-
-
Save neremin/f9905f708c11855f472891acd57bf7d6 to your computer and use it in GitHub Desktop.
Console progress bar. Code is under the MIT License: http://opensource.org/licenses/MIT
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using System; | |
using System.Text; | |
using System.Threading; | |
/// <summary> | |
/// An ASCII progress bar | |
/// </summary> | |
public class ProgressBar : IDisposable, IProgress<double> | |
{ | |
private const int blockCount = 10; | |
private readonly TimeSpan animationInterval = TimeSpan.FromSeconds(1.0 / 8); | |
private const string animation = @"|/-\"; | |
private readonly Timer timer; | |
private double currentProgress = 0; | |
private string currentText = string.Empty; | |
private bool disposed = false; | |
private int animationIndex = 0; | |
private bool indeterminate = false; | |
public ProgressBar(bool indeterminate = false) | |
{ | |
timer = new Timer(TimerHandler); | |
this.indeterminate = indeterminate; | |
// 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 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; | |
string text = string.Empty; | |
if (indeterminate) | |
{ | |
text = string.Format("[{0}]", animation[animationIndex++ % animation.Length]); | |
} | |
else | |
{ | |
int progressBlockCount = (int)(currentProgress * blockCount); | |
int percent = (int)(currentProgress * 100); | |
text = string.Format("[{0}{1}] {2,3}% {3}", | |
new string('#', progressBlockCount), new string('-', blockCount - progressBlockCount), | |
percent, | |
animation[animationIndex++ % animation.Length]); | |
} | |
UpdateText(text); | |
ResetTimer(); | |
} | |
} | |
private void UpdateText(string text) | |
{ | |
// Get length of common portion | |
int commonPrefixLength = 0; | |
int commonLength = Math.Min(currentText.Length, text.Length); | |
while (commonPrefixLength < commonLength && text[commonPrefixLength] == currentText[commonPrefixLength]) | |
{ | |
commonPrefixLength++; | |
} | |
// Backtrack to the first differing character | |
StringBuilder 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 | |
int overlapCount = currentText.Length - text.Length; | |
if (overlapCount > 0) | |
{ | |
outputBuilder.Append(' ', overlapCount); | |
outputBuilder.Append('\b', overlapCount); | |
} | |
Console.Write(outputBuilder); | |
currentText = text; | |
} | |
private void ResetTimer() | |
{ | |
timer.Change(animationInterval, TimeSpan.FromMilliseconds(-1)); | |
} | |
public void Dispose() | |
{ | |
lock (timer) | |
{ | |
disposed = true; | |
UpdateText(string.Empty); | |
} | |
} | |
} |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using System; | |
using System.Threading; | |
static class Program { | |
static void Main() { | |
Console.Write("Performing some task... "); | |
using (var progress = new ProgressBar()) { | |
for (int i = 0; i <= 100; i++) { | |
progress.Report((double) i / 100); | |
Thread.Sleep(20); | |
} | |
} | |
Console.WriteLine("Done."); | |
} | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment