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scroll.go
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scroll.go
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package rty
import (
"strings"
)
type StatefulComponent interface {
RenderStateful(w Writer, prevState interface{}, width, height int) (state interface{}, err error)
}
type TextScrollLayout struct {
name string
cs []Component
}
var _ Component = &TextScrollLayout{}
func NewTextScrollLayout(name string) *TextScrollLayout {
return &TextScrollLayout{name: name}
}
func (l *TextScrollLayout) Add(c Component) {
l.cs = append(l.cs, c)
}
func (l *TextScrollLayout) Size(width int, height int) (int, int, error) {
return width, height, nil
}
type TextScrollState struct {
width int
height int
canvasIdx int
lineIdx int // line within canvas
canvasLengths []int
following bool
}
func defaultTextScrollState() *TextScrollState {
return &TextScrollState{following: true}
}
func (l *TextScrollLayout) Render(w Writer, width, height int) error {
w.RenderStateful(l, l.name)
return nil
}
func (l *TextScrollLayout) RenderStateful(w Writer, prevState interface{}, width, height int) (state interface{}, err error) {
prev, ok := prevState.(*TextScrollState)
if !ok {
prev = defaultTextScrollState()
}
next := &TextScrollState{
width: width,
height: height,
following: prev.following,
}
if len(l.cs) == 0 {
return next, nil
}
scrollbarWriter, err := w.Divide(width-1, 0, 1, height)
if err != nil {
return nil, err
}
w, err = w.Divide(0, 0, width-1, height)
if err != nil {
return nil, err
}
next.canvasLengths = make([]int, len(l.cs))
canvases := make([]Canvas, len(l.cs))
for i, c := range l.cs {
childCanvas := w.RenderChildInTemp(c)
canvases[i] = childCanvas
_, childHeight := childCanvas.Size()
next.canvasLengths[i] = childHeight
}
l.adjustCursor(prev, next, canvases)
y := 0
canvases = canvases[next.canvasIdx:]
if next.lineIdx != 0 {
firstCanvas := canvases[0]
canvases = canvases[1:]
_, firstHeight := firstCanvas.Size()
numLines := firstHeight - prev.lineIdx
if numLines > height {
numLines = height
}
w, err := w.Divide(0, 0, width-1, numLines)
if err != nil {
return nil, err
}
err = w.Embed(firstCanvas, next.lineIdx, numLines)
if err != nil {
return nil, err
}
y += numLines
}
for _, canvas := range canvases {
_, canvasHeight := canvas.Size()
numLines := canvasHeight
if numLines > height-y {
numLines = height - y
}
w, err := w.Divide(0, y, width-1, numLines)
if err != nil {
return nil, err
}
err = w.Embed(canvas, 0, numLines)
if err != nil {
return nil, err
}
y += numLines
}
if next.lineIdx > 0 || next.canvasIdx > 0 {
scrollbarWriter.SetContent(0, 0, '↑', nil)
}
if y >= height && !next.following {
scrollbarWriter.SetContent(0, height-1, '↓', nil)
}
return next, nil
}
func (l *TextScrollLayout) adjustCursor(prev *TextScrollState, next *TextScrollState, canvases []Canvas) {
if next.following {
next.jumpToBottom(canvases)
return
}
if prev.canvasIdx >= len(canvases) {
return
}
next.canvasIdx = prev.canvasIdx
_, canvasHeight := canvases[next.canvasIdx].Size()
if prev.lineIdx >= canvasHeight {
return
}
next.lineIdx = prev.lineIdx
}
func (s *TextScrollState) jumpToBottom(canvases []Canvas) {
totalHeight := totalHeight(canvases)
if totalHeight <= s.height {
// all content fits on the screen
s.canvasIdx = 0
s.lineIdx = 0
return
}
heightLeft := s.height
for i := range canvases {
// we actually want to iterate from the end
iEnd := len(canvases) - i - 1
c := canvases[iEnd]
_, cHeight := c.Size()
if cHeight < heightLeft {
heightLeft -= cHeight
} else if cHeight == heightLeft {
// start at the beginning of this canvas
s.canvasIdx = iEnd
s.lineIdx = 0
return
} else {
// start some number of lines into this canvas.
s.canvasIdx = iEnd
s.lineIdx = cHeight - heightLeft
return
}
}
}
type TextScrollController struct {
state *TextScrollState
}
func (s *TextScrollController) Top() {
st := s.state
if st.canvasIdx != 0 || st.lineIdx != 0 {
s.SetFollow(false)
}
st.canvasIdx = 0
st.lineIdx = 0
}
func (s *TextScrollController) Bottom() {
s.SetFollow(true)
}
func (s *TextScrollController) Up() {
st := s.state
if st.lineIdx != 0 {
s.SetFollow(false)
st.lineIdx--
return
}
if st.canvasIdx == 0 {
return
}
s.SetFollow(false)
st.canvasIdx--
st.lineIdx = st.canvasLengths[st.canvasIdx] - 1
}
func (s *TextScrollController) Down() {
st := s.state
if st.following {
return
}
if len(st.canvasLengths) == 0 {
return
}
canvasLength := st.canvasLengths[st.canvasIdx]
if st.lineIdx+st.height < canvasLength-1 {
// we can just go down in this canvas
st.lineIdx++
return
}
if st.canvasIdx == len(st.canvasLengths)-1 {
// we're at the end of the last canvas
s.SetFollow(true)
return
}
st.canvasIdx++
st.lineIdx = 0
}
func (s *TextScrollController) ToggleFollow() {
s.state.following = !s.state.following
}
func (s *TextScrollController) SetFollow(follow bool) {
s.state.following = follow
}
func NewScrollingWrappingTextArea(name string, text string) Component {
l := NewTextScrollLayout(name)
lines := strings.Split(text, "\n")
for _, line := range lines {
l.Add(TextString(line + "\n"))
}
return l
}
type ElementScrollLayout struct {
name string
children []Component
}
var _ Component = &ElementScrollLayout{}
func NewElementScrollLayout(name string) *ElementScrollLayout {
return &ElementScrollLayout{name: name}
}
func (l *ElementScrollLayout) Add(c Component) {
l.children = append(l.children, c)
}
func (l *ElementScrollLayout) Size(width int, height int) (int, int, error) {
return width, height, nil
}
type ElementScrollState struct {
width int
height int
firstVisibleElement int
children []string
elementIdx int
}
func (l *ElementScrollLayout) Render(w Writer, width, height int) error {
w.RenderStateful(l, l.name)
return nil
}
func (l *ElementScrollLayout) RenderStateful(w Writer, prevState interface{}, width, height int) (state interface{}, err error) {
prev, ok := prevState.(*ElementScrollState)
if !ok {
prev = &ElementScrollState{}
}
next := *prev
next.width = width
next.height = height
if len(l.children) == 0 {
return &next, nil
}
scrollbarWriter, err := w.Divide(width-1, 0, 1, height)
if err != nil {
return nil, err
}
w, err = w.Divide(0, 0, width-1, height)
if err != nil {
return nil, err
}
var canvases []Canvas
var heights []int
for _, c := range l.children {
canvas := w.RenderChildInTemp(c)
canvases = append(canvases, canvas)
_, childHeight := canvas.Size()
heights = append(heights, childHeight)
}
next.firstVisibleElement = calculateFirstVisibleElement(next, heights, height)
y := 0
showDownArrow := false
for i, h := range heights {
if i >= next.firstVisibleElement {
if h > height-y {
h = height - y
showDownArrow = true
}
w, err := w.Divide(0, y, width-1, h)
if err != nil {
return nil, err
}
err = w.Embed(canvases[i], 0, h)
if err != nil {
return nil, err
}
y += h
}
}
if next.firstVisibleElement != 0 {
scrollbarWriter.SetContent(0, 0, '↑', nil)
}
if showDownArrow {
scrollbarWriter.SetContent(0, height-1, '↓', nil)
}
return &next, nil
}
func calculateFirstVisibleElement(state ElementScrollState, heights []int, height int) int {
if state.elementIdx < state.firstVisibleElement {
// if we've scrolled back above the old first visible element, just make the selected element the first visible
return state.elementIdx
} else if state.elementIdx > state.firstVisibleElement {
var lastLineOfSelectedElement int
for _, h := range heights[state.firstVisibleElement : state.elementIdx+1] {
lastLineOfSelectedElement += h
}
if lastLineOfSelectedElement > height {
// the selected element isn't fully visible, so start from that element and work backwards, adding previous elements
// as long as they'll fit on the screen
if lastLineOfSelectedElement > state.height {
firstVisibleElement := state.elementIdx
heightUsed := heights[firstVisibleElement]
for firstVisibleElement > 0 {
prevHeight := heights[firstVisibleElement-1]
if heightUsed+prevHeight > state.height {
break
}
firstVisibleElement--
heightUsed += prevHeight
}
return firstVisibleElement
}
}
}
return state.firstVisibleElement
}
type ElementScrollController struct {
state *ElementScrollState
}
func adjustElementScroll(prevInt interface{}, newChildren []string) (*ElementScrollState, string) {
prev, ok := prevInt.(*ElementScrollState)
if !ok {
prev = &ElementScrollState{}
}
clone := *prev
next := &clone
next.children = newChildren
if len(newChildren) == 0 {
next.elementIdx = 0
return next, ""
}
if len(prev.children) == 0 {
sel := ""
if len(next.children) > 0 {
sel = next.children[0]
}
return next, sel
}
if prev.elementIdx >= len(prev.children) {
// NB(dbentley): this should be impossible, but we were hitting it and it was crashing
next.elementIdx = 0
return next, ""
}
prevChild := prev.children[prev.elementIdx]
for i, child := range newChildren {
if child == prevChild {
next.elementIdx = i
return next, child
}
}
return next, next.children[0]
}
func (s *ElementScrollController) GetSelectedIndex() int {
return s.state.elementIdx
}
func (s *ElementScrollController) GetSelectedChild() string {
if len(s.state.children) == 0 {
return ""
}
return s.state.children[s.state.elementIdx]
}
func (s *ElementScrollController) Up() {
if s.state.elementIdx == 0 {
return
}
s.state.elementIdx--
}
func (s *ElementScrollController) Down() {
if s.state.elementIdx == len(s.state.children)-1 {
return
}
s.state.elementIdx++
}
func (s *ElementScrollController) Top() {
s.state.elementIdx = 0
}
func (s *ElementScrollController) Bottom() {
s.state.elementIdx = len(s.state.children) - 1
}