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|
use crate::{
compositor::{Component, Compositor, Context, EventResult},
ctrl, key, shift,
};
use crossterm::event::Event;
use tui::{buffer::Buffer as Surface, widgets::Table};
pub use tui::widgets::{Cell, Row};
use fuzzy_matcher::skim::SkimMatcherV2 as Matcher;
use fuzzy_matcher::FuzzyMatcher;
use helix_view::{graphics::Rect, Editor};
use tui::layout::Constraint;
pub trait Item {
fn sort_text(&self) -> &str;
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)>,
widths: Vec<Constraint>,
callback_fn: Box<dyn Fn(&mut Editor, Option<&T>, MenuEvent)>,
scroll: usize,
size: (u16, u16),
viewport: (u16, u16),
recalculate: bool,
}
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,
widths: Vec::new(),
callback_fn: Box::new(callback_fn),
scroll: 0,
size: (0, 0),
viewport: (0, 0),
recalculate: true,
};
// TODO: scoring on empty input should just use a fastpath
menu.score("");
menu
}
pub fn score(&mut self, pattern: &str) {
// reuse the matches allocation
self.matches.clear();
self.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
self.matcher
.fuzzy_match(text, pattern)
.map(|score| (index, score))
}),
);
// matches.sort_unstable_by_key(|(_, score)| -score);
self.matches
.sort_unstable_by_key(|(index, _score)| self.options[*index].sort_text());
// reset cursor position
self.cursor = None;
self.scroll = 0;
self.recalculate = true;
}
pub fn clear(&mut self) {
self.matches.clear();
// reset cursor position
self.cursor = None;
self.scroll = 0;
}
pub fn move_up(&mut self) {
let len = self.matches.len();
let max_index = len.saturating_sub(1);
let pos = self.cursor.map_or(max_index, |i| (i + max_index) % len) % len;
self.cursor = Some(pos);
self.adjust_scroll();
}
pub fn move_down(&mut self) {
let len = self.matches.len();
let pos = self.cursor.map_or(0, |i| i + 1) % len;
self.cursor = Some(pos);
self.adjust_scroll();
}
fn recalculate_size(&mut self, viewport: (u16, u16)) {
let n = self
.options
.first()
.map(|option| option.row().cells.len())
.unwrap_or_default();
let max_lens = self.options.iter().fold(vec![0; n], |mut acc, option| {
let row = option.row();
// maintain max for each column
for (acc, cell) in acc.iter_mut().zip(row.cells.iter()) {
let width = cell.content.width();
if width > *acc {
*acc = width;
}
}
acc
});
let len = max_lens.iter().sum::<usize>() + n + 1; // +1: reserve some space for scrollbar
let width = len.min(viewport.0 as usize);
self.widths = max_lens
.into_iter()
.map(|len| Constraint::Length(len as u16))
.collect();
let height = self.matches.len().min(10).min(viewport.1 as usize);
self.size = (width as u16, height as u16);
// adjust scroll offsets if size changed
self.adjust_scroll();
self.recalculate = false;
}
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.into() {
// esc or ctrl-c aborts the completion and closes the menu
key!(Esc) | ctrl!('c') => {
(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)
shift!(Tab) | key!(Up) | ctrl!('p') | ctrl!('k') => {
self.move_up();
(self.callback_fn)(cx.editor, self.selection(), MenuEvent::Update);
return EventResult::Consumed(None);
}
key!(Tab) | key!(Down) | ctrl!('n') | ctrl!('j') => {
// arrow down/ctrl-n/tab advances completion choice (including updating the doc)
self.move_down();
(self.callback_fn)(cx.editor, self.selection(), MenuEvent::Update);
return EventResult::Consumed(None);
}
key!(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)> {
if viewport != self.viewport || self.recalculate {
self.recalculate_size(viewport);
}
Some(self.size)
}
fn render(&mut self, area: Rect, surface: &mut Surface, cx: &mut Context) {
let theme = &cx.editor.theme;
let style = theme
.try_get("ui.menu")
.unwrap_or_else(|| theme.get("ui.text"));
let selected = 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));
let rows = options.iter().map(|option| option.row());
let table = Table::new(rows)
.style(style)
.highlight_style(selected)
.column_spacing(1)
.widths(&self.widths);
use tui::widgets::TableState;
table.render_table(
area,
surface,
&mut TableState {
offset: scroll,
selected: self.cursor,
},
);
for (i, _) in (scroll..(scroll + win_height).min(len)).enumerate() {
let is_marked = i >= scroll_line && i < scroll_line + scroll_height;
if is_marked {
let cell = &mut surface[(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 });
}
}
}
}
|