Add viewport-aware syntax prefetching and background warming.

- Added prefetching in both terminal and GUI renderers to optimize visible row highlights.
- Introduced background worker for offscreen highlight warming to improve scrolling performance.
- Refactored `HighlighterEngine` to manage thread-safety, caching, and stateful re-computation.
- Integrated changes into `HighlighterEngine`, `TerminalRenderer`, and `GUIRenderer`.
- Bumped version to 1.2.0 in preparation for the release.
This commit is contained in:
2025-12-01 18:37:01 -08:00
parent 1a77f28ce4
commit e62cf3ee28
7 changed files with 737 additions and 72 deletions

View File

@@ -139,23 +139,29 @@ GUIRenderer::Draw(Editor &ed)
vis_rows = 1;
long last_row = first_row + vis_rows - 1;
if (!forced_scroll) {
long cyr = static_cast<long>(cy);
if (cyr < first_row || cyr > last_row) {
float target = (static_cast<float>(cyr) - std::max(0L, vis_rows / 2)) * row_h;
float max_y = ImGui::GetScrollMaxY();
if (target < 0.f)
target = 0.f;
if (max_y >= 0.f && target > max_y)
target = max_y;
ImGui::SetScrollY(target);
// refresh local variables
scroll_y = ImGui::GetScrollY();
first_row = static_cast<long>(scroll_y / row_h);
last_row = first_row + vis_rows - 1;
}
}
}
if (!forced_scroll) {
long cyr = static_cast<long>(cy);
if (cyr < first_row || cyr > last_row) {
float target = (static_cast<float>(cyr) - std::max(0L, vis_rows / 2)) * row_h;
float max_y = ImGui::GetScrollMaxY();
if (target < 0.f)
target = 0.f;
if (max_y >= 0.f && target > max_y)
target = max_y;
ImGui::SetScrollY(target);
// refresh local variables
scroll_y = ImGui::GetScrollY();
first_row = static_cast<long>(scroll_y / row_h);
last_row = first_row + vis_rows - 1;
}
}
// Phase 3: prefetch visible viewport highlights and warm around in background
if (buf->SyntaxEnabled() && buf->Highlighter() && buf->Highlighter()->HasHighlighter()) {
int fr = static_cast<int>(std::max(0L, first_row));
int rc = static_cast<int>(std::max(1L, vis_rows));
buf->Highlighter()->PrefetchViewport(*buf, fr, rc, buf->Version());
}
}
// Handle mouse click before rendering to avoid dependent on drawn items
if (ImGui::IsWindowHovered() && ImGui::IsMouseClicked(ImGuiMouseButton_Left)) {
ImVec2 mp = ImGui::GetIO().MousePos;