* rework CI validation workflow and makefile * enable push * fix job names * fix license check * fix snapshot builds * fix acceptance tests * fix linting * disable pull request event * rework windows runner caching * disable release pipeline and add issue templates
131 lines
3.0 KiB
Go
131 lines
3.0 KiB
Go
package view
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import (
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"fmt"
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"strings"
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"github.com/awesome-gocui/gocui"
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"github.com/sirupsen/logrus"
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"github.com/wagoodman/dive/runtime/ui/format"
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"github.com/wagoodman/dive/runtime/ui/key"
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"github.com/wagoodman/dive/utils"
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)
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// Status holds the UI objects and data models for populating the bottom-most pane. Specifically the panel
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// shows the user a set of possible actions to take in the window and currently selected pane.
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type Status struct {
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name string
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gui *gocui.Gui
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view *gocui.View
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selectedView Helper
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requestedHeight int
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helpKeys []*key.Binding
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}
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// newStatusView creates a new view object attached the the global [gocui] screen object.
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func newStatusView(gui *gocui.Gui) (controller *Status) {
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controller = new(Status)
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// populate main fields
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controller.name = "status"
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controller.gui = gui
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controller.helpKeys = make([]*key.Binding, 0)
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controller.requestedHeight = 1
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return controller
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}
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func (v *Status) SetCurrentView(r Helper) {
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v.selectedView = r
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}
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func (v *Status) Name() string {
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return v.name
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}
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func (v *Status) AddHelpKeys(keys ...*key.Binding) {
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v.helpKeys = append(v.helpKeys, keys...)
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}
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// Setup initializes the UI concerns within the context of a global [gocui] view object.
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func (v *Status) Setup(view *gocui.View) error {
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logrus.Tracef("view.Setup() %s", v.Name())
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// set controller options
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v.view = view
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v.view.Frame = false
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return v.Render()
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}
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// IsVisible indicates if the status view pane is currently initialized.
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func (v *Status) IsVisible() bool {
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return v != nil
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}
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// Update refreshes the state objects for future rendering (currently does nothing).
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func (v *Status) Update() error {
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return nil
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}
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// OnLayoutChange is called whenever the screen dimensions are changed
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func (v *Status) OnLayoutChange() error {
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err := v.Update()
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if err != nil {
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return err
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}
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return v.Render()
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}
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// Render flushes the state objects to the screen.
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func (v *Status) Render() error {
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logrus.Tracef("view.Render() %s", v.Name())
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v.gui.Update(func(g *gocui.Gui) error {
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v.view.Clear()
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var selectedHelp string
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if v.selectedView != nil {
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selectedHelp = v.selectedView.KeyHelp()
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}
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_, err := fmt.Fprintln(v.view, v.KeyHelp()+selectedHelp+format.StatusNormal("▏"+strings.Repeat(" ", 1000)))
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if err != nil {
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logrus.Debug("unable to write to buffer: ", err)
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}
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return err
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})
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return nil
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}
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// KeyHelp indicates all the possible global actions a user can take when any pane is selected.
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func (v *Status) KeyHelp() string {
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var help string
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for _, binding := range v.helpKeys {
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help += binding.RenderKeyHelp()
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}
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return help
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}
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func (v *Status) Layout(g *gocui.Gui, minX, minY, maxX, maxY int) error {
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logrus.Tracef("view.Layout(minX: %d, minY: %d, maxX: %d, maxY: %d) %s", minX, minY, maxX, maxY, v.Name())
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view, viewErr := g.SetView(v.Name(), minX, minY, maxX, maxY, 0)
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if utils.IsNewView(viewErr) {
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err := v.Setup(view)
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if err != nil {
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logrus.Error("unable to setup status controller", err)
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return err
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}
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}
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return nil
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}
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func (v *Status) RequestedSize(available int) *int {
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return &v.requestedHeight
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}
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