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escriba_runtime/
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 + `/` or `?`: open the prompt and STAY ARMED. This arm
86            // is the whole fix — it used to fall into the catch-all below,
87            // which disarmed the operator and dropped the key.
88            (
89                OpState::Awaiting {
90                    op,
91                    count: op_count,
92                },
93                Action::SearchOpen(dir),
94            ) => (
95                OpState::AwaitingSearch {
96                    op: *op,
97                    count: *op_count,
98                },
99                vec![(Action::SearchOpen(dir), 1)],
100            ),
101
102            // Prompt editing passes through untouched while the operator waits.
103            (
104                OpState::AwaitingSearch { .. },
105                a
106                @ (Action::InsertChar(_) | Action::PromptBackspace | Action::PromptHistory { .. }),
107            ) => (*state, vec![(a, 1)]),
108
109            // `<CR>` resolves the operand. Emitted as ONE action rather than
110            // "commit, then operate": committing MOVES the cursor, which would
111            // destroy the operator's start point before the operator ran.
112            (
113                OpState::AwaitingSearch {
114                    op,
115                    count: op_count,
116                },
117                Action::SubmitCommand,
118            ) => (
119                OpState::Resting,
120                vec![(Action::SearchSubmitOperated { op: *op }, *op_count)],
121            ),
122
123            // Esc disarms both the prompt and the operator.
124            (OpState::AwaitingSearch { .. }, Action::ChangeMode(m)) => {
125                (OpState::Resting, vec![(Action::ChangeMode(m), 1)])
126            }
127
128            // Any other key while a search operand is being typed disarms the
129            // operator but still runs the key — dropping it silently is what
130            // made `d/` feel broken.
131            (OpState::AwaitingSearch { .. }, other) => (OpState::Resting, vec![(other, count)]),
132
133            // Awaiting + anything-not-a-motion cancels the operator and drops
134            // the key (vim: `d` then a non-motion does nothing). Covers Esc
135            // (ChangeMode), operator-doubling `dd` (linewise — deferred), and
136            // any other key.
137            (OpState::Awaiting { .. }, _) => (OpState::Resting, vec![]),
138        }
139    }
140}
141
142#[cfg(test)]
143mod tests {
144    use super::*;
145    use escriba_core::{Mode, Motion};
146    use zenmai::Machine;
147
148    #[test]
149    fn operator_then_motion_composes_apply_operator() {
150        // `d` arms (count 1), `w` composes `dw` once.
151        let (s, fx) =
152            OperatorPending::step(&OpState::Resting, (Action::Operator(Operator::Delete), 1));
153        assert_eq!(
154            s,
155            OpState::Awaiting {
156                op: Operator::Delete,
157                count: 1
158            }
159        );
160        assert!(fx.is_empty(), "the operator key runs nothing, it waits");
161
162        let (s, fx) = OperatorPending::step(&s, (Action::Move(Motion::WordStartNext), 1));
163        assert_eq!(s, OpState::Resting);
164        assert_eq!(
165            fx,
166            vec![(
167                Action::ApplyOperator {
168                    op: Operator::Delete,
169                    motion: Motion::WordStartNext
170                },
171                1
172            )]
173        );
174    }
175
176    #[test]
177    fn operator_count_multiplies_the_motion() {
178        // `3dw` = delete 3 words: the operator's count (3) flows to the
179        // composed motion as the repetition count.
180        let (s, _) =
181            OperatorPending::step(&OpState::Resting, (Action::Operator(Operator::Delete), 3));
182        assert_eq!(
183            s,
184            OpState::Awaiting {
185                op: Operator::Delete,
186                count: 3
187            }
188        );
189        let (_, fx) = OperatorPending::step(&s, (Action::Move(Motion::WordStartNext), 1));
190        assert_eq!(
191            fx,
192            vec![(
193                Action::ApplyOperator {
194                    op: Operator::Delete,
195                    motion: Motion::WordStartNext
196                },
197                3
198            )]
199        );
200    }
201
202    #[test]
203    fn operator_and_motion_counts_multiply() {
204        // `3d2w` = delete 3×2 = 6 words.
205        let (s, _) =
206            OperatorPending::step(&OpState::Resting, (Action::Operator(Operator::Delete), 3));
207        let (_, fx) = OperatorPending::step(&s, (Action::Move(Motion::WordStartNext), 2));
208        assert_eq!(fx[0].1, 6, "operator count × motion count");
209    }
210
211    #[test]
212    fn bare_motion_passes_through_carrying_its_count() {
213        // `5j` is not an operated motion — it passes through with count 5.
214        let (s, fx) = OperatorPending::step(&OpState::Resting, (Action::Move(Motion::Down), 5));
215        assert_eq!(s, OpState::Resting);
216        assert_eq!(fx, vec![(Action::Move(Motion::Down), 5)]);
217    }
218
219    #[test]
220    fn esc_cancels_a_pending_operator_and_drops_the_key() {
221        let (s, fx) = OperatorPending::step(
222            &OpState::Awaiting {
223                op: Operator::Change,
224                count: 1,
225            },
226            (Action::ChangeMode(Mode::Normal), 1),
227        );
228        assert_eq!(s, OpState::Resting, "Esc cancels the operator");
229        assert!(fx.is_empty(), "the cancel key is dropped");
230    }
231
232    #[test]
233    fn pending_never_disturbs_operator_state() {
234        // A stray Pending while awaiting keeps the operator armed (a multi-key
235        // motion like `gg` builds in the runtime's sequence buffer first).
236        let (s, fx) = OperatorPending::step(
237            &OpState::Awaiting {
238                op: Operator::Yank,
239                count: 1,
240            },
241            (Action::Pending, 1),
242        );
243        assert_eq!(
244            s,
245            OpState::Awaiting {
246                op: Operator::Yank,
247                count: 1
248            }
249        );
250        assert!(fx.is_empty());
251    }
252
253    #[test]
254    fn inert_on_a_doubled_operator_dd_deferred() {
255        // `dd` (linewise) is deferred — a second operator cancels for now.
256        let (s, fx) = OperatorPending::step(
257            &OpState::Awaiting {
258                op: Operator::Delete,
259                count: 1,
260            },
261            (Action::Operator(Operator::Delete), 1),
262        );
263        assert_eq!(s, OpState::Resting);
264        assert!(fx.is_empty());
265    }
266}