Add horizontal scrolling support and refactor mouse click handling in GUI.

- Introduce horizontal scrolling with column offset synchronization in GUI.
- Refactor mouse click handling for improved accuracy and viewport alignment.
- Enhance tab expansion and cursor rendering logic for better user experience.
- Replace redundant variable declarations in `Buffer` for cleaner code.
This commit is contained in:
2025-11-30 17:19:46 -08:00
parent 38ba8c9871
commit fcb2e9a7ed
5 changed files with 189 additions and 83 deletions

View File

@@ -8,6 +8,8 @@
#include <cstdio>
#include <string>
#include <filesystem>
#include <cmath>
#include <limits>
// Version string expected to be provided by build system as KTE_VERSION_STR
#ifndef KTE_VERSION_STR
@@ -63,30 +65,45 @@ GUIRenderer::Draw(Editor &ed)
bool forced_scroll = false;
{
static long prev_buf_rowoffs = -1; // previous frame's Buffer::Rowoffs
static long prev_buf_coloffs = -1; // previous frame's Buffer::Coloffs
static float prev_scroll_y = -1.0f; // previous frame's ImGui scroll Y in pixels
static float prev_scroll_x = -1.0f; // previous frame's ImGui scroll X in pixels
const long buf_rowoffs = static_cast<long>(buf->Rowoffs());
const long buf_coloffs = static_cast<long>(buf->Coloffs());
const long scroll_top = static_cast<long>(scroll_y / row_h);
const long scroll_left = static_cast<long>(scroll_x / space_w);
// Detect programmatic change (e.g., keyboard navigation ensured visibility)
if (prev_buf_rowoffs >= 0 && buf_rowoffs != prev_buf_rowoffs) {
ImGui::SetScrollY(static_cast<float>(buf_rowoffs) * row_h);
scroll_y = ImGui::GetScrollY();
forced_scroll = true;
} else {
// If user scrolled (scroll_y changed), update buffer row offset accordingly
if (prev_scroll_y >= 0.0f && scroll_y != prev_scroll_y) {
if (Buffer *mbuf = const_cast<Buffer *>(buf)) {
// Keep horizontal offset owned by GUI; only update vertical offset here
mbuf->SetOffsets(static_cast<std::size_t>(std::max(0L, scroll_top)),
mbuf->Coloffs());
}
}
if (prev_buf_coloffs >= 0 && buf_coloffs != prev_buf_coloffs) {
ImGui::SetScrollX(static_cast<float>(buf_coloffs) * space_w);
scroll_x = ImGui::GetScrollX();
forced_scroll = true;
}
// If user scrolled, update buffer offsets accordingly
if (prev_scroll_y >= 0.0f && scroll_y != prev_scroll_y) {
if (Buffer *mbuf = const_cast<Buffer *>(buf)) {
mbuf->SetOffsets(static_cast<std::size_t>(std::max(0L, scroll_top)),
mbuf->Coloffs());
}
}
if (prev_scroll_x >= 0.0f && scroll_x != prev_scroll_x) {
if (Buffer *mbuf = const_cast<Buffer *>(buf)) {
mbuf->SetOffsets(mbuf->Rowoffs(),
static_cast<std::size_t>(std::max(0L, scroll_left)));
}
}
// Update trackers for next frame
prev_buf_rowoffs = static_cast<long>(buf->Rowoffs());
prev_buf_coloffs = static_cast<long>(buf->Coloffs());
prev_scroll_y = ImGui::GetScrollY();
prev_scroll_x = ImGui::GetScrollX();
}
// Synchronize cursor and scrolling.
// Ensure the cursor is visible even on the first frame or when it didn't move,
@@ -120,61 +137,127 @@ GUIRenderer::Draw(Editor &ed)
// Handle mouse click before rendering to avoid dependent on drawn items
if (ImGui::IsWindowHovered() && ImGui::IsMouseClicked(ImGuiMouseButton_Left)) {
ImVec2 mp = ImGui::GetIO().MousePos;
// Map Y to row
float rel_y = scroll_y + (mp.y - list_origin.y);
long row = static_cast<long>(rel_y / row_h);
if (row < 0)
row = 0;
if (row >= static_cast<long>(lines.size()))
row = static_cast<long>(lines.empty() ? 0 : (lines.size() - 1));
// Map X to column by measuring text width
std::size_t col = 0;
if (!lines.empty()) {
const std::string &line = lines[static_cast<std::size_t>(row)];
float rel_x = scroll_x + (mp.x - list_origin.x);
if (rel_x <= 0.0f) {
col = 0;
} else {
float prev_w = 0.0f;
for (std::size_t i = 1; i <= line.size(); ++i) {
ImVec2 sz = ImGui::CalcTextSize(
line.c_str(), line.c_str() + static_cast<long>(i));
if (sz.x >= rel_x) {
// Pick closer between i-1 and i
float d_prev = rel_x - prev_w;
float d_curr = sz.x - rel_x;
col = (d_prev <= d_curr) ? (i - 1) : i;
break;
}
prev_w = sz.x;
if (i == line.size()) {
// clicked beyond EOL
float eol_w = sz.x;
col = (rel_x > eol_w + space_w * 0.5f)
? line.size()
: line.size();
}
// Compute viewport-relative row so (0) is top row of the visible area
float vy_f = (mp.y - list_origin.y - scroll_y) / row_h;
long vy = static_cast<long>(vy_f);
if (vy < 0)
vy = 0;
// Clamp vy within visible content height to avoid huge jumps
ImVec2 cr_min = ImGui::GetWindowContentRegionMin();
ImVec2 cr_max = ImGui::GetWindowContentRegionMax();
float child_h = (cr_max.y - cr_min.y);
long vis_rows = static_cast<long>(child_h / row_h);
if (vis_rows < 1)
vis_rows = 1;
if (vy >= vis_rows)
vy = vis_rows - 1;
// Translate viewport row to buffer row using Buffer::Rowoffs
std::size_t by = buf->Rowoffs() + static_cast<std::size_t>(vy);
if (by >= lines.size()) {
if (!lines.empty())
by = lines.size() - 1;
else
by = 0;
}
// Compute desired pixel X inside the viewport content (subtract horizontal scroll)
float px = (mp.x - list_origin.x - scroll_x);
if (px < 0.0f)
px = 0.0f;
// Convert pixel X to a render-column target including horizontal col offset
// Use our own tab expansion of width 8 to match command layer logic.
const std::string &line_clicked = lines[by];
const std::size_t tabw = 8;
// We iterate source columns computing absolute rendered column (rx_abs) from 0,
// then translate to viewport-space by subtracting Coloffs.
std::size_t coloffs = buf->Coloffs();
std::size_t rx_abs = 0; // absolute rendered column
std::size_t i = 0; // source column iterator
// Fast-forward i until rx_abs >= coloffs to align with leftmost visible column
if (!line_clicked.empty() && coloffs > 0) {
while (i < line_clicked.size() && rx_abs < coloffs) {
if (line_clicked[i] == '\t') {
rx_abs += (tabw - (rx_abs % tabw));
} else {
rx_abs += 1;
}
++i;
}
}
// Dispatch command to move cursor
// Now search for closest source column to clicked px within/after viewport
std::size_t best_col = i; // default to first visible column
float best_dist = std::numeric_limits<float>::infinity();
while (true) {
// For i in [current..size], evaluate candidate including the implicit end position
std::size_t rx_view = (rx_abs >= coloffs) ? (rx_abs - coloffs) : 0;
float rx_px = static_cast<float>(rx_view) * space_w;
float dist = std::fabs(px - rx_px);
if (dist <= best_dist) {
best_dist = dist;
best_col = i;
}
if (i == line_clicked.size())
break;
// advance to next source column
if (line_clicked[i] == '\t') {
rx_abs += (tabw - (rx_abs % tabw));
} else {
rx_abs += 1;
}
++i;
}
// Dispatch absolute buffer coordinates (row:col)
char tmp[64];
std::snprintf(tmp, sizeof(tmp), "%ld:%zu", row, col);
std::snprintf(tmp, sizeof(tmp), "%zu:%zu", by, best_col);
Execute(ed, CommandId::MoveCursorTo, std::string(tmp));
}
// Cache current horizontal offset in rendered columns
const std::size_t coloffs_now = buf->Coloffs();
for (std::size_t i = rowoffs; i < lines.size(); ++i) {
// Capture the screen position before drawing the line
ImVec2 line_pos = ImGui::GetCursorScreenPos();
const std::string &line = lines[i];
ImGui::TextUnformatted(line.c_str());
// Expand tabs to spaces with width=8 and apply horizontal scroll offset
const std::size_t tabw = 8;
std::string expanded;
expanded.reserve(line.size() + 16);
std::size_t rx_abs_draw = 0; // rendered column for drawing
// Emit entire line (ImGui child scrolling will handle clipping)
for (std::size_t src = 0; src < line.size(); ++src) {
char c = line[src];
if (c == '\t') {
std::size_t adv = (tabw - (rx_abs_draw % tabw));
// Emit spaces for the tab
expanded.append(adv, ' ');
rx_abs_draw += adv;
} else {
expanded.push_back(c);
rx_abs_draw += 1;
}
}
ImGui::TextUnformatted(expanded.c_str());
// Draw a visible cursor indicator on the current line
if (i == cy) {
// Compute X offset by measuring text width up to cursor column
std::size_t px_count = std::min(cx, line.size());
ImVec2 pre_sz = ImGui::CalcTextSize(line.c_str(),
line.c_str() + static_cast<long>(px_count));
ImVec2 p0 = ImVec2(line_pos.x + pre_sz.x, line_pos.y);
// Compute rendered X (rx) from source column with tab expansion
std::size_t rx_abs = 0;
for (std::size_t k = 0; k < std::min(cx, line.size()); ++k) {
if (line[k] == '\t')
rx_abs += (tabw - (rx_abs % tabw));
else
rx_abs += 1;
}
// Convert to viewport x by subtracting horizontal col offset
std::size_t rx_viewport = (rx_abs > coloffs_now) ? (rx_abs - coloffs_now) : 0;
ImVec2 p0 = ImVec2(line_pos.x + static_cast<float>(rx_viewport) * space_w, line_pos.y);
ImVec2 p1 = ImVec2(p0.x + space_w, p0.y + line_h);
ImU32 col = IM_COL32(200, 200, 255, 128); // soft highlight
ImGui::GetWindowDrawList()->AddRectFilled(p0, p1, col);