Allow to cycle through center/top/bot scroll positions (#16134)
On top of `editor::ScrollCursorCenter`, `editor::ScrollCursorTop`, `editor::ScrollCursorBottom` actions, adds an `editor::ScrollCursorCenterTopBottom` one, that allows using a single keybinding to scroll between positions on the screen. The implementation matches a corresponding Emacs feature: there's a timeout (1s) that is kept after every switch, to allow continuously changing the positions, center (initial) -> top -> bottom Scrolling behavior is the same as the existing actions (e.g. editor will ignore scroll to bottom, if there's not enough space above). After 1s, next position is reset to the initial, center, one. Release Notes: - Added an `editor::ScrollCursorCenterTopBottom` action for toggling scroll position with a single keybinding --------- Co-authored-by: Alex Kladov <aleksey.kladov@gmail.com>
This commit is contained in:
co-authored by
Alex Kladov
parent
98516b5527
commit
3bebb8b401
@@ -1,7 +1,8 @@
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use super::Axis;
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use crate::{
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Autoscroll, Bias, Editor, EditorMode, NextScreen, ScrollAnchor, ScrollCursorBottom,
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ScrollCursorCenter, ScrollCursorTop,
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Autoscroll, Bias, Editor, EditorMode, NextScreen, NextScrollCursorCenterTopBottom,
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ScrollAnchor, ScrollCursorBottom, ScrollCursorCenter, ScrollCursorCenterTopBottom,
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ScrollCursorTop, SCROLL_CENTER_TOP_BOTTOM_DEBOUNCE_TIMEOUT,
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};
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use gpui::{Point, ViewContext};
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@@ -32,6 +33,60 @@ impl Editor {
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self.set_scroll_position(scroll_position, cx);
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}
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pub fn scroll_cursor_center_top_bottom(
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&mut self,
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_: &ScrollCursorCenterTopBottom,
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cx: &mut ViewContext<Self>,
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) {
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let snapshot = self.snapshot(cx).display_snapshot;
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let visible_rows = if let Some(visible_rows) = self.visible_line_count() {
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visible_rows as u32
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} else {
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return;
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};
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let scroll_margin_rows = self.vertical_scroll_margin() as u32;
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let mut new_screen_top = self.selections.newest_display(cx).head();
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*new_screen_top.column_mut() = 0;
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match self.next_scroll_position {
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NextScrollCursorCenterTopBottom::Center => {
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*new_screen_top.row_mut() = new_screen_top.row().0.saturating_sub(visible_rows / 2);
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}
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NextScrollCursorCenterTopBottom::Top => {
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*new_screen_top.row_mut() =
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new_screen_top.row().0.saturating_sub(scroll_margin_rows);
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}
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NextScrollCursorCenterTopBottom::Bottom => {
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*new_screen_top.row_mut() = new_screen_top
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.row()
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.0
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.saturating_sub(visible_rows.saturating_sub(scroll_margin_rows));
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}
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}
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self.set_scroll_anchor(
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ScrollAnchor {
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anchor: snapshot
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.buffer_snapshot
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.anchor_before(new_screen_top.to_offset(&snapshot, Bias::Left)),
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offset: Default::default(),
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},
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cx,
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);
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self.next_scroll_position = self.next_scroll_position.next();
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self._scroll_cursor_center_top_bottom_task =
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cx.spawn(|editor, mut cx: gpui::AsyncWindowContext| async move {
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cx.background_executor()
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.timer(SCROLL_CENTER_TOP_BOTTOM_DEBOUNCE_TIMEOUT)
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.await;
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editor
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.update(&mut cx, |editor, _| {
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editor.next_scroll_position = NextScrollCursorCenterTopBottom::default();
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})
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.ok();
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});
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}
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pub fn scroll_cursor_top(&mut self, _: &ScrollCursorTop, cx: &mut ViewContext<Editor>) {
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let snapshot = self.snapshot(cx).display_snapshot;
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let scroll_margin_rows = self.vertical_scroll_margin() as u32;
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