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|
use crate::compositor::{Component, Compositor, Context, EventResult};
use crossterm::event::{Event, KeyCode, KeyEvent, KeyModifiers};
use tui::{
buffer::Buffer as Surface,
layout::Rect,
style::{Color, Style},
widgets::Table,
};
pub use tui::widgets::{Cell, Row};
use std::borrow::Cow;
use fuzzy_matcher::skim::SkimMatcherV2 as Matcher;
use fuzzy_matcher::FuzzyMatcher;
use helix_core::Position;
use helix_view::Editor;
pub trait Item {
// TODO: sort_text
fn filter_text(&self) -> &str;
fn label(&self) -> &str;
fn row(&self) -> Row;
}
pub struct Menu<T: Item> {
options: Vec<T>,
cursor: Option<usize>,
matcher: Box<Matcher>,
/// (index, score)
matches: Vec<(usize, i64)>,
callback_fn: Box<dyn Fn(&mut Editor, Option<&T>, MenuEvent)>,
scroll: usize,
size: (u16, u16),
}
impl<T: Item> Menu<T> {
// TODO: it's like a slimmed down picker, share code? (picker = menu + prompt with different
// rendering)
pub fn new(
options: Vec<T>,
callback_fn: impl Fn(&mut Editor, Option<&T>, MenuEvent) + 'static,
) -> Self {
let mut menu = Self {
options,
matcher: Box::new(Matcher::default()),
matches: Vec::new(),
cursor: None,
callback_fn: Box::new(callback_fn),
scroll: 0,
size: (0, 0),
};
// TODO: scoring on empty input should just use a fastpath
menu.score("");
menu
}
pub fn score(&mut self, pattern: &str) {
// need to borrow via pattern match otherwise it complains about simultaneous borrow
let Self {
ref mut options,
ref mut matcher,
ref mut matches,
..
} = *self;
// reuse the matches allocation
matches.clear();
matches.extend(
self.options
.iter()
.enumerate()
.filter_map(|(index, option)| {
let text = option.filter_text();
// TODO: using fuzzy_indices could give us the char idx for match highlighting
matcher
.fuzzy_match(&text, pattern)
.map(|score| (index, score))
}),
);
matches.sort_unstable_by_key(|(_, score)| -score);
// reset cursor position
self.cursor = None;
self.scroll = 0;
}
pub fn move_up(&mut self) {
// TODO: wrap around to end
let pos = self.cursor.map_or(0, |i| i.saturating_sub(1)) % self.options.len();
self.cursor = Some(pos);
self.adjust_scroll();
}
pub fn move_down(&mut self) {
let pos = self.cursor.map_or(0, |i| i + 1) % self.options.len();
self.cursor = Some(pos);
self.adjust_scroll();
}
fn adjust_scroll(&mut self) {
let win_height = self.size.1 as usize;
if let Some(cursor) = self.cursor {
let mut scroll = self.scroll;
if cursor > (win_height + scroll).saturating_sub(1) {
// scroll down
scroll += cursor - (win_height + scroll).saturating_sub(1)
} else if cursor < scroll {
// scroll up
scroll = cursor
}
self.scroll = scroll;
}
}
pub fn selection(&self) -> Option<&T> {
self.cursor.and_then(|cursor| {
self.matches
.get(cursor)
.map(|(index, _score)| &self.options[*index])
})
}
pub fn is_empty(&self) -> bool {
self.matches.is_empty()
}
pub fn len(&self) -> usize {
self.matches.len()
}
}
use super::PromptEvent as MenuEvent;
impl<T: Item + 'static> Component for Menu<T> {
fn handle_event(&mut self, event: Event, cx: &mut Context) -> EventResult {
let event = match event {
Event::Key(event) => event,
_ => return EventResult::Ignored,
};
let close_fn = EventResult::Consumed(Some(Box::new(|compositor: &mut Compositor| {
// remove the layer
compositor.pop();
})));
match event {
// esc or ctrl-c aborts the completion and closes the menu
KeyEvent {
code: KeyCode::Esc, ..
}
| KeyEvent {
code: KeyCode::Char('c'),
modifiers: KeyModifiers::CONTROL,
} => {
(self.callback_fn)(cx.editor, self.selection(), MenuEvent::Abort);
return close_fn;
}
// arrow up/ctrl-p/shift-tab prev completion choice (including updating the doc)
KeyEvent {
code: KeyCode::BackTab,
..
}
| KeyEvent {
code: KeyCode::Up, ..
}
| KeyEvent {
code: KeyCode::Char('p'),
modifiers: KeyModifiers::CONTROL,
} => {
self.move_up();
(self.callback_fn)(cx.editor, self.selection(), MenuEvent::Update);
return EventResult::Consumed(None);
}
// arrow down/ctrl-n/tab advances completion choice (including updating the doc)
KeyEvent {
code: KeyCode::Tab,
modifiers: KeyModifiers::NONE,
}
| KeyEvent {
code: KeyCode::Down,
..
}
| KeyEvent {
code: KeyCode::Char('n'),
modifiers: KeyModifiers::CONTROL,
} => {
self.move_down();
(self.callback_fn)(cx.editor, self.selection(), MenuEvent::Update);
return EventResult::Consumed(None);
}
KeyEvent {
code: KeyCode::Enter,
..
} => {
if let Some(selection) = self.selection() {
(self.callback_fn)(cx.editor, Some(selection), MenuEvent::Validate);
}
return close_fn;
}
// KeyEvent {
// code: KeyCode::Char(c),
// modifiers: KeyModifiers::NONE,
// } => {
// self.insert_char(c);
// (self.callback_fn)(cx.editor, &self.line, MenuEvent::Update);
// }
// / -> edit_filter?
//
// enter confirms the match and closes the menu
// typing filters the menu
// if we run out of options the menu closes itself
_ => (),
}
// for some events, we want to process them but send ignore, specifically all input except
// tab/enter/ctrl-k or whatever will confirm the selection/ ctrl-n/ctrl-p for scroll.
// EventResult::Consumed(None)
EventResult::Ignored
}
fn required_size(&mut self, viewport: (u16, u16)) -> Option<(u16, u16)> {
let width = std::cmp::min(30, viewport.0);
const MAX: usize = 10;
let height = std::cmp::min(self.options.len(), MAX);
let height = std::cmp::min(height, viewport.1 as usize);
self.size = (width as u16, height as u16);
// adjust scroll offsets if size changed
self.adjust_scroll();
Some(self.size)
}
// TODO: required size should re-trigger when we filter items so we can draw a smaller menu
fn render(&self, area: Rect, surface: &mut Surface, cx: &mut Context) {
let style = cx.editor.theme.get("ui.text");
let selected = cx.editor.theme.get("ui.menu.selected");
let scroll = self.scroll;
let options: Vec<_> = self
.matches
.iter()
.map(|(index, _score)| {
// (index, self.options.get(*index).unwrap()) // get_unchecked
&self.options[*index] // get_unchecked
})
.collect();
let len = options.len();
let win_height = area.height as usize;
const fn div_ceil(a: usize, b: usize) -> usize {
(a + b - 1) / a
}
let scroll_height = std::cmp::min(div_ceil(win_height.pow(2), len), win_height as usize);
let scroll_line = (win_height - scroll_height) * scroll
/ std::cmp::max(1, len.saturating_sub(win_height));
use tui::layout::Constraint;
let rows = options.iter().map(|option| option.row());
let table = Table::new(rows)
.style(style)
.highlight_style(selected)
.column_spacing(1)
.widths(&[Constraint::Percentage(50), Constraint::Percentage(50)]);
use tui::widgets::TableState;
table.render_table(
area,
surface,
&mut TableState {
offset: scroll,
selected: self.cursor,
},
);
// // TODO: set bg for the whole row if selected
// if line == self.cursor {
// surface.set_style(
// Rect::new(area.x, area.y + i as u16, area.width - 1, 1),
// selected,
// )
// }
for (i, option) in (scroll..(scroll + win_height).min(len)).enumerate() {
let is_marked = i >= scroll_line && i < scroll_line + scroll_height;
if is_marked {
let cell = surface.get_mut(area.x + area.width - 2, area.y + i as u16);
cell.set_symbol("▐ ");
// cell.set_style(selected);
// cell.set_style(if is_marked { selected } else { style });
}
}
}
}
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