package fzf import ( "bytes" "regexp" "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 } func (s *ansiState) colored() bool { return s.fg != -1 || s.bg != -1 || s.attr > 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 } var ansiRegex *regexp.Regexp func init() { /* References: - https://github.com/gnachman/iTerm2 - http://ascii-table.com/ansi-escape-sequences.php - http://ascii-table.com/ansi-escape-sequences-vt-100.php - http://tldp.org/HOWTO/Bash-Prompt-HOWTO/x405.html */ // The following regular expression will include not all but most of the // frequently used ANSI sequences ansiRegex = regexp.MustCompile("(?:\x1b[\\[()][0-9;]*[a-zA-Z@]|\x1b.|[\x0e\x0f]|.\x08)") } func findAnsiStart(str string) int { idx := 0 for ; idx < len(str); idx++ { b := str[idx] if b == 0x1b || b == 0x0e || b == 0x0f { return idx } if b == 0x08 && idx > 0 { return idx - 1 } } return idx } func extractColor(str string, state *ansiState, proc func(string, *ansiState) bool) (string, *[]ansiOffset, *ansiState) { var offsets []ansiOffset var output bytes.Buffer if state != nil { offsets = append(offsets, ansiOffset{[2]int32{0, 0}, *state}) } prevIdx := 0 runeCount := 0 for idx := 0; idx < len(str); { idx += findAnsiStart(str[idx:]) if idx == len(str) { break } // Make sure that we found an ANSI code offset := ansiRegex.FindStringIndex(str[idx:]) if len(offset) < 2 { idx++ continue } offset[0] += idx offset[1] += idx idx = offset[1] // Check if we should continue prev := str[prevIdx:offset[0]] if proc != nil && !proc(prev, state) { return "", nil, nil } prevIdx = offset[1] runeCount += utf8.RuneCountInString(prev) output.WriteString(prev) newState := interpretCode(str[offset[0]:offset[1]], 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 state = newState offsets = append(offsets, ansiOffset{[2]int32{int32(runeCount), int32(runeCount)}, *state}) } 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 len(rest) > 0 && state != nil { // Update last offset runeCount += utf8.RuneCountInString(rest) (&offsets[len(offsets)-1]).offset[1] = int32(runeCount) } if proc != nil { proc(rest, state) } if len(offsets) == 0 { return trimmed, nil, state } return trimmed, &offsets, state } func interpretCode(ansiCode string, prevState *ansiState) *ansiState { // State var state *ansiState if prevState == nil { state = &ansiState{-1, -1, 0} } else { state = &ansiState{prevState.fg, prevState.bg, prevState.attr} } if ansiCode[0] != '\x1b' || ansiCode[1] != '[' || ansiCode[len(ansiCode)-1] != 'm' { return state } ptr := &state.fg state256 := 0 init := func() { state.fg = -1 state.bg = -1 state.attr = 0 state256 = 0 } ansiCode = ansiCode[2 : len(ansiCode)-1] if len(ansiCode) == 0 { init() } for _, code := range strings.Split(ansiCode, ";") { if num, err := strconv.Atoi(code); err == nil { 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 0: init() 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 } } } if state256 > 0 { *ptr = -1 } return state }