package uv import ( "strings" "github.com/charmbracelet/x/ansi" ) // scrollOptimize optimizes the screen to transform the old buffer into the new // buffer. func (s *TerminalRenderer) scrollOptimize(newbuf *RenderBuffer) { height := newbuf.Height() if s.oldnum == nil || len(s.oldnum) < height { s.oldnum = append(s.oldnum, make([]int, height-len(s.oldnum))...) } // Calculate the indices s.updateHashmap(newbuf) if len(s.hashtab) < height { return } // Pass 1 - from top to bottom scrolling up for i := 0; i < height; { for i < height && (s.oldnum[i] == newIndex || s.oldnum[i] <= i) { i++ } if i >= height { break } shift := s.oldnum[i] - i // shift > 0 start := i i++ for i < height && s.oldnum[i] != newIndex && s.oldnum[i]-i == shift { i++ } end := i - 1 + shift if !s.scrolln(newbuf, shift, start, end, height-1) { continue } } // Pass 2 - from bottom to top scrolling down for i := height - 1; i >= 0; { for i >= 0 && (s.oldnum[i] == newIndex || s.oldnum[i] >= i) { i-- } if i < 0 { break } shift := s.oldnum[i] - i // shift < 0 end := i i-- for i >= 0 && s.oldnum[i] != newIndex && s.oldnum[i]-i == shift { i-- } start := i + 1 - (-shift) if !s.scrolln(newbuf, shift, start, end, height-1) { continue } } } // scrolln scrolls the screen up by n lines. func (s *TerminalRenderer) scrolln(newbuf *RenderBuffer, n, top, bot, maxY int) (v bool) { //nolint:unparam blank := s.clearBlank() if n > 0 { //nolint:nestif // Scroll up (forward) v = s.scrollUp(newbuf, n, top, bot, 0, maxY, blank) if !v { s.buf.WriteString(ansi.SetTopBottomMargins(top+1, bot+1)) // XXX: How should we handle this in inline mode when not using alternate screen? s.cur.X, s.cur.Y = -1, -1 v = s.scrollUp(newbuf, n, top, bot, top, bot, blank) s.buf.WriteString(ansi.SetTopBottomMargins(1, maxY+1)) s.cur.X, s.cur.Y = -1, -1 } if !v { v = s.scrollIdl(newbuf, n, top, bot-n+1, blank) } } else if n < 0 { // Scroll down (backward) v = s.scrollDown(newbuf, -n, top, bot, 0, maxY, blank) if !v { s.buf.WriteString(ansi.SetTopBottomMargins(top+1, bot+1)) // XXX: How should we handle this in inline mode when not using alternate screen? s.cur.X, s.cur.Y = -1, -1 v = s.scrollDown(newbuf, -n, top, bot, top, bot, blank) s.buf.WriteString(ansi.SetTopBottomMargins(1, maxY+1)) s.cur.X, s.cur.Y = -1, -1 if !v { v = s.scrollIdl(newbuf, -n, bot+n+1, top, blank) } } } if !v { return false } s.scrollBuffer(s.curbuf, n, top, bot, blank) // Every row in the range moved, whether or not the application drew into // it. A row the scroll already put in the right place costs a comparison // and no output, which is the whole point of scrolling in hardware. s.damage(top, bot-top+1) // shift hash values too, they can be reused s.scrollOldhash(n, top, bot) return true } // scrollBuffer scrolls the buffer by n lines. func (s *TerminalRenderer) scrollBuffer(b *RenderBuffer, n, top, bot int, blank *Cell) { if top < 0 || bot < top || bot >= b.Height() { // Nothing to scroll return } if n < 0 { // shift n lines downwards limit := top - n for line := bot; line >= limit && line >= 0 && line >= top; line-- { copy(b.Lines[line], b.Lines[line+n]) } for line := top; line < limit && line <= b.Height()-1 && line <= bot; line++ { b.FillArea(blank, Rect(0, line, b.Width(), 1)) } } if n > 0 { // shift n lines upwards limit := bot - n for line := top; line <= limit && line <= b.Height()-1 && line <= bot; line++ { copy(b.Lines[line], b.Lines[line+n]) } for line := bot; line > limit && line >= 0 && line >= top; line-- { b.FillArea(blank, Rect(0, line, b.Width(), 1)) } } } // scrollUp scrolls the screen up by n lines. func (s *TerminalRenderer) scrollUp(newbuf *RenderBuffer, n, top, bot, minY, maxY int, blank *Cell) bool { if n == 1 && top == minY && bot == maxY { //nolint:nestif s.move(newbuf, 0, bot) s.updatePen(blank) s.buf.WriteByte('\n') } else if n == 1 && bot == maxY { s.move(newbuf, 0, top) s.updatePen(blank) s.buf.WriteString(ansi.DeleteLine(1)) } else if top == minY && bot == maxY { supportsSU := s.caps.Contains(capSU) s.move(newbuf, 0, bot) s.updatePen(blank) if supportsSU { s.buf.WriteString(ansi.ScrollUp(n)) } else { s.buf.WriteString(strings.Repeat("\n", n)) } } else if bot == maxY { s.move(newbuf, 0, top) s.updatePen(blank) s.buf.WriteString(ansi.DeleteLine(n)) } else { return false } return true } // scrollDown scrolls the screen down by n lines. func (s *TerminalRenderer) scrollDown(newbuf *RenderBuffer, n, top, bot, minY, maxY int, blank *Cell) bool { if n == 1 && top == minY && bot == maxY { //nolint:nestif s.move(newbuf, 0, top) s.updatePen(blank) s.buf.WriteString(ansi.ReverseIndex) } else if n == 1 && bot == maxY { s.move(newbuf, 0, top) s.updatePen(blank) s.buf.WriteString(ansi.InsertLine(1)) } else if top == minY && bot == maxY { s.move(newbuf, 0, top) s.updatePen(blank) if s.caps.Contains(capSD) { s.buf.WriteString(ansi.ScrollDown(n)) } else { s.buf.WriteString(strings.Repeat(ansi.ReverseIndex, n)) } } else if bot == maxY { s.move(newbuf, 0, top) s.updatePen(blank) s.buf.WriteString(ansi.InsertLine(n)) } else { return false } return true } // scrollIdl scrolls the screen n lines by using [ansi.DL] at del and using // [ansi.IL] at ins. func (s *TerminalRenderer) scrollIdl(newbuf *RenderBuffer, n, del, ins int, blank *Cell) bool { if n < 0 { return false } // Delete lines s.move(newbuf, 0, del) s.updatePen(blank) s.buf.WriteString(ansi.DeleteLine(n)) // Insert lines s.move(newbuf, 0, ins) s.updatePen(blank) s.buf.WriteString(ansi.InsertLine(n)) return true }