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LibGUI: Implement Vim motion system
This patch implements Vim motions. The VimMotion class will accept keycodes from the editing engine to build up a motion, and will signal when a motion is complete via VimMotion::is_complete(). The editing engine can then call VimMotion::get_range() to obtain a TextRange object which can be used to perform operations on the text, or VimMotion::get_position() to obtain a TextPosition which is the new position of the cursor after the motion. Currently, the following motions are supported: - h/j/k/l, regular Vim line and character movements - 0/^/$, start/end of line and start of non-blank - w/e/b/ge, word-related movements - W/E/B/gE, WORD (anything non-blank) versions of the above motions - gg/G, document related movements - t/f, to/find character All motions except gg/G accept a number prefix to repeat the motion that many times. This patch updates insert, normal and visual modes to use this motion system for movement.
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3 changed files with 1078 additions and 265 deletions
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@ -29,6 +29,12 @@ public:
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void attach(TextEditor& editor);
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void attach(TextEditor& editor);
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void detach();
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void detach();
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TextEditor& editor()
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{
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VERIFY(!m_editor.is_null());
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return *m_editor.unsafe_ptr();
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}
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virtual bool on_key(const KeyEvent& event);
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virtual bool on_key(const KeyEvent& event);
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protected:
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protected:
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@ -6,10 +6,140 @@
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#pragma once
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#pragma once
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#include <AK/Optional.h>
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#include <LibCore/Object.h>
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#include <LibGUI/EditingEngine.h>
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#include <LibGUI/EditingEngine.h>
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#include <LibGUI/TextRange.h>
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namespace GUI {
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namespace GUI {
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// Wrapper over TextPosition that makes it easier to move it around as a cursor,
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// and to get the current line or character.
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class VimCursor {
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public:
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VimCursor(TextEditor& editor, TextPosition initial_position, bool forwards)
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: m_editor(editor)
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, m_position(initial_position)
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, m_forwards(forwards)
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{
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}
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void move_forwards();
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void move_backwards();
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// Move a single character in the current direction.
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void move();
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// Move a single character in reverse.
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void move_reverse();
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// Peek a single character in the current direction.
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u32 peek();
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// Peek a single character in reverse.
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u32 peek_reverse();
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// Get the character the cursor is currently on.
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u32 current_char();
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// Get the line the cursor is currently on.
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TextDocumentLine& current_line();
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// Get the current position.
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TextPosition& current_position() { return m_position; }
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// Did we hit the edge of the document?
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bool hit_edge() { return m_hit_edge; }
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// Will the next move cross a line boundary?
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bool will_cross_line_boundary();
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// Did we cross a line boundary?
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bool crossed_line_boundary() { return m_crossed_line_boundary; }
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// Are we on an empty line?
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bool on_empty_line();
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// Are we going forwards?
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bool forwards() { return m_forwards; }
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private:
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TextEditor& m_editor;
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TextPosition m_position;
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bool m_forwards;
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u32 m_cached_char { 0 };
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bool m_hit_edge { false };
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bool m_crossed_line_boundary { false };
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};
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class VimMotion {
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public:
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enum class Unit {
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// The motion isn't complete yet, or was invalid.
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Unknown,
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// Document. Anything non-negative is counted as G while anything else is gg.
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Document,
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// Lines.
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Line,
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// A sequence of letters, digits and underscores, or a sequence of other
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// non-blank characters separated by whitespace.
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Word,
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// A sequence of non-blank characters separated by whitespace.
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// This is how Vim separates w from W.
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WORD,
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// End of a word. This is basically the same as a word but it doesn't
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// trim the spaces at the end.
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EndOfWord,
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// End of a WORD.
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EndOfWORD,
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// Characters (or Unicode codepoints based on how pedantic you want to
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// get).
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Character,
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// Used for find-mode.
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Find
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};
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enum class FindMode {
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/// Find mode is not enabled.
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None,
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/// Finding until the given character.
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To,
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/// Finding through the given character.
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Find
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};
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void add_key_code(KeyCode key, bool ctrl, bool shift, bool alt);
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Optional<TextRange> get_range(class VimEditingEngine& engine, bool normalize_for_position = false);
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Optional<TextPosition> get_position(VimEditingEngine& engine);
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void reset();
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/// Returns whether the motion should consume the next character no matter what.
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/// Used for f and t motions.
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bool should_consume_next_character() { return m_should_consume_next_character; }
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bool is_complete() { return m_is_complete; }
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bool is_cancelled() { return m_is_complete && m_unit == Unit::Unknown; }
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Unit unit() { return m_unit; }
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int amount() { return m_amount; }
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// FIXME: come up with a better way to signal start/end of line than sentinels?
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static constexpr int START_OF_LINE = NumericLimits<int>::min();
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static constexpr int START_OF_NON_WHITESPACE = NumericLimits<int>::min() + 1;
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static constexpr int END_OF_LINE = NumericLimits<int>::max();
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private:
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void calculate_document_range(TextEditor&);
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void calculate_line_range(TextEditor&, bool normalize_for_position);
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void calculate_word_range(VimCursor&, int amount, bool normalize_for_position);
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void calculate_WORD_range(VimCursor&, int amount, bool normalize_for_position);
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void calculate_character_range(VimCursor&, int amount, bool normalize_for_position);
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void calculate_find_range(VimCursor&, int amount);
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Unit m_unit { Unit::Unknown };
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int m_amount { 0 };
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bool m_is_complete { false };
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bool m_guirky_mode { false };
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bool m_should_consume_next_character { false };
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FindMode m_find_mode { FindMode::None };
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u32 m_next_character { 0 };
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size_t m_start_line { 0 };
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size_t m_start_column { 0 };
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size_t m_end_line { 0 };
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size_t m_end_column { 0 };
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};
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class VimEditingEngine final : public EditingEngine {
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class VimEditingEngine final : public EditingEngine {
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public:
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public:
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@ -30,6 +160,7 @@ private:
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};
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};
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VimMode m_vim_mode { VimMode::Normal };
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VimMode m_vim_mode { VimMode::Normal };
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VimMotion m_motion;
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YankType m_yank_type {};
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YankType m_yank_type {};
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String m_yank_buffer {};
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String m_yank_buffer {};
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@ -37,7 +168,6 @@ private:
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void yank(TextRange);
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void yank(TextRange);
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void put(const GUI::KeyEvent&);
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void put(const GUI::KeyEvent&);
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TextPosition m_selection_start_position {};
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void update_selection_on_cursor_move();
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void update_selection_on_cursor_move();
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void clear_visual_mode_data();
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void clear_visual_mode_data();
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