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lazygit/pkg/gui/context.go

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package gui
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import (
"errors"
"fmt"
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"sort"
"strings"
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"github.com/jesseduffield/generics/maps"
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"github.com/jesseduffield/generics/slices"
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"github.com/jesseduffield/gocui"
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"github.com/jesseduffield/lazygit/pkg/gui/context"
"github.com/jesseduffield/lazygit/pkg/gui/types"
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)
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// This file is for the management of contexts. There is a context stack such that
// for example you might start off in the commits context and then open a menu, putting
// you in the menu context. When contexts are activated/deactivated certain things need
// to happen like showing/hiding views and rendering content.
func (gui *Gui) popupViewNames() []string {
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popups := slices.Filter(gui.State.Contexts.Flatten(), func(c types.Context) bool {
return c.GetKind() == types.PERSISTENT_POPUP || c.GetKind() == types.TEMPORARY_POPUP
})
return slices.Map(popups, func(c types.Context) string {
return c.GetViewName()
})
}
func (gui *Gui) currentContextKeyIgnoringPopups() types.ContextKey {
gui.State.ContextManager.RLock()
defer gui.State.ContextManager.RUnlock()
stack := gui.State.ContextManager.ContextStack
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for i := range stack {
reversedIndex := len(stack) - 1 - i
context := stack[reversedIndex]
kind := stack[reversedIndex].GetKind()
if kind != types.TEMPORARY_POPUP && kind != types.PERSISTENT_POPUP {
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return context.GetKey()
}
}
return ""
}
// use replaceContext when you don't want to return to the original context upon
// hitting escape: you want to go that context's parent instead.
func (gui *Gui) replaceContext(c types.Context) error {
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if !c.IsFocusable() {
return nil
}
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gui.State.ContextManager.Lock()
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if len(gui.State.ContextManager.ContextStack) == 0 {
gui.State.ContextManager.ContextStack = []types.Context{c}
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} else {
// replace the last item with the given item
gui.State.ContextManager.ContextStack = append(gui.State.ContextManager.ContextStack[0:len(gui.State.ContextManager.ContextStack)-1], c)
}
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defer gui.State.ContextManager.Unlock()
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return gui.activateContext(c)
}
func (gui *Gui) pushContext(c types.Context, opts ...types.OnFocusOpts) error {
// using triple dot but you should only ever pass one of these opt structs
if len(opts) > 1 {
return errors.New("cannot pass multiple opts to pushContext")
}
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if !c.IsFocusable() {
return nil
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}
gui.State.ContextManager.Lock()
// push onto stack
// if we are switching to a side context, remove all other contexts in the stack
if c.GetKind() == types.SIDE_CONTEXT {
for _, stackContext := range gui.State.ContextManager.ContextStack {
if stackContext.GetKey() != c.GetKey() {
if err := gui.deactivateContext(stackContext); err != nil {
gui.State.ContextManager.Unlock()
return err
}
}
}
gui.State.ContextManager.ContextStack = []types.Context{c}
} else if len(gui.State.ContextManager.ContextStack) == 0 || gui.currentContextWithoutLock().GetKey() != c.GetKey() {
// Do not append if the one at the end is the same context (e.g. opening a menu from a menu)
// In that case we'll just close the menu entirely when the user hits escape.
// TODO: think about other exceptional cases
gui.State.ContextManager.ContextStack = append(gui.State.ContextManager.ContextStack, c)
}
gui.State.ContextManager.Unlock()
return gui.activateContext(c, opts...)
}
// pushContextWithView is to be used when you don't know which context you
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// want to switch to: you only know the view that you want to switch to. It will
// look up the context currently active for that view and switch to that context
func (gui *Gui) pushContextWithView(viewName string) error {
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return gui.c.PushContext(gui.State.ViewContextMap.Get(viewName))
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}
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func (gui *Gui) returnFromContext() error {
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gui.State.ContextManager.Lock()
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if len(gui.State.ContextManager.ContextStack) == 1 {
// cannot escape from bottommost context
gui.State.ContextManager.Unlock()
return nil
}
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n := len(gui.State.ContextManager.ContextStack) - 1
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currentContext := gui.State.ContextManager.ContextStack[n]
newContext := gui.State.ContextManager.ContextStack[n-1]
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gui.State.ContextManager.ContextStack = gui.State.ContextManager.ContextStack[:n]
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gui.g.SetCurrentContext(string(newContext.GetKey()))
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gui.State.ContextManager.Unlock()
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if err := gui.deactivateContext(currentContext); err != nil {
return err
}
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return gui.activateContext(newContext)
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}
func (gui *Gui) deactivateContext(c types.Context) error {
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view, _ := gui.g.View(c.GetViewName())
if view != nil && view.IsSearching() {
if err := gui.onSearchEscape(); err != nil {
return err
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}
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}
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// if we are the kind of context that is sent to back upon deactivation, we should do that
if view != nil &&
(c.GetKind() == types.TEMPORARY_POPUP ||
c.GetKind() == types.PERSISTENT_POPUP) {
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view.Visible = false
}
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if err := c.HandleFocusLost(); err != nil {
return err
}
return nil
}
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// postRefreshUpdate is to be called on a context after the state that it depends on has been refreshed
// if the context's view is set to another context we do nothing.
// if the context's view is the current view we trigger a focus; re-selecting the current item.
func (gui *Gui) postRefreshUpdate(c types.Context) error {
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if gui.State.ViewContextMap.Get(c.GetViewName()).GetKey() != c.GetKey() {
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return nil
}
if err := c.HandleRender(); err != nil {
return err
}
if gui.currentViewName() == c.GetViewName() {
if err := c.HandleFocus(); err != nil {
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return err
}
}
return nil
}
func (gui *Gui) activateContext(c types.Context, opts ...types.OnFocusOpts) error {
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viewName := c.GetViewName()
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v, err := gui.g.View(viewName)
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if err != nil {
return err
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}
originalViewContext := gui.State.ViewContextMap.Get(viewName)
var originalViewContextKey types.ContextKey = ""
if originalViewContext != nil {
originalViewContextKey = originalViewContext.GetKey()
}
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gui.setWindowContext(c)
gui.setViewTabForContext(c)
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if viewName == "main" {
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gui.changeMainViewsContext(c)
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} else {
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gui.changeMainViewsContext(gui.State.Contexts.Normal)
}
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gui.g.SetCurrentContext(string(c.GetKey()))
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if _, err := gui.g.SetCurrentView(viewName); err != nil {
return err
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}
desiredTitle := c.Title()
if desiredTitle != "" {
v.Title = desiredTitle
}
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v.Visible = true
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// if the new context's view was previously displaying another context, render the new context
if originalViewContextKey != c.GetKey() {
if err := c.HandleRender(); err != nil {
return err
}
}
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gui.ViewContextMapSet(viewName, c)
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gui.g.Cursor = v.Editable
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// render the options available for the current context at the bottom of the screen
optionsMap := c.GetOptionsMap()
if optionsMap == nil {
optionsMap = gui.globalOptionsMap()
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}
gui.renderOptionsMap(optionsMap)
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if err := c.HandleFocus(opts...); err != nil {
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return err
}
return nil
}
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func (gui *Gui) optionsMapToString(optionsMap map[string]string) string {
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options := maps.MapToSlice(optionsMap, func(key string, description string) string {
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return key + ": " + description
})
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sort.Strings(options)
return strings.Join(options, ", ")
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}
func (gui *Gui) renderOptionsMap(optionsMap map[string]string) {
_ = gui.renderString(gui.Views.Options, gui.optionsMapToString(optionsMap))
}
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// also setting context on view for now. We'll need to pick one of these two approaches to stick with.
func (gui *Gui) ViewContextMapSet(viewName string, c types.Context) {
gui.State.ViewContextMap.Set(viewName, c)
view, err := gui.g.View(viewName)
if err != nil {
panic(err)
}
view.Context = string(c.GetKey())
}
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// // currently unused
// func (gui *Gui) renderContextStack() string {
// result := ""
// for _, context := range gui.State.ContextManager.ContextStack {
// result += string(context.GetKey()) + "\n"
// }
// return result
// }
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func (gui *Gui) currentContext() types.Context {
gui.State.ContextManager.RLock()
defer gui.State.ContextManager.RUnlock()
return gui.currentContextWithoutLock()
}
func (gui *Gui) currentContextWithoutLock() types.Context {
if len(gui.State.ContextManager.ContextStack) == 0 {
return gui.defaultSideContext()
}
return gui.State.ContextManager.ContextStack[len(gui.State.ContextManager.ContextStack)-1]
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}
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// the status panel is not yet a list context (and may never be), so this method is not
// quite the same as currentSideContext()
func (gui *Gui) currentSideListContext() types.IListContext {
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context := gui.currentSideContext()
listContext, ok := context.(types.IListContext)
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if !ok {
return nil
}
return listContext
}
func (gui *Gui) currentSideContext() types.Context {
gui.State.ContextManager.RLock()
defer gui.State.ContextManager.RUnlock()
stack := gui.State.ContextManager.ContextStack
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// on startup the stack can be empty so we'll return an empty string in that case
if len(stack) == 0 {
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return gui.defaultSideContext()
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}
// find the first context in the stack with the type of types.SIDE_CONTEXT
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for i := range stack {
context := stack[len(stack)-1-i]
if context.GetKind() == types.SIDE_CONTEXT {
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return context
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}
}
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return gui.defaultSideContext()
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}
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// static as opposed to popup
func (gui *Gui) currentStaticContext() types.Context {
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gui.State.ContextManager.RLock()
defer gui.State.ContextManager.RUnlock()
stack := gui.State.ContextManager.ContextStack
if len(stack) == 0 {
return gui.defaultSideContext()
}
// find the first context in the stack without a popup type
for i := range stack {
context := stack[len(stack)-1-i]
if context.GetKind() != types.TEMPORARY_POPUP && context.GetKind() != types.PERSISTENT_POPUP {
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return context
}
}
return gui.defaultSideContext()
}
func (gui *Gui) defaultSideContext() types.Context {
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if gui.State.Modes.Filtering.Active() {
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return gui.State.Contexts.LocalCommits
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} else {
return gui.State.Contexts.Files
}
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}
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// getFocusLayout returns a manager function for when view gain and lose focus
func (gui *Gui) getFocusLayout() func(g *gocui.Gui) error {
var previousView *gocui.View
return func(g *gocui.Gui) error {
newView := gui.g.CurrentView()
// for now we don't consider losing focus to a popup panel as actually losing focus
if newView != previousView && !gui.isPopupPanel(newView.Name()) {
if err := gui.onViewFocusLost(previousView, newView); err != nil {
return err
}
previousView = newView
}
return nil
}
}
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func (gui *Gui) onViewFocusLost(oldView *gocui.View, newView *gocui.View) error {
if oldView == nil {
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return nil
}
oldView.Highlight = false
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_ = oldView.SetOriginX(0)
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return nil
}
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func (gui *Gui) TransientContexts() []types.Context {
return slices.Filter(gui.State.Contexts.Flatten(), func(context types.Context) bool {
return context.IsTransient()
})
}
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// changeContext is a helper function for when we want to change a 'main' context
// which currently just means a context that affects both the main and secondary views
// other views can have their context changed directly but this function helps
// keep the main and secondary views in sync
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func (gui *Gui) changeMainViewsContext(c types.Context) {
if gui.State.MainContext == c.GetKey() {
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return
}
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switch c.GetKey() {
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case context.MAIN_NORMAL_CONTEXT_KEY, context.MAIN_PATCH_BUILDING_CONTEXT_KEY, context.MAIN_STAGING_CONTEXT_KEY, context.MAIN_MERGING_CONTEXT_KEY:
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gui.ViewContextMapSet(gui.Views.Main.Name(), c)
gui.ViewContextMapSet(gui.Views.Secondary.Name(), c)
default:
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panic(fmt.Sprintf("unknown context for main: %s", c.GetKey()))
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}
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gui.State.MainContext = c.GetKey()
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}
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func (gui *Gui) viewTabNames(viewName string) []string {
tabContexts := gui.State.ViewTabContextMap[viewName]
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return slices.Map(tabContexts, func(tabContext context.TabContext) string {
return tabContext.Tab
})
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}
func (gui *Gui) setViewTabForContext(c types.Context) {
// search for the context in our map and if we find it, set the tab for the corresponding view
tabContexts, ok := gui.State.ViewTabContextMap[c.GetViewName()]
if !ok {
return
}
for tabIndex, tabContext := range tabContexts {
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if tabContext.Context.GetKey() == c.GetKey() {
// get the view, set the tab
v, err := gui.g.View(c.GetViewName())
if err != nil {
gui.c.Log.Error(err)
return
}
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v.TabIndex = tabIndex
return
}
}
}
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func (gui *Gui) rerenderView(view *gocui.View) error {
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return gui.State.ViewContextMap.Get(view.Name()).HandleRender()
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}
func (gui *Gui) getSideContextSelectedItemId() string {
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currentSideContext := gui.currentSideListContext()
if currentSideContext == nil {
return ""
}
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return currentSideContext.GetSelectedItemId()
}
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func (gui *Gui) isContextVisible(c types.Context) bool {
return gui.State.WindowViewNameMap[c.GetWindowName()] == c.GetViewName() &&
gui.State.ViewContextMap.Get(c.GetViewName()).GetKey() == c.GetKey()
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}
// currently unused
// func (gui *Gui) getCurrentSideView() *gocui.View {
// currentSideContext := gui.currentSideContext()
// if currentSideContext == nil {
// return nil
// }
// view, _ := gui.g.View(currentSideContext.GetViewName())
// return view
// }
// currently unused
// func (gui *Gui) renderContextStack() string {
// result := ""
// for _, context := range gui.State.ContextManager.ContextStack {
// result += context.GetViewName() + "\n"
// }
// return result
// }