Files
Stefan HallerandClaude Opus 5 9e23111172 Render async content into an off-screen buffer and swap it in
A cmd/pty re-render used to overwrite the displayed buffer from the top
down as lines arrived, relying on keeping the previous render's view-line
tail to avoid a blank frame. That left the view showing a mixture of old
and new content while loading, and any reader (draw, clicks, the
view-line mapping) could observe a half-written buffer at the wrong
scroll.

Instead, build the new content in a second, off-screen viewBuffer: until
the task has read enough to paint, writes go there and the displayed
buffer — and so everything every reader sees — is left untouched. Once the
task reaches its first-paint point (InitialRefreshAfter, or EOF for short
content) it swaps the off-screen buffer in atomically, so the view jumps
straight from the previous render to the new one with no intermediate
frame. Subsequent lines append to the now-displayed buffer.

Swapping at the first-paint point means the displayed buffer is only a
viewport tall when it appears and then grows as the rest streams in toward
the count needed for an accurate scrollbar. The scrollbar is sized from the
displayed buffer's height, so left to itself the thumb would shrink and
snap back during that growth (most visibly: the files panel's periodic
refresh making the thumb jump while scrolled down). The total height the
scrollbar needs is a strictly later quantity than the viewport-fill paint,
so no single early swap can have both right. FreezeScrollbarHeight therefore
records the view's height when a load begins and the scrollbar is held there
— growing only if the new content turns out taller — until the load ends; a
synchronous render superseding the load releases it. This mirrors the layout
clamp, which already ignores the partial content height while a view loads.

With the swap doing a wholesale replace, refreshViewLinesIfNeeded can
truncate the view lines to the current buffer: there is no longer a
half-loaded shorter buffer whose tail we must keep showing, so a stale
tail never forms. clear()/Reset() abandon any in-progress off-screen
render so a synchronous SetContent after a stopped task writes to the
display.

The swap holds writeMutex for now; it could later move to the main thread.
Flicker behaviour still needs interactive verification (LAZYGIT_SLOW_RENDER
+ a real diff renderer).

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-15 15:30:27 +02:00

2146 lines
59 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"
"sync/atomic"
"time"
"github.com/gdamore/tcell/v3"
"github.com/go-errors/errors"
"github.com/jesseduffield/generics/set"
"github.com/petermattis/goid"
"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")
// ErrLoopExited is returned by OnUIThreadAndWait when MainLoop has already
// returned. Nothing dequeues user events after that, so the callback it was
// asked to run on the main goroutine never will be.
ErrLoopExited = standardErrors.New("main loop exited")
)
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 simulated input events, for the purposes
// of testing. Events must be submitted through the Replay* methods, which
// attach a task to each event; pushing into the channels directly would
// bypass the busy-tracking that integration tests rely on.
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{}
// loopExited is closed when MainLoop returns, so callers (e.g. the
// integration-test harness) can wait for the event loop to actually finish
// rather than polling or sleeping a fixed interval.
loopExited 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
// The task of the event currently being processed on the main goroutine, if
// any. Only touched from the main goroutine (in processEvent). It's excluded
// from the Busy() check so that an event handler asking "is anything else
// busy?" doesn't count itself.
currentTask Task
lastHoverView *View
mouseCapture *View
mouseGestureCanceled bool
// uiThreadID is the goroutine id of the main event loop, recorded when
// MainLoop starts. IsUIThread compares against it. Written once, read from
// worker goroutines, so it's atomic.
uiThreadID atomic.Int64
// focused says whether the terminal we're running in has focus, as far as
// its focus reports tell us (see IsFocused). Written by the event loop,
// readable from anywhere, so it's atomic.
focused atomic.Bool
// blockInputCount, when greater than zero, withholds keyboard input from
// the handlers: key events are buffered into bufferedKeyEvents and replayed
// once the count drops back to zero, while mouse clicks and hover are
// dropped outright. It's a counter so blocking can nest. Both fields are
// only touched on the UI thread. See BeginBlockingEvents.
blockInputCount int
bufferedKeyEvents []GocuiEvent
}
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.loopExited = 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
// Record the UI thread here, at construction. This assumes NewGui is called
// on the same goroutine that will run MainLoop, which holds for all our
// callers -- and it means IsUIThread is already correct for the UI work that
// runs during startup, before we reach MainLoop.
g.uiThreadID.Store(goid.Get())
// Assume we start out focused: a terminal that supports focus reports sends
// one for the state it is already in when we turn reporting on in MainLoop,
// and passing that on as a change would have the app react to a change that
// never happened.
g.focused.Store(true)
return g, nil
}
func (g *Gui) NewTask() *TaskImpl {
return g.taskManager.NewTask(false)
}
// NewBackgroundTask creates a task that is tracked for idle detection but does
// not count towards the program being busy for repo-switch safety. See
// TaskImpl.background.
func (g *Gui) NewBackgroundTask() *TaskImpl {
return g.taskManager.NewTask(true)
}
// ReplayKeyEvent simulates a key press, as if the user had typed it. It's used
// by integration tests. The event carries a task, so that the program counts
// as busy from before the event is submitted until the main loop has fully
// processed it; the test driver relies on this when it waits for the program
// to go idle after submitting an event. (If the task were only created once
// the main loop picks the event up, there would be a window in which the event
// is still in flight but nothing counts as busy.)
func (g *Gui) ReplayKeyEvent(ev *TcellKeyEventWrapper) {
ev.task = g.NewTask()
g.replayedEvents.Keys <- ev
}
// ReplayMouseEvent is like ReplayKeyEvent, but for mouse events.
func (g *Gui) ReplayMouseEvent(ev *TcellMouseEventWrapper) {
ev.task = g.NewTask()
g.replayedEvents.MouseEvents <- ev
}
// ReplayFocusEvent is like ReplayKeyEvent, but for focus events.
func (g *Gui) ReplayFocusEvent(ev *TcellFocusEventWrapper) {
ev.task = g.NewTask()
g.replayedEvents.FocusEvents <- ev
}
// Busy reports whether any foreground work is in flight, ignoring the event
// currently being processed on the main goroutine (see currentTask). Background
// routines (auto-fetch etc.) don't count. It's used to decide whether it's safe
// to switch repos. Must be called on the main goroutine.
func (g *Gui) Busy() bool {
return g.taskManager.hasBusyForegroundTaskExcept(g.currentTask)
}
// WaitUntilIdle blocks until the program is idle (no busy tasks). This is
// useful for integration tests which want to wait for the program to finish
// processing before taking the next step in the test.
func (g *Gui) WaitUntilIdle() {
g.taskManager.WaitUntilIdle()
}
// 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()
}
// LoopExited returns a channel that is closed once MainLoop has returned.
func (g *Gui) LoopExited() <-chan struct{} {
return g.loopExited
}
// 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 {
if g.mouseCapture == v {
g.CancelMouseCapture()
}
if g.lastHoverView == v {
g.lastHoverView = nil
}
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
}
// captureMouse routes subsequent mouse events to view until the mouse button is
// released or CancelMouseCapture is called.
func (g *Gui) captureMouse(view *View) {
g.mouseCapture = view
g.mouseGestureCanceled = false
}
func (g *Gui) releaseMouseCapture() {
g.mouseCapture = nil
}
// CancelMouseCapture releases capture and ignores the rest of the physical
// gesture until the mouse button is released.
func (g *Gui) CancelMouseCapture() {
g.releaseMouseCapture()
g.mouseGestureCanceled = true
}
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) {
g.update(f, false)
}
// Like Update, but the enqueued work is a background routine (or triggered by
// one), so it doesn't count towards the program being busy for repo-switch
// safety. See TaskImpl.background.
func (g *Gui) UpdateBackground(f func(*Gui) error) {
g.update(f, true)
}
func (g *Gui) update(f func(*Gui) error, background bool) {
task := g.taskManager.NewTask(background)
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) {
g.updateContentOnly(f, false)
}
// Like UpdateContentOnly, but for background work (see UpdateBackground).
func (g *Gui) UpdateContentOnlyBackground(f func(*Gui) error) {
g.updateContentOnly(f, true)
}
func (g *Gui) updateContentOnly(f func(*Gui) error, background bool) {
task := g.taskManager.NewTask(background)
g.userEvents.enqueue(userEvent{f: f, task: task, contentOnly: true})
}
// IsUIThread reports whether the caller is running on the main event-loop
// goroutine (the one running MainLoop). It calls goid.Get, so use it only for
// debug assertions, not to drive production control flow.
func (g *Gui) IsUIThread() bool {
return goid.Get() == g.uiThreadID.Load()
}
// BeginBlockingEvents starts withholding keyboard input from the handlers, so a
// long-running operation can't be disrupted by keys the user presses while it
// runs. Keys are buffered and replayed once EndBlockingEvents balances this
// call; mouse clicks and hover are dropped for the duration. Scrolling,
// resizing, focus changes and all rendering keep working throughout. It's a
// counter, so blocking nests; every call must be paired with EndBlockingEvents.
//
// Must be called on the UI thread. Callers arrange this by beginning the block
// synchronously from the keybinding handler, before dispatching the operation
// to a worker — beginning it from the worker would race the next queued
// keypress, which is exactly the input we mean to withhold.
func (g *Gui) BeginBlockingEvents() {
g.blockInputCount++
}
// EndBlockingEvents balances a BeginBlockingEvents call. When the last nested
// block ends, the keys buffered while blocked are replayed in order through the
// normal dispatch path, so they act on the now-current context (a key whose
// binding no longer exists is simply ignored, just as if it had been pressed
// now). Must be called on the UI thread.
func (g *Gui) EndBlockingEvents() error {
g.blockInputCount--
if g.blockInputCount > 0 {
return nil
}
buffered := g.bufferedKeyEvents
g.bufferedKeyEvents = nil
for i := range buffered {
if err := g.handleEvent(&buffered[i]); err != nil {
return err
}
}
return nil
}
// OnUIThreadAndWait runs f on the main event-loop goroutine and blocks the
// caller until f has run. Use it to read UI-thread-owned state (the model,
// contexts) from a worker without racing the UI thread.
//
// The error it returns is the wait's own, never f's: it reports that f was not
// run at all, which happens when the main loop has exited (ErrLoopExited). f
// doesn't report an error because what callers want on the UI thread — reading
// and mutating state — doesn't fail.
//
// It must be called from a worker goroutine, never from the UI thread itself:
// the UI thread would block waiting for a callback only it can run, which
// deadlocks. Callers arrange this by construction (see the refresh helper's
// RefreshFromWorker); a debug-only assertion there guards against getting it
// wrong.
func (g *Gui) OnUIThreadAndWait(f func()) error {
return g.onUIThreadAndWait(f, false)
}
// Like OnUIThreadAndWait, but the enqueued work belongs to a background routine,
// so it doesn't count towards the program being busy (see UpdateBackground).
func (g *Gui) OnUIThreadAndWaitBackground(f func()) error {
return g.onUIThreadAndWait(f, true)
}
func (g *Gui) onUIThreadAndWait(f func(), background bool) error {
enqueue := g.Update
if background {
enqueue = g.UpdateBackground
}
ran := make(chan struct{})
enqueue(func(*Gui) error {
f()
close(ran)
return nil
})
select {
case <-ran:
return nil
case <-g.loopExited:
// The queue we just enqueued onto is no longer being served, so waiting
// on `ran` here would mean waiting for the rest of the process's life.
return ErrLoopExited
}
}
// 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) {
g.onWorker(f, false)
}
// Like OnWorker, but for a background routine (or work triggered by one), so it
// doesn't count towards the program being busy for repo-switch safety. See
// TaskImpl.background.
func (g *Gui) OnWorkerBackground(f func(Task) error) {
g.onWorker(f, true)
}
func (g *Gui) onWorker(f func(Task) error, background bool) {
task := g.taskManager.NewTask(background)
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 {
defer close(g.loopExited)
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
// currentTask is the task of the event we're about to handle; recording it
// lets Busy() ignore it, so a handler asking "is anything else busy?" (the
// repo-switch guard does) doesn't count itself. Handlers of the remaining
// events drained below run with currentTask still set to this primary event;
// that's fine because the only Busy() callers are keybinding handlers, which
// are always the primary event here.
select {
case ev := <-g.gEvents:
// Replayed test events already carry their task (see ReplayKeyEvent);
// organic events get theirs here.
task := ev.task
if task == nil {
task = g.NewTask()
}
g.currentTask = task
defer func() { g.currentTask = nil; 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
g.currentTask = ev.task
defer func() { g.currentTask = nil; 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
err := g.handleError(g.handleEvent(&ev))
if ev.task != nil {
ev.task.Done()
}
if 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 {
if g.blockInputCount > 0 && eventWithheldWhileBlocking(ev) {
if ev.Type == eventKey {
// Buffer keys so they replay against fresh state on unblock.
g.bufferedKeyEvents = append(g.bufferedKeyEvents, *ev)
}
// Mouse clicks and hover fall through to here without being buffered:
// replaying them once the operation has changed the layout underneath
// them would target the wrong thing, so we drop them outright.
return nil
}
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
}
}
// eventWithheldWhileBlocking reports whether an event must not reach the
// handlers while input is blocked (see BeginBlockingEvents). Key events are
// withheld (buffered for replay); mouse clicks and hover are withheld (dropped).
// Everything else — mouse scrolling, resize, focus, paste, errors — flows
// through as usual.
func eventWithheldWhileBlocking(ev *GocuiEvent) bool {
switch ev.Type {
case eventKey:
return true
case eventMouse:
return !IsMouseScrollKey(ev.Key.KeyName())
case eventMouseMove:
return true
default:
return false
}
}
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.scrollbarContentHeight() - 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 && g.IsFocused() {
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.buf.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 {
// The screen must not be touched while suspended (see Suspend).
if g.isSuspended() {
return nil
}
// 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 {
// The screen must not be touched while suspended (see Suspend).
if g.isSuspended() {
return nil
}
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.IsTainted() && !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 !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(g.IsFocused())
if v.Frame {
var fgColor, bgColor, frameColor Attribute
if g.Highlight && v == g.currentView && g.IsFocused() {
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
if g.mouseGestureCanceled {
if ev.Key.KeyName() == MouseRelease {
g.mouseGestureCanceled = false
}
return nil
}
// While the mouse is captured, all mouse events go to the view that
// was under the pointer when the button was pressed, even if the
// pointer has since left it; this is what lets drag gestures keep
// acting on the view they started in.
v := g.mouseCapture
if v == nil {
var err error
v, err = g.VisibleViewByPosition(mx, my)
if err != nil {
break
}
}
if ev.Key.KeyName() == MouseRelease {
g.releaseMouseCapture()
}
// 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.buf.lines) {
newY = len(v.buf.lines) - 1
newCy = newY - v.oy
}
visibleLineWidth := 0
for _, c := range v.buf.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 link := v.hyperlinkAt(newX, newY); 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 ev.Key.KeyName() == MouseLeft && ev.Key.Mod()&ModMotion == 0 {
g.captureMouse(v)
}
if !IsMouseScrollKey(ev.Key.KeyName()) && ev.Key.KeyName() != MouseRelease {
cursorX, cursorY := newCx, newCy
// A captured drag can report positions outside the view; keep the
// view cursor inside its bounds in that case. Handlers still get
// the unclamped position through the binding opts.
if g.mouseCapture != nil {
cursorX = max(0, min(cursorX, v.InnerWidth()-1))
cursorY = max(0, min(cursorY, v.InnerHeight()-1))
}
v.SetCursor(cursorX, cursorY)
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)
}
}
// Only an actual click may activate tabs; a captured drag that
// crosses the tab row must not switch tabs.
if ev.Key.KeyName() == MouseLeft && ev.Key.Mod()&ModMotion == 0 && 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
}
// A release ends a gesture but is not a click of its own; it must leave
// the click info of the press that started it alone, or no double click
// could ever be detected.
if key == MouseRelease {
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
}
// IsFocused reports whether the terminal we're running in has focus. Terminals
// that don't report focus at all leave this true for good.
func (g *Gui) IsFocused() bool {
return g.focused.Load()
}
func (g *Gui) onFocus(ev *GocuiEvent) error {
// Terminals report their focus state when we turn focus reporting on, and
// some report it again when their window is activated, so only pass on the
// reports that actually change it.
if ev.Focused == g.focused.Load() {
return nil
}
g.focused.Store(ev.Focused)
if g.focusHandler != nil {
return g.focusHandler(ev.Focused)
}
return nil
}
// While g.suspended is true, nothing must be drawn to the screen: tcell
// releases the screen's cell buffer when disengaging, and drawing to a
// disengaged screen spins forever inside tcell while holding the screen lock,
// which then blocks Resume (and with it all further input) forever. For the
// flag to guarantee that, it must only ever be false while the screen is
// engaged: Suspend sets it before disengaging, and Resume clears it only
// after re-engaging.
func (g *Gui) Suspend() error {
g.suspendedMutex.Lock()
defer g.suspendedMutex.Unlock()
if g.suspended {
return errors.New("Already suspended")
}
g.suspended = true
if err := g.screen.Suspend(); err != nil {
g.suspended = false
return err
}
return nil
}
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")
}
if err := g.screen.Resume(); err != nil {
return err
}
g.suspended = false
// Schedule a redraw of the whole screen. Nothing else guarantees one:
// flushes are skipped while suspended, and after re-engaging the screen
// the terminal shows nothing until we draw again.
go func() { g.gEvents <- GocuiEvent{Type: eventResize} }()
return nil
}
func (g *Gui) isSuspended() bool {
g.suspendedMutex.Lock()
defer g.suspendedMutex.Unlock()
return g.suspended
}
// 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
}