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The layout scrolls a view up if its origin is past the bottom of its content, to avoid showing blank space (e.g. after a resize). But it measures content height by the lines loaded so far, and command/pty tasks load asynchronously. So when a view is re-rendered while scrolled down, the layout would yank it to the top because only a fraction of the content has been read yet, then leave it there once loading finished. Track whether a command task is actively reading (set synchronously when the task is created, so a layout pass in between sees it; cleared at EOF, but not when stopped, since that means a newer task is taking over) and skip the scroll-up clamp for such views. onEndOfInput already re-clamps once loading completes. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
193 lines
5.7 KiB
Go
193 lines
5.7 KiB
Go
package gui
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import (
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"io"
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"os/exec"
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"strings"
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"github.com/jesseduffield/lazygit/pkg/gocui"
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"github.com/jesseduffield/lazygit/pkg/tasks"
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"github.com/sirupsen/logrus"
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)
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func (gui *Gui) newCmdTask(view *gocui.View, cmd *exec.Cmd, prefix string) error {
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cmdStr := strings.Join(cmd.Args, " ")
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gui.c.Log.WithField(
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"command",
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cmdStr,
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).Debug("RunCommand")
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manager := gui.getManager(view)
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// Mark the view as loading synchronously (before the task's goroutine runs
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// and before the next layout pass) so the layout doesn't clamp the scroll
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// position to the not-yet-loaded content.
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manager.StartLoading()
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// Snapshot the view width here, on the UI thread, so the task goroutine
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// doesn't read the view's live dimensions while it streams output. It's
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// applied inside start() below rather than now, because start() runs once
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// the previous task has stopped -- applying it here would race that task's
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// still-running writes (see View.SetContentWidth).
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contentWidth := view.InnerWidth()
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var r io.ReadCloser
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start := func() (tasks.Cmd, io.Reader) {
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view.SetContentWidth(contentWidth)
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execCmd, pipe := startCmdWithPipe(cmd, gui.c.Log)
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r = pipe
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return execCmd, pipe
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}
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onClose := func() {
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if r != nil {
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r.Close()
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r = nil
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}
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}
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linesToRead := gui.linesToReadFromCmdTask(view)
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if err := manager.NewTask(manager.NewCmdTask(start, prefix, linesToRead, onClose), cmdStr); err != nil {
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gui.c.Log.Error(err)
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}
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return nil
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}
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// startCmdWithPipe starts cmd with its stdout and stderr going to a single
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// pipe, and returns the command along with the pipe's read end, in the shape
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// that NewCmdTask expects from its start func. It never returns a nil reader,
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// because NewCmdTask's scanner panics on one: when the pipe can't be created
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// the command isn't started at all, and an empty reader is returned so that
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// the task shuts down cleanly with the error in the log.
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func startCmdWithPipe(cmd *exec.Cmd, log *logrus.Entry) (tasks.Cmd, io.ReadCloser) {
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r, err := cmd.StdoutPipe()
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if err != nil {
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log.Error(err)
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return tasks.ExecCmd{Cmd: cmd}, io.NopCloser(strings.NewReader(""))
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}
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cmd.Stderr = cmd.Stdout
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if err := cmd.Start(); err != nil {
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log.Error(err)
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}
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return tasks.ExecCmd{Cmd: cmd}, r
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}
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func (gui *Gui) newStringTask(view *gocui.View, str string) error {
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// using str so that if rendering the exact same thing we don't reset the origin
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return gui.newStringTaskWithKey(view, str, str)
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}
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func (gui *Gui) newStringTaskWithoutScroll(view *gocui.View, str string) error {
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manager := gui.getManager(view)
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f := func(tasks.TaskOpts) error {
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return gui.g.OnUIThreadAndWaitBackground(func() error {
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gui.c.SetViewContent(view, str)
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return nil
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})
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}
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if err := manager.NewTask(f, manager.GetTaskKey()); err != nil {
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return err
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}
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return nil
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}
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func (gui *Gui) newStringTaskWithScroll(view *gocui.View, str string, originX int, originY int) error {
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manager := gui.getManager(view)
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f := func(tasks.TaskOpts) error {
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return gui.g.OnUIThreadAndWaitBackground(func() error {
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gui.c.SetViewContent(view, str)
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view.SetOrigin(originX, originY)
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return nil
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})
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}
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if err := manager.NewTask(f, manager.GetTaskKey()); err != nil {
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return err
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}
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return nil
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}
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func (gui *Gui) newStringTaskWithKey(view *gocui.View, str string, key string) error {
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manager := gui.getManager(view)
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f := func(tasks.TaskOpts) error {
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return gui.g.OnUIThreadAndWaitBackground(func() error {
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gui.c.ResetViewOrigin(view)
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gui.c.SetViewContent(view, str)
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return nil
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})
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}
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if err := manager.NewTask(f, key); err != nil {
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return err
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}
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return nil
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}
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func (gui *Gui) getManager(view *gocui.View) *tasks.ViewBufferManager {
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manager, ok := gui.viewBufferManagerMap[view.Name()]
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if !ok {
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manager = tasks.NewViewBufferManager(
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gui.Log,
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view,
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func() {
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// we could clear here, but that actually has the effect of causing a flicker
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// where the view may contain no content momentarily as the gui refreshes.
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// Instead, we're rewinding the write pointer so that we will just start
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// overwriting the existing content from the top down. Once we've reached
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// the end of the content do display, we call view.FlushStaleCells() to
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// clear out the remaining content from the previous render.
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view.Reset()
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},
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func() {
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// As the task reads more lines, the only thing that changes is the
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// view's content (and its scrollbar); the window layout doesn't. So a
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// content-only render is enough, and it's much cheaper than a full
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// layout-and-redraw on every read - which matters a lot when reading
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// a long diff, where reads happen repeatedly as the user scrolls.
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gui.renderContentOnly()
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},
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func() {
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// Need to check if the content of the view is well past the origin.
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linesHeight := view.ViewLinesHeight()
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_, originY := view.Origin()
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if linesHeight < originY {
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newOriginY := linesHeight
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view.SetOrigin(0, newOriginY)
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}
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view.FlushStaleCells()
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},
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func() {
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view.SetOrigin(0, 0)
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},
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func() gocui.Task {
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// A background task: rendering content into a view is display
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// work, not lazygit driving a git operation, so it must not
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// count towards being busy and block a repo switch. These
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// renders fire on nearly every focus/selection change, including
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// the context activation that happens right before a menu/prompt
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// handler runs (e.g. confirming worktree creation), which would
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// otherwise make the switch that handler triggers refuse itself.
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return gui.c.GocuiGui().NewBackgroundTask()
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},
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// Rendering is background work too (see above), so the view mutations
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// it bounces onto the UI thread mustn't count towards being busy.
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gui.g.OnUIThreadAndWaitBackground,
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)
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gui.viewBufferManagerMap[view.Name()] = manager
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}
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return manager
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}
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