implement viewport
parent
f8f5be36f7
commit
2503fba46f
79
main.go
79
main.go
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@ -24,7 +24,8 @@ type UI struct {
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Mode mode
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App *tview.Application
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Fields []field
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Nodes []node
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Nodes []*node
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Viewport *viewport
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// UI things
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Pages *tview.Pages
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@ -54,6 +55,18 @@ func (ui *UI) handleInput(event *tcell.EventKey) *tcell.EventKey {
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case ':':
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ui.setMode(modeEx)
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return nil
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case 'h':
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ui.Viewport.X--
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return nil
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case 'j':
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ui.Viewport.Y++
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return nil
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case 'k':
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ui.Viewport.Y--
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return nil
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case 'l':
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ui.Viewport.X++
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return nil
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}
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case modeEx:
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case modeFocus:
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@ -81,6 +94,31 @@ func (ui *UI) handleExInput(key tcell.Key) {
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fmt.Fprintf(ui.ExOutput, "did not understand '%s', sorry", text)
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}
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/*
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three coordinate systems:
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- the infinite coordinate plane where nodes live. it is centered at 0,0 but nodes can be placed anywhere.
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- 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
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- 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
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the viewport is the most pressing question. nodes exist in an XY plane and the field view is a viewport onto that plane.
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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.
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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.
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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.
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*/
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type viewport struct {
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X int
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Y int
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W int
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H int
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}
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type field struct {
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Name string
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Selected bool
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@ -91,13 +129,15 @@ type node struct {
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Edges []*node
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X int
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Y int
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widg *tview.TextView
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// "screen" x and y are stored on corresponding tview widget as well as width/height
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}
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type Edge struct {
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nodes []*node
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}
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func (e Edge) Draw(screen tcell.Screen) {
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screen.SetContent(0, 0, tview.BoxDrawingsLightDiagonalUpperLeftToLowerRight, []rune{}, tcell.StyleDefault)
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screen.SetContent(1, 1, tview.BoxDrawingsLightDiagonalUpperLeftToLowerRight, []rune{}, tcell.StyleDefault)
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screen.SetContent(2, 2, tview.BoxDrawingsLightDiagonalUpperLeftToLowerRight, []rune{}, tcell.StyleDefault)
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@ -139,7 +179,8 @@ func NewUI() *UI {
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Mode: modeNormal,
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App: app,
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Fields: []field{{"scratch", true}, {"test", false}},
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Nodes: []node{},
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Nodes: []*node{},
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Viewport: &viewport{},
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Pages: tview.NewPages(),
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TopFlex: tview.NewFlex(),
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Field: tview.NewPages(),
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@ -169,14 +210,23 @@ func NewUI() *UI {
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ui.FieldBar.SetDirection(tview.FlexColumn)
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ui.Nodes = append(ui.Nodes, node{
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ui.Nodes = append(ui.Nodes, &node{
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Text: "foobar\nbaz\nquux",
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})
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ui.Nodes = append(ui.Nodes, node{
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ui.Nodes = append(ui.Nodes, &node{
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Text: "the wild box",
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})
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ui.Nodes = append(ui.Nodes, &node{
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Text: "cool stories bros",
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})
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ui.Nodes = append(ui.Nodes, &node{
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Text: "why not",
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})
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ui.Nodes = append(ui.Nodes, &node{
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Text: "hello\nthere\nhow",
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})
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x := 0
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x := 60
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y := 0
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rand.Seed(time.Now().Unix())
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@ -186,14 +236,27 @@ func NewUI() *UI {
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b.SetText(n.Text)
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b.SetBorder(true)
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b.SetRect(x, y, 10, 5)
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x += 20
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n.X = x
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n.Y = y
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x -= 20
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ui.Field.AddPage(fmt.Sprintf("%d", rand.Intn(10000)), b, false, true)
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n.widg = b
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}
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ui.Field.AddPage("edge", Edge{}, false, true)
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app.SetBeforeDrawFunc(func(_ tcell.Screen) bool {
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// Viewport
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_, _, w, h := ui.Field.GetRect()
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ui.Viewport.W = w
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ui.Viewport.H = h
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// Handle nodes
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// TODO
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for _, n := range ui.Nodes {
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_, _, w, h := n.widg.GetRect()
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x := n.X - ui.Viewport.X
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y := n.Y - ui.Viewport.Y
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n.widg.SetRect(x, y, w, h)
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}
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// Handle field bar
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ui.FieldBar.Clear()
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