25aa78a6ee
Something in sorting was broken at some point, maybe during a Go version upgrade? That code hasn't changed in a while. While fixing the code, I rewrote the `numbered.Less()` function. It's shorter, and I think it's clearer, but in addition to being correct now it's also about 10% faster than the original.
234 lines
6.1 KiB
Go
234 lines
6.1 KiB
Go
package termui
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import (
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"image"
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"sort"
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"strconv"
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"unicode"
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. "github.com/gizak/termui/v3"
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drawille "github.com/xxxserxxx/gotop/v4/termui/drawille-go"
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)
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// LineGraph draws a graph like this ⣀⡠⠤⠔⣁ of data points.
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type LineGraph struct {
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*Block
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// Data is a size-managed data set for the graph. Each entry is a line;
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// each sub-array are points in the line. The maximum size of the
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// sub-arrays is controlled by the size of the canvas. This
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// array is **not** thread-safe. Do not modify this array, or it's
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// sub-arrays in threads different than the thread that calls `Draw()`
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Data map[string][]float64
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// The labels drawn on the graph for each of the lines; the key is shared
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// by Data; the value is the text that will be rendered.
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Labels map[string]string
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HorizontalScale int
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LineColors map[string]Color
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LabelStyles map[string]Modifier
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DefaultLineColor Color
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seriesList numbered
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}
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func NewLineGraph() *LineGraph {
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return &LineGraph{
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Block: NewBlock(),
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Data: make(map[string][]float64),
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Labels: make(map[string]string),
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HorizontalScale: 5,
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LineColors: make(map[string]Color),
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LabelStyles: make(map[string]Modifier),
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}
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}
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func (self *LineGraph) Draw(buf *Buffer) {
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self.Block.Draw(buf)
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// we render each data point on to the canvas then copy over the braille to the buffer at the end
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// fyi braille characters have 2x4 dots for each character
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c := drawille.NewCanvas()
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// used to keep track of the braille colors until the end when we render the braille to the buffer
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colors := make([][]Color, self.Inner.Dx()+2)
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for i := range colors {
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colors[i] = make([]Color, self.Inner.Dy()+2)
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}
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if len(self.seriesList) != len(self.Data) {
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// sort the series so that overlapping data will overlap the same way each time
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self.seriesList = make(numbered, len(self.Data))
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i := 0
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for seriesName := range self.Data {
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self.seriesList[i] = seriesName
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i++
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}
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sort.Sort(self.seriesList)
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}
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// draw lines in reverse order so that the first color defined in the colorscheme is on top
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for i := len(self.seriesList) - 1; i >= 0; i-- {
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seriesName := self.seriesList[i]
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seriesData := self.Data[seriesName]
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seriesLineColor, ok := self.LineColors[seriesName]
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if !ok {
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seriesLineColor = self.DefaultLineColor
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self.LineColors[seriesName] = seriesLineColor
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}
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// coordinates of last point
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lastY, lastX := -1, -1
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// assign colors to `colors` and lines/points to the canvas
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dx := self.Inner.Dx()
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for i := len(seriesData) - 1; i >= 0; i-- {
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x := ((dx + 1) * 2) - 1 - (((len(seriesData) - 1) - i) * self.HorizontalScale)
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y := ((self.Inner.Dy() + 1) * 4) - 1 - int((float64((self.Inner.Dy())*4)-1)*(seriesData[i]/100))
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if x < 0 {
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// render the line to the last point up to the wall
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if x > -self.HorizontalScale {
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for _, p := range drawille.Line(lastX, lastY, x, y) {
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if p.X > 0 {
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c.Set(p.X, p.Y)
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colors[p.X/2][p.Y/4] = seriesLineColor
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}
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}
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}
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if len(seriesData) > 4*dx {
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self.Data[seriesName] = seriesData[dx-1:]
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}
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break
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}
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if lastY == -1 { // if this is the first point
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c.Set(x, y)
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colors[x/2][y/4] = seriesLineColor
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} else {
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c.DrawLine(lastX, lastY, x, y)
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for _, p := range drawille.Line(lastX, lastY, x, y) {
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colors[p.X/2][p.Y/4] = seriesLineColor
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}
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}
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lastX, lastY = x, y
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}
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// copy braille and colors to buffer
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for y, line := range c.Rows(c.MinX(), c.MinY(), c.MaxX(), c.MaxY()) {
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for x, char := range line {
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x /= 3 // idk why but it works
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if x == 0 {
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continue
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}
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if char != 10240 { // empty braille character
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buf.SetCell(
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NewCell(char, NewStyle(colors[x][y])),
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image.Pt(self.Inner.Min.X+x-1, self.Inner.Min.Y+y-1),
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)
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}
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}
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}
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}
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// renders key/label ontop
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maxWid := 0
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xoff := 0 // X offset for additional columns of text
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yoff := 0 // Y offset for resetting column to top of widget
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for i, seriesName := range self.seriesList {
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if yoff+i+2 > self.Inner.Dy() {
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xoff += maxWid + 2
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yoff = -i
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maxWid = 0
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}
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seriesLineColor, ok := self.LineColors[seriesName]
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if !ok {
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seriesLineColor = self.DefaultLineColor
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}
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seriesLabelStyle, ok := self.LabelStyles[seriesName]
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if !ok {
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seriesLabelStyle = ModifierClear
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}
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// render key ontop, but let braille be drawn over space characters
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str := seriesName + " " + self.Labels[seriesName]
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if len(str) > maxWid {
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maxWid = len(str)
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}
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for k, char := range str {
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if char != ' ' {
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buf.SetCell(
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NewCell(char, NewStyle(seriesLineColor, ColorClear, seriesLabelStyle)),
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image.Pt(xoff+self.Inner.Min.X+2+k, yoff+self.Inner.Min.Y+i+1),
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)
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}
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}
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}
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}
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// A string containing an integer
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type numbered []string
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func (n numbered) Len() int { return len(n) }
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func (n numbered) Swap(i, j int) { n[i], n[j] = n[j], n[i] }
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func (n numbered) Less(i, j int) bool {
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ars := n[i]
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brs := n[j]
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// iterate over the runes in string A
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var ai int
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for ai = 0; ai < len(ars); ai++ {
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ar := ars[ai]
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// if brs has been equal to ars so far, but is shorter, than brs is less
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if ai >= len(brs) {
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return false
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}
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br := brs[ai]
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// handle numbers if we find them
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if unicode.IsDigit(rune(ar)) {
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// if ar is a digit and br isn't, then ars is less
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if !unicode.IsDigit(rune(brs[ai])) {
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return true
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}
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// now get the range for the full numbers, which is the sequence of consecutive digits from each
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ae := ai + 1
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be := ae
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for ; ae < len(ars) && unicode.IsDigit(rune(ars[ae])); ae++ {
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}
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for ; be < len(brs) && unicode.IsDigit(rune(brs[be])); be++ {
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}
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if be < ae {
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return false
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}
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adigs, err := strconv.Atoi(string(ars[ai:ae]))
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if err != nil {
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return true
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}
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bdigs, err := strconv.Atoi(string(brs[ai:be]))
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if err != nil {
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return true
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}
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// The numbers are equal; continue with the rest of the string
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if adigs == bdigs {
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ai = ae - 1
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continue
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}
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return adigs < bdigs
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} else if unicode.IsDigit(rune(br)) {
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return false
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}
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if ar == br {
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continue
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}
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// No digits, so compare letters
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if ar < br {
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return true
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}
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return false
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}
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if ai <= len(brs) {
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return true
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}
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return false
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}
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