ratatui/terminal/terminal.rs
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use std::io;
use crate::{
backend::{Backend, ClearType},
buffer::{Buffer, Cell},
layout::{Position, Rect, Size},
CompletedFrame, Frame, TerminalOptions, Viewport,
};
/// An interface to interact and draw [`Frame`]s on the user's terminal.
///
/// This is the main entry point for Ratatui. It is responsible for drawing and maintaining the
/// state of the buffers, cursor and viewport.
///
/// The [`Terminal`] is generic over a [`Backend`] implementation which is used to interface with
/// the underlying terminal library. The [`Backend`] trait is implemented for three popular Rust
/// terminal libraries: [Crossterm], [Termion] and [Termwiz]. See the [`backend`] module for more
/// information.
///
/// The `Terminal` struct maintains two buffers: the current and the previous.
/// When the widgets are drawn, the changes are accumulated in the current buffer.
/// At the end of each draw pass, the two buffers are compared, and only the changes
/// between these buffers are written to the terminal, avoiding any redundant operations.
/// After flushing these changes, the buffers are swapped to prepare for the next draw cycle.
///
/// The terminal also has a viewport which is the area of the terminal that is currently visible to
/// the user. It can be either fullscreen, inline or fixed. See [`Viewport`] for more information.
///
/// Applications should detect terminal resizes and call [`Terminal::draw`] to redraw the
/// application with the new size. This will automatically resize the internal buffers to match the
/// new size for inline and fullscreen viewports. Fixed viewports are not resized automatically.
///
/// # Examples
///
/// ```rust,no_run
/// use std::io::stdout;
///
/// use ratatui::{backend::CrosstermBackend, widgets::Paragraph, Terminal};
///
/// let backend = CrosstermBackend::new(stdout());
/// let mut terminal = Terminal::new(backend)?;
/// terminal.draw(|frame| {
/// let area = frame.area();
/// frame.render_widget(Paragraph::new("Hello World!"), area);
/// })?;
/// # std::io::Result::Ok(())
/// ```
///
/// [Crossterm]: https://crates.io/crates/crossterm
/// [Termion]: https://crates.io/crates/termion
/// [Termwiz]: https://crates.io/crates/termwiz
/// [`backend`]: crate::backend
/// [`Backend`]: crate::backend::Backend
/// [`Buffer`]: crate::buffer::Buffer
#[derive(Debug, Default, Clone, Eq, PartialEq, Hash)]
pub struct Terminal<B>
where
B: Backend,
{
/// The backend used to interface with the terminal
backend: B,
/// Holds the results of the current and previous draw calls. The two are compared at the end
/// of each draw pass to output the necessary updates to the terminal
buffers: [Buffer; 2],
/// Index of the current buffer in the previous array
current: usize,
/// Whether the cursor is currently hidden
hidden_cursor: bool,
/// Viewport
viewport: Viewport,
/// Area of the viewport
viewport_area: Rect,
/// Last known area of the terminal. Used to detect if the internal buffers have to be resized.
last_known_area: Rect,
/// Last known position of the cursor. Used to find the new area when the viewport is inlined
/// and the terminal resized.
last_known_cursor_pos: Position,
/// Number of frames rendered up until current time.
frame_count: usize,
}
/// Options to pass to [`Terminal::with_options`]
#[derive(Debug, Default, Clone, Eq, PartialEq, Hash)]
pub struct Options {
/// Viewport used to draw to the terminal
pub viewport: Viewport,
}
impl<B> Drop for Terminal<B>
where
B: Backend,
{
fn drop(&mut self) {
// Attempt to restore the cursor state
if self.hidden_cursor {
if let Err(err) = self.show_cursor() {
eprintln!("Failed to show the cursor: {err}");
}
}
}
}
impl<B> Terminal<B>
where
B: Backend,
{
/// Creates a new [`Terminal`] with the given [`Backend`] with a full screen viewport.
///
/// # Example
///
/// ```rust,no_run
/// use std::io::stdout;
///
/// use ratatui::{backend::CrosstermBackend, Terminal};
///
/// let backend = CrosstermBackend::new(stdout());
/// let terminal = Terminal::new(backend)?;
/// # std::io::Result::Ok(())
/// ```
pub fn new(backend: B) -> io::Result<Self> {
Self::with_options(
backend,
TerminalOptions {
viewport: Viewport::Fullscreen,
},
)
}
/// Creates a new [`Terminal`] with the given [`Backend`] and [`TerminalOptions`].
///
/// # Example
///
/// ```rust
/// use std::io::stdout;
///
/// use ratatui::{backend::CrosstermBackend, layout::Rect, Terminal, TerminalOptions, Viewport};
///
/// let backend = CrosstermBackend::new(stdout());
/// let viewport = Viewport::Fixed(Rect::new(0, 0, 10, 10));
/// let terminal = Terminal::with_options(backend, TerminalOptions { viewport })?;
/// # std::io::Result::Ok(())
/// ```
pub fn with_options(mut backend: B, options: TerminalOptions) -> io::Result<Self> {
let area = match options.viewport {
Viewport::Fullscreen | Viewport::Inline(_) => {
Rect::from((Position::ORIGIN, backend.size()?))
}
Viewport::Fixed(area) => area,
};
let (viewport_area, cursor_pos) = match options.viewport {
Viewport::Fullscreen => (area, Position::ORIGIN),
Viewport::Inline(height) => {
compute_inline_size(&mut backend, height, area.as_size(), 0)?
}
Viewport::Fixed(area) => (area, area.as_position()),
};
Ok(Self {
backend,
buffers: [Buffer::empty(viewport_area), Buffer::empty(viewport_area)],
current: 0,
hidden_cursor: false,
viewport: options.viewport,
viewport_area,
last_known_area: area,
last_known_cursor_pos: cursor_pos,
frame_count: 0,
})
}
/// Get a Frame object which provides a consistent view into the terminal state for rendering.
pub fn get_frame(&mut self) -> Frame {
let count = self.frame_count;
Frame {
cursor_position: None,
viewport_area: self.viewport_area,
buffer: self.current_buffer_mut(),
count,
}
}
/// Gets the current buffer as a mutable reference.
pub fn current_buffer_mut(&mut self) -> &mut Buffer {
&mut self.buffers[self.current]
}
/// Gets the backend
pub const fn backend(&self) -> &B {
&self.backend
}
/// Gets the backend as a mutable reference
pub fn backend_mut(&mut self) -> &mut B {
&mut self.backend
}
/// Obtains a difference between the previous and the current buffer and passes it to the
/// current backend for drawing.
pub fn flush(&mut self) -> io::Result<()> {
let previous_buffer = &self.buffers[1 - self.current];
let current_buffer = &self.buffers[self.current];
let updates = previous_buffer.diff(current_buffer);
if let Some((col, row, _)) = updates.last() {
self.last_known_cursor_pos = Position { x: *col, y: *row };
}
self.backend.draw(updates.into_iter())
}
/// Updates the Terminal so that internal buffers match the requested area.
///
/// Requested area will be saved to remain consistent when rendering. This leads to a full clear
/// of the screen.
pub fn resize(&mut self, area: Rect) -> io::Result<()> {
let next_area = match self.viewport {
Viewport::Inline(height) => {
let offset_in_previous_viewport = self
.last_known_cursor_pos
.y
.saturating_sub(self.viewport_area.top());
compute_inline_size(
&mut self.backend,
height,
area.as_size(),
offset_in_previous_viewport,
)?
.0
}
Viewport::Fixed(_) | Viewport::Fullscreen => area,
};
self.set_viewport_area(next_area);
self.clear()?;
self.last_known_area = area;
Ok(())
}
fn set_viewport_area(&mut self, area: Rect) {
self.buffers[self.current].resize(area);
self.buffers[1 - self.current].resize(area);
self.viewport_area = area;
}
/// Queries the backend for size and resizes if it doesn't match the previous size.
pub fn autoresize(&mut self) -> io::Result<()> {
// fixed viewports do not get autoresized
if matches!(self.viewport, Viewport::Fullscreen | Viewport::Inline(_)) {
let area = Rect::from((Position::ORIGIN, self.size()?));
if area != self.last_known_area {
self.resize(area)?;
}
};
Ok(())
}
/// Draws a single frame to the terminal.
///
/// Returns a [`CompletedFrame`] if successful, otherwise a [`std::io::Error`].
///
/// If the render callback passed to this method can fail, use [`try_draw`] instead.
///
/// Applications should call `draw` or [`try_draw`] in a loop to continuously render the
/// terminal. These methods are the main entry points for drawing to the terminal.
///
/// [`try_draw`]: Terminal::try_draw
///
/// This method will:
///
/// - autoresize the terminal if necessary
/// - call the render callback, passing it a [`Frame`] reference to render to
/// - flush the current internal state by copying the current buffer to the backend
/// - move the cursor to the last known position if it was set during the rendering closure
/// - return a [`CompletedFrame`] with the current buffer and the area of the terminal
///
/// The [`CompletedFrame`] returned by this method can be useful for debugging or testing
/// purposes, but it is often not used in regular applicationss.
///
/// The render callback should fully render the entire frame when called, including areas that
/// are unchanged from the previous frame. This is because each frame is compared to the
/// previous frame to determine what has changed, and only the changes are written to the
/// terminal. If the render callback does not fully render the frame, the terminal will not be
/// in a consistent state.
///
/// # Examples
///
/// ```
/// # let backend = ratatui::backend::TestBackend::new(10, 10);
/// # let mut terminal = ratatui::Terminal::new(backend)?;
/// use ratatui::{layout::Position, widgets::Paragraph};
///
/// // with a closure
/// terminal.draw(|frame| {
/// let area = frame.area();
/// frame.render_widget(Paragraph::new("Hello World!"), area);
/// frame.set_cursor_position(Position { x: 0, y: 0 });
/// })?;
///
/// // or with a function
/// terminal.draw(render)?;
///
/// fn render(frame: &mut ratatui::Frame) {
/// frame.render_widget(Paragraph::new("Hello World!"), frame.area());
/// }
/// # std::io::Result::Ok(())
/// ```
pub fn draw<F>(&mut self, render_callback: F) -> io::Result<CompletedFrame>
where
F: FnOnce(&mut Frame),
{
self.try_draw(|frame| {
render_callback(frame);
io::Result::Ok(())
})
}
/// Tries to draw a single frame to the terminal.
///
/// Returns [`Result::Ok`] containing a [`CompletedFrame`] if successful, otherwise
/// [`Result::Err`] containing the [`std::io::Error`] that caused the failure.
///
/// This is the equivalent of [`Terminal::draw`] but the render callback is a function or
/// closure that returns a `Result` instead of nothing.
///
/// Applications should call `try_draw` or [`draw`] in a loop to continuously render the
/// terminal. These methods are the main entry points for drawing to the terminal.
///
/// [`draw`]: Terminal::draw
///
/// This method will:
///
/// - autoresize the terminal if necessary
/// - call the render callback, passing it a [`Frame`] reference to render to
/// - flush the current internal state by copying the current buffer to the backend
/// - move the cursor to the last known position if it was set during the rendering closure
/// - return a [`CompletedFrame`] with the current buffer and the area of the terminal
///
/// The render callback passed to `try_draw` can return any [`Result`] with an error type that
/// can be converted into an [`std::io::Error`] using the [`Into`] trait. This makes it possible
/// to use the `?` operator to propagate errors that occur during rendering. If the render
/// callback returns an error, the error will be returned from `try_draw` as an
/// [`std::io::Error`] and the terminal will not be updated.
///
/// The [`CompletedFrame`] returned by this method can be useful for debugging or testing
/// purposes, but it is often not used in regular applicationss.
///
/// The render callback should fully render the entire frame when called, including areas that
/// are unchanged from the previous frame. This is because each frame is compared to the
/// previous frame to determine what has changed, and only the changes are written to the
/// terminal. If the render function does not fully render the frame, the terminal will not be
/// in a consistent state.
///
/// # Examples
///
/// ```should_panic
/// # use ratatui::layout::Position;;
/// # let backend = ratatui::backend::TestBackend::new(10, 10);
/// # let mut terminal = ratatui::Terminal::new(backend)?;
/// use std::io;
///
/// use ratatui::widgets::Paragraph;
///
/// // with a closure
/// terminal.try_draw(|frame| {
/// let value: u8 = "not a number".parse().map_err(io::Error::other)?;
/// let area = frame.area();
/// frame.render_widget(Paragraph::new("Hello World!"), area);
/// frame.set_cursor_position(Position { x: 0, y: 0 });
/// io::Result::Ok(())
/// })?;
///
/// // or with a function
/// terminal.try_draw(render)?;
///
/// fn render(frame: &mut ratatui::Frame) -> io::Result<()> {
/// let value: u8 = "not a number".parse().map_err(io::Error::other)?;
/// frame.render_widget(Paragraph::new("Hello World!"), frame.area());
/// Ok(())
/// }
/// # io::Result::Ok(())
/// ```
pub fn try_draw<F, E>(&mut self, render_callback: F) -> io::Result<CompletedFrame>
where
F: FnOnce(&mut Frame) -> Result<(), E>,
E: Into<io::Error>,
{
// Autoresize - otherwise we get glitches if shrinking or potential desync between widgets
// and the terminal (if growing), which may OOB.
self.autoresize()?;
let mut frame = self.get_frame();
render_callback(&mut frame).map_err(Into::into)?;
// We can't change the cursor position right away because we have to flush the frame to
// stdout first. But we also can't keep the frame around, since it holds a &mut to
// Buffer. Thus, we're taking the important data out of the Frame and dropping it.
let cursor_position = frame.cursor_position;
// Draw to stdout
self.flush()?;
match cursor_position {
None => self.hide_cursor()?,
Some(position) => {
self.show_cursor()?;
self.set_cursor_position(position)?;
}
}
self.swap_buffers();
// Flush
self.backend.flush()?;
let completed_frame = CompletedFrame {
buffer: &self.buffers[1 - self.current],
area: self.last_known_area,
count: self.frame_count,
};
// increment frame count before returning from draw
self.frame_count = self.frame_count.wrapping_add(1);
Ok(completed_frame)
}
/// Hides the cursor.
pub fn hide_cursor(&mut self) -> io::Result<()> {
self.backend.hide_cursor()?;
self.hidden_cursor = true;
Ok(())
}
/// Shows the cursor.
pub fn show_cursor(&mut self) -> io::Result<()> {
self.backend.show_cursor()?;
self.hidden_cursor = false;
Ok(())
}
/// Gets the current cursor position.
///
/// This is the position of the cursor after the last draw call and is returned as a tuple of
/// `(x, y)` coordinates.
#[deprecated = "the method get_cursor_position indicates more clearly what about the cursor to get"]
pub fn get_cursor(&mut self) -> io::Result<(u16, u16)> {
let Position { x, y } = self.get_cursor_position()?;
Ok((x, y))
}
/// Sets the cursor position.
#[deprecated = "the method set_cursor_position indicates more clearly what about the cursor to set"]
pub fn set_cursor(&mut self, x: u16, y: u16) -> io::Result<()> {
self.set_cursor_position(Position { x, y })
}
/// Gets the current cursor position.
///
/// This is the position of the cursor after the last draw call.
pub fn get_cursor_position(&mut self) -> io::Result<Position> {
self.backend.get_cursor_position()
}
/// Sets the cursor position.
pub fn set_cursor_position<P: Into<Position>>(&mut self, position: P) -> io::Result<()> {
let position = position.into();
self.backend.set_cursor_position(position)?;
self.last_known_cursor_pos = position;
Ok(())
}
/// Clear the terminal and force a full redraw on the next draw call.
pub fn clear(&mut self) -> io::Result<()> {
match self.viewport {
Viewport::Fullscreen => self.backend.clear_region(ClearType::All)?,
Viewport::Inline(_) => {
self.backend
.set_cursor_position(self.viewport_area.as_position())?;
self.backend.clear_region(ClearType::AfterCursor)?;
}
Viewport::Fixed(_) => {
let area = self.viewport_area;
for y in area.top()..area.bottom() {
self.backend.set_cursor_position(Position { x: 0, y })?;
self.backend.clear_region(ClearType::AfterCursor)?;
}
}
}
// Reset the back buffer to make sure the next update will redraw everything.
self.buffers[1 - self.current].reset();
Ok(())
}
/// Clears the inactive buffer and swaps it with the current buffer
pub fn swap_buffers(&mut self) {
self.buffers[1 - self.current].reset();
self.current = 1 - self.current;
}
/// Queries the real size of the backend.
pub fn size(&self) -> io::Result<Size> {
self.backend.size()
}
/// Insert some content before the current inline viewport. This has no effect when the
/// viewport is not inline.
///
/// The `draw_fn` closure will be called to draw into a writable `Buffer` that is `height`
/// lines tall. The content of that `Buffer` will then be inserted before the viewport.
///
/// If the viewport isn't yet at the bottom of the screen, inserted lines will push it towards
/// the bottom. Once the viewport is at the bottom of the screen, inserted lines will scroll
/// the area of the screen above the viewport upwards.
///
/// Before:
/// ```ignore
/// +---------------------+
/// | pre-existing line 1 |
/// | pre-existing line 2 |
/// +---------------------+
/// | viewport |
/// +---------------------+
/// | |
/// | |
/// +---------------------+
/// ```
///
/// After inserting 2 lines:
/// ```ignore
/// +---------------------+
/// | pre-existing line 1 |
/// | pre-existing line 2 |
/// | inserted line 1 |
/// | inserted line 2 |
/// +---------------------+
/// | viewport |
/// +---------------------+
/// +---------------------+
/// ```
///
/// After inserting 2 more lines:
/// ```ignore
/// +---------------------+
/// | pre-existing line 2 |
/// | inserted line 1 |
/// | inserted line 2 |
/// | inserted line 3 |
/// | inserted line 4 |
/// +---------------------+
/// | viewport |
/// +---------------------+
/// ```
///
/// If more lines are inserted than there is space on the screen, then the top lines will go
/// directly into the terminal's scrollback buffer. At the limit, if the viewport takes up the
/// whole screen, all lines will be inserted directly into the scrollback buffer.
///
/// # Examples
///
/// ## Insert a single line before the current viewport
///
/// ```rust
/// use ratatui::{
/// backend::TestBackend,
/// style::{Color, Style},
/// text::{Line, Span},
/// widgets::{Paragraph, Widget},
/// Terminal,
/// };
/// # let backend = TestBackend::new(10, 10);
/// # let mut terminal = Terminal::new(backend).unwrap();
/// terminal.insert_before(1, |buf| {
/// Paragraph::new(Line::from(vec![
/// Span::raw("This line will be added "),
/// Span::styled("before", Style::default().fg(Color::Blue)),
/// Span::raw(" the current viewport"),
/// ]))
/// .render(buf.area, buf);
/// });
/// ```
pub fn insert_before<F>(&mut self, height: u16, draw_fn: F) -> io::Result<()>
where
F: FnOnce(&mut Buffer),
{
match self.viewport {
#[cfg(feature = "scrolling-regions")]
Viewport::Inline(_) => self.insert_before_scrolling_regions(height, draw_fn),
#[cfg(not(feature = "scrolling-regions"))]
Viewport::Inline(_) => self.insert_before_no_scrolling_regions(height, draw_fn),
_ => Ok(()),
}
}
/// Implement `Self::insert_before` using standard backend capabilities.
#[cfg(not(feature = "scrolling-regions"))]
fn insert_before_no_scrolling_regions(
&mut self,
height: u16,
draw_fn: impl FnOnce(&mut Buffer),
) -> io::Result<()> {
// The approach of this function is to first render all of the lines to insert into a
// temporary buffer, and then to loop drawing chunks from the buffer to the screen. drawing
// this buffer onto the screen.
let area = Rect {
x: 0,
y: 0,
width: self.viewport_area.width,
height,
};
let mut buffer = Buffer::empty(area);
draw_fn(&mut buffer);
let mut buffer = buffer.content.as_slice();
// Use i32 variables so we don't have worry about overflowed u16s when adding, or about
// negative results when subtracting.
let mut drawn_height: i32 = self.viewport_area.top().into();
let mut buffer_height: i32 = height.into();
let viewport_height: i32 = self.viewport_area.height.into();
let screen_height: i32 = self.last_known_area.height.into();
// The algorithm here is to loop, drawing large chunks of text (up to a screen-full at a
// time), until the remainder of the buffer plus the viewport fits on the screen. We choose
// this loop condition because it guarantees that we can write the remainder of the buffer
// with just one call to Self::draw_lines().
while buffer_height + viewport_height > screen_height {
// We will draw as much of the buffer as possible on this iteration in order to make
// forward progress. So we have:
//
// to_draw = min(buffer_height, screen_height)
//
// We may need to scroll the screen up to make room to draw. We choose the minimal
// possible scroll amount so we don't end up with the viewport sitting in the middle of
// the screen when this function is done. The amount to scroll by is:
//
// scroll_up = max(0, drawn_height + to_draw - screen_height)
//
// We want `scroll_up` to be enough so that, after drawing, we have used the whole
// screen (drawn_height - scroll_up + to_draw = screen_height). However, there might
// already be enough room on the screen to draw without scrolling (drawn_height +
// to_draw <= screen_height). In this case, we just don't scroll at all.
let to_draw = buffer_height.min(screen_height);
let scroll_up = 0.max(drawn_height + to_draw - screen_height);
self.scroll_up(scroll_up as u16)?;
buffer = self.draw_lines((drawn_height - scroll_up) as u16, to_draw as u16, buffer)?;
drawn_height += to_draw - scroll_up;
buffer_height -= to_draw;
}
// There is now enough room on the screen for the remaining buffer plus the viewport,
// though we may still need to scroll up some of the existing text first. It's possible
// that by this point we've drained the buffer, but we may still need to scroll up to make
// room for the viewport.
//
// We want to scroll up the exact amount that will leave us completely filling the screen.
// However, it's possible that the viewport didn't start on the bottom of the screen and
// the added lines weren't enough to push it all the way to the bottom. We deal with this
// case by just ensuring that our scroll amount is non-negative.
//
// We want:
// screen_height = drawn_height - scroll_up + buffer_height + viewport_height
// Or, equivalently:
// scroll_up = drawn_height + buffer_height + viewport_height - screen_height
let scroll_up = 0.max(drawn_height + buffer_height + viewport_height - screen_height);
self.scroll_up(scroll_up as u16)?;
self.draw_lines(
(drawn_height - scroll_up) as u16,
buffer_height as u16,
buffer,
)?;
drawn_height += buffer_height - scroll_up;
self.set_viewport_area(Rect {
y: drawn_height as u16,
..self.viewport_area
});
// Clear the viewport off the screen. We didn't clear earlier for two reasons. First, it
// wasn't necessary because the buffer we drew out of isn't sparse, so it overwrote
// whatever was on the screen. Second, there is a weird bug with tmux where a full screen
// clear plus immediate scrolling causes some garbage to go into the scrollback.
self.clear()?;
Ok(())
}
/// Implement `Self::insert_before` using scrolling regions.
///
/// If a terminal supports scrolling regions, it means that we can define a subset of rows of
/// the screen, and then tell the terminal to scroll up or down just within that region. The
/// rows outside of the region are not affected.
///
/// This function utilizes this feature to avoid having to redraw the viewport. This is done
/// either by splitting the screen at the top of the viewport, and then creating a gap by
/// either scrolling the viewport down, or scrolling the area above it up. The lines to insert
/// are then drawn into the gap created.
#[cfg(feature = "scrolling-regions")]
fn insert_before_scrolling_regions(
&mut self,
mut height: u16,
draw_fn: impl FnOnce(&mut Buffer),
) -> io::Result<()> {
// The approach of this function is to first render all of the lines to insert into a
// temporary buffer, and then to loop drawing chunks from the buffer to the screen. drawing
// this buffer onto the screen.
let area = Rect {
x: 0,
y: 0,
width: self.viewport_area.width,
height,
};
let mut buffer = Buffer::empty(area);
draw_fn(&mut buffer);
let mut buffer = buffer.content.as_slice();
// Handle the special case where the viewport takes up the whole screen.
if self.viewport_area.height == self.last_known_area.height {
// "Borrow" the top line of the viewport. Draw over it, then immediately scroll it into
// scrollback. Do this repeatedly until the whole buffer has been put into scrollback.
let mut first = true;
while !buffer.is_empty() {
buffer = if first {
self.draw_lines(0, 1, buffer)?
} else {
self.draw_lines_over_cleared(0, 1, buffer)?
};
first = false;
self.backend.scroll_region_up(0..1, 1)?;
}
// Redraw the top line of the viewport.
let width = self.viewport_area.width as usize;
let top_line = self.buffers[1 - self.current].content[0..width].to_vec();
self.draw_lines_over_cleared(0, 1, &top_line)?;
return Ok(());
}
// Handle the case where the viewport isn't yet at the bottom of the screen.
{
let viewport_top = self.viewport_area.top();
let viewport_bottom = self.viewport_area.bottom();
let screen_bottom = self.last_known_area.bottom();
if viewport_bottom < screen_bottom {
let to_draw = height.min(screen_bottom - viewport_bottom);
self.backend
.scroll_region_down(viewport_top..viewport_bottom + to_draw, to_draw)?;
buffer = self.draw_lines_over_cleared(viewport_top, to_draw, buffer)?;
self.set_viewport_area(Rect {
y: viewport_top + to_draw,
..self.viewport_area
});
height -= to_draw;
}
}
let viewport_top = self.viewport_area.top();
while height > 0 {
let to_draw = height.min(viewport_top);
self.backend.scroll_region_up(0..viewport_top, to_draw)?;
buffer = self.draw_lines_over_cleared(viewport_top - to_draw, to_draw, buffer)?;
height -= to_draw;
}
Ok(())
}
/// Draw lines at the given vertical offset. The slice of cells must contain enough cells
/// for the requested lines. A slice of the unused cells are returned.
fn draw_lines<'a>(
&mut self,
y_offset: u16,
lines_to_draw: u16,
cells: &'a [Cell],
) -> io::Result<&'a [Cell]> {
let width: usize = self.last_known_area.width.into();
let (to_draw, remainder) = cells.split_at(width * lines_to_draw as usize);
if lines_to_draw > 0 {
let iter = to_draw
.iter()
.enumerate()
.map(|(i, c)| ((i % width) as u16, y_offset + (i / width) as u16, c));
self.backend.draw(iter)?;
self.backend.flush()?;
}
Ok(remainder)
}
/// Draw lines at the given vertical offset, assuming that the lines they are replacing on the
/// screen are cleared. The slice of cells must contain enough cells for the requested lines. A
/// slice of the unused cells are returned.
#[cfg(feature = "scrolling-regions")]
fn draw_lines_over_cleared<'a>(
&mut self,
y_offset: u16,
lines_to_draw: u16,
cells: &'a [Cell],
) -> io::Result<&'a [Cell]> {
let width: usize = self.last_known_area.width.into();
let (to_draw, remainder) = cells.split_at(width * lines_to_draw as usize);
if lines_to_draw > 0 {
let area = Rect::new(0, y_offset, width as u16, y_offset + lines_to_draw);
let old = Buffer::empty(area);
let new = Buffer {
area,
content: to_draw.to_vec(),
};
self.backend.draw(old.diff(&new).into_iter())?;
self.backend.flush()?;
}
Ok(remainder)
}
/// Scroll the whole screen up by the given number of lines.
#[cfg(not(feature = "scrolling-regions"))]
fn scroll_up(&mut self, lines_to_scroll: u16) -> io::Result<()> {
if lines_to_scroll > 0 {
self.set_cursor_position(Position::new(
0,
self.last_known_area.height.saturating_sub(1),
))?;
self.backend.append_lines(lines_to_scroll)?;
}
Ok(())
}
}
fn compute_inline_size<B: Backend>(
backend: &mut B,
height: u16,
size: Size,
offset_in_previous_viewport: u16,
) -> io::Result<(Rect, Position)> {
let pos = backend.get_cursor_position()?;
let mut row = pos.y;
let max_height = size.height.min(height);
let lines_after_cursor = height
.saturating_sub(offset_in_previous_viewport)
.saturating_sub(1);
backend.append_lines(lines_after_cursor)?;
let available_lines = size.height.saturating_sub(row).saturating_sub(1);
let missing_lines = lines_after_cursor.saturating_sub(available_lines);
if missing_lines > 0 {
row = row.saturating_sub(missing_lines);
}
row = row.saturating_sub(offset_in_previous_viewport);
Ok((
Rect {
x: 0,
y: row,
width: size.width,
height: max_height,
},
pos,
))
}