//! Mapping of inputs to sequences of actions. use super::actions::{Action, Direction}; use super::handler::InputMode; use std::collections::HashMap; use strum::IntoEnumIterator; use termion::event::Key; type Keybinds = HashMap; type ModeKeybinds = HashMap>; /// Populates the default hashmap of keybinds. /// @@@khs26 What about an input config file? pub fn get_default_keybinds() -> Result { let mut defaults = Keybinds::new(); for mode in InputMode::iter() { defaults.insert(mode, get_defaults_for_mode(&mode)?); } Ok(defaults) } /// Returns the default keybinds for a givent [`InputMode`]. fn get_defaults_for_mode(mode: &InputMode) -> Result { let mut defaults = ModeKeybinds::new(); match *mode { InputMode::Normal => { defaults.insert( Key::Ctrl('g'), vec![Action::SwitchToMode(InputMode::Command)], ); } InputMode::Command => { defaults.insert( Key::Char('r'), vec![Action::SwitchToMode(InputMode::Resize)], ); defaults.insert(Key::Char('p'), vec![Action::SwitchToMode(InputMode::Pane)]); defaults.insert(Key::Char('t'), vec![Action::SwitchToMode(InputMode::Tab)]); defaults.insert( Key::Char('s'), vec![Action::SwitchToMode(InputMode::Scroll)], ); defaults.insert( Key::Ctrl('g'), vec![Action::SwitchToMode(InputMode::Normal)], ); defaults.insert(Key::Esc, vec![Action::SwitchToMode(InputMode::Normal)]); defaults.insert(Key::Char('q'), vec![Action::Quit]); } InputMode::Resize => { defaults.insert(Key::Char('h'), vec![Action::Resize(Direction::Left)]); defaults.insert(Key::Char('j'), vec![Action::Resize(Direction::Down)]); defaults.insert(Key::Char('k'), vec![Action::Resize(Direction::Up)]); defaults.insert(Key::Char('l'), vec![Action::Resize(Direction::Right)]); defaults.insert(Key::Left, vec![Action::Resize(Direction::Left)]); defaults.insert(Key::Down, vec![Action::Resize(Direction::Down)]); defaults.insert(Key::Up, vec![Action::Resize(Direction::Up)]); defaults.insert(Key::Right, vec![Action::Resize(Direction::Right)]); defaults.insert(Key::Ctrl('b'), vec![Action::Resize(Direction::Left)]); defaults.insert(Key::Ctrl('n'), vec![Action::Resize(Direction::Down)]); defaults.insert(Key::Ctrl('p'), vec![Action::Resize(Direction::Up)]); defaults.insert(Key::Ctrl('f'), vec![Action::Resize(Direction::Right)]); defaults.insert(Key::Char('q'), vec![Action::Quit]); defaults.insert( Key::Ctrl('g'), vec![Action::SwitchToMode(InputMode::Normal)], ); defaults.insert(Key::Esc, vec![Action::SwitchToMode(InputMode::Command)]); } InputMode::Pane => { defaults.insert(Key::Char('h'), vec![Action::MoveFocus(Direction::Left)]); defaults.insert(Key::Char('j'), vec![Action::MoveFocus(Direction::Down)]); defaults.insert(Key::Char('k'), vec![Action::MoveFocus(Direction::Up)]); defaults.insert(Key::Char('l'), vec![Action::MoveFocus(Direction::Right)]); defaults.insert(Key::Left, vec![Action::MoveFocus(Direction::Left)]); defaults.insert(Key::Down, vec![Action::MoveFocus(Direction::Down)]); defaults.insert(Key::Up, vec![Action::MoveFocus(Direction::Up)]); defaults.insert(Key::Right, vec![Action::MoveFocus(Direction::Right)]); defaults.insert(Key::Ctrl('b'), vec![Action::MoveFocus(Direction::Left)]); defaults.insert(Key::Ctrl('n'), vec![Action::MoveFocus(Direction::Down)]); defaults.insert(Key::Ctrl('p'), vec![Action::MoveFocus(Direction::Up)]); defaults.insert(Key::Ctrl('f'), vec![Action::MoveFocus(Direction::Right)]); defaults.insert(Key::Char('p'), vec![Action::SwitchFocus(Direction::Right)]); defaults.insert(Key::Char('n'), vec![Action::NewPane(None)]); defaults.insert(Key::Char('d'), vec![Action::NewPane(Some(Direction::Down))]); defaults.insert( Key::Char('r'), vec![Action::NewPane(Some(Direction::Right))], ); defaults.insert(Key::Char('x'), vec![Action::CloseFocus]); defaults.insert(Key::Char('f'), vec![Action::ToggleFocusFullscreen]); defaults.insert(Key::Char('q'), vec![Action::Quit]); defaults.insert( Key::Ctrl('g'), vec![Action::SwitchToMode(InputMode::Normal)], ); defaults.insert(Key::Esc, vec![Action::SwitchToMode(InputMode::Command)]); } InputMode::Tab => { defaults.insert(Key::Char('h'), vec![Action::GoToPreviousTab]); defaults.insert(Key::Char('j'), vec![Action::GoToNextTab]); defaults.insert(Key::Char('k'), vec![Action::GoToPreviousTab]); defaults.insert(Key::Char('l'), vec![Action::GoToNextTab]); defaults.insert(Key::Left, vec![Action::GoToPreviousTab]); defaults.insert(Key::Down, vec![Action::GoToNextTab]); defaults.insert(Key::Up, vec![Action::GoToPreviousTab]); defaults.insert(Key::Right, vec![Action::GoToNextTab]); defaults.insert(Key::Ctrl('b'), vec![Action::GoToPreviousTab]); defaults.insert(Key::Ctrl('n'), vec![Action::GoToNextTab]); defaults.insert(Key::Ctrl('p'), vec![Action::GoToPreviousTab]); defaults.insert(Key::Ctrl('f'), vec![Action::GoToNextTab]); defaults.insert(Key::Char('n'), vec![Action::NewTab]); defaults.insert(Key::Char('x'), vec![Action::CloseTab]); defaults.insert(Key::Char('q'), vec![Action::Quit]); defaults.insert( Key::Ctrl('g'), vec![Action::SwitchToMode(InputMode::Normal)], ); for i in '1'..='9' { defaults.insert(Key::Char(i), vec![Action::GoToTab(i.to_digit(10).unwrap())]); } defaults.insert(Key::Esc, vec![Action::SwitchToMode(InputMode::Command)]); } InputMode::Scroll => { defaults.insert(Key::Char('j'), vec![Action::ScrollDown]); defaults.insert(Key::Char('k'), vec![Action::ScrollUp]); defaults.insert(Key::Down, vec![Action::ScrollDown]); defaults.insert(Key::Up, vec![Action::ScrollUp]); defaults.insert(Key::Ctrl('n'), vec![Action::ScrollDown]); defaults.insert(Key::Ctrl('p'), vec![Action::ScrollUp]); defaults.insert(Key::Char('q'), vec![Action::Quit]); defaults.insert( Key::Ctrl('g'), vec![Action::SwitchToMode(InputMode::Normal)], ); defaults.insert(Key::Esc, vec![Action::SwitchToMode(InputMode::Command)]); } } Ok(defaults) } /// Converts a [`Key`] terminal event to a sequence of [`Action`]s according to the current /// [`InputMode`] and [`Keybinds`]. pub fn key_to_actions( key: &Key, input: Vec, mode: &InputMode, keybinds: &Keybinds, ) -> Vec { let mode_keybind_or_action = |action: Action| { keybinds .get(mode) .unwrap_or_else(|| unreachable!("Unrecognized mode: {:?}", mode)) .get(key) .cloned() .unwrap_or_else(|| vec![action]) }; match *mode { InputMode::Normal => mode_keybind_or_action(Action::Write(input)), _ => mode_keybind_or_action(Action::NoOp), } }