Mini Shell
from abc import ABC, abstractmethod
from itertools import islice
from operator import itemgetter
from threading import RLock
from typing import (
TYPE_CHECKING,
Dict,
Iterable,
List,
NamedTuple,
Optional,
Sequence,
Tuple,
Union,
)
from ._ratio import ratio_resolve
from .align import Align
from .console import Console, ConsoleOptions, RenderableType, RenderResult
from .highlighter import ReprHighlighter
from .panel import Panel
from .pretty import Pretty
from .repr import rich_repr, Result
from .region import Region
from .segment import Segment
from .style import StyleType
if TYPE_CHECKING:
from pip._vendor.rich.tree import Tree
class LayoutRender(NamedTuple):
"""An individual layout render."""
region: Region
render: List[List[Segment]]
RegionMap = Dict["Layout", Region]
RenderMap = Dict["Layout", LayoutRender]
class LayoutError(Exception):
"""Layout related error."""
class NoSplitter(LayoutError):
"""Requested splitter does not exist."""
class _Placeholder:
"""An internal renderable used as a Layout placeholder."""
highlighter = ReprHighlighter()
def __init__(self, layout: "Layout", style: StyleType = "") -> None:
self.layout = layout
self.style = style
def __rich_console__(
self, console: Console, options: ConsoleOptions
) -> RenderResult:
width = options.max_width
height = options.height or options.size.height
layout = self.layout
title = (
f"{layout.name!r} ({width} x {height})"
if layout.name
else f"({width} x {height})"
)
yield Panel(
Align.center(Pretty(layout), vertical="middle"),
style=self.style,
title=self.highlighter(title),
border_style="blue",
height=height,
)
class Splitter(ABC):
"""Base class for a splitter."""
name: str = ""
@abstractmethod
def get_tree_icon(self) -> str:
"""Get the icon (emoji) used in layout.tree"""
@abstractmethod
def divide(
self, children: Sequence["Layout"], region: Region
) -> Iterable[Tuple["Layout", Region]]:
"""Divide a region amongst several child layouts.
Args:
children (Sequence(Layout)): A number of child layouts.
region (Region): A rectangular region to divide.
"""
class RowSplitter(Splitter):
"""Split a layout region in to rows."""
name = "row"
def get_tree_icon(self) -> str:
return "[layout.tree.row]⬌"
def divide(
self, children: Sequence["Layout"], region: Region
) -> Iterable[Tuple["Layout", Region]]:
x, y, width, height = region
render_widths = ratio_resolve(width, children)
offset = 0
_Region = Region
for child, child_width in zip(children, render_widths):
yield child, _Region(x + offset, y, child_width, height)
offset += child_width
class ColumnSplitter(Splitter):
"""Split a layout region in to columns."""
name = "column"
def get_tree_icon(self) -> str:
return "[layout.tree.column]⬍"
def divide(
self, children: Sequence["Layout"], region: Region
) -> Iterable[Tuple["Layout", Region]]:
x, y, width, height = region
render_heights = ratio_resolve(height, children)
offset = 0
_Region = Region
for child, child_height in zip(children, render_heights):
yield child, _Region(x, y + offset, width, child_height)
offset += child_height
@rich_repr
class Layout:
"""A renderable to divide a fixed height in to rows or columns.
Args:
renderable (RenderableType, optional): Renderable content, or None for placeholder. Defaults to None.
name (str, optional): Optional identifier for Layout. Defaults to None.
size (int, optional): Optional fixed size of layout. Defaults to None.
minimum_size (int, optional): Minimum size of layout. Defaults to 1.
ratio (int, optional): Optional ratio for flexible layout. Defaults to 1.
visible (bool, optional): Visibility of layout. Defaults to True.
"""
splitters = {"row": RowSplitter, "column": ColumnSplitter}
def __init__(
self,
renderable: Optional[RenderableType] = None,
*,
name: Optional[str] = None,
size: Optional[int] = None,
minimum_size: int = 1,
ratio: int = 1,
visible: bool = True,
height: Optional[int] = None,
) -> None:
self._renderable = renderable or _Placeholder(self)
self.size = size
self.minimum_size = minimum_size
self.ratio = ratio
self.name = name
self.visible = visible
self.height = height
self.splitter: Splitter = self.splitters["column"]()
self._children: List[Layout] = []
self._render_map: RenderMap = {}
self._lock = RLock()
def __rich_repr__(self) -> Result:
yield "name", self.name, None
yield "size", self.size, None
yield "minimum_size", self.minimum_size, 1
yield "ratio", self.ratio, 1
@property
def renderable(self) -> RenderableType:
"""Layout renderable."""
return self if self._children else self._renderable
@property
def children(self) -> List["Layout"]:
"""Gets (visible) layout children."""
return [child for child in self._children if child.visible]
@property
def map(self) -> RenderMap:
"""Get a map of the last render."""
return self._render_map
def get(self, name: str) -> Optional["Layout"]:
"""Get a named layout, or None if it doesn't exist.
Args:
name (str): Name of layout.
Returns:
Optional[Layout]: Layout instance or None if no layout was found.
"""
if self.name == name:
return self
else:
for child in self._children:
named_layout = child.get(name)
if named_layout is not None:
return named_layout
return None
def __getitem__(self, name: str) -> "Layout":
layout = self.get(name)
if layout is None:
raise KeyError(f"No layout with name {name!r}")
return layout
@property
def tree(self) -> "Tree":
"""Get a tree renderable to show layout structure."""
from pip._vendor.rich.styled import Styled
from pip._vendor.rich.table import Table
from pip._vendor.rich.tree import Tree
def summary(layout: "Layout") -> Table:
icon = layout.splitter.get_tree_icon()
table = Table.grid(padding=(0, 1, 0, 0))
text: RenderableType = (
Pretty(layout) if layout.visible else Styled(Pretty(layout), "dim")
)
table.add_row(icon, text)
_summary = table
return _summary
layout = self
tree = Tree(
summary(layout),
guide_style=f"layout.tree.{layout.splitter.name}",
highlight=True,
)
def recurse(tree: "Tree", layout: "Layout") -> None:
for child in layout._children:
recurse(
tree.add(
summary(child),
guide_style=f"layout.tree.{child.splitter.name}",
),
child,
)
recurse(tree, self)
return tree
def split(
self,
*layouts: Union["Layout", RenderableType],
splitter: Union[Splitter, str] = "column",
) -> None:
"""Split the layout in to multiple sub-layouts.
Args:
*layouts (Layout): Positional arguments should be (sub) Layout instances.
splitter (Union[Splitter, str]): Splitter instance or name of splitter.
"""
_layouts = [
layout if isinstance(layout, Layout) else Layout(layout)
for layout in layouts
]
try:
self.splitter = (
splitter
if isinstance(splitter, Splitter)
else self.splitters[splitter]()
)
except KeyError:
raise NoSplitter(f"No splitter called {splitter!r}")
self._children[:] = _layouts
def add_split(self, *layouts: Union["Layout", RenderableType]) -> None:
"""Add a new layout(s) to existing split.
Args:
*layouts (Union[Layout, RenderableType]): Positional arguments should be renderables or (sub) Layout instances.
"""
_layouts = (
layout if isinstance(layout, Layout) else Layout(layout)
for layout in layouts
)
self._children.extend(_layouts)
def split_row(self, *layouts: Union["Layout", RenderableType]) -> None:
"""Split the layout in to a row (layouts side by side).
Args:
*layouts (Layout): Positional arguments should be (sub) Layout instances.
"""
self.split(*layouts, splitter="row")
def split_column(self, *layouts: Union["Layout", RenderableType]) -> None:
"""Split the layout in to a column (layouts stacked on top of each other).
Args:
*layouts (Layout): Positional arguments should be (sub) Layout instances.
"""
self.split(*layouts, splitter="column")
def unsplit(self) -> None:
"""Reset splits to initial state."""
del self._children[:]
def update(self, renderable: RenderableType) -> None:
"""Update renderable.
Args:
renderable (RenderableType): New renderable object.
"""
with self._lock:
self._renderable = renderable
def refresh_screen(self, console: "Console", layout_name: str) -> None:
"""Refresh a sub-layout.
Args:
console (Console): Console instance where Layout is to be rendered.
layout_name (str): Name of layout.
"""
with self._lock:
layout = self[layout_name]
region, _lines = self._render_map[layout]
(x, y, width, height) = region
lines = console.render_lines(
layout, console.options.update_dimensions(width, height)
)
self._render_map[layout] = LayoutRender(region, lines)
console.update_screen_lines(lines, x, y)
def _make_region_map(self, width: int, height: int) -> RegionMap:
"""Create a dict that maps layout on to Region."""
stack: List[Tuple[Layout, Region]] = [(self, Region(0, 0, width, height))]
push = stack.append
pop = stack.pop
layout_regions: List[Tuple[Layout, Region]] = []
append_layout_region = layout_regions.append
while stack:
append_layout_region(pop())
layout, region = layout_regions[-1]
children = layout.children
if children:
for child_and_region in layout.splitter.divide(children, region):
push(child_and_region)
region_map = {
layout: region
for layout, region in sorted(layout_regions, key=itemgetter(1))
}
return region_map
def render(self, console: Console, options: ConsoleOptions) -> RenderMap:
"""Render the sub_layouts.
Args:
console (Console): Console instance.
options (ConsoleOptions): Console options.
Returns:
RenderMap: A dict that maps Layout on to a tuple of Region, lines
"""
render_width = options.max_width
render_height = options.height or console.height
region_map = self._make_region_map(render_width, render_height)
layout_regions = [
(layout, region)
for layout, region in region_map.items()
if not layout.children
]
render_map: Dict["Layout", "LayoutRender"] = {}
render_lines = console.render_lines
update_dimensions = options.update_dimensions
for layout, region in layout_regions:
lines = render_lines(
layout.renderable, update_dimensions(region.width, region.height)
)
render_map[layout] = LayoutRender(region, lines)
return render_map
def __rich_console__(
self, console: Console, options: ConsoleOptions
) -> RenderResult:
with self._lock:
width = options.max_width or console.width
height = options.height or console.height
render_map = self.render(console, options.update_dimensions(width, height))
self._render_map = render_map
layout_lines: List[List[Segment]] = [[] for _ in range(height)]
_islice = islice
for (region, lines) in render_map.values():
_x, y, _layout_width, layout_height = region
for row, line in zip(
_islice(layout_lines, y, y + layout_height), lines
):
row.extend(line)
new_line = Segment.line()
for layout_row in layout_lines:
yield from layout_row
yield new_line
if __name__ == "__main__":
from pip._vendor.rich.console import Console
console = Console()
layout = Layout()
layout.split_column(
Layout(name="header", size=3),
Layout(ratio=1, name="main"),
Layout(size=10, name="footer"),
)
layout["main"].split_row(Layout(name="side"), Layout(name="body", ratio=2))
layout["body"].split_row(Layout(name="content", ratio=2), Layout(name="s2"))
layout["s2"].split_column(
Layout(name="top"), Layout(name="middle"), Layout(name="bottom")
)
layout["side"].split_column(Layout(layout.tree, name="left1"), Layout(name="left2"))
layout["content"].update("foo")
console.print(layout)
Zerion Mini Shell 1.0