Refactor scrolling logic for GUIRenderer and terminal to improve synchronization and cursor visibility.
This commit is contained in:
17
Command.cc
17
Command.cc
@@ -42,12 +42,11 @@ compute_render_x(const std::string &line, const std::size_t curx, const std::siz
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static void
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ensure_cursor_visible(const Editor &ed, Buffer &buf)
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{
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const std::size_t rows = ed.Rows();
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const std::size_t cols = ed.Cols();
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if (rows == 0 || cols == 0)
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if (cols == 0)
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return;
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const std::size_t content_rows = rows > 0 ? rows - 1 : 0; // last row = status
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const std::size_t content_rows = ed.ContentRows();
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const std::size_t cury = buf.Cury();
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const std::size_t curx = buf.Curx();
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std::size_t rowoffs = buf.Rowoffs();
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@@ -3004,9 +3003,7 @@ cmd_page_up(CommandContext &ctx)
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ensure_at_least_one_line(*buf);
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auto &rows = buf->Rows();
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int repeat = ctx.count > 0 ? ctx.count : 1;
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std::size_t content_rows = ctx.editor.Rows() > 0 ? ctx.editor.Rows() - 1 : 0;
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if (content_rows == 0)
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content_rows = 1;
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std::size_t content_rows = std::max<std::size_t>(1, ctx.editor.ContentRows());
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// Base on current top-of-screen (row offset)
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std::size_t rowoffs = buf->Rowoffs();
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@@ -3030,7 +3027,6 @@ cmd_page_up(CommandContext &ctx)
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y = rows.empty() ? 0 : rows.size() - 1;
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buf->SetOffsets(rowoffs, 0);
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buf->SetCursor(0, y);
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ensure_cursor_visible(ctx.editor, *buf);
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return true;
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}
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@@ -3046,9 +3042,7 @@ cmd_page_down(CommandContext &ctx)
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ensure_at_least_one_line(*buf);
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auto &rows = buf->Rows();
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int repeat = ctx.count > 0 ? ctx.count : 1;
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std::size_t content_rows = ctx.editor.Rows() > 0 ? ctx.editor.Rows() - 1 : 0;
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if (content_rows == 0)
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content_rows = 1;
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std::size_t content_rows = std::max<std::size_t>(1, ctx.editor.ContentRows());
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std::size_t rowoffs = buf->Rowoffs();
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// Compute maximum top offset
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@@ -3069,7 +3063,6 @@ cmd_page_down(CommandContext &ctx)
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std::size_t y = std::min<std::size_t>(rowoffs, rows.empty() ? 0 : rows.size() - 1);
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buf->SetOffsets(rowoffs, 0);
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buf->SetCursor(0, y);
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ensure_cursor_visible(ctx.editor, *buf);
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return true;
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}
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@@ -3800,4 +3793,4 @@ Execute(Editor &ed, const std::string &name, const std::string &arg, int count)
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return false;
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CommandContext ctx{ed, arg, count};
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return cmd->handler ? cmd->handler(ctx) : false;
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}
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}
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12
Editor.h
12
Editor.h
@@ -32,6 +32,16 @@ public:
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}
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[[nodiscard]] std::size_t ContentRows() const
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{
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// Always compute from current rows_ to avoid stale values.
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// Reserve 1 row for status line.
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if (rows_ == 0)
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return 1;
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return std::max<std::size_t>(1, rows_ - 1);
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}
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// Mode and flags (mirroring legacy fields)
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void SetMode(int m)
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{
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@@ -553,4 +563,4 @@ private:
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std::string replace_with_tmp_;
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};
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#endif // KTE_EDITOR_H
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#endif // KTE_EDITOR_H
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@@ -203,28 +203,7 @@ GUIFrontend::Step(Editor &ed, bool &running)
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input_.ProcessSDLEvent(e);
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}
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// Execute pending mapped inputs (drain queue)
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for (;;) {
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MappedInput mi;
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if (!input_.Poll(mi))
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break;
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if (mi.hasCommand) {
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// Track kill ring before and after to sync GUI clipboard when it changes
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const std::string before = ed.KillRingHead();
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Execute(ed, mi.id, mi.arg, mi.count);
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const std::string after = ed.KillRingHead();
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if (after != before && !after.empty()) {
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// Update the system clipboard to mirror the kill ring head in GUI
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SDL_SetClipboardText(after.c_str());
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}
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}
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}
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if (ed.QuitRequested()) {
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running = false;
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}
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// Start a new ImGui frame
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// Start a new ImGui frame BEFORE processing commands so dimensions are correct
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplSDL2_NewFrame(window_);
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ImGui::NewFrame();
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@@ -264,6 +243,27 @@ GUIFrontend::Step(Editor &ed, bool &running)
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}
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}
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// Execute pending mapped inputs (drain queue) AFTER dimensions are updated
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for (;;) {
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MappedInput mi;
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if (!input_.Poll(mi))
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break;
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if (mi.hasCommand) {
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// Track kill ring before and after to sync GUI clipboard when it changes
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const std::string before = ed.KillRingHead();
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Execute(ed, mi.id, mi.arg, mi.count);
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const std::string after = ed.KillRingHead();
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if (after != before && !after.empty()) {
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// Update the system clipboard to mirror the kill ring head in GUI
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SDL_SetClipboardText(after.c_str());
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}
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}
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}
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if (ed.QuitRequested()) {
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running = false;
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}
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// No runtime font UI; always use embedded font.
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// Draw editor UI
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@@ -318,4 +318,4 @@ GUIFrontend::LoadGuiFont_(const char * /*path*/, float size_px)
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}
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// No runtime font reload or system font resolution in this simplified build.
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// No runtime font reload or system font resolution in this simplified build.
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166
GUIRenderer.cc
166
GUIRenderer.cc
@@ -66,55 +66,66 @@ GUIRenderer::Draw(Editor &ed)
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if (!buf) {
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ImGui::TextUnformatted("[no buffer]");
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} else {
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const auto &lines = buf->Rows();
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// Reserve space for status bar at bottom
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ImGui::BeginChild("scroll", ImVec2(0, -ImGui::GetFrameHeightWithSpacing()), false,
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ImGuiWindowFlags_HorizontalScrollbar | ImGuiWindowFlags_NoScrollWithMouse);
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// Detect click-to-move inside this scroll region
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ImVec2 list_origin = ImGui::GetCursorScreenPos();
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float scroll_y = ImGui::GetScrollY();
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float scroll_x = ImGui::GetScrollX();
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std::size_t rowoffs = 0; // we render from the first line; scrolling is handled by ImGui
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const auto &lines = buf->Rows();
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std::size_t cy = buf->Cury();
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std::size_t cx = buf->Curx();
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const float line_h = ImGui::GetTextLineHeight();
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const float row_h = ImGui::GetTextLineHeightWithSpacing();
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const float space_w = ImGui::CalcTextSize(" ").x;
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// Two-way sync between Buffer::Rowoffs and ImGui scroll position:
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// - If command layer changed Buffer::Rowoffs since last frame, drive ImGui scroll from it.
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// - Otherwise, propagate ImGui scroll to Buffer::Rowoffs so command layer has an up-to-date view.
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// This prevents clicks/wheel from being immediately overridden by stale offsets.
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static long prev_buf_rowoffs = -1; // previous frame's Buffer::Rowoffs
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static long prev_buf_coloffs = -1; // previous frame's Buffer::Coloffs
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const long buf_rowoffs = static_cast<long>(buf->Rowoffs());
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const long buf_coloffs = static_cast<long>(buf->Coloffs());
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// Detect programmatic change (e.g., page_down command changed rowoffs)
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// Use SetNextWindowScroll BEFORE BeginChild to set initial scroll position
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if (prev_buf_rowoffs >= 0 && buf_rowoffs != prev_buf_rowoffs) {
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float target_y = static_cast<float>(buf_rowoffs) * row_h;
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ImGui::SetNextWindowScroll(ImVec2(-1.0f, target_y));
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}
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if (prev_buf_coloffs >= 0 && buf_coloffs != prev_buf_coloffs) {
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float target_x = static_cast<float>(buf_coloffs) * space_w;
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float target_y = static_cast<float>(buf_rowoffs) * row_h;
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ImGui::SetNextWindowScroll(ImVec2(target_x, target_y));
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}
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// Reserve space for status bar at bottom
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ImGui::BeginChild("scroll", ImVec2(0, -ImGui::GetFrameHeightWithSpacing()), false,
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ImGuiWindowFlags_HorizontalScrollbar | ImGuiWindowFlags_NoScrollWithMouse);
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// Get child window position and scroll for click handling
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ImVec2 child_window_pos = ImGui::GetWindowPos();
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float scroll_y = ImGui::GetScrollY();
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float scroll_x = ImGui::GetScrollX();
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std::size_t rowoffs = 0; // we render from the first line; scrolling is handled by ImGui
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// Synchronize buffer offsets from ImGui scroll if user scrolled manually
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bool forced_scroll = false;
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{
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static long prev_buf_rowoffs = -1; // previous frame's Buffer::Rowoffs
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static long prev_buf_coloffs = -1; // previous frame's Buffer::Coloffs
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static float prev_scroll_y = -1.0f; // previous frame's ImGui scroll Y in pixels
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static float prev_scroll_x = -1.0f; // previous frame's ImGui scroll X in pixels
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static float prev_scroll_y = -1.0f; // previous frame's ImGui scroll Y in pixels
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static float prev_scroll_x = -1.0f; // previous frame's ImGui scroll X in pixels
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const long buf_rowoffs = static_cast<long>(buf->Rowoffs());
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const long buf_coloffs = static_cast<long>(buf->Coloffs());
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const long scroll_top = static_cast<long>(scroll_y / row_h);
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const long scroll_left = static_cast<long>(scroll_x / space_w);
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// Detect programmatic change (e.g., keyboard navigation ensured visibility)
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// Check if rowoffs was programmatically changed this frame
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if (prev_buf_rowoffs >= 0 && buf_rowoffs != prev_buf_rowoffs) {
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ImGui::SetScrollY(static_cast<float>(buf_rowoffs) * row_h);
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scroll_y = ImGui::GetScrollY();
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forced_scroll = true;
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}
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if (prev_buf_coloffs >= 0 && buf_coloffs != prev_buf_coloffs) {
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ImGui::SetScrollX(static_cast<float>(buf_coloffs) * space_w);
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scroll_x = ImGui::GetScrollX();
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forced_scroll = true;
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}
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// If user scrolled, update buffer offsets accordingly
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if (prev_scroll_y >= 0.0f && scroll_y != prev_scroll_y) {
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// If user scrolled (not programmatic), update buffer offsets accordingly
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if (prev_scroll_y >= 0.0f && scroll_y != prev_scroll_y && !forced_scroll) {
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if (Buffer *mbuf = const_cast<Buffer *>(buf)) {
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mbuf->SetOffsets(static_cast<std::size_t>(std::max(0L, scroll_top)),
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mbuf->Coloffs());
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}
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}
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if (prev_scroll_x >= 0.0f && scroll_x != prev_scroll_x) {
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if (prev_scroll_x >= 0.0f && scroll_x != prev_scroll_x && !forced_scroll) {
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if (Buffer *mbuf = const_cast<Buffer *>(buf)) {
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mbuf->SetOffsets(mbuf->Rowoffs(),
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static_cast<std::size_t>(std::max(0L, scroll_left)));
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@@ -122,11 +133,12 @@ GUIRenderer::Draw(Editor &ed)
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}
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// Update trackers for next frame
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prev_buf_rowoffs = static_cast<long>(buf->Rowoffs());
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prev_buf_coloffs = static_cast<long>(buf->Coloffs());
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prev_scroll_y = ImGui::GetScrollY();
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prev_scroll_x = ImGui::GetScrollX();
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prev_scroll_y = scroll_y;
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prev_scroll_x = scroll_x;
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}
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prev_buf_rowoffs = buf_rowoffs;
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prev_buf_coloffs = buf_coloffs;
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// Synchronize cursor and scrolling.
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// Ensure the cursor is visible even on the first frame or when it didn't move,
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// unless we already forced scrolling from Buffer::Rowoffs this frame.
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@@ -165,24 +177,16 @@ GUIRenderer::Draw(Editor &ed)
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// Handle mouse click before rendering to avoid dependent on drawn items
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if (ImGui::IsWindowHovered() && ImGui::IsMouseClicked(ImGuiMouseButton_Left)) {
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ImVec2 mp = ImGui::GetIO().MousePos;
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// Compute viewport-relative row so (0) is top row of the visible area
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float vy_f = (mp.y - list_origin.y - scroll_y) / row_h;
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long vy = static_cast<long>(vy_f);
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if (vy < 0)
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vy = 0;
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// Compute content-relative position accounting for scroll
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// mp.y - child_window_pos.y gives us pixels from top of child window
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// Adding scroll_y gives us pixels from top of content (buffer row 0)
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float content_y = (mp.y - child_window_pos.y) + scroll_y;
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long by_l = static_cast<long>(content_y / row_h);
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if (by_l < 0)
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by_l = 0;
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// Clamp vy within visible content height to avoid huge jumps
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ImVec2 cr_min = ImGui::GetWindowContentRegionMin();
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ImVec2 cr_max = ImGui::GetWindowContentRegionMax();
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float child_h = (cr_max.y - cr_min.y);
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long vis_rows = static_cast<long>(child_h / row_h);
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if (vis_rows < 1)
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vis_rows = 1;
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if (vy >= vis_rows)
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vy = vis_rows - 1;
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// Translate viewport row to buffer row using Buffer::Rowoffs
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std::size_t by = buf->Rowoffs() + static_cast<std::size_t>(vy);
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// Convert to buffer row
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std::size_t by = static_cast<std::size_t>(by_l);
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if (by >= lines.size()) {
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if (!lines.empty())
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by = lines.size() - 1;
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@@ -190,58 +194,43 @@ GUIRenderer::Draw(Editor &ed)
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by = 0;
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}
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// Compute desired pixel X inside the viewport content (subtract horizontal scroll)
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float px = (mp.x - list_origin.x - scroll_x);
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if (px < 0.0f)
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px = 0.0f;
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// Compute content-relative X position accounting for scroll
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// mp.x - child_window_pos.x gives us pixels from left edge of child window
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// Adding scroll_x gives us pixels from left edge of content (column 0)
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float content_x = (mp.x - child_window_pos.x) + scroll_x;
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if (content_x < 0.0f)
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content_x = 0.0f;
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// Empty buffer guard: if there are no lines yet, just move to 0:0
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if (lines.empty()) {
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Execute(ed, CommandId::MoveCursorTo, std::string("0:0"));
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} else {
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// Convert pixel X to a render-column target including horizontal col offset
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// Use our own tab expansion of width 8 to match command layer logic.
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// Convert pixel X to source column accounting for tabs
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std::string line_clicked = static_cast<std::string>(lines[by]);
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const std::size_t tabw = 8;
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// We iterate source columns computing absolute rendered column (rx_abs) from 0,
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// then translate to viewport-space by subtracting Coloffs.
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std::size_t coloffs = buf->Coloffs();
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std::size_t rx_abs = 0; // absolute rendered column
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std::size_t i = 0; // source column iterator
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// Fast-forward i until rx_abs >= coloffs to align with leftmost visible column
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if (!line_clicked.empty() && coloffs > 0) {
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while (i < line_clicked.size() && rx_abs < coloffs) {
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if (line_clicked[i] == '\t') {
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rx_abs += (tabw - (rx_abs % tabw));
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} else {
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rx_abs += 1;
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}
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++i;
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}
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}
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// Now search for closest source column to clicked px within/after viewport
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std::size_t best_col = i; // default to first visible column
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// Iterate through source columns, computing rendered position, to find closest match
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std::size_t rx = 0; // rendered column position
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std::size_t best_col = 0;
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float best_dist = std::numeric_limits<float>::infinity();
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while (true) {
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// For i in [current..size], evaluate candidate including the implicit end position
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std::size_t rx_view = (rx_abs >= coloffs) ? (rx_abs - coloffs) : 0;
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float rx_px = static_cast<float>(rx_view) * space_w;
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float dist = std::fabs(px - rx_px);
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if (dist <= best_dist) {
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for (std::size_t i = 0; i <= line_clicked.size(); ++i) {
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// Check current position
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float rx_px = static_cast<float>(rx) * space_w;
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float dist = std::fabs(content_x - rx_px);
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if (dist < best_dist) {
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best_dist = dist;
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best_col = i;
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}
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if (i == line_clicked.size())
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break;
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// advance to next source column
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if (line_clicked[i] == '\t') {
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rx_abs += (tabw - (rx_abs % tabw));
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} else {
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rx_abs += 1;
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// Advance to next position if not at end
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if (i < line_clicked.size()) {
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if (line_clicked[i] == '\t') {
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rx += (tabw - (rx % tabw));
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} else {
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rx += 1;
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}
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}
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++i;
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}
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// Dispatch absolute buffer coordinates (row:col)
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@@ -374,7 +363,8 @@ GUIRenderer::Draw(Editor &ed)
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p, col, expanded.c_str() + vx0, expanded.c_str() + vx1);
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}
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// We drew text via draw list (no layout advance). Manually advance the cursor to the next line.
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ImGui::SetCursorScreenPos(ImVec2(line_pos.x, line_pos.y + line_h));
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// Use row_h (with spacing) to match click calculation and ensure consistent line positions.
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ImGui::SetCursorScreenPos(ImVec2(line_pos.x, line_pos.y + row_h));
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} else {
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// No syntax: draw as one run
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ImGui::TextUnformatted(expanded.c_str());
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@@ -34,6 +34,8 @@ TerminalRenderer::Draw(Editor &ed)
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const Buffer *buf = ed.CurrentBuffer();
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int content_rows = rows - 1; // last line is status
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if (content_rows < 1)
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content_rows = 1;
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int saved_cur_y = -1, saved_cur_x = -1; // logical cursor position within content area
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if (buf) {
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Reference in New Issue
Block a user