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Published: Jan 17, 2021 License: MIT Imports: 19 Imported by: 4,236

README

Bubble Tea

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The fun, functional and stateful way to build terminal apps. A Go framework based on The Elm Architecture. Bubble Tea is well-suited for simple and complex terminal applications, either inline, full-window, or a mix of both.

Bubble Tea Example

Bubble Tea is in use in production and includes a number of features and performance optimizations we’ve added along the way. Among those is a standard framerate-based renderer, a renderer for high-performance scrollable regions which works alongside the main renderer, and mouse support.

To get started, see the tutorial below, the examples, the docs and some common resources.

By the way

Be sure to check out Bubbles, a library of common UI components for Bubble Tea.

Bubbles Badge   Text Input Example from Bubbles


Tutorial

Bubble Tea is based on the functional design paradigms of The Elm Architecture which happens work nicely with Go. It's a delightful way to build applications.

By the way, the non-annotated source code for this program is available on GitHub.

This tutorial assumes you have a working knowledge of Go.

Enough! Let's get to it.

For this tutorial we're making a to-do list.

To start we'll define our package and import some libraries. Our only external import will be the Bubble Tea library, which we'll call tea for short.

package main

import (
    "fmt"
    "os"

    tea "github.com/charmbracelet/bubbletea"
)

Bubble Tea programs are comprised of a model that describes the application state and three simple methods on that model:

  • Init, a function that returns an initial command for the application to run.
  • Update, a function that handles incoming events and updates the model accordingly.
  • View, a function that renders the UI based on the data in the model.

The Model

So let's start by defining our model which will store our application's state. It can be any type, but a struct usually makes the most sense.

type model struct {
    choices  []string           // items on the to-do list
    cursor   int                // which to-do list item our cursor is pointing at
    selected map[int]struct{}   // which to-do items are selected
}

Initialization

Next we'll define our application’s initial state. We’ll store our initial model in a simple variable, and then define the Init method. Init can return a Cmd that could perform some initial I/O. For now, we don't need to do any I/O, so for the command we'll just return nil, which translates to "no command."

var initialModel = model{
    // Our to-do list is just a grocery list
    choices:  []string{"Buy carrots", "Buy celery", "Buy kohlrabi"},

    // A map which indicates which choices are selected. We're using
    // the  map like a mathematical set. The keys refer to the indexes
    // of the `choices` slice, above.
    selected: make(map[int]struct{}),
}

func (m model) Init() tea.Cmd {
    // Just return `nil`, which means "no I/O right now, please."
    return nil
}

The Update Method

Next we'll define the update method. The update function is called when "things happen." Its job is to look at what has happened and return an updated model in response to whatever happened. It can also return a Cmd and make more things happen, but for now don't worry about that part.

In our case, when a user presses the down arrow, update's job is to notice that the down arrow was pressed and move the cursor accordingly (or not).

The "something happened" comes in the form of a Msg, which can be any type. Messages are the result of some I/O that took place, such as a keypress, timer tick, or a response from a server.

We usually figure out which type of Msg we received with a type switch, but you could also use a type assertion.

For now, we'll just deal with tea.KeyMsg messages, which are automatically sent to the update function when keys are pressed.

func (m model) Update(msg tea.Msg) (tea.Model, tea.Cmd) {
    switch msg := msg.(type) {

    // Is it a key press?
    case tea.KeyMsg:

        // Cool, what was the actual key pressed?
        switch msg.String() {

        // These keys should exit the program.
        case "ctrl+c", "q":
            return m, tea.Quit

        // The "up" and "k" keys move the cursor up
        case "up", "k":
            if m.cursor > 0 {
                m.cursor--
            }

        // The "down" and "j" keys move the cursor down
        case "down", "j":
            if m.cursor < len(m.choices)-1 {
                m.cursor++
            }

        // The "enter" key and the spacebar (a literal space) toggle
        // the selected state for the item that the cursor is pointing at.
        case "enter", " ":
            _, ok := m.selected[m.cursor]
            if ok {
                delete(m.selected, m.cursor)
            } else {
                m.selected[m.cursor] = struct{}{}
            }
        }
    }

    // Return the updated model to the Bubble Tea runtime for processing.
    // Note that we're not returning a command.
    return m, nil
}

You may have noticed that "ctrl+c" and "q" above return a tea.Quit command with the model. That's a special command which instructs the Bubble Tea runtime to quit, exiting the program.

The View Method

At last, it's time to render our UI. Of all the methods, the view is the simplest. We look at the model in it's current state and use it to return a string. That string is our UI!

Because the view describes the entire UI of your application, you don't have to worry about redraw logic and stuff like that. Bubble Tea takes care of it for you.

func (m model) View() string {
    // The header
    s := "What should we buy at the market?\n\n"

    // Iterate over our choices
    for i, choice := range m.choices {

        // Is the cursor pointing at this choice?
        cursor := " " // no cursor
        if m.cursor == i {
            cursor = ">" // cursor!
        }

        // Is this choice selected?
        checked := " " // not selected
        if _, ok := m.selected[i]; ok {
            checked = "x" // selected!
        }

        // Render the row
        s += fmt.Sprintf("%s [%s] %s\n", cursor, checked, choice)
    }

    // The footer
    s += "\nPress q to quit.\n"

    // Send the UI for rendering
    return s
}

All Together Now

The last step is to simply run our program. We pass our initial model to tea.NewProgram and let it rip:

func main() {
    p := tea.NewProgram(initialModel)
    if err := p.Start(); err != nil {
        fmt.Printf("Alas, there's been an error: %v", err)
        os.Exit(1)
    }
}

What's Next?

This tutorial covers the basics of building an interactive terminal UI, but in the real world you'll also need to perform I/O. To learn about that have a look at the Command Tutorial. It's pretty simple.

There are also several Bubble Tea examples available and, of course, there are Go Docs.

Bubble Tea in the Wild

For some Bubble Tea programs in production, see:

Libraries we use with Bubble Tea

  • Bubbles: various Bubble Tea components
  • Termenv: Advanced ANSI styling for terminal applications
  • Reflow: ANSI-aware methods for formatting and generally working with text. Of particular note is PrintableRuneWidth in the ansi sub-package which measures the physical widths of strings. Many runes, such as East Asian characters, emojis, and various unicode symbols are two cells wide, so measuring a layout with len() often won't cut it. Reflow is particularly nice for this as it measures character widths while ignoring any ANSI sequences present.

Feedback

We'd love to hear your thoughts on this tutorial. Feel free to drop us a note!

Acknowledgments

Bubble Tea is based on the paradigms of The Elm Architecture by Evan Czaplicki et alia and the excellent go-tea by TJ Holowaychuk.

License

MIT


Part of Charm.

The Charm logo

Charm热爱开源! / Charm loves open source!

Documentation

Overview

Package tea provides a framework for building rich terminal user interfaces based on the paradigms of The Elm Architecture. It's well-suited for simple and complex terminal applications, either inline, full-window, or a mix of both. It's been battle-tested in several large projects and is production-ready.

A tutorial is available at https://github.com/charmbracelet/bubbletea/tree/master/tutorials

Example programs can be found at https://github.com/charmbracelet/bubbletea/tree/master/examples

Index

Constants

View Source
const (
	KeyNull      = keyNUL
	KeyBreak     = keyETX
	KeyEnter     = keyCR
	KeyBackspace = keyDEL
	KeyTab       = keyHT
	KeySpace     = keySP
	KeyEsc       = keyESC
	KeyEscape    = keyESC

	KeyCtrlAt           = keyNUL // ctrl+@
	KeyCtrlA            = keySOH
	KeyCtrlB            = keySTX
	KeyCtrlC            = keyETX
	KeyCtrlD            = keyEOT
	KeyCtrlE            = keyENQ
	KeyCtrlF            = keyACK
	KeyCtrlG            = keyBEL
	KeyCtrlH            = keyBS
	KeyCtrlI            = keyHT
	KeyCtrlJ            = keyLF
	KeyCtrlK            = keyVT
	KeyCtrlL            = keyFF
	KeyCtrlM            = keyCR
	KeyCtrlN            = keySO
	KeyCtrlO            = keySI
	KeyCtrlP            = keyDLE
	KeyCtrlQ            = keyDC1
	KeyCtrlR            = keyDC2
	KeyCtrlS            = keyDC3
	KeyCtrlT            = keyDC4
	KeyCtrlU            = keyNAK
	KeyCtrlV            = keySYN
	KeyCtrlW            = keyETB
	KeyCtrlX            = keyCAN
	KeyCtrlY            = keyEM
	KeyCtrlZ            = keySUB
	KeyCtrlOpenBracket  = keyESC // ctrl+[
	KeyCtrlBackslash    = keyFS  // ctrl+\
	KeyCtrlCloseBracket = keyGS  // ctrl+]
	KeyCtrlCaret        = keyRS  // ctrl+^
	KeyCtrlUnderscore   = keyUS  // ctrl+_
	KeyCtrlQuestionMark = keyDEL // ctrl+?
)

Control key aliases.

View Source
const (
	KeyRunes = -(iota + 1)
	KeyUp
	KeyDown
	KeyRight
	KeyLeft
	KeyShiftTab
	KeyHome
	KeyEnd
	KeyPgUp
	KeyPgDown
	KeyDelete
)

Other keys.

Variables

This section is empty.

Functions

func LogToFile

func LogToFile(path string, prefix string) (*os.File, error)

LogToFile sets up default logging to log to a file. This is helpful as we can't print to the terminal since our TUI is occupying it. If the file doesn't exist it will be created.

Don't forget to close the file when you're done with it.

  f, err := LogToFile("debug.log", "debug")
  if err != nil {
		fmt.Println("fatal:", err)
		os.Exit(1)
  }
  defer f.Close()

Types

type Cmd

type Cmd func() Msg

Cmd is an IO operation. If it's nil it's considered a no-op. Use it for things like HTTP requests, timers, saving and loading from disk, and so on.

There's almost never a need to use a command to send a message to another part of your program. Instead, it can almost always be done in the update function.

func Batch

func Batch(cmds ...Cmd) Cmd

Batch performs a bunch of commands concurrently with no ordering guarantees about the results.

func Every

func Every(duration time.Duration, fn func(time.Time) Msg) Cmd

Every is a command that ticks in sync with the system clock. So, if you wanted to tick with the system clock every second, minute or hour you could use this. It's also handy for having different things tick in sync.

Because we're ticking with the system clock the tick will likely not run for the entire specified duration. For example, if we're ticking for one minute and the clock is at 12:34:20 then the next tick will happen at 12:35:00, 40 seconds later.

To produce the command, pass a duration and a function which returns a message containing the time at which the tick occurred.

type TickMsg time.Time

cmd := Every(time.Second, func(t time.Time) Msg {
   return TickMsg(t)
})

func ScrollDown added in v0.9.0

func ScrollDown(newLines []string, topBoundary, bottomBoundary int) Cmd

ScrollDown adds lines to the bottom of the scrollable region, pushing existing lines above up. Lines that are pushed out of the scrollable region disappear from view.

For high-performance, scroll-based rendering only.

func ScrollUp added in v0.9.0

func ScrollUp(newLines []string, topBoundary, bottomBoundary int) Cmd

ScrollUp adds lines to the top of the scrollable region, pushing existing lines below down. Lines that are pushed out the scrollable region disappear from view.

For high-performance, scroll-based rendering only.

func Sequentially added in v0.12.4

func Sequentially(cmds ...Cmd) Cmd

Sequentially produces a command that sequentially executes the given commands. The Msg returned is the first non-nil message returned by a Cmd.

func saveStateCmd() Msg {
	if err := save(); err != nil {
 		return errMsg{err}
 	}
	return nil
}

cmd := Sequentially(saveStateCmd, Quit)

func SyncScrollArea added in v0.9.0

func SyncScrollArea(lines []string, topBoundary int, bottomBoundary int) Cmd

SyncScrollArea performs a paint of the entire region designated to be the scrollable area. This is required to initialize the scrollable region and should also be called on resize (WindowSizeMsg).

For high-performance, scroll-based rendering only.

func Tick

func Tick(d time.Duration, fn func(time.Time) Msg) Cmd

Tick produces a command at an interval independent of the system clock at the given duration. That is, the timer begins when precisely when invoked, and runs for its entire duration.

To produce the command, pass a duration and a function which returns a message containing the time at which the tick occurred.

type TickMsg time.Time

cmd := Tick(time.Second, func(t time.Time) Msg {
   return TickMsg(t)
})

type Key

type Key struct {
	Type  KeyType
	Runes []rune
	Alt   bool
}

Key contains information about a keypress.

type KeyMsg

type KeyMsg Key

KeyMsg contains information about a keypress. KeyMsgs are always sent to the program's update function. There are a couple general patterns you could use to check for keypresses:

// Switch on the string representation of the key (shorter)
switch msg := msg.(type) {
case KeyMsg:
    switch msg.String() {
    case "enter":
        fmt.Println("you pressed enter!")
    case "a":
        fmt.Println("you pressed a!")
    }
}

// Switch on the key type (more foolproof)
switch msg := msg.(type) {
case KeyMsg:
    switch msg.Type {
    case KeyEnter:
        fmt.Println("you pressed enter!")
    case KeyRunes:
        switch string(msg.Runes) {
        case "a":
            fmt.Println("you pressed a!")
        }
    }
}

Note that Key.Runes will always contain at least one character, so you can always safely call Key.Runes[0]. In most cases Key.Runes will only contain one character, though certain input method editors (most notably Chinese IMEs) can input multiple runes at once.

func (*KeyMsg) String

func (k *KeyMsg) String() (str string)

String returns a friendly name for a key.

k := KeyType{Type: KeyEnter}
fmt.Println(k)
// Output: enter

type KeyType

type KeyType int

KeyType indicates the key pressed, such as KeyEnter or KeyBreak or KeyCtrlC. All other keys will be type KeyRunes. To get the rune value, check the Rune method on a Key struct, or use the Key.String() method:

k := Key{Type: KeyRunes, Runes: []rune{'a'}, Alt: true}
if k.Type == KeyRunes {

    fmt.Println(k.Runes)
    // Output: a

    fmt.Println(k.String())
    // Output: alt+a

}

type Model

type Model interface {
	// Init is the first function that will be called. It returns an optional
	// initial command. To not perform an initial command return nil.
	Init() Cmd

	// Update is called when a message is received. Use it to inspect messages
	// and, in response, update the model and/or send a command.
	Update(Msg) (Model, Cmd)

	// View renders the program's UI, which is just a string. The view is
	// rendered after every Update.
	View() string
}

Model contains the program's state as well as it's core functions.

type MouseEvent added in v0.10.0

type MouseEvent struct {
	X    int
	Y    int
	Type MouseEventType
	Alt  bool
	Ctrl bool
}

MouseEvent represents a mouse event, which could be a click, a scroll wheel movement, a cursor movement, or a combination.

func (MouseEvent) String added in v0.10.0

func (m MouseEvent) String() (s string)

String returns a string representation of a mouse event.

type MouseEventType added in v0.10.5

type MouseEventType int

MouseEventType indicates the type of mouse event occurring.

const (
	MouseUnknown MouseEventType = iota
	MouseLeft
	MouseRight
	MouseMiddle
	MouseRelease
	MouseWheelUp
	MouseWheelDown
	MouseMotion
)

type MouseMsg added in v0.10.0

type MouseMsg MouseEvent

type Msg

type Msg interface{}

Msg represents an action and is usually the result of an IO operation. It's triggers the Update function, and henceforth, the UI.

func ClearScrollArea added in v0.9.0

func ClearScrollArea() Msg

ClearScrollArea deallocates the scrollable region and returns the control of those lines to the main rendering routine.

For high-performance, scroll-based rendering only.

func HideCursor added in v0.12.3

func HideCursor() Msg

HideCursor is a special command for manually instructing Bubble Tea to hide the cursor. In some rare cases, certain operations will cause the terminal to show the cursor, which is normally hidden for the duration of a Bubble Tea program's lifetime. You most likely will not need to use this command.

func Quit

func Quit() Msg

Quit is a special command that tells the Bubble Tea program to exit.

type Program

type Program struct {

	// CatchPanics is incredibly useful for restoring the terminal to a usable
	// state after a panic occurs. When this is set, Bubble Tea will recover
	// from panics, print the stack trace, and disable raw mode. This feature
	// is on by default.
	CatchPanics bool
	// contains filtered or unexported fields
}

Program is a terminal user interface.

func NewProgram

func NewProgram(model Model, opts ...ProgramOption) *Program

NewProgram creates a new Program.

func (*Program) DisableMouseAllMotion added in v0.10.0

func (p *Program) DisableMouseAllMotion()

DisableMouseAllMotion disables All Motion mouse tracking. If you've enabled All Motion mouse tracking be sure you call this as your program is exiting or your users will be very upset!

func (*Program) DisableMouseCellMotion added in v0.10.0

func (p *Program) DisableMouseCellMotion()

DisableMouseCellMotion disables Mouse Cell Motion tracking. If you've enabled Cell Motion mouse tracking be sure to call this as your program is exiting or your users will be very upset!

func (*Program) EnableMouseAllMotion added in v0.10.0

func (p *Program) EnableMouseAllMotion()

EnableMouseAllMotion enables mouse click, release, wheel and motion events, regardless of whether a button is pressed. Many modern terminals support this, but not all.

func (*Program) EnableMouseCellMotion added in v0.10.0

func (p *Program) EnableMouseCellMotion()

EnableMouseCellMotion enables mouse click, release, wheel and motion events if a button is pressed.

func (*Program) EnterAltScreen added in v0.10.0

func (p *Program) EnterAltScreen()

EnterAltScreen enters the alternate screen buffer, which consumes the entire terminal window. ExitAltScreen will return the terminal to its former state.

func (*Program) ExitAltScreen added in v0.10.0

func (p *Program) ExitAltScreen()

ExitAltScreen exits the alternate screen buffer.

func (*Program) Start

func (p *Program) Start() error

Start initializes the program.

type ProgramOption added in v0.12.3

type ProgramOption func(*Program)

ProgramOption is used to set options when initializing a Program. Program can accept a variable number of options.

Example usage:

p := NewProgram(model, WithInput(someInput), WithOutput(someOutput))

func WithInput added in v0.12.3

func WithInput(input io.Reader) ProgramOption

WithInput sets the input which, by default, is stdin. In most cases you won't need to use this.

func WithOutput added in v0.12.3

func WithOutput(output *os.File) ProgramOption

WithOutput sets the output which, by default, is stdout. In most cases you won't need to use this.

func WithoutCatchPanics added in v0.12.3

func WithoutCatchPanics() ProgramOption

WithoutCatchPanics disables the panic catching that Bubble Tea does by default. If panic catching is disabled the terminal will be in a fairly unusable state after a panic because Bubble Tea will not perform its usual cleanup on exit.

type WindowSizeMsg added in v0.9.0

type WindowSizeMsg struct {
	Width  int
	Height int
}

WindowSizeMsg is used to report on the terminal size. It's sent to Update once initially and then on every terminal resize.

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