示例#1
0
        Render(int maxWidth, int maxHeight, PSHostRawUserInterface rawUI)
        {
            Dbg.Assert(_topLevelNodes != null, "Shouldn't need to render progress if no data exists");
            Dbg.Assert(maxWidth > 0, "maxWidth is too small");
            Dbg.Assert(maxHeight >= 3, "maxHeight is too small");

            if (_topLevelNodes == null || _topLevelNodes.Count <= 0)
            {
                // we have nothing to render.

                return(null);
            }

            int invisible = 0;

            if (TallyHeight(rawUI, maxHeight, maxWidth) > maxHeight)
            {
                // This will smash down nodes until the tree will fit into the alloted number of lines.  If in the
                // process some nodes were made invisible, we will add a line to the display to say so.

                invisible = CompressToFit(rawUI, maxHeight, maxWidth);
            }

            ArrayList result = new ArrayList();

            if (ProgressNode.IsMinimalProgressRenderingEnabled())
            {
                RenderHelper(result, _topLevelNodes, indentation: 0, maxWidth, rawUI);
                return((string[])result.ToArray(typeof(string)));
            }

            string border = StringUtil.Padding(maxWidth);

            result.Add(border);
            RenderHelper(result, _topLevelNodes, 0, maxWidth, rawUI);
            if (invisible == 1)
            {
                result.Add(
                    " "
                    + StringUtil.Format(
                        ProgressNodeStrings.InvisibleNodesMessageSingular,
                        invisible));
            }
            else if (invisible > 1)
            {
                result.Add(
                    " "
                    + StringUtil.Format(
                        ProgressNodeStrings.InvisibleNodesMessagePlural,
                        invisible));
            }

            result.Add(border);

            return((string[])result.ToArray(typeof(string)));
        }
示例#2
0
            Visit(ProgressNode node, ArrayList unused, int unusedToo)
            {
                node.Age = Math.Min(node.Age + 1, Int32.MaxValue - 1);

                node.Style = ProgressNode.IsMinimalProgressRenderingEnabled()
                    ? ProgressNode.RenderStyle.Ansi
                    : node.Style = ProgressNode.RenderStyle.FullPlus;

                return(true);
            }
示例#3
0
        Hide()
        {
            if (IsShowing)
            {
                if (ProgressNode.IsMinimalProgressRenderingEnabled())
                {
                    _rawui.CursorPosition = _location;
                    int maxWidth = PSStyle.Instance.Progress.MaxWidth;
                    if (maxWidth > _bufSize.Width)
                    {
                        maxWidth = _bufSize.Width;
                    }

                    for (int i = 0; i < _savedRegion.GetLength(1); i++)
                    {
                        if (i < _savedRegion.GetLength(1) - 1)
                        {
                            Console.Out.WriteLine(string.Empty.PadRight(maxWidth));
                        }
                        else
                        {
                            Console.Out.Write(string.Empty.PadRight(maxWidth));
                        }
                    }
                }
                else
                {
                    // It would be nice if we knew that the saved region could be kept for the next time Show is called, but alas,
                    // we have no way of knowing if the screen buffer has changed since we were hidden.  By "no good way" I mean that
                    // detecting a change would be at least as expensive as chucking the savedRegion and rebuilding it.  And it would
                    // be very complicated.

                    _rawui.SetBufferContents(_location, _savedRegion);
                }

                _savedRegion          = null;
                _rawui.CursorPosition = _savedCursor;
            }
        }
示例#4
0
        Show()
        {
            if (!IsShowing)
            {
                // Get temporary reference to the progress region since it can be
                // changed at any time by a call to WriteProgress.
                BufferCell[,] tempProgressRegion = _progressRegion;
                if (tempProgressRegion == null)
                {
                    return;
                }

                // The location where we show ourselves is always relative to the screen buffer's current window position.

                int rows = tempProgressRegion.GetLength(0);
                int cols = tempProgressRegion.GetLength(1);

                if (ProgressNode.IsMinimalProgressRenderingEnabled())
                {
                    rows = _content.Length;
                    cols = PSStyle.Instance.Progress.MaxWidth;
                    if (cols > _bufSize.Width)
                    {
                        cols = _bufSize.Width;
                    }
                }

                _savedCursor = _rawui.CursorPosition;
                _location.X  = 0;

                if (!Platform.IsWindows || ProgressNode.IsMinimalProgressRenderingEnabled())
                {
                    _location.Y = _rawui.CursorPosition.Y;

                    // if cursor is not on left edge already move down one line
                    if (_rawui.CursorPosition.X != 0)
                    {
                        _location.Y++;
                        _rawui.CursorPosition = _location;
                    }

                    // if the cursor is at the bottom, create screen buffer space by scrolling
                    int scrollRows = rows - ((_rawui.BufferSize.Height - 1) - _location.Y);
                    if (scrollRows > 0)
                    {
                        // Scroll the console screen up by 'scrollRows'
                        var bottomLocation = _location;
                        bottomLocation.Y = _rawui.BufferSize.Height - 1;

                        _rawui.CursorPosition = bottomLocation;
                        for (int i = 0; i < scrollRows; i++)
                        {
                            Console.Out.Write('\n');
                        }

                        _location.Y    -= scrollRows;
                        _savedCursor.Y -= scrollRows;
                    }

                    // create cleared region to clear progress bar later
                    _savedRegion = tempProgressRegion;
                    if (ExperimentalFeature.IsEnabled(ExperimentalFeature.PSAnsiProgressFeatureName) && PSStyle.Instance.Progress.View != ProgressView.Minimal)
                    {
                        for (int row = 0; row < rows; row++)
                        {
                            for (int col = 0; col < cols; col++)
                            {
                                _savedRegion[row, col].Character = ' ';
                            }
                        }
                    }

                    // put cursor back to where output should be
                    _rawui.CursorPosition = _location;
                }
                else
                {
                    _location = _rawui.WindowPosition;

                    // We have to show the progress pane in the first column, as the screen buffer at any point might contain
                    // a CJK double-cell characters, which makes it impractical to try to find a position where the pane would
                    // not slice a character.  Column 0 is the only place where we know for sure we can place the pane.

                    _location.Y = Math.Min(_location.Y + 2, _bufSize.Height);

                    // Save off the current contents of the screen buffer in the region that we will occupy
                    _savedRegion =
                        _rawui.GetBufferContents(
                            new Rectangle(_location.X, _location.Y, _location.X + cols - 1, _location.Y + rows - 1));
                }

                if (ProgressNode.IsMinimalProgressRenderingEnabled())
                {
                    WriteContent();
                }
                else
                {
                    // replace the saved region in the screen buffer with our progress display
                    _rawui.SetBufferContents(_location, tempProgressRegion);
                }
            }
        }
示例#5
0
        Show(PendingProgress pendingProgress)
        {
            Dbg.Assert(pendingProgress != null, "pendingProgress may not be null");

            _bufSize = _rawui.BufferSize;

            // In order to keep from slicing any CJK double-cell characters that might be present in the screen buffer,
            // we use the full width of the buffer.

            int maxWidth  = _bufSize.Width;
            int maxHeight = Math.Max(5, _rawui.WindowSize.Height / 3);

            _content = pendingProgress.Render(maxWidth, maxHeight, _rawui);
            if (_content == null)
            {
                // There's nothing to show.

                Hide();
                _progressRegion = null;
                return;
            }

            BufferCell[,] newRegion;
            if (ProgressNode.IsMinimalProgressRenderingEnabled())
            {
                // Legacy progress rendering relies on a BufferCell which defines a character, foreground color, and background color
                // per cell.  This model doesn't work with ANSI escape sequences.  However, there is existing logic on rendering that
                // relies on the existence of the BufferCell to know if something has been rendered previously.  Here we are creating
                // an empty BufferCell, but using the second dimension to capture the number of rows so that we can clear that many
                // elsewhere in Hide().
                newRegion = new BufferCell[0, _content.Length];
            }
            else
            {
                newRegion = _rawui.NewBufferCellArray(_content, _ui.ProgressForegroundColor, _ui.ProgressBackgroundColor);
            }

            Dbg.Assert(newRegion != null, "NewBufferCellArray has failed!");

            if (_progressRegion == null)
            {
                // we've never shown this pane before.

                _progressRegion = newRegion;
                Show();
            }
            else
            {
                // We have shown the pane before. We have to be smart about when we restore the saved region to minimize
                // flicker. We need to decide if the new contents will change the dimensions of the progress pane
                // currently being shown.  If it will, then restore the saved region, and show the new one.  Otherwise,
                // just blast the new one on top of the last one shown.

                // We're only checking size, not content, as we assume that the content will always change upon receipt
                // of a new ProgressRecord.  That's not guaranteed, of course, but it's a good bet.  So checking content
                // would usually result in detection of a change, so why bother?

                bool sizeChanged =
                    (newRegion.GetLength(0) != _progressRegion.GetLength(0)) ||
                    (newRegion.GetLength(1) != _progressRegion.GetLength(1));

                _progressRegion = newRegion;

                if (sizeChanged)
                {
                    if (IsShowing)
                    {
                        Hide();
                    }

                    Show();
                }
                else
                {
                    if (ProgressNode.IsMinimalProgressRenderingEnabled())
                    {
                        WriteContent();
                    }
                    else
                    {
                        _rawui.SetBufferContents(_location, _progressRegion);
                    }
                }
            }
        }