escriba_mode/operator_pending.rs
1//! The operator-pending FSM — vim's `{count}{operator}{count}{motion}`
2//! key composition.
3//!
4//! After the `d`/`c`/`y` key ([`Action::Operator`]) the editor *waits* for a
5//! motion; the next motion key composes into an [`Action::ApplyOperator`] the
6//! runtime executes (the engine built in `apply_operator`). This is a pure
7//! `(State, Event) -> (State, effects)` machine, so it **stands on the fleet
8//! `zenmai` primitive** (the same Mealy-machine-with-effects abstraction
9//! `bolso-core` and `gaveta-client-core::Escort` use) rather than re-rolling a
10//! bespoke `Option<Operator>` + scattered `if let`s in the dispatch path.
11//!
12//! **Counts compose here, not in a naive repeat loop.** The `Event` and
13//! `Effect` are `(Action, count)`: the machine consumes the resolved action +
14//! its count off the keymap, and emits the action(s) the runtime should run +
15//! *how many times*. A bare motion (`5j`) passes through carrying its count; an
16//! operated motion multiplies the two counts (`3d2w` = delete `3 × 2 = 6`
17//! words), because vim's operator count and motion count multiply.
18
19use escriba_core::{Action, Operator};
20
21/// Operator-pending state. `Resting` = normal; `Awaiting { op, count }` = an
22/// operator key was pressed (with `count`, default 1) and the next motion will
23/// be operated over.
24#[derive(Debug, Clone, Copy, PartialEq, Eq, Default)]
25pub enum OpState {
26 #[default]
27 Resting,
28 Awaiting {
29 op: Operator,
30 count: u32,
31 },
32 /// `d/` — an operator is armed AND a search prompt is open.
33 ///
34 /// Without this state the prompt's own keys (the typed pattern, Backspace,
35 /// history) hit the "anything else cancels" arm and the operator
36 /// evaporated on the very first character, so `d/foo<CR>` silently did
37 /// nothing. The operator has to survive an arbitrary number of keystrokes
38 /// here, which is exactly why it needs a state rather than a guard.
39 AwaitingSearch {
40 op: Operator,
41 count: u32,
42 },
43}
44
45/// The zenmai machine. A ZST marker; the reducer is [`Self::step`]. The
46/// `(Action, u32)` event/effect pair is the action and its repetition count.
47pub struct OperatorPending;
48
49impl zenmai::Machine for OperatorPending {
50 type State = OpState;
51 /// The resolved action and its count (from the keymap's `CountedAction`).
52 type Event = (Action, u32);
53 /// The action the runtime should execute and how many times. Empty = the
54 /// key was consumed (an operator began, or a pending operator was cancelled).
55 type Effect = (Action, u32);
56
57 fn step(state: &OpState, event: (Action, u32)) -> (OpState, Vec<(Action, u32)>) {
58 let (action, count) = event;
59 match (state, action) {
60 // A stray `Pending` (mid-sequence key) never disturbs operator
61 // state and runs nothing — the runtime's own sequence buffer owns it.
62 (s, Action::Pending) => (*s, vec![]),
63
64 // Resting: an operator key arms the machine (capturing its count);
65 // everything else passes straight through carrying its own count.
66 (OpState::Resting, Action::Operator(op)) => (OpState::Awaiting { op, count }, vec![]),
67 (OpState::Resting, other) => (OpState::Resting, vec![(other, count)]),
68
69 // Awaiting a motion: the motion composes into ApplyOperator, applied
70 // `op_count × motion_count` times (the two vim counts multiply).
71 (
72 OpState::Awaiting {
73 op,
74 count: op_count,
75 },
76 Action::Move(motion),
77 ) => (
78 OpState::Resting,
79 vec![(
80 Action::ApplyOperator { op: *op, motion },
81 op_count.saturating_mul(count).max(1),
82 )],
83 ),
84
85 // Awaiting + a text OBJECT composes over its extent, not over a
86 // range ending at the cursor. `dgn` deletes the match wherever it
87 // is; a motion-shaped composition would delete up to it instead.
88 (
89 OpState::Awaiting {
90 op,
91 count: op_count,
92 },
93 Action::TextObject(object),
94 ) => (
95 OpState::Resting,
96 vec![(
97 Action::ApplyOperatorObject { op: *op, object },
98 op_count.saturating_mul(count).max(1),
99 )],
100 ),
101
102 // Awaiting + `/` or `?`: open the prompt and STAY ARMED. This arm
103 // is the whole fix — it used to fall into the catch-all below,
104 // which disarmed the operator and dropped the key.
105 (
106 OpState::Awaiting {
107 op,
108 count: op_count,
109 },
110 Action::SearchOpen(dir),
111 ) => (
112 OpState::AwaitingSearch {
113 op: *op,
114 count: *op_count,
115 },
116 vec![(Action::SearchOpen(dir), 1)],
117 ),
118
119 // Prompt editing passes through untouched while the operator
120 // waits. Classified by `Action::edits_prompt`, which is TOTAL over
121 // `Action`, rather than by a list here — the list is how this
122 // broke once already: five prompt actions were added later and
123 // none reached it, so `←` or `<C-g>` midway through `d/foo`
124 // silently disarmed the operator.
125 (OpState::AwaitingSearch { .. }, a) if a.edits_prompt() => (*state, vec![(a, 1)]),
126
127 // `<CR>` resolves the operand. Emitted as ONE action rather than
128 // "commit, then operate": committing MOVES the cursor, which would
129 // destroy the operator's start point before the operator ran.
130 (
131 OpState::AwaitingSearch {
132 op,
133 count: op_count,
134 },
135 Action::SubmitCommand,
136 ) => (
137 OpState::Resting,
138 vec![(Action::SearchSubmitOperated { op: *op }, *op_count)],
139 ),
140
141 // Esc disarms both the prompt and the operator.
142 (OpState::AwaitingSearch { .. }, Action::ChangeMode(m)) => {
143 (OpState::Resting, vec![(Action::ChangeMode(m), 1)])
144 }
145
146 // Any other key while a search operand is being typed disarms the
147 // operator but still runs the key — dropping it silently is what
148 // made `d/` feel broken.
149 (OpState::AwaitingSearch { .. }, other) => (OpState::Resting, vec![(other, count)]),
150
151 // Awaiting + anything-not-a-motion cancels the operator and drops
152 // the key (vim: `d` then a non-motion does nothing). Covers Esc
153 // (ChangeMode), operator-doubling `dd` (linewise — deferred), and
154 // any other key.
155 // A DOUBLED operator is linewise: `dd` / `cc` / `yy`. vim treats
156 // the repeat as "this whole line", which is why it composes to a
157 // `Line` OBJECT rather than to a motion — no cursor-to-target
158 // range expresses "this line and its terminator" without
159 // special-casing the last line, and the object resolver owns
160 // that case.
161 //
162 // Counts multiply as everywhere else, so `2dd` deletes two lines
163 // by applying the object twice.
164 (
165 OpState::Awaiting {
166 op,
167 count: op_count,
168 },
169 Action::Operator(op2),
170 ) if *op == op2 => (
171 OpState::Resting,
172 vec![(
173 Action::ApplyOperatorObject {
174 op: *op,
175 object: escriba_core::TextObject::Line,
176 },
177 op_count.saturating_mul(count).max(1),
178 )],
179 ),
180
181 // A DIFFERENT operator replaces the pending one rather than
182 // cancelling both — `dc` is a typo for `cc`, and vim re-arms.
183 (OpState::Awaiting { .. }, Action::Operator(op2)) => {
184 (OpState::Awaiting { op: op2, count }, vec![])
185 }
186
187 (OpState::Awaiting { .. }, _) => (OpState::Resting, vec![]),
188 }
189 }
190}
191
192#[cfg(test)]
193mod tests {
194 use super::*;
195 use escriba_core::{Mode, Motion};
196 use zenmai::Machine;
197
198 #[test]
199 fn operator_then_motion_composes_apply_operator() {
200 // `d` arms (count 1), `w` composes `dw` once.
201 let (s, fx) =
202 OperatorPending::step(&OpState::Resting, (Action::Operator(Operator::Delete), 1));
203 assert_eq!(
204 s,
205 OpState::Awaiting {
206 op: Operator::Delete,
207 count: 1
208 }
209 );
210 assert!(fx.is_empty(), "the operator key runs nothing, it waits");
211
212 let (s, fx) = OperatorPending::step(&s, (Action::Move(Motion::WordStartNext), 1));
213 assert_eq!(s, OpState::Resting);
214 assert_eq!(
215 fx,
216 vec![(
217 Action::ApplyOperator {
218 op: Operator::Delete,
219 motion: Motion::WordStartNext
220 },
221 1
222 )]
223 );
224 }
225
226 #[test]
227 fn operator_count_multiplies_the_motion() {
228 // `3dw` = delete 3 words: the operator's count (3) flows to the
229 // composed motion as the repetition count.
230 let (s, _) =
231 OperatorPending::step(&OpState::Resting, (Action::Operator(Operator::Delete), 3));
232 assert_eq!(
233 s,
234 OpState::Awaiting {
235 op: Operator::Delete,
236 count: 3
237 }
238 );
239 let (_, fx) = OperatorPending::step(&s, (Action::Move(Motion::WordStartNext), 1));
240 assert_eq!(
241 fx,
242 vec![(
243 Action::ApplyOperator {
244 op: Operator::Delete,
245 motion: Motion::WordStartNext
246 },
247 3
248 )]
249 );
250 }
251
252 #[test]
253 fn operator_and_motion_counts_multiply() {
254 // `3d2w` = delete 3×2 = 6 words.
255 let (s, _) =
256 OperatorPending::step(&OpState::Resting, (Action::Operator(Operator::Delete), 3));
257 let (_, fx) = OperatorPending::step(&s, (Action::Move(Motion::WordStartNext), 2));
258 assert_eq!(fx[0].1, 6, "operator count × motion count");
259 }
260
261 #[test]
262 fn bare_motion_passes_through_carrying_its_count() {
263 // `5j` is not an operated motion — it passes through with count 5.
264 let (s, fx) = OperatorPending::step(&OpState::Resting, (Action::Move(Motion::Down), 5));
265 assert_eq!(s, OpState::Resting);
266 assert_eq!(fx, vec![(Action::Move(Motion::Down), 5)]);
267 }
268
269 #[test]
270 fn esc_cancels_a_pending_operator_and_drops_the_key() {
271 let (s, fx) = OperatorPending::step(
272 &OpState::Awaiting {
273 op: Operator::Change,
274 count: 1,
275 },
276 (Action::ChangeMode(Mode::Normal), 1),
277 );
278 assert_eq!(s, OpState::Resting, "Esc cancels the operator");
279 assert!(fx.is_empty(), "the cancel key is dropped");
280 }
281
282 #[test]
283 fn pending_never_disturbs_operator_state() {
284 // A stray Pending while awaiting keeps the operator armed (a multi-key
285 // motion like `gg` builds in the runtime's sequence buffer first).
286 let (s, fx) = OperatorPending::step(
287 &OpState::Awaiting {
288 op: Operator::Yank,
289 count: 1,
290 },
291 (Action::Pending, 1),
292 );
293 assert_eq!(
294 s,
295 OpState::Awaiting {
296 op: Operator::Yank,
297 count: 1
298 }
299 );
300 assert!(fx.is_empty());
301 }
302
303 #[test]
304 fn a_doubled_operator_is_linewise() {
305 // `dd`. This test used to assert the opposite — that a second
306 // operator CANCELLED — which was an accurate record of a deferral,
307 // not a rule. Composing to a `Line` object is the rule.
308 let (s, fx) = OperatorPending::step(
309 &OpState::Awaiting {
310 op: Operator::Delete,
311 count: 1,
312 },
313 (Action::Operator(Operator::Delete), 1),
314 );
315 assert_eq!(s, OpState::Resting);
316 assert_eq!(
317 fx,
318 vec![(
319 Action::ApplyOperatorObject {
320 op: Operator::Delete,
321 object: escriba_core::TextObject::Line
322 },
323 1
324 )]
325 );
326 }
327
328 #[test]
329 fn a_doubled_operator_multiplies_its_counts() {
330 // `2dd` and `d2d` both mean two lines, and `2d2d` means four —
331 // the same multiplication every other composition uses.
332 let (_, fx) = OperatorPending::step(
333 &OpState::Awaiting {
334 op: Operator::Delete,
335 count: 2,
336 },
337 (Action::Operator(Operator::Delete), 2),
338 );
339 assert_eq!(fx.first().map(|(_, n)| *n), Some(4));
340 }
341
342 #[test]
343 fn a_different_operator_re_arms_rather_than_cancelling() {
344 // `dc` is a typo for `cc`; vim leaves the machine armed on the NEW
345 // operator rather than dropping both keys on the floor.
346 let (s, fx) = OperatorPending::step(
347 &OpState::Awaiting {
348 op: Operator::Delete,
349 count: 1,
350 },
351 (Action::Operator(Operator::Change), 1),
352 );
353 assert_eq!(
354 s,
355 OpState::Awaiting {
356 op: Operator::Change,
357 count: 1
358 }
359 );
360 assert!(fx.is_empty(), "re-arming runs nothing yet");
361 }
362}