Trait ascii_forge::prelude::Stylize
source · pub trait Stylize: Sized {
type Styled: AsRef<ContentStyle> + AsMut<ContentStyle>;
Show 64 methods
// Required method
fn stylize(self) -> Self::Styled;
// Provided methods
fn with(self, color: Color) -> Self::Styled { ... }
fn on(self, color: Color) -> Self::Styled { ... }
fn underline(self, color: Color) -> Self::Styled { ... }
fn attribute(self, attr: Attribute) -> Self::Styled { ... }
fn reset(self) -> Self::Styled { ... }
fn bold(self) -> Self::Styled { ... }
fn underlined(self) -> Self::Styled { ... }
fn reverse(self) -> Self::Styled { ... }
fn dim(self) -> Self::Styled { ... }
fn italic(self) -> Self::Styled { ... }
fn negative(self) -> Self::Styled { ... }
fn slow_blink(self) -> Self::Styled { ... }
fn rapid_blink(self) -> Self::Styled { ... }
fn hidden(self) -> Self::Styled { ... }
fn crossed_out(self) -> Self::Styled { ... }
fn black(self) -> Self::Styled { ... }
fn on_black(self) -> Self::Styled { ... }
fn underline_black(self) -> Self::Styled { ... }
fn dark_grey(self) -> Self::Styled { ... }
fn on_dark_grey(self) -> Self::Styled { ... }
fn underline_dark_grey(self) -> Self::Styled { ... }
fn red(self) -> Self::Styled { ... }
fn on_red(self) -> Self::Styled { ... }
fn underline_red(self) -> Self::Styled { ... }
fn dark_red(self) -> Self::Styled { ... }
fn on_dark_red(self) -> Self::Styled { ... }
fn underline_dark_red(self) -> Self::Styled { ... }
fn green(self) -> Self::Styled { ... }
fn on_green(self) -> Self::Styled { ... }
fn underline_green(self) -> Self::Styled { ... }
fn dark_green(self) -> Self::Styled { ... }
fn on_dark_green(self) -> Self::Styled { ... }
fn underline_dark_green(self) -> Self::Styled { ... }
fn yellow(self) -> Self::Styled { ... }
fn on_yellow(self) -> Self::Styled { ... }
fn underline_yellow(self) -> Self::Styled { ... }
fn dark_yellow(self) -> Self::Styled { ... }
fn on_dark_yellow(self) -> Self::Styled { ... }
fn underline_dark_yellow(self) -> Self::Styled { ... }
fn blue(self) -> Self::Styled { ... }
fn on_blue(self) -> Self::Styled { ... }
fn underline_blue(self) -> Self::Styled { ... }
fn dark_blue(self) -> Self::Styled { ... }
fn on_dark_blue(self) -> Self::Styled { ... }
fn underline_dark_blue(self) -> Self::Styled { ... }
fn magenta(self) -> Self::Styled { ... }
fn on_magenta(self) -> Self::Styled { ... }
fn underline_magenta(self) -> Self::Styled { ... }
fn dark_magenta(self) -> Self::Styled { ... }
fn on_dark_magenta(self) -> Self::Styled { ... }
fn underline_dark_magenta(self) -> Self::Styled { ... }
fn cyan(self) -> Self::Styled { ... }
fn on_cyan(self) -> Self::Styled { ... }
fn underline_cyan(self) -> Self::Styled { ... }
fn dark_cyan(self) -> Self::Styled { ... }
fn on_dark_cyan(self) -> Self::Styled { ... }
fn underline_dark_cyan(self) -> Self::Styled { ... }
fn white(self) -> Self::Styled { ... }
fn on_white(self) -> Self::Styled { ... }
fn underline_white(self) -> Self::Styled { ... }
fn grey(self) -> Self::Styled { ... }
fn on_grey(self) -> Self::Styled { ... }
fn underline_grey(self) -> Self::Styled { ... }
}
Expand description
Provides a set of methods to set attributes and colors.
§Examples
use crossterm::style::Stylize;
println!("{}", "Bold text".bold());
println!("{}", "Underlined text".underlined());
println!("{}", "Negative text".negative());
println!("{}", "Red on blue".red().on_blue());
Required Associated Types§
sourcetype Styled: AsRef<ContentStyle> + AsMut<ContentStyle>
type Styled: AsRef<ContentStyle> + AsMut<ContentStyle>
This type with styles applied.
Required Methods§
Provided Methods§
sourcefn underlined(self) -> Self::Styled
fn underlined(self) -> Self::Styled
Applies the Underlined
attribute to the text.
sourcefn slow_blink(self) -> Self::Styled
fn slow_blink(self) -> Self::Styled
Applies the SlowBlink
attribute to the text.
sourcefn rapid_blink(self) -> Self::Styled
fn rapid_blink(self) -> Self::Styled
Applies the RapidBlink
attribute to the text.
Applies the Hidden
attribute to the text.
sourcefn crossed_out(self) -> Self::Styled
fn crossed_out(self) -> Self::Styled
Applies the CrossedOut
attribute to the text.
sourcefn underline_black(self) -> Self::Styled
fn underline_black(self) -> Self::Styled
Sets the underline color to Black
.
sourcefn on_dark_grey(self) -> Self::Styled
fn on_dark_grey(self) -> Self::Styled
Sets the background color to DarkGrey
.
sourcefn underline_dark_grey(self) -> Self::Styled
fn underline_dark_grey(self) -> Self::Styled
Sets the underline color to DarkGrey
.
sourcefn red(self) -> Self::Styled
fn red(self) -> Self::Styled
Sets the foreground color to Red
.
Examples found in repository?
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fn main() -> Result<(), Box<dyn Error>> {
let mut event = Event::FocusGained;
let mut window = Window::init()?;
if !window.supports().keyboard() {
window.restore()?;
eprintln!("This game does not support this terminal.\nIf Curious, look up terminals that support the kitty keyboard protocol");
return Err("Terminal Unsupported".into());
}
loop {
window.update(Duration::ZERO)?;
if let Some(new_event) = window.event() {
event = new_event.clone();
}
render!(
window, [
vec2(0, 20) => "To Quit, Press Ctrl + C".red(),
vec2(0, 0) => format!("{:#?}", event).replace('\t', " "),
]
);
if window.key(KeyEvent::new(KeyCode::Char('c'), KeyModifiers::CONTROL)) {
break;
}
}
Ok(())
}
More examples
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fn main() -> io::Result<()> {
// Will init the window for you, handling all required procedures.
let mut window = Window::init()?;
// Ask the system to handle panics for us.
handle_panics();
loop {
// Ask the window to draw, handle events, and fix sizing issues.
// Duration is the time for which to poll events before re-rendering.
window.update(Duration::from_millis(200))?;
// Render elements to the window
render!(window, [
vec2(0, 0) => "Hello World!",
vec2(0, 1) => "Press `Enter` to exit!".red(),
]);
// Check if the Enter Key was pressed, and exit the app if it was.
if window.code(KeyCode::Enter) {
break;
}
}
// Restore the window, enabling the window to function normally again
// If nothing will be run after this, once the window is dropped, this will be run implicitly.
window.restore()
}
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fn progress_bar() -> io::Result<()> {
let mut window = Window::init_inline(2)?;
let timer = SystemTime::now();
let duration = Duration::from_secs(3);
// The Inline Render Loop
loop {
// Render's the Window and captures events
window.update(Duration::ZERO)?;
let amount_done = SystemTime::now().duration_since(timer).unwrap();
let percent = amount_done.as_secs_f64() / duration.as_secs_f64();
if percent >= 1.0 {
break;
}
let x = (window.size().x as f64 * percent).round() as u16;
// Create the progress bar text
let text_green = "|".repeat(x as usize).green();
let text_red = "|".repeat((window.size().x - x) as usize).red();
// Render the Progress Bar
render!(window, [
vec2(0, 1) => text_green,
vec2(x, 1) => text_red,
vec2(0, 0) => "Progress"
]);
// End the loop if key is pressed early
if window.key(KeyEvent::new(KeyCode::Char('c'), KeyModifiers::CONTROL)) {
break;
}
}
window.restore()
}
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pub fn app(window: &mut Window) -> io::Result<String> {
let mut score = 0;
let mut player = Player::new(window, 'W'.green());
let mut projectiles = vec![];
let mut enemies = vec![];
let mut delta = Duration::ZERO;
let mut spawner = Duration::from_millis(800);
let mut move_timer = Duration::from_millis(200);
let mut shoot_timer = Duration::from_millis(500);
let info_text = Buffer::sized_element("Press C-q to quit");
// Main Game Loop
loop {
let start = SystemTime::now();
// update the window, without blocking the screen
window.update(Duration::from_secs_f64(1.0 / 60.0))?;
if window.code(KeyCode::Char(' ')) {
projectiles.push(Projectile::new(
vec2(player.loc.x - 1, player.loc.y - 1),
-0.3,
"|||".green(),
))
}
// Render and update projectiles
projectiles.retain(|x| x.alive(window));
projectiles.iter_mut().for_each(|x| {
x.update();
x.draw(window);
});
// Render and update the player.
player.update(window);
player.draw(window);
match spawner.checked_sub(delta) {
Some(s) => spawner = s,
None => {
enemies.push(Enemy::new(vec2(0, 3), 'M'.red(), 10));
spawner = Duration::from_secs(2);
}
}
match move_timer.checked_sub(delta) {
Some(m) => move_timer = m,
None => {
if enemies.iter_mut().any(|x| x.enemy_move(window)) {
return Ok(format!("Game Over\nScore was: {}", score));
}
move_timer = Duration::from_millis(200);
}
}
if player.hit(&projectiles) {
return Ok(format!("Game Over\nScore was: {}", score));
}
match shoot_timer.checked_sub(delta) {
Some(s) => shoot_timer = s,
None => {
enemies.iter_mut().for_each(|x| {
projectiles.push(Projectile::new(vec2(x.loc.x, x.loc.y + 1), 0.3, "|".red()))
});
shoot_timer = Duration::from_millis(500);
}
}
enemies.retain_mut(|x| {
if x.hit(&projectiles) {
score += x.score;
false
} else {
true
}
});
enemies.iter_mut().for_each(|x| x.draw(window));
render!(
window, [
vec2(0, 0) => format!("Score: {}", score),
vec2(window.size().x - info_text.size().x, 0) => info_text
]
);
if window.key(KeyEvent::new(KeyCode::Char('c'), KeyModifiers::CONTROL)) {
break;
}
delta = SystemTime::now().duration_since(start).unwrap();
}
Ok("Game Exited".to_string())
}
sourcefn underline_red(self) -> Self::Styled
fn underline_red(self) -> Self::Styled
Sets the underline color to Red
.
sourcefn on_dark_red(self) -> Self::Styled
fn on_dark_red(self) -> Self::Styled
Sets the background color to DarkRed
.
sourcefn underline_dark_red(self) -> Self::Styled
fn underline_dark_red(self) -> Self::Styled
Sets the underline color to DarkRed
.
sourcefn green(self) -> Self::Styled
fn green(self) -> Self::Styled
Sets the foreground color to Green
.
Examples found in repository?
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fn progress_bar() -> io::Result<()> {
let mut window = Window::init_inline(2)?;
let timer = SystemTime::now();
let duration = Duration::from_secs(3);
// The Inline Render Loop
loop {
// Render's the Window and captures events
window.update(Duration::ZERO)?;
let amount_done = SystemTime::now().duration_since(timer).unwrap();
let percent = amount_done.as_secs_f64() / duration.as_secs_f64();
if percent >= 1.0 {
break;
}
let x = (window.size().x as f64 * percent).round() as u16;
// Create the progress bar text
let text_green = "|".repeat(x as usize).green();
let text_red = "|".repeat((window.size().x - x) as usize).red();
// Render the Progress Bar
render!(window, [
vec2(0, 1) => text_green,
vec2(x, 1) => text_red,
vec2(0, 0) => "Progress"
]);
// End the loop if key is pressed early
if window.key(KeyEvent::new(KeyCode::Char('c'), KeyModifiers::CONTROL)) {
break;
}
}
window.restore()
}
More examples
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pub fn app(window: &mut Window) -> io::Result<String> {
let mut score = 0;
let mut player = Player::new(window, 'W'.green());
let mut projectiles = vec![];
let mut enemies = vec![];
let mut delta = Duration::ZERO;
let mut spawner = Duration::from_millis(800);
let mut move_timer = Duration::from_millis(200);
let mut shoot_timer = Duration::from_millis(500);
let info_text = Buffer::sized_element("Press C-q to quit");
// Main Game Loop
loop {
let start = SystemTime::now();
// update the window, without blocking the screen
window.update(Duration::from_secs_f64(1.0 / 60.0))?;
if window.code(KeyCode::Char(' ')) {
projectiles.push(Projectile::new(
vec2(player.loc.x - 1, player.loc.y - 1),
-0.3,
"|||".green(),
))
}
// Render and update projectiles
projectiles.retain(|x| x.alive(window));
projectiles.iter_mut().for_each(|x| {
x.update();
x.draw(window);
});
// Render and update the player.
player.update(window);
player.draw(window);
match spawner.checked_sub(delta) {
Some(s) => spawner = s,
None => {
enemies.push(Enemy::new(vec2(0, 3), 'M'.red(), 10));
spawner = Duration::from_secs(2);
}
}
match move_timer.checked_sub(delta) {
Some(m) => move_timer = m,
None => {
if enemies.iter_mut().any(|x| x.enemy_move(window)) {
return Ok(format!("Game Over\nScore was: {}", score));
}
move_timer = Duration::from_millis(200);
}
}
if player.hit(&projectiles) {
return Ok(format!("Game Over\nScore was: {}", score));
}
match shoot_timer.checked_sub(delta) {
Some(s) => shoot_timer = s,
None => {
enemies.iter_mut().for_each(|x| {
projectiles.push(Projectile::new(vec2(x.loc.x, x.loc.y + 1), 0.3, "|".red()))
});
shoot_timer = Duration::from_millis(500);
}
}
enemies.retain_mut(|x| {
if x.hit(&projectiles) {
score += x.score;
false
} else {
true
}
});
enemies.iter_mut().for_each(|x| x.draw(window));
render!(
window, [
vec2(0, 0) => format!("Score: {}", score),
vec2(window.size().x - info_text.size().x, 0) => info_text
]
);
if window.key(KeyEvent::new(KeyCode::Char('c'), KeyModifiers::CONTROL)) {
break;
}
delta = SystemTime::now().duration_since(start).unwrap();
}
Ok("Game Exited".to_string())
}
sourcefn underline_green(self) -> Self::Styled
fn underline_green(self) -> Self::Styled
Sets the underline color to Green
.
sourcefn dark_green(self) -> Self::Styled
fn dark_green(self) -> Self::Styled
Sets the foreground color to DarkGreen
.
sourcefn on_dark_green(self) -> Self::Styled
fn on_dark_green(self) -> Self::Styled
Sets the background color to DarkGreen
.
sourcefn underline_dark_green(self) -> Self::Styled
fn underline_dark_green(self) -> Self::Styled
Sets the underline color to DarkGreen
.
sourcefn underline_yellow(self) -> Self::Styled
fn underline_yellow(self) -> Self::Styled
Sets the underline color to Yellow
.
sourcefn dark_yellow(self) -> Self::Styled
fn dark_yellow(self) -> Self::Styled
Sets the foreground color to DarkYellow
.
sourcefn on_dark_yellow(self) -> Self::Styled
fn on_dark_yellow(self) -> Self::Styled
Sets the background color to DarkYellow
.
sourcefn underline_dark_yellow(self) -> Self::Styled
fn underline_dark_yellow(self) -> Self::Styled
Sets the underline color to DarkYellow
.
sourcefn underline_blue(self) -> Self::Styled
fn underline_blue(self) -> Self::Styled
Sets the underline color to Blue
.
sourcefn on_dark_blue(self) -> Self::Styled
fn on_dark_blue(self) -> Self::Styled
Sets the background color to DarkBlue
.
sourcefn underline_dark_blue(self) -> Self::Styled
fn underline_dark_blue(self) -> Self::Styled
Sets the underline color to DarkBlue
.
sourcefn on_magenta(self) -> Self::Styled
fn on_magenta(self) -> Self::Styled
Sets the background color to Magenta
.
sourcefn underline_magenta(self) -> Self::Styled
fn underline_magenta(self) -> Self::Styled
Sets the underline color to Magenta
.
sourcefn dark_magenta(self) -> Self::Styled
fn dark_magenta(self) -> Self::Styled
Sets the foreground color to DarkMagenta
.
sourcefn on_dark_magenta(self) -> Self::Styled
fn on_dark_magenta(self) -> Self::Styled
Sets the background color to DarkMagenta
.
sourcefn underline_dark_magenta(self) -> Self::Styled
fn underline_dark_magenta(self) -> Self::Styled
Sets the underline color to DarkMagenta
.
sourcefn underline_cyan(self) -> Self::Styled
fn underline_cyan(self) -> Self::Styled
Sets the underline color to Cyan
.
sourcefn on_dark_cyan(self) -> Self::Styled
fn on_dark_cyan(self) -> Self::Styled
Sets the background color to DarkCyan
.
sourcefn underline_dark_cyan(self) -> Self::Styled
fn underline_dark_cyan(self) -> Self::Styled
Sets the underline color to DarkCyan
.
sourcefn underline_white(self) -> Self::Styled
fn underline_white(self) -> Self::Styled
Sets the underline color to White
.
sourcefn underline_grey(self) -> Self::Styled
fn underline_grey(self) -> Self::Styled
Sets the underline color to Grey
.