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This adds the `savecursor` option which will remember where the cursor was when the file was closed and put it back when the file is opened again. The option is off by default so that people aren't confused as to why the cursor isn't at the start of a file when they open it. This commit also adds a more general ability to serialize a buffer so various components can be saved (which could also be useful for persistent undo). Fixes #107
388 lines
9.0 KiB
Go
388 lines
9.0 KiB
Go
package main
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import (
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"strings"
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)
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// FromCharPos converts from a character position to an x, y position
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func FromCharPos(loc int, buf *Buffer) (int, int) {
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return FromCharPosStart(0, 0, 0, loc, buf)
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}
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// FromCharPosStart converts from a character position to an x, y position, starting at the specified character location
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func FromCharPosStart(startLoc, startX, startY, loc int, buf *Buffer) (int, int) {
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charNum := startLoc
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x, y := startX, startY
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lineLen := Count(buf.Lines[y]) + 1
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for charNum+lineLen <= loc {
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charNum += lineLen
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y++
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if y >= buf.NumLines {
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return 0, 0
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}
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lineLen = Count(buf.Lines[y]) + 1
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}
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x = loc - charNum
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return x, y
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}
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// ToCharPos converts from an x, y position to a character position
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func ToCharPos(x, y int, buf *Buffer) int {
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loc := 0
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for i := 0; i < y; i++ {
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// + 1 for the newline
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loc += Count(buf.Lines[i]) + 1
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}
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loc += x
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return loc
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}
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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.
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// The cursor must be displayed at an x, y location, but since the buffer
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// uses a rope to store text, to insert text we must have an index. It
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// is also simpler to use character indicies for other tasks such as
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// selection.
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type Cursor struct {
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buf *Buffer
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// The cursor display location
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X int
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Y int
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// Last cursor x position
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LastVisualX int
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// The current selection as a range of character numbers (inclusive)
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CurSelection [2]int
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// The original selection as a range of character numbers
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// This is used for line and word selection where it is necessary
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// to know what the original selection was
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OrigSelection [2]int
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}
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// Clamp makes sure that the cursor is in the bounds of the buffer
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// It cannot be less than 0 or greater than the buffer length
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func (c *Cursor) Clamp() {
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loc := c.Loc()
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if loc < 0 {
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c.SetLoc(0)
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} else if loc > c.buf.Len() {
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c.SetLoc(c.buf.Len())
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}
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}
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// SetLoc sets the location of the cursor in terms of character number
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// and not x, y location
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// It's just a simple wrapper of FromCharPos
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func (c *Cursor) SetLoc(loc int) {
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c.X, c.Y = FromCharPos(loc, c.buf)
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c.LastVisualX = c.GetVisualX()
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}
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// Loc gets the cursor location in terms of character number instead
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// of x, y location
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// It's just a simple wrapper of ToCharPos
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func (c *Cursor) Loc() int {
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return ToCharPos(c.X, c.Y, c.buf)
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}
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// ResetSelection resets the user's selection
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func (c *Cursor) ResetSelection() {
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c.CurSelection[0] = 0
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c.CurSelection[1] = 0
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}
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// HasSelection returns whether or not the user has selected anything
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func (c *Cursor) HasSelection() bool {
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return c.CurSelection[0] != c.CurSelection[1]
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}
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// DeleteSelection deletes the currently selected text
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func (c *Cursor) DeleteSelection() {
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if c.CurSelection[0] > c.CurSelection[1] {
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c.buf.Remove(c.CurSelection[1], c.CurSelection[0])
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c.SetLoc(c.CurSelection[1])
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} else if c.GetSelection() == "" {
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return
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} else {
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c.buf.Remove(c.CurSelection[0], c.CurSelection[1])
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c.SetLoc(c.CurSelection[0])
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}
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}
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// GetSelection returns the cursor's selection
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func (c *Cursor) GetSelection() string {
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if c.CurSelection[0] > c.CurSelection[1] {
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return c.buf.Substr(c.CurSelection[1], c.CurSelection[0])
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}
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return c.buf.Substr(c.CurSelection[0], c.CurSelection[1])
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}
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// SelectLine selects the current line
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func (c *Cursor) SelectLine() {
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c.Start()
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c.CurSelection[0] = c.Loc()
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c.End()
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if c.buf.NumLines-1 > c.Y {
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c.CurSelection[1] = c.Loc() + 1
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} else {
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c.CurSelection[1] = c.Loc()
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}
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c.OrigSelection = c.CurSelection
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}
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// AddLineToSelection adds the current line to the selection
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func (c *Cursor) AddLineToSelection() {
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loc := c.Loc()
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if loc < c.OrigSelection[0] {
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c.Start()
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c.CurSelection[0] = c.Loc()
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c.CurSelection[1] = c.OrigSelection[1]
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}
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if loc > c.OrigSelection[1] {
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c.End()
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c.CurSelection[1] = c.Loc()
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c.CurSelection[0] = c.OrigSelection[0]
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}
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if loc < c.OrigSelection[1] && loc > c.OrigSelection[0] {
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c.CurSelection = c.OrigSelection
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}
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}
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// SelectWord selects the word the cursor is currently on
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func (c *Cursor) SelectWord() {
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if len(c.buf.Lines[c.Y]) == 0 {
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return
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}
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if !IsWordChar(string(c.RuneUnder(c.X))) {
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loc := c.Loc()
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c.CurSelection[0] = loc
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c.CurSelection[1] = loc + 1
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c.OrigSelection = c.CurSelection
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return
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}
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forward, backward := c.X, c.X
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for backward > 0 && IsWordChar(string(c.RuneUnder(backward-1))) {
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backward--
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}
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c.CurSelection[0] = ToCharPos(backward, c.Y, c.buf)
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c.OrigSelection[0] = c.CurSelection[0]
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for forward < Count(c.buf.Lines[c.Y])-1 && IsWordChar(string(c.RuneUnder(forward+1))) {
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forward++
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}
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c.CurSelection[1] = ToCharPos(forward, c.Y, c.buf) + 1
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c.OrigSelection[1] = c.CurSelection[1]
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c.SetLoc(c.CurSelection[1])
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}
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// AddWordToSelection adds the word the cursor is currently on to the selection
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func (c *Cursor) AddWordToSelection() {
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loc := c.Loc()
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if loc > c.OrigSelection[0] && loc < c.OrigSelection[1] {
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c.CurSelection = c.OrigSelection
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return
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}
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if loc < c.OrigSelection[0] {
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backward := c.X
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for backward > 0 && IsWordChar(string(c.RuneUnder(backward-1))) {
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backward--
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}
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c.CurSelection[0] = ToCharPos(backward, c.Y, c.buf)
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c.CurSelection[1] = c.OrigSelection[1]
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}
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if loc > c.OrigSelection[1] {
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forward := c.X
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for forward < Count(c.buf.Lines[c.Y])-1 && IsWordChar(string(c.RuneUnder(forward+1))) {
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forward++
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}
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c.CurSelection[1] = ToCharPos(forward, c.Y, c.buf) + 1
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c.CurSelection[0] = c.OrigSelection[0]
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}
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c.SetLoc(c.CurSelection[1])
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}
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// SelectTo selects from the current cursor location to the given location
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func (c *Cursor) SelectTo(loc int) {
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if loc > c.OrigSelection[0] {
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c.CurSelection[0] = c.OrigSelection[0]
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c.CurSelection[1] = loc
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} else {
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c.CurSelection[0] = loc
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c.CurSelection[1] = c.OrigSelection[0]
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}
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}
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// WordRight moves the cursor one word to the right
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func (c *Cursor) WordRight() {
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c.Right()
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for IsWhitespace(c.RuneUnder(c.X)) {
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if c.X == Count(c.buf.Lines[c.Y]) {
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return
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}
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c.Right()
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}
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for !IsWhitespace(c.RuneUnder(c.X)) {
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if c.X == Count(c.buf.Lines[c.Y]) {
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return
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}
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c.Right()
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}
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}
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// WordLeft moves the cursor one word to the left
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func (c *Cursor) WordLeft() {
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c.Left()
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for IsWhitespace(c.RuneUnder(c.X)) {
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if c.X == 0 {
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return
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}
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c.Left()
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}
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for !IsWhitespace(c.RuneUnder(c.X)) {
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if c.X == 0 {
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return
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}
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c.Left()
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}
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c.Right()
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}
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// RuneUnder returns the rune under the given x position
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func (c *Cursor) RuneUnder(x int) rune {
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line := []rune(c.buf.Lines[c.Y])
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if len(line) == 0 {
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return '\n'
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}
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if x >= len(line) {
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return '\n'
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} else if x < 0 {
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x = 0
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}
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return line[x]
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}
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// Up moves the cursor up one line (if possible)
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func (c *Cursor) Up() {
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if c.Y > 0 {
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c.Y--
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runes := []rune(c.buf.Lines[c.Y])
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c.X = c.GetCharPosInLine(c.Y, c.LastVisualX)
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if c.X > len(runes) {
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c.X = len(runes)
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}
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}
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}
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// Down moves the cursor down one line (if possible)
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func (c *Cursor) Down() {
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if c.Y < c.buf.NumLines-1 {
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c.Y++
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runes := []rune(c.buf.Lines[c.Y])
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c.X = c.GetCharPosInLine(c.Y, c.LastVisualX)
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if c.X > len(runes) {
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c.X = len(runes)
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}
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}
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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
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func (c *Cursor) Left() {
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if c.Loc() == 0 {
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return
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}
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if c.X > 0 {
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c.X--
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} else {
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c.Up()
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c.End()
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}
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c.LastVisualX = c.GetVisualX()
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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
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func (c *Cursor) Right() {
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if c.Loc() == c.buf.Len() {
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return
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}
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if c.X < Count(c.buf.Lines[c.Y]) {
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c.X++
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} else {
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c.Down()
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c.Start()
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}
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c.LastVisualX = c.GetVisualX()
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}
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// End moves the cursor to the end of the line it is on
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func (c *Cursor) End() {
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c.X = Count(c.buf.Lines[c.Y])
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c.LastVisualX = c.GetVisualX()
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}
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// Start moves the cursor to the start of the line it is on
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func (c *Cursor) Start() {
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c.X = 0
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c.LastVisualX = c.GetVisualX()
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}
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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)
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func (c *Cursor) GetCharPosInLine(lineNum, visualPos int) int {
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// Get the tab size
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tabSize := int(settings["tabsize"].(float64))
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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.buf.Lines[lineNum], "\t", "\t"+Spaces(tabSize-1), -1)
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if visualPos > Count(visualLine) {
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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 {
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return visualPos - (tabSize-1)*numTabs
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}
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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
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func (c *Cursor) GetVisualX() int {
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runes := []rune(c.buf.Lines[c.Y])
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tabSize := int(settings["tabsize"].(float64))
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return c.X + NumOccurences(string(runes[:c.X]), '\t')*(tabSize-1)
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}
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// Relocate makes sure that the cursor is inside the bounds of the buffer
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// If it isn't, it moves it to be within the buffer's lines
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func (c *Cursor) Relocate() {
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if c.Y < 0 {
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c.Y = 0
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} else if c.Y >= c.buf.NumLines {
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c.Y = c.buf.NumLines - 1
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}
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if c.X < 0 {
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c.X = 0
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} else if c.X > Count(c.buf.Lines[c.Y]) {
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c.X = Count(c.buf.Lines[c.Y])
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}
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}
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