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use std::{cell::RefCell, ffi::OsStr};
use lsp_types::{
CompletionItem, CompletionItemKind, CompletionItemLabelDetails, MarkupContent, Position, Url,
};
use shader_sense::{
position::{ShaderFilePosition, ShaderPosition},
shader::ShadingLanguage,
shader_error::ShaderError,
symbols::symbols::{ShaderSymbol, ShaderSymbolData, ShaderSymbolMode, ShaderSymbolType},
};
use crate::server::{common::ServerLanguageError, ServerLanguage};
impl ServerLanguage {
pub fn recolt_completion(
&mut self,
uri: &Url,
position: Position,
trigger_character: Option<String>,
) -> Result<Vec<CompletionItem>, ServerLanguageError> {
let cached_file = self.get_cachable_file(&uri)?;
let language_data = self
.language_data
.get(&cached_file.shading_language)
.unwrap();
let file_path = uri.to_file_path().unwrap();
let symbol_list = self.watched_files.get_all_symbols(uri);
let content = &RefCell::borrow(&cached_file.shader_module).content;
let shader_position = {
let position =
ShaderFilePosition::new(file_path.clone(), position.line, position.character);
let position_byte_offset = position.position.to_byte_offset(content).unwrap();
// Get UTF8 offset of trigger character
let trigger_offset = match &trigger_character {
Some(trigger) => match trigger.as_str() {
":" => {
if content[..position_byte_offset].ends_with("::") {
2
} else {
return Ok(vec![]); // No completion for single ":"
}
}
"." => 1,
_ => trigger.len(),
},
None => 0,
};
// Remove offset
let byte_offset = position_byte_offset - trigger_offset;
assert!(content.is_char_boundary(byte_offset));
if byte_offset == 0 {
ShaderPosition::from_byte_offset(content, byte_offset).unwrap()
} else {
let mut new_byte_offset = byte_offset;
// Check if the previous character is ')' or ']' for getting function call / array label position
let prev = &content[..byte_offset];
let ranges_to_skip = [('(', ')'), ('[', ']')];
for range_to_skip in ranges_to_skip {
let mut chars = prev.char_indices().rev();
if let Some((_, character)) = chars.next() {
if character == range_to_skip.1 {
let mut depth = 1;
for (idx, ch) in chars {
if ch == range_to_skip.1 {
depth += 1
} else if ch == range_to_skip.0 {
depth -= 1;
if depth == 0 {
new_byte_offset = idx;
break;
}
}
}
}
}
}
ShaderPosition::from_byte_offset(content, new_byte_offset).unwrap()
}
};
let shader_file_position = ShaderFilePosition::from(file_path.clone(), shader_position);
let symbol_list = symbol_list.filter_scoped_symbol(&shader_file_position);
match trigger_character {
Some(_) => {
match language_data.symbol_provider.get_word_range_at_position(
&RefCell::borrow(&cached_file.shader_module),
&shader_file_position.position,
) {
Ok(word) => {
let symbols = word.find_symbol_from_parent(file_path.clone(), &symbol_list);
// TODO: should select right ones based on types and context
if symbols.is_empty() {
Ok(vec![])
} else {
// TODO: Could handle all symbols here
let symbol_type = &symbols[0];
let ty = match &symbol_type.data {
ShaderSymbolData::Variables { ty, count: _ } => {
symbol_list.find_type_symbol(ty)
}
ShaderSymbolData::Functions { signatures } => {
symbol_list.find_type_symbol(&signatures[0].returnType)
}
ShaderSymbolData::Parameter {
context: _,
ty,
count: _,
} => symbol_list.find_type_symbol(ty),
ShaderSymbolData::Method {
context: _,
signatures,
} => symbol_list.find_type_symbol(&signatures[0].returnType),
ShaderSymbolData::Enum { values: _ } => Some(symbol_type),
_ => return Ok(vec![]),
};
let completion_items = match ty {
Some(ty) => match &ty.data {
ShaderSymbolData::Enum { values } => {
values.iter().map(|v| {
let description = v.description.clone();
let signature = if let Some(value) = &v.value {
format!("{}::{} = {}", ty.label, v.label, value)
} else {
format!("{}::{}", ty.label, v.label)
};
let shading_language = cached_file.shading_language.to_string();
let position = if let Some(range) = &v.range {
format!(
"{}:{}:{}",
file_path
.file_name()
.unwrap_or(OsStr::new("file"))
.to_string_lossy(),
range.start.line,
range.start.pos
)
} else {
"".to_string()
};
CompletionItem {
kind: Some(CompletionItemKind::ENUM_MEMBER),
label: v.label.clone(),
detail: None,
label_details: Some(CompletionItemLabelDetails {
detail: None,
description: Some(signature.clone())
}),
filter_text: Some(v.label.clone()),
documentation: Some(lsp_types::Documentation::MarkupContent(MarkupContent {
kind: lsp_types::MarkupKind::Markdown,
value: format!("```{shading_language}\n{signature}\n```\n{description}\n\n{position}"),
})),
..Default::default()
}
}).collect()
},
ShaderSymbolData::Struct {
constructors: _,
members,
methods,
} => {
let mut members_and_methods: Vec<ShaderSymbol> = Vec::new();
members_and_methods.extend(
members
.iter()
.map(|m| {
m.as_symbol(
ty.mode
.map_runtime()
.map(|s| s.file_path.clone()),
)
})
.collect::<Vec<ShaderSymbol>>(),
);
members_and_methods.extend(
methods
.iter()
.map(|m| {
m.as_symbol(
ty.mode
.map_runtime()
.map(|s| s.file_path.clone()),
)
})
.collect::<Vec<ShaderSymbol>>(),
);
members_and_methods
.into_iter()
.map(|s| {
convert_completion_item(
cached_file.shading_language,
&s,
)
})
.collect()
}
_ => vec![],
},
None => vec![],
};
Ok(completion_items)
}
}
Err(err) => {
if let ShaderError::NoSymbol = err {
Ok(vec![])
} else {
Err(err.into())
}
}
}
}
None => Ok(symbol_list
.iter()
.filter(|symbol| !symbol.is_type(ShaderSymbolType::CallExpression))
.map(|symbol| convert_completion_item(cached_file.shading_language, symbol))
.collect::<Vec<CompletionItem>>()),
}
}
}
fn convert_completion_item(
shading_language: ShadingLanguage,
shader_symbol: &ShaderSymbol,
) -> CompletionItem {
let completion_kind = match shader_symbol.get_type().unwrap() {
ShaderSymbolType::Types => CompletionItemKind::TYPE_PARAMETER,
ShaderSymbolType::Constants => CompletionItemKind::CONSTANT,
ShaderSymbolType::Variables => CompletionItemKind::VARIABLE,
ShaderSymbolType::Functions => CompletionItemKind::FUNCTION,
ShaderSymbolType::Keyword => CompletionItemKind::KEYWORD,
ShaderSymbolType::Macros => CompletionItemKind::CONSTANT,
ShaderSymbolType::Include => CompletionItemKind::FILE,
ShaderSymbolType::CallExpression => {
unreachable!("Field should be filtered out.")
}
};
let doc_link = if let ShaderSymbolMode::Intrinsic(intrinsic) = &shader_symbol.mode {
if let Some(link) = &intrinsic.link {
debug_assert!(
!link.is_empty(),
"Link for {} is empty but not None.",
shader_symbol.label
);
format!("\n[Online documentation]({})", link)
} else {
"".to_string()
}
} else {
"".to_string()
};
let doc_signature = if let ShaderSymbolData::Functions { signatures } = &shader_symbol.data {
// TODO: should not hide variants
let parameters = signatures[0]
.parameters
.iter()
.map(|p| format!("- `{} {}` {}", p.ty, p.label, p.description))
.collect::<Vec<String>>();
let parameters_markdown = if parameters.is_empty() {
"".into()
} else {
format!("**Parameters:**\n\n{}", parameters.join("\n\n"))
};
format!(
"\n**Return type:**\n\n`{}` {}\n\n{}",
signatures[0].returnType, signatures[0].description, parameters_markdown
)
} else {
"".to_string()
};
let position = if let ShaderSymbolMode::Runtime(runtime) = &shader_symbol.mode {
format!(
"{}:{}:{}",
runtime
.file_path
.file_name()
.unwrap_or(OsStr::new("file"))
.to_string_lossy(),
runtime.range.start.line,
runtime.range.start.pos
)
} else {
"".to_string()
};
let shading_language = shading_language.to_string();
let description = if let ShaderSymbolMode::Intrinsic(intrinsic) = &shader_symbol.mode {
let mut description = intrinsic.description.clone();
let max_len = 500;
if description.len() > max_len {
description.truncate(max_len);
description.push_str("...");
}
description
} else {
"".into()
};
let signature = shader_symbol.format();
CompletionItem {
kind: Some(completion_kind),
label: shader_symbol.label.clone(),
detail: None,
label_details: Some(CompletionItemLabelDetails {
detail: None,
description: match &shader_symbol.data {
ShaderSymbolData::Functions { signatures } => {
Some(if signatures.len() > 1 {
format!("{} (+ {})", signatures[0].format(shader_symbol.label.as_str()), signatures.len() - 1)
} else {
signatures[0].format(shader_symbol.label.as_str())
})
},
ShaderSymbolData::Method { context, signatures } => {
Some(if signatures.len() > 1 {
format!("{} (+ {})", signatures[0].format_with_context(shader_symbol.label.as_str(), context), signatures.len() - 1)
} else {
signatures[0].format(shader_symbol.label.as_str())
})
},
_ => Some(shader_symbol.format())
}
}),
filter_text: Some(shader_symbol.label.clone()),
documentation: Some(lsp_types::Documentation::MarkupContent(MarkupContent {
kind: lsp_types::MarkupKind::Markdown,
value: format!("```{shading_language}\n{signature}\n```\n{description}\n\n{doc_signature}\n\n{position}\n{doc_link}"),
})),
..Default::default()
}
}