mirror of
https://github.com/ClementTsang/bottom
synced 2024-11-23 04:33:10 +00:00
1055 lines
31 KiB
Rust
1055 lines
31 KiB
Rust
use crate::{
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app, constants,
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data_conversion::{ConvertedCpuData, ConvertedProcessData},
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utils::{error, gen_util::*},
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};
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use std::cmp::max;
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use tui::{
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backend,
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layout::{Alignment, Constraint, Direction, Layout, Rect},
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style::{Color, Modifier, Style},
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terminal::Frame,
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widgets::{Axis, Block, Borders, Chart, Dataset, Marker, Paragraph, Row, Table, Text, Widget},
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Terminal,
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};
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const TEXT_COLOUR: Color = Color::Gray;
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const GRAPH_COLOUR: Color = Color::Gray;
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const BORDER_STYLE_COLOUR: Color = Color::Gray;
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const HIGHLIGHTED_BORDER_STYLE_COLOUR: Color = Color::LightBlue;
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const GOLDEN_RATIO: f32 = 0.618_034; // Approx, good enough for use (also Clippy gets mad if it's too long)
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// Headers
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const CPU_LEGEND_HEADER: [&str; 2] = ["CPU", "Use%"];
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const DISK_HEADERS: [&str; 7] = ["Disk", "Mount", "Used", "Free", "Total", "R/s", "W/s"];
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const TEMP_HEADERS: [&str; 2] = ["Sensor", "Temp"];
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const NON_WINDOWS_NETWORK_HEADERS: [&str; 4] = ["RX", "TX", "Total RX", "Total TX"];
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const WINDOWS_NETWORK_HEADERS: [&str; 2] = ["RX", "TX"];
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const FORCE_MIN_THRESHOLD: usize = 5;
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lazy_static! {
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static ref HELP_TEXT: [Text<'static>; 15] = [
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Text::raw("\nGeneral Keybindings\n"),
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Text::raw("Ctrl-q, Ctrl-c to quit.\n"),
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Text::raw("Ctrl-r to reset all data.\n"),
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Text::raw("f to toggle freezing and unfreezing the display.\n"),
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Text::raw(
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"Ctrl-Up/Ctrl-k, Ctrl-Down/Ctrl-j, Ctrl-Left/Ctrl-h, Ctrl-Right/Ctrl-l to navigate between widgets.\n"
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),
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Text::raw("Up/k and Down/j scrolls through a list.\n"),
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Text::raw("Esc to close a dialog window (help or dd confirmation).\n"),
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Text::raw("? to get this help screen.\n"),
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Text::raw("\n Process Widget Keybindings\n"),
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Text::raw("dd to kill the selected process.\n"),
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Text::raw("c to sort by CPU usage.\n"),
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Text::raw("m to sort by memory usage.\n"),
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Text::raw("p to sort by PID.\n"),
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Text::raw("n to sort by process name.\n"),
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Text::raw("`Tab` to group together processes with the same name.\n")
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];
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static ref COLOUR_LIST: Vec<Color> = gen_n_colours(constants::NUM_COLOURS);
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static ref CANVAS_BORDER_STYLE: Style = Style::default().fg(BORDER_STYLE_COLOUR);
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static ref CANVAS_HIGHLIGHTED_BORDER_STYLE: Style =
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Style::default().fg(HIGHLIGHTED_BORDER_STYLE_COLOUR);
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static ref DISK_HEADERS_LENS: Vec<usize> = DISK_HEADERS
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.iter()
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.map(|entry| max(FORCE_MIN_THRESHOLD, entry.len()))
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.collect::<Vec<_>>();
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static ref CPU_LEGEND_HEADER_LENS: Vec<usize> = CPU_LEGEND_HEADER
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.iter()
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.map(|entry| max(FORCE_MIN_THRESHOLD, entry.len()))
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.collect::<Vec<_>>();
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static ref TEMP_HEADERS_LENS: Vec<usize> = TEMP_HEADERS
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.iter()
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.map(|entry| max(FORCE_MIN_THRESHOLD, entry.len()))
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.collect::<Vec<_>>();
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static ref NON_WINDOWS_NETWORK_HEADERS_LENS: Vec<usize> = NON_WINDOWS_NETWORK_HEADERS
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.iter()
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.map(|entry| max(FORCE_MIN_THRESHOLD, entry.len()))
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.collect::<Vec<_>>();
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static ref WINDOWS_NETWORK_HEADERS_LENS: Vec<usize> = WINDOWS_NETWORK_HEADERS
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.iter()
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.map(|entry| max(FORCE_MIN_THRESHOLD, entry.len()))
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.collect::<Vec<_>>();
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}
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#[derive(Default)]
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pub struct CanvasData {
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pub rx_display: String,
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pub tx_display: String,
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pub total_rx_display: String,
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pub total_tx_display: String,
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pub network_data_rx: Vec<(f64, f64)>,
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pub network_data_tx: Vec<(f64, f64)>,
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pub disk_data: Vec<Vec<String>>,
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pub temp_sensor_data: Vec<Vec<String>>,
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pub process_data: Vec<ConvertedProcessData>,
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pub grouped_process_data: Vec<ConvertedProcessData>,
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pub memory_labels: Vec<(u64, u64)>,
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pub mem_data: Vec<(f64, f64)>,
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pub swap_data: Vec<(f64, f64)>,
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pub cpu_data: Vec<ConvertedCpuData>,
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}
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/// Generates random colours.
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/// Strategy found from https://martin.ankerl.com/2009/12/09/how-to-create-random-colors-programmatically/
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fn gen_n_colours(num_to_gen: i32) -> Vec<Color> {
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fn gen_hsv(h: f32) -> f32 {
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let new_val = h + GOLDEN_RATIO;
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if new_val > 1.0 {
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new_val.fract()
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} else {
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new_val
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}
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}
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/// This takes in an h, s, and v value of range [0, 1]
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/// For explanation of what this does, see
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/// https://en.wikipedia.org/wiki/HSL_and_HSV#HSV_to_RGB_alternative
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fn hsv_to_rgb(hue: f32, saturation: f32, value: f32) -> (u8, u8, u8) {
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fn hsv_helper(num: u32, hu: f32, sat: f32, val: f32) -> f32 {
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let k = (num as f32 + hu * 6.0) % 6.0;
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val - val * sat * float_max(float_min(k, float_min(4.1 - k, 1.1)), 0.0)
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}
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(
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(hsv_helper(5, hue, saturation, value) * 255.0) as u8,
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(hsv_helper(3, hue, saturation, value) * 255.0) as u8,
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(hsv_helper(1, hue, saturation, value) * 255.0) as u8,
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)
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}
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// Generate colours
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let mut colour_vec: Vec<Color> = vec![
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Color::LightCyan,
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Color::LightYellow,
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Color::Red,
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Color::Green,
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Color::LightMagenta,
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];
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let mut h: f32 = 0.4; // We don't need random colours... right?
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for _i in 0..num_to_gen {
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h = gen_hsv(h);
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let result = hsv_to_rgb(h, 0.5, 0.95);
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colour_vec.push(Color::Rgb(result.0, result.1, result.2));
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}
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colour_vec
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}
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pub fn draw_data<B: backend::Backend>(
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terminal: &mut Terminal<B>, app_state: &mut app::App,
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) -> error::Result<()> {
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terminal.autoresize()?;
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terminal.draw(|mut f| {
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if app_state.show_help {
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// Only for the help
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let vertical_dialog_chunk = Layout::default()
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.direction(Direction::Vertical)
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.margin(1)
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.constraints(
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[
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Constraint::Percentage(32),
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Constraint::Percentage(40),
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Constraint::Percentage(28),
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]
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.as_ref(),
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)
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.split(f.size());
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let middle_dialog_chunk = Layout::default()
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.direction(Direction::Horizontal)
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.margin(0)
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.constraints(
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[
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Constraint::Percentage(30),
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Constraint::Percentage(40),
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Constraint::Percentage(30),
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]
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.as_ref(),
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)
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.split(vertical_dialog_chunk[1]);
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Paragraph::new(HELP_TEXT.iter())
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.block(
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Block::default()
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.title("Help (Press Esc to close)")
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.borders(Borders::ALL),
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)
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.style(Style::default().fg(Color::Gray))
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.alignment(Alignment::Left)
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.wrap(true)
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.render(&mut f, middle_dialog_chunk[1]);
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} else if app_state.show_dd {
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let vertical_dialog_chunk = Layout::default()
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.direction(Direction::Vertical)
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.margin(1)
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.constraints(
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[
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Constraint::Percentage(40),
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Constraint::Percentage(20),
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Constraint::Percentage(40),
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]
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.as_ref(),
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)
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.split(f.size());
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let middle_dialog_chunk = Layout::default()
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.direction(Direction::Horizontal)
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.margin(0)
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.constraints(
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[
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Constraint::Percentage(30),
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Constraint::Percentage(40),
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Constraint::Percentage(30),
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]
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.as_ref(),
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)
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.split(vertical_dialog_chunk[1]);
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if let Some(dd_err) = app_state.dd_err.clone() {
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let dd_text = [Text::raw(format!(
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"\nFailure to properly kill the process - {}",
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dd_err
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))];
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Paragraph::new(dd_text.iter())
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.block(
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Block::default()
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.title("Kill Process Error (Press Esc to close)")
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.borders(Borders::ALL),
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)
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.style(Style::default().fg(Color::Gray))
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.alignment(Alignment::Center)
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.wrap(true)
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.render(&mut f, middle_dialog_chunk[1]);
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} else if let Some(process_list) = app_state.get_current_highlighted_process_list() {
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if let Some(process) = process_list.first() {
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let dd_text = [
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if app_state.is_grouped() {
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Text::raw(format!(
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"\nAre you sure you want to kill {} process(es) with name {}?",
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process_list.len(), process.name
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))
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} else {
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Text::raw(format!(
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"\nAre you sure you want to kill process {} with PID {}?",
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process.name, process.pid
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))
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},
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Text::raw("\n\nPress ENTER to proceed, ESC to exit."),
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Text::raw("\nNote that if bottom is frozen, it must be unfrozen for changes to be shown."),
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];
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Paragraph::new(dd_text.iter())
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.block(
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Block::default()
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.title("Kill Process Confirmation (Press Esc to close)")
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.borders(Borders::ALL),
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)
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.style(Style::default().fg(Color::Gray))
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.alignment(Alignment::Center)
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.wrap(true)
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.render(&mut f, middle_dialog_chunk[1]);
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} else {
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app_state.show_dd = false;
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}
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} else {
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// This is a bit nasty, but it works well... I guess.
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app_state.show_dd = false;
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}
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} else {
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let vertical_chunks = Layout::default()
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.direction(Direction::Vertical)
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.margin(1)
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.constraints(
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[
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Constraint::Percentage(33),
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Constraint::Percentage(34),
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Constraint::Percentage(34),
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]
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.as_ref(),
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)
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.split(f.size());
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let middle_chunks = Layout::default()
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.direction(Direction::Horizontal)
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.margin(0)
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.constraints([Constraint::Percentage(60), Constraint::Percentage(40)].as_ref())
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.split(vertical_chunks[1]);
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let middle_divided_chunk_2 = Layout::default()
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.direction(Direction::Vertical)
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.margin(0)
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.constraints([Constraint::Percentage(50), Constraint::Percentage(50)].as_ref())
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.split(middle_chunks[1]);
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let bottom_chunks = Layout::default()
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.direction(Direction::Horizontal)
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.margin(0)
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.constraints([Constraint::Percentage(50), Constraint::Percentage(50)].as_ref())
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.split(vertical_chunks[2]);
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// Component specific chunks
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let cpu_chunk = Layout::default()
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.direction(Direction::Horizontal)
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.margin(0)
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.constraints(
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if app_state.left_legend {
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[Constraint::Percentage(15), Constraint::Percentage(85)]
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} else {
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[Constraint::Percentage(85), Constraint::Percentage(15)]
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}
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.as_ref(),
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)
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.split(vertical_chunks[0]);
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let network_chunk = Layout::default()
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.direction(Direction::Vertical)
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.margin(0)
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.constraints(
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if app_state.left_legend {
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[Constraint::Percentage(10), Constraint::Percentage(90)]
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} else {
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[Constraint::Percentage(75), Constraint::Percentage(10)]
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}
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.as_ref(),
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)
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.split(bottom_chunks[0]);
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// Default chunk index based on left or right legend setting
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let legend_index = if app_state.left_legend { 0 } else { 1 };
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let graph_index = if app_state.left_legend { 1 } else { 0 };
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// Set up blocks and their components
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// CPU graph
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draw_cpu_graph(&mut f, &app_state, cpu_chunk[graph_index]);
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// CPU legend
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draw_cpu_legend(&mut f, app_state, cpu_chunk[legend_index]);
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//Memory usage graph
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draw_memory_graph(&mut f, &app_state, middle_chunks[0]);
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// Network graph
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draw_network_graph(&mut f, &app_state, network_chunk[0]);
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draw_network_labels(&mut f, app_state, network_chunk[1]);
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// Temperature table
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draw_temp_table(&mut f, app_state, middle_divided_chunk_2[0]);
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// Disk usage table
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draw_disk_table(&mut f, app_state, middle_divided_chunk_2[1]);
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// Processes table
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draw_processes_table(&mut f, app_state, bottom_chunks[1]);
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}
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})?;
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Ok(())
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}
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fn draw_cpu_graph<B: backend::Backend>(f: &mut Frame<B>, app_state: &app::App, draw_loc: Rect) {
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let cpu_data: &[ConvertedCpuData] = &app_state.canvas_data.cpu_data;
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// CPU usage graph
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let x_axis: Axis<String> = Axis::default()
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.style(Style::default().fg(GRAPH_COLOUR))
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.bounds([0.0, constants::TIME_STARTS_FROM as f64 * 10.0]);
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let y_axis = Axis::default()
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.style(Style::default().fg(GRAPH_COLOUR))
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.bounds([-0.5, 100.5])
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.labels(&["0%", "100%"]);
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let mut dataset_vector: Vec<Dataset> = Vec::new();
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let mut cpu_entries_vec: Vec<(Style, Vec<(f64, f64)>)> = Vec::new();
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for (i, cpu) in cpu_data.iter().enumerate() {
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let mut avg_cpu_exist_offset = 0;
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if app_state.show_average_cpu {
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if i == 0 {
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// Skip, we want to render the average cpu last!
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continue;
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} else {
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avg_cpu_exist_offset = 1;
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}
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}
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cpu_entries_vec.push((
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Style::default().fg(COLOUR_LIST[(i - avg_cpu_exist_offset) % COLOUR_LIST.len()]),
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cpu.cpu_data
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.iter()
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.map(<(f64, f64)>::from)
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.collect::<Vec<_>>(),
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));
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}
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if app_state.show_average_cpu {
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if let Some(avg_cpu_entry) = cpu_data.first() {
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cpu_entries_vec.push((
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Style::default().fg(COLOUR_LIST[(cpu_data.len() - 1) % COLOUR_LIST.len()]),
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avg_cpu_entry
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.cpu_data
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.iter()
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.map(<(f64, f64)>::from)
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.collect::<Vec<_>>(),
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));
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}
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}
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for cpu_entry in &cpu_entries_vec {
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dataset_vector.push(
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Dataset::default()
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.marker(if app_state.use_dot {
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Marker::Dot
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} else {
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Marker::Braille
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})
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.style(cpu_entry.0)
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.data(&(cpu_entry.1)),
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);
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}
|
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|
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Chart::default()
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.block(
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Block::default()
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.title("CPU")
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.borders(Borders::ALL)
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.border_style(match app_state.current_application_position {
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app::ApplicationPosition::Cpu => *CANVAS_HIGHLIGHTED_BORDER_STYLE,
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_ => *CANVAS_BORDER_STYLE,
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}),
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)
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.x_axis(x_axis)
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.y_axis(y_axis)
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.datasets(&dataset_vector)
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.render(f, draw_loc);
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}
|
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|
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fn draw_cpu_legend<B: backend::Backend>(
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f: &mut Frame<B>, app_state: &mut app::App, draw_loc: Rect,
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) {
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let cpu_data: &[ConvertedCpuData] = &(app_state.canvas_data.cpu_data);
|
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|
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let num_rows = i64::from(draw_loc.height) - 5;
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let start_position = get_start_position(
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num_rows,
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&(app_state.scroll_direction),
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&mut app_state.previous_cpu_table_position,
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app_state.currently_selected_cpu_table_position,
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);
|
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let sliced_cpu_data = (&cpu_data[start_position as usize..]).to_vec();
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let mut stringified_cpu_data: Vec<Vec<String>> = Vec::new();
|
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|
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for cpu in sliced_cpu_data {
|
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if let Some(cpu_data) = cpu.cpu_data.last() {
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stringified_cpu_data.push(vec![
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cpu.cpu_name.clone(),
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format!("{:.0}%", cpu_data.usage.round()),
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]);
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}
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}
|
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let mut cpu_row_counter = 0;
|
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let cpu_rows = stringified_cpu_data
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.iter()
|
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.enumerate()
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.map(|(itx, cpu_string_row)| {
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Row::StyledData(
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cpu_string_row.iter(),
|
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match app_state.current_application_position {
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app::ApplicationPosition::Cpu => {
|
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if cpu_row_counter
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== app_state.currently_selected_cpu_table_position - start_position
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{
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cpu_row_counter = -1;
|
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Style::default().fg(Color::Black).bg(Color::Cyan)
|
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} else {
|
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if cpu_row_counter >= 0 {
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cpu_row_counter += 1;
|
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}
|
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Style::default().fg(COLOUR_LIST[itx % COLOUR_LIST.len()])
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}
|
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}
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_ => Style::default().fg(COLOUR_LIST[itx % COLOUR_LIST.len()]),
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},
|
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)
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});
|
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|
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// Calculate widths
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|
let width = f64::from(draw_loc.width);
|
|
let width_ratios = vec![0.5, 0.5];
|
|
let variable_intrinsic_results =
|
|
get_variable_intrinsic_widths(width as u16, &width_ratios, &CPU_LEGEND_HEADER_LENS);
|
|
let intrinsic_widths: Vec<u16> =
|
|
((variable_intrinsic_results.0)[0..variable_intrinsic_results.1]).to_vec();
|
|
|
|
// Draw
|
|
Table::new(CPU_LEGEND_HEADER.iter(), cpu_rows)
|
|
.block(Block::default().borders(Borders::ALL).border_style(
|
|
match app_state.current_application_position {
|
|
app::ApplicationPosition::Cpu => *CANVAS_HIGHLIGHTED_BORDER_STYLE,
|
|
_ => *CANVAS_BORDER_STYLE,
|
|
},
|
|
))
|
|
.header_style(Style::default().fg(Color::LightBlue))
|
|
.widths(
|
|
&(intrinsic_widths
|
|
.into_iter()
|
|
.map(|calculated_width| Constraint::Length(calculated_width as u16))
|
|
.collect::<Vec<_>>()),
|
|
)
|
|
.render(f, draw_loc);
|
|
}
|
|
|
|
fn _draw_memory_table<B: backend::Backend>(
|
|
_f: &mut Frame<B>, _app_state: &app::App, _draw_loc: Rect,
|
|
) {
|
|
// TODO: Memory table to be made for basic mode
|
|
}
|
|
|
|
fn draw_memory_graph<B: backend::Backend>(f: &mut Frame<B>, app_state: &app::App, draw_loc: Rect) {
|
|
let mem_data: &[(f64, f64)] = &(app_state.canvas_data.mem_data);
|
|
let swap_data: &[(f64, f64)] = &(app_state.canvas_data.swap_data);
|
|
let memory_labels: &[(u64, u64)] = &(app_state.canvas_data.memory_labels);
|
|
|
|
let x_axis: Axis<String> = Axis::default()
|
|
.style(Style::default().fg(GRAPH_COLOUR))
|
|
.bounds([0.0, constants::TIME_STARTS_FROM as f64 * 10.0]);
|
|
let y_axis = Axis::default()
|
|
.style(Style::default().fg(GRAPH_COLOUR))
|
|
.bounds([-0.5, 100.5]) // Offset as the zero value isn't drawn otherwise...
|
|
.labels(&["0%", "100%"]);
|
|
|
|
let mem_name = "RAM:".to_string()
|
|
+ &format!(
|
|
"{:3}%",
|
|
(mem_data.last().unwrap_or(&(0_f64, 0_f64)).1.round() as u64)
|
|
) + &format!(
|
|
" {:.1}GB/{:.1}GB",
|
|
memory_labels.first().unwrap_or(&(0, 0)).0 as f64 / 1024.0,
|
|
memory_labels.first().unwrap_or(&(0, 0)).1 as f64 / 1024.0
|
|
);
|
|
let swap_name: String;
|
|
|
|
let mut mem_canvas_vec: Vec<Dataset> = vec![Dataset::default()
|
|
.name(&mem_name)
|
|
.marker(if app_state.use_dot {
|
|
Marker::Dot
|
|
} else {
|
|
Marker::Braille
|
|
})
|
|
.style(Style::default().fg(COLOUR_LIST[0]))
|
|
.data(&mem_data)];
|
|
|
|
if !(&swap_data).is_empty() {
|
|
if let Some(last_canvas_result) = (&swap_data).last() {
|
|
if last_canvas_result.1 >= 0.0 {
|
|
swap_name = "SWP:".to_string()
|
|
+ &format!(
|
|
"{:3}%",
|
|
(swap_data.last().unwrap_or(&(0_f64, 0_f64)).1.round() as u64)
|
|
) + &format!(
|
|
" {:.1}GB/{:.1}GB",
|
|
memory_labels[1].0 as f64 / 1024.0,
|
|
memory_labels[1].1 as f64 / 1024.0
|
|
);
|
|
mem_canvas_vec.push(
|
|
Dataset::default()
|
|
.name(&swap_name)
|
|
.marker(if app_state.use_dot {
|
|
Marker::Dot
|
|
} else {
|
|
Marker::Braille
|
|
})
|
|
.style(Style::default().fg(COLOUR_LIST[1]))
|
|
.data(&swap_data),
|
|
);
|
|
}
|
|
}
|
|
}
|
|
|
|
Chart::default()
|
|
.block(
|
|
Block::default()
|
|
.title("Memory")
|
|
.borders(Borders::ALL)
|
|
.border_style(match app_state.current_application_position {
|
|
app::ApplicationPosition::Mem => *CANVAS_HIGHLIGHTED_BORDER_STYLE,
|
|
_ => *CANVAS_BORDER_STYLE,
|
|
}),
|
|
)
|
|
.x_axis(x_axis)
|
|
.y_axis(y_axis)
|
|
.datasets(&mem_canvas_vec)
|
|
.render(f, draw_loc);
|
|
}
|
|
|
|
fn draw_network_graph<B: backend::Backend>(f: &mut Frame<B>, app_state: &app::App, draw_loc: Rect) {
|
|
let network_data_rx: &[(f64, f64)] = &(app_state.canvas_data.network_data_rx);
|
|
let network_data_tx: &[(f64, f64)] = &(app_state.canvas_data.network_data_tx);
|
|
|
|
let x_axis: Axis<String> = Axis::default()
|
|
.style(Style::default().fg(GRAPH_COLOUR))
|
|
.bounds([0.0, 600_000.0]);
|
|
let y_axis = Axis::default()
|
|
.style(Style::default().fg(GRAPH_COLOUR))
|
|
.bounds([-0.5, 30_f64])
|
|
.labels(&["0B", "1KiB", "1MiB", "1GiB"]);
|
|
Chart::default()
|
|
.block(
|
|
Block::default()
|
|
.title("Network")
|
|
.borders(Borders::ALL)
|
|
.border_style(match app_state.current_application_position {
|
|
app::ApplicationPosition::Network => *CANVAS_HIGHLIGHTED_BORDER_STYLE,
|
|
_ => *CANVAS_BORDER_STYLE,
|
|
}),
|
|
)
|
|
.x_axis(x_axis)
|
|
.y_axis(y_axis)
|
|
.datasets(&[
|
|
Dataset::default()
|
|
.marker(if app_state.use_dot {
|
|
Marker::Dot
|
|
} else {
|
|
Marker::Braille
|
|
})
|
|
.style(Style::default().fg(COLOUR_LIST[0]))
|
|
.data(&network_data_rx),
|
|
Dataset::default()
|
|
.marker(if app_state.use_dot {
|
|
Marker::Dot
|
|
} else {
|
|
Marker::Braille
|
|
})
|
|
.style(Style::default().fg(COLOUR_LIST[1]))
|
|
.data(&network_data_tx),
|
|
])
|
|
.render(f, draw_loc);
|
|
}
|
|
|
|
fn draw_network_labels<B: backend::Backend>(
|
|
f: &mut Frame<B>, app_state: &mut app::App, draw_loc: Rect,
|
|
) {
|
|
let rx_display: String = app_state.canvas_data.rx_display.clone();
|
|
let tx_display: String = app_state.canvas_data.tx_display.clone();
|
|
let total_rx_display: String = app_state.canvas_data.total_rx_display.clone();
|
|
let total_tx_display: String = app_state.canvas_data.total_tx_display.clone();
|
|
|
|
// Gross but I need it to work...
|
|
let total_network = if cfg!(not(target_os = "windows")) {
|
|
vec![vec![
|
|
rx_display,
|
|
tx_display,
|
|
total_rx_display,
|
|
total_tx_display,
|
|
]]
|
|
} else {
|
|
vec![vec![rx_display, tx_display]]
|
|
};
|
|
let mapped_network = total_network.iter().map(|val| Row::Data(val.iter()));
|
|
|
|
// Calculate widths
|
|
let width_ratios: Vec<f64>;
|
|
let lens: &Vec<usize>;
|
|
let width = f64::from(draw_loc.width);
|
|
|
|
if cfg!(not(target_os = "windows")) {
|
|
width_ratios = vec![0.25, 0.25, 0.25, 0.25];
|
|
lens = &NON_WINDOWS_NETWORK_HEADERS_LENS;
|
|
} else {
|
|
width_ratios = vec![0.25, 0.25];
|
|
lens = &WINDOWS_NETWORK_HEADERS_LENS;
|
|
}
|
|
let variable_intrinsic_results =
|
|
get_variable_intrinsic_widths(width as u16, &width_ratios, lens);
|
|
let intrinsic_widths: Vec<u16> =
|
|
((variable_intrinsic_results.0)[0..variable_intrinsic_results.1]).to_vec();
|
|
|
|
// Draw
|
|
Table::new(
|
|
// TODO: [OPT] Feels like I can optimize this and avoid multiple to_vec calls?
|
|
if cfg!(not(target_os = "windows")) {
|
|
NON_WINDOWS_NETWORK_HEADERS.to_vec()
|
|
} else {
|
|
WINDOWS_NETWORK_HEADERS.to_vec()
|
|
}
|
|
.iter(),
|
|
mapped_network,
|
|
)
|
|
.block(Block::default().borders(Borders::ALL).border_style(
|
|
match app_state.current_application_position {
|
|
app::ApplicationPosition::Network => *CANVAS_HIGHLIGHTED_BORDER_STYLE,
|
|
_ => *CANVAS_BORDER_STYLE,
|
|
},
|
|
))
|
|
.header_style(Style::default().fg(Color::LightBlue))
|
|
.widths(
|
|
&(intrinsic_widths
|
|
.into_iter()
|
|
.map(|calculated_width| Constraint::Length(calculated_width as u16))
|
|
.collect::<Vec<_>>()),
|
|
)
|
|
.render(f, draw_loc);
|
|
}
|
|
|
|
fn draw_temp_table<B: backend::Backend>(
|
|
f: &mut Frame<B>, app_state: &mut app::App, draw_loc: Rect,
|
|
) {
|
|
let temp_sensor_data: &[Vec<String>] = &(app_state.canvas_data.temp_sensor_data);
|
|
|
|
let num_rows = i64::from(draw_loc.height) - 5;
|
|
let start_position = get_start_position(
|
|
num_rows,
|
|
&(app_state.scroll_direction),
|
|
&mut app_state.previous_temp_position,
|
|
app_state.currently_selected_temperature_position,
|
|
);
|
|
|
|
let sliced_vec: Vec<Vec<String>> = (&temp_sensor_data[start_position as usize..]).to_vec();
|
|
let mut temp_row_counter = 0;
|
|
|
|
let temperature_rows = sliced_vec.iter().map(|temp_row| {
|
|
Row::StyledData(
|
|
temp_row.iter(),
|
|
match app_state.current_application_position {
|
|
app::ApplicationPosition::Temp => {
|
|
if temp_row_counter
|
|
== app_state.currently_selected_temperature_position - start_position
|
|
{
|
|
temp_row_counter = -1;
|
|
Style::default().fg(Color::Black).bg(Color::Cyan)
|
|
} else {
|
|
if temp_row_counter >= 0 {
|
|
temp_row_counter += 1;
|
|
}
|
|
Style::default().fg(TEXT_COLOUR)
|
|
}
|
|
}
|
|
_ => Style::default().fg(TEXT_COLOUR),
|
|
},
|
|
)
|
|
});
|
|
|
|
// Calculate widths
|
|
let width = f64::from(draw_loc.width);
|
|
let width_ratios = [0.5, 0.5];
|
|
let variable_intrinsic_results =
|
|
get_variable_intrinsic_widths(width as u16, &width_ratios, &TEMP_HEADERS_LENS);
|
|
let intrinsic_widths: Vec<u16> =
|
|
((variable_intrinsic_results.0)[0..variable_intrinsic_results.1]).to_vec();
|
|
|
|
// Draw
|
|
Table::new(TEMP_HEADERS.iter(), temperature_rows)
|
|
.block(
|
|
Block::default()
|
|
.title("Temperatures")
|
|
.borders(Borders::ALL)
|
|
.border_style(match app_state.current_application_position {
|
|
app::ApplicationPosition::Temp => *CANVAS_HIGHLIGHTED_BORDER_STYLE,
|
|
_ => *CANVAS_BORDER_STYLE,
|
|
}),
|
|
)
|
|
.header_style(Style::default().fg(Color::LightBlue))
|
|
.widths(
|
|
&(intrinsic_widths
|
|
.into_iter()
|
|
.map(|calculated_width| Constraint::Length(calculated_width as u16))
|
|
.collect::<Vec<_>>()),
|
|
)
|
|
.render(f, draw_loc);
|
|
}
|
|
|
|
fn draw_disk_table<B: backend::Backend>(
|
|
f: &mut Frame<B>, app_state: &mut app::App, draw_loc: Rect,
|
|
) {
|
|
let disk_data: &[Vec<String>] = &(app_state.canvas_data.disk_data);
|
|
let num_rows = i64::from(draw_loc.height) - 5;
|
|
let start_position = get_start_position(
|
|
num_rows,
|
|
&(app_state.scroll_direction),
|
|
&mut app_state.previous_disk_position,
|
|
app_state.currently_selected_disk_position,
|
|
);
|
|
|
|
let sliced_vec: Vec<Vec<String>> = (&disk_data[start_position as usize..]).to_vec();
|
|
let mut disk_counter = 0;
|
|
|
|
let disk_rows = sliced_vec.iter().map(|disk| {
|
|
Row::StyledData(
|
|
disk.iter(),
|
|
match app_state.current_application_position {
|
|
app::ApplicationPosition::Disk => {
|
|
if disk_counter == app_state.currently_selected_disk_position - start_position {
|
|
disk_counter = -1;
|
|
Style::default().fg(Color::Black).bg(Color::Cyan)
|
|
} else {
|
|
if disk_counter >= 0 {
|
|
disk_counter += 1;
|
|
}
|
|
Style::default().fg(TEXT_COLOUR)
|
|
}
|
|
}
|
|
_ => Style::default().fg(TEXT_COLOUR),
|
|
},
|
|
)
|
|
});
|
|
|
|
// Calculate widths
|
|
// TODO: Ellipsis on strings?
|
|
let width = f64::from(draw_loc.width);
|
|
let width_ratios = [0.2, 0.15, 0.13, 0.13, 0.13, 0.13, 0.13];
|
|
let variable_intrinsic_results =
|
|
get_variable_intrinsic_widths(width as u16, &width_ratios, &DISK_HEADERS_LENS);
|
|
let intrinsic_widths: Vec<u16> =
|
|
((variable_intrinsic_results.0)[0..variable_intrinsic_results.1]).to_vec();
|
|
|
|
// Draw!
|
|
Table::new(DISK_HEADERS.iter(), disk_rows)
|
|
.block(
|
|
Block::default()
|
|
.title("Disk")
|
|
.borders(Borders::ALL)
|
|
.border_style(match app_state.current_application_position {
|
|
app::ApplicationPosition::Disk => *CANVAS_HIGHLIGHTED_BORDER_STYLE,
|
|
_ => *CANVAS_BORDER_STYLE,
|
|
}),
|
|
)
|
|
.header_style(
|
|
Style::default()
|
|
.fg(Color::LightBlue)
|
|
.modifier(Modifier::BOLD),
|
|
)
|
|
.widths(
|
|
&(intrinsic_widths
|
|
.into_iter()
|
|
.map(|calculated_width| Constraint::Length(calculated_width as u16))
|
|
.collect::<Vec<_>>()),
|
|
)
|
|
.render(f, draw_loc);
|
|
}
|
|
|
|
fn draw_processes_table<B: backend::Backend>(
|
|
f: &mut Frame<B>, app_state: &mut app::App, draw_loc: Rect,
|
|
) {
|
|
let process_data: &[ConvertedProcessData] = if app_state.is_grouped() {
|
|
&app_state.canvas_data.grouped_process_data
|
|
} else {
|
|
&app_state.canvas_data.process_data
|
|
};
|
|
|
|
// Admittedly this is kinda a hack... but we need to:
|
|
// * Scroll
|
|
// * Show/hide elements based on scroll position
|
|
// As such, we use a process_counter to know when we've hit the process we've currently scrolled to. We also need to move the list - we can
|
|
// do so by hiding some elements!
|
|
let num_rows = i64::from(draw_loc.height) - 5;
|
|
|
|
let start_position = get_start_position(
|
|
num_rows,
|
|
&(app_state.scroll_direction),
|
|
&mut app_state.previous_process_position,
|
|
app_state.currently_selected_process_position,
|
|
);
|
|
|
|
let sliced_vec: Vec<ConvertedProcessData> = (&process_data[start_position as usize..]).to_vec();
|
|
let mut process_counter = 0;
|
|
|
|
// Draw!
|
|
let process_rows = sliced_vec.iter().map(|process| {
|
|
let stringified_process_vec: Vec<String> = vec![
|
|
if app_state.is_grouped() {
|
|
process.group.len().to_string()
|
|
} else {
|
|
process.pid.to_string()
|
|
},
|
|
process.name.clone(),
|
|
process.cpu_usage.clone(),
|
|
process.mem_usage.clone(),
|
|
];
|
|
Row::StyledData(
|
|
stringified_process_vec.into_iter(),
|
|
match app_state.current_application_position {
|
|
app::ApplicationPosition::Process => {
|
|
if process_counter
|
|
== app_state.currently_selected_process_position - start_position
|
|
{
|
|
process_counter = -1;
|
|
Style::default().fg(Color::Black).bg(Color::Cyan)
|
|
} else {
|
|
if process_counter >= 0 {
|
|
process_counter += 1;
|
|
}
|
|
Style::default().fg(TEXT_COLOUR)
|
|
}
|
|
}
|
|
_ => Style::default().fg(TEXT_COLOUR),
|
|
},
|
|
)
|
|
});
|
|
|
|
use app::data_collection::processes::ProcessSorting;
|
|
let mut pid_or_name = if app_state.is_grouped() {
|
|
"Count"
|
|
} else {
|
|
"PID(p)"
|
|
}
|
|
.to_string();
|
|
let mut name = "Name(n)".to_string();
|
|
let mut cpu = "CPU%(c)".to_string();
|
|
let mut mem = "Mem%(m)".to_string();
|
|
|
|
let direction_val = if app_state.process_sorting_reverse {
|
|
"⯆".to_string()
|
|
} else {
|
|
"⯅".to_string()
|
|
};
|
|
|
|
match app_state.process_sorting_type {
|
|
ProcessSorting::CPU => cpu += &direction_val,
|
|
ProcessSorting::MEM => mem += &direction_val,
|
|
ProcessSorting::PID => pid_or_name += &direction_val,
|
|
ProcessSorting::NAME => name += &direction_val,
|
|
};
|
|
|
|
// TODO: [OPT] Reuse calculation to save time?
|
|
let process_headers = [pid_or_name, name, cpu, mem];
|
|
let process_headers_lens: Vec<usize> = process_headers
|
|
.iter()
|
|
.map(|entry| entry.len())
|
|
.collect::<Vec<_>>();
|
|
|
|
// Calculate widths
|
|
let width = f64::from(draw_loc.width);
|
|
let width_ratios = [0.2, 0.4, 0.2, 0.2];
|
|
let variable_intrinsic_results =
|
|
get_variable_intrinsic_widths(width as u16, &width_ratios, &process_headers_lens);
|
|
let intrinsic_widths: Vec<u16> =
|
|
((variable_intrinsic_results.0)[0..variable_intrinsic_results.1]).to_vec();
|
|
|
|
Table::new(process_headers.iter(), process_rows)
|
|
.block(
|
|
Block::default()
|
|
.title("Processes")
|
|
.borders(Borders::ALL)
|
|
.border_style(match app_state.current_application_position {
|
|
app::ApplicationPosition::Process => *CANVAS_HIGHLIGHTED_BORDER_STYLE,
|
|
_ => *CANVAS_BORDER_STYLE,
|
|
}),
|
|
)
|
|
.header_style(Style::default().fg(Color::LightBlue))
|
|
.widths(
|
|
&(intrinsic_widths
|
|
.into_iter()
|
|
.map(|calculated_width| Constraint::Length(calculated_width as u16))
|
|
.collect::<Vec<_>>()),
|
|
)
|
|
.render(f, draw_loc);
|
|
}
|
|
|
|
/// A somewhat jury-rigged solution to simulate a variable intrinsic layout for
|
|
/// table widths. Note that this will do one main pass to try to properly
|
|
/// allocate widths. This will thus potentially cut off latter elements
|
|
/// (return size of 0) if it is too small (threshold), but will try its best.
|
|
///
|
|
/// `width thresholds` and `desired_widths_ratio` should be the same length.
|
|
/// Otherwise bad things happen.
|
|
fn get_variable_intrinsic_widths(
|
|
total_width: u16, desired_widths_ratio: &[f64], width_thresholds: &[usize],
|
|
) -> (Vec<u16>, usize) {
|
|
let num_widths = desired_widths_ratio.len();
|
|
let mut resulting_widths: Vec<u16> = vec![0; num_widths];
|
|
let mut last_index = 0;
|
|
|
|
let mut remaining_width = (total_width - (num_widths as u16 - 1)) as i32; // Required for spaces...
|
|
let desired_widths = desired_widths_ratio
|
|
.iter()
|
|
.map(|&desired_width_ratio| (desired_width_ratio * total_width as f64) as i32)
|
|
.collect::<Vec<_>>();
|
|
|
|
for (itx, desired_width) in desired_widths.into_iter().enumerate() {
|
|
resulting_widths[itx] = if desired_width < width_thresholds[itx] as i32 {
|
|
// Try to take threshold, else, 0
|
|
if remaining_width < width_thresholds[itx] as i32 {
|
|
0
|
|
} else {
|
|
remaining_width -= width_thresholds[itx] as i32;
|
|
width_thresholds[itx] as u16
|
|
}
|
|
} else {
|
|
// Take as large as possible
|
|
if remaining_width < desired_width {
|
|
// Check the biggest chunk possible
|
|
if remaining_width < width_thresholds[itx] as i32 {
|
|
0
|
|
} else {
|
|
let temp_width = remaining_width;
|
|
remaining_width = 0;
|
|
temp_width as u16
|
|
}
|
|
} else {
|
|
remaining_width -= desired_width;
|
|
desired_width as u16
|
|
}
|
|
};
|
|
|
|
if resulting_widths[itx] == 0 {
|
|
break;
|
|
} else {
|
|
last_index += 1;
|
|
}
|
|
}
|
|
|
|
// Simple redistribution tactic - if there's any space left, split it evenly amongst all members
|
|
if last_index < num_widths {
|
|
let for_all_widths = (remaining_width / last_index as i32) as u16;
|
|
let mut remainder = remaining_width % last_index as i32;
|
|
|
|
for resulting_width in &mut resulting_widths {
|
|
*resulting_width += for_all_widths;
|
|
if remainder > 0 {
|
|
*resulting_width += 1;
|
|
remainder -= 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
(resulting_widths, last_index)
|
|
}
|
|
|
|
fn get_start_position(
|
|
num_rows: i64, scroll_direction: &app::ScrollDirection, previously_scrolled_position: &mut i64,
|
|
currently_selected_position: i64,
|
|
) -> i64 {
|
|
match scroll_direction {
|
|
app::ScrollDirection::DOWN => {
|
|
if currently_selected_position < *previously_scrolled_position + num_rows {
|
|
// If, using previous_scrolled_position, we can see the element
|
|
// (so within that and + num_rows) just reuse the current previously scrolled position
|
|
*previously_scrolled_position
|
|
} else if currently_selected_position >= num_rows {
|
|
// Else if the current position past the last element visible in the list, omit
|
|
// until we can see that element
|
|
*previously_scrolled_position = currently_selected_position - num_rows;
|
|
currently_selected_position - num_rows
|
|
} else {
|
|
// Else, if it is not past the last element visible, do not omit anything
|
|
0
|
|
}
|
|
}
|
|
app::ScrollDirection::UP => {
|
|
if currently_selected_position <= *previously_scrolled_position {
|
|
// If it's past the first element, then show from that element downwards
|
|
*previously_scrolled_position = currently_selected_position;
|
|
currently_selected_position
|
|
} else {
|
|
// Else, don't change what our start position is from whatever it is set to!
|
|
*previously_scrolled_position
|
|
}
|
|
}
|
|
}
|
|
}
|