filter/filter.go

352 lines
8.9 KiB
Go

/*
filter --- Simple interactive data filter for POSIX pipelines
Copyright (c) 2022 Sameer Rahmani <lxsameer@gnu.org>
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 <http://www.gnu.org/licenses/>.
*/
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)
}
}
}