erroneousboat-slack-term/components/input.go
2019-10-12 13:42:35 +02:00

221 lines
5.5 KiB
Go

package components
import (
"github.com/erroneousboat/termui"
runewidth "github.com/mattn/go-runewidth"
)
// Input is the definition of an Input component
type Input struct {
Par *termui.Par
Text []rune
CursorPositionScreen int
CursorPositionText int
Offset int
}
// CreateInput is the constructor of the Input struct
func CreateInputComponent() *Input {
input := &Input{
Par: termui.NewPar(""),
Text: make([]rune, 0),
CursorPositionScreen: 0,
CursorPositionText: 0,
Offset: 0,
}
input.Par.Height = 3
return input
}
// Buffer implements interface termui.Bufferer
func (i *Input) Buffer() termui.Buffer {
buf := i.Par.Buffer()
// Set visible cursor, get char at screen cursor position
char := buf.At(i.Par.InnerX()+i.CursorPositionScreen, i.Par.Block.InnerY())
buf.Set(
i.Par.InnerX()+i.CursorPositionScreen,
i.Par.Block.InnerY(),
termui.Cell{
Ch: char.Ch,
Fg: i.Par.TextBgColor,
Bg: i.Par.TextFgColor,
},
)
return buf
}
// GetHeight implements interface termui.GridBufferer
func (i *Input) GetHeight() int {
return i.Par.Block.GetHeight()
}
// SetWidth implements interface termui.GridBufferer
func (i *Input) SetWidth(w int) {
i.Par.SetWidth(w)
}
// SetX implements interface termui.GridBufferer
func (i *Input) SetX(x int) {
i.Par.SetX(x)
}
// SetY implements interface termui.GridBufferer
func (i *Input) SetY(y int) {
i.Par.SetY(y)
}
// Insert will insert a given key at the place of the current CursorPositionText
func (i *Input) Insert(key rune) {
// Append key to the left side
left := make([]rune, len(i.Text[0:i.CursorPositionText]))
copy(left, i.Text[0:i.CursorPositionText])
left = append(left, key)
// Combine left and right side
i.Text = append(left, i.Text[i.CursorPositionText:]...)
i.MoveCursorRight()
}
// Backspace will remove a character in front of the CursorPositionText
func (i *Input) Backspace() {
if i.CursorPositionText > 0 {
// We want the cursor to stay in the same spot when the text
// overflow, revealing the test on the left side when using
// backspace. When all the text has been revealed will move
// the cursor to the left.
if i.Offset > 0 {
i.Offset--
i.CursorPositionText--
} else {
i.MoveCursorLeft()
}
i.Text = append(i.Text[0:i.CursorPositionText], i.Text[i.CursorPositionText+1:]...)
i.Par.Text = string(i.Text[i.Offset:])
}
}
// Delete will remove a character at the CursorPositionText
func (i *Input) Delete() {
if i.CursorPositionText < len(i.Text) {
i.Text = append(i.Text[0:i.CursorPositionText], i.Text[i.CursorPositionText+1:]...)
i.Par.Text = string(i.Text[i.Offset:])
}
}
// MoveCursorRight will increase the current CursorPositionText with 1
func (i *Input) MoveCursorRight() {
if i.CursorPositionText < len(i.Text) {
i.CursorPositionText++
i.ScrollRight()
}
i.Par.Text = string(i.Text[i.Offset:])
}
// MoveCursorLeft will decrease the current CursorPositionText with 1
func (i *Input) MoveCursorLeft() {
if i.CursorPositionText > 0 {
i.CursorPositionText--
i.ScrollLeft()
}
i.Par.Text = string(i.Text[i.Offset:])
}
func (i *Input) ScrollLeft() {
// Is the cursor at the far left of the Input component?
if i.CursorPositionScreen == 0 {
// Decrease offset to show what is on the left side
if i.Offset > 0 {
i.Offset--
}
} else {
i.CursorPositionScreen -= i.GetRuneWidthRight()
}
}
func (i *Input) ScrollRight() {
// Is the cursor at the far right of the Input component, cursor
// isn't at the end of the text
if (i.CursorPositionScreen + i.GetRuneWidthLeft()) > i.Par.InnerBounds().Dx()-1 {
// Increase offset to show what is on the right side
if i.Offset < len(i.Text) {
i.Offset = i.CalculateOffset()
i.CursorPositionScreen = i.GetRuneWidthOffsetToCursor()
}
} else {
i.CursorPositionScreen += i.GetRuneWidthLeft()
}
}
// CalculateOffset will, based on the width of the runes on the
// left of the text cursor, calculate the offset that needs to
// be used by the Inpute Component
func (i *Input) CalculateOffset() int {
var offset int
var currentRuneWidth int
for j := (i.CursorPositionText - 1); currentRuneWidth < i.GetMaxWidth()-1; j-- {
currentRuneWidth += runewidth.RuneWidth(i.Text[j])
offset = j
}
return offset
}
// GetRunWidthOffsetToCursor will get the rune width of all
// the runes from the offset until the text cursor
func (i *Input) GetRuneWidthOffsetToCursor() int {
return runewidth.StringWidth(string(i.Text[i.Offset:i.CursorPositionText]))
}
// GetRuneWidthLeft will get the width of a rune on the left side
// of the CursorPositionText
func (i *Input) GetRuneWidthLeft() int {
return runewidth.RuneWidth(i.Text[i.CursorPositionText-1])
}
// GetRuneWidthLeft will get the width of a rune on the right side
// of the CursorPositionText
func (i *Input) GetRuneWidthRight() int {
return runewidth.RuneWidth(i.Text[i.CursorPositionText])
}
// IsEmpty will return true when the input is empty
func (i *Input) IsEmpty() bool {
if i.Par.Text == "" {
return true
}
return false
}
// Clear will empty the input and move the cursor to the start position
func (i *Input) Clear() {
i.Text = make([]rune, 0)
i.Par.Text = ""
i.CursorPositionScreen = 0
i.CursorPositionText = 0
i.Offset = 0
}
// GetText returns the text currently in the input
func (i *Input) GetText() string {
return string(i.Text)
}
// GetMaxWidth returns the maximum number of positions
// the Input component can display
func (i *Input) GetMaxWidth() int {
return i.Par.InnerBounds().Dx() - 1
}