mirror of
https://github.com/ArthurSonzogni/FTXUI.git
synced 2024-11-22 10:40:00 +08:00
1e86587b68
This reverts commit eb313e0f2d
.
295 lines
9.1 KiB
C++
295 lines
9.1 KiB
C++
#include <memory> // for allocator, make_shared
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#include <string> // for string
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#include "ftxui/dom/elements.hpp" // for GaugeDirection, Element, GaugeDirection::Down, GaugeDirection::Left, GaugeDirection::Right, GaugeDirection::Up, gauge, gaugeDirection, gaugeDown, gaugeLeft, gaugeRight, gaugeUp
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#include "ftxui/dom/node.hpp" // for Node
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#include "ftxui/dom/requirement.hpp" // for Requirement
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#include "ftxui/screen/box.hpp" // for Box
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#include "ftxui/screen/screen.hpp" // for Screen, Pixel
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namespace ftxui {
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// NOLINTNEXTLINE
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static const std::string charset_horizontal[11] = {
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#if defined(FTXUI_MICROSOFT_TERMINAL_FALLBACK)
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// Microsoft's terminals often use fonts not handling the 8 unicode
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// characters for representing the whole gauge. Fallback with less.
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" ", " ", " ", " ", "▌", "▌", "▌", "█", "█", "█",
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#else
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" ", " ", "▏", "▎", "▍", "▌", "▋", "▊", "▉", "█",
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#endif
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// An extra character in case when the fuzzer manage to have:
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// int(9 * (limit - limit_int) = 9
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"█"};
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// NOLINTNEXTLINE
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static const std::string charset_vertical[10] = {
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"█",
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"▇",
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"▆",
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"▅",
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"▄",
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"▃",
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"▂",
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"▁",
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" ",
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// An extra character in case when the fuzzer manage to have:
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// int(8 * (limit - limit_int) = 8
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" ",
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};
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class Gauge : public Node {
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public:
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Gauge(float progress, GaugeDirection direction)
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: progress_(progress), direction_(direction) {
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// This handle NAN correctly:
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if (!(progress_ > 0.F)) {
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progress_ = 0.F;
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}
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if (!(progress_ < 1.F)) {
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progress_ = 1.F;
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}
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}
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void ComputeRequirement() override {
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switch (direction_) {
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case GaugeDirection::Right:
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case GaugeDirection::Left:
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requirement_.flex_grow_x = 1;
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requirement_.flex_grow_y = 0;
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requirement_.flex_shrink_x = 1;
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requirement_.flex_shrink_y = 0;
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break;
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case GaugeDirection::Up:
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case GaugeDirection::Down:
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requirement_.flex_grow_x = 0;
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requirement_.flex_grow_y = 1;
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requirement_.flex_shrink_x = 0;
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requirement_.flex_shrink_y = 1;
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break;
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}
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requirement_.min_x = 1;
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requirement_.min_y = 1;
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}
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void Render(Screen& screen) override {
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switch (direction_) {
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case GaugeDirection::Right:
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RenderHorizontal(screen, /*invert=*/false);
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break;
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case GaugeDirection::Up:
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RenderVertical(screen, /*invert=*/false);
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break;
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case GaugeDirection::Left:
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RenderHorizontal(screen, /*invert=*/true);
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break;
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case GaugeDirection::Down:
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RenderVertical(screen, /*invert=*/true);
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break;
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}
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}
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void RenderHorizontal(Screen& screen, bool invert) {
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const int y = box_.y_min;
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if (y > box_.y_max) {
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return;
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}
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// Draw the progress bar horizontally.
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{
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const float progress = invert ? 1.F - progress_ : progress_;
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const float limit =
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(float)box_.x_min + progress * (float)(box_.x_max - box_.x_min + 1);
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const int limit_int = (int)limit;
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int x = box_.x_min;
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while (x < limit_int) {
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screen.at(x++, y) = charset_horizontal[9]; // NOLINT
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}
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// NOLINTNEXTLINE
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screen.at(x++, y) = charset_horizontal[int(9 * (limit - limit_int))];
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while (x <= box_.x_max) {
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screen.at(x++, y) = charset_horizontal[0];
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}
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}
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if (invert) {
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for (int x = box_.x_min; x <= box_.x_max; x++) {
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screen.PixelAt(x, y).inverted ^= true;
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}
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}
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}
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void RenderVertical(Screen& screen, bool invert) {
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const int x = box_.x_min;
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if (x > box_.x_max) {
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return;
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}
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// Draw the progress bar vertically:
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{
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const float progress = invert ? progress_ : 1.F - progress_;
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const float limit =
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(float)box_.y_min + progress * (float)(box_.y_max - box_.y_min + 1);
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const int limit_int = (int)limit;
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int y = box_.y_min;
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while (y < limit_int) {
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screen.at(x, y++) = charset_vertical[8]; // NOLINT
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}
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// NOLINTNEXTLINE
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screen.at(x, y++) = charset_vertical[int(8 * (limit - limit_int))];
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while (y <= box_.y_max) {
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screen.at(x, y++) = charset_vertical[0];
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}
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}
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if (invert) {
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for (int y = box_.y_min; y <= box_.y_max; y++) {
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screen.PixelAt(x, y).inverted ^= true;
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}
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}
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}
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private:
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float progress_;
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GaugeDirection direction_;
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};
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/// @brief Draw a high definition progress bar progressing in specified
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/// direction.
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/// @param progress The proportion of the area to be filled. Belong to [0,1].
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// @param direction Direction of progress bars progression.
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/// @ingroup dom
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Element gaugeDirection(float progress, GaugeDirection direction) {
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return std::make_shared<Gauge>(progress, direction);
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}
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/// @brief Draw a high definition progress bar progressing from left to right.
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/// @param progress The proportion of the area to be filled. Belong to [0,1].
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/// @ingroup dom
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///
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/// ### Example
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///
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/// A gauge. It can be used to represent a progress bar.
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/// ~~~cpp
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/// border(gaugeRight(0.5))
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/// ~~~
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///
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/// #### Output
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///
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/// ~~~bash
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/// ┌──────────────────────────────────────────────────────────────────────────┐
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/// │█████████████████████████████████████ │
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/// └──────────────────────────────────────────────────────────────────────────┘
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/// ~~~
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Element gaugeRight(float progress) {
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return gaugeDirection(progress, GaugeDirection::Right);
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}
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/// @brief Draw a high definition progress bar progressing from right to left.
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/// @param progress The proportion of the area to be filled. Belong to [0,1].
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/// @ingroup dom
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///
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/// ### Example
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///
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/// A gauge. It can be used to represent a progress bar.
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/// ~~~cpp
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/// border(gaugeLeft(0.5))
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/// ~~~
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///
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/// #### Output
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///
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/// ~~~bash
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/// ┌──────────────────────────────────────────────────────────────────────────┐
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/// │ █████████████████████████████████████│
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/// └──────────────────────────────────────────────────────────────────────────┘
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/// ~~~
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Element gaugeLeft(float progress) {
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return gaugeDirection(progress, GaugeDirection::Left);
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}
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/// @brief Draw a high definition progress bar progressing from bottom to top.
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/// @param progress The proportion of the area to be filled. Belong to [0,1].
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/// @ingroup dom
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///
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/// ### Example
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///
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/// A gauge. It can be used to represent a progress bar.
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/// ~~~cpp
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/// border(gaugeUp(0.5))
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/// ~~~
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///
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/// #### Output
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///
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/// ~~~bash
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/// ┌─┐
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/// │ │
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/// │ │
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/// │ │
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/// │ │
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/// │█│
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/// │█│
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/// │█│
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/// │█│
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/// └─┘
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/// ~~~
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Element gaugeUp(float progress) {
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return gaugeDirection(progress, GaugeDirection::Up);
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}
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/// @brief Draw a high definition progress bar progressing from top to bottom.
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/// @param progress The proportion of the area to be filled. Belong to [0,1].
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/// @ingroup dom
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///
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/// ### Example
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///
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/// A gauge. It can be used to represent a progress bar.
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/// ~~~cpp
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/// border(gaugeDown(0.5))
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/// ~~~
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///
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/// #### Output
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///
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/// ~~~bash
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/// ┌─┐
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/// │█│
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/// │█│
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/// │█│
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/// │█│
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/// │ │
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/// │ │
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/// │ │
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/// │ │
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/// └─┘
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/// ~~~
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Element gaugeDown(float progress) {
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return gaugeDirection(progress, GaugeDirection::Down);
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}
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/// @brief Draw a high definition progress bar.
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/// @param progress The proportion of the area to be filled. Belong to [0,1].
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/// @ingroup dom
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///
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/// ### Example
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///
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/// A gauge. It can be used to represent a progress bar.
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/// ~~~cpp
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/// border(gauge(0.5))
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/// ~~~
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///
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/// #### Output
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///
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/// ~~~bash
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/// ┌──────────────────────────────────────────────────────────────────────────┐
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/// │█████████████████████████████████████ │
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/// └──────────────────────────────────────────────────────────────────────────┘
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/// ~~~
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Element gauge(float progress) {
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return gaugeRight(progress);
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}
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} // namespace ftxui
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// Copyright 2020 Arthur Sonzogni. All rights reserved.
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// Use of this source code is governed by the MIT license that can be found in
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// the LICENSE file.
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