Files
lazygit/pkg/gui/tasks_adapter.go
T
Stefan HallerandClaude Opus 5 831ff5c32f Show a selection in the focused main view
The focused main view could be scrolled but not pointed at: there was no
way to say "this line" or "these lines", which is what every line-level
interaction needs — editing a line, copying part of a diff, and, later,
staging. So a diff main view now always carries a selection while focused,
starting at the first change already on screen so that focusing doesn't
move the view.

The mode of the selection lives on the main context (a single line, a
range from a fixed anchor, or the change block around the cursor); the
selected line and the range anchor stay in the view itself, whose native
range select draws them, so there is no new highlight machinery. The modes
and their keys are the ones the staging view has, including that the arrow
keys step from block to block in hunk mode.

A pane holds something to select only when what it is showing is a diff
with changes in it, which the render works out once its content is final: a
placeholder message is not a diff, and neither is a diff with nothing in it
at all, such as a binary file's or an empty commit's. Whether a selection
is then drawn there follows from the context stack, as it does for every
other view.

A click in the focused main view now has a meaning again: it selects the
line it points at.

Co-authored-by: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-27 18:26:55 +02:00

225 lines
7.2 KiB
Go

package gui
import (
"io"
"os/exec"
"strings"
"github.com/jesseduffield/lazygit/pkg/gocui"
"github.com/jesseduffield/lazygit/pkg/tasks"
"github.com/sirupsen/logrus"
)
func (gui *Gui) newCmdTask(view *gocui.View, cmd *exec.Cmd, prefix string) error {
cmdStr := strings.Join(cmd.Args, " ")
gui.c.Log.WithField(
"command",
cmdStr,
).Debug("RunCommand")
// Mark the view as loading synchronously (before the task's goroutine runs
// and before the next layout pass) so the layout doesn't clamp the scroll
// position to the not-yet-loaded content.
gui.getManager(view).StartLoading()
// Hold the scrollbar at the height the view has now (the previous render),
// while it still shows that render: once the re-render swaps in its first
// partial paint the displayed buffer is briefly short, and we don't want the
// thumb to shrink and snap back as the rest loads.
view.FreezeScrollbarHeight()
// Snapshot the view width here, on the UI thread, so the task goroutine
// doesn't read the view's live dimensions while it streams output.
spec := renderSpec{view: view, cmd: cmd, width: view.InnerWidth()}
return gui.newTaskForRender(spec, prefix, cmdStr, gui.plainRender)
}
// plainRender runs the command as it is, with its output going straight into
// a pipe.
func (gui *Gui) plainRender(spec renderSpec) (startRender, onCloseRender) {
var r io.ReadCloser
start := func() (tasks.Cmd, io.Reader) {
// The view wraps to this width; apply it here, on the task's goroutine
// once the previous task has stopped, so it doesn't race that task's
// still-running writes (see View.SetContentWidth).
spec.view.SetContentWidth(spec.width)
execCmd, pipe := startCmdWithPipe(spec.cmd, gui.c.Log)
r = pipe
return execCmd, pipe
}
onClose := func() {
if r != nil {
r.Close()
r = nil
}
}
return start, onClose
}
// startCmdWithPipe starts cmd with its stdout and stderr going to a single
// pipe, and returns the command along with the pipe's read end, in the shape
// that NewCmdTask expects from its start func. It never returns a nil reader,
// because NewCmdTask's scanner panics on one: when the pipe can't be created
// the command isn't started at all, and an empty reader is returned so that
// the task shuts down cleanly with the error in the log.
func startCmdWithPipe(cmd *exec.Cmd, log *logrus.Entry) (tasks.Cmd, io.ReadCloser) {
r, err := cmd.StdoutPipe()
if err != nil {
log.Error(err)
return tasks.ExecCmd{Cmd: cmd}, io.NopCloser(strings.NewReader(""))
}
cmd.Stderr = cmd.Stdout
if err := cmd.Start(); err != nil {
log.Error(err)
}
return tasks.ExecCmd{Cmd: cmd}, r
}
func (gui *Gui) newStringTask(view *gocui.View, str string) error {
// using str so that if rendering the exact same thing we don't reset the origin
return gui.newStringTaskWithKey(view, str, str)
}
func (gui *Gui) newStringTaskWithoutScroll(view *gocui.View, str string) error {
manager := gui.getManager(view)
f := func(tasks.TaskOpts) error {
return gui.g.OnUIThreadAndWaitBackground(func() {
gui.c.SetViewContent(view, str)
gui.updateDiffSelectionVisibility(view, true)
gui.reApplySearch(view)
})
}
if err := manager.NewTask(f, manager.GetTaskKey()); err != nil {
return err
}
return nil
}
func (gui *Gui) newStringTaskWithScroll(view *gocui.View, str string, originX int, originY int) error {
manager := gui.getManager(view)
f := func(tasks.TaskOpts) error {
return gui.g.OnUIThreadAndWaitBackground(func() {
gui.c.SetViewContent(view, str)
view.SetOrigin(originX, originY)
gui.updateDiffSelectionVisibility(view, true)
gui.reApplySearch(view)
})
}
if err := manager.NewTask(f, manager.GetTaskKey()); err != nil {
return err
}
return nil
}
func (gui *Gui) newStringTaskWithKey(view *gocui.View, str string, key string) error {
manager := gui.getManager(view)
f := func(tasks.TaskOpts) error {
return gui.g.OnUIThreadAndWaitBackground(func() {
gui.c.ResetViewOrigin(view)
gui.c.SetViewContent(view, str)
gui.updateDiffSelectionVisibility(view, true)
gui.reApplySearch(view)
})
}
if err := manager.NewTask(f, key); err != nil {
return err
}
return nil
}
func (gui *Gui) getManager(view *gocui.View) *tasks.ViewBufferManager {
manager, ok := gui.viewBufferManagerMap[view.Name()]
if !ok {
manager = tasks.NewViewBufferManager(
gui.Log,
view,
func() {
// Called before showing the "loading..." indicator: clear the
// displayed buffer so only "loading..." is shown. The actual content
// is rendered off-screen (beginRender below) and swapped in, so it
// never overwrites the displayed buffer incrementally.
view.Reset()
},
func() {
// As the task reads more lines, the only thing that changes is the
// view's content (and its scrollbar); the window layout doesn't. So a
// content-only render is enough — it skips the layout pass and redraws
// only the cells that differ — and it's much cheaper than a full
// layout-and-redraw on every read, which matters a lot when reading a
// long diff, where reads happen repeatedly as the user scrolls.
//
// What this draws is more of the content than the pane held a moment
// ago, so it is also where what is drawn over that content is worked
// out again. The screenful the first paint reveals may not be enough
// to say whether there is anything to select, and for a diff that
// opens with a long diffstat it isn't.
gui.c.OnUIThreadContentOnly(func() error {
gui.updateDiffSelectionVisibility(view, false)
return nil
})
},
func() {
// The content is fully loaded now, so let the scrollbar track it
// directly again (it was held at the previous render's height while
// loading, see FreezeScrollbarHeight).
view.UnfreezeScrollbarHeight()
// Need to check if the content of the view is well past the origin.
linesHeight := view.ViewLinesHeight()
_, originY := view.Origin()
if linesHeight < originY {
newOriginY := linesHeight
view.SetOrigin(0, newOriginY)
}
gui.updateDiffSelectionVisibility(view, true)
gui.clampDiffSelectionToContent(view)
gui.reApplySearch(view)
},
func() {
view.SetOrigin(0, 0)
},
view.BeginOffscreenRender,
func() {
view.SwapInOffscreenRender()
// The content the pane is being given is on display from here on, so
// what is drawn over it is settled against that content rather than
// against the render before it.
gui.updateDiffSelectionVisibility(view, false)
},
func() gocui.Task {
// A background task: rendering content into a view is display
// work, not lazygit driving a git operation, so it must not
// count towards being busy and block a repo switch. These
// renders fire on nearly every focus/selection change, including
// the context activation that happens right before a menu/prompt
// handler runs (e.g. confirming worktree creation), which would
// otherwise make the switch that handler triggers refuse itself.
return gui.c.GocuiGui().NewBackgroundTask()
},
// Rendering is background work too (see above), so the view mutations
// it bounces onto the UI thread mustn't count towards being busy.
gui.g.OnUIThreadAndWaitBackground,
)
gui.viewBufferManagerMap[view.Name()] = manager
}
return manager
}