gocui/color.go

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package main
import (
"math/rand"
"github.com/awesome-gocui/gocui"
"go.wit.com/log"
)
//w.v.SelBgColor = gocui.ColorCyan
//color.go: w.v.SelFgColor = gocui.ColorBlack
//color.go: w.v.BgColor = gocui.ColorGreen
type colorT struct {
frame gocui.Attribute
fg gocui.Attribute
bg gocui.Attribute
selFg gocui.Attribute
selBg gocui.Attribute
name string
}
var none gocui.Attribute = gocui.AttrNone
var lightPurple gocui.Attribute = gocui.GetColor("#DDDDDD") // light purple
var darkPurple gocui.Attribute = gocui.GetColor("#FFAA55") // Dark Purple
var heavyPurple gocui.Attribute = gocui.GetColor("#88AA55") // heavy purple
var powdererBlue gocui.Attribute = gocui.GetColor("#B0E0E6") // w3c 'powerder blue'
var superLightGrey gocui.Attribute = gocui.GetColor("#55AAFF") // super light grey
// Standard defined colors from gocui:
// ColorBlack ColorRed ColorGreen ColorYellow ColorBlue ColorMagenta ColorCyan ColorWhite
// v.BgColor = gocui.GetColor("#111111") // crazy red
// v.BgColor = gocui.GetColor("#FF9911") // heavy red
// v.SelBgColor = gocui.GetColor("#FFEE11") // blood red
// v.BgColor = gocui.GetColor("#55AAFF") // super light grey
// v.BgColor = gocui.GetColor("#FFC0CB") // 'w3c pink' yellow
// Normal Text On mouseover
//
// Widget Frame Text background Text background
var colorWindow colorT = colorT{
frame: none,
fg: gocui.ColorBlue,
bg: none,
selFg: none,
selBg: powdererBlue,
name: "normal window",
}
var colorActiveW colorT = colorT{none, none, powdererBlue, none, powdererBlue, "active window"}
var colorTab colorT = colorT{gocui.ColorBlue, gocui.ColorBlue, none, none, powdererBlue, "normal tab"}
var colorActiveT colorT = colorT{gocui.ColorBlue, none, powdererBlue, none, powdererBlue, "active tab"}
var colorLabel colorT = colorT{none, none, superLightGrey, none, superLightGrey, "normal label"}
var colorGroup colorT = colorT{none, none, superLightGrey, none, superLightGrey, "normal group"}
var colorDisabled colorT = colorT{
frame: superLightGrey,
fg: superLightGrey,
bg: superLightGrey,
selFg: gocui.ColorBlack,
selBg: gocui.ColorBlack,
name: "disabled widget",
}
var colorButton colorT = colorT{
frame: gocui.ColorGreen,
fg: none,
bg: gocui.ColorWhite,
selFg: gocui.ColorGreen,
selBg: gocui.ColorBlack,
name: "normal button",
}
var colorDropdown colorT = colorT{
frame: gocui.ColorYellow,
fg: none,
bg: gocui.ColorWhite,
selFg: gocui.ColorYellow,
selBg: gocui.ColorBlack,
name: "normal button",
}
var colorCombobox colorT = colorT{
frame: gocui.ColorBlue,
fg: none,
bg: gocui.ColorWhite,
selFg: gocui.ColorBlue,
selBg: gocui.ColorBlack,
name: "normal button",
}
var colorCheckbox colorT = colorT{
frame: gocui.ColorRed,
fg: none,
bg: gocui.ColorWhite,
selFg: gocui.ColorRed,
selBg: gocui.ColorBlack,
name: "normal checkbox",
}
// widget debugging colors. these widgets aren't displayed unless you are debugging
var colorRoot colorT = colorT{gocui.ColorRed, none, powdererBlue, none, gocui.ColorBlue, "debug root"}
var colorFlag colorT = colorT{gocui.ColorRed, none, powdererBlue, none, gocui.ColorGreen, "debug flag"}
var colorBox colorT = colorT{gocui.ColorRed, none, lightPurple, none, gocui.ColorCyan, "debug box"}
var colorGrid colorT = colorT{gocui.ColorRed, none, lightPurple, none, gocui.ColorRed, "debug grid"}
var colorNone colorT = colorT{none, none, none, none, none, "debug none"}
// actually sets the colors for the gocui element
// the user will see the colors change when this runs
// TODO: add black/white only flag for ttyS0
// TODO: or fix kvm/qemu serial console & SIGWINCH.
// TODO: and minicom and uboot and 5 million other things.
// TODO: maybe enough of us could actually do that if we made it a goal.
// TODO: start with riscv boards and fix it universally there
// TODO: so just a small little 'todo' item here
func (tk *guiWidget) setColor(newColor *colorT) {
if tk.color == newColor {
// nothing to do since the colors have nto changed
return
}
tk.color = newColor
if tk.v == nil {
return
}
if tk.color == nil {
log.Log(NOW, "Set the node to color = nil")
tk.color = &colorNone
}
log.Log(NOW, "Set the node to color =", tk.color.name)
tk.Show()
}
func (w *guiWidget) disableColor() {
if w.color != &colorDisabled {
w.defaultColor = w.color
}
w.setColor(&colorDisabled)
}
func (w *guiWidget) enableColor() {
w.setColor(w.defaultColor)
}
func (w *guiWidget) setDefaultHighlight() {
if w.v == nil {
log.Log(ERROR, "SetColor() failed on view == nil")
return
}
w.v.SelBgColor = gocui.ColorGreen
w.v.SelFgColor = gocui.ColorBlack
}
func randColor() gocui.Attribute {
colors := []string{"Green", "#FFAA55", "Yellow", "Blue", "Red", "Black", "White"}
i := rand.Intn(len(colors))
log.Log(NOW, "randColor() i =", i)
return gocui.GetColor(colors[i])
}
func (w *guiWidget) redoColor(draw bool) {
if w == nil {
return
}
log.Sleep(.05)
w.setDefaultHighlight()
// w.setDefaultWidgetColor()
w.Show()
for _, child := range w.children {
child.redoColor(draw)
}
}
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// what genius figured this out?
// originally from github.com/dimasma0305/GoFetch
func get_teminal_color_palette() string {
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// var runes rune
// color1 := "\x1b[0;29m  \x1b[0m"
// runes = []rune(color1)
// view.WriteRunes(runes)
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color1 := "\x1b[0;29m  \x1b[0m"
color2 := "\x1b[0;31m  \x1b[0m"
color3 := "\x1b[0;32m  \x1b[0m"
color4 := "\x1b[0;33m  \x1b[0m"
color5 := "\x1b[0;34m  \x1b[0m"
color6 := "\x1b[0;35m  \x1b[0m"
color7 := "\x1b[0;36m  \x1b[0m"
color8 := "\x1b[0;37m  \x1b[0m"
return color1 + " " + color2 + " " + color3 + " " + color4 + " " + color5 + " " + color6 + " " + color7 + " " + color8
}