Files
zyedidia.micro/cmd/micro/cursor.go
Zachary Yedidia df684ec505 Store cursor and eventhandler in buffer instead of view
This is better design because the cursor and eventhandler are things the
buffer should know about directly but the view shouldn't. This should
make it easier to add persistent undo or location saving between
sessions (see #107).
2016-05-22 15:01:02 -04:00

374 lines
8.7 KiB
Go

package main
import (
"strings"
)
// FromCharPos converts from a character position to an x, y position
func FromCharPos(loc int, buf *Buffer) (int, int) {
return FromCharPosStart(0, 0, 0, loc, buf)
}
// FromCharPosStart converts from a character position to an x, y position, starting at the specified character location
func FromCharPosStart(startLoc, startX, startY, loc int, buf *Buffer) (int, int) {
charNum := startLoc
x, y := startX, startY
lineLen := Count(buf.Lines[y]) + 1
for charNum+lineLen <= loc {
charNum += lineLen
y++
lineLen = Count(buf.Lines[y]) + 1
}
x = loc - charNum
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
}
// The Cursor struct stores the location of the cursor in the view
// 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.
type Cursor struct {
Buf *Buffer
// The cursor display location
x int
y int
// Last cursor x position
lastVisualX int
// 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
origSelection [2]int
}
// 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.Buf)
c.lastVisualX = c.GetVisualX()
}
// 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.Buf)
}
// ResetSelection resets the user's selection
func (c *Cursor) ResetSelection() {
c.curSelection[0] = 0
c.curSelection[1] = 0
}
// HasSelection returns whether or not the user has selected anything
func (c *Cursor) HasSelection() bool {
return c.curSelection[0] != c.curSelection[1]
}
// DeleteSelection deletes the currently selected text
func (c *Cursor) DeleteSelection() {
if c.curSelection[0] > c.curSelection[1] {
c.Buf.Remove(c.curSelection[1], c.curSelection[0])
c.SetLoc(c.curSelection[1])
} else if c.GetSelection() == "" {
return
} else {
c.Buf.Remove(c.curSelection[0], c.curSelection[1])
c.SetLoc(c.curSelection[0])
}
}
// GetSelection returns the cursor's selection
func (c *Cursor) GetSelection() string {
if c.curSelection[0] > c.curSelection[1] {
return c.Buf.Substr(c.curSelection[1], c.curSelection[0])
}
return c.Buf.Substr(c.curSelection[0], c.curSelection[1])
}
// SelectLine selects the current line
func (c *Cursor) SelectLine() {
c.Start()
c.curSelection[0] = c.Loc()
c.End()
if c.Buf.NumLines-1 > c.y {
c.curSelection[1] = c.Loc() + 1
} else {
c.curSelection[1] = c.Loc()
}
c.origSelection = c.curSelection
}
// AddLineToSelection adds the current line to the selection
func (c *Cursor) AddLineToSelection() {
loc := c.Loc()
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 len(c.Buf.Lines[c.y]) == 0 {
return
}
if !IsWordChar(string(c.RuneUnder(c.x))) {
loc := c.Loc()
c.curSelection[0] = loc
c.curSelection[1] = loc + 1
c.origSelection = c.curSelection
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.Buf)
c.origSelection[0] = c.curSelection[0]
for forward < Count(c.Buf.Lines[c.y])-1 && IsWordChar(string(c.RuneUnder(forward+1))) {
forward++
}
c.curSelection[1] = ToCharPos(forward, c.y, c.Buf) + 1
c.origSelection[1] = c.curSelection[1]
c.SetLoc(c.curSelection[1])
}
// AddWordToSelection adds the word the cursor is currently on to the selection
func (c *Cursor) AddWordToSelection() {
loc := c.Loc()
if loc > c.origSelection[0] && loc < c.origSelection[1] {
c.curSelection = c.origSelection
return
}
if loc < c.origSelection[0] {
backward := c.x
for backward > 0 && IsWordChar(string(c.RuneUnder(backward-1))) {
backward--
}
c.curSelection[0] = ToCharPos(backward, c.y, c.Buf)
c.curSelection[1] = c.origSelection[1]
}
if loc > c.origSelection[1] {
forward := c.x
for forward < Count(c.Buf.Lines[c.y])-1 && IsWordChar(string(c.RuneUnder(forward+1))) {
forward++
}
c.curSelection[1] = ToCharPos(forward, c.y, c.Buf) + 1
c.curSelection[0] = c.origSelection[0]
}
c.SetLoc(c.curSelection[1])
}
// SelectTo selects from the current cursor location to the given location
func (c *Cursor) SelectTo(loc int) {
if loc > c.origSelection[0] {
c.curSelection[0] = c.origSelection[0]
c.curSelection[1] = loc
} else {
c.curSelection[0] = loc
c.curSelection[1] = c.origSelection[0]
}
}
// WordRight moves the cursor one word to the right
func (c *Cursor) WordRight() {
c.Right()
for IsWhitespace(c.RuneUnder(c.x)) {
if c.x == Count(c.Buf.Lines[c.y]) {
return
}
c.Right()
}
for !IsWhitespace(c.RuneUnder(c.x)) {
if c.x == Count(c.Buf.Lines[c.y]) {
return
}
c.Right()
}
}
// WordLeft moves the cursor one word to the left
func (c *Cursor) WordLeft() {
c.Left()
for IsWhitespace(c.RuneUnder(c.x)) {
if c.x == 0 {
return
}
c.Left()
}
for !IsWhitespace(c.RuneUnder(c.x)) {
if c.x == 0 {
return
}
c.Left()
}
c.Right()
}
// RuneUnder returns the rune under the given x position
func (c *Cursor) RuneUnder(x int) rune {
line := []rune(c.Buf.Lines[c.y])
if len(line) == 0 {
return '\n'
}
if x >= len(line) {
return '\n'
} else if x < 0 {
x = 0
}
return line[x]
}
// Up moves the cursor up one line (if possible)
func (c *Cursor) Up() {
if c.y > 0 {
c.y--
runes := []rune(c.Buf.Lines[c.y])
c.x = c.GetCharPosInLine(c.y, c.lastVisualX)
if c.x > len(runes) {
c.x = len(runes)
}
}
}
// Down moves the cursor down one line (if possible)
func (c *Cursor) Down() {
if c.y < c.Buf.NumLines-1 {
c.y++
runes := []rune(c.Buf.Lines[c.y])
c.x = c.GetCharPosInLine(c.y, c.lastVisualX)
if c.x > len(runes) {
c.x = len(runes)
}
}
}
// Left moves the cursor left one cell (if possible) or to the last line if it is at the beginning
func (c *Cursor) Left() {
if c.Loc() == 0 {
return
}
if c.x > 0 {
c.x--
} else {
c.Up()
c.End()
}
c.lastVisualX = c.GetVisualX()
}
// Right moves the cursor right one cell (if possible) or to the next line if it is at the end
func (c *Cursor) Right() {
if c.Loc() == c.Buf.Len() {
return
}
if c.x < Count(c.Buf.Lines[c.y]) {
c.x++
} else {
c.Down()
c.Start()
}
c.lastVisualX = c.GetVisualX()
}
// End moves the cursor to the end of the line it is on
func (c *Cursor) End() {
c.x = Count(c.Buf.Lines[c.y])
c.lastVisualX = c.GetVisualX()
}
// Start moves the cursor to the start of the line it is on
func (c *Cursor) Start() {
c.x = 0
c.lastVisualX = c.GetVisualX()
}
// 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 {
// Get the tab size
tabSize := int(settings["tabsize"].(float64))
// This is the visual line -- every \t replaced with the correct number of spaces
visualLine := strings.Replace(c.Buf.Lines[lineNum], "\t", "\t"+Spaces(tabSize-1), -1)
if visualPos > Count(visualLine) {
visualPos = Count(visualLine)
}
numTabs := NumOccurences(visualLine[:visualPos], '\t')
if visualPos >= (tabSize-1)*numTabs {
return visualPos - (tabSize-1)*numTabs
}
return visualPos / tabSize
}
// GetVisualX returns the x value of the cursor in visual spaces
func (c *Cursor) GetVisualX() int {
runes := []rune(c.Buf.Lines[c.y])
tabSize := int(settings["tabsize"].(float64))
return c.x + NumOccurences(string(runes[:c.x]), '\t')*(tabSize-1)
}
// Relocate makes sure that the cursor is inside the bounds of the buffer
// If it isn't, it moves it to be within the buffer's lines
func (c *Cursor) Relocate() {
if c.y < 0 {
c.y = 0
} else if c.y >= c.Buf.NumLines {
c.y = c.Buf.NumLines - 1
}
if c.x < 0 {
c.x = 0
} else if c.x > Count(c.Buf.Lines[c.y]) {
c.x = Count(c.Buf.Lines[c.y])
}
}