micro/src/cursor.go

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package main
import (
"strings"
)
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// FromCharPos converts from a character position to an x, y position
func FromCharPos(loc int, buf *Buffer) (int, int) {
charNum := 0
x, y := 0, 0
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for charNum+Count(buf.lines[y])+1 <= loc {
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charNum += Count(buf.lines[y]) + 1
y++
}
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x = loc - charNum
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return x, y
}
// ToCharPos converts from an x, y position to a character position
func ToCharPos(x, y int, buf *Buffer) int {
loc := 0
for i := 0; i < y; i++ {
// + 1 for the newline
loc += Count(buf.lines[i]) + 1
}
loc += x
return loc
}
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// The Cursor struct stores the location of the cursor in the view
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// The complicated part about the cursor is storing its location.
// The cursor must be displayed at an x, y location, but since the buffer
// uses a rope to store text, to insert text we must have an index. It
// is also simpler to use character indicies for other tasks such as
// selection.
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type Cursor struct {
v *View
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// The cursor display location
x int
y int
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// The current selection as a range of character numbers (inclusive)
curSelection [2]int
// The original selection as a range of character numbers
// This is used for line and word selection where it is necessary
// to know what the original selection was
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origSelection [2]int
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}
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// SetLoc sets the location of the cursor in terms of character number
// and not x, y location
// It's just a simple wrapper of FromCharPos
func (c *Cursor) SetLoc(loc int) {
c.x, c.y = FromCharPos(loc, c.v.buf)
}
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// Loc gets the cursor location in terms of character number instead
// of x, y location
// It's just a simple wrapper of ToCharPos
func (c *Cursor) Loc() int {
return ToCharPos(c.x, c.y, c.v.buf)
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}
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// ResetSelection resets the user's selection
func (c *Cursor) ResetSelection() {
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c.curSelection[0] = 0
c.curSelection[1] = 0
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}
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// HasSelection returns whether or not the user has selected anything
func (c *Cursor) HasSelection() bool {
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return c.curSelection[1] != c.curSelection[0]
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}
// DeleteSelection deletes the currently selected text
func (c *Cursor) DeleteSelection() {
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if c.curSelection[0] > c.curSelection[1] {
c.v.eh.Remove(c.curSelection[1], c.curSelection[0]+1)
c.SetLoc(c.curSelection[1])
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} else {
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c.v.eh.Remove(c.curSelection[0], c.curSelection[1]+1)
c.SetLoc(c.curSelection[0])
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}
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}
// GetSelection returns the cursor's selection
func (c *Cursor) GetSelection() string {
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if c.curSelection[0] > c.curSelection[1] {
return string([]rune(c.v.buf.text)[c.curSelection[1] : c.curSelection[0]+1])
}
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return string([]rune(c.v.buf.text)[c.curSelection[0] : c.curSelection[1]+1])
}
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// SelectLine selects the current line
func (c *Cursor) SelectLine() {
c.Start()
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c.curSelection[0] = c.Loc()
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c.End()
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c.curSelection[1] = c.Loc()
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c.origSelection = c.curSelection
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}
// AddLineToSelection adds the current line to the selection
func (c *Cursor) AddLineToSelection() {
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loc := c.Loc()
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if loc < c.origSelection[0] {
c.Start()
c.curSelection[0] = c.Loc()
c.curSelection[1] = c.origSelection[1]
}
if loc > c.origSelection[1] {
c.End()
c.curSelection[1] = c.Loc()
c.curSelection[0] = c.origSelection[0]
}
if loc < c.origSelection[1] && loc > c.origSelection[0] {
c.curSelection = c.origSelection
}
}
// SelectWord selects the word the cursor is currently on
func (c *Cursor) SelectWord() {
if !IsWordChar(string(c.RuneUnder(c.x))) {
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loc := c.Loc()
c.curSelection[0] = loc
c.curSelection[1] = loc
c.origSelection = c.curSelection
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return
}
forward, backward := c.x, c.x
for backward > 0 && IsWordChar(string(c.RuneUnder(backward-1))) {
backward--
}
c.curSelection[0] = ToCharPos(backward, c.y, c.v.buf)
c.origSelection[0] = c.curSelection[0]
for forward < Count(c.v.buf.lines[c.y])-1 && IsWordChar(string(c.RuneUnder(forward+1))) {
forward++
}
c.curSelection[1] = ToCharPos(forward, c.y, c.v.buf)
c.origSelection[1] = c.curSelection[1]
}
// AddWordToSelection adds the word the cursor is currently on to the selection
func (c *Cursor) AddWordToSelection() {
loc := c.Loc()
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if loc > c.origSelection[0] && loc < c.origSelection[1] {
c.curSelection = c.origSelection
return
}
if loc < c.origSelection[0] {
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backward := c.x
for backward > 0 && IsWordChar(string(c.RuneUnder(backward-1))) {
backward--
}
c.curSelection[0] = ToCharPos(backward, c.y, c.v.buf)
c.curSelection[1] = c.origSelection[1]
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}
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if loc > c.origSelection[1] {
forward := c.x
for forward < Count(c.v.buf.lines[c.y])-1 && IsWordChar(string(c.RuneUnder(forward+1))) {
forward++
}
c.curSelection[1] = ToCharPos(forward, c.y, c.v.buf)
c.curSelection[0] = c.origSelection[0]
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}
}
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// RuneUnder returns the rune under the given x position
func (c *Cursor) RuneUnder(x int) rune {
line := []rune(c.v.buf.lines[c.y])
if x >= len(line) {
x = len(line) - 1
} else if x < 0 {
x = 0
}
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return line[x]
}
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// Up moves the cursor up one line (if possible)
func (c *Cursor) Up() {
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if c.y > 0 {
c.y--
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runes := []rune(c.v.buf.lines[c.y])
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if c.x > len(runes) {
c.x = len(runes)
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}
}
}
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// Down moves the cursor down one line (if possible)
func (c *Cursor) Down() {
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if c.y < len(c.v.buf.lines)-1 {
c.y++
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runes := []rune(c.v.buf.lines[c.y])
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if c.x > len(runes) {
c.x = len(runes)
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}
}
}
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// Left moves the cursor left one cell (if possible) or to the last line if it is at the beginning
func (c *Cursor) Left() {
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if c.Loc() == 0 {
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return
}
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if c.x > 0 {
c.x--
} else {
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c.Up()
c.End()
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}
}
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// Right moves the cursor right one cell (if possible) or to the next line if it is at the end
func (c *Cursor) Right() {
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if c.Loc() == c.v.buf.Len() {
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return
}
if c.x < Count(c.v.buf.lines[c.y]) {
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c.x++
} else {
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c.Down()
c.Start()
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}
}
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// End moves the cursor to the end of the line it is on
func (c *Cursor) End() {
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c.x = Count(c.v.buf.lines[c.y])
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}
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// Start moves the cursor to the start of the line it is on
func (c *Cursor) Start() {
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c.x = 0
}
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// GetCharPosInLine gets the char position of a visual x y coordinate (this is necessary because tabs are 1 char but 4 visual spaces)
func (c *Cursor) GetCharPosInLine(lineNum, visualPos int) int {
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// Get the tab size
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tabSize := options["tabsize"].(int)
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// This is the visual line -- every \t replaced with the correct number of spaces
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visualLine := strings.Replace(c.v.buf.lines[lineNum], "\t", "\t"+Spaces(tabSize-1), -1)
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if visualPos > Count(visualLine) {
visualPos = Count(visualLine)
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}
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numTabs := NumOccurences(visualLine[:visualPos], '\t')
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if visualPos >= (tabSize-1)*numTabs {
return visualPos - (tabSize-1)*numTabs
}
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return visualPos / tabSize
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}
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// GetVisualX returns the x value of the cursor in visual spaces
func (c *Cursor) GetVisualX() int {
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runes := []rune(c.v.buf.lines[c.y])
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tabSize := options["tabsize"].(int)
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return c.x + NumOccurences(string(runes[:c.x]), '\t')*(tabSize-1)
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}
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// Display draws the cursor to the screen at the correct position
func (c *Cursor) Display() {
// Don't draw the cursor if it is out of the viewport or if it has a selection
if (c.y-c.v.topline < 0 || c.y-c.v.topline > c.v.height-1) || c.HasSelection() {
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screen.HideCursor()
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} else {
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screen.ShowCursor(c.GetVisualX()+c.v.lineNumOffset, c.y-c.v.topline)
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}
}