fzf/src/ansi.go

452 lines
9.7 KiB
Go

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
}