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package components
import (
"fmt"
"html"
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"strings"
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"github.com/erroneousboat/termui"
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)
const (
IconOnline = "●"
IconOffline = "○"
IconChannel = "#"
IconGroup = "☰"
IconIM = "●"
IconNotification = "*"
PresenceAway = "away"
PresenceActive = "active"
ChannelTypeChannel = "channel"
ChannelTypeGroup = "group"
ChannelTypeIM = "im"
)
type ChannelItem struct {
ID string
Name string
Topic string
Type string
UserID string
Presence string
Notification bool
StylePrefix string
StyleIcon string
StyleText string
}
// ToString will set the label of the channel, how it will be
// displayed on screen. Based on the type, different icons are
// shown, as well as an optional notification icon.
func (c ChannelItem) ToString() string {
var prefix string
if c.Notification {
prefix = IconNotification
} else {
prefix = " "
}
var icon string
switch c.Type {
case ChannelTypeChannel:
icon = IconChannel
case ChannelTypeGroup:
icon = IconGroup
case ChannelTypeIM:
switch c.Presence {
case PresenceActive:
icon = IconOnline
case PresenceAway:
icon = IconOffline
default:
icon = IconIM
}
}
label := fmt.Sprintf(
"[%s](%s) [%s](%s) [%s](%s)",
prefix, c.StylePrefix,
icon, c.StyleIcon,
c.Name, c.StyleText,
)
return label
}
// GetChannelName will return a formatted representation of the
// name of the channel
func (c ChannelItem) GetChannelName() string {
var channelName string
if c.Topic != "" {
channelName = fmt.Sprintf("%s - %s",
html.UnescapeString(c.Name),
html.UnescapeString(c.Topic),
)
} else {
channelName = c.Name
}
return channelName
}
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// Channels is the definition of a Channels component
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type Channels struct {
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List *termui.List
SelectedChannel int // index of which channel is selected from the List
Offset int // from what offset are channels rendered
CursorPosition int // the y position of the 'cursor'
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}
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// CreateChannels is the constructor for the Channels component
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func CreateChannelsComponent(inputHeight int) *Channels {
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channels := &Channels{
List: termui.NewList(),
}
channels.List.BorderLabel = "Channels"
channels.List.Height = termui.TermHeight() - inputHeight
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channels.SelectedChannel = 0
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channels.Offset = 0
channels.CursorPosition = channels.List.InnerBounds().Min.Y
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return channels
}
// Buffer implements interface termui.Bufferer
func (c *Channels) Buffer() termui.Buffer {
buf := c.List.Buffer()
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for i, item := range c.List.Items[c.Offset:] {
y := c.List.InnerBounds().Min.Y + i
if y > c.List.InnerBounds().Max.Y-1 {
break
}
// Set the visible cursor
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var cells []termui.Cell
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if y == c.CursorPosition {
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cells = termui.DefaultTxBuilder.Build(
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item, c.List.ItemBgColor, c.List.ItemFgColor)
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} else {
cells = termui.DefaultTxBuilder.Build(
item, c.List.ItemFgColor, c.List.ItemBgColor)
}
cells = termui.DTrimTxCls(cells, c.List.InnerWidth())
x := 0
for _, cell := range cells {
width := cell.Width()
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buf.Set(c.List.InnerBounds().Min.X+x, y, cell)
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x += width
}
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// When not at the end of the pane fill it up empty characters
for x < c.List.InnerBounds().Max.X-1 {
if y == c.CursorPosition {
buf.Set(x+1, y,
termui.Cell{
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Ch: ' ',
Fg: c.List.ItemBgColor,
Bg: c.List.ItemFgColor,
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},
)
} else {
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buf.Set(
x+1, y,
termui.Cell{
Ch: ' ',
Fg: c.List.ItemFgColor,
Bg: c.List.ItemBgColor,
},
)
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}
x++
}
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}
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return buf
}
// GetHeight implements interface termui.GridBufferer
func (c *Channels) GetHeight() int {
return c.List.Block.GetHeight()
}
// SetWidth implements interface termui.GridBufferer
func (c *Channels) SetWidth(w int) {
c.List.SetWidth(w)
}
// SetX implements interface termui.GridBufferer
func (c *Channels) SetX(x int) {
c.List.SetX(x)
}
// SetY implements interface termui.GridBufferer
func (c *Channels) SetY(y int) {
c.List.SetY(y)
}
func (c *Channels) SetChannels(channels []string) {
c.List.Items = channels
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}
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// SetSelectedChannel sets the SelectedChannel given the index
func (c *Channels) SetSelectedChannel(index int) {
c.SelectedChannel = index
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}
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// GetSelectedChannel returns the SelectedChannel
func (c *Channels) GetSelectedChannel() string {
return c.List.Items[c.SelectedChannel]
}
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// MoveCursorUp will decrease the SelectedChannel by 1
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func (c *Channels) MoveCursorUp() {
if c.SelectedChannel > 0 {
c.SetSelectedChannel(c.SelectedChannel - 1)
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c.ScrollUp()
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}
}
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// MoveCursorDown will increase the SelectedChannel by 1
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func (c *Channels) MoveCursorDown() {
if c.SelectedChannel < len(c.List.Items)-1 {
c.SetSelectedChannel(c.SelectedChannel + 1)
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c.ScrollDown()
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}
}
// MoveCursorTop will move the cursor to the top of the channels
func (c *Channels) MoveCursorTop() {
c.SetSelectedChannel(0)
c.CursorPosition = c.List.InnerBounds().Min.Y
c.Offset = 0
}
// MoveCursorBottom will move the cursor to the bottom of the channels
func (c *Channels) MoveCursorBottom() {
c.SetSelectedChannel(len(c.List.Items) - 1)
offset := len(c.List.Items) - (c.List.InnerBounds().Max.Y - 1)
if offset < 0 {
c.Offset = 0
c.CursorPosition = c.SelectedChannel + 1
} else {
c.Offset = offset
c.CursorPosition = c.List.InnerBounds().Max.Y - 1
}
}
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// ScrollUp enables us to scroll through the channel list when it overflows
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func (c *Channels) ScrollUp() {
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// Is cursor at the top of the channel view?
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if c.CursorPosition == c.List.InnerBounds().Min.Y {
if c.Offset > 0 {
c.Offset--
}
} else {
c.CursorPosition--
}
}
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// ScrollDown enables us to scroll through the channel list when it overflows
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func (c *Channels) ScrollDown() {
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// Is the cursor at the bottom of the channel view?
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if c.CursorPosition == c.List.InnerBounds().Max.Y-1 {
if c.Offset < len(c.List.Items)-1 {
c.Offset++
}
} else {
c.CursorPosition++
}
}
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// Search will search through the channels to find a channel,
// when a match has been found the selected channel will then
// be the channel that has been found
func (c *Channels) Search(term string) {
for i, item := range c.List.Items {
if strings.Contains(item, term) {
// The new position
newPos := i
// Is the new position in range of the current view?
minRange := c.Offset
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maxRange := c.Offset + (c.List.InnerBounds().Max.Y - 2)
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if newPos < minRange {
// newPos is above, we need to scroll up.
c.SetSelectedChannel(i)
// How much do we need to scroll to get it into range?
c.Offset = c.Offset - (minRange - newPos)
} else if newPos > maxRange {
// newPos is below, we need to scroll down
c.SetSelectedChannel(i)
// How much do we need to scroll to get it into range?
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c.Offset = c.Offset + (newPos - maxRange)
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} else {
// newPos is inside range
c.SetSelectedChannel(i)
}
// Set cursor to correct position
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c.CursorPosition = (newPos - c.Offset) + 1
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break
}
}
}