helix/helix-term/src/commands/engine.rs

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use helix_view::{document::Mode, input::KeyEvent};
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use std::borrow::Cow;
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use crate::{
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compositor,
keymap::KeymapResult,
ui::{self, PromptEvent},
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};
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use super::{indent, shell_impl, Context, MappableCommand, TYPABLE_COMMAND_LIST};
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#[cfg(feature = "steel")]
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mod components;
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// TODO: Change this visibility to pub(crate) probably, and adjust the status line message to not refer to the one
// in the scheme module directly. Probably create some kind of object here to refer to instead
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#[cfg(feature = "steel")]
pub mod scheme;
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// For now, we will allow _one_ embedded scripting engine to live inside of helix.
// In theory, we could allow multiple, with some kind of hierarchy where we check
// each one, with some kind of precedence.
struct PluginEngine<T: PluginSystem>(T);
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// This is where we can configure our system to use the correct one
#[cfg(feature = "steel")]
static PLUGIN_SYSTEM: PluginEngine<scheme::SteelScriptingEngine> =
PluginEngine(scheme::SteelScriptingEngine);
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#[cfg(not(feature = "steel"))]
static PLUGIN_SYSTEM: PluginEngine<NoEngine> = PluginEngine(NoEngine);
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enum PluginSystemTypes {
None,
Steel,
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}
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// The order in which the plugins will be evaluated against - if we wanted to include, lets say `rhai`,
// we would have to
static PLUGIN_PRECEDENCE: &[PluginSystemTypes] = &[PluginSystemTypes::Steel];
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pub struct NoEngine;
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// This will be the boundary layer between the editor and the engine.
pub struct ScriptingEngine;
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impl ScriptingEngine {
pub fn initialize() {
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PLUGIN_SYSTEM.0.initialize();
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}
pub fn run_initialization_script(cx: &mut Context) {
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PLUGIN_SYSTEM.0.run_initialization_script(cx);
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}
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pub fn handle_keymap_event(
editor: &mut ui::EditorView,
mode: Mode,
cxt: &mut Context,
event: KeyEvent,
) -> KeymapResult {
PLUGIN_SYSTEM
.0
.handle_keymap_event(editor, mode, cxt, event)
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}
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pub fn call_function_if_global_exists(
cx: &mut Context,
name: &str,
args: Vec<Cow<str>>,
) -> bool {
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PLUGIN_SYSTEM
.0
.call_function_if_global_exists(cx, name, args)
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}
pub fn call_typed_command_if_global_exists<'a>(
cx: &mut compositor::Context,
input: &'a str,
parts: &'a [&'a str],
event: PromptEvent,
) -> bool {
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PLUGIN_SYSTEM
.0
.call_typed_command_if_global_exists(cx, input, parts, event)
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}
pub fn get_doc_for_identifier(ident: &str) -> Option<String> {
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PLUGIN_SYSTEM.0.get_doc_for_identifier(ident)
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}
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pub fn fuzzy_match<'a>(
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fuzzy_matcher: &'a fuzzy_matcher::skim::SkimMatcherV2,
input: &'a str,
) -> Vec<(String, i64)> {
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PLUGIN_SYSTEM.0.fuzzy_match(fuzzy_matcher, input)
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}
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pub fn is_exported(ident: &str) -> bool {
PLUGIN_SYSTEM.0.is_exported(ident)
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}
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pub fn engine_get_doc(ident: &str) -> Option<String> {
PLUGIN_SYSTEM.0.engine_get_doc(ident)
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}
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}
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impl PluginSystem for NoEngine {}
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/// These methods are the main entry point for interaction with the rest of
/// the editor system.
pub trait PluginSystem {
fn initialize(&self) {}
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fn run_initialization_script(&self, cx: &mut Context) {}
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fn handle_keymap_event(
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&self,
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editor: &mut ui::EditorView,
mode: Mode,
cxt: &mut Context,
event: KeyEvent,
) -> KeymapResult {
editor.keymaps.get(mode, event)
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}
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fn call_function_if_global_exists(
&self,
cx: &mut Context,
name: &str,
args: Vec<Cow<str>>,
) -> bool {
false
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}
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fn call_typed_command_if_global_exists<'a>(
&self,
cx: &mut compositor::Context,
input: &'a str,
parts: &'a [&'a str],
event: PromptEvent,
) -> bool {
false
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}
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fn get_doc_for_identifier(&self, ident: &str) -> Option<String> {
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None
}
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fn fuzzy_match<'a>(
&self,
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fuzzy_matcher: &'a fuzzy_matcher::skim::SkimMatcherV2,
input: &'a str,
) -> Vec<(String, i64)> {
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Vec::new()
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}
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fn is_exported(&self, ident: &str) -> bool {
false
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}
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fn engine_get_doc(&self, ident: &str) -> Option<String> {
None
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}
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}