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

231 lines
6.5 KiB
Rust

use helix_view::{document::Mode, input::KeyEvent};
use std::{borrow::Cow, collections::HashMap};
use crate::{
compositor,
keymap::{KeyTrie, KeymapResult},
ui::{self, PromptEvent},
};
use super::{shell_impl, Context, MappableCommand, TYPABLE_COMMAND_LIST};
#[cfg(feature = "steel")]
mod components;
#[cfg(feature = "steel")]
pub mod scheme;
pub enum PluginSystemKind {
None,
#[cfg(feature = "steel")]
Steel,
}
pub enum PluginSystemTypes {
None(NoEngine),
#[cfg(feature = "steel")]
Steel(scheme::SteelScriptingEngine),
}
// The order in which the plugins will be evaluated against - if we wanted to include, lets say `rhai`,
// we would have to order the precedence for searching for exported commands, or somehow merge them?
const PLUGIN_PRECEDENCE: &[PluginSystemTypes] = &[
#[cfg(feature = "steel")]
PluginSystemTypes::Steel(scheme::SteelScriptingEngine),
PluginSystemTypes::None(NoEngine),
];
pub struct NoEngine;
// This will be the boundary layer between the editor and the engine.
pub struct ScriptingEngine;
macro_rules! manual_dispatch {
($kind:expr, $raw:tt ($($args:expr),* $(,)?) ) => {
match $kind {
PluginSystemTypes::None(n) => n.$raw($($args),*),
#[cfg(feature = "steel")]
PluginSystemTypes::Steel(s) => s.$raw($($args),*),
}
};
}
impl ScriptingEngine {
pub fn initialize() {
for kind in PLUGIN_PRECEDENCE {
manual_dispatch!(kind, initialize())
}
}
pub fn run_initialization_script(cx: &mut Context) {
for kind in PLUGIN_PRECEDENCE {
manual_dispatch!(kind, run_initialization_script(cx))
}
}
pub fn get_keybindings() -> Option<HashMap<Mode, KeyTrie>> {
let mut map = HashMap::new();
for kind in PLUGIN_PRECEDENCE {
if let Some(keybindings) = manual_dispatch!(kind, get_keybindings()) {
map.extend(keybindings);
}
}
if map.is_empty() {
None
} else {
Some(map)
}
}
pub fn handle_keymap_event(
editor: &mut ui::EditorView,
mode: Mode,
cxt: &mut Context,
event: KeyEvent,
) -> Option<KeymapResult> {
for kind in PLUGIN_PRECEDENCE {
let res = manual_dispatch!(kind, handle_keymap_event(editor, mode, cxt, event));
if res.is_some() {
return res;
}
}
None
}
pub fn call_function_if_global_exists(
cx: &mut Context,
name: &str,
args: Vec<Cow<str>>,
) -> bool {
for kind in PLUGIN_PRECEDENCE {
if manual_dispatch!(kind, call_function_if_global_exists(cx, name, &args)) {
return true;
}
}
false
}
pub fn call_typed_command_if_global_exists<'a>(
cx: &mut compositor::Context,
input: &'a str,
parts: &'a [&'a str],
event: PromptEvent,
) -> bool {
for kind in PLUGIN_PRECEDENCE {
if manual_dispatch!(
kind,
call_typed_command_if_global_exists(cx, input, parts, event)
) {
return true;
}
}
false
}
pub fn get_doc_for_identifier(ident: &str) -> Option<String> {
for kind in PLUGIN_PRECEDENCE {
let doc = manual_dispatch!(kind, get_doc_for_identifier(ident));
if doc.is_some() {
return doc;
}
}
None
}
pub fn fuzzy_match<'a>(
fuzzy_matcher: &'a fuzzy_matcher::skim::SkimMatcherV2,
input: &'a str,
) -> Vec<(String, i64)> {
PLUGIN_PRECEDENCE
.iter()
.flat_map(|kind| manual_dispatch!(kind, fuzzy_match(fuzzy_matcher, input)))
.collect()
}
}
impl PluginSystem for NoEngine {
fn engine_name(&self) -> PluginSystemKind {
PluginSystemKind::None
}
}
/// These methods are the main entry point for interaction with the rest of
/// the editor system.
pub trait PluginSystem {
/// If any initialization needs to happen prior to the initialization script being run,
/// this is done here. This is run before the context is available.
fn initialize(&self) {}
fn engine_name(&self) -> PluginSystemKind;
/// Post initialization, once the context is available. This means you should be able to
/// run anything here that could modify the context before the main editor is available.
fn run_initialization_script(&self, _cx: &mut Context) {}
/// Fetch the keybindings so that these can be loaded in to the keybinding map. These are
/// keybindings that overwrite the default ones.
fn get_keybindings(&self) -> Option<HashMap<Mode, KeyTrie>> {
None
}
/// Allow the engine to directly handle a keymap event. This is some of the tightest integration
/// with the engine, directly intercepting any keymap events. By default, this just delegates to the
/// editors default keybindings.
fn handle_keymap_event(
&self,
_editor: &mut ui::EditorView,
_mode: Mode,
_cxt: &mut Context,
_event: KeyEvent,
) -> Option<KeymapResult> {
None
}
/// This attempts to call a function in the engine with the name `name` using the args `args`. The context
/// is available here. Returns a bool indicating whether the function exists or not.
fn call_function_if_global_exists(
&self,
_cx: &mut Context,
_name: &str,
_args: &[Cow<str>],
) -> bool {
false
}
/// This is explicitly for calling a function via the typed command interface, e.g. `:vsplit`. The context here
/// that is available is more limited than the context available in `call_function_if_global_exists`. This also
/// gives the ability to handle in progress commands with `PromptEvent`.
fn call_typed_command_if_global_exists<'a>(
&self,
_cx: &mut compositor::Context,
_input: &'a str,
_parts: &'a [&'a str],
_event: PromptEvent,
) -> bool {
false
}
/// Given an identifier, extract the documentation from the engine.
fn get_doc_for_identifier(&self, _ident: &str) -> Option<String> {
None
}
/// Fuzzy match the input against the fuzzy matcher, used for handling completions on typed commands
fn fuzzy_match<'a>(
&self,
_fuzzy_matcher: &'a fuzzy_matcher::skim::SkimMatcherV2,
_input: &'a str,
) -> Vec<(String, i64)> {
Vec::new()
}
}