mirror of
https://github.com/Llewellynvdm/fzf.git
synced 2024-11-11 08:10:54 +00:00
5a874ae241
This commit speeds up the parsing/processing of ANSI escape codes by roughly 7.5x. The speedup is mostly accomplished by replacing the regex with dedicated parsing logic (nextAnsiEscapeSequence()) and reducing the number of allocations in extractColor(). #### Benchmarks ``` name old time/op new time/op delta ExtractColor-16 4.89µs ± 5% 0.64µs ± 2% -86.87% (p=0.000 n=9+9) name old speed new speed delta ExtractColor-16 25.6MB/s ± 5% 194.6MB/s ± 2% +661.43% (p=0.000 n=9+9) name old alloc/op new alloc/op delta ExtractColor-16 1.37kB ± 0% 0.31kB ± 0% -77.31% (p=0.000 n=10+10) name old allocs/op new allocs/op delta ExtractColor-16 48.0 ± 0% 4.0 ± 0% -91.67% (p=0.000 n=10+10) ```
410 lines
8.8 KiB
Go
410 lines
8.8 KiB
Go
package fzf
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import (
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"strconv"
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"strings"
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"unicode/utf8"
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"github.com/junegunn/fzf/src/tui"
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)
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type ansiOffset struct {
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offset [2]int32
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color ansiState
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}
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type ansiState struct {
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fg tui.Color
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bg tui.Color
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attr tui.Attr
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lbg tui.Color
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}
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func (s *ansiState) colored() bool {
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return s.fg != -1 || s.bg != -1 || s.attr > 0 || s.lbg >= 0
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}
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func (s *ansiState) equals(t *ansiState) bool {
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if t == nil {
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return !s.colored()
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}
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return s.fg == t.fg && s.bg == t.bg && s.attr == t.attr && s.lbg == t.lbg
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}
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func (s *ansiState) ToString() string {
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if !s.colored() {
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return ""
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}
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ret := ""
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if s.attr&tui.Bold > 0 {
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ret += "1;"
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}
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if s.attr&tui.Dim > 0 {
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ret += "2;"
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}
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if s.attr&tui.Italic > 0 {
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ret += "3;"
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}
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if s.attr&tui.Underline > 0 {
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ret += "4;"
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}
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if s.attr&tui.Blink > 0 {
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ret += "5;"
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}
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if s.attr&tui.Reverse > 0 {
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ret += "7;"
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}
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ret += toAnsiString(s.fg, 30) + toAnsiString(s.bg, 40)
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return "\x1b[" + strings.TrimSuffix(ret, ";") + "m"
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}
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func toAnsiString(color tui.Color, offset int) string {
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col := int(color)
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ret := ""
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if col == -1 {
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ret += strconv.Itoa(offset + 9)
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} else if col < 8 {
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ret += strconv.Itoa(offset + col)
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} else if col < 16 {
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ret += strconv.Itoa(offset - 30 + 90 + col - 8)
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} else if col < 256 {
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ret += strconv.Itoa(offset+8) + ";5;" + strconv.Itoa(col)
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} else if col >= (1 << 24) {
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r := strconv.Itoa((col >> 16) & 0xff)
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g := strconv.Itoa((col >> 8) & 0xff)
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b := strconv.Itoa(col & 0xff)
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ret += strconv.Itoa(offset+8) + ";2;" + r + ";" + g + ";" + b
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}
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return ret + ";"
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}
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func isPrint(c uint8) bool {
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return '\x20' <= c && c <= '\x7e'
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}
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func matchOperatingSystemCommand(s string) int {
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// `\x1b][0-9];[[:print:]]+(?:\x1b\\\\|\x07)`
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// ^ match starting here
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//
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i := 5 // prefix matched in nextAnsiEscapeSequence()
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for ; i < len(s) && isPrint(s[i]); i++ {
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}
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if i < len(s) {
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if s[i] == '\x07' {
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return i + 1
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}
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if s[i] == '\x1b' && i < len(s)-1 && s[i+1] == '\\' {
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return i + 2
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}
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}
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return -1
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}
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func matchControlSequence(s string) int {
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// `\x1b[\\[()][0-9;]*[a-zA-Z@]`
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// ^ match starting here
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//
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i := 2 // prefix matched in nextAnsiEscapeSequence()
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for ; i < len(s) && (isNumeric(s[i]) || s[i] == ';'); i++ {
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}
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if i < len(s) {
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c := s[i]
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if 'a' <= c && c <= 'z' || 'A' <= c && c <= 'Z' || c == '@' {
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return i + 1
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}
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}
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return -1
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}
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func isCtrlSeqStart(c uint8) bool {
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return c == '\\' || c == '[' || c == '(' || c == ')'
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}
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// nextAnsiEscapeSequence returns the ANSI escape sequence and is equivalent to
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// calling FindStringIndex() on the below regex (which was originally used):
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//
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// "(?:\x1b[\\[()][0-9;]*[a-zA-Z@]|\x1b][0-9];[[:print:]]+(?:\x1b\\\\|\x07)|\x1b.|[\x0e\x0f]|.\x08)"
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//
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func nextAnsiEscapeSequence(s string) (int, int) {
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// fast check for ANSI escape sequences
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i := 0
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for ; i < len(s); i++ {
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switch s[i] {
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case '\x0e', '\x0f', '\x1b', '\x08':
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// We ignore the fact that '\x08' cannot be the first char
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// in the string and be an escape sequence for the sake of
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// speed and simplicity.
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goto Loop
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}
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}
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return -1, -1
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Loop:
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for ; i < len(s); i++ {
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switch s[i] {
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case '\x08':
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// backtrack to match: `.\x08`
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if i > 0 && s[i-1] != '\n' {
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if s[i-1] < utf8.RuneSelf {
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return i - 1, i + 1
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}
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_, n := utf8.DecodeLastRuneInString(s[:i])
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return i - n, i + 1
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}
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case '\x1b':
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// match: `\x1b[\\[()][0-9;]*[a-zA-Z@]`
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if i+2 < len(s) && isCtrlSeqStart(s[i+1]) {
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if j := matchControlSequence(s[i:]); j != -1 {
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return i, i + j
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}
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}
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// match: `\x1b][0-9];[[:print:]]+(?:\x1b\\\\|\x07)`
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if i+5 < len(s) && s[i+1] == ']' && isNumeric(s[i+2]) &&
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s[i+3] == ';' && isPrint(s[i+4]) {
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if j := matchOperatingSystemCommand(s[i:]); j != -1 {
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return i, i + j
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}
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}
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// match: `\x1b.`
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if i+1 < len(s) && s[i+1] != '\n' {
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if s[i+1] < utf8.RuneSelf {
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return i, i + 2
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}
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_, n := utf8.DecodeRuneInString(s[i+1:])
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return i, i + n + 1
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}
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case '\x0e', '\x0f':
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// match: `[\x0e\x0f]`
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return i, i + 1
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}
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}
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return -1, -1
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}
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func extractColor(str string, state *ansiState, proc func(string, *ansiState) bool) (string, *[]ansiOffset, *ansiState) {
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// We append to a stack allocated variable that we'll
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// later copy and return, to save on allocations.
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offsets := make([]ansiOffset, 0, 32)
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if state != nil {
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offsets = append(offsets, ansiOffset{[2]int32{0, 0}, *state})
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}
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var (
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pstate *ansiState // lazily allocated
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output strings.Builder
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prevIdx int
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runeCount int
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)
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for idx := 0; idx < len(str); {
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// Make sure that we found an ANSI code
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start, end := nextAnsiEscapeSequence(str[idx:])
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if start == -1 {
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break
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}
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start += idx
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idx += end
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// Check if we should continue
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prev := str[prevIdx:start]
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if proc != nil && !proc(prev, state) {
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return "", nil, nil
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}
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prevIdx = idx
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if len(prev) != 0 {
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runeCount += utf8.RuneCountInString(prev)
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// Grow the buffer size to the maximum possible length (string length
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// containing ansi codes) to avoid repetitive allocation
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if output.Cap() == 0 {
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output.Grow(len(str))
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}
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output.WriteString(prev)
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}
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newState := interpretCode(str[start:idx], state)
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if !newState.equals(state) {
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if state != nil {
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// Update last offset
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(&offsets[len(offsets)-1]).offset[1] = int32(runeCount)
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}
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if newState.colored() {
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// Append new offset
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if pstate == nil {
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pstate = &ansiState{}
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}
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*pstate = newState
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state = pstate
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offsets = append(offsets, ansiOffset{
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[2]int32{int32(runeCount), int32(runeCount)},
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newState,
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})
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} else {
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// Discard state
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state = nil
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}
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}
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}
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var rest string
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var trimmed string
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if prevIdx == 0 {
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// No ANSI code found
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rest = str
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trimmed = str
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} else {
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rest = str[prevIdx:]
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output.WriteString(rest)
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trimmed = output.String()
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}
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if proc != nil {
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proc(rest, state)
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}
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if len(offsets) > 0 {
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if len(rest) > 0 && state != nil {
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// Update last offset
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runeCount += utf8.RuneCountInString(rest)
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(&offsets[len(offsets)-1]).offset[1] = int32(runeCount)
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}
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// Return a copy of the offsets slice
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a := make([]ansiOffset, len(offsets))
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copy(a, offsets)
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return trimmed, &a, state
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}
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return trimmed, nil, state
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}
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func parseAnsiCode(s string) (int, string) {
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var remaining string
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if i := strings.IndexByte(s, ';'); i >= 0 {
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remaining = s[i+1:]
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s = s[:i]
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}
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if len(s) > 0 {
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// Inlined version of strconv.Atoi() that only handles positive
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// integers and does not allocate on error.
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code := 0
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for _, ch := range []byte(s) {
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ch -= '0'
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if ch > 9 {
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return -1, remaining
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}
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code = code*10 + int(ch)
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}
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return code, remaining
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}
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return -1, remaining
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}
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func interpretCode(ansiCode string, prevState *ansiState) ansiState {
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var state ansiState
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if prevState == nil {
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state = ansiState{-1, -1, 0, -1}
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} else {
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state = ansiState{prevState.fg, prevState.bg, prevState.attr, prevState.lbg}
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}
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if ansiCode[0] != '\x1b' || ansiCode[1] != '[' || ansiCode[len(ansiCode)-1] != 'm' {
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if prevState != nil && strings.HasSuffix(ansiCode, "0K") {
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state.lbg = prevState.bg
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}
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return state
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}
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if len(ansiCode) <= 3 {
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state.fg = -1
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state.bg = -1
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state.attr = 0
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return state
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}
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ansiCode = ansiCode[2 : len(ansiCode)-1]
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state256 := 0
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ptr := &state.fg
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for len(ansiCode) != 0 {
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var num int
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if num, ansiCode = parseAnsiCode(ansiCode); num != -1 {
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switch state256 {
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case 0:
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switch num {
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case 38:
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ptr = &state.fg
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state256++
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case 48:
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ptr = &state.bg
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state256++
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case 39:
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state.fg = -1
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case 49:
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state.bg = -1
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case 1:
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state.attr = state.attr | tui.Bold
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case 2:
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state.attr = state.attr | tui.Dim
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case 3:
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state.attr = state.attr | tui.Italic
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case 4:
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state.attr = state.attr | tui.Underline
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case 5:
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state.attr = state.attr | tui.Blink
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case 7:
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state.attr = state.attr | tui.Reverse
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case 23: // tput rmso
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state.attr = state.attr &^ tui.Italic
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case 24: // tput rmul
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state.attr = state.attr &^ tui.Underline
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case 0:
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state.fg = -1
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state.bg = -1
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state.attr = 0
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state256 = 0
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default:
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if num >= 30 && num <= 37 {
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state.fg = tui.Color(num - 30)
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} else if num >= 40 && num <= 47 {
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state.bg = tui.Color(num - 40)
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} else if num >= 90 && num <= 97 {
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state.fg = tui.Color(num - 90 + 8)
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} else if num >= 100 && num <= 107 {
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state.bg = tui.Color(num - 100 + 8)
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}
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}
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case 1:
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switch num {
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case 2:
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state256 = 10 // MAGIC
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case 5:
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state256++
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default:
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state256 = 0
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}
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case 2:
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*ptr = tui.Color(num)
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state256 = 0
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case 10:
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*ptr = tui.Color(1<<24) | tui.Color(num<<16)
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state256++
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case 11:
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*ptr = *ptr | tui.Color(num<<8)
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state256++
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case 12:
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*ptr = *ptr | tui.Color(num)
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state256 = 0
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}
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}
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}
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if state256 > 0 {
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*ptr = -1
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}
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return state
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}
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