lite-xl/data/core/rootview.lua

1159 lines
35 KiB
Lua

local core = require "core"
local common = require "core.common"
local config = require "core.config"
local style = require "core.style"
local keymap = require "core.keymap"
local Object = require "core.object"
local View = require "core.view"
local NagView = require "core.nagview"
local DocView = require "core.docview"
local EmptyView = View:extend()
local function draw_text(x, y, color)
local th = style.big_font:get_height()
local dh = 2 * th + style.padding.y * 2
local x1, y1 = x, y + (dh - th) / 2
x = renderer.draw_text(style.big_font, "Lite XL", x1, y1, color)
renderer.draw_text(style.font, "version " .. VERSION, x1, y1 + th, color)
x = x + style.padding.x
renderer.draw_rect(x, y, math.ceil(1 * SCALE), dh, color)
local lines = {
{ fmt = "%s to run a command", cmd = "core:find-command" },
{ fmt = "%s to open a file from the project", cmd = "core:find-file" },
{ fmt = "%s to change project folder", cmd = "core:change-project-folder" },
{ fmt = "%s to open a project folder", cmd = "core:open-project-folder" },
}
th = style.font:get_height()
y = y + (dh - (th + style.padding.y) * #lines) / 2
local w = 0
for _, line in ipairs(lines) do
local text = string.format(line.fmt, keymap.get_binding(line.cmd))
w = math.max(w, renderer.draw_text(style.font, text, x + style.padding.x, y, color))
y = y + th + style.padding.y
end
return w, dh
end
function EmptyView:draw()
self:draw_background(style.background)
local w, h = draw_text(0, 0, { 0, 0, 0, 0 })
local x = self.position.x + math.max(style.padding.x, (self.size.x - w) / 2)
local y = self.position.y + (self.size.y - h) / 2
draw_text(x, y, style.dim)
end
local Node = Object:extend()
function Node:new(type)
self.type = type or "leaf"
self.position = { x = 0, y = 0 }
self.size = { x = 0, y = 0 }
self.views = {}
self.divider = 0.5
if self.type == "leaf" then
self:add_view(EmptyView())
end
self.hovered = {x = -1, y = -1 }
self.hovered_close = 0
self.tab_shift = 0
self.tab_offset = 1
self.tab_width = style.tab_width
self.move_towards = View.move_towards
end
function Node:propagate(fn, ...)
self.a[fn](self.a, ...)
self.b[fn](self.b, ...)
end
function Node:on_mouse_moved(x, y, ...)
if self.type == "leaf" then
self.hovered.x, self.hovered.y = x, y
self.active_view:on_mouse_moved(x, y, ...)
else
self:propagate("on_mouse_moved", x, y, ...)
end
end
function Node:on_mouse_released(...)
if self.type == "leaf" then
self.active_view:on_mouse_released(...)
else
self:propagate("on_mouse_released", ...)
end
end
function Node:consume(node)
for k, _ in pairs(self) do self[k] = nil end
for k, v in pairs(node) do self[k] = v end
end
local type_map = { up="vsplit", down="vsplit", left="hsplit", right="hsplit" }
-- The "locked" argument below should be in the form {x = <boolean>, y = <boolean>}
-- and it indicates if the node want to have a fixed size along the axis where the
-- boolean is true. If not it will be expanded to take all the available space.
-- The "resizable" flag indicates if, along the "locked" axis the node can be resized
-- by the user. If the node is marked as resizable their view should provide a
-- set_target_size method.
function Node:split(dir, view, locked, resizable)
assert(self.type == "leaf", "Tried to split non-leaf node")
local node_type = assert(type_map[dir], "Invalid direction")
local last_active = core.active_view
local child = Node()
child:consume(self)
self:consume(Node(node_type))
self.a = child
self.b = Node()
if view then self.b:add_view(view) end
if locked then
assert(type(locked) == 'table')
self.b.locked = locked
self.b.resizable = resizable or false
core.set_active_view(last_active)
end
if dir == "up" or dir == "left" then
self.a, self.b = self.b, self.a
return self.a
end
return self.b
end
function Node:remove_view(root, view)
if #self.views > 1 then
local idx = self:get_view_idx(view)
if idx < self.tab_offset then
self.tab_offset = self.tab_offset - 1
end
table.remove(self.views, idx)
if self.active_view == view then
self:set_active_view(self.views[idx] or self.views[#self.views])
end
else
local parent = self:get_parent_node(root)
local is_a = (parent.a == self)
local other = parent[is_a and "b" or "a"]
local locked_size_x, locked_size_y = other:get_locked_size()
local locked_size
if parent.type == "hsplit" then
locked_size = locked_size_x
else
locked_size = locked_size_y
end
if self.is_primary_node or locked_size then
self.views = {}
self:add_view(EmptyView())
else
parent:consume(other)
local p = parent
while p.type ~= "leaf" do
p = p[is_a and "a" or "b"]
end
p:set_active_view(p.active_view)
if self.is_primary_node then
p.is_primary_node = true
end
end
end
core.last_active_view = nil
end
function Node:close_view(root, view)
local do_close = function()
self:remove_view(root, view)
end
view:try_close(do_close)
end
function Node:close_active_view(root)
self:close_view(root, self.active_view)
end
function Node:add_view(view, idx)
assert(self.type == "leaf", "Tried to add view to non-leaf node")
assert(not self.locked, "Tried to add view to locked node")
if self.views[1] and self.views[1]:is(EmptyView) then
table.remove(self.views)
end
table.insert(self.views, idx or (#self.views + 1), view)
self:set_active_view(view)
end
function Node:set_active_view(view)
assert(self.type == "leaf", "Tried to set active view on non-leaf node")
self.active_view = view
core.set_active_view(view)
end
function Node:get_view_idx(view)
for i, v in ipairs(self.views) do
if v == view then return i end
end
end
function Node:get_node_for_view(view)
for _, v in ipairs(self.views) do
if v == view then return self end
end
if self.type ~= "leaf" then
return self.a:get_node_for_view(view) or self.b:get_node_for_view(view)
end
end
function Node:get_parent_node(root)
if root.a == self or root.b == self then
return root
elseif root.type ~= "leaf" then
return self:get_parent_node(root.a) or self:get_parent_node(root.b)
end
end
function Node:get_children(t)
t = t or {}
for _, view in ipairs(self.views) do
table.insert(t, view)
end
if self.a then self.a:get_children(t) end
if self.b then self.b:get_children(t) end
return t
end
-- return the width including the padding space and separately
-- the padding space itself
local function get_scroll_button_width()
local w = style.icon_font:get_width(">")
local pad = w
return w + 2 * pad, pad
end
function Node:get_divider_overlapping_point(px, py)
if self.type ~= "leaf" then
local axis = self.type == "hsplit" and "x" or "y"
if self.a:is_resizable(axis) and self.b:is_resizable(axis) then
local p = 6
local x, y, w, h = self:get_divider_rect()
x, y = x - p, y - p
w, h = w + p * 2, h + p * 2
if px > x and py > y and px < x + w and py < y + h then
return self
end
end
return self.a:get_divider_overlapping_point(px, py)
or self.b:get_divider_overlapping_point(px, py)
end
end
function Node:get_visible_tabs_number()
return math.min(#self.views - self.tab_offset + 1, config.max_tabs)
end
function Node:get_tab_overlapping_point(px, py)
if not self:should_show_tabs() then return nil end
local tabs_number = self:get_visible_tabs_number()
local x1, y1, w, h = self:get_tab_rect(self.tab_offset)
local x2, y2 = self:get_tab_rect(self.tab_offset + tabs_number)
if px >= x1 and py >= y1 and px < x2 and py < y1 + h then
return math.floor((px - x1) / w) + self.tab_offset
end
end
function Node:should_show_tabs()
if self.locked then return false end
local dn = core.root_view.dragged_node
if #self.views > 1
or (dn and dn.dragging) then -- show tabs while dragging
return true
elseif config.always_show_tabs then
return not self.views[1]:is(EmptyView)
end
return false
end
local function close_button_location(x, w)
local cw = style.icon_font:get_width("C")
local pad = style.padding.y
return x + w - pad - cw, cw, pad
end
function Node:get_scroll_button_index(px, py)
if #self.views == 1 then return end
for i = 1, 2 do
local x, y, w, h = self:get_scroll_button_rect(i)
if px >= x and px < x + w and py >= y and py < y + h then
return i
end
end
end
function Node:tab_hovered_update(px, py)
local tab_index = self:get_tab_overlapping_point(px, py)
self.hovered_tab = tab_index
self.hovered_close = 0
self.hovered_scroll_button = 0
if tab_index then
local x, y, w, h = self:get_tab_rect(tab_index)
local cx, cw = close_button_location(x, w)
if px >= cx and px < cx + cw and py >= y and py < y + h and config.tab_close_button then
self.hovered_close = tab_index
end
else
self.hovered_scroll_button = self:get_scroll_button_index(px, py) or 0
end
end
function Node:get_child_overlapping_point(x, y)
local child
if self.type == "leaf" then
return self
elseif self.type == "hsplit" then
child = (x < self.b.position.x) and self.a or self.b
elseif self.type == "vsplit" then
child = (y < self.b.position.y) and self.a or self.b
end
return child:get_child_overlapping_point(x, y)
end
function Node:get_scroll_button_rect(index)
local w, pad = get_scroll_button_width()
local h = style.font:get_height() + style.padding.y * 2
local x = self.position.x + (index == 1 and 0 or self.size.x - w)
return x, self.position.y, w, h, pad
end
function Node:get_tab_rect(idx)
local sbw = get_scroll_button_width()
local maxw = self.size.x - 2 * sbw
local x0 = self.position.x + sbw
local x1 = x0 + common.clamp(self.tab_width * (idx - 1) - self.tab_shift, 0, maxw)
local x2 = x0 + common.clamp(self.tab_width * idx - self.tab_shift, 0, maxw)
local h = style.font:get_height() + style.padding.y * 2
return x1, self.position.y, x2 - x1, h
end
function Node:get_divider_rect()
local x, y = self.position.x, self.position.y
if self.type == "hsplit" then
return x + self.a.size.x, y, style.divider_size, self.size.y
elseif self.type == "vsplit" then
return x, y + self.a.size.y, self.size.x, style.divider_size
end
end
-- Return two values for x and y axis and each of them is either falsy or a number.
-- A falsy value indicate no fixed size along the corresponding direction.
function Node:get_locked_size()
if self.type == "leaf" then
if self.locked then
local size = self.active_view.size
-- The values below should be either a falsy value or a number
local sx = (self.locked and self.locked.x) and size.x
local sy = (self.locked and self.locked.y) and size.y
return sx, sy
end
else
local x1, y1 = self.a:get_locked_size()
local x2, y2 = self.b:get_locked_size()
-- The values below should be either a falsy value or a number
local sx, sy
if self.type == 'hsplit' then
if x1 and x2 then
local dsx = (x1 < 1 or x2 < 1) and 0 or style.divider_size
sx = x1 + x2 + dsx
end
sy = y1 or y2
else
if y1 and y2 then
local dsy = (y1 < 1 or y2 < 1) and 0 or style.divider_size
sy = y1 + y2 + dsy
end
sx = x1 or x2
end
return sx, sy
end
end
local function copy_position_and_size(dst, src)
dst.position.x, dst.position.y = src.position.x, src.position.y
dst.size.x, dst.size.y = src.size.x, src.size.y
end
-- calculating the sizes is the same for hsplits and vsplits, except the x/y
-- axis are swapped; this function lets us use the same code for both
local function calc_split_sizes(self, x, y, x1, x2, y1, y2)
local ds = ((x1 and x1 < 1) or (x2 and x2 < 1)) and 0 or style.divider_size
local n = x1 and x1 + ds or (x2 and self.size[x] - x2 or math.floor(self.size[x] * self.divider))
self.a.position[x] = self.position[x]
self.a.position[y] = self.position[y]
self.a.size[x] = n - ds
self.a.size[y] = self.size[y]
self.b.position[x] = self.position[x] + n
self.b.position[y] = self.position[y]
self.b.size[x] = self.size[x] - n
self.b.size[y] = self.size[y]
end
function Node:update_layout()
if self.type == "leaf" then
local av = self.active_view
if self:should_show_tabs() then
local _, _, _, th = self:get_tab_rect(1)
av.position.x, av.position.y = self.position.x, self.position.y + th
av.size.x, av.size.y = self.size.x, self.size.y - th
else
copy_position_and_size(av, self)
end
else
local x1, y1 = self.a:get_locked_size()
local x2, y2 = self.b:get_locked_size()
if self.type == "hsplit" then
calc_split_sizes(self, "x", "y", x1, x2)
elseif self.type == "vsplit" then
calc_split_sizes(self, "y", "x", y1, y2)
end
self.a:update_layout()
self.b:update_layout()
end
end
function Node:scroll_tabs_to_visible()
local index = self:get_view_idx(self.active_view)
if index then
local tabs_number = self:get_visible_tabs_number()
if self.tab_offset > index then
self.tab_offset = index
elseif self.tab_offset + tabs_number - 1 < index then
self.tab_offset = index - tabs_number + 1
elseif tabs_number < config.max_tabs and self.tab_offset > 1 then
self.tab_offset = #self.views - config.max_tabs + 1
end
end
end
function Node:scroll_tabs(dir)
local view_index = self:get_view_idx(self.active_view)
if dir == 1 then
if self.tab_offset > 1 then
self.tab_offset = self.tab_offset - 1
local last_index = self.tab_offset + self:get_visible_tabs_number() - 1
if view_index > last_index then
self:set_active_view(self.views[last_index])
end
end
elseif dir == 2 then
local tabs_number = self:get_visible_tabs_number()
if self.tab_offset + tabs_number - 1 < #self.views then
self.tab_offset = self.tab_offset + 1
local view_index = self:get_view_idx(self.active_view)
if view_index < self.tab_offset then
self:set_active_view(self.views[self.tab_offset])
end
end
end
end
function Node:target_tab_width()
local n = self:get_visible_tabs_number()
local w = self.size.x - get_scroll_button_width() * 2
return common.clamp(style.tab_width, w / config.max_tabs, w / n)
end
function Node:update()
if self.type == "leaf" then
self:scroll_tabs_to_visible()
for _, view in ipairs(self.views) do
view:update()
end
self:tab_hovered_update(self.hovered.x, self.hovered.y)
local tab_width = self:target_tab_width()
self:move_towards("tab_shift", tab_width * (self.tab_offset - 1))
self:move_towards("tab_width", tab_width)
else
self.a:update()
self.b:update()
end
end
function Node:draw_tab(text, is_active, is_hovered, is_close_hovered, x, y, w, h, standalone)
local ds = style.divider_size
local dots_width = style.font:get_width("")
local color = style.dim
local padding_y = style.padding.y
renderer.draw_rect(x + w, y + padding_y, ds, h - padding_y * 2, style.dim)
if standalone then
renderer.draw_rect(x-1, y-1, w+2, h+2, style.background2)
end
if is_active then
color = style.text
renderer.draw_rect(x, y, w, h, style.background)
renderer.draw_rect(x + w, y, ds, h, style.divider)
renderer.draw_rect(x - ds, y, ds, h, style.divider)
end
local cx, cw, cspace = close_button_location(x, w)
local show_close_button = ((is_active or is_hovered) and not standalone and config.tab_close_button)
if show_close_button then
local close_style = is_close_hovered and style.text or style.dim
common.draw_text(style.icon_font, close_style, "C", nil, cx, y, 0, h)
end
if is_hovered then
color = style.text
end
local padx = style.padding.x
-- Normally we should substract "cspace" from text_avail_width and from the
-- clipping width. It is the padding space we give to the left and right of the
-- close button. However, since we are using dots to terminate filenames, we
-- choose to ignore "cspace" accepting that the text can possibly "touch" the
-- close button.
local text_avail_width = cx - x - padx
core.push_clip_rect(x, y, cx - x, h)
x, w = x + padx, w - padx * 2
local align = "center"
if style.font:get_width(text) > text_avail_width then
align = "left"
for i = 1, #text do
local reduced_text = text:sub(1, #text - i)
if style.font:get_width(reduced_text) + dots_width <= text_avail_width then
text = reduced_text .. ""
break
end
end
end
common.draw_text(style.font, color, text, align, x, y, w, h)
core.pop_clip_rect()
end
function Node:draw_tabs()
local x, y, w, h, scroll_padding = self:get_scroll_button_rect(1)
local ds = style.divider_size
local dots_width = style.font:get_width("")
core.push_clip_rect(x, y, self.size.x, h)
renderer.draw_rect(x, y, self.size.x, h, style.background2)
renderer.draw_rect(x, y + h - ds, self.size.x, ds, style.divider)
if self.tab_offset > 1 then
local button_style = self.hovered_scroll_button == 1 and style.text or style.dim
common.draw_text(style.icon_font, button_style, "<", nil, x + scroll_padding, y, 0, h)
end
local tabs_number = self:get_visible_tabs_number()
if #self.views > self.tab_offset + tabs_number - 1 then
local xrb, yrb, wrb = self:get_scroll_button_rect(2)
local button_style = self.hovered_scroll_button == 2 and style.text or style.dim
common.draw_text(style.icon_font, button_style, ">", nil, xrb + scroll_padding, yrb, 0, h)
end
for i = self.tab_offset, self.tab_offset + tabs_number - 1 do
local view = self.views[i]
local x, y, w, h = self:get_tab_rect(i)
self:draw_tab(view:get_name(), view == self.active_view,
i == self.hovered_tab, i == self.hovered_close,
x, y, w, h)
end
core.pop_clip_rect()
end
function Node:draw()
if self.type == "leaf" then
if self:should_show_tabs() then
self:draw_tabs()
end
local pos, size = self.active_view.position, self.active_view.size
core.push_clip_rect(pos.x, pos.y, size.x, size.y)
self.active_view:draw()
core.pop_clip_rect()
else
local x, y, w, h = self:get_divider_rect()
renderer.draw_rect(x, y, w, h, style.divider)
self:propagate("draw")
end
end
function Node:is_empty()
if self.type == "leaf" then
return #self.views == 0 or (#self.views == 1 and self.views[1]:is(EmptyView))
else
return self.a:is_empty() and self.b:is_empty()
end
end
function Node:close_all_docviews(keep_active)
local node_active_view = self.active_view
local lost_active_view = false
if self.type == "leaf" then
local i = 1
while i <= #self.views do
local view = self.views[i]
if view.context == "session" and (not keep_active or view ~= self.active_view) then
table.remove(self.views, i)
if view == node_active_view then
lost_active_view = true
end
else
i = i + 1
end
end
self.tab_offset = 1
if #self.views == 0 and self.is_primary_node then
-- if we are not the primary view and we had the active view it doesn't
-- matter to reattribute the active view because, within the close_all_docviews
-- top call, the primary node will take the active view anyway.
-- Set the empty view and takes the active view.
self:add_view(EmptyView())
elseif #self.views > 0 and lost_active_view then
-- In practice we never get there but if a view remain we need
-- to reset the Node's active view.
self:set_active_view(self.views[1])
end
else
self.a:close_all_docviews(keep_active)
self.b:close_all_docviews(keep_active)
if self.a:is_empty() and not self.a.is_primary_node then
self:consume(self.b)
elseif self.b:is_empty() and not self.b.is_primary_node then
self:consume(self.a)
end
end
end
-- Returns true for nodes that accept either "proportional" resizes (based on the
-- node.divider) or "locked" resizable nodes (along the resize axis).
function Node:is_resizable(axis)
if self.type == 'leaf' then
return not self.locked or not self.locked[axis] or self.resizable
else
local a_resizable = self.a:is_resizable(axis)
local b_resizable = self.b:is_resizable(axis)
return a_resizable and b_resizable
end
end
-- Return true iff it is a locked pane along the rezise axis and is
-- declared "resizable".
function Node:is_locked_resizable(axis)
return self.locked and self.locked[axis] and self.resizable
end
function Node:resize(axis, value)
-- the application works fine with non-integer values but to have pixel-perfect
-- placements of view elements, like the scrollbar, we round the value to be
-- an integer.
value = math.floor(value)
if self.type == 'leaf' then
-- If it is not locked we don't accept the
-- resize operation here because for proportional panes the resize is
-- done using the "divider" value of the parent node.
if self:is_locked_resizable(axis) then
return self.active_view:set_target_size(axis, value)
end
else
if self.type == (axis == "x" and "hsplit" or "vsplit") then
-- we are resizing a node that is splitted along the resize axis
if self.a:is_locked_resizable(axis) and self.b:is_locked_resizable(axis) then
local rem_value = value - self.a.size[axis]
if rem_value >= 0 then
return self.b.active_view:set_target_size(axis, rem_value)
else
self.b.active_view:set_target_size(axis, 0)
return self.a.active_view:set_target_size(axis, value)
end
end
else
-- we are resizing a node that is splitted along the axis perpendicular
-- to the resize axis
local a_resizable = self.a:is_resizable(axis)
local b_resizable = self.b:is_resizable(axis)
if a_resizable and b_resizable then
self.a:resize(axis, value)
self.b:resize(axis, value)
end
end
end
end
function Node:get_split_type(mouse_x, mouse_y)
local x, y = self.position.x, self.position.y
local w, h = self.size.x, self.size.y
local _, _, _, tab_h = self:get_scroll_button_rect(1)
y = y + tab_h
h = h - tab_h
local local_mouse_x = mouse_x - x
local local_mouse_y = mouse_y - y
if local_mouse_y < 0 then
return "tab"
else
local left_pct = local_mouse_x * 100 / w
local top_pct = local_mouse_y * 100 / h
if left_pct <= 30 then
return "left"
elseif left_pct >= 70 then
return "right"
elseif top_pct <= 30 then
return "up"
elseif top_pct >= 70 then
return "down"
end
return "middle"
end
end
function Node:get_drag_overlay_tab_position(x, y, dragged_node, dragged_index)
local tab_index = self:get_tab_overlapping_point(x, y)
if not tab_index then
local first_tab_x = self:get_tab_rect(1)
if x < first_tab_x then
-- mouse before first visible tab
tab_index = self.tab_offset or 1
else
-- mouse after last visible tab
tab_index = self:get_visible_tabs_number() + (self.tab_offset - 1 or 0)
end
end
local tab_x, tab_y, tab_w, tab_h = self:get_tab_rect(tab_index)
if x > tab_x + tab_w / 2 and tab_index <= #self.views then
-- use next tab
tab_x = tab_x + tab_w
tab_index = tab_index + 1
end
if self == dragged_node and dragged_index and tab_index > dragged_index then
-- the tab we are moving is counted in tab_index
tab_index = tab_index - 1
tab_x = tab_x - tab_w
end
return tab_index, tab_x, tab_y, tab_w, tab_h
end
local RootView = View:extend()
function RootView:new()
RootView.super.new(self)
self.root_node = Node()
self.deferred_draws = {}
self.mouse = { x = 0, y = 0 }
self.drag_overlay = { x = 0, y = 0, w = 0, h = 0, visible = false, opacity = 0,
base_color = style.drag_overlay,
color = { table.unpack(style.drag_overlay) } }
self.drag_overlay.to = { x = 0, y = 0, w = 0, h = 0 }
self.drag_overlay_tab = { x = 0, y = 0, w = 0, h = 0, visible = false, opacity = 0,
base_color = style.drag_overlay_tab,
color = { table.unpack(style.drag_overlay_tab) } }
self.drag_overlay_tab.to = { x = 0, y = 0, w = 0, h = 0 }
end
function RootView:defer_draw(fn, ...)
table.insert(self.deferred_draws, 1, { fn = fn, ... })
end
function RootView:get_active_node()
return self.root_node:get_node_for_view(core.active_view)
end
local function get_primary_node(node)
if node.is_primary_node then
return node
end
if node.type ~= "leaf" then
return get_primary_node(node.a) or get_primary_node(node.b)
end
end
function RootView:get_active_node_default()
local node = self.root_node:get_node_for_view(core.active_view)
if node.locked then
local default_view = self:get_primary_node().views[1]
assert(default_view, "internal error: cannot find original document node.")
core.set_active_view(default_view)
node = self:get_active_node()
end
return node
end
function RootView:get_primary_node()
return get_primary_node(self.root_node)
end
function RootView:open_doc(doc)
local node = self:get_active_node_default()
for i, view in ipairs(node.views) do
if view.doc == doc then
node:set_active_view(node.views[i])
return view
end
end
local view = DocView(doc)
node:add_view(view)
self.root_node:update_layout()
view:scroll_to_line(view.doc:get_selection(), true, true)
return view
end
function RootView:close_all_docviews(keep_active)
self.root_node:close_all_docviews(keep_active)
end
-- Function to intercept mouse pressed events on the active view.
-- Do nothing by default.
function RootView.on_view_mouse_pressed(button, x, y, clicks)
end
function RootView:on_mouse_pressed(button, x, y, clicks)
local div = self.root_node:get_divider_overlapping_point(x, y)
if div then
self.dragged_divider = div
return
end
local node = self.root_node:get_child_overlapping_point(x, y)
if node.hovered_scroll_button > 0 then
node:scroll_tabs(node.hovered_scroll_button)
return
end
local idx = node:get_tab_overlapping_point(x, y)
if idx then
if button == "middle" or node.hovered_close == idx then
node:close_view(self.root_node, node.views[idx])
else
if button == "left" then
self.dragged_node = { node = node, idx = idx, dragging = false, drag_start_x = x, drag_start_y = y}
end
node:set_active_view(node.views[idx])
end
elseif not self.dragged_node then -- avoid sending on_mouse_pressed events when dragging tabs
core.set_active_view(node.active_view)
if not self.on_view_mouse_pressed(button, x, y, clicks) then
node.active_view:on_mouse_pressed(button, x, y, clicks)
end
end
end
function RootView:get_overlay_base_color(overlay)
if overlay == self.drag_overlay then
return style.drag_overlay
else
return style.drag_overlay_tab
end
end
function RootView:set_show_overlay(overlay, status)
overlay.visible = status
if status then -- reset colors
-- reload base_color
overlay.base_color = self:get_overlay_base_color(overlay)
overlay.color[1] = overlay.base_color[1]
overlay.color[2] = overlay.base_color[2]
overlay.color[3] = overlay.base_color[3]
overlay.color[4] = overlay.base_color[4]
overlay.opacity = 0
end
end
function RootView:on_mouse_released(button, x, y, ...)
if self.dragged_divider then
self.dragged_divider = nil
end
if self.dragged_node then
if button == "left" then
if self.dragged_node.dragging then
local node = self.root_node:get_child_overlapping_point(self.mouse.x, self.mouse.y)
local dragged_node = self.dragged_node.node
if node and not node.locked
-- don't do anything if dragging onto own node, with only one view
and (node ~= dragged_node or #node.views > 1) then
local split_type = node:get_split_type(self.mouse.x, self.mouse.y)
local view = dragged_node.views[self.dragged_node.idx]
if split_type ~= "middle" and split_type ~= "tab" then -- needs splitting
local new_node = node:split(split_type)
self.root_node:get_node_for_view(view):remove_view(self.root_node, view)
new_node:add_view(view)
elseif split_type == "middle" and node ~= dragged_node then -- move to other node
dragged_node:remove_view(self.root_node, view)
node:add_view(view)
self.root_node:get_node_for_view(view):set_active_view(view)
elseif split_type == "tab" then -- move besides other tabs
local tab_index = node:get_drag_overlay_tab_position(self.mouse.x, self.mouse.y, dragged_node, self.dragged_node.idx)
dragged_node:remove_view(self.root_node, view)
node:add_view(view, tab_index)
self.root_node:get_node_for_view(view):set_active_view(view)
end
self.root_node:update_layout()
core.redraw = true
end
end
self:set_show_overlay(self.drag_overlay, false)
self:set_show_overlay(self.drag_overlay_tab, false)
if self.dragged_node and self.dragged_node.dragging then
core.request_cursor("arrow")
end
self.dragged_node = nil
end
else -- avoid sending on_mouse_released events when dragging tabs
self.root_node:on_mouse_released(button, x, y, ...)
end
end
local function resize_child_node(node, axis, value, delta)
local accept_resize = node.a:resize(axis, value)
if not accept_resize then
accept_resize = node.b:resize(axis, node.size[axis] - value)
end
if not accept_resize then
node.divider = node.divider + delta / node.size[axis]
end
end
function RootView:on_mouse_moved(x, y, dx, dy)
if core.active_view == core.nag_view then
core.request_cursor("arrow")
core.active_view:on_mouse_moved(x, y, dx, dy)
return
end
if self.dragged_divider then
local node = self.dragged_divider
if node.type == "hsplit" then
x = common.clamp(x, 0, self.root_node.size.x * 0.95)
resize_child_node(node, "x", x, dx)
elseif node.type == "vsplit" then
y = common.clamp(y, 0, self.root_node.size.y * 0.95)
resize_child_node(node, "y", y, dy)
end
node.divider = common.clamp(node.divider, 0.01, 0.99)
return
end
self.mouse.x, self.mouse.y = x, y
local dn = self.dragged_node
if dn and not dn.dragging then
-- start dragging only after enough movement
dn.dragging = common.distance(x, y, dn.drag_start_x, dn.drag_start_y) > style.tab_width * .05
if dn.dragging then
core.request_cursor("hand")
end
end
-- avoid sending on_mouse_moved events when dragging tabs
if dn then return end
self.root_node:on_mouse_moved(x, y, dx, dy)
local node = self.root_node:get_child_overlapping_point(x, y)
local div = self.root_node:get_divider_overlapping_point(x, y)
local tab_index = node and node:get_tab_overlapping_point(x, y)
if node and node:get_scroll_button_index(x, y) then
core.request_cursor("arrow")
elseif div then
core.request_cursor(div.type == "hsplit" and "sizeh" or "sizev")
elseif tab_index then
core.request_cursor("arrow")
elseif node then
core.request_cursor(node.active_view.cursor)
end
end
function RootView:on_mouse_wheel(...)
local x, y = self.mouse.x, self.mouse.y
local node = self.root_node:get_child_overlapping_point(x, y)
node.active_view:on_mouse_wheel(...)
end
function RootView:on_text_input(...)
core.active_view:on_text_input(...)
end
function RootView:on_focus_lost(...)
-- We force a redraw so documents can redraw without the cursor.
core.redraw = true
end
function RootView:interpolate_drag_overlay(overlay)
self:move_towards(overlay, "x", overlay.to.x)
self:move_towards(overlay, "y", overlay.to.y)
self:move_towards(overlay, "w", overlay.to.w)
self:move_towards(overlay, "h", overlay.to.h)
self:move_towards(overlay, "opacity", overlay.visible and 100 or 0)
overlay.color[4] = overlay.base_color[4] * overlay.opacity / 100
end
function RootView:update()
copy_position_and_size(self.root_node, self)
self.root_node:update()
self.root_node:update_layout()
self:update_drag_overlay()
self:interpolate_drag_overlay(self.drag_overlay)
self:interpolate_drag_overlay(self.drag_overlay_tab)
end
function RootView:set_drag_overlay(overlay, x, y, w, h, immediate)
overlay.to.x = x
overlay.to.y = y
overlay.to.w = w
overlay.to.h = h
if immediate then
overlay.x = x
overlay.y = y
overlay.w = w
overlay.h = h
end
if not overlay.visible then
self:set_show_overlay(overlay, true)
end
end
local function get_split_sizes(split_type, x, y, w, h)
if split_type == "left" then
w = w * .5
elseif split_type == "right" then
x = x + w * .5
w = w * .5
elseif split_type == "up" then
h = h * .5
elseif split_type == "down" then
y = y + h * .5
h = h * .5
end
return x, y, w, h
end
function RootView:update_drag_overlay()
if not (self.dragged_node and self.dragged_node.dragging) then return end
local over = self.root_node:get_child_overlapping_point(self.mouse.x, self.mouse.y)
if over and not over.locked then
local _, _, _, tab_h = over:get_scroll_button_rect(1)
local x, y = over.position.x, over.position.y
local w, h = over.size.x, over.size.y
local split_type = over:get_split_type(self.mouse.x, self.mouse.y)
if split_type == "tab" and (over ~= self.dragged_node.node or #over.views > 1) then
local tab_index, tab_x, tab_y, tab_w, tab_h = over:get_drag_overlay_tab_position(self.mouse.x, self.mouse.y)
self:set_drag_overlay(self.drag_overlay_tab,
tab_x + (tab_index and 0 or tab_w), tab_y,
style.caret_width, tab_h,
-- avoid showing tab overlay moving between nodes
over ~= self.drag_overlay_tab.last_over)
self:set_show_overlay(self.drag_overlay, false)
self.drag_overlay_tab.last_over = over
else
if (over ~= self.dragged_node.node or #over.views > 1) then
y = y + tab_h
h = h - tab_h
x, y, w, h = get_split_sizes(split_type, x, y, w, h)
end
self:set_drag_overlay(self.drag_overlay, x, y, w, h)
self:set_show_overlay(self.drag_overlay_tab, false)
end
else
self:set_show_overlay(self.drag_overlay, false)
self:set_show_overlay(self.drag_overlay_tab, false)
end
end
function RootView:draw_grabbed_tab()
local dn = self.dragged_node
local _,_, w, h = dn.node:get_tab_rect(dn.idx)
local x = self.mouse.x - w / 2
local y = self.mouse.y - h / 2
local text = dn.node.views[dn.idx] and dn.node.views[dn.idx]:get_name() or ""
self.root_node:draw_tab(text, true, true, false, x, y, w, h, true)
end
function RootView:draw_drag_overlay(ov)
if ov.opacity > 0 then
renderer.draw_rect(ov.x, ov.y, ov.w, ov.h, ov.color)
end
end
function RootView:draw()
self.root_node:draw()
while #self.deferred_draws > 0 do
local t = table.remove(self.deferred_draws)
t.fn(table.unpack(t))
end
self:draw_drag_overlay(self.drag_overlay)
self:draw_drag_overlay(self.drag_overlay_tab)
if self.dragged_node and self.dragged_node.dragging then
self:draw_grabbed_tab()
end
if core.cursor_change_req then
system.set_cursor(core.cursor_change_req)
core.cursor_change_req = nil
end
end
return RootView