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Refactor use of depth
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+5
-5
@@ -84,13 +84,13 @@ impl DrawData<'_> {
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}
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// TODO: can we test this?
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fn generate_bar(&self, node: &DisplayNode, level: usize) -> String {
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fn generate_bar(&self, node: &DisplayNode) -> String {
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let chars_in_bar = self.percent_bar.chars().count();
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let num_bars = chars_in_bar as f32 * self.display_data.percent_size(node);
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let mut num_not_my_bar = (chars_in_bar as i32) - num_bars as i32;
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let mut new_bar = "".to_string();
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let idx = 5 - min(4, max(1, level));
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let idx = 5 - min(4, max(1, node.depth));
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for c in self.percent_bar.chars() {
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num_not_my_bar -= 1;
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@@ -181,10 +181,8 @@ fn find_longest_dir_name(
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}
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fn display_node(node: DisplayNode, draw_data: &DrawData, is_biggest: bool, is_last: bool) {
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// hacky way of working out how deep we are in the tree
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let indent = draw_data.get_new_indent(!node.children.is_empty(), is_last);
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let level = ((indent.chars().count() - 1) / 2) - 1;
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let bar_text = draw_data.generate_bar(&node, level);
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let bar_text = draw_data.generate_bar(&node);
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let to_print = format_string(
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&node,
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@@ -398,6 +396,7 @@ mod tests {
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let n = DisplayNode {
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name: PathBuf::from("/short"),
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size: 2_u64.pow(12), // This is 4.0K
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depth: 1,
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children: vec![],
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};
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let indent = "┌─┴";
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@@ -420,6 +419,7 @@ mod tests {
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let n = DisplayNode {
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name: PathBuf::from(name),
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size: 2_u64.pow(12), // This is 4.0K
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depth: 1,
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children: vec![],
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};
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let indent = "┌─┴";
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