implement viewport

trunk
vilmibm 2023-06-14 15:13:58 -07:00
parent f8f5be36f7
commit 2503fba46f
1 changed files with 74 additions and 11 deletions

79
main.go
View File

@ -24,7 +24,8 @@ type UI struct {
Mode mode Mode mode
App *tview.Application App *tview.Application
Fields []field Fields []field
Nodes []node Nodes []*node
Viewport *viewport
// UI things // UI things
Pages *tview.Pages Pages *tview.Pages
@ -54,6 +55,18 @@ func (ui *UI) handleInput(event *tcell.EventKey) *tcell.EventKey {
case ':': case ':':
ui.setMode(modeEx) ui.setMode(modeEx)
return nil return nil
case 'h':
ui.Viewport.X--
return nil
case 'j':
ui.Viewport.Y++
return nil
case 'k':
ui.Viewport.Y--
return nil
case 'l':
ui.Viewport.X++
return nil
} }
case modeEx: case modeEx:
case modeFocus: case modeFocus:
@ -81,6 +94,31 @@ func (ui *UI) handleExInput(key tcell.Key) {
fmt.Fprintf(ui.ExOutput, "did not understand '%s', sorry", text) fmt.Fprintf(ui.ExOutput, "did not understand '%s', sorry", text)
} }
/*
three coordinate systems:
- the infinite coordinate plane where nodes live. it is centered at 0,0 but nodes can be placed anywhere.
- the viewport representing what part of the infinite plane the user is looking at. the viewport has an origin in the infinite plane and a width and height
- the screen onto which characters are drawn. always rooted at 0,0; always has a width and a height that matches the width and height of the viewport
the viewport is the most pressing question. nodes exist in an XY plane and the field view is a viewport onto that plane.
nodes have a "real" X,Y coordinate pair and a width and a height. the viewport has a width, a height, and point A,B from which it originates.
Moving the viewport means changing A,B. To see what should be shown on the screen, compare a node's X,Y to A,B. If X+width > A and Y+height > B && X+width < A+width and Y+maxheight < B+maxheight then it should be shown. For each node, it also has coordinates H,J in the screen based on the viewport position.
But how to reconcile this with tview? can i add all of the nodes to the scene tree then update their H,J as the viewport changes and hope tview just does the right thing? I think I should start there.
*/
type viewport struct {
X int
Y int
W int
H int
}
type field struct { type field struct {
Name string Name string
Selected bool Selected bool
@ -91,13 +129,15 @@ type node struct {
Edges []*node Edges []*node
X int X int
Y int Y int
widg *tview.TextView
// "screen" x and y are stored on corresponding tview widget as well as width/height
} }
type Edge struct { type Edge struct {
nodes []*node
} }
func (e Edge) Draw(screen tcell.Screen) { func (e Edge) Draw(screen tcell.Screen) {
screen.SetContent(0, 0, tview.BoxDrawingsLightDiagonalUpperLeftToLowerRight, []rune{}, tcell.StyleDefault) screen.SetContent(0, 0, tview.BoxDrawingsLightDiagonalUpperLeftToLowerRight, []rune{}, tcell.StyleDefault)
screen.SetContent(1, 1, tview.BoxDrawingsLightDiagonalUpperLeftToLowerRight, []rune{}, tcell.StyleDefault) screen.SetContent(1, 1, tview.BoxDrawingsLightDiagonalUpperLeftToLowerRight, []rune{}, tcell.StyleDefault)
screen.SetContent(2, 2, tview.BoxDrawingsLightDiagonalUpperLeftToLowerRight, []rune{}, tcell.StyleDefault) screen.SetContent(2, 2, tview.BoxDrawingsLightDiagonalUpperLeftToLowerRight, []rune{}, tcell.StyleDefault)
@ -139,7 +179,8 @@ func NewUI() *UI {
Mode: modeNormal, Mode: modeNormal,
App: app, App: app,
Fields: []field{{"scratch", true}, {"test", false}}, Fields: []field{{"scratch", true}, {"test", false}},
Nodes: []node{}, Nodes: []*node{},
Viewport: &viewport{},
Pages: tview.NewPages(), Pages: tview.NewPages(),
TopFlex: tview.NewFlex(), TopFlex: tview.NewFlex(),
Field: tview.NewPages(), Field: tview.NewPages(),
@ -169,14 +210,23 @@ func NewUI() *UI {
ui.FieldBar.SetDirection(tview.FlexColumn) ui.FieldBar.SetDirection(tview.FlexColumn)
ui.Nodes = append(ui.Nodes, node{ ui.Nodes = append(ui.Nodes, &node{
Text: "foobar\nbaz\nquux", Text: "foobar\nbaz\nquux",
}) })
ui.Nodes = append(ui.Nodes, node{ ui.Nodes = append(ui.Nodes, &node{
Text: "the wild box",
})
ui.Nodes = append(ui.Nodes, &node{
Text: "cool stories bros",
})
ui.Nodes = append(ui.Nodes, &node{
Text: "why not",
})
ui.Nodes = append(ui.Nodes, &node{
Text: "hello\nthere\nhow", Text: "hello\nthere\nhow",
}) })
x := 0 x := 60
y := 0 y := 0
rand.Seed(time.Now().Unix()) rand.Seed(time.Now().Unix())
@ -186,14 +236,27 @@ func NewUI() *UI {
b.SetText(n.Text) b.SetText(n.Text)
b.SetBorder(true) b.SetBorder(true)
b.SetRect(x, y, 10, 5) b.SetRect(x, y, 10, 5)
x += 20 n.X = x
n.Y = y
x -= 20
ui.Field.AddPage(fmt.Sprintf("%d", rand.Intn(10000)), b, false, true) ui.Field.AddPage(fmt.Sprintf("%d", rand.Intn(10000)), b, false, true)
n.widg = b
} }
ui.Field.AddPage("edge", Edge{}, false, true) ui.Field.AddPage("edge", Edge{}, false, true)
app.SetBeforeDrawFunc(func(_ tcell.Screen) bool { app.SetBeforeDrawFunc(func(_ tcell.Screen) bool {
// Viewport
_, _, w, h := ui.Field.GetRect()
ui.Viewport.W = w
ui.Viewport.H = h
// Handle nodes // Handle nodes
// TODO for _, n := range ui.Nodes {
_, _, w, h := n.widg.GetRect()
x := n.X - ui.Viewport.X
y := n.Y - ui.Viewport.Y
n.widg.SetRect(x, y, w, h)
}
// Handle field bar // Handle field bar
ui.FieldBar.Clear() ui.FieldBar.Clear()