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use crate::{
commands::Open,
compositor::{Callback, Component, Context, Event, EventResult},
ctrl, key,
};
use tui::buffer::Buffer as Surface;
use helix_core::Position;
use helix_view::graphics::{Margin, Rect};
// TODO: share logic with Menu, it's essentially Popup(render_fn), but render fn needs to return
// a width/height hint. maybe Popup(Box<Component>)
pub struct Popup<T: Component> {
contents: T,
position: Option<Position>,
margin: Margin,
size: (u16, u16),
child_size: (u16, u16),
position_bias: Open,
scroll: usize,
auto_close: bool,
ignore_escape_key: bool,
id: &'static str,
has_scrollbar: bool,
}
impl<T: Component> Popup<T> {
pub fn new(id: &'static str, contents: T) -> Self {
Self {
contents,
position: None,
margin: Margin::none(),
size: (0, 0),
position_bias: Open::Below,
child_size: (0, 0),
scroll: 0,
auto_close: false,
ignore_escape_key: false,
id,
has_scrollbar: true,
}
}
pub fn position(mut self, pos: Option<Position>) -> Self {
self.position = pos;
self
}
pub fn get_position(&self) -> Option<Position> {
self.position
}
pub fn position_bias(mut self, bias: Open) -> Self {
self.position_bias = bias;
self
}
pub fn margin(mut self, margin: Margin) -> Self {
self.margin = margin;
self
}
pub fn auto_close(mut self, auto_close: bool) -> Self {
self.auto_close = auto_close;
self
}
/// Ignores an escape keypress event, letting the outer layer
/// (usually the editor) handle it. This is useful for popups
/// in insert mode like completion and signature help where
/// the popup is closed on the mode change from insert to normal
/// which is done with the escape key. Otherwise the popup consumes
/// the escape key event and closes it, and an additional escape
/// would be required to exit insert mode.
pub fn ignore_escape_key(mut self, ignore: bool) -> Self {
self.ignore_escape_key = ignore;
self
}
pub fn get_rel_position(&mut self, viewport: Rect, cx: &Context) -> (u16, u16) {
let position = self
.position
.get_or_insert_with(|| cx.editor.cursor().0.unwrap_or_default());
let (width, height) = self.size;
// if there's a orientation preference, use that
// if we're on the top part of the screen, do below
// if we're on the bottom part, do above
// -- make sure frame doesn't stick out of bounds
let mut rel_x = position.col as u16;
let mut rel_y = position.row as u16;
if viewport.width <= rel_x + width {
rel_x = rel_x.saturating_sub((rel_x + width).saturating_sub(viewport.width));
}
let can_put_below = viewport.height > rel_y + height;
let can_put_above = rel_y.checked_sub(height).is_some();
let final_pos = match self.position_bias {
Open::Below => match can_put_below {
true => Open::Below,
false => Open::Above,
},
Open::Above => match can_put_above {
true => Open::Above,
false => Open::Below,
},
};
rel_y = match final_pos {
Open::Above => rel_y.saturating_sub(height),
Open::Below => rel_y + 1,
};
(rel_x, rel_y)
}
pub fn get_size(&self) -> (u16, u16) {
(self.size.0, self.size.1)
}
pub fn scroll(&mut self, offset: usize, direction: bool) {
if direction {
let max_offset = self.child_size.1.saturating_sub(self.size.1);
self.scroll = (self.scroll + offset).min(max_offset as usize);
} else {
self.scroll = self.scroll.saturating_sub(offset);
}
}
/// Toggles the Popup's scrollbar.
/// Consider disabling the scrollbar in case the child
/// already has its own.
pub fn with_scrollbar(mut self, enable_scrollbar: bool) -> Self {
self.has_scrollbar = enable_scrollbar;
self
}
pub fn contents(&self) -> &T {
&self.contents
}
pub fn contents_mut(&mut self) -> &mut T {
&mut self.contents
}
}
impl<T: Component> Component for Popup<T> {
fn handle_event(&mut self, event: &Event, cx: &mut Context) -> EventResult {
let key = match event {
Event::Key(event) => *event,
Event::Resize(_, _) => {
// TODO: calculate inner area, call component's handle_event with that area
return EventResult::Ignored(None);
}
_ => return EventResult::Ignored(None),
};
if key!(Esc) == key && self.ignore_escape_key {
return EventResult::Ignored(None);
}
let close_fn: Callback = Box::new(|compositor, _| {
// remove the layer
compositor.remove(self.id.as_ref());
});
match key {
// esc or ctrl-c aborts the completion and closes the menu
key!(Esc) | ctrl!('c') => {
let _ = self.contents.handle_event(event, cx);
EventResult::Consumed(Some(close_fn))
}
ctrl!('d') => {
self.scroll(self.size.1 as usize / 2, true);
EventResult::Consumed(None)
}
ctrl!('u') => {
self.scroll(self.size.1 as usize / 2, false);
EventResult::Consumed(None)
}
_ => {
let contents_event_result = self.contents.handle_event(event, cx);
if self.auto_close {
if let EventResult::Ignored(None) = contents_event_result {
return EventResult::Ignored(Some(close_fn));
}
}
contents_event_result
}
}
// 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.
}
fn required_size(&mut self, viewport: (u16, u16)) -> Option<(u16, u16)> {
let max_width = 120.min(viewport.0);
let max_height = 26.min(viewport.1.saturating_sub(2)); // add some spacing in the viewport
let inner = Rect::new(0, 0, max_width, max_height).inner(&self.margin);
let (width, height) = self
.contents
.required_size((inner.width, inner.height))
.expect("Component needs required_size implemented in order to be embedded in a popup");
self.child_size = (width, height);
self.size = (
(width + self.margin.width()).min(max_width),
(height + self.margin.height()).min(max_height),
);
// re-clamp scroll offset
let max_offset = self.child_size.1.saturating_sub(self.size.1);
self.scroll = self.scroll.min(max_offset as usize);
Some(self.size)
}
fn render(&mut self, viewport: Rect, surface: &mut Surface, cx: &mut Context) {
// trigger required_size so we recalculate if the child changed
self.required_size((viewport.width, viewport.height));
cx.scroll = Some(self.scroll);
let (rel_x, rel_y) = self.get_rel_position(viewport, cx);
// clip to viewport
let area = viewport.intersection(Rect::new(rel_x, rel_y, self.size.0, self.size.1));
// clear area
let background = cx.editor.theme.get("ui.popup");
surface.clear_with(area, background);
let inner = area.inner(&self.margin);
self.contents.render(inner, surface, cx);
// render scrollbar if contents do not fit
if self.has_scrollbar {
let win_height = inner.height as usize;
let len = self.child_size.1 as usize;
let fits = len <= win_height;
let scroll = self.scroll;
let scroll_style = cx.editor.theme.get("ui.menu.scroll");
const fn div_ceil(a: usize, b: usize) -> usize {
(a + b - 1) / b
}
if !fits {
let scroll_height = div_ceil(win_height.pow(2), len).min(win_height);
let scroll_line = (win_height - scroll_height) * scroll
/ std::cmp::max(1, len.saturating_sub(win_height));
let mut cell;
for i in 0..win_height {
cell = &mut surface[(inner.right() - 1, inner.top() + i as u16)];
cell.set_symbol("▐"); // right half block
if scroll_line <= i && i < scroll_line + scroll_height {
// Draw scroll thumb
cell.set_fg(scroll_style.fg.unwrap_or(helix_view::theme::Color::Reset));
} else {
// Draw scroll track
cell.set_fg(scroll_style.bg.unwrap_or(helix_view::theme::Color::Reset));
}
}
}
}
}
fn id(&self) -> Option<&'static str> {
Some(self.id)
}
}
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