Crate ansi_term[−][src]
Expand description
This is a library for controlling colours and formatting, such as red bold text or blue underlined text, on ANSI terminals.
Basic usage
There are two main data structures in this crate that you need to be
concerned with: ANSIString
and Style
. A Style
holds stylistic
information: colours, whether the text should be bold, or blinking, or
whatever. There are also Colour
variants that represent simple foreground
colour styles. An ANSIString
is a string paired with a Style
.
(Yes, it’s British English, but you won’t have to write “colour” very often.
Style
is used the majority of the time.)
To format a string, call the paint
method on a Style
or a Colour
,
passing in the string you want to format as the argument. For example,
here’s how to get some red text:
use ansi_term::Colour::Red;
println!("This is in red: {}", Red.paint("a red string"));
It’s important to note that the paint
method does not actually return a
string with the ANSI control characters surrounding it. Instead, it returns
an ANSIString
value that has a Display
implementation that, when
formatted, returns the characters. This allows strings to be printed with a
minimum of String
allocations being performed behind the scenes.
If you do want to get at the escape codes, then you can convert the
ANSIString
to a string as you would any other Display
value:
use ansi_term::Colour::Red;
use std::string::ToString;
let red_string = Red.paint("a red string").to_string();
Bold, underline, background, and other styles
For anything more complex than plain foreground colour changes, you need to
construct Style
objects themselves, rather than beginning with a Colour
.
You can do this by chaining methods based on a new Style
, created with
Style::new()
. Each method creates a new style that has that specific
property set. For example:
use ansi_term::Style;
println!("How about some {} and {}?",
Style::new().bold().paint("bold"),
Style::new().underline().paint("underline"));
For brevity, these methods have also been implemented for Colour
values,
so you can give your styles a foreground colour without having to begin with
an empty Style
value:
use ansi_term::Colour::{Blue, Yellow};
println!("Demonstrating {} and {}!",
Blue.bold().paint("blue bold"),
Yellow.underline().paint("yellow underline"));
println!("Yellow on blue: {}", Yellow.on(Blue).paint("wow!"));
The complete list of styles you can use are: bold
, dimmed
, italic
,
underline
, blink
, reverse
, hidden
, strikethrough
, and on
for
background colours.
In some cases, you may find it easier to change the foreground on an
existing Style
rather than starting from the appropriate Colour
.
You can do this using the fg
method:
use ansi_term::Style;
use ansi_term::Colour::{Blue, Cyan, Yellow};
println!("Yellow on blue: {}", Style::new().on(Blue).fg(Yellow).paint("yow!"));
println!("Also yellow on blue: {}", Cyan.on(Blue).fg(Yellow).paint("zow!"));
Finally, you can turn a Colour
into a Style
with the normal
method.
This will produce the exact same ANSIString
as if you just used the
paint
method on the Colour
directly, but it’s useful in certain cases:
for example, you may have a method that returns Styles
, and need to
represent both the “red bold” and “red, but not bold” styles with values of
the same type. The Style
struct also has a Default
implementation if you
want to have a style with nothing set.
use ansi_term::Style;
use ansi_term::Colour::Red;
Red.normal().paint("yet another red string");
Style::default().paint("a completely regular string");
Extended colours
You can access the extended range of 256 colours by using the Fixed
colour
variant, which takes an argument of the colour number to use. This can be
included wherever you would use a Colour
:
use ansi_term::Colour::Fixed;
Fixed(134).paint("A sort of light purple");
Fixed(221).on(Fixed(124)).paint("Mustard in the ketchup");
The first sixteen of these values are the same as the normal and bold
standard colour variants. There’s nothing stopping you from using these as
Fixed
colours instead, but there’s nothing to be gained by doing so
either.
You can also access full 24-bit color by using the RGB
colour variant,
which takes separate u8
arguments for red, green, and blue:
use ansi_term::Colour::RGB;
RGB(70, 130, 180).paint("Steel blue");
Combining successive coloured strings
The benefit of writing ANSI escape codes to the terminal is that they stack: you do not need to end every coloured string with a reset code if the text that follows it is of a similar style. For example, if you want to have some blue text followed by some blue bold text, it’s possible to send the ANSI code for blue, followed by the ANSI code for bold, and finishing with a reset code without having to have an extra one between the two strings.
This crate can optimise the ANSI codes that get printed in situations like
this, making life easier for your terminal renderer. The ANSIStrings
struct takes a slice of several ANSIString
values, and will iterate over
each of them, printing only the codes for the styles that need to be updated
as part of its formatting routine.
The following code snippet uses this to enclose a binary number displayed in red bold text inside some red, but not bold, brackets:
use ansi_term::Colour::Red;
use ansi_term::{ANSIString, ANSIStrings};
let some_value = format!("{:b}", 42);
let strings: &[ANSIString<'static>] = &[
Red.paint("["),
Red.bold().paint(some_value),
Red.paint("]"),
];
println!("Value: {}", ANSIStrings(strings));
There are several things to note here. Firstly, the paint
method can take
either an owned String
or a borrowed &str
. Internally, an ANSIString
holds a copy-on-write (Cow
) string value to deal with both owned and
borrowed strings at the same time. This is used here to display a String
,
the result of the format!
call, using the same mechanism as some
statically-available &str
slices. Secondly, that the ANSIStrings
value
works in the same way as its singular counterpart, with a Display
implementation that only performs the formatting when required.
Byte strings
This library also supports formatting [u8]
byte strings; this supports
applications working with text in an unknown encoding. Style
and
Color
support painting [u8]
values, resulting in an ANSIByteString
.
This type does not implement Display
, as it may not contain UTF-8, but
it does provide a method write_to
to write the result to any
io::Write
:
use ansi_term::Colour::Green;
Green.paint("user data".as_bytes()).write_to(&mut std::io::stdout()).unwrap();
Similarly, the type ANSIByteStrings
supports writing a list of
ANSIByteString
values with minimal escape sequences:
use ansi_term::Colour::Green;
use ansi_term::ANSIByteStrings;
ANSIByteStrings(&[
Green.paint("user data 1\n".as_bytes()),
Green.bold().paint("user data 2\n".as_bytes()),
]).write_to(&mut std::io::stdout()).unwrap();
Structs
An ANSIGenericString
includes a generic string type and a Style
to
display that string. ANSIString
and ANSIByteString
are aliases for
this type on str
and [u8]
, respectively.
A set of ANSIGenericString
s collected together, in order to be
written with a minimum of control characters.
Like ANSIString
, but only displays the difference between two
styles.
Like ANSIString
, but only displays the style prefix.
A style is a collection of properties that can format a string using ANSI escape codes.
Like ANSIString
, but only displays the style suffix.
Enums
A colour is one specific type of ANSI escape code, and can refer to either the foreground or background colour.
A colour is one specific type of ANSI escape code, and can refer to either the foreground or background colour.
Functions
A function to construct an ANSIByteStrings
instance.
A function to construct an ANSIStrings
instance.
Type Definitions
An ANSIByteString
represents a formatted series of bytes. Use
ANSIByteString
when styling text with an unknown encoding.
A set of ANSIByteString
s collected together, in order to be
written with a minimum of control characters.
An ANSI String is a string coupled with the Style
to display it
in a terminal.
A set of ANSIString
s collected together, in order to be written with a
minimum of control characters.