Skip to main content

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 + 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 waits.
120            (
121                OpState::AwaitingSearch { .. },
122                a
123                @ (Action::InsertChar(_) | Action::PromptBackspace | Action::PromptHistory { .. }),
124            ) => (*state, vec![(a, 1)]),
125
126            // `<CR>` resolves the operand. Emitted as ONE action rather than
127            // "commit, then operate": committing MOVES the cursor, which would
128            // destroy the operator's start point before the operator ran.
129            (
130                OpState::AwaitingSearch {
131                    op,
132                    count: op_count,
133                },
134                Action::SubmitCommand,
135            ) => (
136                OpState::Resting,
137                vec![(Action::SearchSubmitOperated { op: *op }, *op_count)],
138            ),
139
140            // Esc disarms both the prompt and the operator.
141            (OpState::AwaitingSearch { .. }, Action::ChangeMode(m)) => {
142                (OpState::Resting, vec![(Action::ChangeMode(m), 1)])
143            }
144
145            // Any other key while a search operand is being typed disarms the
146            // operator but still runs the key — dropping it silently is what
147            // made `d/` feel broken.
148            (OpState::AwaitingSearch { .. }, other) => (OpState::Resting, vec![(other, count)]),
149
150            // Awaiting + anything-not-a-motion cancels the operator and drops
151            // the key (vim: `d` then a non-motion does nothing). Covers Esc
152            // (ChangeMode), operator-doubling `dd` (linewise — deferred), and
153            // any other key.
154            (OpState::Awaiting { .. }, _) => (OpState::Resting, vec![]),
155        }
156    }
157}
158
159#[cfg(test)]
160mod tests {
161    use super::*;
162    use escriba_core::{Mode, Motion};
163    use zenmai::Machine;
164
165    #[test]
166    fn operator_then_motion_composes_apply_operator() {
167        // `d` arms (count 1), `w` composes `dw` once.
168        let (s, fx) =
169            OperatorPending::step(&OpState::Resting, (Action::Operator(Operator::Delete), 1));
170        assert_eq!(
171            s,
172            OpState::Awaiting {
173                op: Operator::Delete,
174                count: 1
175            }
176        );
177        assert!(fx.is_empty(), "the operator key runs nothing, it waits");
178
179        let (s, fx) = OperatorPending::step(&s, (Action::Move(Motion::WordStartNext), 1));
180        assert_eq!(s, OpState::Resting);
181        assert_eq!(
182            fx,
183            vec![(
184                Action::ApplyOperator {
185                    op: Operator::Delete,
186                    motion: Motion::WordStartNext
187                },
188                1
189            )]
190        );
191    }
192
193    #[test]
194    fn operator_count_multiplies_the_motion() {
195        // `3dw` = delete 3 words: the operator's count (3) flows to the
196        // composed motion as the repetition count.
197        let (s, _) =
198            OperatorPending::step(&OpState::Resting, (Action::Operator(Operator::Delete), 3));
199        assert_eq!(
200            s,
201            OpState::Awaiting {
202                op: Operator::Delete,
203                count: 3
204            }
205        );
206        let (_, fx) = OperatorPending::step(&s, (Action::Move(Motion::WordStartNext), 1));
207        assert_eq!(
208            fx,
209            vec![(
210                Action::ApplyOperator {
211                    op: Operator::Delete,
212                    motion: Motion::WordStartNext
213                },
214                3
215            )]
216        );
217    }
218
219    #[test]
220    fn operator_and_motion_counts_multiply() {
221        // `3d2w` = delete 3×2 = 6 words.
222        let (s, _) =
223            OperatorPending::step(&OpState::Resting, (Action::Operator(Operator::Delete), 3));
224        let (_, fx) = OperatorPending::step(&s, (Action::Move(Motion::WordStartNext), 2));
225        assert_eq!(fx[0].1, 6, "operator count × motion count");
226    }
227
228    #[test]
229    fn bare_motion_passes_through_carrying_its_count() {
230        // `5j` is not an operated motion — it passes through with count 5.
231        let (s, fx) = OperatorPending::step(&OpState::Resting, (Action::Move(Motion::Down), 5));
232        assert_eq!(s, OpState::Resting);
233        assert_eq!(fx, vec![(Action::Move(Motion::Down), 5)]);
234    }
235
236    #[test]
237    fn esc_cancels_a_pending_operator_and_drops_the_key() {
238        let (s, fx) = OperatorPending::step(
239            &OpState::Awaiting {
240                op: Operator::Change,
241                count: 1,
242            },
243            (Action::ChangeMode(Mode::Normal), 1),
244        );
245        assert_eq!(s, OpState::Resting, "Esc cancels the operator");
246        assert!(fx.is_empty(), "the cancel key is dropped");
247    }
248
249    #[test]
250    fn pending_never_disturbs_operator_state() {
251        // A stray Pending while awaiting keeps the operator armed (a multi-key
252        // motion like `gg` builds in the runtime's sequence buffer first).
253        let (s, fx) = OperatorPending::step(
254            &OpState::Awaiting {
255                op: Operator::Yank,
256                count: 1,
257            },
258            (Action::Pending, 1),
259        );
260        assert_eq!(
261            s,
262            OpState::Awaiting {
263                op: Operator::Yank,
264                count: 1
265            }
266        );
267        assert!(fx.is_empty());
268    }
269
270    #[test]
271    fn inert_on_a_doubled_operator_dd_deferred() {
272        // `dd` (linewise) is deferred — a second operator cancels for now.
273        let (s, fx) = OperatorPending::step(
274            &OpState::Awaiting {
275                op: Operator::Delete,
276                count: 1,
277            },
278            (Action::Operator(Operator::Delete), 1),
279        );
280        assert_eq!(s, OpState::Resting);
281        assert!(fx.is_empty());
282    }
283}