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// Copyright 2015 Zack Guo <gizak@icloud.com>. All rights reserved.
// Use of this source code is governed by a MIT license that can
// be found in the LICENSE file.

package termui

import "math"

// Sparkline is like: ▅▆▂▂▅▇▂▂▃▆▆▆▅▃
/*
  data := []int{4, 2, 1, 6, 3, 9, 1, 4, 2, 15, 14, 9, 8, 6, 10, 13, 15, 12, 10, 5, 3, 6, 1}
  spl := termui.NewSparkline()
  spl.Data = data
  spl.Title = "Sparkline 0"
  spl.LineColor = termui.ColorGreen
*/
type Sparkline struct {
    Data          []int
    Height        int
    Title         string
    TitleColor    Attribute
    LineColor     Attribute
    displayHeight int
    scale         float32
    max           int
}

// Sparklines is a renderable widget which groups together the given sparklines.
/*
  spls := termui.NewSparklines(spl0,spl1,spl2) //...
  spls.Height = 2
  spls.Width = 20
*/
type Sparklines struct {
    Block
    Lines        []Sparkline
    displayLines int
    displayWidth int
}

var sparks = []rune{'▁', '▂', '▃', '▄', '▅', '▆', '▇', '█'}

// Add appends a given Sparkline to s *Sparklines.
func (s *Sparklines) Add(sl Sparkline) {
    s.Lines = append(s.Lines, sl)
}

// NewSparkline returns a unrenderable single sparkline that intended to be added into Sparklines.
func NewSparkline() Sparkline {
    return Sparkline{
        Height:     1,
        TitleColor: theme.SparklineTitle,
        LineColor:  theme.SparklineLine}
}

// NewSparklines return a new *Spaklines with given Sparkline(s), you can always add a new Sparkline later.
func NewSparklines(ss ...Sparkline) *Sparklines {
    s := &Sparklines{Block: *NewBlock(), Lines: ss}
    return s
}

func (sl *Sparklines) update() {
    for i, v := range sl.Lines {
        if v.Title == "" {
            sl.Lines[i].displayHeight = v.Height
        } else {
            sl.Lines[i].displayHeight = v.Height + 1
        }
    }
    sl.displayWidth = sl.innerWidth

    // get how many lines gotta display
    h := 0
    sl.displayLines = 0
    for _, v := range sl.Lines {
        if h+v.displayHeight <= sl.innerHeight {
            sl.displayLines++
        } else {
            break
        }
        h += v.displayHeight
    }

    for i := 0; i < sl.displayLines; i++ {
        data := sl.Lines[i].Data

        max := math.MinInt32
        for _, v := range data {
            if max < v {
                max = v
            }
        }
        sl.Lines[i].max = max
        sl.Lines[i].scale = float32(8*sl.Lines[i].Height) / float32(max)
    }
}

// Buffer implements Bufferer interface.
func (sl *Sparklines) Buffer() []Point {
    ps := sl.Block.Buffer()
    sl.update()

    oftY := 0
    for i := 0; i < sl.displayLines; i++ {
        l := sl.Lines[i]
        data := l.Data

        if len(data) > sl.innerWidth {
            data = data[len(data)-sl.innerWidth:]
        }

        if l.Title != "" {
            rs := trimStr2Runes(l.Title, sl.innerWidth)
            oftX := 0
            for _, v := range rs {
                w := charWidth(v)
                p := Point{}
                p.Ch = v
                p.Fg = l.TitleColor
                p.Bg = sl.BgColor
                p.X = sl.innerX + oftX
                p.Y = sl.innerY + oftY
                ps = append(ps, p)
                oftX += w
            }
        }

        for j, v := range data {
            h := int(float32(v)*l.scale + 0.5)
            barCnt := h / 8
            barMod := h % 8
            for jj := 0; jj < barCnt; jj++ {
                p := Point{}
                p.X = sl.innerX + j
                p.Y = sl.innerY + oftY + l.Height - jj
                p.Ch = ' ' // => sparks[7]
                p.Bg = l.LineColor
                //p.Bg = sl.BgColor
                ps = append(ps, p)
            }
            if barMod != 0 {
                p := Point{}
                p.X = sl.innerX + j
                p.Y = sl.innerY + oftY + l.Height - barCnt
                p.Ch = sparks[barMod-1]
                p.Fg = l.LineColor
                p.Bg = sl.BgColor
                ps = append(ps, p)
            }
        }

        oftY += l.displayHeight
    }

    return sl.Block.chopOverflow(ps)
}