pub struct Rect {
pub x: u16,
pub y: u16,
pub width: u16,
pub height: u16,
}
Expand description
A Rectangular area.
A simple rectangle used in the computation of the layout and to give widgets a hint about the area they are supposed to render to.
Fields§
§x: u16
The x coordinate of the top left corner of the Rect
.
y: u16
The y coordinate of the top left corner of the Rect
.
width: u16
The width of the Rect
.
height: u16
The height of the Rect
.
Implementations§
source§impl Rect
impl Rect
sourcepub fn new(x: u16, y: u16, width: u16, height: u16) -> Self
pub fn new(x: u16, y: u16, width: u16, height: u16) -> Self
Creates a new Rect
, with width and height limited to keep the area under max u16
. If
clipped, aspect ratio will be preserved.
Examples found in repository?
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fn new() -> Self {
Self {
x: 0.0,
y: 0.0,
ball: Circle {
x: 20.0,
y: 40.0,
radius: 10.0,
color: Color::Yellow,
},
playground: Rect::new(10, 10, 200, 100),
vx: 1.0,
vy: 1.0,
tick_count: 0,
marker: Marker::Dot,
}
}
More examples
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pub fn init() -> Result<Terminal<impl Backend>> {
// this size is to match the size of the terminal when running the demo
// using vhs in a 1280x640 sized window (github social preview size)
let options = TerminalOptions {
viewport: Viewport::Fixed(Rect::new(0, 0, 81, 18)),
};
let terminal = Terminal::with_options(CrosstermBackend::new(io::stdout()), options)?;
enable_raw_mode().context("enable raw mode")?;
stdout()
.execute(EnterAlternateScreen)
.wrap_err("enter alternate screen")?;
Ok(terminal)
}
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fn layout(
area: Rect,
pixel_size: PixelSize,
) -> impl IntoIterator<Item = impl IntoIterator<Item = Rect>> {
let (width, height) = cells_per_glyph(pixel_size);
(area.top()..area.bottom())
.step_by(height as usize)
.map(move |y| {
(area.left()..area.right())
.step_by(width as usize)
.map(move |x| {
let width = min(area.right() - x, width);
let height = min(area.bottom() - y, height);
Rect::new(x, y, width, height)
})
})
}
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fn render_demo(self, area: Rect, buf: &mut Buffer) -> bool {
// render demo content into a separate buffer so all examples fit we add an extra
// area.height to make sure the last example is fully visible even when the scroll offset is
// at the max
let height = example_height();
let demo_area = Rect::new(0, 0, area.width, height);
let mut demo_buf = Buffer::empty(demo_area);
let scrollbar_needed = self.scroll_offset != 0 || height > area.height;
let content_area = if scrollbar_needed {
Rect {
width: demo_area.width - 1,
..demo_area
}
} else {
demo_area
};
let mut spacing = self.spacing;
self.selected_tab
.render(content_area, &mut demo_buf, &mut spacing);
let visible_content = demo_buf
.content
.into_iter()
.skip((area.width * self.scroll_offset) as usize)
.take(area.area() as usize);
for (i, cell) in visible_content.enumerate() {
let x = i as u16 % area.width;
let y = i as u16 / area.width;
*buf.get_mut(area.x + x, area.y + y) = cell;
}
if scrollbar_needed {
let area = area.intersection(buf.area);
let mut state = ScrollbarState::new(max_scroll_offset() as usize)
.position(self.scroll_offset as usize);
Scrollbar::new(ScrollbarOrientation::VerticalRight).render(area, buf, &mut state);
}
scrollbar_needed
}
sourcepub const fn area(self) -> u16
pub const fn area(self) -> u16
The area of the Rect
. If the area is larger than the maximum value of u16
, it will be
clamped to u16::MAX
.
Examples found in repository?
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fn render_demo(self, area: Rect, buf: &mut Buffer) -> bool {
// render demo content into a separate buffer so all examples fit we add an extra
// area.height to make sure the last example is fully visible even when the scroll offset is
// at the max
let height = example_height();
let demo_area = Rect::new(0, 0, area.width, height);
let mut demo_buf = Buffer::empty(demo_area);
let scrollbar_needed = self.scroll_offset != 0 || height > area.height;
let content_area = if scrollbar_needed {
Rect {
width: demo_area.width - 1,
..demo_area
}
} else {
demo_area
};
let mut spacing = self.spacing;
self.selected_tab
.render(content_area, &mut demo_buf, &mut spacing);
let visible_content = demo_buf
.content
.into_iter()
.skip((area.width * self.scroll_offset) as usize)
.take(area.area() as usize);
for (i, cell) in visible_content.enumerate() {
let x = i as u16 % area.width;
let y = i as u16 / area.width;
*buf.get_mut(area.x + x, area.y + y) = cell;
}
if scrollbar_needed {
let area = area.intersection(buf.area);
let mut state = ScrollbarState::new(max_scroll_offset() as usize)
.position(self.scroll_offset as usize);
Scrollbar::new(ScrollbarOrientation::VerticalRight).render(area, buf, &mut state);
}
scrollbar_needed
}
sourcepub const fn left(self) -> u16
pub const fn left(self) -> u16
Returns the left coordinate of the Rect
.
Examples found in repository?
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fn layout(
area: Rect,
pixel_size: PixelSize,
) -> impl IntoIterator<Item = impl IntoIterator<Item = Rect>> {
let (width, height) = cells_per_glyph(pixel_size);
(area.top()..area.bottom())
.step_by(height as usize)
.map(move |y| {
(area.left()..area.right())
.step_by(width as usize)
.map(move |x| {
let width = min(area.right() - x, width);
let height = min(area.bottom() - y, height);
Rect::new(x, y, width, height)
})
})
}
/// Render a single grapheme into a cell by looking up the corresponding 8x8 bitmap in the
/// `BITMAPS` array and setting the corresponding cells in the buffer.
fn render_symbol(grapheme: &StyledGrapheme, area: Rect, buf: &mut Buffer, pixel_size: PixelSize) {
buf.set_style(area, grapheme.style);
let c = grapheme.symbol.chars().next().unwrap(); // TODO: handle multi-char graphemes
if let Some(glyph) = font8x8::BASIC_FONTS.get(c) {
render_glyph(glyph, area, buf, pixel_size);
}
}
/// Get the correct unicode symbol for two vertical "pixels"
const fn get_symbol_half_height(top: u8, bottom: u8) -> char {
match top {
0 => match bottom {
0 => ' ',
_ => '▄',
},
_ => match bottom {
0 => '▀',
_ => '█',
},
}
}
/// Get the correct unicode symbol for two horizontal "pixels"
const fn get_symbol_half_width(left: u8, right: u8) -> char {
match left {
0 => match right {
0 => ' ',
_ => '▐',
},
_ => match right {
0 => '▌',
_ => '█',
},
}
}
/// Get the correct unicode symbol for 2x2 "pixels"
const fn get_symbol_half_size(
top_left: u8,
top_right: u8,
bottom_left: u8,
bottom_right: u8,
) -> char {
const QUADRANT_SYMBOLS: [char; 16] = [
' ', '▘', '▝', '▀', '▖', '▌', '▞', '▛', '▗', '▚', '▐', '▜', '▄', '▙', '▟', '█',
];
let top_left = if top_left > 0 { 1 } else { 0 };
let top_right = if top_right > 0 { 1 << 1 } else { 0 };
let bottom_left = if bottom_left > 0 { 1 << 2 } else { 0 };
let bottom_right = if bottom_right > 0 { 1 << 3 } else { 0 };
QUADRANT_SYMBOLS[top_left + top_right + bottom_left + bottom_right]
}
/// Render a single 8x8 glyph into a cell by setting the corresponding cells in the buffer.
fn render_glyph(glyph: [u8; 8], area: Rect, buf: &mut Buffer, pixel_size: PixelSize) {
let (width, height) = cells_per_glyph(pixel_size);
let glyph_vertical_index = (0..glyph.len()).step_by(8 / height as usize);
let glyph_horizontal_bit_selector = (0..8).step_by(8 / width as usize);
for (row, y) in glyph_vertical_index.zip(area.top()..area.bottom()) {
for (col, x) in glyph_horizontal_bit_selector
.clone()
.zip(area.left()..area.right())
{
let cell = buf.get_mut(x, y);
let symbol_character = match pixel_size {
PixelSize::Full => match glyph[row] & (1 << col) {
0 => ' ',
_ => '█',
},
PixelSize::HalfHeight => {
let top = glyph[row] & (1 << col);
let bottom = glyph[row + 1] & (1 << col);
get_symbol_half_height(top, bottom)
}
PixelSize::HalfWidth => {
let left = glyph[row] & (1 << col);
let right = glyph[row] & (1 << (col + 1));
get_symbol_half_width(left, right)
}
PixelSize::Quadrant => {
let top_left = glyph[row] & (1 << col);
let top_right = glyph[row] & (1 << (col + 1));
let bottom_left = glyph[row + 1] & (1 << col);
let bottom_right = glyph[row + 1] & (1 << (col + 1));
get_symbol_half_size(top_left, top_right, bottom_left, bottom_right)
}
};
cell.set_char(symbol_character);
}
}
}
More examples
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fn render(self, area: Rect, buf: &mut Buffer) {
for (yi, y) in (area.top()..area.bottom()).enumerate() {
let value = f32::from(area.height) - yi as f32;
let value_fg = value / f32::from(area.height);
let value_bg = (value - 0.5) / f32::from(area.height);
for (xi, x) in (area.left()..area.right()).enumerate() {
let hue = xi as f32 * 360.0 / f32::from(area.width);
let fg = color_from_oklab(hue, Okhsv::max_saturation(), value_fg);
let bg = color_from_oklab(hue, Okhsv::max_saturation(), value_bg);
buf.get_mut(x, y).set_char('▀').set_fg(fg).set_bg(bg);
}
}
}
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fn render(self, area: Rect, buf: &mut Buffer) {
self.setup_colors(area);
let colors = &self.colors;
for (xi, x) in (area.left()..area.right()).enumerate() {
// animate the colors by shifting the x index by the frame number
let xi = (xi + self.frame_count) % (area.width as usize);
for (yi, y) in (area.top()..area.bottom()).enumerate() {
// render a half block character for each row of pixels with the foreground color
// set to the color of the pixel and the background color set to the color of the
// pixel below it
let fg = colors[yi * 2][xi];
let bg = colors[yi * 2 + 1][xi];
buf.get_mut(x, y).set_char('▀').set_fg(fg).set_bg(bg);
}
}
self.frame_count += 1;
}
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fn on_tick(&mut self) {
self.tick_count += 1;
// only change marker every 180 ticks (3s) to avoid stroboscopic effect
if (self.tick_count % 180) == 0 {
self.marker = match self.marker {
Marker::Dot => Marker::Braille,
Marker::Braille => Marker::Block,
Marker::Block => Marker::HalfBlock,
Marker::HalfBlock => Marker::Bar,
Marker::Bar => Marker::Dot,
};
}
// bounce the ball by flipping the velocity vector
let ball = &self.ball;
let playground = self.playground;
if ball.x - ball.radius < f64::from(playground.left())
|| ball.x + ball.radius > f64::from(playground.right())
{
self.vx = -self.vx;
}
if ball.y - ball.radius < f64::from(playground.top())
|| ball.y + ball.radius > f64::from(playground.bottom())
{
self.vy = -self.vy;
}
self.ball.x += self.vx;
self.ball.y += self.vy;
}
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fn drip(frame_count: usize, area: Rect, buf: &mut Buffer) {
// a seeded rng as we have to move the same random pixels each frame
let mut rng = rand_chacha::ChaCha8Rng::seed_from_u64(10);
let ramp_frames = 450;
let fractional_speed = frame_count as f64 / f64::from(ramp_frames);
let variable_speed = DRIP_SPEED as f64 * fractional_speed * fractional_speed * fractional_speed;
let pixel_count = (frame_count as f64 * variable_speed).floor() as usize;
for _ in 0..pixel_count {
let src_x = rng.gen_range(0..area.width);
let src_y = rng.gen_range(1..area.height - 2);
let src = buf.get_mut(src_x, src_y).clone();
// 1% of the time, move a blank or pixel (10:1) to the top line of the screen
if rng.gen_ratio(1, 100) {
let dest_x = rng
.gen_range(src_x.saturating_sub(5)..src_x.saturating_add(5))
.clamp(area.left(), area.right() - 1);
let dest_y = area.top() + 1;
let dest = buf.get_mut(dest_x, dest_y);
// copy the cell to the new location about 1/10 of the time blank out the cell the rest
// of the time. This has the effect of gradually removing the pixels from the screen.
if rng.gen_ratio(1, 10) {
*dest = src;
} else {
*dest = Cell::default();
}
} else {
// move the pixel down one row
let dest_x = src_x;
let dest_y = src_y.saturating_add(1).min(area.bottom() - 2);
// copy the cell to the new location
let dest = buf.get_mut(dest_x, dest_y);
*dest = src;
}
}
}
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pub fn render_logo(selected_row: usize, area: Rect, buf: &mut Buffer) {
let eye_color = if selected_row % 2 == 0 {
THEME.logo.rat_eye
} else {
THEME.logo.rat_eye_alt
};
let area = area.inner(&Margin {
vertical: 0,
horizontal: 2,
});
for (y, (line1, line2)) in RATATUI_LOGO.iter().tuples().enumerate() {
for (x, (ch1, ch2)) in line1.chars().zip(line2.chars()).enumerate() {
let x = area.left() + x as u16;
let y = area.top() + y as u16;
let cell = buf.get_mut(x, y);
let rat_color = THEME.logo.rat;
let term_color = THEME.logo.term;
match (ch1, ch2) {
('█', '█') => {
cell.set_char('█');
cell.fg = rat_color;
cell.bg = rat_color;
}
('█', ' ') => {
cell.set_char('▀');
cell.fg = rat_color;
}
(' ', '█') => {
cell.set_char('▄');
cell.fg = rat_color;
}
('█', 'x') => {
cell.set_char('▀');
cell.fg = rat_color;
cell.bg = term_color;
}
('x', '█') => {
cell.set_char('▄');
cell.fg = rat_color;
cell.bg = term_color;
}
('x', 'x') => {
cell.set_char(' ');
cell.fg = term_color;
cell.bg = term_color;
}
('█', 'e') => {
cell.set_char('▀');
cell.fg = rat_color;
cell.bg = eye_color;
}
('e', '█') => {
cell.set_char('▄');
cell.fg = rat_color;
cell.bg = eye_color;
}
(_, _) => {}
};
}
}
}
sourcepub const fn right(self) -> u16
pub const fn right(self) -> u16
Returns the right coordinate of the Rect
. This is the first coordinate outside of the
Rect
.
If the right coordinate is larger than the maximum value of u16, it will be clamped to
u16::MAX
.
Examples found in repository?
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fn layout(
area: Rect,
pixel_size: PixelSize,
) -> impl IntoIterator<Item = impl IntoIterator<Item = Rect>> {
let (width, height) = cells_per_glyph(pixel_size);
(area.top()..area.bottom())
.step_by(height as usize)
.map(move |y| {
(area.left()..area.right())
.step_by(width as usize)
.map(move |x| {
let width = min(area.right() - x, width);
let height = min(area.bottom() - y, height);
Rect::new(x, y, width, height)
})
})
}
/// Render a single grapheme into a cell by looking up the corresponding 8x8 bitmap in the
/// `BITMAPS` array and setting the corresponding cells in the buffer.
fn render_symbol(grapheme: &StyledGrapheme, area: Rect, buf: &mut Buffer, pixel_size: PixelSize) {
buf.set_style(area, grapheme.style);
let c = grapheme.symbol.chars().next().unwrap(); // TODO: handle multi-char graphemes
if let Some(glyph) = font8x8::BASIC_FONTS.get(c) {
render_glyph(glyph, area, buf, pixel_size);
}
}
/// Get the correct unicode symbol for two vertical "pixels"
const fn get_symbol_half_height(top: u8, bottom: u8) -> char {
match top {
0 => match bottom {
0 => ' ',
_ => '▄',
},
_ => match bottom {
0 => '▀',
_ => '█',
},
}
}
/// Get the correct unicode symbol for two horizontal "pixels"
const fn get_symbol_half_width(left: u8, right: u8) -> char {
match left {
0 => match right {
0 => ' ',
_ => '▐',
},
_ => match right {
0 => '▌',
_ => '█',
},
}
}
/// Get the correct unicode symbol for 2x2 "pixels"
const fn get_symbol_half_size(
top_left: u8,
top_right: u8,
bottom_left: u8,
bottom_right: u8,
) -> char {
const QUADRANT_SYMBOLS: [char; 16] = [
' ', '▘', '▝', '▀', '▖', '▌', '▞', '▛', '▗', '▚', '▐', '▜', '▄', '▙', '▟', '█',
];
let top_left = if top_left > 0 { 1 } else { 0 };
let top_right = if top_right > 0 { 1 << 1 } else { 0 };
let bottom_left = if bottom_left > 0 { 1 << 2 } else { 0 };
let bottom_right = if bottom_right > 0 { 1 << 3 } else { 0 };
QUADRANT_SYMBOLS[top_left + top_right + bottom_left + bottom_right]
}
/// Render a single 8x8 glyph into a cell by setting the corresponding cells in the buffer.
fn render_glyph(glyph: [u8; 8], area: Rect, buf: &mut Buffer, pixel_size: PixelSize) {
let (width, height) = cells_per_glyph(pixel_size);
let glyph_vertical_index = (0..glyph.len()).step_by(8 / height as usize);
let glyph_horizontal_bit_selector = (0..8).step_by(8 / width as usize);
for (row, y) in glyph_vertical_index.zip(area.top()..area.bottom()) {
for (col, x) in glyph_horizontal_bit_selector
.clone()
.zip(area.left()..area.right())
{
let cell = buf.get_mut(x, y);
let symbol_character = match pixel_size {
PixelSize::Full => match glyph[row] & (1 << col) {
0 => ' ',
_ => '█',
},
PixelSize::HalfHeight => {
let top = glyph[row] & (1 << col);
let bottom = glyph[row + 1] & (1 << col);
get_symbol_half_height(top, bottom)
}
PixelSize::HalfWidth => {
let left = glyph[row] & (1 << col);
let right = glyph[row] & (1 << (col + 1));
get_symbol_half_width(left, right)
}
PixelSize::Quadrant => {
let top_left = glyph[row] & (1 << col);
let top_right = glyph[row] & (1 << (col + 1));
let bottom_left = glyph[row + 1] & (1 << col);
let bottom_right = glyph[row + 1] & (1 << (col + 1));
get_symbol_half_size(top_left, top_right, bottom_left, bottom_right)
}
};
cell.set_char(symbol_character);
}
}
}
More examples
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fn render(self, area: Rect, buf: &mut Buffer) {
for (yi, y) in (area.top()..area.bottom()).enumerate() {
let value = f32::from(area.height) - yi as f32;
let value_fg = value / f32::from(area.height);
let value_bg = (value - 0.5) / f32::from(area.height);
for (xi, x) in (area.left()..area.right()).enumerate() {
let hue = xi as f32 * 360.0 / f32::from(area.width);
let fg = color_from_oklab(hue, Okhsv::max_saturation(), value_fg);
let bg = color_from_oklab(hue, Okhsv::max_saturation(), value_bg);
buf.get_mut(x, y).set_char('▀').set_fg(fg).set_bg(bg);
}
}
}
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fn draw_bar_with_group_labels(f: &mut Frame, app: &App, area: Rect) {
const LEGEND_HEIGHT: u16 = 6;
let groups = create_groups(app, false);
let mut barchart = BarChart::default()
.block(Block::bordered().title("Data1"))
.bar_width(7)
.group_gap(3);
for group in groups {
barchart = barchart.data(group);
}
f.render_widget(barchart, area);
if area.height >= LEGEND_HEIGHT && area.width >= TOTAL_REVENUE.len() as u16 + 2 {
let legend_width = TOTAL_REVENUE.len() as u16 + 2;
let legend_area = Rect {
height: LEGEND_HEIGHT,
width: legend_width,
y: area.y,
x: area.right() - legend_width,
};
draw_legend(f, legend_area);
}
}
#[allow(clippy::cast_possible_truncation)]
fn draw_horizontal_bars(f: &mut Frame, app: &App, area: Rect) {
const LEGEND_HEIGHT: u16 = 6;
let groups = create_groups(app, true);
let mut barchart = BarChart::default()
.block(Block::bordered().title("Data1"))
.bar_width(1)
.group_gap(1)
.bar_gap(0)
.direction(Direction::Horizontal);
for group in groups {
barchart = barchart.data(group);
}
f.render_widget(barchart, area);
if area.height >= LEGEND_HEIGHT && area.width >= TOTAL_REVENUE.len() as u16 + 2 {
let legend_width = TOTAL_REVENUE.len() as u16 + 2;
let legend_area = Rect {
height: LEGEND_HEIGHT,
width: legend_width,
y: area.y,
x: area.right() - legend_width,
};
draw_legend(f, legend_area);
}
}
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fn render(self, area: Rect, buf: &mut Buffer) {
self.setup_colors(area);
let colors = &self.colors;
for (xi, x) in (area.left()..area.right()).enumerate() {
// animate the colors by shifting the x index by the frame number
let xi = (xi + self.frame_count) % (area.width as usize);
for (yi, y) in (area.top()..area.bottom()).enumerate() {
// render a half block character for each row of pixels with the foreground color
// set to the color of the pixel and the background color set to the color of the
// pixel below it
let fg = colors[yi * 2][xi];
let bg = colors[yi * 2 + 1][xi];
buf.get_mut(x, y).set_char('▀').set_fg(fg).set_bg(bg);
}
}
self.frame_count += 1;
}
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fn on_tick(&mut self) {
self.tick_count += 1;
// only change marker every 180 ticks (3s) to avoid stroboscopic effect
if (self.tick_count % 180) == 0 {
self.marker = match self.marker {
Marker::Dot => Marker::Braille,
Marker::Braille => Marker::Block,
Marker::Block => Marker::HalfBlock,
Marker::HalfBlock => Marker::Bar,
Marker::Bar => Marker::Dot,
};
}
// bounce the ball by flipping the velocity vector
let ball = &self.ball;
let playground = self.playground;
if ball.x - ball.radius < f64::from(playground.left())
|| ball.x + ball.radius > f64::from(playground.right())
{
self.vx = -self.vx;
}
if ball.y - ball.radius < f64::from(playground.top())
|| ball.y + ball.radius > f64::from(playground.bottom())
{
self.vy = -self.vy;
}
self.ball.x += self.vx;
self.ball.y += self.vy;
}
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fn drip(frame_count: usize, area: Rect, buf: &mut Buffer) {
// a seeded rng as we have to move the same random pixels each frame
let mut rng = rand_chacha::ChaCha8Rng::seed_from_u64(10);
let ramp_frames = 450;
let fractional_speed = frame_count as f64 / f64::from(ramp_frames);
let variable_speed = DRIP_SPEED as f64 * fractional_speed * fractional_speed * fractional_speed;
let pixel_count = (frame_count as f64 * variable_speed).floor() as usize;
for _ in 0..pixel_count {
let src_x = rng.gen_range(0..area.width);
let src_y = rng.gen_range(1..area.height - 2);
let src = buf.get_mut(src_x, src_y).clone();
// 1% of the time, move a blank or pixel (10:1) to the top line of the screen
if rng.gen_ratio(1, 100) {
let dest_x = rng
.gen_range(src_x.saturating_sub(5)..src_x.saturating_add(5))
.clamp(area.left(), area.right() - 1);
let dest_y = area.top() + 1;
let dest = buf.get_mut(dest_x, dest_y);
// copy the cell to the new location about 1/10 of the time blank out the cell the rest
// of the time. This has the effect of gradually removing the pixels from the screen.
if rng.gen_ratio(1, 10) {
*dest = src;
} else {
*dest = Cell::default();
}
} else {
// move the pixel down one row
let dest_x = src_x;
let dest_y = src_y.saturating_add(1).min(area.bottom() - 2);
// copy the cell to the new location
let dest = buf.get_mut(dest_x, dest_y);
*dest = src;
}
}
}
sourcepub const fn top(self) -> u16
pub const fn top(self) -> u16
Returns the top coordinate of the Rect
.
Examples found in repository?
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fn layout(
area: Rect,
pixel_size: PixelSize,
) -> impl IntoIterator<Item = impl IntoIterator<Item = Rect>> {
let (width, height) = cells_per_glyph(pixel_size);
(area.top()..area.bottom())
.step_by(height as usize)
.map(move |y| {
(area.left()..area.right())
.step_by(width as usize)
.map(move |x| {
let width = min(area.right() - x, width);
let height = min(area.bottom() - y, height);
Rect::new(x, y, width, height)
})
})
}
/// Render a single grapheme into a cell by looking up the corresponding 8x8 bitmap in the
/// `BITMAPS` array and setting the corresponding cells in the buffer.
fn render_symbol(grapheme: &StyledGrapheme, area: Rect, buf: &mut Buffer, pixel_size: PixelSize) {
buf.set_style(area, grapheme.style);
let c = grapheme.symbol.chars().next().unwrap(); // TODO: handle multi-char graphemes
if let Some(glyph) = font8x8::BASIC_FONTS.get(c) {
render_glyph(glyph, area, buf, pixel_size);
}
}
/// Get the correct unicode symbol for two vertical "pixels"
const fn get_symbol_half_height(top: u8, bottom: u8) -> char {
match top {
0 => match bottom {
0 => ' ',
_ => '▄',
},
_ => match bottom {
0 => '▀',
_ => '█',
},
}
}
/// Get the correct unicode symbol for two horizontal "pixels"
const fn get_symbol_half_width(left: u8, right: u8) -> char {
match left {
0 => match right {
0 => ' ',
_ => '▐',
},
_ => match right {
0 => '▌',
_ => '█',
},
}
}
/// Get the correct unicode symbol for 2x2 "pixels"
const fn get_symbol_half_size(
top_left: u8,
top_right: u8,
bottom_left: u8,
bottom_right: u8,
) -> char {
const QUADRANT_SYMBOLS: [char; 16] = [
' ', '▘', '▝', '▀', '▖', '▌', '▞', '▛', '▗', '▚', '▐', '▜', '▄', '▙', '▟', '█',
];
let top_left = if top_left > 0 { 1 } else { 0 };
let top_right = if top_right > 0 { 1 << 1 } else { 0 };
let bottom_left = if bottom_left > 0 { 1 << 2 } else { 0 };
let bottom_right = if bottom_right > 0 { 1 << 3 } else { 0 };
QUADRANT_SYMBOLS[top_left + top_right + bottom_left + bottom_right]
}
/// Render a single 8x8 glyph into a cell by setting the corresponding cells in the buffer.
fn render_glyph(glyph: [u8; 8], area: Rect, buf: &mut Buffer, pixel_size: PixelSize) {
let (width, height) = cells_per_glyph(pixel_size);
let glyph_vertical_index = (0..glyph.len()).step_by(8 / height as usize);
let glyph_horizontal_bit_selector = (0..8).step_by(8 / width as usize);
for (row, y) in glyph_vertical_index.zip(area.top()..area.bottom()) {
for (col, x) in glyph_horizontal_bit_selector
.clone()
.zip(area.left()..area.right())
{
let cell = buf.get_mut(x, y);
let symbol_character = match pixel_size {
PixelSize::Full => match glyph[row] & (1 << col) {
0 => ' ',
_ => '█',
},
PixelSize::HalfHeight => {
let top = glyph[row] & (1 << col);
let bottom = glyph[row + 1] & (1 << col);
get_symbol_half_height(top, bottom)
}
PixelSize::HalfWidth => {
let left = glyph[row] & (1 << col);
let right = glyph[row] & (1 << (col + 1));
get_symbol_half_width(left, right)
}
PixelSize::Quadrant => {
let top_left = glyph[row] & (1 << col);
let top_right = glyph[row] & (1 << (col + 1));
let bottom_left = glyph[row + 1] & (1 << col);
let bottom_right = glyph[row + 1] & (1 << (col + 1));
get_symbol_half_size(top_left, top_right, bottom_left, bottom_right)
}
};
cell.set_char(symbol_character);
}
}
}
More examples
13 14 15 16 17 18 19 20 21 22 23 24 25
fn render(self, area: Rect, buf: &mut Buffer) {
for (yi, y) in (area.top()..area.bottom()).enumerate() {
let value = f32::from(area.height) - yi as f32;
let value_fg = value / f32::from(area.height);
let value_bg = (value - 0.5) / f32::from(area.height);
for (xi, x) in (area.left()..area.right()).enumerate() {
let hue = xi as f32 * 360.0 / f32::from(area.width);
let fg = color_from_oklab(hue, Okhsv::max_saturation(), value_fg);
let bg = color_from_oklab(hue, Okhsv::max_saturation(), value_bg);
buf.get_mut(x, y).set_char('▀').set_fg(fg).set_bg(bg);
}
}
}
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fn render(self, area: Rect, buf: &mut Buffer) {
self.setup_colors(area);
let colors = &self.colors;
for (xi, x) in (area.left()..area.right()).enumerate() {
// animate the colors by shifting the x index by the frame number
let xi = (xi + self.frame_count) % (area.width as usize);
for (yi, y) in (area.top()..area.bottom()).enumerate() {
// render a half block character for each row of pixels with the foreground color
// set to the color of the pixel and the background color set to the color of the
// pixel below it
let fg = colors[yi * 2][xi];
let bg = colors[yi * 2 + 1][xi];
buf.get_mut(x, y).set_char('▀').set_fg(fg).set_bg(bg);
}
}
self.frame_count += 1;
}
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fn on_tick(&mut self) {
self.tick_count += 1;
// only change marker every 180 ticks (3s) to avoid stroboscopic effect
if (self.tick_count % 180) == 0 {
self.marker = match self.marker {
Marker::Dot => Marker::Braille,
Marker::Braille => Marker::Block,
Marker::Block => Marker::HalfBlock,
Marker::HalfBlock => Marker::Bar,
Marker::Bar => Marker::Dot,
};
}
// bounce the ball by flipping the velocity vector
let ball = &self.ball;
let playground = self.playground;
if ball.x - ball.radius < f64::from(playground.left())
|| ball.x + ball.radius > f64::from(playground.right())
{
self.vx = -self.vx;
}
if ball.y - ball.radius < f64::from(playground.top())
|| ball.y + ball.radius > f64::from(playground.bottom())
{
self.vy = -self.vy;
}
self.ball.x += self.vx;
self.ball.y += self.vy;
}
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fn drip(frame_count: usize, area: Rect, buf: &mut Buffer) {
// a seeded rng as we have to move the same random pixels each frame
let mut rng = rand_chacha::ChaCha8Rng::seed_from_u64(10);
let ramp_frames = 450;
let fractional_speed = frame_count as f64 / f64::from(ramp_frames);
let variable_speed = DRIP_SPEED as f64 * fractional_speed * fractional_speed * fractional_speed;
let pixel_count = (frame_count as f64 * variable_speed).floor() as usize;
for _ in 0..pixel_count {
let src_x = rng.gen_range(0..area.width);
let src_y = rng.gen_range(1..area.height - 2);
let src = buf.get_mut(src_x, src_y).clone();
// 1% of the time, move a blank or pixel (10:1) to the top line of the screen
if rng.gen_ratio(1, 100) {
let dest_x = rng
.gen_range(src_x.saturating_sub(5)..src_x.saturating_add(5))
.clamp(area.left(), area.right() - 1);
let dest_y = area.top() + 1;
let dest = buf.get_mut(dest_x, dest_y);
// copy the cell to the new location about 1/10 of the time blank out the cell the rest
// of the time. This has the effect of gradually removing the pixels from the screen.
if rng.gen_ratio(1, 10) {
*dest = src;
} else {
*dest = Cell::default();
}
} else {
// move the pixel down one row
let dest_x = src_x;
let dest_y = src_y.saturating_add(1).min(area.bottom() - 2);
// copy the cell to the new location
let dest = buf.get_mut(dest_x, dest_y);
*dest = src;
}
}
}
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pub fn render_logo(selected_row: usize, area: Rect, buf: &mut Buffer) {
let eye_color = if selected_row % 2 == 0 {
THEME.logo.rat_eye
} else {
THEME.logo.rat_eye_alt
};
let area = area.inner(&Margin {
vertical: 0,
horizontal: 2,
});
for (y, (line1, line2)) in RATATUI_LOGO.iter().tuples().enumerate() {
for (x, (ch1, ch2)) in line1.chars().zip(line2.chars()).enumerate() {
let x = area.left() + x as u16;
let y = area.top() + y as u16;
let cell = buf.get_mut(x, y);
let rat_color = THEME.logo.rat;
let term_color = THEME.logo.term;
match (ch1, ch2) {
('█', '█') => {
cell.set_char('█');
cell.fg = rat_color;
cell.bg = rat_color;
}
('█', ' ') => {
cell.set_char('▀');
cell.fg = rat_color;
}
(' ', '█') => {
cell.set_char('▄');
cell.fg = rat_color;
}
('█', 'x') => {
cell.set_char('▀');
cell.fg = rat_color;
cell.bg = term_color;
}
('x', '█') => {
cell.set_char('▄');
cell.fg = rat_color;
cell.bg = term_color;
}
('x', 'x') => {
cell.set_char(' ');
cell.fg = term_color;
cell.bg = term_color;
}
('█', 'e') => {
cell.set_char('▀');
cell.fg = rat_color;
cell.bg = eye_color;
}
('e', '█') => {
cell.set_char('▄');
cell.fg = rat_color;
cell.bg = eye_color;
}
(_, _) => {}
};
}
}
}
sourcepub const fn bottom(self) -> u16
pub const fn bottom(self) -> u16
Returns the bottom coordinate of the Rect
. This is the first coordinate outside of the
Rect
.
If the bottom coordinate is larger than the maximum value of u16, it will be clamped to
u16::MAX
.
Examples found in repository?
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fn layout(
area: Rect,
pixel_size: PixelSize,
) -> impl IntoIterator<Item = impl IntoIterator<Item = Rect>> {
let (width, height) = cells_per_glyph(pixel_size);
(area.top()..area.bottom())
.step_by(height as usize)
.map(move |y| {
(area.left()..area.right())
.step_by(width as usize)
.map(move |x| {
let width = min(area.right() - x, width);
let height = min(area.bottom() - y, height);
Rect::new(x, y, width, height)
})
})
}
/// Render a single grapheme into a cell by looking up the corresponding 8x8 bitmap in the
/// `BITMAPS` array and setting the corresponding cells in the buffer.
fn render_symbol(grapheme: &StyledGrapheme, area: Rect, buf: &mut Buffer, pixel_size: PixelSize) {
buf.set_style(area, grapheme.style);
let c = grapheme.symbol.chars().next().unwrap(); // TODO: handle multi-char graphemes
if let Some(glyph) = font8x8::BASIC_FONTS.get(c) {
render_glyph(glyph, area, buf, pixel_size);
}
}
/// Get the correct unicode symbol for two vertical "pixels"
const fn get_symbol_half_height(top: u8, bottom: u8) -> char {
match top {
0 => match bottom {
0 => ' ',
_ => '▄',
},
_ => match bottom {
0 => '▀',
_ => '█',
},
}
}
/// Get the correct unicode symbol for two horizontal "pixels"
const fn get_symbol_half_width(left: u8, right: u8) -> char {
match left {
0 => match right {
0 => ' ',
_ => '▐',
},
_ => match right {
0 => '▌',
_ => '█',
},
}
}
/// Get the correct unicode symbol for 2x2 "pixels"
const fn get_symbol_half_size(
top_left: u8,
top_right: u8,
bottom_left: u8,
bottom_right: u8,
) -> char {
const QUADRANT_SYMBOLS: [char; 16] = [
' ', '▘', '▝', '▀', '▖', '▌', '▞', '▛', '▗', '▚', '▐', '▜', '▄', '▙', '▟', '█',
];
let top_left = if top_left > 0 { 1 } else { 0 };
let top_right = if top_right > 0 { 1 << 1 } else { 0 };
let bottom_left = if bottom_left > 0 { 1 << 2 } else { 0 };
let bottom_right = if bottom_right > 0 { 1 << 3 } else { 0 };
QUADRANT_SYMBOLS[top_left + top_right + bottom_left + bottom_right]
}
/// Render a single 8x8 glyph into a cell by setting the corresponding cells in the buffer.
fn render_glyph(glyph: [u8; 8], area: Rect, buf: &mut Buffer, pixel_size: PixelSize) {
let (width, height) = cells_per_glyph(pixel_size);
let glyph_vertical_index = (0..glyph.len()).step_by(8 / height as usize);
let glyph_horizontal_bit_selector = (0..8).step_by(8 / width as usize);
for (row, y) in glyph_vertical_index.zip(area.top()..area.bottom()) {
for (col, x) in glyph_horizontal_bit_selector
.clone()
.zip(area.left()..area.right())
{
let cell = buf.get_mut(x, y);
let symbol_character = match pixel_size {
PixelSize::Full => match glyph[row] & (1 << col) {
0 => ' ',
_ => '█',
},
PixelSize::HalfHeight => {
let top = glyph[row] & (1 << col);
let bottom = glyph[row + 1] & (1 << col);
get_symbol_half_height(top, bottom)
}
PixelSize::HalfWidth => {
let left = glyph[row] & (1 << col);
let right = glyph[row] & (1 << (col + 1));
get_symbol_half_width(left, right)
}
PixelSize::Quadrant => {
let top_left = glyph[row] & (1 << col);
let top_right = glyph[row] & (1 << (col + 1));
let bottom_left = glyph[row + 1] & (1 << col);
let bottom_right = glyph[row + 1] & (1 << (col + 1));
get_symbol_half_size(top_left, top_right, bottom_left, bottom_right)
}
};
cell.set_char(symbol_character);
}
}
}
More examples
13 14 15 16 17 18 19 20 21 22 23 24 25
fn render(self, area: Rect, buf: &mut Buffer) {
for (yi, y) in (area.top()..area.bottom()).enumerate() {
let value = f32::from(area.height) - yi as f32;
let value_fg = value / f32::from(area.height);
let value_bg = (value - 0.5) / f32::from(area.height);
for (xi, x) in (area.left()..area.right()).enumerate() {
let hue = xi as f32 * 360.0 / f32::from(area.width);
let fg = color_from_oklab(hue, Okhsv::max_saturation(), value_fg);
let bg = color_from_oklab(hue, Okhsv::max_saturation(), value_bg);
buf.get_mut(x, y).set_char('▀').set_fg(fg).set_bg(bg);
}
}
}
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fn render(self, area: Rect, buf: &mut Buffer) {
self.setup_colors(area);
let colors = &self.colors;
for (xi, x) in (area.left()..area.right()).enumerate() {
// animate the colors by shifting the x index by the frame number
let xi = (xi + self.frame_count) % (area.width as usize);
for (yi, y) in (area.top()..area.bottom()).enumerate() {
// render a half block character for each row of pixels with the foreground color
// set to the color of the pixel and the background color set to the color of the
// pixel below it
let fg = colors[yi * 2][xi];
let bg = colors[yi * 2 + 1][xi];
buf.get_mut(x, y).set_char('▀').set_fg(fg).set_bg(bg);
}
}
self.frame_count += 1;
}
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fn on_tick(&mut self) {
self.tick_count += 1;
// only change marker every 180 ticks (3s) to avoid stroboscopic effect
if (self.tick_count % 180) == 0 {
self.marker = match self.marker {
Marker::Dot => Marker::Braille,
Marker::Braille => Marker::Block,
Marker::Block => Marker::HalfBlock,
Marker::HalfBlock => Marker::Bar,
Marker::Bar => Marker::Dot,
};
}
// bounce the ball by flipping the velocity vector
let ball = &self.ball;
let playground = self.playground;
if ball.x - ball.radius < f64::from(playground.left())
|| ball.x + ball.radius > f64::from(playground.right())
{
self.vx = -self.vx;
}
if ball.y - ball.radius < f64::from(playground.top())
|| ball.y + ball.radius > f64::from(playground.bottom())
{
self.vy = -self.vy;
}
self.ball.x += self.vx;
self.ball.y += self.vy;
}
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fn drip(frame_count: usize, area: Rect, buf: &mut Buffer) {
// a seeded rng as we have to move the same random pixels each frame
let mut rng = rand_chacha::ChaCha8Rng::seed_from_u64(10);
let ramp_frames = 450;
let fractional_speed = frame_count as f64 / f64::from(ramp_frames);
let variable_speed = DRIP_SPEED as f64 * fractional_speed * fractional_speed * fractional_speed;
let pixel_count = (frame_count as f64 * variable_speed).floor() as usize;
for _ in 0..pixel_count {
let src_x = rng.gen_range(0..area.width);
let src_y = rng.gen_range(1..area.height - 2);
let src = buf.get_mut(src_x, src_y).clone();
// 1% of the time, move a blank or pixel (10:1) to the top line of the screen
if rng.gen_ratio(1, 100) {
let dest_x = rng
.gen_range(src_x.saturating_sub(5)..src_x.saturating_add(5))
.clamp(area.left(), area.right() - 1);
let dest_y = area.top() + 1;
let dest = buf.get_mut(dest_x, dest_y);
// copy the cell to the new location about 1/10 of the time blank out the cell the rest
// of the time. This has the effect of gradually removing the pixels from the screen.
if rng.gen_ratio(1, 10) {
*dest = src;
} else {
*dest = Cell::default();
}
} else {
// move the pixel down one row
let dest_x = src_x;
let dest_y = src_y.saturating_add(1).min(area.bottom() - 2);
// copy the cell to the new location
let dest = buf.get_mut(dest_x, dest_y);
*dest = src;
}
}
}
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fn ui(f: &mut Frame, downloads: &Downloads) {
let area = f.size();
let block = Block::new().title(block::Title::from("Progress").alignment(Alignment::Center));
f.render_widget(block, area);
let vertical = Layout::vertical([Constraint::Length(2), Constraint::Length(4)]).margin(1);
let horizontal = Layout::horizontal([Constraint::Percentage(20), Constraint::Percentage(80)]);
let [progress_area, main] = vertical.areas(area);
let [list_area, gauge_area] = horizontal.areas(main);
// total progress
let done = NUM_DOWNLOADS - downloads.pending.len() - downloads.in_progress.len();
#[allow(clippy::cast_precision_loss)]
let progress = LineGauge::default()
.gauge_style(Style::default().fg(Color::Blue))
.label(format!("{done}/{NUM_DOWNLOADS}"))
.ratio(done as f64 / NUM_DOWNLOADS as f64);
f.render_widget(progress, progress_area);
// in progress downloads
let items: Vec<ListItem> = downloads
.in_progress
.values()
.map(|download| {
ListItem::new(Line::from(vec![
Span::raw(symbols::DOT),
Span::styled(
format!(" download {:>2}", download.id),
Style::default()
.fg(Color::LightGreen)
.add_modifier(Modifier::BOLD),
),
Span::raw(format!(
" ({}ms)",
download.started_at.elapsed().as_millis()
)),
]))
})
.collect();
let list = List::new(items);
f.render_widget(list, list_area);
#[allow(clippy::cast_possible_truncation)]
for (i, (_, download)) in downloads.in_progress.iter().enumerate() {
let gauge = Gauge::default()
.gauge_style(Style::default().fg(Color::Yellow))
.ratio(download.progress / 100.0);
if gauge_area.top().saturating_add(i as u16) > area.bottom() {
continue;
}
f.render_widget(
gauge,
Rect {
x: gauge_area.left(),
y: gauge_area.top().saturating_add(i as u16),
width: gauge_area.width,
height: 1,
},
);
}
}
sourcepub const fn inner(self, margin: &Margin) -> Self
pub const fn inner(self, margin: &Margin) -> Self
Returns a new Rect
inside the current one, with the given margin on each side.
If the margin is larger than the Rect
, the returned Rect
will have no area.
Examples found in repository?
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fn render_scrollbar(f: &mut Frame, app: &mut App, area: Rect) {
f.render_stateful_widget(
Scrollbar::default()
.orientation(ScrollbarOrientation::VerticalRight)
.begin_symbol(None)
.end_symbol(None),
area.inner(&Margin {
vertical: 1,
horizontal: 1,
}),
&mut app.scroll_state,
);
}
More examples
60 61 62 63 64 65 66 67 68 69 70 71
fn render(self, area: Rect, buf: &mut Buffer) {
RgbSwatch.render(area, buf);
let area = area.inner(&Margin {
vertical: 1,
horizontal: 2,
});
Clear.render(area, buf);
let vertical = Layout::vertical([Constraint::Length(5), Constraint::Min(0)]);
let [inbox, email] = vertical.areas(area);
render_inbox(self.row_index, inbox, buf);
render_email(self.row_index, email, buf);
}
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fn render(self, area: Rect, buf: &mut Buffer) {
RgbSwatch.render(area, buf);
let area = area.inner(&Margin {
vertical: 1,
horizontal: 2,
});
Clear.render(area, buf);
Block::new().style(THEME.content).render(area, buf);
let horizontal = Layout::horizontal([Constraint::Ratio(1, 2), Constraint::Ratio(1, 2)]);
let vertical = Layout::vertical([Constraint::Min(0), Constraint::Length(3)]);
let [left, map] = horizontal.areas(area);
let [hops, pings] = vertical.areas(left);
render_hops(self.row_index, hops, buf);
render_ping(self.row_index, pings, buf);
render_map(self.row_index, map, buf);
}
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fn render(self, area: Rect, buf: &mut Buffer) {
RgbSwatch.render(area, buf);
let area = area.inner(&Margin {
vertical: 1,
horizontal: 2,
});
Clear.render(area, buf);
Block::new()
.title("Ratatouille Recipe".bold().white())
.title_alignment(Alignment::Center)
.style(THEME.content)
.padding(Padding::new(1, 1, 2, 1))
.render(area, buf);
let scrollbar_area = Rect {
y: area.y + 2,
height: area.height - 3,
..area
};
render_scrollbar(self.row_index, scrollbar_area, buf);
let area = area.inner(&Margin {
horizontal: 2,
vertical: 1,
});
let [recipe, ingredients] =
Layout::horizontal([Constraint::Length(44), Constraint::Min(0)]).areas(area);
render_recipe(recipe, buf);
render_ingredients(self.row_index, ingredients, buf);
}
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fn render(self, area: Rect, buf: &mut Buffer) {
RgbSwatch.render(area, buf);
let area = area.inner(&Margin {
vertical: 1,
horizontal: 2,
});
Clear.render(area, buf);
Block::new().style(THEME.content).render(area, buf);
let area = area.inner(&Margin {
horizontal: 2,
vertical: 1,
});
let [main, _, gauges] = Layout::vertical([
Constraint::Min(0),
Constraint::Length(1),
Constraint::Length(1),
])
.areas(area);
let [calendar, charts] =
Layout::horizontal([Constraint::Length(23), Constraint::Min(0)]).areas(main);
let [simple, horizontal] =
Layout::vertical([Constraint::Length(29), Constraint::Min(0)]).areas(charts);
render_calendar(calendar, buf);
render_simple_barchart(simple, buf);
render_horizontal_barchart(horizontal, buf);
render_gauge(self.download_progress, gauges, buf);
}
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fn render_crate_description(area: Rect, buf: &mut Buffer) {
let area = area.inner(
&(Margin {
vertical: 4,
horizontal: 2,
}),
);
Clear.render(area, buf); // clear out the color swatches
Block::new().style(THEME.content).render(area, buf);
let area = area.inner(
&(Margin {
vertical: 1,
horizontal: 2,
}),
);
let text = "- cooking up terminal user interfaces -
Ratatui is a Rust crate that provides widgets (e.g. Paragraph, Table) and draws them to the \
screen efficiently every frame.";
Paragraph::new(text)
.style(THEME.description)
.block(
Block::new()
.title(" Ratatui ")
.title_alignment(Alignment::Center)
.borders(Borders::TOP)
.border_style(THEME.description_title)
.padding(Padding::new(0, 0, 0, 0)),
)
.wrap(Wrap { trim: true })
.scroll((0, 0))
.render(area, buf);
}
/// Use half block characters to render a logo based on the `RATATUI_LOGO` const.
///
/// The logo is rendered in three colors, one for the rat, one for the terminal, and one for the
/// rat's eye. The eye color alternates between two colors based on the selected row.
#[allow(clippy::cast_possible_truncation)]
pub fn render_logo(selected_row: usize, area: Rect, buf: &mut Buffer) {
let eye_color = if selected_row % 2 == 0 {
THEME.logo.rat_eye
} else {
THEME.logo.rat_eye_alt
};
let area = area.inner(&Margin {
vertical: 0,
horizontal: 2,
});
for (y, (line1, line2)) in RATATUI_LOGO.iter().tuples().enumerate() {
for (x, (ch1, ch2)) in line1.chars().zip(line2.chars()).enumerate() {
let x = area.left() + x as u16;
let y = area.top() + y as u16;
let cell = buf.get_mut(x, y);
let rat_color = THEME.logo.rat;
let term_color = THEME.logo.term;
match (ch1, ch2) {
('█', '█') => {
cell.set_char('█');
cell.fg = rat_color;
cell.bg = rat_color;
}
('█', ' ') => {
cell.set_char('▀');
cell.fg = rat_color;
}
(' ', '█') => {
cell.set_char('▄');
cell.fg = rat_color;
}
('█', 'x') => {
cell.set_char('▀');
cell.fg = rat_color;
cell.bg = term_color;
}
('x', '█') => {
cell.set_char('▄');
cell.fg = rat_color;
cell.bg = term_color;
}
('x', 'x') => {
cell.set_char(' ');
cell.fg = term_color;
cell.bg = term_color;
}
('█', 'e') => {
cell.set_char('▀');
cell.fg = rat_color;
cell.bg = eye_color;
}
('e', '█') => {
cell.set_char('▄');
cell.fg = rat_color;
cell.bg = eye_color;
}
(_, _) => {}
};
}
}
}
sourcepub fn union(self, other: Self) -> Self
pub fn union(self, other: Self) -> Self
Returns a new Rect
that contains both the current one and the given one.
sourcepub fn intersection(self, other: Self) -> Self
pub fn intersection(self, other: Self) -> Self
Returns a new Rect
that is the intersection of the current one and the given one.
If the two Rect
s do not intersect, the returned Rect
will have no area.
Examples found in repository?
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fn render_demo(self, area: Rect, buf: &mut Buffer) -> bool {
// render demo content into a separate buffer so all examples fit we add an extra
// area.height to make sure the last example is fully visible even when the scroll offset is
// at the max
let height = example_height();
let demo_area = Rect::new(0, 0, area.width, height);
let mut demo_buf = Buffer::empty(demo_area);
let scrollbar_needed = self.scroll_offset != 0 || height > area.height;
let content_area = if scrollbar_needed {
Rect {
width: demo_area.width - 1,
..demo_area
}
} else {
demo_area
};
let mut spacing = self.spacing;
self.selected_tab
.render(content_area, &mut demo_buf, &mut spacing);
let visible_content = demo_buf
.content
.into_iter()
.skip((area.width * self.scroll_offset) as usize)
.take(area.area() as usize);
for (i, cell) in visible_content.enumerate() {
let x = i as u16 % area.width;
let y = i as u16 / area.width;
*buf.get_mut(area.x + x, area.y + y) = cell;
}
if scrollbar_needed {
let area = area.intersection(buf.area);
let mut state = ScrollbarState::new(max_scroll_offset() as usize)
.position(self.scroll_offset as usize);
Scrollbar::new(ScrollbarOrientation::VerticalRight).render(area, buf, &mut state);
}
scrollbar_needed
}
sourcepub const fn intersects(self, other: Self) -> bool
pub const fn intersects(self, other: Self) -> bool
Returns true if the two Rect
s intersect.
sourcepub const fn contains(self, position: Position) -> bool
pub const fn contains(self, position: Position) -> bool
Returns true if the given position is inside the Rect
.
The position is considered inside the Rect
if it is on the Rect
’s border.
§Examples
let rect = Rect::new(1, 2, 3, 4);
assert!(rect.contains(Position { x: 1, y: 2 }));
sourcepub fn clamp(self, other: Self) -> Self
pub fn clamp(self, other: Self) -> Self
Clamp this Rect
to fit inside the other Rect
.
If the width or height of this Rect
is larger than the other Rect
, it will be clamped to
the other Rect
’s width or height.
If the left or top coordinate of this Rect
is smaller than the other Rect
, it will be
clamped to the other Rect
’s left or top coordinate.
If the right or bottom coordinate of this Rect
is larger than the other Rect
, it will be
clamped to the other Rect
’s right or bottom coordinate.
This is different from Rect::intersection
because it will move this Rect
to fit inside
the other Rect
, while Rect::intersection
instead would keep this Rect
’s position and
truncate its size to only that which is inside the other Rect
.
§Examples
let area = frame.size();
let rect = Rect::new(0, 0, 100, 100).clamp(area);
sourcepub const fn rows(self) -> Rows ⓘ
pub const fn rows(self) -> Rows ⓘ
An iterator over rows within the Rect
.
§Example
fn render(area: Rect, buf: &mut Buffer) {
for row in area.rows() {
Line::raw("Hello, world!").render(row, buf);
}
}
Examples found in repository?
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fn render_4px(&self, area: Rect, buf: &mut Buffer) {
let lighter_color = ConstraintName::from(self.constraint).lighter_color();
let main_color = ConstraintName::from(self.constraint).color();
let selected_color = if self.selected {
lighter_color
} else {
main_color
};
let color = if self.legend {
selected_color
} else {
main_color
};
let label = self.label(area.width);
let block = Block::bordered()
.border_set(symbols::border::QUADRANT_OUTSIDE)
.border_style(Style::reset().fg(color).reversed())
.fg(Self::TEXT_COLOR)
.bg(color);
Paragraph::new(label)
.centered()
.fg(Self::TEXT_COLOR)
.bg(color)
.block(block)
.render(area, buf);
if !self.legend {
let border_color = if self.selected {
lighter_color
} else {
main_color
};
if let Some(last_row) = area.rows().last() {
buf.set_style(last_row, border_color);
}
}
}
}
impl Widget for SpacerBlock {
fn render(self, area: Rect, buf: &mut Buffer) {
match area.height {
1 => (),
2 => Self::render_2px(area, buf),
3 => Self::render_3px(area, buf),
_ => Self::render_4px(area, buf),
}
}
}
impl SpacerBlock {
const TEXT_COLOR: Color = SLATE.c500;
const BORDER_COLOR: Color = SLATE.c600;
/// A block with a corner borders
fn block() -> impl Widget {
let corners_only = symbols::border::Set {
top_left: line::NORMAL.top_left,
top_right: line::NORMAL.top_right,
bottom_left: line::NORMAL.bottom_left,
bottom_right: line::NORMAL.bottom_right,
vertical_left: " ",
vertical_right: " ",
horizontal_top: " ",
horizontal_bottom: " ",
};
Block::bordered()
.border_set(corners_only)
.border_style(Self::BORDER_COLOR)
}
/// A vertical line used if there is not enough space to render the block
fn line() -> impl Widget {
Paragraph::new(Text::from(vec![
Line::from(""),
Line::from("│"),
Line::from("│"),
Line::from(""),
]))
.style(Self::BORDER_COLOR)
}
/// A label that says "Spacer" if there is enough space
fn spacer_label(width: u16) -> impl Widget {
let label = if width >= 6 { "Spacer" } else { "" };
label.fg(Self::TEXT_COLOR).into_centered_line()
}
/// A label that says "8 px" if there is enough space
fn label(width: u16) -> impl Widget {
let long_label = format!("{width} px");
let short_label = format!("{width}");
let label = if long_label.len() < width as usize {
long_label
} else if short_label.len() < width as usize {
short_label
} else {
String::new()
};
Line::styled(label, Self::TEXT_COLOR).centered()
}
fn render_2px(area: Rect, buf: &mut Buffer) {
if area.width > 1 {
Self::block().render(area, buf);
} else {
Self::line().render(area, buf);
}
}
fn render_3px(area: Rect, buf: &mut Buffer) {
if area.width > 1 {
Self::block().render(area, buf);
} else {
Self::line().render(area, buf);
}
let row = area.rows().nth(1).unwrap_or_default();
Self::spacer_label(area.width).render(row, buf);
}
fn render_4px(area: Rect, buf: &mut Buffer) {
if area.width > 1 {
Self::block().render(area, buf);
} else {
Self::line().render(area, buf);
}
let row = area.rows().nth(1).unwrap_or_default();
Self::spacer_label(area.width).render(row, buf);
let row = area.rows().nth(2).unwrap_or_default();
Self::label(area.width).render(row, buf);
}
More examples
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fn text(frame_count: usize, area: Rect, buf: &mut Buffer) {
let sub_frame = frame_count.saturating_sub(TEXT_DELAY);
if sub_frame == 0 {
return;
}
let line = "RATATUI";
let big_text = BigTextBuilder::default()
.lines([line.into()])
.pixel_size(PixelSize::Full)
.style(Style::new().fg(Color::Rgb(255, 0, 0)))
.build()
.unwrap();
// the font size is 8x8 for each character and we have 1 line
let area = centered_rect(area, line.width() as u16 * 8, 8);
let mask_buf = &mut Buffer::empty(area);
big_text.render(area, mask_buf);
let percentage = (sub_frame as f64 / 480.0).clamp(0.0, 1.0);
for row in area.rows() {
for col in row.columns() {
let cell = buf.get_mut(col.x, col.y);
let mask_cell = mask_buf.get(col.x, col.y);
cell.set_symbol(mask_cell.symbol());
// blend the mask cell color with the cell color
let cell_color = cell.style().bg.unwrap_or(Color::Rgb(0, 0, 0));
let mask_color = mask_cell.style().fg.unwrap_or(Color::Rgb(255, 0, 0));
let color = blend(mask_color, cell_color, percentage);
cell.set_style(Style::new().fg(color));
}
}
}
sourcepub const fn columns(self) -> Columns ⓘ
pub const fn columns(self) -> Columns ⓘ
An iterator over columns within the Rect
.
§Example
fn render(area: Rect, buf: &mut Buffer) {
if let Some(left) = area.columns().next() {
Block::new().borders(Borders::LEFT).render(left, buf);
}
}
Examples found in repository?
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fn text(frame_count: usize, area: Rect, buf: &mut Buffer) {
let sub_frame = frame_count.saturating_sub(TEXT_DELAY);
if sub_frame == 0 {
return;
}
let line = "RATATUI";
let big_text = BigTextBuilder::default()
.lines([line.into()])
.pixel_size(PixelSize::Full)
.style(Style::new().fg(Color::Rgb(255, 0, 0)))
.build()
.unwrap();
// the font size is 8x8 for each character and we have 1 line
let area = centered_rect(area, line.width() as u16 * 8, 8);
let mask_buf = &mut Buffer::empty(area);
big_text.render(area, mask_buf);
let percentage = (sub_frame as f64 / 480.0).clamp(0.0, 1.0);
for row in area.rows() {
for col in row.columns() {
let cell = buf.get_mut(col.x, col.y);
let mask_cell = mask_buf.get(col.x, col.y);
cell.set_symbol(mask_cell.symbol());
// blend the mask cell color with the cell color
let cell_color = cell.style().bg.unwrap_or(Color::Rgb(0, 0, 0));
let mask_color = mask_cell.style().fg.unwrap_or(Color::Rgb(255, 0, 0));
let color = blend(mask_color, cell_color, percentage);
cell.set_style(Style::new().fg(color));
}
}
}
sourcepub const fn positions(self) -> Positions ⓘ
pub const fn positions(self) -> Positions ⓘ
An iterator over the positions within the Rect
.
The positions are returned in a row-major order (left-to-right, top-to-bottom).
§Example
fn render(area: Rect, buf: &mut Buffer) {
for position in area.positions() {
buf.get_mut(position.x, position.y).set_symbol("x");
}
}
sourcepub const fn as_position(self) -> Position
pub const fn as_position(self) -> Position
Trait Implementations§
source§impl<'de> Deserialize<'de> for Rect
impl<'de> Deserialize<'de> for Rect
source§fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>where
__D: Deserializer<'de>,
fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>where
__D: Deserializer<'de>,
source§impl PartialEq for Rect
impl PartialEq for Rect
impl Copy for Rect
impl Eq for Rect
impl StructuralPartialEq for Rect
Auto Trait Implementations§
impl Freeze for Rect
impl RefUnwindSafe for Rect
impl Send for Rect
impl Sync for Rect
impl Unpin for Rect
impl UnwindSafe for Rect
Blanket Implementations§
source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
source§impl<Q, K> Equivalent<K> for Q
impl<Q, K> Equivalent<K> for Q
source§impl<T> IntoEither for T
impl<T> IntoEither for T
source§fn into_either(self, into_left: bool) -> Either<Self, Self>
fn into_either(self, into_left: bool) -> Either<Self, Self>
self
into a Left
variant of Either<Self, Self>
if into_left
is true
.
Converts self
into a Right
variant of Either<Self, Self>
otherwise. Read moresource§fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
self
into a Left
variant of Either<Self, Self>
if into_left(&self)
returns true
.
Converts self
into a Right
variant of Either<Self, Self>
otherwise. Read moresource§impl<T> ToCompactString for Twhere
T: Display,
impl<T> ToCompactString for Twhere
T: Display,
source§fn to_compact_string(&self) -> CompactString
fn to_compact_string(&self) -> CompactString
CompactString
. Read more