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/*
* Copyright (c) 2022-2023, Sam Atkins <atkinssj@serenityos.org>
* Copyright (c) 2022, the SerenityOS developers.
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include "CharacterSearchWidget.h"
#include "SearchCharacters.h"
#include <Applications/CharacterMap/CharacterSearchWindowGML.h>
#include <LibCore/Debounce.h>
struct SearchResult {
u32 code_point;
DeprecatedString code_point_string;
DeprecatedString display_text;
};
class CharacterSearchModel final : public GUI::Model {
public:
CharacterSearchModel() = default;
int row_count(GUI::ModelIndex const&) const override { return m_data.size(); }
int column_count(GUI::ModelIndex const&) const override { return 2; }
GUI::Variant data(GUI::ModelIndex const& index, GUI::ModelRole role) const override
{
auto& result = m_data.at(index.row());
if (role == GUI::ModelRole::Display) {
if (index.column() == 0)
return result.code_point_string;
return result.display_text;
}
if (role == GUI::ModelRole::Custom)
return result.code_point;
return {};
}
void clear()
{
m_data.clear();
invalidate();
}
void add_result(SearchResult result)
{
m_data.append(move(result));
invalidate();
}
private:
Vector<SearchResult> m_data;
};
CharacterSearchWidget::CharacterSearchWidget()
{
load_from_gml(character_search_window_gml).release_value_but_fixme_should_propagate_errors();
m_search_input = find_descendant_of_type_named<GUI::TextBox>("search_input");
m_results_table = find_descendant_of_type_named<GUI::TableView>("results_table");
m_search_input->on_up_pressed = [this] { m_results_table->move_cursor(GUI::AbstractView::CursorMovement::Up, GUI::AbstractView::SelectionUpdate::Set); };
m_search_input->on_down_pressed = [this] { m_results_table->move_cursor(GUI::AbstractView::CursorMovement::Down, GUI::AbstractView::SelectionUpdate::Set); };
m_search_input->on_change = Core::debounce([this] { search(); }, 100);
m_results_table->horizontal_scrollbar().set_visible(false);
m_results_table->set_column_headers_visible(false);
m_results_table->set_model(adopt_ref(*new CharacterSearchModel()));
m_results_table->on_selection_change = [&] {
auto& model = static_cast<CharacterSearchModel&>(*m_results_table->model());
auto index = m_results_table->selection().first();
auto code_point = model.data(index, GUI::ModelRole::Custom).as_u32();
if (on_character_selected)
on_character_selected(code_point);
};
}
void CharacterSearchWidget::search()
{
ScopeGuard guard { [&] { m_results_table->set_updates_enabled(true); } };
m_results_table->set_updates_enabled(false);
// TODO: Sort the results nicely. They're sorted by code-point for now, which is easy, but not the most useful.
// Sorting intelligently in a style similar to Assistant would be nicer.
// Note that this will mean limiting the number of results some other way.
auto& model = static_cast<CharacterSearchModel&>(*m_results_table->model());
model.clear();
auto query = m_search_input->text();
if (query.is_empty())
return;
for_each_character_containing(query, [&](auto code_point, auto display_name) {
StringBuilder builder;
builder.append_code_point(code_point);
model.add_result({ code_point, builder.to_deprecated_string(), move(display_name) });
// Stop when we reach 250 results.
// This is already too many for the search to be useful, and means we don't spend forever recalculating the column size.
if (model.row_count({}) >= 250)
return IterationDecision::Break;
return IterationDecision::Continue;
});
}
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