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mirror of https://github.com/jesseduffield/lazygit.git synced 2024-12-12 11:15:00 +02:00
lazygit/pkg/gui/gui_common.go
Jesse Duffield a5ee61c117 Properly fix accordion issue
The true issue was that we were focusing the line in the view before it gets resized in the layout function.
This meant if the view was squashed in accordion mode, the view wouldn't know how to set the cursor/origin to
focus the line.

Now we've got a queue of 'after layout' functions i.e. functions to call at the end of the layout function,
right before views are drawn.

The only caveat is that we can't have an infinite buffer so we're arbitrarily capping it at 1000 and dropping
functions if we exceed that limit. But that really should never happen.
2023-07-19 21:16:27 +10:00

180 lines
4.6 KiB
Go

package gui
import (
"github.com/jesseduffield/gocui"
"github.com/jesseduffield/lazygit/pkg/commands"
"github.com/jesseduffield/lazygit/pkg/commands/oscommands"
"github.com/jesseduffield/lazygit/pkg/config"
"github.com/jesseduffield/lazygit/pkg/gui/types"
)
// hacking this by including the gui struct for now until we split more things out
type guiCommon struct {
gui *Gui
types.IPopupHandler
}
var _ types.IGuiCommon = &guiCommon{}
func (self *guiCommon) LogAction(msg string) {
self.gui.LogAction(msg)
}
func (self *guiCommon) LogCommand(cmdStr string, isCommandLine bool) {
self.gui.LogCommand(cmdStr, isCommandLine)
}
func (self *guiCommon) Refresh(opts types.RefreshOptions) error {
return self.gui.helpers.Refresh.Refresh(opts)
}
func (self *guiCommon) PostRefreshUpdate(context types.Context) error {
return self.gui.postRefreshUpdate(context)
}
func (self *guiCommon) RunSubprocessAndRefresh(cmdObj oscommands.ICmdObj) error {
return self.gui.runSubprocessWithSuspenseAndRefresh(cmdObj)
}
func (self *guiCommon) RunSubprocess(cmdObj oscommands.ICmdObj) (bool, error) {
return self.gui.runSubprocessWithSuspense(cmdObj)
}
func (self *guiCommon) PushContext(context types.Context, opts ...types.OnFocusOpts) error {
return self.gui.State.ContextMgr.Push(context, opts...)
}
func (self *guiCommon) PopContext() error {
return self.gui.State.ContextMgr.Pop()
}
func (self *guiCommon) ReplaceContext(context types.Context) error {
return self.gui.State.ContextMgr.Replace(context)
}
func (self *guiCommon) RemoveContexts(contexts []types.Context) error {
return self.gui.State.ContextMgr.RemoveContexts(contexts)
}
func (self *guiCommon) CurrentContext() types.Context {
return self.gui.State.ContextMgr.Current()
}
func (self *guiCommon) CurrentStaticContext() types.Context {
return self.gui.State.ContextMgr.CurrentStatic()
}
func (self *guiCommon) CurrentSideContext() types.Context {
return self.gui.State.ContextMgr.CurrentSide()
}
func (self *guiCommon) IsCurrentContext(c types.Context) bool {
return self.gui.State.ContextMgr.IsCurrent(c)
}
func (self *guiCommon) Context() types.IContextMgr {
return self.gui.State.ContextMgr
}
func (self *guiCommon) ActivateContext(context types.Context) error {
return self.gui.State.ContextMgr.ActivateContext(context, types.OnFocusOpts{})
}
func (self *guiCommon) GetAppState() *config.AppState {
return self.gui.Config.GetAppState()
}
func (self *guiCommon) SaveAppState() error {
return self.gui.Config.SaveAppState()
}
func (self *guiCommon) GetConfig() config.AppConfigurer {
return self.gui.Config
}
func (self *guiCommon) ResetViewOrigin(view *gocui.View) {
self.gui.resetViewOrigin(view)
}
func (self *guiCommon) SetViewContent(view *gocui.View, content string) {
self.gui.setViewContent(view, content)
}
func (self *guiCommon) Render() {
self.gui.render()
}
func (self *guiCommon) Views() types.Views {
return self.gui.Views
}
func (self *guiCommon) Git() *commands.GitCommand {
return self.gui.git
}
func (self *guiCommon) OS() *oscommands.OSCommand {
return self.gui.os
}
func (self *guiCommon) Modes() *types.Modes {
return self.gui.State.Modes
}
func (self *guiCommon) Model() *types.Model {
return self.gui.State.Model
}
func (self *guiCommon) Mutexes() types.Mutexes {
return self.gui.Mutexes
}
func (self *guiCommon) GocuiGui() *gocui.Gui {
return self.gui.g
}
func (self *guiCommon) OnUIThread(f func() error) {
self.gui.onUIThread(f)
}
func (self *guiCommon) OnWorker(f func(gocui.Task)) {
self.gui.onWorker(f)
}
func (self *guiCommon) RenderToMainViews(opts types.RefreshMainOpts) error {
return self.gui.refreshMainViews(opts)
}
func (self *guiCommon) MainViewPairs() types.MainViewPairs {
return types.MainViewPairs{
Normal: self.gui.normalMainContextPair(),
Staging: self.gui.stagingMainContextPair(),
PatchBuilding: self.gui.patchBuildingMainContextPair(),
MergeConflicts: self.gui.mergingMainContextPair(),
}
}
func (self *guiCommon) State() types.IStateAccessor {
return self.gui.stateAccessor
}
func (self *guiCommon) KeybindingsOpts() types.KeybindingsOpts {
return self.gui.keybindingOpts()
}
func (self *guiCommon) IsAnyModeActive() bool {
return self.gui.helpers.Mode.IsAnyModeActive()
}
func (self *guiCommon) GetInitialKeybindingsWithCustomCommands() ([]*types.Binding, []*gocui.ViewMouseBinding) {
return self.gui.GetInitialKeybindingsWithCustomCommands()
}
func (self *guiCommon) AfterLayout(f func() error) {
select {
case self.gui.afterLayoutFuncs <- f:
default:
// hopefully this never happens
self.gui.c.Log.Error("afterLayoutFuncs channel is full, skipping function")
}
}