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Statusbar prettying things #228

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Apr 20, 2024
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7 changes: 7 additions & 0 deletions src/nimdowpkg/config/configloader.nim
Original file line number Diff line number Diff line change
Expand Up @@ -45,6 +45,7 @@ type
fonts*: seq[string]
# Hex values
fgColor*, bgColor*, selectionColor*, urgentColor*: int
transparency*: uint8
ScratchpadSettings* = object
width*: int
height*: int
Expand Down Expand Up @@ -397,6 +398,12 @@ proc populateBarSettings*(this: Config, barSettings: var BarSettings, settingsTa
if urgentColor != -1:
barSettings.urgentColor = urgentColor

barSettings.transparency = 255
if settingsTable.hasKey("barTransparency"):
let barTransparency = settingsTable["barTransparency"]
if barTransparency.kind == TomlValueKind.Int:
barSettings.transparency = clamp(barTransparency.intVal, 0, 255).uint8

if settingsTable.hasKey("barHeight"):
let barHeight = settingsTable["barHeight"]
if barHeight.kind == TomlValueKind.Int:
Expand Down
66 changes: 52 additions & 14 deletions src/nimdowpkg/statusbar.nim
Original file line number Diff line number Diff line change
Expand Up @@ -44,6 +44,7 @@ type
fonts: seq[PXftFont]
draw: PXftDraw
visual: PVisual
depth: int
colormap: Colormap
fgColor*, bgColor*, selectionColor*, urgentColor*: XftColor
area*: Area
Expand Down Expand Up @@ -83,8 +84,19 @@ proc newStatusBar*(
result.tagSettings = tagSettings
result.taggedClients = taggedClients
result.screen = DefaultScreen(display)
result.visual = DefaultVisual(display, result.screen)
result.colormap = DefaultColormap(display, result.screen)
block visualCheck:
var vinfo: XVisualInfo
if XMatchVisualInfo(display, result.screen, 32, TrueColor, vinfo.addr) == 0:
if XMatchVisualInfo(display, result.screen, 24, TrueColor, vinfo.addr) == 0:
if XMatchVisualInfo(display, result.screen, 16, DirectColor, vinfo.addr) == 0:
if XMatchVisualInfo(display, result.screen, 8, PseudoColor, vinfo.addr) == 0:
result.visual = DefaultVisual(display, result.screen)
result.colormap = DefaultColormap(display, result.screen)
result.depth = DefaultDepth(display, result.screen)
break visualCheck
result.visual = vinfo.visual
result.colormap = XCreateColorMap(display, rootWindow, vinfo.visual, AllocNone)
result.depth = vinfo.depth
result.area = area
result.barWindow = result.createBar()
result.draw = XftDrawCreate(display, result.barWindow, result.visual, result.colormap)
Expand Down Expand Up @@ -118,8 +130,10 @@ template currentWidth(this: StatusBar): int =

proc createBar(this: StatusBar): Window =
var windowAttr: XSetWindowAttributes
windowAttr.background_pixmap = ParentRelative
windowAttr.event_mask = ExposureMask or ButtonPressMask
windowAttr.colormap = this.colormap
windowAttr.background_pixel = 0
windowAttr.border_pixel = 0

return XCreateWindow(
this.display,
Expand All @@ -129,10 +143,10 @@ proc createBar(this: StatusBar): Window =
this.currentWidth,
this.area.height,
0,
DefaultDepth(this.display, this.screen),
CopyFromParent,
this.depth,
InputOutput,
this.visual,
CWOverrideRedirect or CWBackPixmap or CWEventMask,
CWOverrideRedirect or CWEventMask or CWColormap or CWBackPixel or CWBorderPixel,
windowAttr.addr
)

Expand Down Expand Up @@ -263,19 +277,19 @@ proc toRGB(hex: int): RGB =
hex and 0xff
)

template configureColor(this: StatusBar, hexColor: int, xftColor: XftColor) =
template configureColor(this: StatusBar, hexColor: int, xftColor: XftColor, transparency = 255'u8) =
var
color: XRenderColor
rgb = toRGB(hexColor)
color.red = rgb.r.cushort shl 8
color.green = rgb.g.cushort shl 8
color.blue = rgb.b.cushort shl 8
color.alpha = 255 shl 8
color.red = ((rgb.r * transparency) div 255).cushort shl 8
color.green = ((rgb.g * transparency) div 255).cushort shl 8
color.blue = ((rgb.b * transparency) div 255).cushort shl 8
color.alpha = transparency.cushort shl 8
this.allocColor(color.addr, xftColor.unsafeAddr)

proc configureColors(this: StatusBar) =
this.configureColor(this.settings.fgColor, this.fgColor)
this.configureColor(this.settings.bgColor, this.bgColor)
this.configureColor(this.settings.bgColor, this.bgColor, this.settings.transparency)
this.configureColor(this.settings.selectionColor, this.selectionColor)
this.configureColor(this.settings.urgentColor, this.urgentColor)

Expand Down Expand Up @@ -409,11 +423,13 @@ const
0xd0d0d0, 0xdadada, 0xe4e4e4, 0xeeeeee]
resetCode = 0
fontStart = 10
fontStop = 19
fontStop = 20
fgColorStart = 30
fgColorStop = 37
fgColorReset = 39
bgColorStart = 40
bgColorStop = 47
bgColorReset = 49
fgBrightColorStart = 90
fgBrightColorStop = 97
bgBrightColorStart = 100
Expand Down Expand Up @@ -465,6 +481,9 @@ proc renderStringRightAligned(
reset currentSgr

for rune in str.runes:
if pos notin str.low..str.high:
log "Unable to render string in status bar, invalid UTF character encountered"
return 0 # Invalid UTF character input
let runeAddr = cast[PFcChar8](str[pos].unsafeAddr)
pos += rune.size
if rune.int32 == escape:
Expand Down Expand Up @@ -513,6 +532,7 @@ proc renderStringRightAligned(
while i < sgr.len:
if sgr[i] == resetCode:
color = -1
bgColor = -1
selectedFont = -1
fontErrorLogged = false
elif sgr[i] >= fontStart and sgr[i] <= fontStop:
Expand All @@ -526,6 +546,10 @@ proc renderStringRightAligned(
color = brightColors[sgr[i] - fgBrightColorStart]
elif sgr[i] >= bgBrightColorStart and sgr[i] <= bgBrightColorStop:
bgColor = brightColors[sgr[i] - bgBrightColorStart]
elif sgr[i] == fgColorReset:
color = -1
elif sgr[i] == bgColorReset:
bgColor = -1
elif sgr.len > i + 2 and sgr[i] in {fgColorTable, bgColorTable} and sgr[i + 1] == eightBitColor:
if sgr[i] == fgColorTable:
color = extraColors[sgr[i + 2]]
Expand All @@ -550,6 +574,16 @@ proc renderStringRightAligned(
var
last = xLoc
current = xLoc
tallestBox: XGlyphInfo
tallestPos = 0
# Find first font with the "Full block" symbol, decide it's height and position
# This helps line up other symbols commonly used for block style statusbars
for i, font in this.fonts:
let rune = "\u2588"
if XftCharExists(this.display, font, rune.runeAt(0).int) == 1:
XftTextExtenTsUtf8(this.display, font, cast[PFCChar8](rune[0].addr), rune.len, tallestBox.addr)
tallestPos = font.ascent + (this.area.height.int - font.height) div 2 - tallestBox.y
break
for pos, (rune, runeAddr, font, fg, bg, glyph) in runeInfo:
if rune.int32 == unitSeparator:
this.clickables.add (start: last, stop: current, characters: characters)
Expand All @@ -566,7 +600,11 @@ proc renderStringRightAligned(
if bg == -1:
bgColorXft = this.bgColor
let centerY = font.ascent + (this.area.height.int - font.height) div 2
XftDrawRect(this.draw, bgColorXft.addr, xLoc, 0, glyph.xOff.int, this.area.height.int)
if tallestBox.height == 0:
XftDrawRect(this.draw, bgColorXft.addr, xLoc, 0, glyph.xOff.int, this.area.height.int)
else:
XftDrawRect(this.draw, bgColorXft.addr, xLoc, tallestPos, glyph.xOff.int, tallestBox.height.cuint)

XftDrawStringUtf8(
this.draw,
colorXft.addr,
Expand Down