Gauge direction (#326)

Add `gauge` with all the different directions.

Co-authored-by: Aleksandar Brakmic <13668697+brakmic-aleksandar@users.noreply.github.com>
This commit is contained in:
Arthur Sonzogni
2022-02-06 19:17:21 +01:00
committed by GitHub
parent 7c3ca1beb5
commit 8ba3698437
7 changed files with 369 additions and 19 deletions

View File

@@ -10,7 +10,7 @@
namespace ftxui {
static std::string charset[11] = {
static std::string charset_horizontal[11] = {
#if defined(FTXUI_MICROSOFT_TERMINAL_FALLBACK)
// Microsoft's terminals often use fonts not handling the 8 unicode
// characters for representing the whole gauge. Fallback with less.
@@ -22,38 +22,229 @@ static std::string charset[11] = {
// int(9 * (limit - limit_int) = 9
""};
static std::string charset_vertical[10] = {
"",
"",
"",
"",
"",
"",
"",
"",
" ",
// An extra character in case when the fuzzer manage to have:
// int(8 * (limit - limit_int) = 8
" ",
};
class Gauge : public Node {
public:
Gauge(float progress) : progress_(std::min(std::max(progress, 0.f), 1.f)) {}
Gauge(float progress, GaugeDirection direction)
: progress_(std::min(std::max(progress, 0.f), 1.f)),
direction_(direction) {}
void ComputeRequirement() override {
requirement_.flex_grow_x = 1;
requirement_.flex_grow_y = 0;
requirement_.flex_shrink_x = 1;
requirement_.flex_shrink_y = 0;
switch (direction_) {
case GaugeDirection::Right:
case GaugeDirection::Left:
requirement_.flex_grow_x = 1;
requirement_.flex_grow_y = 0;
requirement_.flex_shrink_x = 1;
requirement_.flex_shrink_y = 0;
break;
case GaugeDirection::Up:
case GaugeDirection::Down:
requirement_.flex_grow_x = 0;
requirement_.flex_grow_y = 1;
requirement_.flex_shrink_x = 0;
requirement_.flex_shrink_y = 1;
break;
}
requirement_.min_x = 1;
requirement_.min_y = 1;
}
void Render(Screen& screen) override {
switch (direction_) {
case GaugeDirection::Right:
RenderHorizontal(screen, /*invert=*/false);
break;
case GaugeDirection::Up:
RenderVertical(screen, /*invert=*/false);
break;
case GaugeDirection::Left:
RenderHorizontal(screen, /*invert=*/true);
break;
case GaugeDirection::Down:
RenderVertical(screen, /*invert=*/true);
break;
}
}
void RenderHorizontal(Screen& screen, bool invert) {
int y = box_.y_min;
if (y > box_.y_max)
return;
float limit = box_.x_min + progress_ * (box_.x_max - box_.x_min + 1);
int limit_int = limit;
// Draw the progress bar horizontally.
{
float progress = invert ? 1.f - progress_ : progress_;
float limit = box_.x_min + progress * (box_.x_max - box_.x_min + 1);
int limit_int = limit;
int x = box_.x_min;
while (x < limit_int)
screen.at(x++, y) = charset_horizontal[9];
screen.at(x++, y) = charset_horizontal[int(9 * (limit - limit_int))];
while (x <= box_.x_max)
screen.at(x++, y) = charset_horizontal[0];
}
if (invert) {
for (int x = box_.x_min; x <= box_.x_max; x++)
screen.PixelAt(x, y).inverted ^= true;
}
}
void RenderVertical(Screen& screen, bool invert) {
int x = box_.x_min;
while (x < limit_int)
screen.at(x++, y) = charset[9];
screen.at(x++, y) = charset[int(9 * (limit - limit_int))];
while (x <= box_.x_max)
screen.at(x++, y) = charset[0];
if (x > box_.x_max)
return;
// Draw the progress bar vertically:
{
float progress = invert ? progress_ : 1.f - progress_;
float limit = box_.y_min + progress * (box_.y_max - box_.y_min + 1);
int limit_int = limit;
int y = box_.y_min;
while (y < limit_int)
screen.at(x, y++) = charset_vertical[8];
screen.at(x, y++) = charset_vertical[int(8 * (limit - limit_int))];
while (y <= box_.y_max)
screen.at(x, y++) = charset_vertical[0];
}
if (invert) {
for (int y = box_.y_min; y <= box_.y_max; y++)
screen.PixelAt(x, y).inverted ^= true;
}
}
private:
float progress_;
GaugeDirection direction_;
};
/// @brief Draw a high definition progress bar progressing in specified
/// direction.
/// @param progress The proportion of the area to be filled. Belong to [0,1].
// @param direction Direction of progress bars progression.
/// @ingroup dom
Element gaugeDirection(float progress, GaugeDirection direction) {
return std::make_shared<Gauge>(progress, direction);
}
/// @brief Draw a high definition progress bar progressing from left to right.
/// @param progress The proportion of the area to be filled. Belong to [0,1].
/// @ingroup dom
///
/// ### Example
///
/// A gauge. It can be used to represent a progress bar.
/// ~~~cpp
/// border(gaugeRight(0.5))
/// ~~~
///
/// #### Output
///
/// ~~~bash
/// ┌──────────────────────────────────────────────────────────────────────────┐
/// │█████████████████████████████████████ │
/// └──────────────────────────────────────────────────────────────────────────┘
/// ~~~
Element gaugeRight(float progress) {
return gaugeDirection(progress, GaugeDirection::Right);
}
/// @brief Draw a high definition progress bar progressing from right to left.
/// @param progress The proportion of the area to be filled. Belong to [0,1].
/// @ingroup dom
///
/// ### Example
///
/// A gauge. It can be used to represent a progress bar.
/// ~~~cpp
/// border(gaugeLeft(0.5))
/// ~~~
///
/// #### Output
///
/// ~~~bash
/// ┌──────────────────────────────────────────────────────────────────────────┐
/// │ █████████████████████████████████████│
/// └──────────────────────────────────────────────────────────────────────────┘
/// ~~~
Element gaugeLeft(float progress) {
return gaugeDirection(progress, GaugeDirection::Left);
}
/// @brief Draw a high definition progress bar progressing from bottom to top.
/// @param progress The proportion of the area to be filled. Belong to [0,1].
/// @ingroup dom
///
/// ### Example
///
/// A gauge. It can be used to represent a progress bar.
/// ~~~cpp
/// border(gaugeUp(0.5))
/// ~~~
///
/// #### Output
///
/// ~~~bash
/// ┌─┐
/// │ │
/// │ │
/// │ │
/// │ │
/// │█│
/// │█│
/// │█│
/// │█│
/// └─┘
/// ~~~
Element gaugeUp(float progress) {
return gaugeDirection(progress, GaugeDirection::Up);
}
/// @brief Draw a high definition progress bar progressing from top to bottom.
/// @param progress The proportion of the area to be filled. Belong to [0,1].
/// @ingroup dom
///
/// ### Example
///
/// A gauge. It can be used to represent a progress bar.
/// ~~~cpp
/// border(gaugeDown(0.5))
/// ~~~
///
/// #### Output
///
/// ~~~bash
/// ┌─┐
/// │█│
/// │█│
/// │█│
/// │█│
/// │ │
/// │ │
/// │ │
/// │ │
/// └─┘
/// ~~~
Element gaugeDown(float progress) {
return gaugeDirection(progress, GaugeDirection::Down);
}
/// @brief Draw a high definition progress bar.
/// @param progress The proportion of the area to be filled. Belong to [0,1].
/// @ingroup dom
@@ -73,7 +264,7 @@ class Gauge : public Node {
/// └──────────────────────────────────────────────────────────────────────────┘
/// ~~~
Element gauge(float progress) {
return std::make_shared<Gauge>(progress);
return gaugeRight(progress);
}
} // namespace ftxui

View File

@@ -11,7 +11,7 @@
using namespace ftxui;
using namespace ftxui;
TEST(GaugeTest, zero) {
TEST(GaugeTest, ZeroHorizontal) {
auto root = gauge(0);
Screen screen(11, 1);
Render(screen, root);
@@ -19,16 +19,15 @@ TEST(GaugeTest, zero) {
EXPECT_EQ(" ", screen.ToString());
}
TEST(GaugeTest, half) {
TEST(GaugeTest, HalfHorizontal) {
auto root = gauge(0.5);
Screen screen(11, 1);
Render(screen, root);
EXPECT_EQ("█████▍ ", screen.ToString());
//" ▏▎▍▌▊▉█";
}
TEST(GaugeTest, one) {
TEST(GaugeTest, OneHorizontal) {
auto root = gauge(1.0);
Screen screen(11, 1);
Render(screen, root);
@@ -36,6 +35,66 @@ TEST(GaugeTest, one) {
EXPECT_EQ("███████████", screen.ToString());
}
TEST(GaugeTest, ZeroVertical) {
auto root = gaugeUp(0);
Screen screen(1, 11);
Render(screen, root);
EXPECT_EQ(
" \r\n"
" \r\n"
" \r\n"
" \r\n"
" \r\n"
" \r\n"
" \r\n"
" \r\n"
" \r\n"
" \r\n"
" ",
screen.ToString());
}
TEST(GaugeTest, HalfVertical) {
auto root = gaugeUp(0.5);
Screen screen(1, 11);
Render(screen, root);
EXPECT_EQ(
" \r\n"
" \r\n"
" \r\n"
" \r\n"
" \r\n"
"\r\n"
"\r\n"
"\r\n"
"\r\n"
"\r\n"
"",
screen.ToString());
}
TEST(GaugeTest, OneVertical) {
auto root = gaugeUp(1.0);
Screen screen(1, 11);
Render(screen, root);
EXPECT_EQ(
"\r\n"
"\r\n"
"\r\n"
"\r\n"
"\r\n"
"\r\n"
"\r\n"
"\r\n"
"\r\n"
"\r\n"
"",
screen.ToString());
}
// Copyright 2020 Arthur Sonzogni. All rights reserved.
// Use of this source code is governed by the MIT license that can be found in
// the LICENSE file.

View File

@@ -17,7 +17,7 @@ class Inverted : public NodeDecorator {
Node::Render(screen);
for (int y = box_.y_min; y <= box_.y_max; ++y) {
for (int x = box_.x_min; x <= box_.x_max; ++x) {
screen.PixelAt(x, y).inverted = true;
screen.PixelAt(x, y).inverted ^= true;
}
}
}