micro/internal/action/tab.go
Dmitry Maluka 2d95064ff6 Make a pane active whenever any mouse button is pressed on it
Since now bufpane handles mouse move and release events generically and
separately from mouse press events, that creates a mess when we dispatch
a mouse press event to an inactive pane without making it active.

For example:
1. Click the right button on an inactive pane. It remains inactive.
2. Then click the left button on it. It becomes active, and an
unexpected text selection appears.
The reason is that the release event for the first click was dispatched
to a wrong pane - the (then) active one, so the (then) inactive pane
didn't get the release event and treats the second click not as a mouse
press but as a mouse move.

The simplest way to fix it is to avoid this scenario entirely, i.e.
always activate the pane when clicking any mouse button on it, not just
the left button.

For mouse wheel motion events we keep the existing behavior: the pane
gets the event but doesn't become active. Mouse wheel motion events are
not affected by the described issue, as they have no paired "release"
events.
2023-01-29 18:27:22 +01:00

346 lines
7.9 KiB
Go

package action
import (
"github.com/zyedidia/micro/v2/internal/buffer"
"github.com/zyedidia/micro/v2/internal/config"
"github.com/zyedidia/micro/v2/internal/display"
"github.com/zyedidia/micro/v2/internal/screen"
"github.com/zyedidia/micro/v2/internal/views"
"github.com/zyedidia/tcell/v2"
)
// The TabList is a list of tabs and a window to display the tab bar
// at the top of the screen
type TabList struct {
*display.TabWindow
List []*Tab
}
// NewTabList creates a TabList from a list of buffers by creating a Tab
// for each buffer
func NewTabList(bufs []*buffer.Buffer) *TabList {
w, h := screen.Screen.Size()
iOffset := config.GetInfoBarOffset()
tl := new(TabList)
tl.List = make([]*Tab, len(bufs))
if len(bufs) > 1 {
for i, b := range bufs {
tl.List[i] = NewTabFromBuffer(0, 1, w, h-1-iOffset, b)
}
} else {
tl.List[0] = NewTabFromBuffer(0, 0, w, h-iOffset, bufs[0])
}
tl.TabWindow = display.NewTabWindow(w, 0)
tl.Names = make([]string, len(bufs))
return tl
}
// UpdateNames makes sure that the list of names the tab window has access to is
// correct
func (t *TabList) UpdateNames() {
t.Names = t.Names[:0]
for _, p := range t.List {
t.Names = append(t.Names, p.Panes[p.active].Name())
}
}
// AddTab adds a new tab to this TabList
func (t *TabList) AddTab(p *Tab) {
t.List = append(t.List, p)
t.Resize()
t.UpdateNames()
}
// RemoveTab removes a tab with the given id from the TabList
func (t *TabList) RemoveTab(id uint64) {
for i, p := range t.List {
if len(p.Panes) == 0 {
continue
}
if p.Panes[0].ID() == id {
copy(t.List[i:], t.List[i+1:])
t.List[len(t.List)-1] = nil
t.List = t.List[:len(t.List)-1]
if t.Active() >= len(t.List) {
t.SetActive(len(t.List) - 1)
}
t.Resize()
t.UpdateNames()
return
}
}
}
// Resize resizes all elements within the tab list
// One thing to note is that when there is only 1 tab
// the tab bar should not be drawn so resizing must take
// that into account
func (t *TabList) Resize() {
w, h := screen.Screen.Size()
iOffset := config.GetInfoBarOffset()
InfoBar.Resize(w, h-1)
if len(t.List) > 1 {
for _, p := range t.List {
p.Y = 1
p.Node.Resize(w, h-1-iOffset)
p.Resize()
}
} else if len(t.List) == 1 {
t.List[0].Y = 0
t.List[0].Node.Resize(w, h-iOffset)
t.List[0].Resize()
}
t.TabWindow.Resize(w, h)
}
// HandleEvent checks for a resize event or a mouse event on the tab bar
// otherwise it will forward the event to the currently active tab
func (t *TabList) HandleEvent(event tcell.Event) {
switch e := event.(type) {
case *tcell.EventResize:
t.Resize()
case *tcell.EventMouse:
mx, my := e.Position()
switch e.Buttons() {
case tcell.Button1:
if my == t.Y && mx == 0 {
t.Scroll(-4)
return
} else if my == t.Y && mx == t.Width-1 {
t.Scroll(4)
return
}
if len(t.List) > 1 {
ind := t.LocFromVisual(buffer.Loc{mx, my})
if ind != -1 {
t.SetActive(ind)
return
}
if my == 0 {
return
}
}
case tcell.WheelUp:
if my == t.Y {
t.Scroll(4)
return
}
case tcell.WheelDown:
if my == t.Y {
t.Scroll(-4)
return
}
}
}
t.List[t.Active()].HandleEvent(event)
}
// Display updates the names and then displays the tab bar
func (t *TabList) Display() {
t.UpdateNames()
if len(t.List) > 1 {
t.TabWindow.Display()
}
}
// Tabs is the global tab list
var Tabs *TabList
func InitTabs(bufs []*buffer.Buffer) {
multiopen := config.GetGlobalOption("multiopen").(string)
if multiopen == "tab" {
Tabs = NewTabList(bufs)
} else {
Tabs = NewTabList(bufs[:1])
for _, b := range bufs[1:] {
if multiopen == "vsplit" {
MainTab().CurPane().VSplitBuf(b)
} else { // default hsplit
MainTab().CurPane().HSplitBuf(b)
}
}
}
screen.RestartCallback = func() {
// The mouse could be released after the screen was stopped, so that
// we couldn't catch the mouse release event and would erroneously think
// that it is still pressed. So need to reset the mouse release state
// after the screen is restarted.
for _, t := range Tabs.List {
t.release = true
for _, p := range t.Panes {
if bp, ok := p.(*BufPane); ok {
bp.resetMouse()
}
}
}
}
}
func MainTab() *Tab {
return Tabs.List[Tabs.Active()]
}
// A Tab represents a single tab
// It consists of a list of edit panes (the open buffers),
// a split tree (stored as just the root node), and a uiwindow
// to display the UI elements like the borders between splits
type Tab struct {
*views.Node
*display.UIWindow
Panes []Pane
active int
resizing *views.Node // node currently being resized
// captures whether the mouse is released
release bool
}
// NewTabFromBuffer creates a new tab from the given buffer
func NewTabFromBuffer(x, y, width, height int, b *buffer.Buffer) *Tab {
t := new(Tab)
t.Node = views.NewRoot(x, y, width, height)
t.UIWindow = display.NewUIWindow(t.Node)
t.release = true
e := NewBufPaneFromBuf(b, t)
e.SetID(t.ID())
t.Panes = append(t.Panes, e)
return t
}
func NewTabFromPane(x, y, width, height int, pane Pane) *Tab {
t := new(Tab)
t.Node = views.NewRoot(x, y, width, height)
t.UIWindow = display.NewUIWindow(t.Node)
t.release = true
pane.SetTab(t)
pane.SetID(t.ID())
t.Panes = append(t.Panes, pane)
return t
}
// HandleEvent takes a tcell event and usually dispatches it to the current
// active pane. However if the event is a resize or a mouse event where the user
// is interacting with the UI (resizing splits) then the event is consumed here
// If the event is a mouse press event in a pane, that pane will become active
// and get the event
func (t *Tab) HandleEvent(event tcell.Event) {
switch e := event.(type) {
case *tcell.EventMouse:
mx, my := e.Position()
btn := e.Buttons()
switch {
case btn & ^(tcell.WheelUp|tcell.WheelDown|tcell.WheelLeft|tcell.WheelRight) != tcell.ButtonNone:
// button press or drag
wasReleased := t.release
t.release = false
if btn == tcell.Button1 {
if t.resizing != nil {
var size int
if t.resizing.Kind == views.STVert {
size = mx - t.resizing.X
} else {
size = my - t.resizing.Y + 1
}
t.resizing.ResizeSplit(size)
t.Resize()
return
}
if wasReleased {
t.resizing = t.GetMouseSplitNode(buffer.Loc{mx, my})
if t.resizing != nil {
return
}
}
}
if wasReleased {
for i, p := range t.Panes {
v := p.GetView()
inpane := mx >= v.X && mx < v.X+v.Width && my >= v.Y && my < v.Y+v.Height
if inpane {
t.SetActive(i)
break
}
}
}
case btn == tcell.ButtonNone:
// button release
t.release = true
if t.resizing != nil {
t.resizing = nil
return
}
default:
// wheel move
for _, p := range t.Panes {
v := p.GetView()
inpane := mx >= v.X && mx < v.X+v.Width && my >= v.Y && my < v.Y+v.Height
if inpane {
p.HandleEvent(event)
return
}
}
}
}
t.Panes[t.active].HandleEvent(event)
}
// SetActive changes the currently active pane to the specified index
func (t *Tab) SetActive(i int) {
t.active = i
for j, p := range t.Panes {
if j == i {
p.SetActive(true)
} else {
p.SetActive(false)
}
}
}
// GetPane returns the pane with the given split index
func (t *Tab) GetPane(splitid uint64) int {
for i, p := range t.Panes {
if p.ID() == splitid {
return i
}
}
return 0
}
// Remove pane removes the pane with the given index
func (t *Tab) RemovePane(i int) {
copy(t.Panes[i:], t.Panes[i+1:])
t.Panes[len(t.Panes)-1] = nil
t.Panes = t.Panes[:len(t.Panes)-1]
}
// Resize resizes all panes according to their corresponding split nodes
func (t *Tab) Resize() {
for _, p := range t.Panes {
n := t.GetNode(p.ID())
pv := p.GetView()
offset := 0
if n.X != 0 {
offset = 1
}
pv.X, pv.Y = n.X+offset, n.Y
p.SetView(pv)
p.Resize(n.W-offset, n.H)
}
}
// CurPane returns the currently active pane
func (t *Tab) CurPane() *BufPane {
p, ok := t.Panes[t.active].(*BufPane)
if !ok {
return nil
}
return p
}