tui-banner 0.2.0

Colorful ASCII art banner renderer for Rust CLI/TUI
Documentation
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
// Copyright (c) 2025 Lei Zhang
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
//     http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.

use std::io::{self, Write};
use std::thread;
use std::time::Duration;

use crate::color::Palette;
use crate::color::{Color, ColorMode};
use crate::effects::dither::apply_dot_dither;
use crate::effects::light_sweep::{LightSweep, SweepDirection, apply_light_sweep_tint};
use crate::effects::outline::{EdgeShade, apply_edge_shade};
use crate::effects::shadow::{Shadow, apply_shadow};
use crate::emit::emit_ansi;
use crate::fill::{Dither, Fill, apply_fill};
use crate::font::{self, Font, render_text};
use crate::gradient::Gradient;
use crate::grid::{Align, Grid, Padding};
use crate::style::Style;
use crate::terminal::detect_color_mode;

/// High-level banner builder.
#[derive(Clone, Debug)]
pub struct Banner {
    text: String,
    font: Font,
    gradient: Option<Gradient>,
    fill: Fill,
    light_sweep: Option<LightSweep>,
    shadow: Option<Shadow>,
    edge_shade: Option<EdgeShade>,
    dot_dither: Option<Dither>,
    dot_dither_targets: Option<Vec<char>>,
    align: Align,
    padding: Padding,
    width: Option<usize>,
    max_width: Option<usize>,
    kerning: usize,
    line_gap: usize,
    color_mode: ColorMode,
}

/// Errors returned when building a banner.
#[derive(Debug)]
pub enum BannerError {
    /// Failed to parse the bundled Figlet font.
    Font(font::figlet::FigletError),
}

impl std::fmt::Display for BannerError {
    fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
        match self {
            BannerError::Font(err) => write!(f, "font parse error: {err:?}"),
        }
    }
}

impl std::error::Error for BannerError {}

impl From<font::figlet::FigletError> for BannerError {
    fn from(err: font::figlet::FigletError) -> Self {
        BannerError::Font(err)
    }
}

impl Banner {
    /// Create a banner from text.
    ///
    /// Returns an error if the bundled font cannot be parsed.
    pub fn new(text: impl Into<String>) -> Result<Self, BannerError> {
        Ok(Self {
            text: text.into(),
            font: Font::dos_rebel()?,
            gradient: None,
            fill: Fill::Blocks,
            light_sweep: None,
            shadow: None,
            edge_shade: None,
            dot_dither: None,
            dot_dither_targets: None,
            align: Align::Left,
            padding: Padding::uniform(0),
            width: None,
            max_width: None,
            kerning: 1,
            line_gap: 0,
            color_mode: ColorMode::Auto,
        })
    }

    /// Set the font.
    pub fn font(mut self, font: Font) -> Self {
        self.font = font;
        self
    }

    /// Apply a named style preset.
    pub fn style(mut self, style: Style) -> Self {
        self.color_mode = ColorMode::TrueColor;
        self.gradient = Some(Gradient::vertical(Palette::preset(style.preset())));
        self.fill = Fill::Keep;
        self
    }

    /// Apply a gradient across the glyph grid.
    pub fn gradient(mut self, gradient: Gradient) -> Self {
        self.gradient = Some(gradient);
        self
    }

    /// Fill visible cells (or keep glyph characters).
    pub fn fill(mut self, fill: Fill) -> Self {
        self.fill = fill;
        self
    }

    /// Add a drop shadow.
    pub fn shadow(mut self, offset: (i32, i32), alpha: f32) -> Self {
        self.shadow = Some(Shadow { offset, alpha });
        self
    }

    /// Add a highlight sweep (useful for animated passes).
    pub fn light_sweep(mut self, sweep: LightSweep) -> Self {
        self.light_sweep = Some(sweep);
        self
    }

    /// Add a 1-cell edge shade using a darker color and a dedicated character.
    pub fn edge_shade(mut self, darken: f32, ch: char) -> Self {
        self.edge_shade = Some(EdgeShade { ch, darken });
        self
    }

    /// Enable dot dithering using a custom configuration.
    pub fn dot_dither(mut self, dither: Dither) -> Self {
        self.dot_dither = Some(dither);
        self
    }

    /// Set the dither targets (glyphs to be replaced by dots).
    pub fn dot_dither_targets(mut self, targets: &[char]) -> Self {
        self.dot_dither_targets = Some(targets.to_vec());
        self
    }

    /// Set the dither targets using a string (e.g. "░▒▓").
    pub fn dot_dither_targets_str(mut self, targets: &str) -> Self {
        self.dot_dither_targets = Some(targets.chars().collect());
        self
    }

    /// Builder-style dot dithering configuration.
    pub fn dither(self) -> DotDitherBuilder {
        DotDitherBuilder::new(self)
    }

    /// Align within the target width.
    pub fn align(mut self, align: Align) -> Self {
        self.align = align;
        self
    }

    /// Add padding around the banner.
    pub fn padding<P: Into<Padding>>(mut self, padding: P) -> Self {
        self.padding = padding.into();
        self
    }

    /// Force an output width (pads or clips).
    pub fn width(mut self, width: usize) -> Self {
        self.width = Some(width);
        self
    }

    /// Clamp output width.
    pub fn max_width(mut self, width: usize) -> Self {
        self.max_width = Some(width);
        self
    }

    /// Space between characters.
    pub fn kerning(mut self, kerning: usize) -> Self {
        self.kerning = kerning;
        self
    }

    /// Blank lines between text lines.
    pub fn line_gap(mut self, line_gap: usize) -> Self {
        self.line_gap = line_gap;
        self
    }

    /// Override color mode.
    pub fn color_mode(mut self, mode: ColorMode) -> Self {
        self.color_mode = mode;
        self
    }

    /// Render to a `String` (ANSI escapes included if enabled).
    pub fn render(&self) -> String {
        self.render_with_sweep(None, None)
    }

    /// Animate a light sweep over the banner.
    ///
    /// `speed_ms` controls the delay between frames in milliseconds.
    /// `highlight` overrides the sweep color (use `None` for white).
    pub fn animate_sweep(&self, speed_ms: u64, highlight: Option<Color>) -> io::Result<()> {
        let mut stdout = io::stdout();
        write!(stdout, "\x1b[2J\x1b[?25l")?;
        stdout.flush()?;

        let frames = 180;
        let frame_time = Duration::from_millis(speed_ms);
        let highlight = highlight.unwrap_or(Color::Rgb(255, 255, 255));
        for frame in 0..frames {
            let t = frame as f32 / frames as f32;
            let center = -0.25 + t * 1.5;
            let sweep = LightSweep::new(SweepDirection::DiagonalDown)
                .center(center)
                .width(0.25)
                .intensity(0.9)
                .softness(2.5);

            let banner = self.render_with_sweep(Some(sweep), Some(highlight));
            write!(stdout, "\x1b[H{banner}")?;
            stdout.flush()?;
            thread::sleep(frame_time);
        }

        writeln!(stdout, "\x1b[?25h")?;
        Ok(())
    }

    fn render_with_sweep(
        &self,
        sweep_override: Option<LightSweep>,
        highlight: Option<Color>,
    ) -> String {
        let mut grid = render_text(&self.text, &self.font, self.kerning, self.line_gap);
        apply_fill(&mut grid, self.fill);
        if let Some(gradient) = &self.gradient {
            gradient.apply(&mut grid);
        }
        if let Some(sweep) = sweep_override.or(self.light_sweep) {
            let highlight = highlight.unwrap_or(Color::Rgb(255, 255, 255));
            apply_light_sweep_tint(&mut grid, sweep, highlight);
        }
        if let Some(dither) = self.dot_dither {
            let default_targets = ['', ''];
            let targets = self
                .dot_dither_targets
                .as_deref()
                .unwrap_or(&default_targets);
            grid = apply_dot_dither(&grid, dither, targets);
        }
        if let Some(shade) = self.edge_shade {
            grid = apply_edge_shade(&grid, shade);
        }
        if let Some(shadow) = self.shadow {
            grid = apply_shadow(&grid, shadow);
        }
        let grid = apply_layout(grid, self.padding, self.width, self.max_width, self.align);
        let mode = match self.color_mode {
            ColorMode::Auto => detect_color_mode(),
            other => other,
        };
        emit_ansi(&grid, mode)
    }
}

/// Builder for dot dithering over selected glyph targets.
pub struct DotDitherBuilder {
    banner: Banner,
    targets: Vec<char>,
    dots: (char, char),
}

impl DotDitherBuilder {
    fn new(banner: Banner) -> Self {
        Self {
            banner,
            targets: vec!['', ''],
            dots: ('', ''),
        }
    }

    /// Set glyphs to be replaced by dots.
    pub fn targets(mut self, targets: &str) -> Self {
        self.targets = targets.chars().collect();
        self
    }

    /// Set glyphs to be replaced by dots.
    pub fn targets_vec(mut self, targets: &[char]) -> Self {
        self.targets = targets.to_vec();
        self
    }

    /// Set dot characters (1 or 2 chars, e.g. "·:").
    pub fn dots(mut self, dots: &str) -> Self {
        self.dots = parse_dots(dots);
        self
    }

    /// Apply a checkerboard-style dither.
    pub fn checker(mut self, period: u8) -> Banner {
        let dither = Dither {
            mode: crate::fill::DitherMode::Checker { period },
            dot: self.dots.0,
            alt: self.dots.1,
        };
        self.banner = self
            .banner
            .dot_dither(dither)
            .dot_dither_targets(&self.targets);
        self.banner
    }

    /// Apply a hash-noise dither.
    pub fn noise(mut self, seed: u32, threshold: u8) -> Banner {
        let dither = Dither {
            mode: crate::fill::DitherMode::Noise { seed, threshold },
            dot: self.dots.0,
            alt: self.dots.1,
        };
        self.banner = self
            .banner
            .dot_dither(dither)
            .dot_dither_targets(&self.targets);
        self.banner
    }
}

fn parse_dots(dots: &str) -> (char, char) {
    let mut iter = dots.chars();
    let first = iter.next().unwrap_or('·');
    let second = iter.next().unwrap_or(first);
    (first, second)
}

fn apply_layout(
    mut grid: Grid,
    padding: Padding,
    width: Option<usize>,
    max_width: Option<usize>,
    align: Align,
) -> Grid {
    let height = grid.height();
    let width_now = grid.width();
    let padded_width = width_now + padding.left + padding.right;
    let padded_height = height + padding.top + padding.bottom;

    let mut padded = Grid::new(padded_height, padded_width);
    padded.blit(&grid, padding.top, padding.left);
    grid = padded;

    let mut target_width = width;
    if let Some(max_width) = max_width {
        let limit = grid.width().min(max_width);
        target_width = Some(target_width.map_or(limit, |w| w.min(max_width)));
    }

    if let Some(target) = target_width {
        if target > grid.width() {
            let extra = target - grid.width();
            let left_extra = match align {
                Align::Left => 0,
                Align::Center => extra / 2,
                Align::Right => extra,
            };
            let right_extra = extra - left_extra;
            let mut expanded = Grid::new(grid.height(), target);
            expanded.blit(&grid, 0, left_extra);
            if right_extra > 0 {
                // already blank by default
            }
            grid = expanded;
        } else if target < grid.width() {
            grid = clip_width(&grid, target, align);
        }
    }

    grid
}

fn clip_width(grid: &Grid, target: usize, align: Align) -> Grid {
    if target == 0 {
        return Grid::new(grid.height(), 0);
    }

    let start = match align {
        Align::Left => 0,
        Align::Center => (grid.width().saturating_sub(target)) / 2,
        Align::Right => grid.width().saturating_sub(target),
    };

    let mut out = Grid::new(grid.height(), target);
    for r in 0..grid.height() {
        for c in 0..target {
            if let (Some(cell), Some(target_cell)) = (grid.cell(r, start + c), out.cell_mut(r, c)) {
                *target_cell = cell.clone();
            }
        }
    }
    out
}