ConsoleProgressBar
ConsoleProgressBar.cs
namespace AaronLuna.ConsoleProgressBar
{
using System;
using System.Linq;
using System.Text;
using System.Threading;
public clast ConsoleProgressBar : IDisposable, IProgress
{
private readonly TimeSpan _animationInterval = TimeSpan.FromSeconds(1.0 / 8);
private string _currentText = string.Empty;
internal int AnimationIndex;
internal double CurrentProgress;
internal bool Disposed;
internal Timer Timer;
public ConsoleProgressBar()
{
Console.OutputEncoding = Encoding.UTF8;
NumberOfBlocks = 10;
StartBracket = "[";
EndBracket = "]";
CompletedBlock = "#";
IncompleteBlock = "-";
AnimationSequence = ProgressAnimations.Default;
DisplayBar = true;
DisplayPercentComplete = true;
DisplayAnimation = true;
Timer = new Timer(TimerHandler);
// A progress bar is only for temporary display in a console window.
// If the console output is redirected to a file, draw nothing.
// Otherwise, we'll end up with a lot of garbage in the target file.
if (!Console.IsOutputRedirected) ResetTimer();
}
public int NumberOfBlocks { get; set; }
public string StartBracket { get; set; }
public string EndBracket { get; set; }
public string CompletedBlock { get; set; }
public string IncompleteBlock { get; set; }
public string AnimationSequence { get; set; }
public bool DisplayBar { get; set; }
public bool DisplayPercentComplete { get; set; }
public bool DisplayAnimation { get; set; }
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
public void Report(double value)
{
// Make sure value is in [0..1] range
value = Math.Max(0, Math.Min(1, value));
Interlocked.Exchange(ref CurrentProgress, value);
}
private void TimerHandler(object state)
{
lock (Timer)
{
if (Disposed) return;
UpdateText(GetProgressBarText(CurrentProgress));
ResetTimer();
}
}
private string GetProgressBarText(double currentProgress)
{
const string singleSpace = " ";
var numBlocksCompleted = (int) (currentProgress * NumberOfBlocks);
var completedBlocks =
Enumerable.Range(0, numBlocksCompleted).Aggregate(
string.Empty,
(current, _) => current + CompletedBlock);
var incompleteBlocks =
Enumerable.Range(0, NumberOfBlocks - numBlocksCompleted).Aggregate(
string.Empty,
(current, _) => current + IncompleteBlock);
var progressBar = $"{StartBracket}{completedBlocks}{incompleteBlocks}{EndBracket}";
var percent = $"{currentProgress:P0}".PadLeft(4, '\u00a0');
var animationFrame = AnimationSequence[AnimationIndex++ % AnimationSequence.Length];
var animation = $"{animationFrame}";
progressBar = DisplayBar
? progressBar + singleSpace
: string.Empty;
percent = DisplayPercentComplete
? percent + singleSpace
: string.Empty;
if (!DisplayAnimation || currentProgress is 1)
{
animation = string.Empty;
}
return (progressBar + percent + animation).TrimEnd();
}
internal void UpdateText(string text)
{
// Get length of common portion
var commonPrefixLength = 0;
var commonLength = Math.Min(_currentText.Length, text.Length);
while (commonPrefixLength < commonLength && text[commonPrefixLength] == _currentText[commonPrefixLength])
commonPrefixLength++;
// Backtrack to the first differing character
var outputBuilder = new StringBuilder();
outputBuilder.Append('\b', _currentText.Length - commonPrefixLength);
// Output new suffix
outputBuilder.Append(text.Substring(commonPrefixLength));
// If the new text is shorter than the old one: delete overlapping characters
var overlapCount = _currentText.Length - text.Length;
if (overlapCount > 0)
{
outputBuilder.Append(' ', overlapCount);
outputBuilder.Append('\b', overlapCount);
}
//Console.Write($"{Caption}{outputBuilder}");
Console.Write(outputBuilder);
_currentText = text;
}
internal void ResetTimer()
{
Timer.Change(_animationInterval, TimeSpan.FromMilliseconds(-1));
}
protected virtual void Dispose(bool disposing)
{
if (!disposing) return;
lock (Timer)
{
Disposed = true;
}
}
}
}