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