/* filter --- Simple interactive data filter for POSIX pipelines Copyright (c) 2022 Sameer Rahmani This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 2 of the License. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . */ package main import ( "fmt" "log" "strings" "github.com/gdamore/tcell/v2" ) // TODO: Use tcell/v2/views instead of a manual scrolling computation // TODO: Right now, filter does not handle terminal resize properly, //fix it! // Screen size var xmax int var ymax int // TODO: Make the highlight style configuratble. // The style to be used with the current line var highlight, selectedStyle, helpStyle, selectionStyle, selectionArrow, cursorStyle, normalArrow tcell.Style var help [][]string = [][]string{ {"?", "View help"}, {"TAB", "Select an entry"}, {"C-p, Up", "Move up"}, {"C-n, Down", "Move down"}, {"C-space", "Start/Stop muliple-selection"}, {"C-e, End", "Jump to the end of input"}, {"C-e, End", "Jump to the end of input"}, {"q", "Back"}, {"ESC", "Exit"}, } type Scene struct { RenderFn func(*State, Items) KeyHandlerFn func(*State, tcell.EventKey, Items) } type State struct { Current int InSelectionMode bool SelectionStartLine int UpperBound int LowerBound int Screen *tcell.Screen Scenes []*Scene CurrentScene int UserInput string } // Draws the given `text` to the screen `s` at the given coordinates. Remember that // the text will be wrapped if it overflow. func drawText(s tcell.Screen, x1, y1, x2, y2 int, style tcell.Style, text string) { row := y1 col := x1 for _, r := range text { s.SetContent(col, row, r, nil, style) col++ if col >= x2 { row++ col = x1 } if row > y2 { break } } } // Main render function that gets called during the event loop. func Render(s *State, inputs Items) { scene := s.Scenes[s.CurrentScene] scene.RenderFn(s, inputs) } func RenderHelp(s *State, inputs Items) { y := 2 for _, key := range help { drawText(*s.Screen, 4, y, 25, y+1, tcell.StyleDefault.Bold(true), key[0]) drawText(*s.Screen, 25, y, xmax-1, y+1, tcell.StyleDefault.Bold(true), key[1]) y += 1 } } func RenderMain(s *State, inputs Items) { y := 2 status := fmt.Sprintf("[Line: %d][? For help]", s.Current+1) //status := fmt.Sprintf("[Line: %d][? For help]: %s", s.Current+1, s.UserInput) //status := fmt.Sprintf("L: %d, U: %d, S: %d [Line: %d][? For help]: %s", s.LowerBound, s.UpperBound, s.SelectionStartLine, s.Current+1, s.UserInput) drawText(*s.Screen, 0, 0, xmax-1, 1, helpStyle, status) //drawText(*s.Screen, len(status), 0, xmax-1, 1, cursorStyle, "⎥") for i, item := range (*inputs)[s.LowerBound:s.UpperBound] { style := tcell.StyleDefault arrowStyle := normalArrow index := s.LowerBound + i var txt string if item.Selected { txt = fmt.Sprintf(" X %s", item.Text) style = selectedStyle } else { txt = fmt.Sprintf(" %s", item.Text) } if s.Current == s.LowerBound+i { style = highlight } if s.InSelectionMode { if (s.SelectionStartLine < s.LowerBound && index <= s.Current) || (s.SelectionStartLine > s.UpperBound && index >= s.Current) { style = selectionStyle arrowStyle = selectionArrow } else { low := min(s.SelectionStartLine, s.Current) high := max(s.SelectionStartLine, s.Current) if index >= low && index <= high { style = selectionStyle arrowStyle = selectionArrow } } } drawText(*s.Screen, 0, y, len(txt), y+1, style, txt) // Clean up the rest of the line that might've been filled with a previous render. // This is a hack to NOT use `Clear` on each loop drawText(*s.Screen, len(txt), y, xmax-1, y+1, style, strings.Repeat(" ", xmax-len(txt))) if s.Current == s.LowerBound+i { drawText(*s.Screen, 0, y, 1, y+1, arrowStyle, ">") } y += 1 } } func HandleKeyEvents(s *State, ev tcell.EventKey, inputs Items) { scene := s.Scenes[s.CurrentScene] scene.KeyHandlerFn(s, ev, inputs) } func HandleMain(state *State, ev tcell.EventKey, input Items) { if ev.Key() == tcell.KeyTAB { // Mark the current line as selected if state.InSelectionMode { start := min(state.SelectionStartLine, state.Current) end := max(state.SelectionStartLine, state.Current) toggleItems(input, start, end+1) state.SelectionStartLine = -1 state.InSelectionMode = false } else { item := (*input)[state.Current] item.Selected = !item.Selected } } else if ev.Key() == tcell.KeyUp || ev.Key() == tcell.KeyCtrlP { if state.Current > 0 { state.Current -= 1 } if state.Current <= state.LowerBound && state.Current != 0 { state.LowerBound -= 1 state.UpperBound -= 1 } } else if ev.Key() == tcell.KeyDown || ev.Key() == tcell.KeyCtrlN { if state.Current < len(*input)-1 { state.Current += 1 } if state.Current >= state.UpperBound && state.Current != len(*input)-1 { state.LowerBound += 1 state.UpperBound += 1 } } else if ev.Key() == tcell.KeyCtrlE || ev.Key() == tcell.KeyEnd { state.UpperBound = len(*input) state.LowerBound = state.UpperBound - ymax + 2 state.Current = len(*input) - 1 } else if ev.Key() == tcell.KeyCtrlA || ev.Key() == tcell.KeyHome { state.UpperBound = ymax - 2 state.LowerBound = 0 state.Current = 0 } else if ev.Key() == tcell.KeyCtrlSpace { if state.InSelectionMode { state.SelectionStartLine = -1 } else { state.SelectionStartLine = state.Current } state.InSelectionMode = !state.InSelectionMode } else if ev.Rune() == '?' { state.CurrentScene = 1 } else if ev.Key() == tcell.KeyBackspace || ev.Key() == tcell.KeyBackspace2 { if len(state.UserInput) != 0 { state.UserInput = string(state.UserInput[:len(state.UserInput)-1]) } } else { state.UserInput = state.UserInput + string(ev.Rune()) } } func HandleHelp(state *State, ev tcell.EventKey, input Items) { if ev.Rune() == 'q' { state.CurrentScene = 0 } } func main() { input, err := ReadFromStdin() if err != nil { log.Fatalf("%+v", err) } // TODO: Make the default style configurable defStyle := tcell.StyleDefault.Background(tcell.ColorDefault).Foreground(tcell.ColorDefault) highlight = tcell.StyleDefault.Background(tcell.ColorDefault).Foreground(tcell.ColorDefault).Bold(true) selectedStyle = tcell.StyleDefault.Foreground(tcell.ColorPlum) helpStyle = tcell.StyleDefault.Foreground(tcell.ColorDefault) selectionStyle = tcell.StyleDefault.Background(tcell.ColorRebeccaPurple).Foreground(tcell.ColorDefault) selectionArrow = tcell.StyleDefault.Background(tcell.ColorRebeccaPurple).Foreground(tcell.ColorGreen).Bold(true) normalArrow = tcell.StyleDefault.Foreground(tcell.ColorGreen).Bold(true) cursorStyle = normalArrow.Blink(true) done := false // Initialize screen tty, err := tcell.NewDevTty() if err != nil { log.Fatalf("%+v", err) } s, err := tcell.NewTerminfoScreenFromTty(tty) if err != nil { log.Fatalf("%+v", err) } if err := s.Init(); err != nil { log.Fatalf("%+v", err) } s.SetStyle(defStyle) s.Clear() xmax, ymax = s.Size() quit := func() { // You have to catch panics in a defer, clean up, and // re-raise them - otherwise your application can // die without leaving any diagnostic trace. maybePanic := recover() s.Fini() if maybePanic != nil { panic(maybePanic) } } defer quit() mainScene := Scene{ RenderMain, HandleMain, } helpScene := Scene{ RenderHelp, HandleHelp, } state := State{ Current: 0, SelectionStartLine: 0, Screen: &s, LowerBound: 0, UpperBound: min(ymax-3, len(*input)), InSelectionMode: false, CurrentScene: 0, Scenes: []*Scene{&mainScene, &helpScene}, } previousScene := 0 // Event loop for !done { // If we need to render a new scene let's clear the screen first if state.CurrentScene != previousScene { s := *state.Screen s.Clear() } Render(&state, input) // Update screen s.Show() // Poll event ev := s.PollEvent() // Process event switch ev := ev.(type) { case *tcell.EventResize: s.Sync() case *tcell.EventKey: if ev.Key() == tcell.KeyEscape || ev.Key() == tcell.KeyCtrlC { return } else if ev.Key() == tcell.KeyEnter { done = true break } else if ev.Key() == tcell.KeyCtrlL { s.Sync() } else { // In case of no global binding hand the even to the scene HandleKeyEvents(&state, *ev, input) } } } // Deinitialize the screen so we can use the stdout properly s.Fini() // Write what ever that got selected to the stdout for _, item := range *input { if item.Selected { fmt.Println(item.Text) } } }