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authorMichael Muré <batolettre@gmail.com>2019-11-03 20:47:29 +0100
committerMichael Muré <batolettre@gmail.com>2019-11-03 20:47:29 +0100
commitcb8236c9c22007eb622b7219c58d3342f1f53d50 (patch)
treee232e5362486065d9b28bb55b9791690efb50c08 /vendor/github.com/awesome-gocui/gocui/doc.go
parent163ea9c93306c387f84ff0b85c2d8fca4c01e449 (diff)
downloadgit-bug-cb8236c9c22007eb622b7219c58d3342f1f53d50.tar.gz
termui: migrate to awesome-gocui instead of the old fork I had
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+// Copyright 2014 The gocui Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style
+// license that can be found in the LICENSE file.
+
+/*
+Package gocui allows to create console user interfaces.
+
+Create a new GUI:
+
+ g, err := gocui.NewGui(gocui.OutputNormal)
+ if err != nil {
+ // handle error
+ }
+ defer g.Close()
+
+ // Set GUI managers and key bindings
+ // ...
+
+ if err := g.MainLoop(); err != nil && !gocui.IsQuit(err) {
+ // handle error
+ }
+
+Set GUI managers:
+
+ g.SetManager(mgr1, mgr2)
+
+Managers are in charge of GUI's layout and can be used to build widgets. On
+each iteration of the GUI's main loop, the Layout function of each configured
+manager is executed. Managers are used to set-up and update the application's
+main views, being possible to freely change them during execution. Also, it is
+important to mention that a main loop iteration is executed on each reported
+event (key-press, mouse event, window resize, etc).
+
+GUIs are composed by Views, you can think of it as buffers. Views implement the
+io.ReadWriter interface, so you can just write to them if you want to modify
+their content. The same is valid for reading.
+
+Create and initialize a view with absolute coordinates:
+
+ if v, err := g.SetView("viewname", 2, 2, 22, 7); err != nil {
+ if !gocui.IsUnknownView(err) {
+ // handle error
+ }
+ fmt.Fprintln(v, "This is a new view")
+ // ...
+ }
+
+Views can also be created using relative coordinates:
+
+ maxX, maxY := g.Size()
+ if v, err := g.SetView("viewname", maxX/2-30, maxY/2, maxX/2+30, maxY/2+2); err != nil {
+ // ...
+ }
+
+Configure keybindings:
+
+ if err := g.SetKeybinding("viewname", gocui.KeyEnter, gocui.ModNone, fcn); err != nil {
+ // handle error
+ }
+
+gocui implements full mouse support that can be enabled with:
+
+ g.Mouse = true
+
+Mouse events are handled like any other keybinding:
+
+ if err := g.SetKeybinding("viewname", gocui.MouseLeft, gocui.ModNone, fcn); err != nil {
+ // handle error
+ }
+
+IMPORTANT: Views can only be created, destroyed or updated in three ways: from
+the Layout function within managers, from keybinding callbacks or via
+*Gui.Update(). The reason for this is that it allows gocui to be
+concurrent-safe. So, if you want to update your GUI from a goroutine, you must
+use *Gui.Update(). For example:
+
+ g.Update(func(g *gocui.Gui) error {
+ v, err := g.View("viewname")
+ if err != nil {
+ // handle error
+ }
+ v.Clear()
+ fmt.Fprintln(v, "Writing from different goroutines")
+ return nil
+ })
+
+By default, gocui provides a basic editing mode. This mode can be extended
+and customized creating a new Editor and assigning it to *View.Editor:
+
+ type Editor interface {
+ Edit(v *View, key Key, ch rune, mod Modifier)
+ }
+
+DefaultEditor can be taken as example to create your own custom Editor:
+
+ var DefaultEditor Editor = EditorFunc(simpleEditor)
+
+ func simpleEditor(v *View, key Key, ch rune, mod Modifier) {
+ switch {
+ case ch != 0 && mod == 0:
+ v.EditWrite(ch)
+ case key == KeySpace:
+ v.EditWrite(' ')
+ case key == KeyBackspace || key == KeyBackspace2:
+ v.EditDelete(true)
+ // ...
+ }
+ }
+
+Colored text:
+
+Views allow to add colored text using ANSI colors. For example:
+
+ fmt.Fprintln(v, "\x1b[0;31mHello world")
+
+For more information, see the examples in folder "_examples/".
+*/
+package gocui