termloop

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Published: Feb 9, 2026 License: MIT Imports: 13 Imported by: 0

README

termloop

tcell version

Documentation

Index

Constants

View Source
const (
	EventKey       = tcell.KeyEnter
	EventResize    = tcell.KeyRune
	EventMouse     = tcell.KeyLeft
	EventError     = tcell.KeyRight
	EventInterrupt = tcell.KeyDelete
	EventRaw       = tcell.KeyInsert
	EventNone      = tcell.KeyNUL
)

Types of event. For example, a keyboard press will be EventKey.

View Source
const (
	ColorDefault = Attr(tcell.ColorDefault)
	ColorBlack   = Attr(tcell.ColorBlack)
	ColorRed     = Attr(tcell.ColorRed)
	ColorGreen   = Attr(tcell.ColorGreen)
	ColorYellow  = Attr(tcell.ColorYellow)
	ColorBlue    = Attr(tcell.ColorBlue)
	ColorMagenta = Attr(tcell.ColorPurple)
	ColorCyan    = Attr(tcell.ColorTeal)
	ColorWhite   = Attr(tcell.ColorWhite)
)

Cell colors. You can combine these with multiple attributes using a bitwise OR ('|'). Colors can't combine with other colors.

View Source
const (
	AttrBold    = tcell.AttrBold
	AttrReverse = tcell.AttrReverse
)

Cell attributes. These can be combined with OR.

View Source
const (
	KeyF1         = tcell.KeyF1
	KeyF2         = tcell.KeyF2
	KeyF3         = tcell.KeyF3
	KeyF4         = tcell.KeyF4
	KeyF5         = tcell.KeyF5
	KeyF6         = tcell.KeyF6
	KeyF7         = tcell.KeyF7
	KeyF8         = tcell.KeyF8
	KeyF9         = tcell.KeyF9
	KeyF10        = tcell.KeyF10
	KeyF11        = tcell.KeyF11
	KeyF12        = tcell.KeyF12
	KeyInsert     = tcell.KeyInsert
	KeyDelete     = tcell.KeyDelete
	KeyHome       = tcell.KeyHome
	KeyEnd        = tcell.KeyEnd
	KeyPgUp       = tcell.KeyPgUp
	KeyPgDn       = tcell.KeyPgDn
	KeyArrowUp    = tcell.KeyUp
	KeyArrowDown  = tcell.KeyDown
	KeyArrowLeft  = tcell.KeyLeft
	KeyArrowRight = tcell.KeyRight
	KeyCtrlA      = tcell.KeyCtrlA
	KeyCtrlB      = tcell.KeyCtrlB
	KeyCtrlC      = tcell.KeyCtrlC
	KeyCtrlD      = tcell.KeyCtrlD
	KeyCtrlE      = tcell.KeyCtrlE
	KeyCtrlF      = tcell.KeyCtrlF
	KeyCtrlG      = tcell.KeyCtrlG
	KeyBackspace  = tcell.KeyBackspace
	KeyCtrlH      = tcell.KeyCtrlH
	KeyTab        = tcell.KeyTab
	KeyCtrlI      = tcell.KeyCtrlI
	KeyCtrlJ      = tcell.KeyCtrlJ
	KeyCtrlK      = tcell.KeyCtrlK
	KeyCtrlL      = tcell.KeyCtrlL
	KeyEnter      = tcell.KeyEnter
	KeyCtrlM      = tcell.KeyCtrlM
	KeyCtrlN      = tcell.KeyCtrlN
	KeyCtrlO      = tcell.KeyCtrlO
	KeyCtrlP      = tcell.KeyCtrlP
	KeyCtrlQ      = tcell.KeyCtrlQ
	KeyCtrlR      = tcell.KeyCtrlR
	KeyCtrlS      = tcell.KeyCtrlS
	KeyCtrlT      = tcell.KeyCtrlT
	KeyCtrlU      = tcell.KeyCtrlU
	KeyCtrlV      = tcell.KeyCtrlV
	KeyCtrlW      = tcell.KeyCtrlW
	KeyCtrlX      = tcell.KeyCtrlX
	KeyCtrlY      = tcell.KeyCtrlY
	KeyCtrlZ      = tcell.KeyCtrlZ
	KeyEsc        = tcell.KeyEsc
	KeySpace      = tcell.KeyRune
	KeyBackspace2 = tcell.KeyBackspace2
)

Key constants. See Event.Key.

View Source
const ModAlt = tcell.ModAlt

Variables

This section is empty.

Functions

func LoadLevelFromMap

func LoadLevelFromMap(jsonMap string, parsers map[string]EntityParser, l Level) error

LoadLevelFromMap can be used to populate a Level with entities, given a JSON string to read from (jsonMap).

The map 'parsers' is a map of entity names to EntityParser functions. This can be used to define parsers for objects that are not Termloop builtins.

The JSON string should take the format of an array of objects, like so: [ {"type": "Rectangle", "data": {"x: 12 ...}}, ... ] For Rectangles and Text, all attributes must be defined in the JSON. For an Entity, fg and bg can be left as empty strings if you do not wish to color the Entity with an image, but the keys must still be present or the parsing will break.

There is an example of how to use this method at _examples/levelmap.go.

LoadLevelFromMap returns an error, or nil if all is well.

Types

type Attr

type Attr tcell.Color

func RgbTo256Color

func RgbTo256Color(r, g, b int) Attr

RgbTo256Color takes RGB values and returns the closest color for a 256-color terminal, as an Attr type.

type BaseLevel

type BaseLevel struct {
	Entities []Drawable
	// contains filtered or unexported fields
}

BaseLevel type represents a Level with a background defined as a Cell, which is tiled. The background is drawn first, then all Entities.

func NewBaseLevel

func NewBaseLevel(bg Cell) *BaseLevel

NewBaseLevel creates a new BaseLevel with background bg. Returns a pointer to the new BaseLevel.

func (*BaseLevel) AddEntity

func (l *BaseLevel) AddEntity(d Drawable)

AddEntity adds Drawable d to the level's entities.

func (*BaseLevel) Draw

func (l *BaseLevel) Draw(s *Screen)

Draw draws the level's entities to the Screen s.

func (*BaseLevel) DrawBackground

func (l *BaseLevel) DrawBackground(s *Screen)

DrawBackground draws the background Cell bg to each Cell of the Screen s.

func (*BaseLevel) Offset

func (l *BaseLevel) Offset() (int, int)

Offset returns the level's drawing offset.

func (*BaseLevel) RemoveEntity

func (l *BaseLevel) RemoveEntity(d Drawable)

RemoveEntity removes Drawable d from the level's entities.

func (*BaseLevel) SetOffset

func (l *BaseLevel) SetOffset(x, y int)

SetOffset sets the level's drawing offset to be (x, y). The drawing offset can be used to simulate moving the level, or moving the 'camera'.

func (*BaseLevel) Tick

func (l *BaseLevel) Tick(ev Event)

Tick handles any collisions between Physicals in the level's entities, and processes any input.

type Canvas

type Canvas [][]Cell

A Canvas is a 2D array of Cells, used for drawing. The structure of a Canvas is an array of columns. This is so it can be addressed canvas[x][y].

func BackgroundCanvasFromFile

func BackgroundCanvasFromFile(filename string) *Canvas

BackgroundCanvasFromFile takes a path to an image file, and creates a canvas of background-only Cells representing the image. This can be applied to an Entity with ApplyCanvas.

func CanvasFromString

func CanvasFromString(str string) Canvas

CanvasFromString returns a new Canvas, built from the characters in the string str. Newline characters in the string are interpreted as a new Canvas row.

func ForegroundCanvasFromFile

func ForegroundCanvasFromFile(filename string) *Canvas

ForegroundCanvasFromFile takes a path to an image file, and creates a canvas of foreground-only Cells representing the image. This can be applied to an Entity with ApplyCanvas.

func NewCanvas

func NewCanvas(width, height int) Canvas

NewCanvas returns a new Canvas, with width and height defined by arguments.

type Cell

type Cell struct {
	Fg Attr // Foreground colour
	Bg Attr // Background color
	Ch rune // The character to draw
}

Represents a character to be drawn on the screen.

type Drawable

type Drawable interface {
	Tick(Event)   // Method for processing events, e.g. input
	Draw(*Screen) // Method for drawing to the screen
}

Drawable represents something that can be drawn, and placed in a Level.

type DynamicPhysical

type DynamicPhysical interface {
	Position() (int, int) // Return position, x and y
	Size() (int, int)     // Return width and height
	Collide(Physical)     // Handle collisions with another Physical
}

DynamicPhysical represents something that can process its own collisions. Implementing this is an optional addition to Drawable.

type Entity

type Entity struct {
	// contains filtered or unexported fields
}

Entity provides a general Drawable to be rendered.

func NewEntity

func NewEntity(x, y, width, height int) *Entity

NewEntity creates a new Entity, with position (x, y) and size (width, height). Returns a pointer to the new Entity.

func NewEntityFromCanvas

func NewEntityFromCanvas(x, y int, c Canvas) *Entity

NewEntityFromCanvas returns a pointer to a new Entity, with position (x, y) and Canvas c. Width and height are calculated using the Canvas.

func (*Entity) ApplyCanvas

func (e *Entity) ApplyCanvas(c *Canvas)

ApplyCanvas takes a pointer to a Canvas, c, and applies this canvas over the top of the Entity's canvas. Any new values in c will overwrite those in the entity.

func (*Entity) Draw

func (e *Entity) Draw(s *Screen)

Draw draws the entity to its current position on the screen. This is usually called every frame.

func (*Entity) Fill

func (e *Entity) Fill(c *Cell)

Fill fills the canvas of the Entity with a Cell c.

func (*Entity) Position

func (e *Entity) Position() (int, int)

Position returns the (x, y) coordinates of the Entity.

func (*Entity) SetCanvas

func (e *Entity) SetCanvas(c *Canvas)

SetCanvas takes a pointer to a Canvas and replaces the Entity's canvas with the pointer's. It also updates the Entity's dimensions.

func (*Entity) SetCell

func (e *Entity) SetCell(x, y int, c *Cell)

SetCell updates the attribute of the Cell at x, y to match those of c. The coordinates are relative to the entity itself, not the Screen.

func (*Entity) SetPosition

func (e *Entity) SetPosition(x, y int)

SetPosition sets the x and y coordinates of the Entity.

func (*Entity) Size

func (e *Entity) Size() (int, int)

Size returns the width and height of the entity, in characters.

func (*Entity) Tick

func (e *Entity) Tick(ev Event)

Tick needs to be implemented to satisfy the Drawable interface. It updates the Entity based on the Screen's FPS

type EntityParser

type EntityParser func(map[string]interface{}) Drawable

An EntityParser is a function which composes an object from data that has been parsed from a JSON file. Returns a Drawable

type Event

type Event tcell.Event

Provides an event, for input, errors or resizing. Resizing and errors are largely handled by Termloop itself - this would largely be used for input.

type EventType

type EventType = tcell.Event

type FpsText

type FpsText struct {
	*Text
	// contains filtered or unexported fields
}

FpsText provides a Text which updates with the current 'framerate' at specified intervals, to be used for testing performance. Please note that the framerate displayed is a measure of Termloop's processing speed - visible framerate is largely dependent on your terminal!

func NewFpsText

func NewFpsText(x, y int, fg, bg Attr, update float64) *FpsText

NewFpsText creates a new FpsText at position (x, y) and with background and foreground colors fg and bg respectively. It will refresh every 'update' seconds. Returns a pointer to the new FpsText.

func (*FpsText) Draw

func (f *FpsText) Draw(s *Screen)

Draw updates the framerate on the FpsText and draws it to the Screen s.

type Game

type Game struct {
	// contains filtered or unexported fields
}

Represents a top-level Termloop application.

func NewGame

func NewGame() *Game

NewGame creates a new Game, along with a Screen and input handler. Returns a pointer to the new Game.

func NewGameFrom

func NewGameFrom(tty tty.Tty) (*Game, error)

NewGameFrom creates a new Game from a tty.Tty. This is useful for running the game over a custom tty.

func (*Game) DebugOn

func (g *Game) DebugOn() bool

DebugOn returns a bool showing whether or not debug mode is on.

func (*Game) Log

func (g *Game) Log(log string, items ...interface{})

Log takes a log string and additional parameters, which can be substituted into the string using standard fmt.Printf rules. The formatted string is added to Game g's logs. If debug mode is on, the log will be printed to the terminal when Termloop exits.

func (*Game) Screen

func (g *Game) Screen() *Screen

Screen returns the current Screen of a Game.

func (*Game) SetDebugOn

func (g *Game) SetDebugOn(debugOn bool)

SetDebugOn sets debug mode's on status to be debugOn.

func (*Game) SetEndKey

func (g *Game) SetEndKey(key Key)

SetEndKey sets the Key used to end the game. Default is KeyCtrlC. If you don't want an end key, set it to KeyEsc, as this key isn't supported and will do nothing. (We recommend always having an end key for development/testing.)

func (*Game) SetScreen

func (g *Game) SetScreen(s *Screen)

SetScreen sets the current Screen of a Game.

func (*Game) Start

func (g *Game) Start()

Start starts a Game running. This should be the last thing called in your main function. By default, the escape key exits.

type Key

type Key = tcell.Key

type Level

type Level interface {
	DrawBackground(*Screen)
	AddEntity(Drawable)
	RemoveEntity(Drawable)
	Draw(*Screen)
	Tick(Event)
}

Level interface represents a Drawable with a separate background that is drawn first. It can also contain Drawables of its own.

type Modifier

type Modifier = tcell.ModMask

type Physical

type Physical interface {
	Position() (int, int) // Return position, x and y
	Size() (int, int)     // Return width and height
}

Physical represents something that can collide with another Physical, but cannot process its own collisions. Optional addition to Drawable.

type Rectangle

type Rectangle struct {
	// contains filtered or unexported fields
}

A type representing a 2D rectangle, with position, size and color.

func NewRectangle

func NewRectangle(x, y, w, h int, color Attr) *Rectangle

NewRectangle creates a new Rectangle at position (x, y), with size (width, height) and color color. Returns a pointer to the new Rectangle.

func (*Rectangle) Color

func (r *Rectangle) Color() Attr

Color returns the color of the Rectangle.

func (*Rectangle) Draw

func (r *Rectangle) Draw(s *Screen)

Draws the Rectangle r onto Screen s.

func (*Rectangle) Position

func (r *Rectangle) Position() (int, int)

Position returns the x and y coordinates of the Rectangle.

func (*Rectangle) SetColor

func (r *Rectangle) SetColor(color Attr)

SetColor sets the color of the Rectangle.

func (*Rectangle) SetPosition

func (r *Rectangle) SetPosition(x, y int)

SetPosition sets the coordinates of the Rectangle to be x and y.

func (*Rectangle) SetSize

func (r *Rectangle) SetSize(w, h int)

SetSize sets the width and height of the Rectangle to be w and h.

func (*Rectangle) Size

func (r *Rectangle) Size() (int, int)

Size returns the width and height in characters of the Rectangle.

func (*Rectangle) Tick

func (r *Rectangle) Tick(ev Event)

type Screen

type Screen struct {
	tcell.Screen

	Entities []Drawable
	// contains filtered or unexported fields
}

A Screen represents the current state of the display. To draw on the screen, create Drawables and set their positions. Then, add them to the Screen's Level, or to the Screen directly (e.g. a HUD).

func NewScreen

func NewScreen() *Screen

NewScreen creates a new Screen, with no entities or level. Returns a pointer to the new Screen.

func NewScreenWithScreen

func NewScreenWithScreen(s tcell.Screen) *Screen

func (*Screen) AddEntity

func (s *Screen) AddEntity(d Drawable)

AddEntity adds a Drawable to the current Screen, to be rendered.

func (*Screen) Draw

func (s *Screen) Draw()

Draw is called every frame by the Game to render the current state of the screen.

func (*Screen) Level

func (s *Screen) Level() Level

Level returns the Screen's current level.

func (*Screen) RemoveEntity

func (s *Screen) RemoveEntity(d Drawable)

RemoveEntity removes Drawable d from the screen's entities.

func (*Screen) RenderCell

func (s *Screen) RenderCell(x, y int, c *Cell)

RenderCell updates the Cell at a given position on the Screen with the attributes in Cell c.

func (*Screen) SetFps

func (s *Screen) SetFps(f float64)

Set the screen framerate. By default, termloop will draw the the screen as fast as possible, which may use a lot of system resources.

func (*Screen) SetLevel

func (s *Screen) SetLevel(l Level)

SetLevel sets the Screen's current level to be l.

func (*Screen) Tick

func (s *Screen) Tick(ev Event)

Tick is used to process events such as input. It is called on every frame by the Game.

func (*Screen) TimeDelta

func (s *Screen) TimeDelta() float64

TimeDelta returns the number of seconds since the previous frame was rendered. Can be used for timings and animation.

type Text

type Text struct {
	// contains filtered or unexported fields
}

Text represents a string that can be drawn to the screen.

func NewText

func NewText(x, y int, text string, fg, bg Attr) *Text

NewText creates a new Text, at position (x, y). It sets the Text's background and foreground colors to fg and bg respectively, and sets the Text's text to be text. Returns a pointer to the new Text.

func (*Text) Color

func (t *Text) Color() (Attr, Attr)

Color returns the (foreground, background) colors of the Text.

func (*Text) Draw

func (t *Text) Draw(s *Screen)

Draw draws the Text to the Screen s.

func (*Text) Position

func (t *Text) Position() (int, int)

Position returns the (x, y) coordinates of the Text.

func (*Text) SetColor

func (t *Text) SetColor(fg, bg Attr)

SetColor sets the (foreground, background) colors of the Text to fg, bg respectively.

func (*Text) SetPosition

func (t *Text) SetPosition(x, y int)

SetPosition sets the coordinates of the Text to be (x, y).

func (*Text) SetText

func (t *Text) SetText(text string)

SetText sets the text of the Text to be text.

func (*Text) Size

func (t *Text) Size() (int, int)

Size returns the width and height of the Text.

func (*Text) Text

func (t *Text) Text() string

Text returns the text of the Text.

func (*Text) Tick

func (t *Text) Tick(ev Event)

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