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local core = require "core"
local common = require "core.common"
local style = require "core.style"
local Node = require "core.node"
local View = require "core.view"
local DocView = require "core.docview"
---@class core.rootview : core.view
---@field super core.view
---@field root_node core.node
---@field mouse core.view.position
local RootView = View:extend()
function RootView:__tostring() return "RootView" end
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 }
self.grab = nil -- = {view = nil, button = nil}
self.overlapping_view = nil
self.touched_view = nil
self.first_dnd_processed = false
end
function RootView:defer_draw(fn, ...)
table.insert(self.deferred_draws, 1, { fn = fn, ... })
end
---@return core.node
function RootView:get_active_node()
local node = self.root_node:get_node_for_view(core.active_view)
if not node then node = self:get_primary_node() end
return node
end
---@return core.node
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
---@return core.node
function RootView:get_active_node_default()
local node = self.root_node:get_node_for_view(core.active_view)
if not node then node = self:get_primary_node() end
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
---@return core.node
function RootView:get_primary_node()
return get_primary_node(self.root_node)
end
---@param node core.node
---@return core.node
local function select_next_primary_node(node)
if node.is_primary_node then return end
if node.type ~= "leaf" then
return select_next_primary_node(node.a) or select_next_primary_node(node.b)
else
local lx, ly = node:get_locked_size()
if not lx and not ly then
return node
end
end
end
---@return core.node
function RootView:select_next_primary_node()
return select_next_primary_node(self.root_node)
end
---@param doc core.doc
---@return core.docview
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
---@param keep_active boolean
function RootView:close_all_docviews(keep_active)
self.root_node:close_all_docviews(keep_active)
end
---Obtain mouse grab.
---
---This means that mouse movements will be sent to the specified view, even when
---those occur outside of it.
---There can't be multiple mouse grabs, even for different buttons.
---@see RootView:ungrab_mouse
---@param button core.view.mousebutton
---@param view core.view
function RootView:grab_mouse(button, view)
assert(self.grab == nil)
self.grab = {view = view, button = button}
end
---Release mouse grab.
---
---The specified button *must* be the last button that grabbed the mouse.
---@see RootView:grab_mouse
---@param button core.view.mousebutton
function RootView:ungrab_mouse(button)
assert(self.grab and self.grab.button == button)
self.grab = nil
end
---Function to intercept mouse pressed events on the active view.
---Do nothing by default.
---@param button core.view.mousebutton
---@param x number
---@param y number
---@param clicks integer
function RootView.on_view_mouse_pressed(button, x, y, clicks)
end
---@param button core.view.mousebutton
---@param x number
---@param y number
---@param clicks integer
---@return boolean
function RootView:on_mouse_pressed(button, x, y, clicks)
-- If there is a grab, release it first
if self.grab then
self:on_mouse_released(self.grab.button, x, y)
end
local div = self.root_node:get_divider_overlapping_point(x, y)
local node = self.root_node:get_child_overlapping_point(x, y)
if div and (node and not node.active_view:scrollbar_overlaps_point(x, y)) then
self.dragged_divider = div
return true
end
if node.hovered_scroll_button > 0 then
node:scroll_tabs(node.hovered_scroll_button)
return true
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])
return true
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])
return true
end
elseif not self.dragged_node then -- avoid sending on_mouse_pressed events when dragging tabs
core.set_active_view(node.active_view)
self:grab_mouse(button, node.active_view)
return self.on_view_mouse_pressed(button, x, y, clicks) or node.active_view:on_mouse_pressed(button, x, y, clicks)
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
---@param button core.view.mousebutton
---@param x number
---@param y number
function RootView:on_mouse_released(button, x, y, ...)
if self.grab then
if self.grab.button == button then
local grabbed_view = self.grab.view
grabbed_view:on_mouse_released(button, x, y, ...)
self:ungrab_mouse(button)
-- If the mouse was released over a different view, send it the mouse position
local hovered_view = self.root_node:get_child_overlapping_point(x, y)
if grabbed_view ~= hovered_view then
self:on_mouse_moved(x, y, 0, 0)
end
end
return
end
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
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
---@param x number
---@param y number
---@param dx number
---@param dy number
function RootView:on_mouse_moved(x, y, dx, dy)
self.mouse.x, self.mouse.y = x, y
if self.grab then
self.grab.view:on_mouse_moved(x, y, dx, dy)
core.request_cursor(self.grab.view.cursor)
return
end
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 - node.position.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 - node.position.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
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
local last_overlapping_view = self.overlapping_view
local overlapping_node = self.root_node:get_child_overlapping_point(x, y)
self.overlapping_view = overlapping_node and overlapping_node.active_view
if last_overlapping_view and last_overlapping_view ~= self.overlapping_view then
last_overlapping_view:on_mouse_left()
end
if not self.overlapping_view then return end
self.overlapping_view:on_mouse_moved(x, y, dx, dy)
core.request_cursor(self.overlapping_view.cursor)
if not overlapping_node then return end
local div = self.root_node:get_divider_overlapping_point(x, y)
if overlapping_node:get_scroll_button_index(x, y) or overlapping_node:is_in_tab_area(x, y) then
core.request_cursor("arrow")
elseif div and not self.overlapping_view:scrollbar_overlaps_point(x, y) then
core.request_cursor(div.type == "hsplit" and "sizeh" or "sizev")
end
end
function RootView:on_mouse_left()
if self.overlapping_view then
self.overlapping_view:on_mouse_left()
end
end
---@param filename string
---@param x number
---@param y number
---@return boolean
function RootView:on_file_dropped(filename, x, y)
local node = self.root_node:get_child_overlapping_point(x, y)
local result = node and node.active_view:on_file_dropped(filename, x, y)
if result then return result end
local info = system.get_file_info(filename)
if info and info.type == "dir" then
if self.first_dnd_processed then
-- first update done, open in new window
system.exec(string.format("%q %q", EXEFILE, filename))
else
-- DND event before first update, this is sent by macOS when folder is dropped into the dock
core.confirm_close_docs(core.docs, function(dirpath)
core.open_folder_project(dirpath)
end, system.absolute_path(filename))
self.first_dnd_processed = true
end
else
local ok, doc = core.try(core.open_doc, filename)
if ok then
local node = core.root_view.root_node:get_child_overlapping_point(x, y)
node:set_active_view(node.active_view)
core.root_view:open_doc(doc)
end
end
return true
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)
return node.active_view:on_mouse_wheel(...)
end
function RootView:on_text_input(...)
core.active_view:on_text_input(...)
end
function RootView:on_touch_pressed(x, y, ...)
local touched_node = self.root_node:get_child_overlapping_point(x, y)
self.touched_view = touched_node and touched_node.active_view
end
function RootView:on_touch_released(x, y, ...)
self.touched_view = nil
end
function RootView:on_touch_moved(x, y, dx, dy, ...)
if not self.touched_view then return end
if core.active_view == core.nag_view then
core.active_view:on_touch_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 - node.position.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 - node.position.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
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_touch_moved events when dragging tabs
if dn then return end
self.touched_view:on_touch_moved(x, y, dx, dy, ...)
end
function RootView:on_ime_text_editing(...)
core.active_view:on_ime_text_editing(...)
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, nil, "tab_drag")
self:move_towards(overlay, "y", overlay.to.y, nil, "tab_drag")
self:move_towards(overlay, "w", overlay.to.w, nil, "tab_drag")
self:move_towards(overlay, "h", overlay.to.h, nil, "tab_drag")
self:move_towards(overlay, "opacity", overlay.visible and 100 or 0, nil, "tab_drag")
overlay.color[4] = overlay.base_color[4] * overlay.opacity / 100
end
function RootView:update()
Node.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)
-- set this to true because at this point there are no dnd requests
-- that are caused by the initial dnd into dock user action
self.first_dnd_processed = true
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 view = dn.node.views[dn.idx]
self.root_node:draw_tab(view, 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
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