434 lines
12 KiB
Go
434 lines
12 KiB
Go
package input
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import (
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"git.gophernest.net/azpect/TextEditor/internal/action"
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"git.gophernest.net/azpect/TextEditor/internal/core"
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tea "github.com/charmbracelet/bubbletea"
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)
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// InputState: Represents the current state of the input handler state machine.
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type InputState int
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const (
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StateReady InputState = iota
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StateCount
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StateOperatorPending
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StateMotionCount
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StateWaitingForChar // Waiting for character argument (f/t/F/T)
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)
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// Handler: Manages input processing with a state machine for vim-style commands.
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// Handles counts, operators, motions, and multi-key sequences.
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type Handler struct {
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state InputState
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count1 int
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count2 int
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operator action.Operator
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operatorKey string // track which key started operator (for dd, yy, cc)
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buffer string // for display (what user has typed)
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pending string // partial key sequence (e.g., "g" waiting for second key)
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charMotionType string // which char motion is waiting: "f", "t", "F", or "T"
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// Keymaps
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normalKeymap *Keymap
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visualKeymap *Keymap
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insertKeymap *Keymap
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commandKeymap *Keymap
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currentKeymap *Keymap
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}
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// NewHandler: Creates a new input handler with initialized keymaps for all modes.
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func NewHandler() *Handler {
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return &Handler{
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// keymap: NewNormalKeymap(),
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normalKeymap: NewNormalKeymap(),
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visualKeymap: NewVisualKeymap(),
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insertKeymap: NewInsertKeymap(),
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commandKeymap: NewCommandKeymap(),
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currentKeymap: nil,
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}
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}
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// Handler.Handle: Main entry point for processing a keypress. Routes to appropriate
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// handler based on current mode and state.
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func (h *Handler) Handle(m action.Model, key string) tea.Cmd {
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// ESC always resets everything
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if key == "esc" {
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h.Reset()
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if m.Mode() == core.InsertMode {
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m.ExitInsertMode()
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} else {
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m.SetMode(core.NormalMode)
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}
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return nil
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}
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// Insert/command mode bypasses the normal state machine entirely
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switch m.Mode() {
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case core.InsertMode:
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return h.handleInsertKey(m, key)
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case core.CommandMode:
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return h.handleCommandKey(m, key)
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}
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// If waiting for character argument (f/t/F/T), capture it
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if h.state == StateWaitingForChar {
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return h.handleCharMotion(m, key)
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}
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// Try to accumulate count (only if no pending sequence)
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if h.pending == "" && h.tryAccumulateCount(key) {
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return nil
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}
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// Build the sequence (pending + new key)
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sequence := h.pending + key
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// Set working keymap
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switch m.Mode() {
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case core.NormalMode:
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h.currentKeymap = h.normalKeymap
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case core.VisualMode,
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core.VisualLineMode,
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core.VisualBlockMode:
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h.currentKeymap = h.visualKeymap
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}
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// Check for exact match with full sequence
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kind, binding := h.currentKeymap.Lookup(sequence)
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if kind != "" {
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h.pending = ""
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h.buffer += key
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return h.dispatch(m, kind, binding, sequence)
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}
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// No exact match - could this be a prefix of something?
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if h.currentKeymap.HasPrefix(sequence) {
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h.pending = sequence
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h.buffer += key
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return nil // wait for more keys
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}
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// Not a prefix either - if we had pending, try just the new key
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if h.pending != "" {
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h.pending = ""
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kind, binding = h.currentKeymap.Lookup(key)
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if kind != "" {
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h.buffer = key
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return h.dispatch(m, kind, binding, key)
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}
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}
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// Nothing matched
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h.Reset()
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return nil
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}
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// Handler.dispatch: Routes to the appropriate handler based on current state.
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func (h *Handler) dispatch(m action.Model, kind string, binding any, key string) tea.Cmd {
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// Handle character motions (f/t/F/T) - transition to waiting state
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if kind == "char_motion" {
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h.charMotionType = key
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h.state = StateWaitingForChar
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return nil
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}
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switch h.state {
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case StateReady, StateCount:
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return h.handleInitial(m, kind, binding, key)
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case StateOperatorPending, StateMotionCount:
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return h.handleAfterOperator(m, kind, binding, key)
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}
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h.Reset()
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return nil
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}
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// Handler.handleInitial: Handles input when no operator is pending. Executes
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// motions, actions, or stores operators waiting for a motion.
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func (h *Handler) handleInitial(m action.Model, kind string, binding any, key string) tea.Cmd {
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count := h.effectiveCount()
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switch kind {
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case "motion":
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mot := binding.(action.Motion)
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if r, ok := mot.(action.Repeatable); ok {
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mot = r.WithCount(count).(action.Motion)
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}
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// Resolve late-binding motions (e.g. RepeatFind) before executing so
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// that Type() on the resolved motion is accurate.
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if res, ok := mot.(action.Resolvable); ok {
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mot = res.Resolve(m)
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}
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cmd := mot.Execute(m)
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h.Reset()
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return cmd
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case "operator":
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op := binding.(action.Operator)
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// In visual mode, the selection is already defined — operate immediately
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if m.Mode().IsVisualMode() {
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start, end := normalizeVisualSelection(m)
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// Visual line mode is linewise, others are charwise inclusive
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mtype := core.CharwiseInclusive
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if m.Mode() == core.VisualLineMode {
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mtype = core.Linewise
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}
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cmd := op.Operate(m, start, end, mtype)
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// Only reset to normal mode if operator didn't enter insert mode
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if m.Mode() != core.InsertMode {
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m.SetMode(core.NormalMode)
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}
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h.Reset()
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return cmd
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}
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// In normal mode, wait for a motion to define the range
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h.operator = op
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h.operatorKey = key
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h.state = StateOperatorPending
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return nil
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case "action":
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act := binding.(action.Action)
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if r, ok := act.(action.Repeatable); ok {
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act = r.WithCount(count)
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}
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cmd := act.Execute(m)
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h.Reset()
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return cmd
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}
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h.Reset()
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return nil
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}
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// Handler.handleAfterOperator: Handles input when an operator is pending.
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// Processes double-press operators (dd, yy) or applies operator to motion range.
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func (h *Handler) handleAfterOperator(m action.Model, kind string, binding any, key string) tea.Cmd {
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count := h.effectiveCount()
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win := m.ActiveWindow()
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// dd, yy, cc - same operator key pressed twice
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if kind == "operator" && key == h.operatorKey {
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// Only call DoublePress if the operator supports it
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if dp, ok := h.operator.(action.DoublePresser); ok {
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cmd := dp.DoublePress(m, count)
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h.Reset()
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return cmd
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}
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h.Reset()
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return nil
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}
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// Motion after operator
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if kind == "motion" {
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mot := binding.(action.Motion)
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if r, ok := mot.(action.Repeatable); ok {
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mot = r.WithCount(count).(action.Motion)
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}
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// Resolve late-binding motions (e.g. RepeatFind) before executing so
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// that Type() on the resolved motion is accurate.
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if res, ok := mot.(action.Resolvable); ok {
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mot = res.Resolve(m)
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}
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// Get range and motion type
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start := win.Cursor
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mot.Execute(m)
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end := win.Cursor
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cmd := h.operator.Operate(m, start, end, mot.Type())
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h.Reset()
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return cmd
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}
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h.Reset()
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return nil
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}
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// Handler.handleCharMotion: Handles input when waiting for a character argument
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// for f/t/F/T motions. Captures the character and creates the appropriate motion.
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//
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// USAGE FOR IMPLEMENTING f/t/F/T MOTIONS:
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//
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// You need to create a CharMotion interface in internal/action/interface.go:
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//
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// type CharMotion interface {
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// Motion
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// WithChar(char string) Motion
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// }
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//
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// Then implement it for your FindChar motion (example):
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//
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// type FindChar struct {
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// Char string
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// Forward bool // true = f/t, false = F/T
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// To bool // true = f/F (to char), false = t/T (till before/after char)
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// Count int
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// }
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//
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// func (f FindChar) WithChar(char string) action.Motion {
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// f.Char = char
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// return f
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// }
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//
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// The state machine will:
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// 1. Call WithChar(key) to set the character
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// 2. Apply count if the motion is Repeatable
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// 3. If operator pending (df{char}), execute motion and operate on range
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// 4. Otherwise just execute the motion
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func (h *Handler) handleCharMotion(m action.Model, key string) tea.Cmd {
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count := h.effectiveCount()
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// Get the char motion from the keymap
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// The keymap should have registered f/t/F/T as "char_motion" type
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// and stored the motion template (without character set yet)
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motion := h.currentKeymap.LookupCharMotion(h.charMotionType)
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if motion == nil {
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// Motion not found - shouldn't happen if keymap configured correctly
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h.Reset()
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return nil
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}
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// Type assert to CharMotion interface and set the character
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charMot, ok := motion.(action.CharMotion)
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if !ok {
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// Motion doesn't implement CharMotion interface
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h.Reset()
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return nil
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}
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// Set the character that was pressed
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mot := charMot.WithChar(key)
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// Apply count if supported
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if r, ok := mot.(action.Repeatable); ok {
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mot = r.WithCount(count).(action.Motion)
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}
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// If operator pending (e.g., "df{char}"), get range and operate
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if h.operator != nil {
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win := m.ActiveWindow()
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start := win.Cursor
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mot.Execute(m)
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end := win.Cursor
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cmd := h.operator.Operate(m, start, end, mot.Type())
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h.Reset()
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return cmd
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}
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// Otherwise just execute the motion
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cmd := mot.Execute(m)
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h.Reset()
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return cmd
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}
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// Handler.tryAccumulateCount: Attempts to add a digit to the count. Returns
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// true if successful, false if the key is not a digit or is an invalid count.
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func (h *Handler) tryAccumulateCount(key string) bool {
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if len(key) != 1 || key[0] < '0' || key[0] > '9' {
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return false
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}
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digit := int(key[0] - '0')
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// 0 at start is a motion, not a count
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if digit == 0 && h.currentCount() == 0 {
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return false
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}
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switch h.state {
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case StateReady, StateCount:
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h.count1 = h.count1*10 + digit
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h.state = StateCount
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case StateOperatorPending, StateMotionCount:
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h.count2 = h.count2*10 + digit
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h.state = StateMotionCount
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}
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h.buffer += key
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return true
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}
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// Handler.currentCount: Returns the count currently being accumulated based on state.
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func (h *Handler) currentCount() int {
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if h.state == StateOperatorPending || h.state == StateMotionCount {
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return h.count2
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}
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return h.count1
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}
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// Handler.effectiveCount: Calculates the final count by multiplying count1 and
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// count2, treating 0 as 1 for both.
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func (h *Handler) effectiveCount() int {
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c1, c2 := h.count1, h.count2
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if c1 == 0 {
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c1 = 1
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}
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if c2 == 0 {
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c2 = 1
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}
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return c1 * c2
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}
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// Handler.Reset: Clears all handler state including counts, operators, and buffers.
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func (h *Handler) Reset() {
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h.state = StateReady
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h.count1 = 0
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h.count2 = 0
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h.operator = nil
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h.operatorKey = ""
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h.buffer = ""
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h.pending = ""
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h.charMotionType = ""
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}
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// Handler.Pending: Returns the accumulated input buffer for display.
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func (h *Handler) Pending() string {
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return h.buffer
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}
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// Handler.handleInsertKey: Processes a keypress in insert mode, recording it
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// for count replay and executing it as an action or character insertion.
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func (h *Handler) handleInsertKey(m action.Model, key string) tea.Cmd {
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// Record the key for count replay (e.g. 5i...)
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m.SetInsertKeys(append(m.InsertKeys(), key))
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// Check the insert keymap first
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kind, binding := h.insertKeymap.Lookup(key)
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switch kind {
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case "action":
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return binding.(action.Action).Execute(m)
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case "motion":
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return binding.(action.Motion).Execute(m)
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}
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// Fallback: treat as a regular character to insert
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return action.InsertChar{Char: key}.Execute(m)
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}
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// Handler.handleCommandKey: Processes a keypress in command mode, executing
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// it as an action or inserting it into the command line.
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func (h *Handler) handleCommandKey(m action.Model, key string) tea.Cmd {
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kind, binding := h.commandKeymap.Lookup(key)
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switch kind {
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case "action":
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return binding.(action.Action).Execute(m)
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case "motion":
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return binding.(action.Motion).Execute(m)
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}
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// Fallback: treat as a regular character to insert
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return action.InsertCommandChar{Char: key}.Execute(m)
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}
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// normalizeVisualSelection: Returns the visual selection with start before end,
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// regardless of which direction the selection was made.
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func normalizeVisualSelection(m action.Model) (core.Position, core.Position) {
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win := m.ActiveWindow()
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a := core.Position{Line: win.Anchor.Line, Col: win.Anchor.Col}
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c := core.Position{Line: win.Cursor.Line, Col: win.Cursor.Col}
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if a.Line < c.Line || (a.Line == c.Line && a.Col <= c.Col) {
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return a, c
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}
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return c, a
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}
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