zellij/zellij-server/src/ui/boundaries.rs
Aram Drevekenin 821e7cbc5a
feat(ui): add floating panes (#1066)
* basic functionality

* close and reopen scratch terminal working

* embed/float and resize whole tab for floating and static floating panes

* move focus working

* fix focus change in floating panes

* move pane with mouse

* floating z indices

* tests and better resize algorithm

* starting to work on performance

* some performance experimentations

* new render engine

* reverse painters algorithm for floating panes

* fix frame buffering

* improve ux situation

* handle multiple new panes on screen without overlap

* adjust keybindings

* adjust key hints

* fix multiuser frame ui

* fix various floating/multiuser bugs

* remove stuff

* wide characters under floating panes

* fix wide character frame override

* fix non-frame boundaries interactions with floating panes

* fix selection character width

* fix title frame wide char overflow

* fix existing tests

* add tests

* refactor output out of tab

* refactor floating panes out of tab

* refactor tab

* moar refactoring

* refactorings and bring back terminal window title setting

* add frame vte output

* remove more unused stuff

* remove even more unused stuff

* you know the drill

* refactor floating panes and remove more stuffs

* refactor pane grids

* remove unused output caching

* refactor output

* remove unused stuff

* rustfmt

* some formatting

* rustfmt

* reduce clippy to normal

* remove comment

* remove unused

* fix closign pane

* fix tests
2022-02-18 21:10:06 +01:00

571 lines
20 KiB
Rust

use zellij_utils::{pane_size::Viewport, zellij_tile};
use crate::output::CharacterChunk;
use crate::panes::terminal_character::{TerminalCharacter, EMPTY_TERMINAL_CHARACTER, RESET_STYLES};
use crate::tab::Pane;
use ansi_term::Colour::{Fixed, RGB};
use std::collections::HashMap;
use zellij_tile::data::PaletteColor;
use zellij_utils::shared::colors;
use std::fmt::{Display, Error, Formatter};
pub mod boundary_type {
pub const TOP_RIGHT: &str = "";
pub const VERTICAL: &str = "";
pub const HORIZONTAL: &str = "";
pub const TOP_LEFT: &str = "";
pub const BOTTOM_RIGHT: &str = "";
pub const BOTTOM_LEFT: &str = "";
pub const VERTICAL_LEFT: &str = "";
pub const VERTICAL_RIGHT: &str = "";
pub const HORIZONTAL_DOWN: &str = "";
pub const HORIZONTAL_UP: &str = "";
pub const CROSS: &str = "";
}
pub(crate) type BoundaryType = &'static str; // easy way to refer to boundary_type above
#[derive(Clone, Copy, Debug)]
pub(crate) struct BoundarySymbol {
boundary_type: BoundaryType,
invisible: bool,
color: Option<PaletteColor>,
}
impl BoundarySymbol {
pub fn new(boundary_type: BoundaryType) -> Self {
BoundarySymbol {
boundary_type,
invisible: false,
color: Some(PaletteColor::EightBit(colors::GRAY)),
}
}
pub fn color(&mut self, color: Option<PaletteColor>) -> Self {
self.color = color;
*self
}
pub fn as_terminal_character(&self) -> TerminalCharacter {
if self.invisible {
EMPTY_TERMINAL_CHARACTER
} else {
let character = self.boundary_type.chars().next().unwrap();
TerminalCharacter {
character,
width: 1,
styles: RESET_STYLES
.foreground(self.color.map(|palette_color| palette_color.into())),
}
}
}
}
impl Display for BoundarySymbol {
fn fmt(&self, f: &mut Formatter) -> Result<(), Error> {
match self.invisible {
true => write!(f, " "),
false => match self.color {
Some(color) => match color {
PaletteColor::Rgb((r, g, b)) => {
write!(f, "{}", RGB(r, g, b).paint(self.boundary_type))
}
PaletteColor::EightBit(color) => {
write!(f, "{}", Fixed(color).paint(self.boundary_type))
}
},
None => write!(f, "{}", self.boundary_type),
},
}
}
}
fn combine_symbols(
current_symbol: BoundarySymbol,
next_symbol: BoundarySymbol,
) -> Option<BoundarySymbol> {
use boundary_type::*;
let invisible = current_symbol.invisible || next_symbol.invisible;
let color = current_symbol.color.or(next_symbol.color);
match (current_symbol.boundary_type, next_symbol.boundary_type) {
(CROSS, _) | (_, CROSS) => {
// (┼, *) or (*, ┼) => Some(┼)
let boundary_type = CROSS;
Some(BoundarySymbol {
boundary_type,
invisible,
color,
})
}
(TOP_RIGHT, TOP_RIGHT) => {
// (┐, ┐) => Some(┐)
let boundary_type = TOP_RIGHT;
Some(BoundarySymbol {
boundary_type,
invisible,
color,
})
}
(TOP_RIGHT, VERTICAL) | (TOP_RIGHT, BOTTOM_RIGHT) | (TOP_RIGHT, VERTICAL_LEFT) => {
// (┐, │) => Some(┤)
// (┐, ┘) => Some(┤)
// (─, ┤) => Some(┤)
let boundary_type = VERTICAL_LEFT;
Some(BoundarySymbol {
boundary_type,
invisible,
color,
})
}
(TOP_RIGHT, HORIZONTAL) | (TOP_RIGHT, TOP_LEFT) | (TOP_RIGHT, HORIZONTAL_DOWN) => {
// (┐, ─) => Some(┬)
// (┐, ┌) => Some(┬)
// (┐, ┬) => Some(┬)
let boundary_type = HORIZONTAL_DOWN;
Some(BoundarySymbol {
boundary_type,
invisible,
color,
})
}
(TOP_RIGHT, BOTTOM_LEFT) | (TOP_RIGHT, VERTICAL_RIGHT) | (TOP_RIGHT, HORIZONTAL_UP) => {
// (┐, └) => Some(┼)
// (┐, ├) => Some(┼)
// (┐, ┴) => Some(┼)
let boundary_type = CROSS;
Some(BoundarySymbol {
boundary_type,
invisible,
color,
})
}
(HORIZONTAL, HORIZONTAL) => {
// (─, ─) => Some(─)
let boundary_type = HORIZONTAL;
Some(BoundarySymbol {
boundary_type,
invisible,
color,
})
}
(HORIZONTAL, VERTICAL) | (HORIZONTAL, VERTICAL_LEFT) | (HORIZONTAL, VERTICAL_RIGHT) => {
// (─, │) => Some(┼)
// (─, ┤) => Some(┼)
// (─, ├) => Some(┼)
let boundary_type = CROSS;
Some(BoundarySymbol {
boundary_type,
invisible,
color,
})
}
(HORIZONTAL, TOP_LEFT) | (HORIZONTAL, HORIZONTAL_DOWN) => {
// (─, ┌) => Some(┬)
// (─, ┬) => Some(┬)
let boundary_type = HORIZONTAL_DOWN;
Some(BoundarySymbol {
boundary_type,
invisible,
color,
})
}
(HORIZONTAL, BOTTOM_RIGHT) | (HORIZONTAL, BOTTOM_LEFT) | (HORIZONTAL, HORIZONTAL_UP) => {
// (─, ┘) => Some(┴)
// (─, └) => Some(┴)
// (─, ┴) => Some(┴)
let boundary_type = HORIZONTAL_UP;
Some(BoundarySymbol {
boundary_type,
invisible,
color,
})
}
(VERTICAL, VERTICAL) => {
// (│, │) => Some(│)
let boundary_type = VERTICAL;
Some(BoundarySymbol {
boundary_type,
invisible,
color,
})
}
(VERTICAL, TOP_LEFT) | (VERTICAL, BOTTOM_LEFT) | (VERTICAL, VERTICAL_RIGHT) => {
// (│, ┌) => Some(├)
// (│, └) => Some(├)
// (│, ├) => Some(├)
let boundary_type = VERTICAL_RIGHT;
Some(BoundarySymbol {
boundary_type,
invisible,
color,
})
}
(VERTICAL, BOTTOM_RIGHT) | (VERTICAL, VERTICAL_LEFT) => {
// (│, ┘) => Some(┤)
// (│, ┤) => Some(┤)
let boundary_type = VERTICAL_LEFT;
Some(BoundarySymbol {
boundary_type,
invisible,
color,
})
}
(VERTICAL, HORIZONTAL_DOWN) | (VERTICAL, HORIZONTAL_UP) => {
// (│, ┬) => Some(┼)
// (│, ┴) => Some(┼)
let boundary_type = CROSS;
Some(BoundarySymbol {
boundary_type,
invisible,
color,
})
}
(TOP_LEFT, TOP_LEFT) => {
// (┌, ┌) => Some(┌)
let boundary_type = TOP_LEFT;
Some(BoundarySymbol {
boundary_type,
invisible,
color,
})
}
(TOP_LEFT, BOTTOM_RIGHT) | (TOP_LEFT, VERTICAL_LEFT) | (TOP_LEFT, HORIZONTAL_UP) => {
// (┌, ┘) => Some(┼)
// (┌, ┤) => Some(┼)
// (┌, ┴) => Some(┼)
let boundary_type = CROSS;
Some(BoundarySymbol {
boundary_type,
invisible,
color,
})
}
(TOP_LEFT, BOTTOM_LEFT) | (TOP_LEFT, VERTICAL_RIGHT) => {
// (┌, └) => Some(├)
// (┌, ├) => Some(├)
let boundary_type = VERTICAL_RIGHT;
Some(BoundarySymbol {
boundary_type,
invisible,
color,
})
}
(TOP_LEFT, HORIZONTAL_DOWN) => {
// (┌, ┬) => Some(┬)
let boundary_type = HORIZONTAL_DOWN;
Some(BoundarySymbol {
boundary_type,
invisible,
color,
})
}
(BOTTOM_RIGHT, BOTTOM_RIGHT) => {
// (┘, ┘) => Some(┘)
let boundary_type = BOTTOM_RIGHT;
Some(BoundarySymbol {
boundary_type,
invisible,
color,
})
}
(BOTTOM_RIGHT, BOTTOM_LEFT) | (BOTTOM_RIGHT, HORIZONTAL_UP) => {
// (┘, └) => Some(┴)
// (┘, ┴) => Some(┴)
let boundary_type = HORIZONTAL_UP;
Some(BoundarySymbol {
boundary_type,
invisible,
color,
})
}
(BOTTOM_RIGHT, VERTICAL_LEFT) => {
// (┘, ┤) => Some(┤)
let boundary_type = VERTICAL_LEFT;
Some(BoundarySymbol {
boundary_type,
invisible,
color,
})
}
(BOTTOM_RIGHT, VERTICAL_RIGHT) | (BOTTOM_RIGHT, HORIZONTAL_DOWN) => {
// (┘, ├) => Some(┼)
// (┘, ┬) => Some(┼)
let boundary_type = CROSS;
Some(BoundarySymbol {
boundary_type,
invisible,
color,
})
}
(BOTTOM_LEFT, BOTTOM_LEFT) => {
// (└, └) => Some(└)
let boundary_type = BOTTOM_LEFT;
Some(BoundarySymbol {
boundary_type,
invisible,
color,
})
}
(BOTTOM_LEFT, VERTICAL_LEFT) | (BOTTOM_LEFT, HORIZONTAL_DOWN) => {
// (└, ┤) => Some(┼)
// (└, ┬) => Some(┼)
let boundary_type = CROSS;
Some(BoundarySymbol {
boundary_type,
invisible,
color,
})
}
(BOTTOM_LEFT, VERTICAL_RIGHT) => {
// (└, ├) => Some(├)
let boundary_type = VERTICAL_RIGHT;
Some(BoundarySymbol {
boundary_type,
invisible,
color,
})
}
(BOTTOM_LEFT, HORIZONTAL_UP) => {
// (└, ┴) => Some(┴)
let boundary_type = HORIZONTAL_UP;
Some(BoundarySymbol {
boundary_type,
invisible,
color,
})
}
(VERTICAL_LEFT, VERTICAL_LEFT) => {
// (┤, ┤) => Some(┤)
let boundary_type = VERTICAL_LEFT;
Some(BoundarySymbol {
boundary_type,
invisible,
color,
})
}
(VERTICAL_LEFT, VERTICAL_RIGHT)
| (VERTICAL_LEFT, HORIZONTAL_DOWN)
| (VERTICAL_LEFT, HORIZONTAL_UP) => {
// (┤, ├) => Some(┼)
// (┤, ┬) => Some(┼)
// (┤, ┴) => Some(┼)
let boundary_type = CROSS;
Some(BoundarySymbol {
boundary_type,
invisible,
color,
})
}
(VERTICAL_RIGHT, VERTICAL_RIGHT) => {
// (├, ├) => Some(├)
let boundary_type = VERTICAL_RIGHT;
Some(BoundarySymbol {
boundary_type,
invisible,
color,
})
}
(VERTICAL_RIGHT, HORIZONTAL_DOWN) | (VERTICAL_RIGHT, HORIZONTAL_UP) => {
// (├, ┬) => Some(┼)
// (├, ┴) => Some(┼)
let boundary_type = CROSS;
Some(BoundarySymbol {
boundary_type,
invisible,
color,
})
}
(HORIZONTAL_DOWN, HORIZONTAL_DOWN) => {
// (┬, ┬) => Some(┬)
let boundary_type = HORIZONTAL_DOWN;
Some(BoundarySymbol {
boundary_type,
invisible,
color,
})
}
(HORIZONTAL_DOWN, HORIZONTAL_UP) => {
// (┬, ┴) => Some(┼)
let boundary_type = CROSS;
Some(BoundarySymbol {
boundary_type,
invisible,
color,
})
}
(HORIZONTAL_UP, HORIZONTAL_UP) => {
// (┴, ┴) => Some(┴)
let boundary_type = HORIZONTAL_UP;
Some(BoundarySymbol {
boundary_type,
invisible,
color,
})
}
(_, _) => combine_symbols(next_symbol, current_symbol),
}
}
#[derive(PartialEq, Eq, Hash, Debug)]
pub(crate) struct Coordinates {
x: usize,
y: usize,
}
impl Coordinates {
pub fn new(x: usize, y: usize) -> Self {
Coordinates { x, y }
}
}
pub struct Boundaries {
viewport: Viewport,
boundary_characters: HashMap<Coordinates, BoundarySymbol>,
}
impl Boundaries {
pub fn new(viewport: Viewport) -> Self {
Boundaries {
viewport,
boundary_characters: HashMap::new(),
}
}
pub fn add_rect(&mut self, rect: &dyn Pane, color: Option<PaletteColor>) {
if !self.is_fully_inside_screen(rect) {
return;
}
if rect.x() > self.viewport.x {
// left boundary
let boundary_x_coords = rect.x() - 1;
let first_row_coordinates = self.rect_right_boundary_row_start(rect);
let last_row_coordinates = self.rect_right_boundary_row_end(rect);
for row in first_row_coordinates..last_row_coordinates {
let coordinates = Coordinates::new(boundary_x_coords, row);
let symbol_to_add = if row == first_row_coordinates && row != self.viewport.y {
BoundarySymbol::new(boundary_type::TOP_LEFT).color(color)
} else if row == last_row_coordinates - 1
&& row != self.viewport.y + self.viewport.rows - 1
{
BoundarySymbol::new(boundary_type::BOTTOM_LEFT).color(color)
} else {
BoundarySymbol::new(boundary_type::VERTICAL).color(color)
};
let next_symbol = self
.boundary_characters
.remove(&coordinates)
.and_then(|current_symbol| combine_symbols(current_symbol, symbol_to_add))
.unwrap_or(symbol_to_add);
self.boundary_characters.insert(coordinates, next_symbol);
}
}
if rect.y() > self.viewport.y {
// top boundary
let boundary_y_coords = rect.y() - 1;
let first_col_coordinates = self.rect_bottom_boundary_col_start(rect);
let last_col_coordinates = self.rect_bottom_boundary_col_end(rect);
for col in first_col_coordinates..last_col_coordinates {
let coordinates = Coordinates::new(col, boundary_y_coords);
let symbol_to_add = if col == first_col_coordinates && col != self.viewport.x {
BoundarySymbol::new(boundary_type::TOP_LEFT).color(color)
} else if col == last_col_coordinates - 1 && col != self.viewport.cols - 1 {
BoundarySymbol::new(boundary_type::TOP_RIGHT).color(color)
} else {
BoundarySymbol::new(boundary_type::HORIZONTAL).color(color)
};
let next_symbol = self
.boundary_characters
.remove(&coordinates)
.and_then(|current_symbol| combine_symbols(current_symbol, symbol_to_add))
.unwrap_or(symbol_to_add);
self.boundary_characters.insert(coordinates, next_symbol);
}
}
if self.rect_right_boundary_is_before_screen_edge(rect) {
// right boundary
let boundary_x_coords = rect.right_boundary_x_coords() - 1;
let first_row_coordinates = self.rect_right_boundary_row_start(rect);
let last_row_coordinates = self.rect_right_boundary_row_end(rect);
for row in first_row_coordinates..last_row_coordinates {
let coordinates = Coordinates::new(boundary_x_coords, row);
let symbol_to_add = if row == first_row_coordinates && row != self.viewport.y {
BoundarySymbol::new(boundary_type::TOP_RIGHT).color(color)
} else if row == last_row_coordinates - 1
&& row != self.viewport.y + self.viewport.rows - 1
{
BoundarySymbol::new(boundary_type::BOTTOM_RIGHT).color(color)
} else {
BoundarySymbol::new(boundary_type::VERTICAL).color(color)
};
let next_symbol = self
.boundary_characters
.remove(&coordinates)
.and_then(|current_symbol| combine_symbols(current_symbol, symbol_to_add))
.unwrap_or(symbol_to_add);
self.boundary_characters.insert(coordinates, next_symbol);
}
}
if self.rect_bottom_boundary_is_before_screen_edge(rect) {
// bottom boundary
let boundary_y_coords = rect.bottom_boundary_y_coords() - 1;
let first_col_coordinates = self.rect_bottom_boundary_col_start(rect);
let last_col_coordinates = self.rect_bottom_boundary_col_end(rect);
for col in first_col_coordinates..last_col_coordinates {
let coordinates = Coordinates::new(col, boundary_y_coords);
let symbol_to_add = if col == first_col_coordinates && col != self.viewport.x {
BoundarySymbol::new(boundary_type::BOTTOM_LEFT).color(color)
} else if col == last_col_coordinates - 1 && col != self.viewport.cols - 1 {
BoundarySymbol::new(boundary_type::BOTTOM_RIGHT).color(color)
} else {
BoundarySymbol::new(boundary_type::HORIZONTAL).color(color)
};
let next_symbol = self
.boundary_characters
.remove(&coordinates)
.and_then(|current_symbol| combine_symbols(current_symbol, symbol_to_add))
.unwrap_or(symbol_to_add);
self.boundary_characters.insert(coordinates, next_symbol);
}
}
}
pub fn render(&self) -> Vec<CharacterChunk> {
let mut character_chunks = vec![];
for (coordinates, boundary_character) in &self.boundary_characters {
character_chunks.push(CharacterChunk::new(
vec![boundary_character.as_terminal_character()],
coordinates.x,
coordinates.y,
));
}
character_chunks
}
fn rect_right_boundary_is_before_screen_edge(&self, rect: &dyn Pane) -> bool {
rect.x() + rect.cols() < self.viewport.cols
}
fn rect_bottom_boundary_is_before_screen_edge(&self, rect: &dyn Pane) -> bool {
rect.y() + rect.rows() < self.viewport.y + self.viewport.rows
}
fn rect_right_boundary_row_start(&self, rect: &dyn Pane) -> usize {
if rect.y() > self.viewport.y {
rect.y() - 1
} else {
self.viewport.y
}
}
fn rect_right_boundary_row_end(&self, rect: &dyn Pane) -> usize {
rect.y() + rect.rows()
}
fn rect_bottom_boundary_col_start(&self, rect: &dyn Pane) -> usize {
if rect.x() == 0 {
0
} else {
rect.x() - 1
}
}
fn rect_bottom_boundary_col_end(&self, rect: &dyn Pane) -> usize {
rect.x() + rect.cols()
}
fn is_fully_inside_screen(&self, rect: &dyn Pane) -> bool {
rect.x() >= self.viewport.x
&& rect.x() + rect.cols() <= self.viewport.x + self.viewport.cols
&& rect.y() >= self.viewport.y
&& rect.y() + rect.rows() <= self.viewport.y + self.viewport.rows
}
}