153 lines
3.3 KiB
Go
153 lines
3.3 KiB
Go
/*
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I asked for very little ( a dialog box ) from life ( bubbletea ), and even this little was denied me.
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I guess asking for an functional overlay was too much in 2025 so here is my own compositor layer.
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Idea is simple really I just draw the old ui and then on top draw the new ui, only overwriting what's needed
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The main problem is with handling of characters and styles which is "decent" enough here.
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- ruinivist, 1Jan26
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*/
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package compositor
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import (
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"regexp"
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"strings"
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"github.com/mattn/go-runewidth"
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)
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/*
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a colored character is like some color followed by one or more "runes" aka characters
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since I'm overwriting arbitrary parts of screen, to keep color intact and not have it "split up"
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every rune has it's own style now
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*/
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type Pixel struct {
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Char rune
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Style string
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}
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type Grid struct {
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Width int
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Height int
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Rows [][]Pixel
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}
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func NewGrid(w, h int) *Grid {
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rows := make([][]Pixel, h)
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for i := range rows {
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rows[i] = make([]Pixel, w)
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for j := range rows[i] {
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rows[i][j] = Pixel{Char: ' ', Style: ""}
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}
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}
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return &Grid{
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Width: w,
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Height: h,
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Rows: rows,
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}
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}
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var ansiRegex = regexp.MustCompile(`\x1b\[[0-9;]*m`) // regex to match ANSI SGR sequences
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// what even is ANSI SGR aka escape codes for colors and styles for terminals
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// Write content string starting at (startX, startY)
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func (g *Grid) Write(startX, startY int, content string) {
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x, y := startX, startY
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currentStyle := ""
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runes := []rune(content) // note that this is now a one dimensional slice
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i := 0
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for i < len(runes) {
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if y >= g.Height {
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break
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}
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// Check for ANSI escape sequence and apply them to the end
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if runes[i] == '\x1b' {
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// Find the end of the sequence 'm'
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end := -1
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for j := i; j < len(runes); j++ {
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if runes[j] == 'm' {
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end = j
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break
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}
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}
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if end != -1 {
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seq := string(runes[i : end+1])
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// this should be a valid ansi sgr seq now
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if ansiRegex.MatchString(seq) {
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currentStyle = seq
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i = end + 1
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continue
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}
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}
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}
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// line splits
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if runes[i] == '\n' {
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y++
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x = startX
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i++
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continue
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}
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// Handle regular character
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r := runes[i]
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rw := runewidth.RuneWidth(r)
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if x+rw <= g.Width {
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g.Rows[y][x] = Pixel{Char: r, Style: currentStyle}
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// null pad wide chars that span across multiple cells
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for k := 1; k < rw; k++ {
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if x+k < g.Width {
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g.Rows[y][x+k] = Pixel{Char: 0, Style: currentStyle}
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}
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}
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}
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x += rw
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i++
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}
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}
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// Render gives me back the string representation for terminal
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func (g *Grid) Render() string {
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var b strings.Builder
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currentActiveStyle := ""
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for y := 0; y < g.Height; y++ {
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for x := 0; x < g.Width; x++ {
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p := g.Rows[y][x]
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// wide chars, these must have been handled already
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if p.Char == 0 {
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continue
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}
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// Optimizing state changes
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if p.Style != currentActiveStyle {
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// when a style changes, the simplest way is to print a "reset" first and
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// then the new style
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b.WriteString("\x1b[0m") // this means "reset" style of following chars
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if p.Style != "" {
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b.WriteString(p.Style)
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}
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currentActiveStyle = p.Style
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}
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b.WriteRune(p.Char)
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}
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b.WriteString("\x1b[0m") // end of line reset for wrap artifacts on \n next
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currentActiveStyle = ""
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if y < g.Height-1 {
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b.WriteRune('\n')
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}
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}
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return b.String()
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}
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