {
ctx.draw_line(x, y, x2, y2)
return
}
ctx.draw_line(x, y, x2, y)
ctx.draw_line(x, y2, x2, y2)
ctx.draw_line(x, y, x, y2)
ctx.draw_line(x2, y, x2, y2)
}
[inline]
pub fn (mut ctx Context) horizontal_separator(y int) {
ctx.set_cursor_position(0, y)
ctx.write(strings.repeat(/* `⎽` */`-`, ctx.window_width))
}