powerline?
This commit is contained in:
+361
-9
@@ -39,6 +39,126 @@ pub struct PaneRenderInfo {
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pub dim_factor: f32,
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}
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// ═══════════════════════════════════════════════════════════════════════════════
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// STATUSLINE COMPONENTS
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// ═══════════════════════════════════════════════════════════════════════════════
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/// Color specification for statusline components.
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/// Uses the terminal's indexed color palette (0-255), RGB, or default fg.
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#[derive(Debug, Clone, Copy, PartialEq, Eq)]
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pub enum StatuslineColor {
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/// Use the default foreground color.
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Default,
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/// Use an indexed color from the 256-color palette (0-15 for ANSI colors).
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Indexed(u8),
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/// Use an RGB color.
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Rgb(u8, u8, u8),
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}
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impl Default for StatuslineColor {
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fn default() -> Self {
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StatuslineColor::Default
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}
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}
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/// A single component/segment of the statusline.
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/// Components are rendered left-to-right with optional separators.
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#[derive(Debug, Clone)]
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pub struct StatuslineComponent {
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/// The text content of this component.
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pub text: String,
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/// Foreground color for this component.
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pub fg: StatuslineColor,
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/// Whether this text should be bold.
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pub bold: bool,
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}
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impl StatuslineComponent {
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/// Create a new statusline component with default styling.
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pub fn new(text: impl Into<String>) -> Self {
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Self {
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text: text.into(),
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fg: StatuslineColor::Default,
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bold: false,
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}
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}
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/// Set the foreground color using an indexed palette color.
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pub fn fg(mut self, color_index: u8) -> Self {
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self.fg = StatuslineColor::Indexed(color_index);
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self
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}
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/// Set the foreground color using RGB values.
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pub fn rgb_fg(mut self, r: u8, g: u8, b: u8) -> Self {
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self.fg = StatuslineColor::Rgb(r, g, b);
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self
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}
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/// Set bold styling.
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pub fn bold(mut self) -> Self {
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self.bold = true;
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self
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}
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/// Create a separator component (e.g., "/", " > ", etc.).
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pub fn separator(text: impl Into<String>) -> Self {
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Self {
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text: text.into(),
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fg: StatuslineColor::Indexed(8), // Dim gray by default
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bold: false,
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}
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}
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}
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/// A section of the statusline with its own background color.
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/// Sections are rendered left-to-right and end with a powerline transition arrow.
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#[derive(Debug, Clone)]
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pub struct StatuslineSection {
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/// The components within this section.
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pub components: Vec<StatuslineComponent>,
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/// Background color for this section.
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pub bg: StatuslineColor,
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}
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impl StatuslineSection {
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/// Create a new section with the given indexed background color.
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pub fn new(bg_color: u8) -> Self {
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Self {
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components: Vec::new(),
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bg: StatuslineColor::Indexed(bg_color),
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}
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}
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/// Create a new section with an RGB background color.
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pub fn with_rgb_bg(r: u8, g: u8, b: u8) -> Self {
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Self {
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components: Vec::new(),
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bg: StatuslineColor::Rgb(r, g, b),
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}
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}
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/// Create a new section with the default (transparent) background.
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pub fn transparent() -> Self {
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Self {
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components: Vec::new(),
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bg: StatuslineColor::Default,
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}
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}
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/// Add a component to this section.
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pub fn push(mut self, component: StatuslineComponent) -> Self {
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self.components.push(component);
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self
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}
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/// Add multiple components to this section.
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pub fn with_components(mut self, components: Vec<StatuslineComponent>) -> Self {
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self.components = components;
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self
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}
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}
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/// Edge glow animation state for visual feedback when navigation fails.
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/// Creates an organic glow effect: a single light node appears at center,
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/// then splits into two that travel outward to the corners while fading.
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@@ -1528,10 +1648,27 @@ impl Renderer {
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}
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}
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/// Returns the Y offset where the terminal content starts.
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pub fn terminal_y_offset(&self) -> f32 {
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/// Returns the height of the statusline in pixels (one cell height).
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pub fn statusline_height(&self) -> f32 {
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self.cell_height
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}
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/// Returns the Y position where the statusline starts.
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/// The statusline is rendered below the tab bar (if top) or above it (if bottom).
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pub fn statusline_y(&self) -> f32 {
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match self.tab_bar_position {
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TabBarPosition::Top => self.tab_bar_height(),
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TabBarPosition::Bottom => self.height as f32 - self.tab_bar_height() - self.statusline_height(),
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TabBarPosition::Hidden => 0.0,
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}
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}
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/// Returns the Y offset where the terminal content starts.
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/// Accounts for both the tab bar and the statusline.
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pub fn terminal_y_offset(&self) -> f32 {
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match self.tab_bar_position {
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TabBarPosition::Top => self.tab_bar_height() + self.statusline_height(),
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TabBarPosition::Hidden => self.statusline_height(),
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_ => 0.0,
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}
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}
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@@ -1554,34 +1691,43 @@ impl Renderer {
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}
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}
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/// Calculates terminal dimensions in cells, accounting for tab bar.
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/// Calculates terminal dimensions in cells, accounting for tab bar and statusline.
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pub fn terminal_size(&self) -> (usize, usize) {
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let available_height = self.height as f32 - self.tab_bar_height();
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let available_height = self.height as f32 - self.tab_bar_height() - self.statusline_height();
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let cols = (self.width as f32 / self.cell_width).floor() as usize;
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let rows = (available_height / self.cell_height).floor() as usize;
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(cols.max(1), rows.max(1))
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}
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/// Converts a pixel position to a terminal cell position.
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/// Returns None if the position is outside the terminal area (e.g., in the tab bar).
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/// Returns None if the position is outside the terminal area (e.g., in the tab bar or statusline).
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pub fn pixel_to_cell(&self, x: f64, y: f64) -> Option<(usize, usize)> {
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let terminal_y_offset = self.terminal_y_offset();
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let tab_bar_height = self.tab_bar_height();
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let statusline_height = self.statusline_height();
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let height = self.height as f32;
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// Check if position is in the tab bar area (which could be at top or bottom)
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// Check if position is in the tab bar or statusline area
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match self.tab_bar_position {
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TabBarPosition::Top => {
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if (y as f32) < tab_bar_height {
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// Tab bar at top, statusline below it
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if (y as f32) < tab_bar_height + statusline_height {
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return None;
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}
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}
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TabBarPosition::Bottom => {
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if (y as f32) >= height - tab_bar_height {
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// Statusline above tab bar, both at bottom
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let statusline_y = height - tab_bar_height - statusline_height;
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if (y as f32) >= statusline_y {
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return None;
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}
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}
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TabBarPosition::Hidden => {
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// Just statusline at top
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if (y as f32) < statusline_height {
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return None;
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}
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}
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TabBarPosition::Hidden => {}
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}
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// Adjust y to be relative to terminal area
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@@ -4455,6 +4601,7 @@ impl Renderer {
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/// - `active_tab`: Index of the active tab
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/// - `edge_glows`: Active edge glow animations for visual feedback
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/// - `edge_glow_intensity`: Intensity of edge glow effect (0.0 = disabled, 1.0 = full)
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/// - `statusline_sections`: Sections to render in the statusline
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pub fn render_panes(
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&mut self,
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panes: &[(&Terminal, PaneRenderInfo, Option<(usize, usize, usize, usize)>)],
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@@ -4462,6 +4609,7 @@ impl Renderer {
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active_tab: usize,
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edge_glows: &[EdgeGlow],
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edge_glow_intensity: f32,
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statusline_sections: &[StatuslineSection],
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) -> Result<(), wgpu::SurfaceError> {
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// Sync palette from first terminal
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if let Some((terminal, _, _)) = panes.first() {
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@@ -4603,6 +4751,210 @@ impl Renderer {
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}
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}
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// ═══════════════════════════════════════════════════════════════════
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// RENDER STATUSLINE
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// ═══════════════════════════════════════════════════════════════════
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{
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let statusline_y = self.statusline_y();
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let statusline_height = self.statusline_height();
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// Statusline background (slightly different shade than tab bar)
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let statusline_bg = {
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let [r, g, b] = self.palette.default_bg;
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let factor = 0.9_f32;
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[
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Self::srgb_to_linear((r as f32 / 255.0) * factor),
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Self::srgb_to_linear((g as f32 / 255.0) * factor),
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Self::srgb_to_linear((b as f32 / 255.0) * factor),
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1.0,
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]
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};
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// Draw statusline background
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self.render_rect(0.0, statusline_y, width, statusline_height, statusline_bg);
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// Render statusline sections
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let text_y = statusline_y + (statusline_height - self.cell_height) / 2.0;
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let mut cursor_x = 0.0_f32;
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// Helper to convert StatuslineColor to linear RGBA
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let color_to_rgba = |color: StatuslineColor, palette: &crate::terminal::ColorPalette| -> [f32; 4] {
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match color {
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StatuslineColor::Default => {
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let [r, g, b] = palette.default_fg;
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[
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Self::srgb_to_linear(r as f32 / 255.0),
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Self::srgb_to_linear(g as f32 / 255.0),
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Self::srgb_to_linear(b as f32 / 255.0),
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1.0,
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]
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}
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StatuslineColor::Indexed(idx) => {
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let [r, g, b] = palette.colors[idx as usize];
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[
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Self::srgb_to_linear(r as f32 / 255.0),
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Self::srgb_to_linear(g as f32 / 255.0),
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Self::srgb_to_linear(b as f32 / 255.0),
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1.0,
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]
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}
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StatuslineColor::Rgb(r, g, b) => {
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[
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Self::srgb_to_linear(r as f32 / 255.0),
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Self::srgb_to_linear(g as f32 / 255.0),
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Self::srgb_to_linear(b as f32 / 255.0),
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1.0,
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]
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}
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}
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};
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for (section_idx, section) in statusline_sections.iter().enumerate() {
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let section_start_x = cursor_x;
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// Calculate section width by counting characters
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let mut section_char_count = 0usize;
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for component in §ion.components {
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section_char_count += component.text.chars().count();
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}
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let section_width = section_char_count as f32 * self.cell_width;
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// Draw section background if it has a color (Indexed or Rgb)
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let has_bg = matches!(section.bg, StatuslineColor::Indexed(_) | StatuslineColor::Rgb(_, _, _));
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if has_bg {
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let section_bg_color = color_to_rgba(section.bg, &self.palette);
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self.render_rect(section_start_x, statusline_y, section_width, statusline_height, section_bg_color);
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}
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// Render components within this section
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for component in §ion.components {
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let component_fg = color_to_rgba(component.fg, &self.palette);
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for c in component.text.chars() {
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if cursor_x + self.cell_width > width {
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break;
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}
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if c == ' ' {
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cursor_x += self.cell_width;
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continue;
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}
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let glyph = self.rasterize_char(c);
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if glyph.size[0] > 0.0 && glyph.size[1] > 0.0 {
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let is_powerline_char = ('\u{E0B0}'..='\u{E0BF}').contains(&c);
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let glyph_x = (cursor_x + glyph.offset[0]).round();
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let glyph_y = if is_powerline_char {
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statusline_y
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} else {
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let baseline_y = (text_y + self.cell_height * 0.8).round();
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(baseline_y - glyph.offset[1] - glyph.size[1]).round()
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};
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let left = Self::pixel_to_ndc_x(glyph_x, width);
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let right = Self::pixel_to_ndc_x(glyph_x + glyph.size[0], width);
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let top = Self::pixel_to_ndc_y(glyph_y, height);
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let bottom = Self::pixel_to_ndc_y(glyph_y + glyph.size[1], height);
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let base_idx = self.glyph_vertices.len() as u32;
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self.glyph_vertices.push(GlyphVertex {
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position: [left, top],
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uv: [glyph.uv[0], glyph.uv[1]],
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color: component_fg,
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bg_color: [0.0, 0.0, 0.0, 0.0],
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});
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self.glyph_vertices.push(GlyphVertex {
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position: [right, top],
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uv: [glyph.uv[0] + glyph.uv[2], glyph.uv[1]],
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color: component_fg,
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bg_color: [0.0, 0.0, 0.0, 0.0],
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});
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self.glyph_vertices.push(GlyphVertex {
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position: [right, bottom],
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uv: [glyph.uv[0] + glyph.uv[2], glyph.uv[1] + glyph.uv[3]],
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color: component_fg,
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bg_color: [0.0, 0.0, 0.0, 0.0],
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});
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self.glyph_vertices.push(GlyphVertex {
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position: [left, bottom],
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uv: [glyph.uv[0], glyph.uv[1] + glyph.uv[3]],
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color: component_fg,
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bg_color: [0.0, 0.0, 0.0, 0.0],
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});
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self.glyph_indices.extend_from_slice(&[
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base_idx, base_idx + 1, base_idx + 2,
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base_idx, base_idx + 2, base_idx + 3,
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]);
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}
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cursor_x += self.cell_width;
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}
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}
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// Draw powerline transition arrow at end of section (if section has a background)
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if has_bg {
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// Determine the next section's background color (or statusline bg if last section)
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let next_bg = if section_idx + 1 < statusline_sections.len() {
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color_to_rgba(statusline_sections[section_idx + 1].bg, &self.palette)
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} else {
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statusline_bg
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};
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// The arrow's foreground is this section's background
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let arrow_fg = color_to_rgba(section.bg, &self.palette);
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// Render the powerline arrow (U+E0B0)
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let arrow_char = '\u{E0B0}';
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let glyph = self.rasterize_char(arrow_char);
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if glyph.size[0] > 0.0 && glyph.size[1] > 0.0 {
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let glyph_x = (cursor_x + glyph.offset[0]).round();
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let glyph_y = statusline_y; // Powerline chars at top
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// Draw background rectangle for the arrow cell
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self.render_rect(cursor_x, statusline_y, self.cell_width, statusline_height, next_bg);
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let left = Self::pixel_to_ndc_x(glyph_x, width);
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let right = Self::pixel_to_ndc_x(glyph_x + glyph.size[0], width);
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let top = Self::pixel_to_ndc_y(glyph_y, height);
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let bottom = Self::pixel_to_ndc_y(glyph_y + glyph.size[1], height);
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let base_idx = self.glyph_vertices.len() as u32;
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self.glyph_vertices.push(GlyphVertex {
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position: [left, top],
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uv: [glyph.uv[0], glyph.uv[1]],
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color: arrow_fg,
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bg_color: [0.0, 0.0, 0.0, 0.0],
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});
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self.glyph_vertices.push(GlyphVertex {
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position: [right, top],
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uv: [glyph.uv[0] + glyph.uv[2], glyph.uv[1]],
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color: arrow_fg,
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bg_color: [0.0, 0.0, 0.0, 0.0],
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});
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self.glyph_vertices.push(GlyphVertex {
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position: [right, bottom],
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uv: [glyph.uv[0] + glyph.uv[2], glyph.uv[1] + glyph.uv[3]],
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color: arrow_fg,
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bg_color: [0.0, 0.0, 0.0, 0.0],
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});
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self.glyph_vertices.push(GlyphVertex {
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position: [left, bottom],
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uv: [glyph.uv[0], glyph.uv[1] + glyph.uv[3]],
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color: arrow_fg,
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bg_color: [0.0, 0.0, 0.0, 0.0],
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});
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self.glyph_indices.extend_from_slice(&[
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base_idx, base_idx + 1, base_idx + 2,
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base_idx, base_idx + 2, base_idx + 3,
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]);
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}
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cursor_x += self.cell_width;
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}
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}
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}
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// ═══════════════════════════════════════════════════════════════════
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// RENDER PANE BORDERS (only between adjacent panes)
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// ═══════════════════════════════════════════════════════════════════
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Reference in New Issue
Block a user