forked from Mirrors/bubbletea
Refactor the keybinding stuff + add backspace
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parent
051a370769
commit
208f421470
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@ -22,14 +22,14 @@ func main() {
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}
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}
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func update(msg tea.Msg, mdl tea.Model) (tea.Model, tea.Cmd) {
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func update(message tea.Msg, mdl tea.Model) (tea.Model, tea.Cmd) {
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m, _ := mdl.(model)
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switch message := msg.(type) {
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switch msg := message.(type) {
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case tea.KeyPressMsg:
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switch message {
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case "ctrl+c":
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case tea.KeyMsg:
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switch msg.String() {
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case "break":
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fallthrough
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case "esc":
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fallthrough
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@ -1,5 +1,7 @@
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package main
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// TODO: This code feels messy. Clean it up.
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import (
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"fmt"
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"math"
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@ -62,8 +64,8 @@ func update(msg tea.Msg, model tea.Model) (tea.Model, tea.Cmd) {
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func updateChoices(msg tea.Msg, m Model) (tea.Model, tea.Cmd) {
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switch msg := msg.(type) {
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case tea.KeyPressMsg:
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switch msg {
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case tea.KeyMsg:
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switch msg.String() {
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case "j":
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fallthrough
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case "down":
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@ -85,7 +87,7 @@ func updateChoices(msg tea.Msg, m Model) (tea.Model, tea.Cmd) {
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fallthrough
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case "esc":
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fallthrough
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case "ctrl+c":
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case "break":
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return m, tea.Quit
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}
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@ -102,13 +104,13 @@ func updateChoices(msg tea.Msg, m Model) (tea.Model, tea.Cmd) {
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func updateChosen(msg tea.Msg, m Model) (tea.Model, tea.Cmd) {
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switch msg := msg.(type) {
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case tea.KeyPressMsg:
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switch msg {
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case tea.KeyMsg:
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switch msg.String() {
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case "q":
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fallthrough
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case "esc":
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fallthrough
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case "ctrl+c":
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case "break":
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return m, tea.Quit
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}
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123
key.go
123
key.go
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@ -7,61 +7,126 @@ import (
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)
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// KeyPressMsg contains information about a keypress
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type KeyPressMsg string
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type KeyMsg Key
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// Control keys
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const (
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keyETX = 3 // break, ctrl+c
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keyLF = 9 // line-feed, \n
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keyCR = 13 // carriage return, \r
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keyESC = 27
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keyUS = 31 // unit separator
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)
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var controlNames = map[int]string{
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keyETX: "ctrl+c",
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keyLF: "enter",
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keyCR: "enter",
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keyESC: "esc",
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keyUS: "us",
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// String returns a friendly name for a key
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func (k *KeyMsg) String() string {
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if k.Type == KeyRune {
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return string(k.Rune)
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} else if s, ok := keyNames[k.Type]; ok {
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return s
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}
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return ""
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}
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var sequenceNames = map[string]string{
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"\x1b[A": "up",
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"\x1b[B": "down",
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"\x1b[C": "right",
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"\x1b[D": "left",
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// IsRune returns weather or not the key is a rune
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func (k *KeyMsg) IsRune() bool {
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if k.Type == KeyRune {
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return true
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}
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return false
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}
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type Key struct {
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Type KeyType
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Rune rune
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}
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// KeyType indicates the key pressed
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type KeyType int
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// Possible keys
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const (
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KeyBreak KeyType = iota
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KeyEnter
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KeyEscape
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KeyUp
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KeyDown
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KeyRight
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KeyLeft
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KeyUnitSeparator
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KeyBackspace
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KeyRune
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)
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// Friendly key names
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var keyNames = map[KeyType]string{
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KeyBreak: "break",
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KeyEnter: "enter",
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KeyEscape: "esc",
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KeyUp: "up",
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KeyDown: "down",
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KeyRight: "right",
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KeyLeft: "left",
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KeyUnitSeparator: "us",
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KeyBackspace: "backspace",
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KeyRune: "rune",
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}
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// Control keys. I know we could do this with an iota, but the values are very
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// specific, so we set the values explicitly to avoid any confusion
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const (
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keyETX = 3 // break, ctrl+c
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keyLF = 9 // line-feed, \n
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keyCR = 13 // carriage return, \r
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keyESC = 27 // escape
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keyUS = 31 // unit separator
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keyDEL = 127 // delete. on most systems this is mapped to backspace, I hear
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)
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// Mapping for control keys to friendly consts
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var controlKeys = map[int]KeyType{
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keyETX: KeyBreak,
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keyLF: KeyEnter,
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keyCR: KeyEnter,
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keyESC: KeyEscape,
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keyUS: KeyUnitSeparator,
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keyDEL: KeyBackspace,
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}
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// Mapping for sequences to consts
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var sequences = map[string]KeyType{
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"\x1b[A": KeyUp,
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"\x1b[B": KeyDown,
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"\x1b[C": KeyRight,
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"\x1b[D": KeyLeft,
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}
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// ReadKey reads keypress input from a TTY and returns a string representation
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// of a key
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func ReadKey(r io.Reader) (string, error) {
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func ReadKey(r io.Reader) (Key, error) {
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var buf [256]byte
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// Read and block
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n, err := r.Read(buf[:])
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if err != nil {
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return "", err
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return Key{}, err
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}
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// Get rune
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c, _ := utf8.DecodeRune(buf[:])
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if c == utf8.RuneError {
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return "", errors.New("no such rune")
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return Key{}, errors.New("no such rune")
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}
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// Is it a control character?
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if n == 1 && c <= keyUS || c == keyDEL {
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if k, ok := controlKeys[n]; ok {
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return Key{Type: k}, nil
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}
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}
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if n == 1 && c <= keyUS {
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if s, ok := controlNames[int(c)]; ok {
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return s, nil
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if k, ok := controlKeys[int(c)]; ok {
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return Key{Type: k}, nil
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}
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}
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// Is it a special sequence, like an arrow key?
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if s, ok := sequenceNames[string(buf[:n])]; ok {
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return s, nil
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if k, ok := sequences[string(buf[:n])]; ok {
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return Key{Type: k}, nil
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}
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// Nope, just a regular, ol' rune
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return string(c), nil
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return Key{Type: KeyRune, Rune: c}, nil
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}
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