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 label(&self) -> &str; fn sort_text(&self) -> &str { self.label() } fn filter_text(&self) -> &str { self.label() } fn row(&self) -> Row { Row::new(vec![Cell::from(self.label())]) } } pub struct Menu { options: Vec, cursor: Option, matcher: Box, /// (index, score) matches: Vec<(usize, i64)>, widths: Vec, callback_fn: Box, MenuEvent)>, scroll: usize, size: (u16, u16), viewport: (u16, u16), recalculate: bool, } impl Menu { // TODO: it's like a slimmed down picker, share code? (picker = menu + prompt with different // rendering) pub fn new( options: Vec, 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 height = self.matches.len().min(10).min(viewport.1 as usize); // do all the matches fit on a single screen? let fits = self.matches.len() <= height; let mut len = max_lens.iter().sum::() + n; if !fits { len += 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(); 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 Component for Menu { 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, }, ); let fits = len <= win_height; for (i, _) in (scroll..(scroll + win_height).min(len)).enumerate() { let is_marked = i >= scroll_line && i < scroll_line + scroll_height; if !fits && 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 }); } } } }