jesseduffield.lazygit/pkg/gocui/gui.go
Stefan Haller f0b139f3ab Log the user-event queue's high-water mark
Now that the queue is unbounded, its depth is a useful signal for
understanding how the event loop behaves under load — and we expect it
to look very different across builds (e.g. master, which carries the
bounce-state-updates-to-ui-thread work, versus the v0.63.0 release this
fix ships in). Track the deepest the queue has ever been and log an Info
line whenever that record is broken, so the numbers show up in the log
for later reasoning. The mark is session-wide and doesn't reset when the
queue drains.

gocui has no logger of its own, so it exposes the new depth through a
handler (matching the existing SetFocusHandler / SetOpenHyperlinkFunc
pattern) that the gui registers to log via its own logger.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-15 10:14:05 +02:00

1773 lines
45 KiB
Go

// Copyright 2014 The gocui Authors. All rights reserved.
// Use of this source code is governed by a BSD-style
// license that can be found in the LICENSE file.
package gocui
import (
standardErrors "errors"
"runtime"
"strings"
"sync"
"time"
"github.com/gdamore/tcell/v3"
"github.com/go-errors/errors"
"github.com/jesseduffield/generics/set"
"github.com/rivo/uniseg"
"github.com/samber/lo"
)
// OutputMode represents an output mode, which determines how colors
// are used.
type OutputMode int
const DOUBLE_CLICK_THRESHOLD = 500 * time.Millisecond
var (
// ErrNoSuchKeybind is returned when the keybinding being parsed does not exist.
ErrNoSuchKeybind = standardErrors.New("no such keybind")
// ErrUnknownView allows to assert if a View must be initialized.
ErrUnknownView = standardErrors.New("unknown view")
// ErrQuit is used to decide if the MainLoop finished successfully.
ErrQuit = standardErrors.New("quit")
// ErrKeybindingNotHandled is returned when a keybinding is not handled, so that the key can be dispatched further
ErrKeybindingNotHandled = standardErrors.New("keybinding not handled")
)
const (
// OutputNormal provides 8-colors terminal mode.
OutputNormal OutputMode = iota
// Output256 provides 256-colors terminal mode.
Output256
// Output216 provides 216 ansi color terminal mode.
Output216
// OutputGrayscale provides greyscale terminal mode.
OutputGrayscale
// OutputTrue provides 24bit color terminal mode.
// This mode is recommended even if your terminal doesn't support
// such mode. The colors are represented exactly as you
// write them (no clamping or truncating). `tcell` should take care
// of what your terminal can do.
OutputTrue
)
type tabClickHandler func(int) error
type tabClickBinding struct {
viewName string
handler tabClickHandler
}
// TODO: would be good to define inbound and outbound click handlers e.g.
// clicking on a file is an inbound thing where we don't care what context you're
// in when it happens, whereas clicking on the main view from the files view is an
// outbound click with a specific handler. But this requires more thinking about
// where handlers should live.
type ViewMouseBinding struct {
// the view that is clicked
ViewName string
// the view that has focus when the click occurs.
FocusedView string
Handler func(ViewMouseBindingOpts) error
Modifier Modifier
// must be a mouse key
Key KeyName
}
type ViewMouseBindingOpts struct {
X int // i.e. origin x + cursor x
Y int // i.e. origin y + cursor y
Key KeyName // which button was clicked (will be one of the Mouse* constants)
IsDoubleClick bool // true if this is a double click
}
type GuiMutexes struct {
ViewsMutex sync.Mutex
}
type replayedEvents struct {
Keys chan *TcellKeyEventWrapper
Resizes chan *TcellResizeEventWrapper
MouseEvents chan *TcellMouseEventWrapper
FocusEvents chan *TcellFocusEventWrapper
}
type RecordingConfig struct {
Speed float64
Leeway int
}
type clickInfo struct {
x int
y int
key KeyName
viewName string
time time.Time
}
// Gui represents the whole User Interface, including the views, layouts
// and keybindings.
type Gui struct {
RecordingConfig
// ReplayedEvents is for passing pre-recorded input events, for the purposes of testing
ReplayedEvents replayedEvents
playRecording bool
tabClickBindings []*tabClickBinding
viewMouseBindings []*ViewMouseBinding
lastClick *clickInfo
gEvents chan GocuiEvent
userEvents *userEventQueue
views []*View
currentView *View
managers []Manager
keybindings []*keybinding
focusHandler func(bool) error
openHyperlink func(string, string) error
onSelectSearchResultFunc func(*View, int)
renderSearchStatusFunc func(*View, int, int)
maxX, maxY int
outputMode OutputMode
stop chan struct{}
// BgColor and FgColor allow to configure the background and foreground
// colors of the GUI.
BgColor, FgColor, FrameColor Attribute
// SelBgColor and SelFgColor allow to configure the background and
// foreground colors of the frame of the current view.
SelBgColor, SelFgColor, SelFrameColor Attribute
// If Highlight is true, Sel{Bg,Fg}Colors will be used to draw the
// frame of the current view.
Highlight bool
// If ShowListFooter is true then show list footer (i.e. the part that says we're at item 5 out of 10)
ShowListFooter bool
// If Cursor is true then the cursor is enabled.
Cursor bool
// If Mouse is true then mouse events will be enabled.
Mouse bool
IsPasting bool
// If InputEsc is true, when ESC sequence is in the buffer and it doesn't
// match any known sequence, ESC means KeyEsc.
InputEsc bool
// SupportOverlaps is true when we allow for view edges to overlap with other
// view edges
SupportOverlaps bool
Mutexes GuiMutexes
OnSearchEscape func() error
SearchEscapeKeys []Key
NextSearchMatchKeys []Key
PrevSearchMatchKeys []Key
ErrorHandler func(error) error
ShouldHandleMouseEvent func(view *View, key KeyName) bool
screen tcell.Screen
suspendedMutex sync.Mutex
suspended bool
taskManager *TaskManager
lastHoverView *View
}
type NewGuiOpts struct {
OutputMode OutputMode
SupportOverlaps bool
PlayRecording bool
Headless bool
// only applicable when Headless is true
Width int
// only applicable when Headless is true
Height int
RuneReplacements map[rune]string
}
// NewGui returns a new Gui object with a given output mode.
func NewGui(opts NewGuiOpts) (*Gui, error) {
g := &Gui{}
var err error
if opts.Headless {
err = g.tcellInitSimulation(opts.Width, opts.Height)
} else {
err = g.tcellInit(runeReplacements)
}
if err != nil {
return nil, err
}
if opts.Headless || runtime.GOOS == "windows" {
g.maxX, g.maxY = g.screen.Size()
} else {
// TODO: find out if we actually need this bespoke logic for linux
g.maxX, g.maxY, err = g.getTermWindowSize()
if err != nil {
return nil, err
}
}
g.outputMode = opts.OutputMode
g.stop = make(chan struct{})
g.gEvents = make(chan GocuiEvent, 20)
g.userEvents = newUserEventQueue()
g.taskManager = newTaskManager()
if opts.PlayRecording {
g.ReplayedEvents = replayedEvents{
Keys: make(chan *TcellKeyEventWrapper),
Resizes: make(chan *TcellResizeEventWrapper),
MouseEvents: make(chan *TcellMouseEventWrapper),
FocusEvents: make(chan *TcellFocusEventWrapper),
}
}
g.BgColor, g.FgColor, g.FrameColor = ColorDefault, ColorDefault, ColorDefault
g.SelBgColor, g.SelFgColor, g.SelFrameColor = ColorDefault, ColorDefault, ColorDefault
// SupportOverlaps is true when we allow for view edges to overlap with other
// view edges
g.SupportOverlaps = opts.SupportOverlaps
// default keys for when searching strings in a view
g.SearchEscapeKeys = []Key{NewKeyName(KeyEsc)}
g.NextSearchMatchKeys = []Key{NewKeyRune('n')}
g.PrevSearchMatchKeys = []Key{NewKeyRune('N')}
g.playRecording = opts.PlayRecording
return g, nil
}
func (g *Gui) NewTask() *TaskImpl {
return g.taskManager.NewTask()
}
// An idle listener listens for when the program is idle. This is useful for
// integration tests which can wait for the program to be idle before taking
// the next step in the test.
func (g *Gui) AddIdleListener(c chan struct{}) {
g.taskManager.addIdleListener(c)
}
// Close finalizes the library. It should be called after a successful
// initialization and when gocui is not needed anymore.
func (g *Gui) Close() {
close(g.stop)
Screen.Fini()
}
// Size returns the terminal's size.
func (g *Gui) Size() (x, y int) {
return g.maxX, g.maxY
}
// SetRune writes a rune at the given point, relative to the top-left
// corner of the terminal. It checks if the position is valid and applies
// the given colors.
// Should only be used if you know that the given rune is not part of a grapheme cluster.
func (g *Gui) SetRune(x, y int, ch rune, fgColor, bgColor Attribute) error {
if x < 0 || y < 0 || x >= g.maxX || y >= g.maxY {
// swallowing error because it's not that big of a deal
return nil
}
tcellSetCell(x, y, string(ch), fgColor, bgColor, g.outputMode)
return nil
}
// SetView creates a new view with its top-left corner at (x0, y0)
// and the bottom-right one at (x1, y1). If a view with the same name
// already exists, its dimensions are updated; otherwise, the error
// ErrUnknownView is returned, which allows to assert if the View must
// be initialized. It checks if the position is valid.
func (g *Gui) SetView(name string, x0, y0, x1, y1 int, overlaps byte) (*View, error) {
if name == "" {
return nil, errors.New("invalid name")
}
if v, err := g.View(name); err == nil {
sizeChanged := v.x0 != x0 || v.x1 != x1 || v.y0 != y0 || v.y1 != y1
v.x0 = x0
v.y0 = y0
v.x1 = x1
v.y1 = y1
if sizeChanged {
v.clearViewLines()
if v.Editable {
cursorX, cursorY := v.TextArea.GetCursorXY()
newViewCursorX, newOriginX := updatedCursorAndOrigin(0, v.InnerWidth(), cursorX)
newViewCursorY, newOriginY := updatedCursorAndOrigin(0, v.InnerHeight(), cursorY)
v.SetCursor(newViewCursorX, newViewCursorY)
v.SetOrigin(newOriginX, newOriginY)
}
}
return v, nil
}
g.Mutexes.ViewsMutex.Lock()
v := NewView(name, x0, y0, x1, y1, g.outputMode)
v.BgColor, v.FgColor = g.BgColor, g.FgColor
v.SelBgColor, v.SelFgColor = g.SelBgColor, g.SelFgColor
v.Overlaps = overlaps
g.views = append(g.views, v)
v.setOnSelectResult(g.onSelectSearchItem)
v.setRenderSearchStatus(g.renderSearchStatus)
g.Mutexes.ViewsMutex.Unlock()
return v, errors.Wrap(ErrUnknownView, 0)
}
func (g *Gui) onSelectSearchItem(v *View, selectedLineIdx int) {
if g.onSelectSearchResultFunc != nil {
g.onSelectSearchResultFunc(v, selectedLineIdx)
}
}
func (g *Gui) renderSearchStatus(v *View, selected int, total int) {
if g.renderSearchStatusFunc != nil {
g.renderSearchStatusFunc(v, selected, total)
}
}
// SetViewBeneath sets a view stacked beneath another view
func (g *Gui) SetViewBeneath(name string, aboveViewName string, height int) (*View, error) {
aboveView, err := g.View(aboveViewName)
if err != nil {
return nil, err
}
viewTop := aboveView.y1 + 1
return g.SetView(name, aboveView.x0, viewTop, aboveView.x1, viewTop+height-1, 0)
}
// SetViewOnTop sets the given view on top of the existing ones.
func (g *Gui) SetViewOnTop(name string) (*View, error) {
g.Mutexes.ViewsMutex.Lock()
defer g.Mutexes.ViewsMutex.Unlock()
for i, v := range g.views {
if v.name == name {
s := append(g.views[:i], g.views[i+1:]...)
g.views = append(s, v)
return v, nil
}
}
return nil, errors.Wrap(ErrUnknownView, 0)
}
// SetViewOnBottom sets the given view on bottom of the existing ones.
func (g *Gui) SetViewOnBottom(name string) (*View, error) {
g.Mutexes.ViewsMutex.Lock()
defer g.Mutexes.ViewsMutex.Unlock()
for i, v := range g.views {
if v.name == name {
s := append(g.views[:i], g.views[i+1:]...)
g.views = append([]*View{v}, s...)
return v, nil
}
}
return nil, errors.Wrap(ErrUnknownView, 0)
}
func (g *Gui) SetViewOnTopOf(toMove string, other string) error {
g.Mutexes.ViewsMutex.Lock()
defer g.Mutexes.ViewsMutex.Unlock()
if toMove == other {
return nil
}
// need to find the two current positions and then move toMove before other in the list.
toMoveIndex := -1
otherIndex := -1
for i, v := range g.views {
if v.name == toMove {
toMoveIndex = i
}
if v.name == other {
otherIndex = i
}
}
if toMoveIndex == -1 || otherIndex == -1 {
return errors.Wrap(ErrUnknownView, 0)
}
// already on top
if toMoveIndex > otherIndex {
return nil
}
// need to actually do it the other way around. Last is highest
viewToMove := g.views[toMoveIndex]
g.views = append(g.views[:toMoveIndex], g.views[toMoveIndex+1:]...)
g.views = append(g.views[:otherIndex], append([]*View{viewToMove}, g.views[otherIndex:]...)...)
return nil
}
// replaces the content in toView with the content in fromView
func (g *Gui) CopyContent(fromView *View, toView *View) {
g.Mutexes.ViewsMutex.Lock()
defer g.Mutexes.ViewsMutex.Unlock()
toView.CopyContent(fromView)
}
// Views returns all the views in the GUI.
func (g *Gui) Views() []*View {
return g.views
}
// View returns a pointer to the view with the given name, or error
// ErrUnknownView if a view with that name does not exist.
func (g *Gui) View(name string) (*View, error) {
g.Mutexes.ViewsMutex.Lock()
defer g.Mutexes.ViewsMutex.Unlock()
for _, v := range g.views {
if v.name == name {
return v, nil
}
}
return nil, errors.Wrap(ErrUnknownView, 0)
}
// VisibleViewByPosition returns a pointer to a view matching the given position, or
// error ErrUnknownView if a view in that position does not exist.
func (g *Gui) VisibleViewByPosition(x, y int) (*View, error) {
g.Mutexes.ViewsMutex.Lock()
defer g.Mutexes.ViewsMutex.Unlock()
// traverse views in reverse order checking top views first
for i := len(g.views); i > 0; i-- {
v := g.views[i-1]
if !v.Visible {
continue
}
frameOffset := 0
if v.Frame {
frameOffset = 1
}
if x > v.x0-frameOffset && x < v.x1+frameOffset && y > v.y0-frameOffset && y < v.y1+frameOffset {
return v, nil
}
}
return nil, errors.Wrap(ErrUnknownView, 0)
}
// ViewPosition returns the coordinates of the view with the given name, or
// error ErrUnknownView if a view with that name does not exist.
func (g *Gui) ViewPosition(name string) (x0, y0, x1, y1 int, err error) {
g.Mutexes.ViewsMutex.Lock()
defer g.Mutexes.ViewsMutex.Unlock()
for _, v := range g.views {
if v.name == name {
return v.x0, v.y0, v.x1, v.y1, nil
}
}
return 0, 0, 0, 0, errors.Wrap(ErrUnknownView, 0)
}
// DeleteView deletes a view by name.
func (g *Gui) DeleteView(name string) error {
g.Mutexes.ViewsMutex.Lock()
defer g.Mutexes.ViewsMutex.Unlock()
for i, v := range g.views {
if v.name == name {
g.views = append(g.views[:i], g.views[i+1:]...)
return nil
}
}
return errors.Wrap(ErrUnknownView, 0)
}
// SetCurrentView gives the focus to a given view.
func (g *Gui) SetCurrentView(name string) (*View, error) {
g.Mutexes.ViewsMutex.Lock()
defer g.Mutexes.ViewsMutex.Unlock()
for _, v := range g.views {
if v.name == name {
g.currentView = v
return v, nil
}
}
return nil, errors.Wrap(ErrUnknownView, 0)
}
// CurrentView returns the currently focused view, or nil if no view
// owns the focus.
func (g *Gui) CurrentView() *View {
return g.currentView
}
// SetKeybinding creates a new keybinding. If viewname equals to ""
// (empty string) then the keybinding will apply to all views. key must
// be a rune or a Key.
func (g *Gui) SetKeybinding(viewname string, key Key, handler func(*Gui, *View) error) {
kb := newKeybinding(viewname, key, handler)
g.keybindings = append(g.keybindings, kb)
}
// DeleteKeybindings deletes all keybindings of view.
func (g *Gui) DeleteAllKeybindings() {
g.keybindings = []*keybinding{}
g.tabClickBindings = []*tabClickBinding{}
g.viewMouseBindings = []*ViewMouseBinding{}
}
// DeleteKeybindings deletes all keybindings of view.
func (g *Gui) DeleteViewKeybindings(viewname string) {
var s []*keybinding
for _, kb := range g.keybindings {
if kb.viewName != viewname {
s = append(s, kb)
}
}
g.keybindings = s
}
// SetTabClickBinding sets a binding for a tab click event
func (g *Gui) SetTabClickBinding(viewName string, handler tabClickHandler) error {
g.tabClickBindings = append(g.tabClickBindings, &tabClickBinding{
viewName: viewName,
handler: handler,
})
return nil
}
func (g *Gui) SetViewClickBinding(binding *ViewMouseBinding) error {
g.viewMouseBindings = append(g.viewMouseBindings, binding)
return nil
}
func (g *Gui) SetFocusHandler(handler func(bool) error) {
g.focusHandler = handler
}
func (g *Gui) SetOpenHyperlinkFunc(openHyperlinkFunc func(string, string) error) {
g.openHyperlink = openHyperlinkFunc
}
func (g *Gui) SetOnSelectSearchResultFunc(onSelectSearchResultFunc func(*View, int)) {
g.onSelectSearchResultFunc = onSelectSearchResultFunc
}
func (g *Gui) SetRenderSearchStatusFunc(renderSearchStatusFunc func(*View, int, int)) {
g.renderSearchStatusFunc = renderSearchStatusFunc
}
// SetUpdateQueueHighWaterMarkHandler registers a diagnostic callback invoked
// with the new depth whenever the queue of pending Update callbacks reaches a
// new maximum. It may be called from any goroutine.
func (g *Gui) SetUpdateQueueHighWaterMarkHandler(f func(depth int)) {
g.userEvents.setHighWaterMarkHandler(f)
}
// userEvent represents an event triggered by the user.
type userEvent struct {
f func(*Gui) error
task Task
// Signals that this event only modifies view content (e.g. SetContent).
// When all events in a batch are contentOnly, processEvent
// can skip the expensive layout() call in flush().
contentOnly bool
}
// userEventQueue is an unbounded, order-preserving FIFO of work enqueued by
// Update and friends for the main loop to run.
//
// It's unbounded (rather than a fixed-size channel) because producers must
// never block or lose work. Update can be called from the UI goroutine itself,
// where a blocking send would deadlock against the loop that drains the queue;
// and it can be called from arbitrary worker goroutines that may enqueue faster
// than the loop drains. That happens while the loop is stalled — suspended for
// a subprocess (the editor runs on the UI thread), or hung in a long handler —
// and also when a long-running worker operation emits a steady stream of
// updates that outpaces the loop (e.g. the waiting-status spinner ticks while a
// large directory is toggled into a custom patch). A fixed channel forces a
// choice between blocking (deadlock), dropping or reordering, and panicking on
// overflow; an unbounded queue avoids all three while preserving FIFO order.
//
// enqueue appends under the mutex and rings the doorbell; the main loop selects
// on the doorbell to wake, then drains the slice to empty. The doorbell is
// buffered(1) and rung with a non-blocking send, so it's a coalescing "work
// pending" flag rather than a per-event signal: a burst of appends leaves at
// most one token, and the loop drains everything the token represents on a
// single wake. A token left over after a drain (because the drain happened to
// empty the slice after the ring) just causes one harmless empty wake.
type userEventQueue struct {
mutex sync.Mutex
events []userEvent
doorbell chan struct{}
// highWaterMark is the deepest the queue has ever been, and
// onHighWaterMark (if set) is called with the new depth each time that
// record is broken. Purely diagnostic: it lets us see how deep the queue
// gets in practice (see SetUpdateQueueHighWaterMarkHandler).
highWaterMark int
onHighWaterMark func(int)
}
func newUserEventQueue() *userEventQueue {
return &userEventQueue{doorbell: make(chan struct{}, 1)}
}
// enqueue appends an event and wakes the main loop. It never blocks.
func (q *userEventQueue) enqueue(ev userEvent) {
q.mutex.Lock()
q.events = append(q.events, ev)
newHighWaterMark := 0
if len(q.events) > q.highWaterMark {
q.highWaterMark = len(q.events)
newHighWaterMark = q.highWaterMark
}
onHighWaterMark := q.onHighWaterMark
q.mutex.Unlock()
// Report outside the lock: the handler does I/O (logging) and must not
// stall other producers or the draining loop.
if newHighWaterMark > 0 && onHighWaterMark != nil {
onHighWaterMark(newHighWaterMark)
}
select {
case q.doorbell <- struct{}{}:
default:
}
}
func (q *userEventQueue) setHighWaterMarkHandler(f func(int)) {
q.mutex.Lock()
q.onHighWaterMark = f
q.mutex.Unlock()
}
// dequeue pops the oldest event, reporting false when the queue is empty.
func (q *userEventQueue) dequeue() (userEvent, bool) {
q.mutex.Lock()
defer q.mutex.Unlock()
if len(q.events) == 0 {
return userEvent{}, false
}
ev := q.events[0]
if len(q.events) == 1 {
// Release the backing array whenever the queue drains, so a one-off
// burst doesn't pin its peak size for the rest of the session.
q.events = nil
} else {
q.events[0] = userEvent{}
q.events = q.events[1:]
}
return ev, true
}
// Update enqueues f for the UI loop to run on its next iteration. Multiple
// Update calls from the same goroutine arrive in source order (the queue is
// FIFO). The enqueue never blocks and never drops work; see userEventQueue for
// why the queue is unbounded.
func (g *Gui) Update(f func(*Gui) error) {
task := g.NewTask()
g.userEvents.enqueue(userEvent{f: f, task: task})
}
// Like Update, but signals that the callback only modifies content.
func (g *Gui) UpdateContentOnly(f func(*Gui) error) {
task := g.NewTask()
g.userEvents.enqueue(userEvent{f: f, task: task, contentOnly: true})
}
// Calls a function in a goroutine. Handles panics gracefully and tracks
// number of background tasks.
// Always use this when you want to spawn a goroutine and you want lazygit to
// consider itself 'busy` as it runs the code. Don't use for long-running
// background goroutines where you wouldn't want lazygit to be considered busy
// (i.e. when you wouldn't want a loader to be shown to the user)
func (g *Gui) OnWorker(f func(Task) error) {
task := g.NewTask()
go func() {
g.onWorkerAux(f, task)
task.Done()
}()
}
func (g *Gui) onWorkerAux(f func(Task) error, task Task) {
panicking := true
defer func() {
if panicking && Screen != nil {
Screen.Fini()
}
}()
err := f(task)
panicking = false
if err != nil {
g.Update(func(g *Gui) error {
return err
})
}
}
// A Manager is in charge of GUI's layout and can be used to build widgets.
type Manager interface {
// Layout is called every time the GUI is redrawn, it must contain the
// base views and its initializations.
Layout(*Gui) error
}
// The ManagerFunc type is an adapter to allow the use of ordinary functions as
// Managers. If f is a function with the appropriate signature, ManagerFunc(f)
// is an Manager object that calls f.
type ManagerFunc func(*Gui) error
// Layout calls f(g)
func (f ManagerFunc) Layout(g *Gui) error {
return f(g)
}
// SetManager sets the given GUI managers. It deletes all views and
// keybindings.
func (g *Gui) SetManager(managers ...Manager) {
g.managers = managers
g.currentView = nil
g.views = nil
g.keybindings = nil
g.tabClickBindings = nil
go func() { g.gEvents <- GocuiEvent{Type: eventResize} }()
}
// SetManagerFunc sets the given manager function. It deletes all views and
// keybindings.
func (g *Gui) SetManagerFunc(manager func(*Gui) error) {
g.SetManager(ManagerFunc(manager))
}
// MainLoop runs the main loop until an error is returned. A successful
// finish should return ErrQuit.
func (g *Gui) MainLoop() error {
go func() {
for {
select {
case <-g.stop:
return
default:
g.gEvents <- g.pollEvent()
}
}
}()
Screen.EnableFocus()
Screen.EnablePaste()
previousEnableMouse := false
for {
if g.Mouse != previousEnableMouse {
if g.Mouse {
Screen.EnableMouse()
} else {
Screen.DisableMouse()
}
previousEnableMouse = g.Mouse
}
err := g.processEvent()
if err != nil {
return err
}
}
}
func (g *Gui) handleError(err error) error {
if err != nil && !standardErrors.Is(err, ErrQuit) && g.ErrorHandler != nil {
return g.ErrorHandler(err)
}
return err
}
func (g *Gui) processEvent() error {
contentOnly := false
select {
case ev := <-g.gEvents:
task := g.NewTask()
defer func() { task.Done() }()
if err := g.handleError(g.handleEvent(&ev)); err != nil {
return err
}
case <-g.userEvents.doorbell:
ev, ok := g.userEvents.dequeue()
if !ok {
// A leftover doorbell token whose events were already drained by a
// previous iteration's processRemainingEvents: nothing to run and
// nothing new to render.
return nil
}
contentOnly = ev.contentOnly
defer func() { ev.task.Done() }()
if err := g.handleError(ev.f(g)); err != nil {
return err
}
}
remainingContentOnly, err := g.processRemainingEvents()
if err != nil {
return err
}
contentOnly = contentOnly && remainingContentOnly
if contentOnly {
return g.flushContentOnly(g.views)
}
return g.flush()
}
// processRemainingEvents handles the remaining events in the events pool.
// Returns true if all processed events were content-only.
func (g *Gui) processRemainingEvents() (bool, error) {
contentOnly := true
for {
select {
case ev := <-g.gEvents:
contentOnly = false
if err := g.handleError(g.handleEvent(&ev)); err != nil {
return false, err
}
default:
// No gui event is pending; drain a queued user event instead.
// gui events take priority so input stays responsive, but they're
// bounded (buffer of 20), so this can't starve the user-event queue.
ev, ok := g.userEvents.dequeue()
if !ok {
return contentOnly, nil
}
contentOnly = ev.contentOnly && contentOnly
err := g.handleError(ev.f(g))
ev.task.Done()
if err != nil {
return false, err
}
}
}
}
// handleEvent handles an event, based on its type (key-press, error,
// etc.)
func (g *Gui) handleEvent(ev *GocuiEvent) error {
switch ev.Type {
case eventKey, eventMouse, eventMouseMove:
return g.onKey(ev)
case eventError:
return ev.Err
case eventResize:
g.onResize()
return nil
case eventFocus:
return g.onFocus(ev)
case eventPaste:
g.IsPasting = ev.Start
return nil
default:
return nil
}
}
func (g *Gui) onResize() {
// not sure if we actually need this
// g.screen.Sync()
}
// drawFrameEdges draws the horizontal and vertical edges of a view.
func (g *Gui) drawFrameEdges(v *View, fgColor, bgColor Attribute) error {
runeH, runeV := '─', '│'
if len(v.FrameRunes) >= 2 {
runeH, runeV = v.FrameRunes[0], v.FrameRunes[1]
}
for x := v.x0 + 1; x < v.x1 && x < g.maxX; x++ {
if x < 0 {
continue
}
if v.y0 > -1 && v.y0 < g.maxY {
if err := g.SetRune(x, v.y0, runeH, fgColor, bgColor); err != nil {
return err
}
}
if v.y1 > -1 && v.y1 < g.maxY {
if err := g.SetRune(x, v.y1, runeH, fgColor, bgColor); err != nil {
return err
}
}
}
showScrollbar, realScrollbarStart, realScrollbarEnd := calcRealScrollbarStartEnd(v)
for y := v.y0 + 1; y < v.y1 && y < g.maxY; y++ {
if y < 0 {
continue
}
if v.x0 > -1 && v.x0 < g.maxX {
if err := g.SetRune(v.x0, y, runeV, fgColor, bgColor); err != nil {
return err
}
}
if v.x1 > -1 && v.x1 < g.maxX {
runeToPrint := calcScrollbarRune(showScrollbar, realScrollbarStart, realScrollbarEnd, y, runeV)
if err := g.SetRune(v.x1, y, runeToPrint, fgColor, bgColor); err != nil {
return err
}
}
}
return nil
}
func calcScrollbarRune(
showScrollbar bool, scrollbarStart int, scrollbarEnd int, position int, runeV rune,
) rune {
if showScrollbar && (position >= scrollbarStart && position <= scrollbarEnd) {
return '▐'
}
return runeV
}
func calcRealScrollbarStartEnd(v *View) (bool, int, int) {
height := v.InnerHeight()
fullHeight := v.ViewLinesHeight() - v.scrollMargin()
if v.CanScrollPastBottom {
fullHeight += height
}
if height < 2 || height >= fullHeight {
return false, 0, 0
}
originY := v.OriginY()
scrollbarStart, scrollbarHeight := calcScrollbar(fullHeight, height, originY, height-1)
top := v.y0 + 1
realScrollbarStart := top + scrollbarStart
realScrollbarEnd := realScrollbarStart + scrollbarHeight
return true, realScrollbarStart, realScrollbarEnd
}
func cornerRune(index byte) rune {
return []rune{' ', '│', '│', '│', '─', '┘', '┐', '┤', '─', '└', '┌', '├', '├', '┴', '┬', '┼'}[index]
}
// cornerCustomRune returns rune from `v.FrameRunes` slice. If the length of slice is less than 11
// all the missing runes will be translated to the default `cornerRune()`
func cornerCustomRune(v *View, index byte) rune {
// Translate `cornerRune()` index
// 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
// ' ', '│', '│', '│', '─', '┘', '┐', '┤', '─', '└', '┌', '├', '├', '┴', '┬', '┼'
// into `FrameRunes` index
// 0 1 2 3 4 5 6 7 8 9 10
// '─', '│', '┌', '┐', '└', '┘', '├', '┤', '┬', '┴', '┼'
switch index {
case 1, 2, 3:
return v.FrameRunes[1]
case 4, 8:
return v.FrameRunes[0]
case 5:
return v.FrameRunes[5]
case 6:
return v.FrameRunes[3]
case 7:
if len(v.FrameRunes) < 8 {
break
}
return v.FrameRunes[7]
case 9:
return v.FrameRunes[4]
case 10:
return v.FrameRunes[2]
case 11, 12:
if len(v.FrameRunes) < 7 {
break
}
return v.FrameRunes[6]
case 13:
if len(v.FrameRunes) < 10 {
break
}
return v.FrameRunes[9]
case 14:
if len(v.FrameRunes) < 9 {
break
}
return v.FrameRunes[8]
case 15:
if len(v.FrameRunes) < 11 {
break
}
return v.FrameRunes[10]
default:
return ' ' // cornerRune(0)
}
return cornerRune(index)
}
func corner(v *View, directions byte) rune {
index := v.Overlaps | directions
if len(v.FrameRunes) >= 6 {
return cornerCustomRune(v, index)
}
return cornerRune(index)
}
// drawFrameCorners draws the corners of the view.
func (g *Gui) drawFrameCorners(v *View, fgColor, bgColor Attribute) error {
if v.y0 == v.y1 {
if !g.SupportOverlaps && v.x0 >= 0 && v.x1 >= 0 && v.y0 >= 0 && v.x0 < g.maxX && v.x1 < g.maxX && v.y0 < g.maxY {
if err := g.SetRune(v.x0, v.y0, '╶', fgColor, bgColor); err != nil {
return err
}
if err := g.SetRune(v.x1, v.y0, '╴', fgColor, bgColor); err != nil {
return err
}
}
return nil
}
runeTL, runeTR, runeBL, runeBR := '┌', '┐', '└', '┘'
if len(v.FrameRunes) >= 6 {
runeTL, runeTR, runeBL, runeBR = v.FrameRunes[2], v.FrameRunes[3], v.FrameRunes[4], v.FrameRunes[5]
}
if g.SupportOverlaps {
runeTL = corner(v, BOTTOM|RIGHT)
runeTR = corner(v, BOTTOM|LEFT)
runeBL = corner(v, TOP|RIGHT)
runeBR = corner(v, TOP|LEFT)
}
corners := []struct {
x, y int
ch rune
}{{v.x0, v.y0, runeTL}, {v.x1, v.y0, runeTR}, {v.x0, v.y1, runeBL}, {v.x1, v.y1, runeBR}}
for _, c := range corners {
if c.x >= 0 && c.y >= 0 && c.x < g.maxX && c.y < g.maxY {
if err := g.SetRune(c.x, c.y, c.ch, fgColor, bgColor); err != nil {
return err
}
}
}
return nil
}
// drawTitle draws the title of the view.
func (g *Gui) drawTitle(v *View, fgColor, bgColor Attribute) error {
if v.y0 < 0 || v.y0 >= g.maxY {
return nil
}
tabs := v.Tabs
prefix := v.TitlePrefix
if prefix != "" {
if len(v.FrameRunes) > 0 {
prefix += string(v.FrameRunes[0])
} else {
prefix += "─"
}
}
separator := " - "
charIndex := 0
currentTabStart := -1
currentTabEnd := -1
if len(tabs) == 0 {
tabs = []string{v.Title}
} else {
for i, tab := range tabs {
if i == v.TabIndex {
currentTabStart = charIndex
currentTabEnd = charIndex + len(tab)
break
}
charIndex += len(tab)
if i < len(tabs)-1 {
charIndex += len(separator)
}
}
}
str := strings.Join(tabs, separator)
x := v.x0 + 2
for _, ch := range prefix {
if err := g.SetRune(x, v.y0, ch, fgColor, bgColor); err != nil {
return err
}
x += uniseg.StringWidth(string(ch))
}
for i, ch := range str {
if x < 0 {
continue
} else if x > v.x1-2 || x >= g.maxX {
break
}
currentFgColor := fgColor
currentBgColor := bgColor
// if you are the current view and you have multiple tabs, de-highlight the non-selected tabs
if v == g.currentView && len(v.Tabs) > 0 {
currentFgColor = v.FgColor
currentBgColor = v.BgColor
}
if i >= currentTabStart && i <= currentTabEnd {
currentFgColor = v.SelFgColor
if v != g.currentView {
currentFgColor &= ^AttrBold
}
}
if err := g.SetRune(x, v.y0, ch, currentFgColor, currentBgColor); err != nil {
return err
}
x += uniseg.StringWidth(string(ch))
}
return nil
}
// drawSubtitle draws the subtitle of the view.
func (g *Gui) drawSubtitle(v *View, fgColor, bgColor Attribute) error {
if v.y0 < 0 || v.y0 >= g.maxY {
return nil
}
start := v.x1 - 5 - uniseg.StringWidth(v.Subtitle)
if start < v.x0 {
return nil
}
x := start
for _, ch := range v.Subtitle {
if x >= v.x1 {
break
}
if err := g.SetRune(x, v.y0, ch, fgColor, bgColor); err != nil {
return err
}
x += uniseg.StringWidth(string(ch))
}
return nil
}
// drawListFooter draws the footer of a list view, showing something like '1 of 10'
func (g *Gui) drawListFooter(v *View, fgColor, bgColor Attribute) error {
if len(v.lines) == 0 {
return nil
}
message := v.Footer
if v.y1 < 0 || v.y1 >= g.maxY {
return nil
}
start := v.x1 - 1 - uniseg.StringWidth(message)
if start < v.x0 {
return nil
}
x := start
for _, ch := range message {
if x >= v.x1 {
break
}
if err := g.SetRune(x, v.y1, ch, fgColor, bgColor); err != nil {
return err
}
x += uniseg.StringWidth(string(ch))
}
return nil
}
// flush updates the gui, re-drawing frames and buffers.
func (g *Gui) flush() error {
// pretty sure we don't need this, but keeping it here in case we get weird visual artifacts
// g.clear(g.FgColor, g.BgColor)
maxX, maxY := Screen.Size()
// if GUI's size has changed, we need to redraw all views
if maxX != g.maxX || maxY != g.maxY {
for _, v := range g.views {
v.clearViewLines()
}
}
g.maxX, g.maxY = maxX, maxY
for _, m := range g.managers {
if err := m.Layout(g); err != nil {
return err
}
}
for _, v := range g.views {
if err := g.draw(v); err != nil {
return err
}
}
Screen.Show()
return nil
}
// Redraws only tainted views and skips the layout pass.
// tcell's cell-level dirty tracking ensures only
// actually-changed cells are emitted to the terminal.
// Will also redraw any views that overlap tainted views
func (g *Gui) flushContentOnly(views []*View) error {
for _, v := range viewsToRedrawContentOnly(views) {
if err := g.draw(v); err != nil {
return err
}
}
Screen.Show()
return nil
}
func viewsToRedrawContentOnly(views []*View) []*View {
redrawIndexes := set.New[int]()
for i, v := range views {
if !v.tainted && !redrawIndexes.Includes(i) {
continue
}
redrawIndexes.Add(i)
for j, above := range views[i+1:] {
aboveIndex := i + 1 + j
if !redrawIndexes.Includes(aboveIndex) && rectsOverlap(v, above) {
redrawIndexes.Add(aboveIndex)
}
}
}
return lo.FilterMap(views, func(view *View, i int) (*View, bool) {
return view, redrawIndexes.Includes(i)
})
}
// Reports whether two views' rectangles share at least one cell.
func rectsOverlap(a, b *View) bool {
ax0, ay0, ax1, ay1 := a.Dimensions()
bx0, by0, bx1, by1 := b.Dimensions()
return ax0 <= bx1 && ax1 >= bx0 && ay0 <= by1 && ay1 >= by0
}
func (g *Gui) ForceLayoutAndRedraw() error {
return g.flush()
}
// Redraws only tainted views outside of the normal main
// loop, without a layout pass. Useful during longer operations that block the
// main thread, e.g. to update a spinner in a status view.
func (g *Gui) ForceFlushViewsContentOnly(views []*View) error {
return g.flushContentOnly(views)
}
// draw manages the cursor and calls the draw function of a view.
func (g *Gui) draw(v *View) error {
if g.suspended {
return nil
}
if !v.Visible || v.y1 < v.y0 || v.x1 < v.x0 {
return nil
}
if g.Cursor {
if curview := g.currentView; curview != nil {
vMaxX, vMaxY := curview.InnerSize()
if curview.cx >= 0 && curview.cx < vMaxX && curview.cy >= 0 && curview.cy < vMaxY {
cx, cy := curview.x0+curview.cx+1, curview.y0+curview.cy+1
Screen.ShowCursor(cx, cy)
} else {
Screen.HideCursor()
}
}
} else {
Screen.HideCursor()
}
v.draw()
if v.Frame {
var fgColor, bgColor, frameColor Attribute
if g.Highlight && v == g.currentView {
fgColor = g.SelFgColor
bgColor = g.SelBgColor
frameColor = g.SelFrameColor
} else {
bgColor = g.BgColor
if v.TitleColor != ColorDefault {
fgColor = v.TitleColor
} else {
fgColor = g.FgColor
}
if v.FrameColor != ColorDefault {
frameColor = v.FrameColor
} else {
frameColor = g.FrameColor
}
}
if err := g.drawFrameEdges(v, frameColor, bgColor); err != nil {
return err
}
if err := g.drawFrameCorners(v, frameColor, bgColor); err != nil {
return err
}
if v.Title != "" || len(v.Tabs) > 0 {
if err := g.drawTitle(v, fgColor, bgColor); err != nil {
return err
}
}
if v.Subtitle != "" {
if err := g.drawSubtitle(v, fgColor, bgColor); err != nil {
return err
}
}
if v.Footer != "" && g.ShowListFooter {
if err := g.drawListFooter(v, fgColor, bgColor); err != nil {
return err
}
}
}
return nil
}
// onKey manages key-press events. A keybinding handler is called when
// a key-press or mouse event satisfies a configured keybinding. Furthermore,
// currentView's internal buffer is modified if currentView.Editable is true.
func (g *Gui) onKey(ev *GocuiEvent) error {
switch ev.Type {
case eventKey:
// newlines. I actually don't quite understand why, because from reading
// When pasting text in Ghostty, it sends us '\r' (which is delivered as
// ctrl-j by tcell) instead of '\n' for newlines. I actually don't quite
// understand why, because from reading Ghostty's source code (e.g.
// https://github.com/ghostty-org/ghostty/commit/010338354a0) it does
// this conversion only for non-bracketed paste mode, but I'm seeing it
// in bracketed paste mode. Whatever I'm missing here, converting '\r'
// back to '\n' fixes pasting multi-line text from Ghostty, and doesn't
// seem harmful for other terminal emulators.
if g.IsPasting && ev.Key.Equals(NewKeyStrMod("j", ModCtrl)) {
ev.Key = NewKeyName(KeyEnter)
}
err := g.execKeybindings(g.currentView, ev)
if err != nil {
return err
}
case eventMouse:
mx, my := ev.MouseX, ev.MouseY
v, err := g.VisibleViewByPosition(mx, my)
if err != nil {
break
}
// newCx and newCy are relative to the view port, i.e. to the visible area of the view
newCx := mx - v.x0 - 1
newCy := my - v.y0 - 1
// newX and newY are relative to the view's content, independent of its scroll position
newX := newCx + v.ox
newY := newCy + v.oy
// if view is editable don't go further than the furthest character for that line
if v.Editable {
if newY < 0 {
newY = 0
newCy = -v.oy
} else if newY >= len(v.lines) {
newY = len(v.lines) - 1
newCy = newY - v.oy
}
visibleLineWidth := 0
for _, c := range v.lines[newY].cells {
visibleLineWidth += c.width
}
if visibleLineWidth < newX {
newX = visibleLineWidth
newCx = visibleLineWidth - v.ox
}
}
if ev.Key.KeyName() == MouseLeft && (ev.Key.Mod()&ModMotion) == 0 && !v.Editable && g.openHyperlink != nil {
if newY >= 0 && newY <= len(v.viewLines)-1 && newX >= 0 && newX <= len(v.viewLines[newY].line)-1 {
if link := v.viewLines[newY].line[newX].hyperlink; link != "" {
return g.openHyperlink(link, v.name)
}
}
}
if g.ShouldHandleMouseEvent != nil {
if !g.ShouldHandleMouseEvent(v, ev.Key.KeyName()) {
// Give clients a chance to reject clicks, for example clicks in inactive views
// when a modal panel is open.
break
}
}
if !IsMouseScrollKey(ev.Key.KeyName()) {
v.SetCursor(newCx, newCy)
if v.Editable {
v.TextArea.SetCursor2D(newX, newY)
// SetCursor2D might have adjusted the text area's cursor to the
// left to move left from a soft line break, so we need to
// update the view's cursor to match the text area's cursor.
cX, _ := v.TextArea.GetCursorXY()
v.SetCursorX(cX)
}
}
if v.Frame && my == v.y0 {
if len(v.Tabs) > 0 {
tabIndex := v.GetClickedTabIndex(mx - v.x0)
if tabIndex >= 0 {
for _, binding := range g.tabClickBindings {
if binding.viewName == v.Name() {
return binding.handler(tabIndex)
}
}
}
}
}
if IsMouseKey(ev.Key) {
isDoubleClick := g.recordClickInfo(newX, newY, ev.Key.KeyName(), v)
opts := ViewMouseBindingOpts{X: newX, Y: newY, Key: ev.Key.KeyName(), IsDoubleClick: isDoubleClick}
matched, err := g.execMouseKeybindings(v, ev, opts)
if err != nil {
return err
}
if matched {
return nil
}
}
if err := g.execKeybindings(v, ev); err != nil {
return err
}
case eventMouseMove:
mx, my := ev.MouseX, ev.MouseY
v, err := g.VisibleViewByPosition(mx, my)
if err != nil {
break
}
if g.lastHoverView != nil && g.lastHoverView != v {
g.lastHoverView.lastHoverPosition = nil
g.lastHoverView.hoveredHyperlink = nil
}
g.lastHoverView = v
v.onMouseMove(mx, my)
default:
}
return nil
}
// remember the information for this click, and return true if it was a double click
func (g *Gui) recordClickInfo(x, y int, key KeyName, v *View) bool {
if IsMouseScrollKey(key) {
g.lastClick = nil
return false
}
clickInfo := &clickInfo{
x: x,
y: y,
key: key,
viewName: v.Name(),
time: time.Now(),
}
isDoubleClick := g.lastClick != nil &&
clickInfo.x == g.lastClick.x &&
clickInfo.y == g.lastClick.y &&
clickInfo.key == g.lastClick.key &&
clickInfo.viewName == g.lastClick.viewName &&
clickInfo.time.Before(g.lastClick.time.Add(DOUBLE_CLICK_THRESHOLD))
g.lastClick = clickInfo
return isDoubleClick
}
func (g *Gui) execMouseKeybindings(view *View, ev *GocuiEvent, opts ViewMouseBindingOpts) (bool, error) {
isMatch := func(binding *ViewMouseBinding) bool {
return binding.ViewName == view.Name() &&
ev.Key.KeyName() == binding.Key &&
ev.Key.Mod() == binding.Modifier
}
// first pass looks for ones that match the focused view
for _, binding := range g.viewMouseBindings {
if isMatch(binding) && binding.FocusedView != "" && binding.FocusedView == g.currentView.Name() {
if err := binding.Handler(opts); !errors.Is(err, ErrKeybindingNotHandled) {
return true, err
}
}
}
for _, binding := range g.viewMouseBindings {
if isMatch(binding) && binding.FocusedView == "" {
return true, binding.Handler(opts)
}
}
return false, nil
}
func IsMouseKey(key Key) bool {
switch key.KeyName() {
case
MouseLeft,
MouseRight,
MouseMiddle,
MouseRelease,
MouseWheelUp,
MouseWheelDown,
MouseWheelLeft,
MouseWheelRight:
return true
default:
return false
}
}
func IsMouseScrollKey(keyName KeyName) bool {
switch keyName {
case
MouseWheelUp,
MouseWheelDown,
MouseWheelLeft,
MouseWheelRight:
return true
default:
return false
}
}
// execKeybindings executes the keybinding handlers that match the passed view
// and event.
func (g *Gui) execKeybindings(v *View, ev *GocuiEvent) error {
var globalKb *keybinding
var matchingParentViewKb *keybinding
if g.IsPasting && v != nil && !v.Editable {
return nil
}
// if we're searching, and we've hit n/N/Esc, we ignore the default keybinding
if v != nil && v.IsSearching() {
if lo.SomeBy(g.NextSearchMatchKeys, func(k Key) bool { return ev.Key.Equals(k) }) {
return v.gotoNextMatch()
} else if lo.SomeBy(g.PrevSearchMatchKeys, func(k Key) bool { return ev.Key.Equals(k) }) {
return v.gotoPreviousMatch()
} else if lo.SomeBy(g.SearchEscapeKeys, func(k Key) bool { return ev.Key.Equals(k) }) {
v.searcher.clearSearch()
if g.OnSearchEscape != nil {
if err := g.OnSearchEscape(); err != nil {
return err
}
}
return nil
}
}
var err error
for _, kb := range g.keybindings {
if kb.handler == nil {
continue
}
if !kb.matchKeypress(ev.Key) {
continue
}
if g.matchView(v, kb) {
err = g.execKeybinding(v, kb)
if !errors.Is(err, ErrKeybindingNotHandled) {
return err
}
matchingParentViewKb = nil
break
}
if v != nil && g.matchView(v.ParentView, kb) {
matchingParentViewKb = kb
}
if globalKb == nil && kb.viewName == "" {
globalKb = kb
}
}
if matchingParentViewKb != nil {
err = g.execKeybinding(v.ParentView, matchingParentViewKb)
if !errors.Is(err, ErrKeybindingNotHandled) {
return err
}
}
if g.currentView != nil && g.currentView.Editable && g.currentView.Editor != nil {
matched := g.currentView.Editor.Edit(g.currentView, ev.Key)
if matched {
return nil
}
}
if globalKb != nil {
err = g.execKeybinding(v, globalKb)
}
return err
}
// execKeybinding executes a given keybinding
func (g *Gui) execKeybinding(v *View, kb *keybinding) error {
if err := kb.handler(g, v); err != nil {
return err
}
return nil
}
func (g *Gui) onFocus(ev *GocuiEvent) error {
if g.focusHandler != nil {
return g.focusHandler(ev.Focused)
}
return nil
}
func (g *Gui) Suspend() error {
g.suspendedMutex.Lock()
defer g.suspendedMutex.Unlock()
if g.suspended {
return errors.New("Already suspended")
}
g.suspended = true
return g.screen.Suspend()
}
func (g *Gui) Resume() error {
g.suspendedMutex.Lock()
defer g.suspendedMutex.Unlock()
if !g.suspended {
return errors.New("Cannot resume because we are not suspended")
}
g.suspended = false
return g.screen.Resume()
}
// matchView returns if the keybinding matches the current view (and the view's context)
func (g *Gui) matchView(v *View, kb *keybinding) bool {
// if the user is typing in a field, ignore char keys
if v == nil {
return false
}
if v.Editable && kb.key.Str() != "" && kb.key.Mod() == 0 {
return false
}
if kb.viewName != v.name {
return false
}
return true
}
// returns a string representation of the current state of the gui, character-for-character
func (g *Gui) Snapshot() string {
if g.screen == nil {
return "<no screen rendered>"
}
width, height := g.screen.Size()
builder := &strings.Builder{}
for y := range height {
for x := 0; x < width; x++ {
char, _, charWidth := g.screen.Get(x, y)
if charWidth == 0 {
continue
}
builder.WriteString(char)
if charWidth > 1 {
x += charWidth - 1
}
}
builder.WriteRune('\n')
}
return builder.String()
}
func (g *Gui) SetEditKeybindings(moveWordLeft, moveWordRight, backspaceWord, forwardDeleteWord []Key) {
moveWordLeftKeybinding = moveWordLeft
moveWordRightKeybinding = moveWordRight
backspaceWordKeybinding = backspaceWord
forwardDeleteWordKeybinding = forwardDeleteWord
}