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package vt
import (
uv "github.com/charmbracelet/ultraviolet"
)
// Screen represents a virtual terminal screen.
type Screen struct {
// cb is the callbacks struct to use.
cb *Callbacks
// The buffer of the screen.
buf uv.Buffer
// The cur of the screen.
cur, saved Cursor
// scroll is the scroll region.
scroll uv.Rectangle
}
// NewScreen creates a new screen.
func NewScreen(w, h int) *Screen {
s := Screen{}
s.Resize(w, h)
return &s
}
// Reset resets the screen.
// It clears the screen, sets the cursor to the top left corner, reset the
// cursor styles, and resets the scroll region.
func (s *Screen) Reset() {
s.buf.Clear()
s.cur = Cursor{}
s.saved = Cursor{}
s.scroll = s.buf.Bounds()
}
// Bounds returns the bounds of the screen.
func (s *Screen) Bounds() uv.Rectangle {
return s.buf.Bounds()
}
// Touched returns touched lines in the screen buffer.
func (s *Screen) Touched() []*uv.LineData {
return s.buf.Touched
}
// CellAt returns the cell at the given x, y position.
func (s *Screen) CellAt(x int, y int) *uv.Cell {
return s.buf.CellAt(x, y)
}
// SetCell sets the cell at the given x, y position.
func (s *Screen) SetCell(x, y int, c *uv.Cell) {
s.buf.SetCell(x, y, c)
}
// Height returns the height of the screen.
func (s *Screen) Height() int {
return s.buf.Height()
}
// Resize resizes the screen.
func (s *Screen) Resize(width int, height int) {
s.buf.Resize(width, height)
s.scroll = s.buf.Bounds()
}
// Width returns the width of the screen.
func (s *Screen) Width() int {
return s.buf.Width()
}
// Clear clears the screen with blank cells.
func (s *Screen) Clear() {
s.ClearArea(s.Bounds())
}
// ClearArea clears the given area.
func (s *Screen) ClearArea(area uv.Rectangle) {
s.buf.ClearArea(area)
}
// Fill fills the screen or part of it.
func (s *Screen) Fill(c *uv.Cell) {
s.FillArea(c, s.Bounds())
}
// FillArea fills the given area with the given cell.
func (s *Screen) FillArea(c *uv.Cell, area uv.Rectangle) {
s.buf.FillArea(c, area)
}
// setHorizontalMargins sets the horizontal margins.
func (s *Screen) setHorizontalMargins(left, right int) {
s.scroll.Min.X = left
s.scroll.Max.X = right
}
// setVerticalMargins sets the vertical margins.
func (s *Screen) setVerticalMargins(top, bottom int) {
s.scroll.Min.Y = top
s.scroll.Max.Y = bottom
}
// setCursorX sets the cursor X position. If margins is true, the cursor is
// only set if it is within the scroll margins.
func (s *Screen) setCursorX(x int, margins bool) {
s.setCursor(x, s.cur.Y, margins)
}
// setCursor sets the cursor position. If margins is true, the cursor is only
// set if it is within the scroll margins. This follows how [ansi.CUP] works.
func (s *Screen) setCursor(x, y int, margins bool) {
old := s.cur.Position
if !margins {
y = clamp(y, 0, s.buf.Height()-1)
x = clamp(x, 0, s.buf.Width()-1)
} else {
y = clamp(s.scroll.Min.Y+y, s.scroll.Min.Y, s.scroll.Max.Y-1)
x = clamp(s.scroll.Min.X+x, s.scroll.Min.X, s.scroll.Max.X-1)
}
s.cur.X, s.cur.Y = x, y
if s.cb.CursorPosition != nil && (old.X != x || old.Y != y) {
s.cb.CursorPosition(old, uv.Pos(x, y))
}
}
// moveCursor moves the cursor by the given x and y deltas. If the cursor
// position is inside the scroll region, it is bounded by the scroll region.
// Otherwise, it is bounded by the screen bounds.
// This follows how [ansi.CUU], [ansi.CUD], [ansi.CUF], [ansi.CUB], [ansi.CNL],
// [ansi.CPL].
func (s *Screen) moveCursor(dx, dy int) {
scroll := s.scroll
old := s.cur.Position
if old.X < scroll.Min.X {
scroll.Min.X = 0
}
if old.X >= scroll.Max.X {
scroll.Max.X = s.buf.Width()
}
pt := uv.Pos(s.cur.X+dx, s.cur.Y+dy)
var x, y int
if old.In(scroll) {
y = clamp(pt.Y, scroll.Min.Y, scroll.Max.Y-1)
x = clamp(pt.X, scroll.Min.X, scroll.Max.X-1)
} else {
y = clamp(pt.Y, 0, s.buf.Height()-1)
x = clamp(pt.X, 0, s.buf.Width()-1)
}
s.cur.X, s.cur.Y = x, y
if s.cb.CursorPosition != nil && (old.X != x || old.Y != y) {
s.cb.CursorPosition(old, uv.Pos(x, y))
}
}
// Cursor returns the cursor.
func (s *Screen) Cursor() Cursor {
return s.cur
}
// CursorPosition returns the cursor position.
func (s *Screen) CursorPosition() (x, y int) {
return s.cur.X, s.cur.Y
}
// ScrollRegion returns the scroll region.
func (s *Screen) ScrollRegion() uv.Rectangle {
return s.scroll
}
// SaveCursor saves the cursor.
func (s *Screen) SaveCursor() {
s.saved = s.cur
}
// RestoreCursor restores the cursor.
func (s *Screen) RestoreCursor() {
old := s.cur.Position
s.cur = s.saved
if s.cb.CursorPosition != nil && (old.X != s.cur.X || old.Y != s.cur.Y) {
s.cb.CursorPosition(old, s.cur.Position)
}
}
// setCursorHidden sets the cursor hidden.
func (s *Screen) setCursorHidden(hidden bool) {
changed := s.cur.Hidden != hidden
s.cur.Hidden = hidden
if changed && s.cb.CursorVisibility != nil {
s.cb.CursorVisibility(!hidden)
}
}
// setCursorStyle sets the cursor style.
func (s *Screen) setCursorStyle(style CursorStyle, blink bool) {
changed := s.cur.Style != style || s.cur.Steady != !blink
s.cur.Style = style
s.cur.Steady = !blink
if changed && s.cb.CursorStyle != nil {
s.cb.CursorStyle(style, !blink)
}
}
// cursorPen returns the cursor pen.
func (s *Screen) cursorPen() uv.Style {
return s.cur.Pen
}
// cursorLink returns the cursor link.
func (s *Screen) cursorLink() uv.Link {
return s.cur.Link
}
// ShowCursor shows the cursor.
func (s *Screen) ShowCursor() {
s.setCursorHidden(false)
}
// HideCursor hides the cursor.
func (s *Screen) HideCursor() {
s.setCursorHidden(true)
}
// InsertCell inserts n blank characters at the cursor position pushing out
// cells to the right and out of the screen.
func (s *Screen) InsertCell(n int) {
if n <= 0 {
return
}
x, y := s.cur.X, s.cur.Y
s.buf.InsertCellArea(x, y, n, s.blankCell(), s.scroll)
}
// DeleteCell deletes n cells at the cursor position moving cells to the left.
// This has no effect if the cursor is outside the scroll region.
func (s *Screen) DeleteCell(n int) {
if n <= 0 {
return
}
x, y := s.cur.X, s.cur.Y
s.buf.DeleteCellArea(x, y, n, s.blankCell(), s.scroll)
}
// ScrollUp scrolls the content up n lines within the given region. Lines
// scrolled past the top margin are lost. This is equivalent to [ansi.SU] which
// moves the cursor to the top margin and performs a [ansi.DL] operation.
func (s *Screen) ScrollUp(n int) {
x, y := s.CursorPosition()
s.setCursor(s.cur.X, 0, true)
s.DeleteLine(n)
s.setCursor(x, y, false)
}
// ScrollDown scrolls the content down n lines within the given region. Lines
// scrolled past the bottom margin are lost. This is equivalent to [ansi.SD]
// which moves the cursor to top margin and performs a [ansi.IL] operation.
func (s *Screen) ScrollDown(n int) {
x, y := s.CursorPosition()
s.setCursor(s.cur.X, 0, true)
s.InsertLine(n)
s.setCursor(x, y, false)
}
// InsertLine inserts n blank lines at the cursor position Y coordinate.
// Only operates if cursor is within scroll region. Lines below cursor Y
// are moved down, with those past bottom margin being discarded.
// It returns true if the operation was successful.
func (s *Screen) InsertLine(n int) bool {
if n <= 0 {
return false
}
x, y := s.cur.X, s.cur.Y
// Only operate if cursor Y is within scroll region
if y < s.scroll.Min.Y || y >= s.scroll.Max.Y ||
x < s.scroll.Min.X || x >= s.scroll.Max.X {
return false
}
s.buf.InsertLineArea(y, n, s.blankCell(), s.scroll)
return true
}
// DeleteLine deletes n lines at the cursor position Y coordinate.
// Only operates if cursor is within scroll region. Lines below cursor Y
// are moved up, with blank lines inserted at the bottom of scroll region.
// It returns true if the operation was successful.
func (s *Screen) DeleteLine(n int) bool {
if n <= 0 {
return false
}
scroll := s.scroll
x, y := s.cur.X, s.cur.Y
// Only operate if cursor Y is within scroll region
if y < scroll.Min.Y || y >= scroll.Max.Y ||
x < scroll.Min.X || x >= scroll.Max.X {
return false
}
s.buf.DeleteLineArea(y, n, s.blankCell(), scroll)
return true
}
// blankCell returns the cursor blank cell with the background color set to the
// current pen background color. If the pen background color is nil, the return
// value is nil.
func (s *Screen) blankCell() *uv.Cell {
if s.cur.Pen.Bg == nil {
return nil
}
c := uv.EmptyCell
c.Style.Bg = s.cur.Pen.Bg
return &c
}
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