package fzf import ( "strconv" "strings" "unicode/utf8" "github.com/junegunn/fzf/src/tui" ) type ansiOffset struct { offset [2]int32 color ansiState } type ansiState struct { fg tui.Color bg tui.Color attr tui.Attr lbg tui.Color } func (s *ansiState) colored() bool { return s.fg != -1 || s.bg != -1 || s.attr > 0 || s.lbg >= 0 } func (s *ansiState) equals(t *ansiState) bool { if t == nil { return !s.colored() } return s.fg == t.fg && s.bg == t.bg && s.attr == t.attr && s.lbg == t.lbg } func (s *ansiState) ToString() string { if !s.colored() { return "" } ret := "" if s.attr&tui.Bold > 0 { ret += "1;" } if s.attr&tui.Dim > 0 { ret += "2;" } if s.attr&tui.Italic > 0 { ret += "3;" } if s.attr&tui.Underline > 0 { ret += "4;" } if s.attr&tui.Blink > 0 { ret += "5;" } if s.attr&tui.Reverse > 0 { ret += "7;" } if s.attr&tui.StrikeThrough > 0 { ret += "9;" } ret += toAnsiString(s.fg, 30) + toAnsiString(s.bg, 40) return "\x1b[" + strings.TrimSuffix(ret, ";") + "m" } func toAnsiString(color tui.Color, offset int) string { col := int(color) ret := "" if col == -1 { ret += strconv.Itoa(offset + 9) } else if col < 8 { ret += strconv.Itoa(offset + col) } else if col < 16 { ret += strconv.Itoa(offset - 30 + 90 + col - 8) } else if col < 256 { ret += strconv.Itoa(offset+8) + ";5;" + strconv.Itoa(col) } else if col >= (1 << 24) { r := strconv.Itoa((col >> 16) & 0xff) g := strconv.Itoa((col >> 8) & 0xff) b := strconv.Itoa(col & 0xff) ret += strconv.Itoa(offset+8) + ";2;" + r + ";" + g + ";" + b } return ret + ";" } func isPrint(c uint8) bool { return '\x20' <= c && c <= '\x7e' } func matchOperatingSystemCommand(s string) int { // `\x1b][0-9][;:][[:print:]]+(?:\x1b\\\\|\x07)` // ^ match starting here // i := 5 // prefix matched in nextAnsiEscapeSequence() for ; i < len(s) && isPrint(s[i]); i++ { } if i < len(s) { if s[i] == '\x07' { return i + 1 } if s[i] == '\x1b' && i < len(s)-1 && s[i+1] == '\\' { return i + 2 } } return -1 } func matchControlSequence(s string) int { // `\x1b[\\[()][0-9;:?]*[a-zA-Z@]` // ^ match starting here // i := 2 // prefix matched in nextAnsiEscapeSequence() for ; i < len(s); i++ { c := s[i] switch c { case '0', '1', '2', '3', '4', '5', '6', '7', '8', '9', ';', ':', '?': // ok default: if 'a' <= c && c <= 'z' || 'A' <= c && c <= 'Z' || c == '@' { return i + 1 } return -1 } } return -1 } func isCtrlSeqStart(c uint8) bool { switch c { case '\\', '[', '(', ')': return true } return false } // nextAnsiEscapeSequence returns the ANSI escape sequence and is equivalent to // calling FindStringIndex() on the below regex (which was originally used): // // "(?:\x1b[\\[()][0-9;:?]*[a-zA-Z@]|\x1b][0-9][;:][[:print:]]+(?:\x1b\\\\|\x07)|\x1b.|[\x0e\x0f]|.\x08)" func nextAnsiEscapeSequence(s string) (int, int) { // fast check for ANSI escape sequences i := 0 for ; i < len(s); i++ { switch s[i] { case '\x0e', '\x0f', '\x1b', '\x08': // We ignore the fact that '\x08' cannot be the first char // in the string and be an escape sequence for the sake of // speed and simplicity. goto Loop } } return -1, -1 Loop: for ; i < len(s); i++ { switch s[i] { case '\x08': // backtrack to match: `.\x08` if i > 0 && s[i-1] != '\n' { if s[i-1] < utf8.RuneSelf { return i - 1, i + 1 } _, n := utf8.DecodeLastRuneInString(s[:i]) return i - n, i + 1 } case '\x1b': // match: `\x1b[\\[()][0-9;:?]*[a-zA-Z@]` if i+2 < len(s) && isCtrlSeqStart(s[i+1]) { if j := matchControlSequence(s[i:]); j != -1 { return i, i + j } } // match: `\x1b][0-9][;:][[:print:]]+(?:\x1b\\\\|\x07)` if i+5 < len(s) && s[i+1] == ']' && isNumeric(s[i+2]) && (s[i+3] == ';' || s[i+3] == ':') && isPrint(s[i+4]) { if j := matchOperatingSystemCommand(s[i:]); j != -1 { return i, i + j } } // match: `\x1b.` if i+1 < len(s) && s[i+1] != '\n' { if s[i+1] < utf8.RuneSelf { return i, i + 2 } _, n := utf8.DecodeRuneInString(s[i+1:]) return i, i + n + 1 } case '\x0e', '\x0f': // match: `[\x0e\x0f]` return i, i + 1 } } return -1, -1 } func extractColor(str string, state *ansiState, proc func(string, *ansiState) bool) (string, *[]ansiOffset, *ansiState) { // We append to a stack allocated variable that we'll // later copy and return, to save on allocations. offsets := make([]ansiOffset, 0, 32) if state != nil { offsets = append(offsets, ansiOffset{[2]int32{0, 0}, *state}) } var ( pstate *ansiState // lazily allocated output strings.Builder prevIdx int runeCount int ) for idx := 0; idx < len(str); { // Make sure that we found an ANSI code start, end := nextAnsiEscapeSequence(str[idx:]) if start == -1 { break } start += idx idx += end // Check if we should continue prev := str[prevIdx:start] if proc != nil && !proc(prev, state) { return "", nil, nil } prevIdx = idx if len(prev) != 0 { runeCount += utf8.RuneCountInString(prev) // Grow the buffer size to the maximum possible length (string length // containing ansi codes) to avoid repetitive allocation if output.Cap() == 0 { output.Grow(len(str)) } output.WriteString(prev) } newState := interpretCode(str[start:idx], state) if !newState.equals(state) { if state != nil { // Update last offset (&offsets[len(offsets)-1]).offset[1] = int32(runeCount) } if newState.colored() { // Append new offset if pstate == nil { pstate = &ansiState{} } *pstate = newState state = pstate offsets = append(offsets, ansiOffset{ [2]int32{int32(runeCount), int32(runeCount)}, newState, }) } else { // Discard state state = nil } } } var rest string var trimmed string if prevIdx == 0 { // No ANSI code found rest = str trimmed = str } else { rest = str[prevIdx:] output.WriteString(rest) trimmed = output.String() } if proc != nil { proc(rest, state) } if len(offsets) > 0 { if len(rest) > 0 && state != nil { // Update last offset runeCount += utf8.RuneCountInString(rest) (&offsets[len(offsets)-1]).offset[1] = int32(runeCount) } // Return a copy of the offsets slice a := make([]ansiOffset, len(offsets)) copy(a, offsets) return trimmed, &a, state } return trimmed, nil, state } func parseAnsiCode(s string, delimiter byte) (int, byte, string) { var remaining string i := -1 if delimiter == 0 { // Faster than strings.IndexAny(";:") i = strings.IndexByte(s, ';') if i < 0 { i = strings.IndexByte(s, ':') } } else { i = strings.IndexByte(s, delimiter) } if i >= 0 { delimiter = s[i] remaining = s[i+1:] s = s[:i] } if len(s) > 0 { // Inlined version of strconv.Atoi() that only handles positive // integers and does not allocate on error. code := 0 for _, ch := range sbytes(s) { ch -= '0' if ch > 9 { return -1, delimiter, remaining } code = code*10 + int(ch) } return code, delimiter, remaining } return -1, delimiter, remaining } func interpretCode(ansiCode string, prevState *ansiState) ansiState { var state ansiState if prevState == nil { state = ansiState{-1, -1, 0, -1} } else { state = ansiState{prevState.fg, prevState.bg, prevState.attr, prevState.lbg} } if ansiCode[0] != '\x1b' || ansiCode[1] != '[' || ansiCode[len(ansiCode)-1] != 'm' { if prevState != nil && strings.HasSuffix(ansiCode, "0K") { state.lbg = prevState.bg } return state } if len(ansiCode) <= 3 { state.fg = -1 state.bg = -1 state.attr = 0 return state } ansiCode = ansiCode[2 : len(ansiCode)-1] state256 := 0 ptr := &state.fg var delimiter byte = 0 count := 0 for len(ansiCode) != 0 { var num int if num, delimiter, ansiCode = parseAnsiCode(ansiCode, delimiter); num != -1 { count++ switch state256 { case 0: switch num { case 38: ptr = &state.fg state256++ case 48: ptr = &state.bg state256++ case 39: state.fg = -1 case 49: state.bg = -1 case 1: state.attr = state.attr | tui.Bold case 2: state.attr = state.attr | tui.Dim case 3: state.attr = state.attr | tui.Italic case 4: state.attr = state.attr | tui.Underline case 5: state.attr = state.attr | tui.Blink case 7: state.attr = state.attr | tui.Reverse case 9: state.attr = state.attr | tui.StrikeThrough case 22: state.attr = state.attr &^ tui.Bold state.attr = state.attr &^ tui.Dim case 23: // tput rmso state.attr = state.attr &^ tui.Italic case 24: // tput rmul state.attr = state.attr &^ tui.Underline case 25: state.attr = state.attr &^ tui.Blink case 27: state.attr = state.attr &^ tui.Reverse case 29: state.attr = state.attr &^ tui.StrikeThrough case 0: state.fg = -1 state.bg = -1 state.attr = 0 state256 = 0 default: if num >= 30 && num <= 37 { state.fg = tui.Color(num - 30) } else if num >= 40 && num <= 47 { state.bg = tui.Color(num - 40) } else if num >= 90 && num <= 97 { state.fg = tui.Color(num - 90 + 8) } else if num >= 100 && num <= 107 { state.bg = tui.Color(num - 100 + 8) } } case 1: switch num { case 2: state256 = 10 // MAGIC case 5: state256++ default: state256 = 0 } case 2: *ptr = tui.Color(num) state256 = 0 case 10: *ptr = tui.Color(1<<24) | tui.Color(num<<16) state256++ case 11: *ptr = *ptr | tui.Color(num<<8) state256++ case 12: *ptr = *ptr | tui.Color(num) state256 = 0 } } } // Empty sequence: reset if count == 0 { state.fg = -1 state.bg = -1 state.attr = 0 } if state256 > 0 { *ptr = -1 } return state }