Update tutorials per new Model interface-based structure

This commit is contained in:
Christian Rocha
2020-10-15 20:26:02 -04:00
parent c72ee756dd
commit 9c5d4268ba
7 changed files with 203 additions and 183 deletions

242
README.md
View File

@@ -39,67 +39,63 @@ Be sure to check out [Bubbles][bubbles], a library of common UI components for B
## Tutorial
Bubble Tea is based on the functional design paradigms of [The Elm
Architecture][elm]. It might not seem very Go-like at first, but once you get
used to the general structure you'll find that most of the idomatic Go things
you know and love are still relevant and useful here.
Architecture][elm] which happens work nicely with Go.
By the way, the non-annotated source code for this program
[is also available](https://github.com/charmbracelet/bubbletea/tree/master/tutorials/basics).
By the way, the non-annotated source code for this program is available
[on GitHub](https://github.com/charmbracelet/bubbletea/tree/master/tutorials/basics).
This tutorial assumes you have a working knowledge of Go.
[elm]: https://guide.elm-lang.org/architecture/
### Enough! Let's get to it.
## Enough! Let's get to it.
For this tutorial we're making a to-do list.
We'll start by defining our package and import some libraries. Our only external
To start we'll define our package and import some libraries. Our only external
import will be the Bubble Tea library, which we'll call `tea` for short.
```go
package main
package main
import (
"fmt"
"os"
import (
"fmt"
"os"
tea "github.com/charmbracelet/bubbletea"
)
tea "github.com/charmbracelet/bubbletea"
)
```
Bubble Tea programs are comprised of a **model** that describes the application
state and three simple functions that are centered around that model:
state and three simple methods on that model:
* **Initialize**, a function that returns the model's initial state.
* **Init**, a function that returns an initial command for the application to run.
* **Update**, a function that handles incoming events and updates the model accordingly.
* **View**, a function that renders the UI based on the data in the model.
### The Model
## The Model
So let's start by defining our model which will store our application's state.
It can be any type, but a `struct` usually makes the most sense.
```go
type model struct {
choices []string // items on the to-do list
cursor int // which to-do list item our cursor is pointing at
selected map[int]struct{} // which to-do items are selected
}
type model struct {
choices []string // items on the to-do list
cursor int // which to-do list item our cursor is pointing at
selected map[int]struct{} // which to-do items are selected
}
```
### The Initialization Function
## Initialization
Next we'll define a function that will initialize our application. An
initialize function returns a model representing our application's initial
state, as well as a `Cmd` that could perform some initial I/O. For now, we
don't need to do any I/O, so for the command we'll just return `nil`, which
translates to "no command."
Next we'll define our applications initial state. Well store our initial
model in a simple variable, and then define the `Init` method. `Init` can
return a `Cmd` that could perform some initial I/O. For now, we don't need to
do any I/O, so for the command we'll just return `nil`, which translates to "no
command."
```go
func initialize() (tea.Model, tea.Cmd) {
m := model{
var initialModel = model{
// Our to-do list is just a grocery list
choices: []string{"Buy carrots", "Buy celery", "Buy kohlrabi"},
@@ -109,14 +105,15 @@ func initialize() (tea.Model, tea.Cmd) {
selected: make(map[int]struct{}),
}
// Return the model and `nil`, which means "no I/O right now, please."
return m, nil
}
func (m model) Init() (tea.Cmd) {
// Just return `nil`, which means "no I/O right now, please."
return m, nil
}
```
### The Update Function
## The Update Method
Next we'll define the update function. The update function is called when
Next we'll define the update method. The update function is called when
"things happen." Its job is to look at what has happened and return an updated
model in response to whatever happened. It can also return a `Cmd` and make
more things happen, but for now don't worry about that part.
@@ -135,114 +132,149 @@ For now, we'll just deal with `tea.KeyMsg` messages, which are automatically
sent to the update function when keys are pressed.
```go
func update(msg tea.Msg, mdl tea.Model) (tea.Model, tea.Cmd) {
m, _ := mdl.(model)
func (m model) Update(msg tea.Msg) (tea.Model, tea.Cmd) {
switch msg := msg.(type) {
switch msg := msg.(type) {
// Is it a key press?
case tea.KeyMsg:
// Is it a key press?
case tea.KeyMsg:
// Cool, what was the actual key pressed?
switch msg.String() {
// Cool, what was the actual key pressed?
switch msg.String() {
// These keys should exit the program.
case "ctrl+c", "q":
return m, tea.Quit
// These keys should exit the program.
case "ctrl+c", "q":
return m, tea.Quit
// The "up" and "k" keys move the cursor up
case "up", "k":
if m.cursor > 0 {
m.cursor--
}
// The "up" and "k" keys move the cursor up
case "up", "k":
if m.cursor > 0 {
m.cursor--
}
// The "down" and "j" keys move the cursor down
case "down", "j":
if m.cursor < len(m.choices)-1 {
m.cursor++
}
// The "down" and "j" keys move the cursor down
case "down", "j":
if m.cursor < len(m.choices)-1 {
m.cursor++
}
// The "enter" key and the spacebar (a literal space) toggle
// the selected state for the item that the cursor is pointing at.
case "enter", " ":
_, ok := m.selected[m.cursor]
if ok {
delete(m.selected, m.cursor)
} else {
m.selected[m.cursor] = struct{}{}
// The "enter" key and the spacebar (a literal space) toggle
// the selected state for the item that the cursor is pointing at.
case "enter", " ":
_, ok := m.selected[m.cursor]
if ok {
delete(m.selected, m.cursor)
} else {
m.selected[m.cursor] = struct{}{}
}
}
}
}
// Return the updated model to the Bubble Tea runtime for processing.
// Note that we're not returning a command.
return m, nil
}
// Return the updated model to the Bubble Tea runtime for processing.
// Note that we're not returning a command.
return m, nil
}
```
You may have noticed that "ctrl+c" and "q" above return a `tea.Quit` command
with the model. That's a special command which instructs the Bubble Tea runtime
to quit, exiting the program.
### The View Function
## The View Method
At last, it's time to render our UI. Of all the functions, the view is the
simplest. A model, in it's current state, comes in and a `string` comes out.
That string is our UI!
At last, it's time to render our UI. Of all the methods, the view is the
simplest. We look at the model in it's current state and use it to return
a `string`. That string is our UI!
Because the view describes the entire UI of your application, you don't have
to worry about redraw logic and stuff like that. Bubble Tea takes care of it
for you.
```go
func view(mdl tea.Model) string {
m, _ := mdl.(model)
func (m model) View() string {
// The header
s := "What should we buy at the market?\n\n"
// The header
s := "What should we buy at the market?\n\n"
// Iterate over our choices
for i, choice := range m.choices {
// Iterate over our choices
for i, choice := range m.choices {
// Is the cursor pointing at this choice?
cursor := " " // no cursor
if m.cursor == i {
cursor = ">" // cursor!
}
// Is the cursor pointing at this choice?
cursor := " " // no cursor
if m.cursor == i {
cursor = ">" // cursor!
// Is this choice selected?
checked := " " // not selected
if _, ok := m.selected[i]; ok {
checked = "x" // selected!
}
// Render the row
s += fmt.Sprintf("%s [%s] %s\n", cursor, checked, choice)
}
// Is this choice selected?
checked := " " // not selected
if _, ok := m.selected[i]; ok {
checked = "x" // selected!
}
// The footer
s += "\nPress q to quit.\n"
// Render the row
s += fmt.Sprintf("%s [%s] %s\n", cursor, checked, choice)
// Send the UI for rendering
return s
}
// The footer
s += "\nPress q to quit.\n"
// Send the UI for rendering
return s
}
```
### All Together Now
## All Together Now
The last step is to simply run our program. We pass our functions to
The last step is to simply run our program. We pass our initial model to
`tea.NewProgram` and let it rip:
```go
func main() {
p := tea.NewProgram(initialize, update, view)
if err := p.Start(); err != nil {
fmt.Printf("Alas, there's been an error: %v", err)
os.Exit(1)
func main() {
p := tea.NewProgram(initialModel)
if err := p.Start(); err != nil {
fmt.Printf("Alas, there's been an error: %v", err)
os.Exit(1)
}
}
}
```
## What's Next?
This tutorial covers the basics of building an interactive terminal UI, but
in the real world you'll also need to perform I/O. To learn about that have a
look at the [Command Tutorial][cmd]. It's pretty simple.
There are also several [Bubble Tea examples][examples] available and, of course,
there are [Go Docs][docs].
[cmd]: http://github.com/charmbracelet/bubbletea/tree/master/tutorials/commands/
[examples]: http://github.com/charmbracelet/bubbletea/tree/master/examples
[docs]: https://pkg.go.dev/github.com/charmbracelet/glow?tab=doc
### Bubble Tea in the Wild
For some Bubble Tea programs in production, see:
* [Glow](https://github.com/charmbracelet/glow): a markdown reader, browser and online markdown stash
* [The Charm Tool](https://github.com/charmbracelet/charm): the Charm user account manager
### Libraries we use with Bubble Tea
* [Bubbles][bubbles] various Bubble Tea components
* [Termenv][termenv]: Advanced ANSI styling for terminal applications
* [Reflow][reflow]: ANSI-aware methods for reflowing blocks of text
* [go-runewidth][runewidth]: Measure the physical width of strings in terms of terminal cells. Many runes, such as East Asian charcters and emojis, are two cells wide, so measuring a layout with `len()` often won't cut it.
[termenv]: https://github.com/muesli/termenv
[reflow]: https://github.com/muesli/reflow
[bubbles]: https://github.com/charmbracelet/bubbles
[runewidth]: https://github.com/mattn/go-runewidth
### Feedback
We'd love to hear your thoughts on this tutorial. Feel free to drop us a note!
* [Twitter](https://twitter.com/charmcli)
* [The Fediverse](https://mastodon.technology/@charm)
### What's Next?
This tutorial covers the basics of building an interactive terminal UI, but