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Also route up/down arrows to chat scrolling even when the editor has text, while preserving slash-popup navigation.
200 lines
5.7 KiB
Go
200 lines
5.7 KiB
Go
package tui
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import (
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"io"
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"strings"
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"github.com/mattn/go-runewidth"
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)
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// runewidthRune reports the number of cells a rune occupies, pinned
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// here so the renderer does not depend on the editor's helper.
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func runewidthRune(r rune) int { return runewidth.RuneWidth(r) }
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// Renderer maintains a previous frame and writes only the lines that
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// changed on each Draw(). Callers pass a full target frame (slice of
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// styled lines, already wrapped to width).
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type Renderer struct {
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out io.Writer
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prev []string
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rows int // terminal rows
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cols int // terminal cols
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// Cursor position after last draw (for placing input cursor).
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cursorRow int
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cursorCol int
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// hideCursor when true prevents ShowCursor from being emitted.
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hideCursor bool
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// prevHadImage tracks whether the previous frame contained an
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// inline-image escape so we can force a full clear+repaint whenever
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// the image set changes. Only matters when inline images are
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// enabled via ZOT_INLINE_IMAGES; defaults to false.
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prevHadImage bool
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}
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// NewRenderer returns a renderer that writes to out.
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func NewRenderer(out io.Writer) *Renderer {
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return &Renderer{out: out}
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}
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// Resize tells the renderer the current terminal size.
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//
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// On a real size change we also issue a clear-screen so the next Draw
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// starts from a blank slate. Without the clear, characters from the
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// old (wider) layout linger past the new right edge and rows from
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// before the new bottom hang around as garbage.
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func (r *Renderer) Resize(cols, rows int) {
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if cols != r.cols || rows != r.rows {
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r.cols = cols
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r.rows = rows
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r.prev = nil
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if r.out != nil {
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_, _ = io.WriteString(r.out, SeqClearScreen)
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}
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}
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}
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// Clear forces a full repaint on the next Draw and clears the screen.
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func (r *Renderer) Clear() {
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r.prev = nil
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_, _ = io.WriteString(r.out, SeqClearScreen)
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}
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// Draw updates the terminal so that the visible frame ends with the
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// given lines (bottom-aligned). cursorRow/cursorCol are offsets within
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// the lines slice indicating where to place the terminal cursor; use
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// -1 to hide it.
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// containsImageEscape reports whether the line carries an inline-image
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// escape we must repaint rather than diff against the previous frame.
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func containsImageEscape(s string) bool {
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return strings.Contains(s, "\x1b]1337;File=") || strings.Contains(s, "\x1b_G")
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}
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// truncateToWidth clips s so its on-screen width doesn't exceed cols
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// cells, preserving ANSI CSI escape sequences (which don't consume
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// cells). Lines carrying an inline-image escape are returned as-is
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// since we can't measure their painted size.
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//
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// Fast path: a byte-length <= cols is a conservative upper bound
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// guaranteeing the cell width is also <= cols, so we skip all the
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// rune-width math. That covers the vast majority of lines in a
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// transcript (narrow terminals wrap early; wide ones leave headroom).
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func truncateToWidth(s string, cols int) string {
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if cols <= 0 || containsImageEscape(s) {
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return s
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}
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if len(s) <= cols {
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return s
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}
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var out strings.Builder
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out.Grow(len(s))
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seen := 0
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runes := []rune(s)
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for i := 0; i < len(runes); {
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r := runes[i]
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// CSI escape sequence (ESC [ ... final): zero-width.
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if r == 0x1b && i+1 < len(runes) && runes[i+1] == '[' {
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out.WriteRune(r)
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out.WriteRune(runes[i+1])
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i += 2
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for i < len(runes) {
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c := runes[i]
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out.WriteRune(c)
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i++
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if c >= 0x40 && c <= 0x7e {
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break
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}
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}
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continue
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}
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rw := runewidthRune(r)
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if seen+rw > cols {
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break
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}
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out.WriteRune(r)
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seen += rw
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i++
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}
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return out.String()
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}
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func (r *Renderer) Draw(lines []string, cursorRow, cursorCol int) {
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if r.cols == 0 || r.rows == 0 {
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return
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}
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// Bottom-align: only the last r.rows lines are visible.
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visible := lines
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if len(visible) > r.rows {
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visible = visible[len(visible)-r.rows:]
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cursorRow -= len(lines) - len(visible)
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}
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// Pad to r.rows with empty lines at the top. Every line is also
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// hard-truncated to cols so the terminal never soft-wraps our output
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// (which would push the status bar out of its row).
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frame := make([]string, r.rows)
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top := r.rows - len(visible)
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for i := 0; i < top; i++ {
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frame[i] = ""
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}
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for i, line := range visible {
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frame[top+i] = truncateToWidth(line, r.cols)
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}
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var w strings.Builder
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w.WriteString(SeqSynchronizedOn)
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w.WriteString(SeqHideCursor)
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// When inline images are in play we always full-repaint (clear
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// screen first, then rewrite every row). Terminals manage image
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// pixels in a layer we cannot diff against, so the per-line cache
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// is unreliable. Inline images are opt-in via ZOT_INLINE_IMAGES;
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// the common code path below is the fast cached diff.
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curHasImage := false
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curHasKittyImage := false
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for _, l := range frame {
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if containsImageEscape(l) {
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curHasImage = true
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if strings.Contains(l, "\x1b_G") {
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curHasKittyImage = true
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}
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}
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}
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forceAll := curHasImage || r.prevHadImage
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if forceAll {
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w.WriteString(SeqClearScreen)
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if curHasKittyImage {
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// Delete previously placed kitty images once per frame,
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// before rewriting all rows. Doing this inside each image
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// escape makes only the last image in the frame survive.
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w.WriteString("\x1b_Ga=d\x1b\\")
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}
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}
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full := r.prev == nil || len(r.prev) != r.rows
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for i := 0; i < r.rows; i++ {
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if full || forceAll || r.prev[i] != frame[i] {
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w.WriteString(MoveTo(i+1, 1))
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w.WriteString(SeqClearLine)
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w.WriteString(frame[i])
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}
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}
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if cursorRow >= 0 {
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absRow := top + cursorRow + 1
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absCol := cursorCol + 1
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if absRow >= 1 && absRow <= r.rows {
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w.WriteString(MoveTo(absRow, absCol))
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w.WriteString(SeqShowCursor)
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}
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}
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w.WriteString(SeqSynchronizedOff)
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_, _ = io.WriteString(r.out, w.String())
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r.prev = frame
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r.prevHadImage = curHasImage
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r.cursorRow = cursorRow
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r.cursorCol = cursorCol
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}
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