swarm-0.6.0.0: src/swarm-tui/Swarm/TUI/Controller.hs
{-# LANGUAGE OverloadedStrings #-}
{-# LANGUAGE RecordWildCards #-}
-- |
-- SPDX-License-Identifier: BSD-3-Clause
--
-- Event handlers for the TUI.
module Swarm.TUI.Controller (
-- * Event handling
handleEvent,
quitGame,
-- ** Handling 'Swarm.TUI.Model.Frame' events
runFrameUI,
ticksPerFrameCap,
runGameTickUI,
-- ** REPL panel
runBaseWebCode,
handleREPLEvent,
validateREPLForm,
adjReplHistIndex,
TimeDir (..),
-- ** Info panel
handleInfoPanelEvent,
) where
-- See Note [liftA2 re-export from Prelude]
import Prelude hiding (Applicative (..))
import Brick hiding (Direction, Location)
import Brick.Focus
import Brick.Keybindings qualified as B
import Brick.Widgets.Dialog
import Brick.Widgets.Edit (Editor, applyEdit, handleEditorEvent)
import Brick.Widgets.List (handleListEvent)
import Brick.Widgets.List qualified as BL
import Control.Applicative (pure)
import Control.Category ((>>>))
import Control.Lens as Lens
import Control.Monad (unless, void, when)
import Control.Monad.Extra (whenJust)
import Control.Monad.IO.Class (MonadIO (liftIO))
import Control.Monad.State (MonadState, execState)
import Data.List.NonEmpty (NonEmpty (..))
import Data.List.NonEmpty qualified as NE
import Data.Map qualified as M
import Data.Maybe (fromMaybe, isJust, mapMaybe)
import Data.Set (Set)
import Data.Set qualified as S
import Data.Text (Text)
import Data.Text qualified as T
import Data.Text.IO qualified as T
import Data.Text.Zipper qualified as TZ
import Data.Text.Zipper.Generic.Words qualified as TZ
import Data.Vector qualified as V
import Graphics.Vty qualified as V
import Swarm.Game.Achievement.Definitions
import Swarm.Game.CESK (CESK (Out), Frame (FApp, FExec, FSuspend))
import Swarm.Game.Entity hiding (empty)
import Swarm.Game.Land
import Swarm.Game.ResourceLoading (getSwarmHistoryPath)
import Swarm.Game.Robot.Concrete
import Swarm.Game.ScenarioInfo
import Swarm.Game.State
import Swarm.Game.State.Landscape
import Swarm.Game.State.Robot
import Swarm.Game.State.Runtime
import Swarm.Game.State.Substate
import Swarm.Language.Capability (
Capability (CGod),
constCaps,
)
import Swarm.Language.Context
import Swarm.Language.Key (KeyCombo, mkKeyCombo)
import Swarm.Language.Parser (readTerm')
import Swarm.Language.Parser.Core (defaultParserConfig)
import Swarm.Language.Parser.Lex (reservedWords)
import Swarm.Language.Parser.Util (showErrorPos)
import Swarm.Language.Pipeline (processParsedTerm', processTerm')
import Swarm.Language.Syntax hiding (Key)
import Swarm.Language.Typecheck (
ContextualTypeErr (..),
)
import Swarm.Language.Value (Value (VKey), envTypes)
import Swarm.Log
import Swarm.TUI.Controller.EventHandlers
import Swarm.TUI.Controller.SaveScenario (saveScenarioInfoOnQuit)
import Swarm.TUI.Controller.Util
import Swarm.TUI.Editor.Controller qualified as EC
import Swarm.TUI.Editor.Model
import Swarm.TUI.Launch.Controller
import Swarm.TUI.Launch.Model
import Swarm.TUI.Launch.Prep (prepareLaunchDialog)
import Swarm.TUI.List
import Swarm.TUI.Model
import Swarm.TUI.Model.Goal
import Swarm.TUI.Model.Name
import Swarm.TUI.Model.Popup (progressPopups)
import Swarm.TUI.Model.Repl
import Swarm.TUI.Model.StateUpdate
import Swarm.TUI.Model.Structure
import Swarm.TUI.Model.UI
import Swarm.Util hiding (both, (<<.=))
import Swarm.Version (NewReleaseFailure (..))
-- ~~~~ Note [liftA2 re-export from Prelude]
--
-- As of base-4.18 (GHC 9.6), liftA2 is re-exported from Prelude. See
-- https://github.com/haskell/core-libraries-committee/issues/50 . In
-- order to compile warning-free on both GHC 9.6 and older versions,
-- we hide the import of Applicative functions from Prelude and import
-- explicitly from Control.Applicative. In theory, if at some point
-- in the distant future we end up dropping support for GHC < 9.6 then
-- we could get rid of both explicit imports and just get liftA2 and
-- pure implicitly from Prelude.
-- | The top-level event handler for the TUI.
handleEvent :: BrickEvent Name AppEvent -> EventM Name AppState ()
handleEvent = \case
-- the query for upstream version could finish at any time, so we have to handle it here
AppEvent (UpstreamVersion ev) -> do
let logReleaseEvent l sev e = runtimeState . eventLog %= logEvent l sev "Release" (T.pack $ show e)
case ev of
Left e ->
let sev = case e of
FailedReleaseQuery {} -> Error
OnDevelopmentBranch {} -> Info
_ -> Warning
in logReleaseEvent SystemLog sev e
Right _ -> pure ()
runtimeState . upstreamRelease .= ev
e -> do
-- Handle popup display at the very top level, so it is
-- unaffected by any other state, e.g. even when starting or
-- quitting a game, moving around the menu, the popup
-- display will continue as normal.
upd <- case e of
AppEvent Frame -> Brick.zoom (uiState . uiPopups) progressPopups
_ -> pure False
s <- get
if s ^. uiState . uiPlaying
then handleMainEvent upd e
else do
e & case s ^. uiState . uiMenu of
-- If we reach the NoMenu case when uiPlaying is False, just
-- quit the app. We should actually never reach this code (the
-- quitGame function would have already halted the app).
NoMenu -> const halt
MainMenu l -> handleMainMenuEvent l
NewGameMenu l ->
if s ^. uiState . uiLaunchConfig . controls . fileBrowser . fbIsDisplayed
then handleFBEvent
else case s ^. uiState . uiLaunchConfig . controls . isDisplayedFor of
Nothing -> handleNewGameMenuEvent l
Just siPair -> handleLaunchOptionsEvent siPair
MessagesMenu -> handleMainMessagesEvent
AchievementsMenu l -> handleMainAchievementsEvent l
AboutMenu -> pressAnyKey (MainMenu (mainMenu About))
-- | The event handler for the main menu.
--
-- TODO: #2010 Finish porting Controller to KeyEventHandlers
handleMainMenuEvent ::
BL.List Name MainMenuEntry -> BrickEvent Name AppEvent -> EventM Name AppState ()
handleMainMenuEvent menu = \case
Key V.KEnter ->
case snd <$> BL.listSelectedElement menu of
Nothing -> pure ()
Just x0 -> case x0 of
NewGame -> do
cheat <- use $ uiState . uiCheatMode
ss <- use $ runtimeState . scenarios
uiState . uiMenu .= NewGameMenu (pure $ mkScenarioList cheat ss)
Tutorial -> do
-- Set up the menu stack as if the user had chosen "New Game > Tutorials"
cheat <- use $ uiState . uiCheatMode
ss <- use $ runtimeState . scenarios
let tutorialCollection = getTutorials ss
topMenu =
BL.listFindBy
((== tutorialsDirname) . T.unpack . scenarioItemName)
(mkScenarioList cheat ss)
tutorialMenu = mkScenarioList cheat tutorialCollection
menuStack = tutorialMenu :| pure topMenu
uiState . uiMenu .= NewGameMenu menuStack
-- Extract the first tutorial challenge and run it
let firstTutorial = case scOrder tutorialCollection of
Just (t : _) -> case M.lookup t (scMap tutorialCollection) of
Just (SISingle siPair) -> siPair
_ -> error "No first tutorial found!"
_ -> error "No first tutorial found!"
startGame firstTutorial Nothing
Achievements -> uiState . uiMenu .= AchievementsMenu (BL.list AchievementList (V.fromList listAchievements) 1)
Messages -> do
runtimeState . eventLog . notificationsCount .= 0
uiState . uiMenu .= MessagesMenu
About -> do
uiState . uiMenu .= AboutMenu
attainAchievement $ GlobalAchievement LookedAtAboutScreen
Quit -> halt
CharKey 'q' -> halt
ControlChar 'q' -> halt
VtyEvent ev -> do
menu' <- nestEventM' menu (handleListEvent ev)
uiState . uiMenu .= MainMenu menu'
_ -> pure ()
-- | If we are in a New Game menu, advance the menu to the next item in order.
--
-- NOTE: be careful to maintain the invariant that the currently selected
-- menu item is always the same as the currently played scenario! `quitGame`
-- is the only place this function should be called.
advanceMenu :: Menu -> Menu
advanceMenu = _NewGameMenu . ix 0 %~ BL.listMoveDown
handleMainAchievementsEvent ::
BL.List Name CategorizedAchievement ->
BrickEvent Name AppEvent ->
EventM Name AppState ()
handleMainAchievementsEvent l e = case e of
Key V.KEsc -> returnToMainMenu
CharKey 'q' -> returnToMainMenu
ControlChar 'q' -> returnToMainMenu
VtyEvent ev -> do
l' <- nestEventM' l (handleListEvent ev)
uiState . uiMenu .= AchievementsMenu l'
_ -> pure ()
where
returnToMainMenu = uiState . uiMenu .= MainMenu (mainMenu Messages)
handleMainMessagesEvent :: BrickEvent Name AppEvent -> EventM Name AppState ()
handleMainMessagesEvent = \case
Key V.KEsc -> returnToMainMenu
CharKey 'q' -> returnToMainMenu
ControlChar 'q' -> returnToMainMenu
_ -> pure ()
where
returnToMainMenu = uiState . uiMenu .= MainMenu (mainMenu Messages)
-- TODO: #2010 Finish porting Controller to KeyEventHandlers
handleNewGameMenuEvent ::
NonEmpty (BL.List Name ScenarioItem) ->
BrickEvent Name AppEvent ->
EventM Name AppState ()
handleNewGameMenuEvent scenarioStack@(curMenu :| rest) = \case
Key V.KEnter ->
case snd <$> BL.listSelectedElement curMenu of
Nothing -> pure ()
Just (SISingle siPair) -> invalidateCache >> startGame siPair Nothing
Just (SICollection _ c) -> do
cheat <- use $ uiState . uiCheatMode
uiState . uiMenu .= NewGameMenu (NE.cons (mkScenarioList cheat c) scenarioStack)
CharKey 'o' -> showLaunchDialog
CharKey 'O' -> showLaunchDialog
Key V.KEsc -> exitNewGameMenu scenarioStack
CharKey 'q' -> exitNewGameMenu scenarioStack
ControlChar 'q' -> halt
VtyEvent ev -> do
menu' <- nestEventM' curMenu (handleListEvent ev)
uiState . uiMenu .= NewGameMenu (menu' :| rest)
_ -> pure ()
where
showLaunchDialog = case snd <$> BL.listSelectedElement curMenu of
Just (SISingle siPair) -> Brick.zoom (uiState . uiLaunchConfig) $ prepareLaunchDialog siPair
_ -> pure ()
exitNewGameMenu :: NonEmpty (BL.List Name ScenarioItem) -> EventM Name AppState ()
exitNewGameMenu stk = do
uiState
. uiMenu
.= case snd (NE.uncons stk) of
Nothing -> MainMenu (mainMenu NewGame)
Just stk' -> NewGameMenu stk'
pressAnyKey :: Menu -> BrickEvent Name AppEvent -> EventM Name AppState ()
pressAnyKey m (VtyEvent (V.EvKey _ _)) = uiState . uiMenu .= m
pressAnyKey _ _ = pure ()
-- | The top-level event handler while we are running the game itself.
handleMainEvent :: Bool -> BrickEvent Name AppEvent -> EventM Name AppState ()
handleMainEvent forceRedraw ev = do
s <- get
let keyHandler = s ^. keyEventHandling . keyDispatchers . to mainGameDispatcher
case ev of
AppEvent ae -> case ae of
Frame
-- If the game is paused, don't run any game ticks, but do redraw the screen
-- if a redraw is forced.
| s ^. gameState . temporal . paused -> unless forceRedraw continueWithoutRedraw
| otherwise -> runFrameUI forceRedraw
Web (RunWebCode c) -> runBaseWebCode c
_ -> continueWithoutRedraw
VtyEvent (V.EvResize _ _) -> invalidateCache
EscapeKey | Just m <- s ^. uiState . uiGameplay . uiModal -> closeModal m
-- Pass to key handler (allows users to configure bindings)
-- See Note [how Swarm event handlers work]
VtyEvent (V.EvKey k m)
| isJust (B.lookupVtyEvent k m keyHandler) -> void $ B.handleKey keyHandler k m
-- pass keys on to modal event handler if a modal is open
VtyEvent vev
| isJust (s ^. uiState . uiGameplay . uiModal) -> handleModalEvent vev
MouseDown (TerrainListItem pos) V.BLeft _ _ ->
uiState . uiGameplay . uiWorldEditor . terrainList %= BL.listMoveTo pos
MouseDown (EntityPaintListItem pos) V.BLeft _ _ ->
uiState . uiGameplay . uiWorldEditor . entityPaintList %= BL.listMoveTo pos
MouseDown WorldPositionIndicator _ _ _ -> uiState . uiGameplay . uiWorldCursor .= Nothing
MouseDown (FocusablePanel WorldPanel) V.BMiddle _ mouseLoc ->
-- Eye Dropper tool
EC.handleMiddleClick mouseLoc
MouseDown (FocusablePanel WorldPanel) V.BRight _ mouseLoc ->
-- Eraser tool
EC.handleRightClick mouseLoc
MouseDown (FocusablePanel WorldPanel) V.BLeft [V.MCtrl] mouseLoc ->
-- Paint with the World Editor
EC.handleCtrlLeftClick mouseLoc
MouseDown n _ _ mouseLoc ->
case n of
FocusablePanel WorldPanel -> do
mouseCoordsM <- Brick.zoom gameState $ mouseLocToWorldCoords mouseLoc
shouldUpdateCursor <- EC.updateAreaBounds mouseCoordsM
when shouldUpdateCursor $
uiState . uiGameplay . uiWorldCursor .= mouseCoordsM
REPLInput -> handleREPLEvent ev
_ -> continueWithoutRedraw
MouseUp n _ _mouseLoc -> do
case n of
InventoryListItem pos -> uiState . uiGameplay . uiInventory . uiInventoryList . traverse . _2 %= BL.listMoveTo pos
x@(WorldEditorPanelControl y) -> do
uiState . uiGameplay . uiWorldEditor . editorFocusRing %= focusSetCurrent x
EC.activateWorldEditorFunction y
_ -> return ()
flip whenJust setFocus $ case n of
-- Adapt click event origin to the right panel. For the world
-- view, we just use 'Brick.Widgets.Core.clickable'. However,
-- the other panels all have a viewport, requiring us to
-- explicitly set their focus here.
InventoryList -> Just RobotPanel
InventoryListItem _ -> Just RobotPanel
InfoViewport -> Just InfoPanel
REPLViewport -> Just REPLPanel
REPLInput -> Just REPLPanel
WorldEditorPanelControl _ -> Just WorldEditorPanel
_ -> Nothing
case n of
FocusablePanel x -> setFocus x
_ -> return ()
-- dispatch any other events to the focused panel handler
_ev -> do
fring <- use $ uiState . uiGameplay . uiFocusRing
case focusGetCurrent fring of
Just (FocusablePanel x) -> case x of
REPLPanel -> handleREPLEvent ev
-- Pass to key handler (allows users to configure bindings)
-- See Note [how Swarm event handlers work]
WorldPanel | VtyEvent (V.EvKey k m) <- ev -> do
wh <- use $ keyEventHandling . keyDispatchers . to worldDispatcher
void $ B.handleKey wh k m
WorldPanel | otherwise -> continueWithoutRedraw
WorldEditorPanel -> EC.handleWorldEditorPanelEvent ev
RobotPanel -> handleRobotPanelEvent ev
InfoPanel -> handleInfoPanelEvent infoScroll ev
_ -> continueWithoutRedraw
closeModal :: Modal -> EventM Name AppState ()
closeModal m = do
safeAutoUnpause
uiState . uiGameplay . uiModal .= Nothing
-- message modal is not autopaused, so update notifications when leaving it
when ((m ^. modalType) == MessagesModal) $ do
t <- use $ gameState . temporal . ticks
gameState . messageInfo . lastSeenMessageTime .= t
-- TODO: #2010 Finish porting Controller to KeyEventHandlers
handleModalEvent :: V.Event -> EventM Name AppState ()
handleModalEvent = \case
V.EvKey V.KEnter [] -> do
mdialog <- preuse $ uiState . uiGameplay . uiModal . _Just . modalDialog
toggleModal QuitModal
case dialogSelection =<< mdialog of
Just (Button QuitButton, _) -> quitGame
Just (Button KeepPlayingButton, _) -> toggleModal KeepPlayingModal
Just (Button StartOverButton, StartOver currentSeed siPair) -> do
invalidateCache
restartGame currentSeed siPair
Just (Button NextButton, Next siPair) -> do
quitGame
invalidateCache
startGame siPair Nothing
_ -> return ()
ev -> do
Brick.zoom (uiState . uiGameplay . uiModal . _Just . modalDialog) (handleDialogEvent ev)
modal <- preuse $ uiState . uiGameplay . uiModal . _Just . modalType
case modal of
Just TerrainPaletteModal ->
refreshList $ uiState . uiGameplay . uiWorldEditor . terrainList
Just EntityPaletteModal -> do
refreshList $ uiState . uiGameplay . uiWorldEditor . entityPaintList
Just GoalModal -> case ev of
V.EvKey (V.KChar '\t') [] -> uiState . uiGameplay . uiGoal . focus %= focusNext
_ -> do
focused <- use $ uiState . uiGameplay . uiGoal . focus
case focusGetCurrent focused of
Just (GoalWidgets w) -> case w of
ObjectivesList -> do
lw <- use $ uiState . uiGameplay . uiGoal . listWidget
newList <- refreshGoalList lw
uiState . uiGameplay . uiGoal . listWidget .= newList
GoalSummary -> handleInfoPanelEvent modalScroll (VtyEvent ev)
_ -> handleInfoPanelEvent modalScroll (VtyEvent ev)
Just StructuresModal -> case ev of
V.EvKey (V.KChar '\t') [] -> uiState . uiGameplay . uiStructure . structurePanelFocus %= focusNext
_ -> do
focused <- use $ uiState . uiGameplay . uiStructure . structurePanelFocus
case focusGetCurrent focused of
Just (StructureWidgets w) -> case w of
StructuresList ->
refreshList $ uiState . uiGameplay . uiStructure . structurePanelListWidget
StructureSummary -> handleInfoPanelEvent modalScroll (VtyEvent ev)
_ -> handleInfoPanelEvent modalScroll (VtyEvent ev)
_ -> handleInfoPanelEvent modalScroll (VtyEvent ev)
where
refreshGoalList lw = nestEventM' lw $ handleListEventWithSeparators ev shouldSkipSelection
refreshList z = Brick.zoom z $ BL.handleListEvent ev
-- | Quit a game.
--
-- * writes out the updated REPL history to a @.swarm_history@ file
-- * saves current scenario status (InProgress/Completed)
-- * advances the menu to the next scenario IF the current one was won
-- * returns to the previous menu
quitGame :: EventM Name AppState ()
quitGame = do
-- Write out REPL history.
history <- use $ uiState . uiGameplay . uiREPL . replHistory
let hist = mapMaybe getREPLSubmitted $ getLatestREPLHistoryItems maxBound history
liftIO $ (`T.appendFile` T.unlines hist) =<< getSwarmHistoryPath True
-- Save scenario status info.
saveScenarioInfoOnQuit
-- Automatically advance the menu to the next scenario iff the
-- player has won the current one.
wc <- use $ gameState . winCondition
case wc of
WinConditions (Won _ _) _ -> uiState . uiMenu %= advanceMenu
_ -> return ()
-- Either quit the entire app (if the scenario was chosen directly
-- from the command line) or return to the menu (if the scenario was
-- chosen from the menu).
menu <- use $ uiState . uiMenu
case menu of
NoMenu -> halt
_ -> uiState . uiPlaying .= False
------------------------------------------------------------
-- REPL events
------------------------------------------------------------
-- | Handle a user input event for the REPL.
handleREPLEvent :: BrickEvent Name AppEvent -> EventM Name AppState ()
handleREPLEvent x = do
s <- get
let controlMode = s ^. uiState . uiGameplay . uiREPL . replControlMode
let keyHandler = s ^. keyEventHandling . keyDispatchers . to replDispatcher
case x of
-- Pass to key handler (allows users to configure bindings)
-- See Note [how Swarm event handlers work]
VtyEvent (V.EvKey k m)
| isJust (B.lookupVtyEvent k m keyHandler) ->
void $ B.handleKey keyHandler k m
-- Handle other events in a way appropriate to the current REPL
-- control mode.
_ -> case controlMode of
Typing -> handleREPLEventTyping x
Piloting -> handleREPLEventPiloting x
Handling -> case x of
-- Handle keypresses using the custom installed handler
VtyEvent (V.EvKey k mods) -> runInputHandler (mkKeyCombo mods k)
-- Handle all other events normally
_ -> handleREPLEventTyping x
-- | Run the installed input handler on a key combo entered by the user.
runInputHandler :: KeyCombo -> EventM Name AppState ()
runInputHandler kc = do
mhandler <- use $ gameState . gameControls . inputHandler
case mhandler of
-- Shouldn't be possible to get here if there is no input handler, but
-- if we do somehow, just do nothing.
Nothing -> return ()
Just (_, handler) -> do
-- Make sure the base is currently idle; if so, apply the
-- installed input handler function to a `key` value
-- representing the typed input.
working <- use $ gameState . gameControls . replWorking
unless working $ do
s <- get
let env = s ^. gameState . baseEnv
store = s ^. gameState . baseStore
handlerCESK = Out (VKey kc) store [FApp handler, FExec, FSuspend env]
gameState . baseRobot . machine .= handlerCESK
gameState %= execState (zoomRobots $ activateRobot 0)
-- | Handle a user "piloting" input event for the REPL.
--
-- TODO: #2010 Finish porting Controller to KeyEventHandlers
handleREPLEventPiloting :: BrickEvent Name AppEvent -> EventM Name AppState ()
handleREPLEventPiloting x = case x of
Key V.KUp -> inputCmd "move"
Key V.KDown -> inputCmd "turn back"
Key V.KLeft -> inputCmd "turn left"
Key V.KRight -> inputCmd "turn right"
ShiftKey V.KUp -> inputCmd "turn north"
ShiftKey V.KDown -> inputCmd "turn south"
ShiftKey V.KLeft -> inputCmd "turn west"
ShiftKey V.KRight -> inputCmd "turn east"
Key V.KDel -> inputCmd "selfdestruct"
CharKey 'g' -> inputCmd "grab"
CharKey 'h' -> inputCmd "harvest"
CharKey 'd' -> inputCmd "drill forward"
CharKey 'x' -> inputCmd "drill down"
CharKey 's' -> inputCmd "scan forward"
CharKey 'b' -> inputCmd "blocked"
CharKey 'u' -> inputCmd "upload base"
CharKey 'p' -> inputCmd "push"
_ -> inputCmd "noop"
where
inputCmd cmdText = do
uiState . uiGameplay . uiREPL %= setCmd (cmdText <> ";")
modify validateREPLForm
handleREPLEventTyping $ Key V.KEnter
setCmd nt theRepl =
theRepl
& replPromptText .~ nt
& replPromptType .~ CmdPrompt []
runBaseWebCode :: (MonadState AppState m) => T.Text -> m ()
runBaseWebCode uinput = do
s <- get
unless (s ^. gameState . gameControls . replWorking) $
runBaseCode uinput
runBaseCode :: (MonadState AppState m) => T.Text -> m ()
runBaseCode uinput = do
addREPLHistItem (mkREPLSubmission uinput)
resetREPL "" (CmdPrompt [])
env <- use $ gameState . baseEnv
case processTerm' env uinput of
Right mt -> do
uiState . uiGameplay . uiREPL . replHistory . replHasExecutedManualInput .= True
runBaseTerm mt
Left err -> do
addREPLHistItem (mkREPLError err)
-- | Handle a user input event for the REPL.
--
-- TODO: #2010 Finish porting Controller to KeyEventHandlers
handleREPLEventTyping :: BrickEvent Name AppEvent -> EventM Name AppState ()
handleREPLEventTyping = \case
-- Scroll the REPL on PageUp or PageDown
Key V.KPageUp -> vScrollPage replScroll Brick.Up
Key V.KPageDown -> vScrollPage replScroll Brick.Down
k -> do
-- On any other key event, jump to the bottom of the REPL then handle the event
vScrollToEnd replScroll
case k of
Key V.KEnter -> do
s <- get
let theRepl = s ^. uiState . uiGameplay . uiREPL
uinput = theRepl ^. replPromptText
if not $ s ^. gameState . gameControls . replWorking
then case theRepl ^. replPromptType of
CmdPrompt _ -> do
runBaseCode uinput
invalidateCacheEntry REPLHistoryCache
SearchPrompt hist ->
case lastEntry uinput hist of
Nothing -> resetREPL "" (CmdPrompt [])
Just found
| T.null uinput -> resetREPL "" (CmdPrompt [])
| otherwise -> do
resetREPL found (CmdPrompt [])
modify validateREPLForm
else continueWithoutRedraw
Key V.KUp -> modify $ adjReplHistIndex Older
Key V.KDown -> do
repl <- use $ uiState . uiGameplay . uiREPL
let hist = repl ^. replHistory
uinput = repl ^. replPromptText
case repl ^. replPromptType of
CmdPrompt {}
| hist ^. replIndex == replLength hist && not (T.null uinput) ->
-- Special case for hitting "Down" arrow while entering a new non-empty input:
-- save the input in the history and make the REPL blank.
do
addREPLHistItem (mkREPLSaved uinput)
resetREPL "" (CmdPrompt [])
modify validateREPLForm
-- Otherwise, just move around in the history as normal.
_ -> modify $ adjReplHistIndex Newer
ControlChar 'r' -> do
s <- get
let uinput = s ^. uiState . uiGameplay . uiREPL . replPromptText
case s ^. uiState . uiGameplay . uiREPL . replPromptType of
CmdPrompt _ -> uiState . uiGameplay . uiREPL . replPromptType .= SearchPrompt (s ^. uiState . uiGameplay . uiREPL . replHistory)
SearchPrompt rh -> case lastEntry uinput rh of
Nothing -> pure ()
Just found -> uiState . uiGameplay . uiREPL . replPromptType .= SearchPrompt (removeEntry found rh)
CharKey '\t' -> do
s <- get
let names = s ^.. gameState . baseEnv . envTypes . to assocs . traverse . _1
uiState . uiGameplay . uiREPL %= tabComplete (CompletionContext (s ^. gameState . creativeMode)) names (s ^. gameState . landscape . terrainAndEntities . entityMap)
modify validateREPLForm
EscapeKey -> do
formSt <- use $ uiState . uiGameplay . uiREPL . replPromptType
case formSt of
CmdPrompt {} -> continueWithoutRedraw
SearchPrompt _ -> resetREPL "" (CmdPrompt [])
ControlChar 'd' -> do
text <- use $ uiState . uiGameplay . uiREPL . replPromptText
if text == T.empty
then toggleModal QuitModal
else continueWithoutRedraw
MetaKey V.KBS ->
uiState . uiGameplay . uiREPL . replPromptEditor %= applyEdit TZ.deletePrevWord
-- finally if none match pass the event to the editor
ev -> do
Brick.zoom (uiState . uiGameplay . uiREPL . replPromptEditor) $ case ev of
CharKey c | c `elem` ("([{" :: String) -> insertMatchingPair c
_ -> handleEditorEvent ev
uiState . uiGameplay . uiREPL . replPromptType %= \case
CmdPrompt _ -> CmdPrompt [] -- reset completions on any event passed to editor
SearchPrompt a -> SearchPrompt a
modify validateREPLForm
insertMatchingPair :: Char -> EventM Name (Editor Text Name) ()
insertMatchingPair c = modify . applyEdit $ TZ.insertChar c >>> TZ.insertChar (close c) >>> TZ.moveLeft
where
close = \case
'(' -> ')'
'[' -> ']'
'{' -> '}'
_ -> c
data CompletionType
= FunctionName
| EntityName
deriving (Eq)
newtype CompletionContext = CompletionContext {ctxCreativeMode :: Bool}
deriving (Eq)
-- | Reserved words corresponding to commands that can only be used in
-- creative mode. We only autocomplete to these when in creative mode.
creativeWords :: Set Text
creativeWords =
S.fromList
. map (syntax . constInfo)
. filter (\w -> constCaps w == Just CGod)
$ allConst
-- | Try to complete the last word in a partially-entered REPL prompt using
-- reserved words and names in scope (in the case of function names) or
-- entity names (in the case of string literals).
tabComplete :: CompletionContext -> [Var] -> EntityMap -> REPLState -> REPLState
tabComplete CompletionContext {..} names em theRepl = case theRepl ^. replPromptType of
SearchPrompt _ -> theRepl
CmdPrompt mms
-- Case 1: If completion candidates have already been
-- populated via case (3), cycle through them.
-- Note that tabbing through the candidates *does* update the value
-- of "t", which one might think would narrow the candidate list
-- to only that match and therefore halt the cycling.
-- However, the candidate list only gets recomputed (repopulated)
-- if the user subsequently presses a non-Tab key. Thus the current
-- value of "t" is ignored for all Tab presses subsequent to the
-- first.
| (m : ms) <- mms -> setCmd (replacementFunc m) (ms ++ [m])
-- Case 2: Require at least one letter to be typed in order to offer completions for
-- function names.
-- We allow suggestions for Entity Name strings without anything having been typed.
| T.null lastWord && completionType == FunctionName -> setCmd t []
-- Case 3: Typing another character in the REPL clears the completion candidates from
-- the CmdPrompt, so when Tab is pressed again, this case then gets executed and
-- repopulates them.
| otherwise -> case candidateMatches of
[] -> setCmd t []
[m] -> setCmd (completeWith m) []
-- Perform completion with the first candidate, then populate the list
-- of all candidates with the current completion moved to the back
-- of the queue.
(m : ms) -> setCmd (completeWith m) (ms ++ [m])
where
-- checks the "parity" of the number of quotes. If odd, then there is an open quote.
hasOpenQuotes = (== 1) . (`mod` 2) . T.count "\""
completionType =
if hasOpenQuotes t
then EntityName
else FunctionName
replacementFunc = T.append $ T.dropWhileEnd replacementBoundaryPredicate t
completeWith m = T.append t $ T.drop (T.length lastWord) m
lastWord = T.takeWhileEnd replacementBoundaryPredicate t
candidateMatches = filter (lastWord `T.isPrefixOf`) replacementCandidates
(replacementCandidates, replacementBoundaryPredicate) = case completionType of
EntityName -> (entityNames, (/= '"'))
FunctionName -> (possibleWords, isIdentChar)
possibleWords =
names <> case ctxCreativeMode of
True -> S.toList reservedWords
False -> S.toList $ reservedWords `S.difference` creativeWords
entityNames = M.keys $ entitiesByName em
t = theRepl ^. replPromptText
setCmd nt ms =
theRepl
& replPromptText .~ nt
& replPromptType .~ CmdPrompt ms
-- | Validate the REPL input when it changes: see if it parses and
-- typechecks, and set the color accordingly.
validateREPLForm :: AppState -> AppState
validateREPLForm s =
case replPrompt of
CmdPrompt _
| T.null uinput ->
let theType = s ^. gameState . gameControls . replStatus . replActiveType
in s & uiState . uiGameplay . uiREPL . replType .~ theType
CmdPrompt _
| otherwise ->
let env = s ^. gameState . baseEnv
(theType, errSrcLoc) = case readTerm' defaultParserConfig uinput of
Left err ->
let ((_y1, x1), (_y2, x2), _msg) = showErrorPos err
in (Nothing, Left (SrcLoc x1 x2))
Right Nothing -> (Nothing, Right ())
Right (Just theTerm) -> case processParsedTerm' env theTerm of
Right t -> (Just (t ^. sType), Right ())
Left err -> (Nothing, Left (cteSrcLoc err))
in s
& uiState . uiGameplay . uiREPL . replValid .~ errSrcLoc
& uiState . uiGameplay . uiREPL . replType .~ theType
SearchPrompt _ -> s
where
uinput = s ^. uiState . uiGameplay . uiREPL . replPromptText
replPrompt = s ^. uiState . uiGameplay . uiREPL . replPromptType
-- | Update our current position in the REPL history.
adjReplHistIndex :: TimeDir -> AppState -> AppState
adjReplHistIndex d s =
s
& uiState . uiGameplay . uiREPL %~ moveREPL
& validateREPLForm
where
moveREPL :: REPLState -> REPLState
moveREPL theRepl =
newREPL
& (if replIndexIsAtInput (theRepl ^. replHistory) then saveLastEntry else id)
& (if oldEntry /= newEntry then showNewEntry else id)
where
-- new AppState after moving the repl index
newREPL :: REPLState
newREPL = theRepl & replHistory %~ moveReplHistIndex d oldEntry
saveLastEntry = replLast .~ (theRepl ^. replPromptText)
showNewEntry = (replPromptEditor .~ newREPLEditor newEntry) . (replPromptType .~ CmdPrompt [])
-- get REPL data
getCurrEntry = fromMaybe (theRepl ^. replLast) . getCurrentItemText . view replHistory
oldEntry = getCurrEntry theRepl
newEntry = getCurrEntry newREPL
------------------------------------------------------------
-- Info panel events
------------------------------------------------------------
-- | Handle user events in the info panel (just scrolling).
--
-- TODO: #2010 Finish porting Controller to KeyEventHandlers
handleInfoPanelEvent :: ViewportScroll Name -> BrickEvent Name AppEvent -> EventM Name AppState ()
handleInfoPanelEvent vs = \case
Key V.KDown -> vScrollBy vs 1
Key V.KUp -> vScrollBy vs (-1)
CharKey 'k' -> vScrollBy vs 1
CharKey 'j' -> vScrollBy vs (-1)
Key V.KPageDown -> vScrollPage vs Brick.Down
Key V.KPageUp -> vScrollPage vs Brick.Up
Key V.KHome -> vScrollToBeginning vs
Key V.KEnd -> vScrollToEnd vs
_ -> return ()