-func (v *View) drawCell(x, y int, ch rune, combc []rune, style tcell.Style) {
- if x >= v.x && x < v.x+v.Width && y >= v.y && y < v.y+v.Height {
- screen.SetContent(x, y, ch, combc, style)
- }
-}
-
-// DisplayView renders the view to the screen
-// func (v *View) DisplayView() {
-// if v.Type == vtLog {
-// // Log views should always follow the cursor...
-// v.Relocate()
-// }
-//
-// if v.Buf.Settings["syntax"].(bool) {
-// v.matches = Match(v)
-// }
-//
-// // The charNum we are currently displaying
-// // starts at the start of the viewport
-// charNum := Loc{0, v.Topline}
-//
-// // Convert the length of buffer to a string, and get the length of the string
-// // We are going to have to offset by that amount
-// maxLineLength := len(strconv.Itoa(v.Buf.NumLines))
-//
-// if v.Buf.Settings["ruler"] == true {
-// // + 1 for the little space after the line number
-// v.lineNumOffset = maxLineLength + 1
-// } else {
-// v.lineNumOffset = 0
-// }
-//
-// // We need to add to the line offset if there are gutter messages
-// var hasGutterMessages bool
-// for _, v := range v.messages {
-// if len(v) > 0 {
-// hasGutterMessages = true
-// }
-// }
-// if hasGutterMessages {
-// v.lineNumOffset += 2
-// }
-//
-// if v.x != 0 {
-// // One space for the extra split divider
-// v.lineNumOffset++
-// }
-//
-// // These represent the current screen coordinates
-// screenX, screenY := v.x, v.y-1
-//
-// highlightStyle := defStyle
-// curLineN := 0
-//
-// // ViewLine is the current line from the top of the viewport
-// for viewLine := 0; viewLine < v.Height; viewLine++ {
-// screenY++
-// screenX = v.x
-//
-// // This is the current line number of the buffer that we are drawing
-// curLineN = viewLine + v.Topline
-//
-// if screenY-v.y >= v.Height {
-// break
-// }
-//
-// if v.x != 0 {
-// // Draw the split divider
-// v.drawCell(screenX, screenY, '|', nil, defStyle.Reverse(true))
-// screenX++
-// }
-//
-// // If the buffer is smaller than the view height we have to clear all this space
-// if curLineN >= v.Buf.NumLines {
-// for i := screenX; i < v.x+v.Width; i++ {
-// v.drawCell(i, screenY, ' ', nil, defStyle)
-// }
-//
-// continue
-// }
-// line := v.Buf.Line(curLineN)
-//
-// // If there are gutter messages we need to display the '>>' symbol here
-// if hasGutterMessages {
-// // msgOnLine stores whether or not there is a gutter message on this line in particular
-// msgOnLine := false
-// for k := range v.messages {
-// for _, msg := range v.messages[k] {
-// if msg.lineNum == curLineN {
-// msgOnLine = true
-// gutterStyle := defStyle
-// switch msg.kind {
-// case GutterInfo:
-// if style, ok := colorscheme["gutter-info"]; ok {
-// gutterStyle = style
-// }
-// case GutterWarning:
-// if style, ok := colorscheme["gutter-warning"]; ok {
-// gutterStyle = style
-// }
-// case GutterError:
-// if style, ok := colorscheme["gutter-error"]; ok {
-// gutterStyle = style
-// }
-// }
-// v.drawCell(screenX, screenY, '>', nil, gutterStyle)
-// screenX++
-// v.drawCell(screenX, screenY, '>', nil, gutterStyle)
-// screenX++
-// if v.Cursor.Y == curLineN && !messenger.hasPrompt {
-// messenger.Message(msg.msg)
-// messenger.gutterMessage = true
-// }
-// }
-// }
-// }
-// // If there is no message on this line we just display an empty offset
-// if !msgOnLine {
-// v.drawCell(screenX, screenY, ' ', nil, defStyle)
-// screenX++
-// v.drawCell(screenX, screenY, ' ', nil, defStyle)
-// screenX++
-// if v.Cursor.Y == curLineN && messenger.gutterMessage {
-// messenger.Reset()
-// messenger.gutterMessage = false
-// }
-// }
-// }
-//
-// lineNumStyle := defStyle
-// if v.Buf.Settings["ruler"] == true {
-// // Write the line number
-// if style, ok := colorscheme["line-number"]; ok {
-// lineNumStyle = style
-// }
-// if style, ok := colorscheme["current-line-number"]; ok {
-// if curLineN == v.Cursor.Y && tabs[curTab].CurView == v.Num && !v.Cursor.HasSelection() {
-// lineNumStyle = style
-// }
-// }
-//
-// lineNum := strconv.Itoa(curLineN + 1)
-//
-// // Write the spaces before the line number if necessary
-// for i := 0; i < maxLineLength-len(lineNum); i++ {
-// v.drawCell(screenX, screenY, ' ', nil, lineNumStyle)
-// screenX++
-// }
-// // Write the actual line number
-// for _, ch := range lineNum {
-// v.drawCell(screenX, screenY, ch, nil, lineNumStyle)
-// screenX++
-// }
-//
-// // Write the extra space
-// v.drawCell(screenX, screenY, ' ', nil, lineNumStyle)
-// screenX++
-// }
-//
-// // Now we actually draw the line
-// colN := 0
-// strWidth := 0
-// tabSize := int(v.Buf.Settings["tabsize"].(float64))
-// for _, ch := range line {
-// if v.Buf.Settings["softwrap"].(bool) {
-// if screenX-v.x >= v.Width {
-// screenY++
-//
-// x := 0
-// if hasGutterMessages {
-// v.drawCell(v.x+x, screenY, ' ', nil, defStyle)
-// x++
-// v.drawCell(v.x+x, screenY, ' ', nil, defStyle)
-// x++
-// }
-// for i := 0; i < v.lineNumOffset; i++ {
-// screen.SetContent(v.x+i+x, screenY, ' ', nil, lineNumStyle)
-// }
-// screenX = v.x + v.lineNumOffset
-// }
-// }
-//
-// if tabs[curTab].CurView == v.Num && !v.Cursor.HasSelection() && v.Cursor.Y == curLineN && colN == v.Cursor.X {
-// v.DisplayCursor(screenX-v.leftCol, screenY)
-// }
-//
-// lineStyle := defStyle
-//
-// if v.Buf.Settings["syntax"].(bool) {
-// // Syntax highlighting is enabled
-// highlightStyle = v.matches[viewLine][colN]
-// }
-//
-// if v.Cursor.HasSelection() &&
-// (charNum.GreaterEqual(v.Cursor.CurSelection[0]) && charNum.LessThan(v.Cursor.CurSelection[1]) ||
-// charNum.LessThan(v.Cursor.CurSelection[0]) && charNum.GreaterEqual(v.Cursor.CurSelection[1])) {
-// // The current character is selected
-// lineStyle = defStyle.Reverse(true)
-//
-// if style, ok := colorscheme["selection"]; ok {
-// lineStyle = style
-// }
-// } else {
-// lineStyle = highlightStyle
-// }
-//
-// // We need to display the background of the linestyle with the correct color if cursorline is enabled
-// // and this is the current view and there is no selection on this line and the cursor is on this line
-// if v.Buf.Settings["cursorline"].(bool) && tabs[curTab].CurView == v.Num && !v.Cursor.HasSelection() && v.Cursor.Y == curLineN {
-// if style, ok := colorscheme["cursor-line"]; ok {
-// fg, _, _ := style.Decompose()
-// lineStyle = lineStyle.Background(fg)
-// }
-// }
-//
-// if ch == '\t' {
-// // If the character we are displaying is a tab, we need to do a bunch of special things
-//
-// // First the user may have configured an `indent-char` to be displayed to show that this
-// // is a tab character
-// lineIndentStyle := defStyle
-// if style, ok := colorscheme["indent-char"]; ok && v.Buf.Settings["indentchar"].(string) != " " {
-// lineIndentStyle = style
-// }
-// if v.Cursor.HasSelection() &&
-// (charNum.GreaterEqual(v.Cursor.CurSelection[0]) && charNum.LessThan(v.Cursor.CurSelection[1]) ||
-// charNum.LessThan(v.Cursor.CurSelection[0]) && charNum.GreaterEqual(v.Cursor.CurSelection[1])) {
-//
-// lineIndentStyle = defStyle.Reverse(true)
-//
-// if style, ok := colorscheme["selection"]; ok {
-// lineIndentStyle = style
-// }
-// }
-// if v.Buf.Settings["cursorline"].(bool) && tabs[curTab].CurView == v.Num && !v.Cursor.HasSelection() && v.Cursor.Y == curLineN {
-// if style, ok := colorscheme["cursor-line"]; ok {
-// fg, _, _ := style.Decompose()
-// lineIndentStyle = lineIndentStyle.Background(fg)
-// }
-// }
-// // Here we get the indent char
-// indentChar := []rune(v.Buf.Settings["indentchar"].(string))
-// if screenX-v.x-v.leftCol >= v.lineNumOffset {
-// v.drawCell(screenX-v.leftCol, screenY, indentChar[0], nil, lineIndentStyle)
-// }
-// // Now the tab has to be displayed as a bunch of spaces
-// visLoc := strWidth
-// remainder := tabSize - (visLoc % tabSize)
-// for i := 0; i < remainder-1; i++ {
-// screenX++
-// if screenX-v.x-v.leftCol >= v.lineNumOffset {
-// v.drawCell(screenX-v.leftCol, screenY, ' ', nil, lineStyle)
-// }
-// }
-// strWidth += remainder
-// } else if runewidth.RuneWidth(ch) > 1 {
-// if screenX-v.x-v.leftCol >= v.lineNumOffset {
-// v.drawCell(screenX, screenY, ch, nil, lineStyle)
-// }
-// for i := 0; i < runewidth.RuneWidth(ch)-1; i++ {
-// screenX++
-// if screenX-v.x-v.leftCol >= v.lineNumOffset {
-// v.drawCell(screenX-v.leftCol, screenY, '<', nil, lineStyle)
-// }
-// }
-// strWidth += StringWidth(string(ch), tabSize)
-// } else {
-// if screenX-v.x-v.leftCol >= v.lineNumOffset {
-// v.drawCell(screenX-v.leftCol, screenY, ch, nil, lineStyle)
-// }
-// strWidth += StringWidth(string(ch), tabSize)
-// }
-// charNum = charNum.Move(1, v.Buf)
-// screenX++
-// colN++
-// }
-// // Here we are at a newline
-//
-// if tabs[curTab].CurView == v.Num && !v.Cursor.HasSelection() && v.Cursor.Y == curLineN && colN == v.Cursor.X {
-// v.DisplayCursor(screenX-v.leftCol, screenY)
-// }
-//
-// // The newline may be selected, in which case we should draw the selection style
-// // with a space to represent it
-// if v.Cursor.HasSelection() &&
-// (charNum.GreaterEqual(v.Cursor.CurSelection[0]) && charNum.LessThan(v.Cursor.CurSelection[1]) ||
-// charNum.LessThan(v.Cursor.CurSelection[0]) && charNum.GreaterEqual(v.Cursor.CurSelection[1])) {
-//
-// selectStyle := defStyle.Reverse(true)
-//
-// if style, ok := colorscheme["selection"]; ok {
-// selectStyle = style
-// }
-// v.drawCell(screenX, screenY, ' ', nil, selectStyle)
-// screenX++
-// }
-//
-// charNum = charNum.Move(1, v.Buf)
-//
-// for i := 0; i < v.Width; i++ {
-// lineStyle := defStyle
-// if v.Buf.Settings["cursorline"].(bool) && tabs[curTab].CurView == v.Num && !v.Cursor.HasSelection() && v.Cursor.Y == curLineN {
-// if style, ok := colorscheme["cursor-line"]; ok {
-// fg, _, _ := style.Decompose()
-// lineStyle = lineStyle.Background(fg)
-// }
-// }
-// if screenX-v.x-v.leftCol+i >= v.lineNumOffset {
-// colorcolumn := int(v.Buf.Settings["colorcolumn"].(float64))
-// if colorcolumn != 0 && screenX-v.lineNumOffset+i == colorcolumn-1 {
-// if style, ok := colorscheme["color-column"]; ok {
-// fg, _, _ := style.Decompose()
-// lineStyle = lineStyle.Background(fg)
-// }
-// }
-// v.drawCell(screenX-v.leftCol+i, screenY, ' ', nil, lineStyle)
-// }
-// }
-// }
-// }
-
-// DisplayCursor draws the current buffer's cursor to the screen
-func (v *View) DisplayCursor(x, y int) {
- // screen.ShowCursor(v.x+v.Cursor.GetVisualX()+v.lineNumOffset-v.leftCol, y)
- screen.ShowCursor(x, y)
+// DisplayView draws the view to the screen
+func (v *View) DisplayView() {
+ if v.Type == vtTerm {
+ v.term.Display()
+ return
+ }
+
+ if v.Buf.Settings["softwrap"].(bool) && v.leftCol != 0 {
+ v.leftCol = 0
+ }
+
+ if v.Type == vtLog || v.Type == vtRaw {
+ // Log or raw views should always follow the cursor...
+ v.Relocate()
+ }
+
+ // We need to know the string length of the largest line number
+ // so we can pad appropriately when displaying line numbers
+ maxLineNumLength := len(strconv.Itoa(v.Buf.NumLines))
+
+ if v.Buf.Settings["ruler"] == true {
+ // + 1 for the little space after the line number
+ v.lineNumOffset = maxLineNumLength + 1
+ } else {
+ v.lineNumOffset = 0
+ }
+
+ // We need to add to the line offset if there are gutter messages
+ var hasGutterMessages bool
+ for _, v := range v.messages {
+ if len(v) > 0 {
+ hasGutterMessages = true
+ }
+ }
+ if hasGutterMessages {
+ v.lineNumOffset += 2
+ }
+
+ divider := 0
+ if v.x != 0 {
+ // One space for the extra split divider
+ v.lineNumOffset++
+ divider = 1
+ }
+
+ xOffset := v.x + v.lineNumOffset
+ yOffset := v.y
+
+ height := v.Height
+ width := v.Width
+ left := v.leftCol
+ top := v.Topline
+
+ v.cellview.Draw(v.Buf, top, height, left, width-v.lineNumOffset)
+
+ screenX := v.x
+ realLineN := top - 1
+ visualLineN := 0
+ var line []*Char
+ for visualLineN, line = range v.cellview.lines {
+ var firstChar *Char
+ if len(line) > 0 {
+ firstChar = line[0]
+ }
+
+ var softwrapped bool
+ if firstChar != nil {
+ if firstChar.realLoc.Y == realLineN {
+ softwrapped = true
+ }
+ realLineN = firstChar.realLoc.Y
+ } else {
+ realLineN++
+ }
+
+ colorcolumn := int(v.Buf.Settings["colorcolumn"].(float64))
+ if colorcolumn != 0 && xOffset+colorcolumn-v.leftCol < v.Width {
+ style := GetColor("color-column")
+ fg, _, _ := style.Decompose()
+ st := defStyle.Background(fg)
+ screen.SetContent(xOffset+colorcolumn-v.leftCol, yOffset+visualLineN, ' ', nil, st)
+ }
+
+ screenX = v.x
+
+ // If there are gutter messages we need to display the '>>' symbol here
+ if hasGutterMessages {
+ // msgOnLine stores whether or not there is a gutter message on this line in particular
+ msgOnLine := false
+ for k := range v.messages {
+ for _, msg := range v.messages[k] {
+ if msg.lineNum == realLineN {
+ msgOnLine = true
+ gutterStyle := defStyle
+ switch msg.kind {
+ case GutterInfo:
+ if style, ok := colorscheme["gutter-info"]; ok {
+ gutterStyle = style
+ }
+ case GutterWarning:
+ if style, ok := colorscheme["gutter-warning"]; ok {
+ gutterStyle = style
+ }
+ case GutterError:
+ if style, ok := colorscheme["gutter-error"]; ok {
+ gutterStyle = style
+ }
+ }
+ screen.SetContent(screenX, yOffset+visualLineN, '>', nil, gutterStyle)
+ screenX++
+ screen.SetContent(screenX, yOffset+visualLineN, '>', nil, gutterStyle)
+ screenX++
+ if v.Cursor.Y == realLineN && !messenger.hasPrompt {
+ messenger.Message(msg.msg)
+ messenger.gutterMessage = true
+ }
+ }
+ }
+ }
+ // If there is no message on this line we just display an empty offset
+ if !msgOnLine {
+ screen.SetContent(screenX, yOffset+visualLineN, ' ', nil, defStyle)
+ screenX++
+ screen.SetContent(screenX, yOffset+visualLineN, ' ', nil, defStyle)
+ screenX++
+ if v.Cursor.Y == realLineN && messenger.gutterMessage {
+ messenger.Reset()
+ messenger.gutterMessage = false
+ }
+ }
+ }
+
+ lineNumStyle := defStyle
+ if v.Buf.Settings["ruler"] == true {
+ // Write the line number
+ if style, ok := colorscheme["line-number"]; ok {
+ lineNumStyle = style
+ }
+ if style, ok := colorscheme["current-line-number"]; ok {
+ if realLineN == v.Cursor.Y && tabs[curTab].CurView == v.Num && !v.Cursor.HasSelection() {
+ lineNumStyle = style
+ }
+ }
+
+ lineNum := strconv.Itoa(realLineN + 1)
+
+ // Write the spaces before the line number if necessary
+ for i := 0; i < maxLineNumLength-len(lineNum); i++ {
+ screen.SetContent(screenX+divider, yOffset+visualLineN, ' ', nil, lineNumStyle)
+ screenX++
+ }
+ if softwrapped && visualLineN != 0 {
+ // Pad without the line number because it was written on the visual line before
+ for range lineNum {
+ screen.SetContent(screenX+divider, yOffset+visualLineN, ' ', nil, lineNumStyle)
+ screenX++
+ }
+ } else {
+ // Write the actual line number
+ for _, ch := range lineNum {
+ screen.SetContent(screenX+divider, yOffset+visualLineN, ch, nil, lineNumStyle)
+ screenX++
+ }
+ }
+
+ // Write the extra space
+ screen.SetContent(screenX+divider, yOffset+visualLineN, ' ', nil, lineNumStyle)
+ screenX++
+ }
+
+ var lastChar *Char
+ cursorSet := false
+ for _, char := range line {
+ if char != nil {
+ lineStyle := char.style
+
+ colorcolumn := int(v.Buf.Settings["colorcolumn"].(float64))
+ if colorcolumn != 0 && char.visualLoc.X == colorcolumn {
+ style := GetColor("color-column")
+ fg, _, _ := style.Decompose()
+ lineStyle = lineStyle.Background(fg)
+ }
+
+ charLoc := char.realLoc
+ for _, c := range v.Buf.cursors {
+ v.SetCursor(c)
+ if v.Cursor.HasSelection() &&
+ (charLoc.GreaterEqual(v.Cursor.CurSelection[0]) && charLoc.LessThan(v.Cursor.CurSelection[1]) ||
+ charLoc.LessThan(v.Cursor.CurSelection[0]) && charLoc.GreaterEqual(v.Cursor.CurSelection[1])) {
+ // The current character is selected
+ lineStyle = defStyle.Reverse(true)
+
+ if style, ok := colorscheme["selection"]; ok {
+ lineStyle = style
+ }
+ }
+ }
+ v.SetCursor(&v.Buf.Cursor)
+
+ if v.Buf.Settings["cursorline"].(bool) && tabs[curTab].CurView == v.Num &&
+ !v.Cursor.HasSelection() && v.Cursor.Y == realLineN {
+ style := GetColor("cursor-line")
+ fg, _, _ := style.Decompose()
+ lineStyle = lineStyle.Background(fg)
+ }
+
+ screen.SetContent(xOffset+char.visualLoc.X, yOffset+char.visualLoc.Y, char.drawChar, nil, lineStyle)
+
+ for i, c := range v.Buf.cursors {
+ v.SetCursor(c)
+ if tabs[curTab].CurView == v.Num && !v.Cursor.HasSelection() &&
+ v.Cursor.Y == char.realLoc.Y && v.Cursor.X == char.realLoc.X && (!cursorSet || i != 0) {
+ ShowMultiCursor(xOffset+char.visualLoc.X, yOffset+char.visualLoc.Y, i)
+ cursorSet = true
+ }
+ }
+ v.SetCursor(&v.Buf.Cursor)
+
+ lastChar = char
+ }
+ }
+
+ lastX := 0
+ var realLoc Loc
+ var visualLoc Loc
+ var cx, cy int
+ if lastChar != nil {
+ lastX = xOffset + lastChar.visualLoc.X + lastChar.width
+ for i, c := range v.Buf.cursors {
+ v.SetCursor(c)
+ if tabs[curTab].CurView == v.Num && !v.Cursor.HasSelection() &&
+ v.Cursor.Y == lastChar.realLoc.Y && v.Cursor.X == lastChar.realLoc.X+1 {
+ ShowMultiCursor(lastX, yOffset+lastChar.visualLoc.Y, i)
+ cx, cy = lastX, yOffset+lastChar.visualLoc.Y
+ }
+ }
+ v.SetCursor(&v.Buf.Cursor)
+ realLoc = Loc{lastChar.realLoc.X + 1, realLineN}
+ visualLoc = Loc{lastX - xOffset, lastChar.visualLoc.Y}
+ } else if len(line) == 0 {
+ for i, c := range v.Buf.cursors {
+ v.SetCursor(c)
+ if tabs[curTab].CurView == v.Num && !v.Cursor.HasSelection() &&
+ v.Cursor.Y == realLineN {
+ ShowMultiCursor(xOffset, yOffset+visualLineN, i)
+ cx, cy = xOffset, yOffset+visualLineN
+ }
+ }
+ v.SetCursor(&v.Buf.Cursor)
+ lastX = xOffset
+ realLoc = Loc{0, realLineN}
+ visualLoc = Loc{0, visualLineN}
+ }
+
+ if v.Cursor.HasSelection() &&
+ (realLoc.GreaterEqual(v.Cursor.CurSelection[0]) && realLoc.LessThan(v.Cursor.CurSelection[1]) ||
+ realLoc.LessThan(v.Cursor.CurSelection[0]) && realLoc.GreaterEqual(v.Cursor.CurSelection[1])) {
+ // The current character is selected
+ selectStyle := defStyle.Reverse(true)
+
+ if style, ok := colorscheme["selection"]; ok {
+ selectStyle = style
+ }
+ screen.SetContent(xOffset+visualLoc.X, yOffset+visualLoc.Y, ' ', nil, selectStyle)
+ }
+
+ if v.Buf.Settings["cursorline"].(bool) && tabs[curTab].CurView == v.Num &&
+ !v.Cursor.HasSelection() && v.Cursor.Y == realLineN {
+ for i := lastX; i < xOffset+v.Width-v.lineNumOffset; i++ {
+ style := GetColor("cursor-line")
+ fg, _, _ := style.Decompose()
+ style = style.Background(fg)
+ if !(tabs[curTab].CurView == v.Num && !v.Cursor.HasSelection() && i == cx && yOffset+visualLineN == cy) {
+ screen.SetContent(i, yOffset+visualLineN, ' ', nil, style)
+ }
+ }
+ }
+ }
+
+ if divider != 0 {
+ dividerStyle := defStyle
+ if style, ok := colorscheme["divider"]; ok {
+ dividerStyle = style
+ }
+ for i := 0; i < v.Height; i++ {
+ screen.SetContent(v.x, yOffset+i, '|', nil, dividerStyle.Reverse(true))
+ }
+ }
+}
+
+// ShowMultiCursor will display a cursor at a location
+// If i == 0 then the terminal cursor will be used
+// Otherwise a fake cursor will be drawn at the position
+func ShowMultiCursor(x, y, i int) {
+ if i == 0 {
+ screen.ShowCursor(x, y)
+ } else {
+ r, _, _, _ := screen.GetContent(x, y)
+ screen.SetContent(x, y, r, nil, defStyle.Reverse(true))
+ }