gomuks/vendor/maunium.net/go/tview/form.go

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package tview
import (
"maunium.net/go/tcell"
)
// DefaultFormFieldWidth is the default field screen width of form elements
// whose field width is flexible (0). This is used in the Form class for
// horizontal layouts.
var DefaultFormFieldWidth = 10
// FormItem is the interface all form items must implement to be able to be
// included in a form.
type FormItem interface {
Primitive
// GetLabel returns the item's label text.
GetLabel() string
// SetFormAttributes sets a number of item attributes at once.
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SetFormAttributes(labelWidth int, labelColor, bgColor, fieldTextColor, fieldBgColor tcell.Color) FormItem
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// GetFieldWidth returns the width of the form item's field (the area which
// is manipulated by the user) in number of screen cells. A value of 0
// indicates the the field width is flexible and may use as much space as
// required.
GetFieldWidth() int
// SetEnteredFunc sets the handler function for when the user finished
// entering data into the item. The handler may receive events for the
// Enter key (we're done), the Escape key (cancel input), the Tab key (move to
// next field), and the Backtab key (move to previous field).
SetFinishedFunc(handler func(key tcell.Key)) FormItem
}
// Form allows you to combine multiple one-line form elements into a vertical
// or horizontal layout. Form elements include types such as InputField or
// Checkbox. These elements can be optionally followed by one or more buttons
// for which you can define form-wide actions (e.g. Save, Clear, Cancel).
//
// See https://github.com/rivo/tview/wiki/Form for an example.
type Form struct {
*Box
// The items of the form (one row per item).
items []FormItem
// The buttons of the form.
buttons []*Button
// If set to true, instead of position items and buttons from top to bottom,
// they are positioned from left to right.
horizontal bool
// The alignment of the buttons.
buttonsAlign int
// The number of empty rows between items.
itemPadding int
// The index of the item or button which has focus. (Items are counted first,
// buttons are counted last.)
focusedElement int
// The label color.
labelColor tcell.Color
// The background color of the input area.
fieldBackgroundColor tcell.Color
// The text color of the input area.
fieldTextColor tcell.Color
// The background color of the buttons.
buttonBackgroundColor tcell.Color
// The color of the button text.
buttonTextColor tcell.Color
// An optional function which is called when the user hits Escape.
cancel func()
}
// NewForm returns a new form.
func NewForm() *Form {
box := NewBox().SetBorderPadding(1, 1, 1, 1)
f := &Form{
Box: box,
itemPadding: 1,
labelColor: Styles.SecondaryTextColor,
fieldBackgroundColor: Styles.ContrastBackgroundColor,
fieldTextColor: Styles.PrimaryTextColor,
buttonBackgroundColor: Styles.ContrastBackgroundColor,
buttonTextColor: Styles.PrimaryTextColor,
}
f.focus = f
return f
}
// SetItemPadding sets the number of empty rows between form items for vertical
// layouts and the number of empty cells between form items for horizontal
// layouts.
func (f *Form) SetItemPadding(padding int) *Form {
f.itemPadding = padding
return f
}
// SetHorizontal sets the direction the form elements are laid out. If set to
// true, instead of positioning them from top to bottom (the default), they are
// positioned from left to right, moving into the next row if there is not
// enough space.
func (f *Form) SetHorizontal(horizontal bool) *Form {
f.horizontal = horizontal
return f
}
// SetLabelColor sets the color of the labels.
func (f *Form) SetLabelColor(color tcell.Color) *Form {
f.labelColor = color
return f
}
// SetFieldBackgroundColor sets the background color of the input areas.
func (f *Form) SetFieldBackgroundColor(color tcell.Color) *Form {
f.fieldBackgroundColor = color
return f
}
// SetFieldTextColor sets the text color of the input areas.
func (f *Form) SetFieldTextColor(color tcell.Color) *Form {
f.fieldTextColor = color
return f
}
// SetButtonsAlign sets how the buttons align horizontally, one of AlignLeft
// (the default), AlignCenter, and AlignRight. This is only
func (f *Form) SetButtonsAlign(align int) *Form {
f.buttonsAlign = align
return f
}
// SetButtonBackgroundColor sets the background color of the buttons.
func (f *Form) SetButtonBackgroundColor(color tcell.Color) *Form {
f.buttonBackgroundColor = color
return f
}
// SetButtonTextColor sets the color of the button texts.
func (f *Form) SetButtonTextColor(color tcell.Color) *Form {
f.buttonTextColor = color
return f
}
// AddInputField adds an input field to the form. It has a label, an optional
// initial value, a field width (a value of 0 extends it as far as possible),
// an optional accept function to validate the item's value (set to nil to
// accept any text), and an (optional) callback function which is invoked when
// the input field's text has changed.
func (f *Form) AddInputField(label, value string, fieldWidth int, accept func(textToCheck string, lastChar rune) bool, changed func(text string)) *Form {
f.items = append(f.items, NewInputField().
SetLabel(label).
SetText(value).
SetFieldWidth(fieldWidth).
SetAcceptanceFunc(accept).
SetChangedFunc(changed))
return f
}
// AddPasswordField adds a password field to the form. This is similar to an
// input field except that the user's input not shown. Instead, a "mask"
// character is displayed. The password field has a label, an optional initial
// value, a field width (a value of 0 extends it as far as possible), and an
// (optional) callback function which is invoked when the input field's text has
// changed.
func (f *Form) AddPasswordField(label, value string, fieldWidth int, mask rune, changed func(text string)) *Form {
if mask == 0 {
mask = '*'
}
f.items = append(f.items, NewInputField().
SetLabel(label).
SetText(value).
SetFieldWidth(fieldWidth).
SetMaskCharacter(mask).
SetChangedFunc(changed))
return f
}
// AddDropDown adds a drop-down element to the form. It has a label, options,
// and an (optional) callback function which is invoked when an option was
// selected. The initial option may be a negative value to indicate that no
// option is currently selected.
func (f *Form) AddDropDown(label string, options []string, initialOption int, selected func(option string, optionIndex int)) *Form {
f.items = append(f.items, NewDropDown().
SetLabel(label).
SetCurrentOption(initialOption).
SetOptions(options, selected))
return f
}
// AddCheckbox adds a checkbox to the form. It has a label, an initial state,
// and an (optional) callback function which is invoked when the state of the
// checkbox was changed by the user.
func (f *Form) AddCheckbox(label string, checked bool, changed func(checked bool)) *Form {
f.items = append(f.items, NewCheckbox().
SetLabel(label).
SetChecked(checked).
SetChangedFunc(changed))
return f
}
// AddButton adds a new button to the form. The "selected" function is called
// when the user selects this button. It may be nil.
func (f *Form) AddButton(label string, selected func()) *Form {
f.buttons = append(f.buttons, NewButton(label).SetSelectedFunc(selected))
return f
}
// Clear removes all input elements from the form, including the buttons if
// specified.
func (f *Form) Clear(includeButtons bool) *Form {
f.items = nil
if includeButtons {
f.buttons = nil
}
f.focusedElement = 0
return f
}
// AddFormItem adds a new item to the form. This can be used to add your own
// objects to the form. Note, however, that the Form class will override some
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// of its attributes to make it work in the form context. Specifically, these
// are:
//
// - The label width
// - The label color
// - The background color
// - The field text color
// - The field background color
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func (f *Form) AddFormItem(item FormItem) *Form {
f.items = append(f.items, item)
return f
}
// GetFormItem returns the form element at the given position, starting with
// index 0. Elements are referenced in the order they were added. Buttons are
// not included.
func (f *Form) GetFormItem(index int) FormItem {
return f.items[index]
}
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// GetFormItemByLabel returns the first form element with the given label. If
// no such element is found, nil is returned. Buttons are not searched and will
// therefore not be returned.
func (f *Form) GetFormItemByLabel(label string) FormItem {
for _, item := range f.items {
if item.GetLabel() == label {
return item
}
}
return nil
}
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// SetCancelFunc sets a handler which is called when the user hits the Escape
// key.
func (f *Form) SetCancelFunc(callback func()) *Form {
f.cancel = callback
return f
}
// Draw draws this primitive onto the screen.
func (f *Form) Draw(screen tcell.Screen) {
f.Box.Draw(screen)
// Determine the dimensions.
x, y, width, height := f.GetInnerRect()
topLimit := y
bottomLimit := y + height
rightLimit := x + width
startX := x
// Find the longest label.
var maxLabelWidth int
for _, item := range f.items {
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labelWidth := StringWidth(item.GetLabel())
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if labelWidth > maxLabelWidth {
maxLabelWidth = labelWidth
}
}
maxLabelWidth++ // Add one space.
// Calculate positions of form items.
positions := make([]struct{ x, y, width, height int }, len(f.items)+len(f.buttons))
var focusedPosition struct{ x, y, width, height int }
for index, item := range f.items {
// Calculate the space needed.
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labelWidth := StringWidth(item.GetLabel())
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var itemWidth int
if f.horizontal {
fieldWidth := item.GetFieldWidth()
if fieldWidth == 0 {
fieldWidth = DefaultFormFieldWidth
}
labelWidth++
itemWidth = labelWidth + fieldWidth
} else {
// We want all fields to align vertically.
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labelWidth = maxLabelWidth
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itemWidth = width
}
// Advance to next line if there is no space.
if f.horizontal && x+labelWidth+1 >= rightLimit {
x = startX
y += 2
}
// Adjust the item's attributes.
if x+itemWidth >= rightLimit {
itemWidth = rightLimit - x
}
item.SetFormAttributes(
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labelWidth,
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f.labelColor,
f.backgroundColor,
f.fieldTextColor,
f.fieldBackgroundColor,
)
// Save position.
positions[index].x = x
positions[index].y = y
positions[index].width = itemWidth
positions[index].height = 1
if item.GetFocusable().HasFocus() {
focusedPosition = positions[index]
}
// Advance to next item.
if f.horizontal {
x += itemWidth + f.itemPadding
} else {
y += 1 + f.itemPadding
}
}
// How wide are the buttons?
buttonWidths := make([]int, len(f.buttons))
buttonsWidth := 0
for index, button := range f.buttons {
w := StringWidth(button.GetLabel()) + 4
buttonWidths[index] = w
buttonsWidth += w + 1
}
buttonsWidth--
// Where do we place them?
if !f.horizontal && x+buttonsWidth < rightLimit {
if f.buttonsAlign == AlignRight {
x = rightLimit - buttonsWidth
} else if f.buttonsAlign == AlignCenter {
x = (x + rightLimit - buttonsWidth) / 2
}
// In vertical layouts, buttons always appear after an empty line.
if f.itemPadding == 0 {
y++
}
}
// Calculate positions of buttons.
for index, button := range f.buttons {
space := rightLimit - x
buttonWidth := buttonWidths[index]
if f.horizontal {
if space < buttonWidth-4 {
x = startX
y += 2
space = width
}
} else {
if space < 1 {
break // No space for this button anymore.
}
}
if buttonWidth > space {
buttonWidth = space
}
button.SetLabelColor(f.buttonTextColor).
SetLabelColorActivated(f.buttonBackgroundColor).
SetBackgroundColorActivated(f.buttonTextColor).
SetBackgroundColor(f.buttonBackgroundColor)
buttonIndex := index + len(f.items)
positions[buttonIndex].x = x
positions[buttonIndex].y = y
positions[buttonIndex].width = buttonWidth
positions[buttonIndex].height = 1
if button.HasFocus() {
focusedPosition = positions[buttonIndex]
}
x += buttonWidth + 1
}
// Determine vertical offset based on the position of the focused item.
var offset int
if focusedPosition.y+focusedPosition.height > bottomLimit {
offset = focusedPosition.y + focusedPosition.height - bottomLimit
if focusedPosition.y-offset < topLimit {
offset = focusedPosition.y - topLimit
}
}
// Draw items.
for index, item := range f.items {
// Set position.
y := positions[index].y - offset
height := positions[index].height
item.SetRect(positions[index].x, y, positions[index].width, height)
// Is this item visible?
if y+height <= topLimit || y >= bottomLimit {
continue
}
// Draw items with focus last (in case of overlaps).
if item.GetFocusable().HasFocus() {
defer item.Draw(screen)
} else {
item.Draw(screen)
}
}
// Draw buttons.
for index, button := range f.buttons {
// Set position.
buttonIndex := index + len(f.items)
y := positions[buttonIndex].y - offset
height := positions[buttonIndex].height
button.SetRect(positions[buttonIndex].x, y, positions[buttonIndex].width, height)
// Is this button visible?
if y+height <= topLimit || y >= bottomLimit {
continue
}
// Draw button.
button.Draw(screen)
}
}
// Focus is called by the application when the primitive receives focus.
func (f *Form) Focus(delegate func(p Primitive)) {
if len(f.items)+len(f.buttons) == 0 {
return
}
// Hand on the focus to one of our child elements.
if f.focusedElement < 0 || f.focusedElement >= len(f.items)+len(f.buttons) {
f.focusedElement = 0
}
handler := func(key tcell.Key) {
switch key {
case tcell.KeyTab, tcell.KeyEnter:
f.focusedElement++
f.Focus(delegate)
case tcell.KeyBacktab:
f.focusedElement--
if f.focusedElement < 0 {
f.focusedElement = len(f.items) + len(f.buttons) - 1
}
f.Focus(delegate)
case tcell.KeyEscape:
if f.cancel != nil {
f.cancel()
} else {
f.focusedElement = 0
f.Focus(delegate)
}
}
}
if f.focusedElement < len(f.items) {
// We're selecting an item.
item := f.items[f.focusedElement]
item.SetFinishedFunc(handler)
delegate(item)
} else {
// We're selecting a button.
button := f.buttons[f.focusedElement-len(f.items)]
button.SetBlurFunc(handler)
delegate(button)
}
}
// HasFocus returns whether or not this primitive has focus.
func (f *Form) HasFocus() bool {
for _, item := range f.items {
if item.GetFocusable().HasFocus() {
return true
}
}
for _, button := range f.buttons {
if button.focus.HasFocus() {
return true
}
}
return false
}