Fix the scrolling issue
This commit is contained in:
parent
275a42440a
commit
c0b97850ae
173
filter.go
173
filter.go
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@ -39,11 +39,12 @@ var highlight,
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helpStyle,
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selectionStyle,
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selectionArrow,
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cursorStyle,
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normalArrow tcell.Style
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type Scene struct {
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ID int
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RenderFn func(*State, Items)
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RenderFn func(*State, Items)
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KeyHandlerFn func(*State, tcell.EventKey, Items)
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}
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type State struct {
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@ -53,6 +54,9 @@ type State struct {
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UpperBound int
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LowerBound int
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Screen *tcell.Screen
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Scenes []*Scene
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CurrentScene int
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UserInput string
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}
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// Draws the given `text` to the screen `s` at the given coordinates. Remember that
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@ -75,9 +79,19 @@ func drawText(s tcell.Screen, x1, y1, x2, y2 int, style tcell.Style, text string
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// Main render function that gets called during the event loop.
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func Render(s *State, inputs Items) {
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scene := s.Scenes[s.CurrentScene]
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scene.RenderFn(s, inputs)
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}
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func RenderHelp(s *State, inputs Items) {
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drawText(*s.Screen, 0, 4, xmax-1, 4+1, normalArrow, "hnthnt")
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}
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func RenderMain(s *State, inputs Items) {
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y := 2
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status := fmt.Sprintf("Navigation: [UP or C-p] [Down or C-n] | Select: SPACE | Cancel: [q ESC] | Done: [Enter] | Line: %d", s.Current+1)
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status := fmt.Sprintf("[Line: %d][? For help]: %s", s.Current+1, s.UserInput)
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drawText(*s.Screen, 0, 0, xmax-1, 1, helpStyle, status)
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drawText(*s.Screen, len(status), 0, xmax-1, 1, cursorStyle, "⎥")
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for i, item := range (*inputs)[s.LowerBound:s.UpperBound] {
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style := tcell.StyleDefault
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arrowStyle := normalArrow
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@ -85,7 +99,7 @@ func Render(s *State, inputs Items) {
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var txt string
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if item.Selected {
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txt = fmt.Sprintf(" ✔ %s", item.Text)
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txt = fmt.Sprintf(" X %s", item.Text)
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style = selectedStyle
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} else {
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txt = fmt.Sprintf(" %s", item.Text)
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@ -96,19 +110,25 @@ func Render(s *State, inputs Items) {
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}
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if s.InSelectionMode {
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low := min(s.SelectionStartLine, s.Current)
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high := max(s.SelectionStartLine, s.Current)
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if i >= low && i <= high {
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if (s.SelectionStartLine < s.LowerBound && i <= s.Current) || (s.SelectionStartLine > s.UpperBound && i >= s.Current) {
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style = selectionStyle
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arrowStyle = selectionArrow
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} else {
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low := min(s.SelectionStartLine, s.Current)
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high := max(s.SelectionStartLine, s.Current)
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if i >= low && i <= high {
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style = selectionStyle
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arrowStyle = selectionArrow
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}
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}
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}
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drawText(*s.Screen, 0, y, xmax-1, y+1, style, txt)
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drawText(*s.Screen, 0, y, len(txt), y+1, style, txt)
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// Clean up the rest of the line that might've been filled with a previous render.
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// This is a hack to NOT use `Clear` on each loop
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drawText(*s.Screen, len(txt), y, xmax-1, y+1, style, strings.Repeat(" ", xmax-1-len(txt)))
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drawText(*s.Screen, len(txt), y, xmax-1, y+1, style, strings.Repeat(" ", xmax-len(txt)))
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if s.Current == s.LowerBound+i {
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drawText(*s.Screen, 0, y, 1, y+1, arrowStyle, ">")
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}
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@ -118,6 +138,70 @@ func Render(s *State, inputs Items) {
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}
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func HandleKeyEvents(s *State, ev tcell.EventKey, inputs Items) {
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scene := s.Scenes[s.CurrentScene]
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scene.KeyHandlerFn(s, ev, inputs)
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}
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func HandleMain(state *State, ev tcell.EventKey, input Items) {
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if ev.Key() == tcell.KeyTAB {
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// Mark the current line as selected
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item := (*input)[state.Current]
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item.Selected = !item.Selected
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} else if ev.Key() == tcell.KeyUp || ev.Key() == tcell.KeyCtrlP {
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if state.Current > 0 {
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state.Current -= 1
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}
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if state.Current <= state.LowerBound && state.Current != 0 {
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state.LowerBound -= 1
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state.UpperBound -= 1
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}
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} else if ev.Key() == tcell.KeyDown || ev.Key() == tcell.KeyCtrlN {
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if state.Current < len(*input)-1 {
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state.Current += 1
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}
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if state.Current >= state.UpperBound && state.Current != len(*input)-1 {
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state.LowerBound += 1
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state.UpperBound += 1
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}
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} else if ev.Key() == tcell.KeyCtrlE || ev.Key() == tcell.KeyEnd {
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state.UpperBound = len(*input)
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state.LowerBound = state.UpperBound - ymax + 2
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state.Current = len(*input) - 1
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} else if ev.Key() == tcell.KeyCtrlA || ev.Key() == tcell.KeyHome {
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state.UpperBound = ymax - 2
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state.LowerBound = 0
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state.Current = 0
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} else if ev.Key() == tcell.KeyCtrlSpace {
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if state.InSelectionMode {
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start := min(state.SelectionStartLine, state.Current)
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end := max(state.SelectionStartLine, state.Current)
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toggleItems(input, start, end+1)
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state.SelectionStartLine = -1
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} else {
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state.SelectionStartLine = state.Current
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}
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state.InSelectionMode = !state.InSelectionMode
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} else if ev.Key() == tcell.KeyCtrlH {
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state.CurrentScene = 1
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} else {
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state.UserInput = state.UserInput + string(ev.Rune())
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}
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}
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func HandleHelp(state *State, ev tcell.EventKey, input Items) {
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if ev.Rune() == 'q' {
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state.CurrentScene = 0
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}
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}
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func main() {
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input, err := ReadFromStdin()
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if err != nil {
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@ -132,6 +216,7 @@ func main() {
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selectionStyle = tcell.StyleDefault.Background(tcell.ColorRebeccaPurple).Foreground(tcell.ColorDefault)
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selectionArrow = tcell.StyleDefault.Background(tcell.ColorRebeccaPurple).Foreground(tcell.ColorGreen).Bold(true)
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normalArrow = tcell.StyleDefault.Foreground(tcell.ColorGreen).Bold(true)
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cursorStyle = normalArrow.Blink(true)
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done := false
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@ -164,6 +249,15 @@ func main() {
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}
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defer quit()
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mainScene := Scene{
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RenderMain,
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HandleMain,
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}
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helpScene := Scene{
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RenderHelp,
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HandleHelp,
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}
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state := State{
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Current: 0,
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SelectionStartLine: 0,
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@ -171,11 +265,21 @@ func main() {
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LowerBound: 0,
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UpperBound: min(ymax-3, len(*input)),
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InSelectionMode: false,
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CurrentScene: 0,
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Scenes: []*Scene{&mainScene, &helpScene},
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}
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previousScene := 0
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// Event loop
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for !done {
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Render(state, input)
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// If we need to render a new scene let's clear the screen first
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if state.CurrentScene != previousScene {
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s := *state.Screen
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s.Clear()
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}
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Render(&state, input)
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// Update screen
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s.Show()
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@ -188,55 +292,16 @@ func main() {
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case *tcell.EventResize:
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s.Sync()
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case *tcell.EventKey:
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if ev.Key() == tcell.KeyEscape || ev.Key() == tcell.KeyCtrlC || ev.Rune() == 'q' {
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if ev.Key() == tcell.KeyEscape || ev.Key() == tcell.KeyCtrlC {
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return
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} else if ev.Key() == tcell.KeyEnter {
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done = true
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break
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} else if ev.Key() == tcell.KeyCtrlL {
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s.Sync()
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} else if ev.Rune() == ' ' {
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// Mark the current line as selected
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item := (*input)[state.Current]
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item.Selected = !item.Selected
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} else if ev.Key() == tcell.KeyUp || ev.Key() == tcell.KeyCtrlP {
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if state.Current > 0 {
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state.Current -= 1
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}
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if state.Current <= state.LowerBound && state.Current != 0 {
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state.LowerBound -= 1
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state.UpperBound -= 1
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}
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} else if ev.Key() == tcell.KeyDown || ev.Key() == tcell.KeyCtrlN {
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if state.Current < len(*input)-1 {
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state.Current += 1
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}
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if state.Current >= state.UpperBound && state.Current != len(*input)-1 {
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state.LowerBound += 1
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state.UpperBound += 1
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}
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} else if ev.Key() == tcell.KeyCtrlE || ev.Key() == tcell.KeyEnd {
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state.UpperBound = len(*input)
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state.LowerBound = state.UpperBound - ymax + 2
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state.Current = len(*input) - 1
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} else if ev.Key() == tcell.KeyCtrlA || ev.Key() == tcell.KeyHome {
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state.UpperBound = ymax - 2
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state.LowerBound = 0
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state.Current = 0
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} else if ev.Key() == tcell.KeyCtrlSpace {
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if state.InSelectionMode {
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start := min(state.SelectionStartLine, state.Current)
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end := max(state.SelectionStartLine, state.Current)
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toggleItems(input, start, end)
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} else {
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state.SelectionStartLine = state.Current
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}
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state.InSelectionMode = !state.InSelectionMode
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} else if ev.Rune() == '?' {
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} else {
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// In case of no global binding hand the even to the scene
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HandleKeyEvents(&state, *ev, input)
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}
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}
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}
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