// Copyright 2014 The gocui Authors. All rights reserved.
// Use of this source code is governed by a BSD-style
// license that can be found in the LICENSE file.

package gocui

import (
	"bytes"
	"fmt"
	"io"
	"strings"
	"sync"
	"unicode"
	"unicode/utf8"

	"github.com/go-errors/errors"
	"github.com/mattn/go-runewidth"
)

// Constants for overlapping edges
const (
	TOP    = 1 // view is overlapping at top edge
	BOTTOM = 2 // view is overlapping at bottom edge
	LEFT   = 4 // view is overlapping at left edge
	RIGHT  = 8 // view is overlapping at right edge
)

var (
	// ErrInvalidPoint is returned when client passed invalid coordinates of a cell.
	// Most likely client has passed negative coordinates of a cell.
	ErrInvalidPoint = errors.New("invalid point")
)

// A View is a window. It maintains its own internal buffer and cursor
// position.
type View struct {
	name           string
	x0, y0, x1, y1 int      // left top right bottom
	ox, oy         int      // view offsets
	cx, cy         int      // cursor position
	rx, ry         int      // Read() offsets
	wx, wy         int      // Write() offsets
	lines          [][]cell // All the data
	outMode        OutputMode

	// readBuffer is used for storing unread bytes
	readBuffer []byte

	// tained is true if the viewLines must be updated
	tainted bool

	// internal representation of the view's buffer. We will keep viewLines around
	// from a previous render until we explicitly set them to nil, allowing us to
	// render the same content twice without flicker. Wherever we want to render
	// something without any chance of old content appearing (e.g. when actually
	// rendering new content or if the view is resized) we should set tainted to
	// true and viewLines to nil
	viewLines []viewLine

	// writeMutex protects locks the write process
	writeMutex sync.Mutex

	// ei is used to decode ESC sequences on Write
	ei *escapeInterpreter

	// Visible specifies whether the view is visible.
	Visible bool

	// BgColor and FgColor allow to configure the background and foreground
	// colors of the View.
	BgColor, FgColor Attribute

	// SelBgColor and SelFgColor are used to configure the background and
	// foreground colors of the selected line, when it is highlighted.
	SelBgColor, SelFgColor Attribute

	// If Editable is true, keystrokes will be added to the view's internal
	// buffer at the cursor position.
	Editable bool

	// Editor allows to define the editor that manages the editing mode,
	// including keybindings or cursor behaviour. DefaultEditor is used by
	// default.
	Editor Editor

	// Overwrite enables or disables the overwrite mode of the view.
	Overwrite bool

	// If Highlight is true, Sel{Bg,Fg}Colors will be used
	// for the line under the cursor position.
	Highlight bool

	// If Frame is true, a border will be drawn around the view.
	Frame bool

	// FrameColor allow to configure the color of the Frame when it is not highlighted.
	FrameColor Attribute

	// FrameRunes allows to define custom runes for the frame edges.
	// The rune slice can be defined with 3 different lengths.
	// If slice doesn't match these lengths, default runes will be used instead of missing one.
	//
	// 2 runes with only horizontal and vertical edges.
	//  []rune{'─', '│'}
	//  []rune{'═','║'}
	// 6 runes with horizontal, vertical edges and top-left, top-right, bottom-left, bottom-right cornes.
	//  []rune{'─', '│', '┌', '┐', '└', '┘'}
	//  []rune{'═','║','╔','╗','╚','╝'}
	// 11 runes which can be used with `gocui.Gui.SupportOverlaps` property.
	//  []rune{'─', '│', '┌', '┐', '└', '┘', '├', '┤', '┬', '┴', '┼'}
	//  []rune{'═','║','╔','╗','╚','╝','╠','╣','╦','╩','╬'}
	FrameRunes []rune

	// If Wrap is true, the content that is written to this View is
	// automatically wrapped when it is longer than its width. If true the
	// view's x-origin will be ignored.
	Wrap bool

	// If Autoscroll is true, the View will automatically scroll down when the
	// text overflows. If true the view's y-origin will be ignored.
	Autoscroll bool

	// If Frame is true, Title allows to configure a title for the view.
	Title string

	Tabs     []string
	TabIndex int
	// HighlightTabWithoutFocus allows you to show which tab is selected without the view being focused
	HighlightSelectedTabWithoutFocus bool
	// TitleColor allow to configure the color of title and subtitle for the view.
	TitleColor Attribute

	// If Frame is true, Subtitle allows to configure a subtitle for the view.
	Subtitle string

	// If Mask is true, the View will display the mask instead of the real
	// content
	Mask rune

	// Overlaps describes which edges are overlapping with another view's edges
	Overlaps byte

	// If HasLoader is true, the message will be appended with a spinning loader animation
	HasLoader bool

	// IgnoreCarriageReturns tells us whether to ignore '\r' characters
	IgnoreCarriageReturns bool

	// ParentView is the view which catches events bubbled up from the given view if there's no matching handler
	ParentView *View

	Context string // this is for assigning keybindings to a view only in certain contexts

	searcher *searcher

	// KeybindOnEdit should be set to true when you want to execute keybindings even when the view is editable
	// (this is usually not the case)
	KeybindOnEdit bool

	TextArea *TextArea

	// something like '1 of 20' for a list view
	Footer string
}

// call this in the event of a view resize, or if you want to render new content
// without the chance of old content still appearing, or if you want to remove
// a line from the existing content
func (v *View) clearViewLines() {
	v.tainted = true
	v.viewLines = nil
}

type searcher struct {
	searchString       string
	searchPositions    []cellPos
	currentSearchIndex int
	onSelectItem       func(int, int, int) error
}

func (v *View) SetOnSelectItem(onSelectItem func(int, int, int) error) {
	v.searcher.onSelectItem = onSelectItem
}

func (v *View) gotoNextMatch() error {
	if len(v.searcher.searchPositions) == 0 {
		return nil
	}
	if v.searcher.currentSearchIndex >= len(v.searcher.searchPositions)-1 {
		v.searcher.currentSearchIndex = 0
	} else {
		v.searcher.currentSearchIndex++
	}
	return v.SelectSearchResult(v.searcher.currentSearchIndex)
}

func (v *View) gotoPreviousMatch() error {
	if len(v.searcher.searchPositions) == 0 {
		return nil
	}
	if v.searcher.currentSearchIndex == 0 {
		if len(v.searcher.searchPositions) > 0 {
			v.searcher.currentSearchIndex = len(v.searcher.searchPositions) - 1
		}
	} else {
		v.searcher.currentSearchIndex--
	}
	return v.SelectSearchResult(v.searcher.currentSearchIndex)
}

func (v *View) SelectSearchResult(index int) error {
	itemCount := len(v.searcher.searchPositions)
	if itemCount == 0 {
		return nil
	}
	if index > itemCount-1 {
		index = itemCount - 1
	}

	y := v.searcher.searchPositions[index].y
	v.FocusPoint(v.ox, y)
	if v.searcher.onSelectItem != nil {
		return v.searcher.onSelectItem(y, index, itemCount)
	}
	return nil
}

func (v *View) Search(str string) error {
	v.writeMutex.Lock()
	v.searcher.search(str)
	v.updateSearchPositions()

	if len(v.searcher.searchPositions) > 0 {
		// get the first result past the current cursor
		currentIndex := 0
		adjustedY := v.oy + v.cy
		adjustedX := v.ox + v.cx
		for i, pos := range v.searcher.searchPositions {
			if pos.y > adjustedY || (pos.y == adjustedY && pos.x > adjustedX) {
				currentIndex = i
				break
			}
		}
		v.searcher.currentSearchIndex = currentIndex
		v.writeMutex.Unlock()
		return v.SelectSearchResult(currentIndex)
	} else {
		v.writeMutex.Unlock()
		return v.searcher.onSelectItem(-1, -1, 0)
	}
}

func (v *View) ClearSearch() {
	v.searcher.clearSearch()
}

func (v *View) IsSearching() bool {
	return v.searcher.searchString != ""
}

func (v *View) FocusPoint(cx int, cy int) {
	lineCount := len(v.lines)
	if cy < 0 || cy > lineCount {
		return
	}
	_, height := v.Size()

	ly := height - 1
	if ly == -1 {
		ly = 0
	}

	// if line is above origin, move origin and set cursor to zero
	// if line is below origin + height, move origin and set cursor to max
	// otherwise set cursor to value - origin
	if ly > lineCount {
		v.cx = cx
		v.cy = cy
		v.oy = 0
	} else if cy < v.oy {
		v.cx = cx
		v.cy = 0
		v.oy = cy
	} else if cy > v.oy+ly {
		v.cx = cx
		v.cy = ly
		v.oy = cy - ly
	} else {
		v.cx = cx
		v.cy = cy - v.oy
	}
}

func (s *searcher) search(str string) {
	s.searchString = str
	s.searchPositions = []cellPos{}
	s.currentSearchIndex = 0
}

func (s *searcher) clearSearch() {
	s.searchString = ""
	s.searchPositions = []cellPos{}
	s.currentSearchIndex = 0
}

type cellPos struct {
	x int
	y int
}

type viewLine struct {
	linesX, linesY int // coordinates relative to v.lines
	line           []cell
}

type cell struct {
	chr              rune
	bgColor, fgColor Attribute
}

type lineType []cell

// String returns a string from a given cell slice.
func (l lineType) String() string {
	str := ""
	for _, c := range l {
		str += string(c.chr)
	}
	return str
}

// newView returns a new View object.
func newView(name string, x0, y0, x1, y1 int, mode OutputMode) *View {
	v := &View{
		name:     name,
		x0:       x0,
		y0:       y0,
		x1:       x1,
		y1:       y1,
		Visible:  true,
		Frame:    true,
		Editor:   DefaultEditor,
		tainted:  true,
		outMode:  mode,
		ei:       newEscapeInterpreter(mode),
		searcher: &searcher{},
		TextArea: &TextArea{},
	}

	v.FgColor, v.BgColor = ColorDefault, ColorDefault
	v.SelFgColor, v.SelBgColor = ColorDefault, ColorDefault
	v.TitleColor, v.FrameColor = ColorDefault, ColorDefault
	return v
}

// Dimensions returns the dimensions of the View
func (v *View) Dimensions() (int, int, int, int) {
	return v.x0, v.y0, v.x1, v.y1
}

// Size returns the number of visible columns and rows in the View.
func (v *View) Size() (x, y int) {
	return v.Width(), v.Height()
}

func (v *View) Width() int {
	return v.x1 - v.x0 - 1
}

func (v *View) Height() int {
	return v.y1 - v.y0 - 1
}

// if a view has a frame, that leaves less space for its writeable area
func (v *View) InnerWidth() int {
	innerWidth := v.Width() - v.frameOffset()
	if innerWidth < 0 {
		return 0
	}

	return innerWidth
}

func (v *View) InnerHeight() int {
	innerHeight := v.Height() - v.frameOffset()
	if innerHeight < 0 {
		return 0
	}

	return innerHeight
}

func (v *View) frameOffset() int {
	if v.Frame {
		return 1
	} else {
		return 0
	}
}

// Name returns the name of the view.
func (v *View) Name() string {
	return v.name
}

// setRune sets a rune at the given point relative to the view. It applies the
// specified colors, taking into account if the cell must be highlighted. Also,
// it checks if the position is valid.
func (v *View) setRune(x, y int, ch rune, fgColor, bgColor Attribute) error {
	maxX, maxY := v.Size()
	if x < 0 || x >= maxX || y < 0 || y >= maxY {
		return ErrInvalidPoint
	}
	var (
		ry, rcy int
		err     error
	)
	if v.Highlight {
		_, ry, err = v.realPosition(x, y)
		if err != nil {
			return err
		}
		_, rcy, err = v.realPosition(v.cx, v.cy)
		if err != nil {
			return err
		}
	}

	if v.Mask != 0 {
		fgColor = v.FgColor
		bgColor = v.BgColor
		ch = v.Mask
	} else if v.Highlight && ry == rcy {
		// this ensures we use the bright variant of a colour upon highlight
		fgColorComponent := fgColor & ^AttrAll
		if fgColorComponent >= AttrIsValidColor && fgColorComponent < AttrIsValidColor+8 {
			fgColor += 8
		}
		fgColor = fgColor | AttrBold
		bgColor = bgColor | v.SelBgColor
	}

	// Don't display NUL characters
	if ch == 0 {
		ch = ' '
	}

	tcellSetCell(v.x0+x+1, v.y0+y+1, ch, fgColor, bgColor, v.outMode)

	return nil
}

// SetCursor sets the cursor position of the view at the given point,
// relative to the view. It checks if the position is valid.
func (v *View) SetCursor(x, y int) error {
	maxX, maxY := v.Size()
	if x < 0 || x >= maxX || y < 0 || y >= maxY {
		return nil
	}
	v.cx = x
	v.cy = y
	return nil
}

// Cursor returns the cursor position of the view.
func (v *View) Cursor() (x, y int) {
	return v.cx, v.cy
}

// SetOrigin sets the origin position of the view's internal buffer,
// so the buffer starts to be printed from this point, which means that
// it is linked with the origin point of view. It can be used to
// implement Horizontal and Vertical scrolling with just incrementing
// or decrementing ox and oy.
func (v *View) SetOrigin(x, y int) error {
	if x < 0 || y < 0 {
		return ErrInvalidPoint
	}
	v.ox = x
	v.oy = y
	return nil
}

func (v *View) SetOriginX(x int) error {
	if x < 0 {
		return ErrInvalidPoint
	}
	v.ox = x
	return nil
}

func (v *View) SetOriginY(y int) error {
	if y < 0 {
		return ErrInvalidPoint
	}
	v.oy = y
	return nil
}

// Origin returns the origin position of the view.
func (v *View) Origin() (x, y int) {
	return v.OriginX(), v.OriginY()
}

func (v *View) OriginX() int {
	return v.ox
}

func (v *View) OriginY() int {
	return v.oy
}

// SetWritePos sets the write position of the view's internal buffer.
// So the next Write call would write directly to the specified position.
func (v *View) SetWritePos(x, y int) error {
	if x < 0 || y < 0 {
		return ErrInvalidPoint
	}
	v.wx = x
	v.wy = y
	return nil
}

// WritePos returns the current write position of the view's internal buffer.
func (v *View) WritePos() (x, y int) {
	return v.wx, v.wy
}

// SetReadPos sets the read position of the view's internal buffer.
// So the next Read call would read from the specified position.
func (v *View) SetReadPos(x, y int) error {
	if x < 0 || y < 0 {
		return ErrInvalidPoint
	}
	v.readBuffer = nil
	v.rx = x
	v.ry = y
	return nil
}

// ReadPos returns the current read position of the view's internal buffer.
func (v *View) ReadPos() (x, y int) {
	return v.rx, v.ry
}

// makeWriteable creates empty cells if required to make position (x, y) writeable.
func (v *View) makeWriteable(x, y int) {
	// TODO: make this more efficient

	// line `y` must be index-able (that's why `<=`)
	for len(v.lines) <= y {
		if cap(v.lines) > len(v.lines) {
			newLen := cap(v.lines)
			if newLen > y {
				newLen = y + 1
			}
			v.lines = v.lines[:newLen]
		} else {
			v.lines = append(v.lines, nil)
		}
	}
	// cell `x` must not be index-able (that's why `<`)
	// append should be used by `lines[y]` user if he wants to write beyond `x`
	for len(v.lines[y]) < x {
		if cap(v.lines[y]) > len(v.lines[y]) {
			newLen := cap(v.lines[y])
			if newLen > x {
				newLen = x
			}
			v.lines[y] = v.lines[y][:newLen]
		} else {
			v.lines[y] = append(v.lines[y], cell{})
		}
	}
}

// writeCells copies []cell to specified location (x, y)
// !!! caller MUST ensure that specified location (x, y) is writeable by calling makeWriteable
func (v *View) writeCells(x, y int, cells []cell) {
	var newLen int
	// use maximum len available
	line := v.lines[y][:cap(v.lines[y])]
	maxCopy := len(line) - x
	if maxCopy < len(cells) {
		copy(line[x:], cells[:maxCopy])
		line = append(line, cells[maxCopy:]...)
		newLen = len(line)
	} else { // maxCopy >= len(cells)
		copy(line[x:], cells)
		newLen = x + len(cells)
		if newLen < len(v.lines[y]) {
			newLen = len(v.lines[y])
		}
	}
	v.lines[y] = line[:newLen]
}

// Write appends a byte slice into the view's internal buffer. Because
// View implements the io.Writer interface, it can be passed as parameter
// of functions like fmt.Fprintf, fmt.Fprintln, io.Copy, etc. Clear must
// be called to clear the view's buffer.
func (v *View) Write(p []byte) (n int, err error) {
	v.writeMutex.Lock()
	defer v.writeMutex.Unlock()

	v.writeRunes(bytes.Runes(p))

	return len(p), nil
}

func (v *View) WriteRunes(p []rune) {
	v.writeMutex.Lock()
	defer v.writeMutex.Unlock()

	v.writeRunes(p)
}

// writeRunes copies slice of runes into internal lines buffer.
func (v *View) writeRunes(p []rune) {
	v.tainted = true

	// Fill with empty cells, if writing outside current view buffer
	v.makeWriteable(v.wx, v.wy)

	for _, r := range p {
		switch r {
		case '\n':
			v.wy++
			if v.wy >= len(v.lines) {
				v.lines = append(v.lines, nil)
			}

			fallthrough
			// not valid in every OS, but making runtime OS checks in cycle is bad.
		case '\r':
			v.wx = 0
		default:
			moveCursor, cells := v.parseInput(r)
			if cells == nil {
				continue
			}
			v.writeCells(v.wx, v.wy, cells)
			if moveCursor {
				v.wx += len(cells)
			}
		}
	}
}

// exported functions use the mutex. Non-exported functions are for internal use
// and a calling function should use a mutex
func (v *View) WriteString(s string) {
	v.WriteRunes([]rune(s))
}

func (v *View) writeString(s string) {
	v.writeRunes([]rune(s))
}

// parseInput parses char by char the input written to the View. It returns nil
// while processing ESC sequences. Otherwise, it returns a cell slice that
// contains the processed data.
func (v *View) parseInput(ch rune) (bool, []cell) {
	cells := []cell{}
	moveCursor := true

	isEscape, err := v.ei.parseOne(ch)
	if err != nil {
		for _, r := range v.ei.runes() {
			c := cell{
				fgColor: v.FgColor,
				bgColor: v.BgColor,
				chr:     r,
			}
			cells = append(cells, c)
		}
		v.ei.reset()
	} else {
		repeatCount := 1
		if _, ok := v.ei.instruction.(eraseInLineFromCursor); ok {
			// fill rest of line
			v.ei.instructionRead()
			repeatCount = v.InnerWidth() - v.wx
			ch = ' '
			moveCursor = false
		} else if isEscape {
			// do not output anything
			return moveCursor, nil
		} else if ch == '\t' {
			// fill tab-sized space
			ch = ' '
			repeatCount = 4
		}
		c := cell{
			fgColor: v.ei.curFgColor,
			bgColor: v.ei.curBgColor,
			chr:     ch,
		}
		for i := 0; i < repeatCount; i++ {
			cells = append(cells, c)
		}
	}

	return moveCursor, cells
}

// Read reads data into p from the current reading position set by SetReadPos.
// It returns the number of bytes read into p.
// At EOF, err will be io.EOF.
func (v *View) Read(p []byte) (n int, err error) {
	buffer := make([]byte, utf8.UTFMax)
	offset := 0
	if v.readBuffer != nil {
		copy(p, v.readBuffer)
		if len(v.readBuffer) >= len(p) {
			if len(v.readBuffer) > len(p) {
				v.readBuffer = v.readBuffer[len(p):]
			}
			return len(p), nil
		}
		v.readBuffer = nil
	}
	for v.ry < len(v.lines) {
		for v.rx < len(v.lines[v.ry]) {
			count := utf8.EncodeRune(buffer, v.lines[v.ry][v.rx].chr)
			copy(p[offset:], buffer[:count])
			v.rx++
			newOffset := offset + count
			if newOffset >= len(p) {
				if newOffset > len(p) {
					v.readBuffer = buffer[newOffset-len(p):]
				}
				return len(p), nil
			}
			offset += count
		}
		v.rx = 0
		v.ry++
	}
	return offset, io.EOF
}

// only use this if the calling function has a lock on writeMutex
func (v *View) clear() {
	v.rewind()
	v.lines = nil
	v.clearViewLines()
}

// Clear empties the view's internal buffer.
// And resets reading and writing offsets.
func (v *View) Clear() {
	v.writeMutex.Lock()
	defer v.writeMutex.Unlock()

	v.clear()
}

func (v *View) SetContent(str string) {
	v.writeMutex.Lock()
	defer v.writeMutex.Unlock()

	v.clear()
	v.writeString(str)
}

// Rewind sets read and write pos to (0, 0).
func (v *View) Rewind() {
	v.writeMutex.Lock()
	defer v.writeMutex.Unlock()

	v.rewind()
}

// similar to Rewind but clears lines. Also similar to Clear but doesn't reset
// viewLines
func (v *View) Reset() {
	v.writeMutex.Lock()
	defer v.writeMutex.Unlock()

	v.rewind()
	v.lines = nil
}

// This is for when we've done a restart for the sake of avoiding a flicker and
// we've reached the end of the new content to display: we need to clear the remaining
// content from the previous round. We do this by setting v.viewLines to nil so that
// we just render the new content from v.lines directly
func (v *View) FlushStaleCells() {
	v.writeMutex.Lock()
	defer v.writeMutex.Unlock()

	v.clearViewLines()
}

func (v *View) rewind() {
	v.ei.reset()

	if err := v.SetReadPos(0, 0); err != nil {
		// SetReadPos returns error only if x and y are negative
		// we are passing 0, 0, thus no error should occur.
		panic(err)
	}
	if err := v.SetWritePos(0, 0); err != nil {
		// SetWritePos returns error only if x and y are negative
		// we are passing 0, 0, thus no error should occur.
		panic(err)
	}
}

func containsUpcaseChar(str string) bool {
	for _, ch := range str {
		if unicode.IsUpper(ch) {
			return true
		}
	}

	return false
}

func (v *View) updateSearchPositions() {
	if v.searcher.searchString != "" {
		var normalizeRune func(r rune) rune
		var normalizedSearchStr string
		// if we have any uppercase characters we'll do a case-sensitive search
		if containsUpcaseChar(v.searcher.searchString) {
			normalizedSearchStr = v.searcher.searchString
			normalizeRune = func(r rune) rune { return r }
		} else {
			normalizedSearchStr = strings.ToLower(v.searcher.searchString)
			normalizeRune = unicode.ToLower
		}

		v.searcher.searchPositions = []cellPos{}
		for y, line := range v.lines {
		lineLoop:
			for x, _ := range line {
				if normalizeRune(line[x].chr) == rune(normalizedSearchStr[0]) {
					for offset := 1; offset < len(normalizedSearchStr); offset++ {
						if len(line)-1 < x+offset {
							continue lineLoop
						}
						if normalizeRune(line[x+offset].chr) != rune(normalizedSearchStr[offset]) {
							continue lineLoop
						}
					}
					v.searcher.searchPositions = append(v.searcher.searchPositions, cellPos{x: x, y: y})
				}
			}
		}
	}
}

// IsTainted tells us if the view is tainted
func (v *View) IsTainted() bool {
	return v.tainted
}

// draw re-draws the view's contents.
func (v *View) draw() error {
	v.writeMutex.Lock()
	defer v.writeMutex.Unlock()

	v.clearRunes()

	if !v.Visible {
		return nil
	}

	v.updateSearchPositions()
	maxX, maxY := v.Size()

	if v.Wrap {
		if maxX == 0 {
			return nil
		}
		v.ox = 0
	}
	if v.tainted {
		lineIdx := 0
		lines := v.lines
		if v.HasLoader {
			lines = v.loaderLines()
		}
		for i, line := range lines {
			wrap := 0
			if v.Wrap {
				wrap = maxX
			}

			ls := lineWrap(line, wrap)
			for j := range ls {
				vline := viewLine{linesX: j, linesY: i, line: ls[j]}

				if lineIdx > len(v.viewLines)-1 {
					v.viewLines = append(v.viewLines, vline)
				} else {
					v.viewLines[lineIdx] = vline
				}
				lineIdx++
			}
		}
		if !v.HasLoader {
			v.tainted = false
		}
	}

	visibleViewLinesHeight := v.viewLineLengthIgnoringTrailingBlankLines()
	if v.Autoscroll && visibleViewLinesHeight > maxY {
		v.oy = visibleViewLinesHeight - maxY
	}

	if len(v.viewLines) == 0 {
		return nil
	}

	start := v.oy
	if start > len(v.viewLines)-1 {
		start = len(v.viewLines) - 1
	}

	y := 0
	for _, vline := range v.viewLines[start:] {
		if y >= maxY {
			break
		}
		x := 0
		for j, c := range vline.line {
			if j < v.ox {
				continue
			}
			if x >= maxX {
				break
			}

			fgColor := c.fgColor
			if fgColor == ColorDefault {
				fgColor = v.FgColor
			}
			bgColor := c.bgColor
			if bgColor == ColorDefault {
				bgColor = v.BgColor
			}
			if matched, selected := v.isPatternMatchedRune(x, y); matched {
				if selected {
					bgColor = ColorCyan
				} else {
					bgColor = ColorYellow
				}
			}

			if err := v.setRune(x, y, c.chr, fgColor, bgColor); err != nil {
				return err
			}

			// Not sure why the previous code was here but it caused problems
			// when typing wide characters in an editor
			x += runewidth.RuneWidth(c.chr)
		}
		y++
	}
	return nil
}

// if autoscroll is enabled but we only have a single row of cells shown to the
// user, we don't want to scroll to the final line if it contains no text. So
// this tells us the view lines height when we ignore any trailing blank lines
func (v *View) viewLineLengthIgnoringTrailingBlankLines() int {
	for i := len(v.viewLines) - 1; i >= 0; i-- {
		if len(v.viewLines[i].line) > 0 {
			return i + 1
		}
	}
	return 0
}

func (v *View) isPatternMatchedRune(x, y int) (bool, bool) {
	searchStringLength := len(v.searcher.searchString)
	for i, pos := range v.searcher.searchPositions {
		adjustedY := y + v.oy
		adjustedX := x + v.ox
		if adjustedY == pos.y && adjustedX >= pos.x && adjustedX < pos.x+searchStringLength {
			return true, i == v.searcher.currentSearchIndex
		}
	}
	return false, false
}

// realPosition returns the position in the internal buffer corresponding to the
// point (x, y) of the view.
func (v *View) realPosition(vx, vy int) (x, y int, err error) {
	vx = v.ox + vx
	vy = v.oy + vy

	if vx < 0 || vy < 0 {
		return 0, 0, ErrInvalidPoint
	}

	if len(v.viewLines) == 0 {
		return vx, vy, nil
	}

	if vy < len(v.viewLines) {
		vline := v.viewLines[vy]
		x = vline.linesX + vx
		y = vline.linesY
	} else {
		vline := v.viewLines[len(v.viewLines)-1]
		x = vx
		y = vline.linesY + vy - len(v.viewLines) + 1
	}

	return x, y, nil
}

// clearRunes erases all the cells in the view.
func (v *View) clearRunes() {
	maxX, maxY := v.Size()
	for x := 0; x < maxX; x++ {
		for y := 0; y < maxY; y++ {
			tcellSetCell(v.x0+x+1, v.y0+y+1, ' ', v.FgColor, v.BgColor, v.outMode)
		}
	}
}

// BufferLines returns the lines in the view's internal
// buffer.
func (v *View) BufferLines() []string {
	lines := make([]string, len(v.lines))
	for i, l := range v.lines {
		str := lineType(l).String()
		str = strings.Replace(str, "\x00", " ", -1)
		lines[i] = str
	}
	return lines
}

// Buffer returns a string with the contents of the view's internal
// buffer.
func (v *View) Buffer() string {
	return linesToString(v.lines)
}

// ViewBufferLines returns the lines in the view's internal
// buffer that is shown to the user.
func (v *View) ViewBufferLines() []string {
	lines := make([]string, len(v.viewLines))
	for i, l := range v.viewLines {
		str := lineType(l.line).String()
		str = strings.Replace(str, "\x00", " ", -1)
		lines[i] = str
	}
	return lines
}

// LinesHeight is the count of view lines (i.e. lines excluding wrapping)
func (v *View) LinesHeight() int {
	return len(v.lines)
}

// ViewLinesHeight is the count of view lines (i.e. lines including wrapping)
func (v *View) ViewLinesHeight() int {
	return len(v.viewLines)
}

// ViewBuffer returns a string with the contents of the view's buffer that is
// shown to the user.
func (v *View) ViewBuffer() string {
	lines := make([][]cell, len(v.viewLines))
	for i := range v.viewLines {
		lines[i] = v.viewLines[i].line
	}

	return linesToString(lines)
}

// Line returns a string with the line of the view's internal buffer
// at the position corresponding to the point (x, y).
func (v *View) Line(y int) (string, error) {
	_, y, err := v.realPosition(0, y)
	if err != nil {
		return "", err
	}

	if y < 0 || y >= len(v.lines) {
		return "", ErrInvalidPoint
	}

	return lineType(v.lines[y]).String(), nil
}

// Word returns a string with the word of the view's internal buffer
// at the position corresponding to the point (x, y).
func (v *View) Word(x, y int) (string, error) {
	x, y, err := v.realPosition(x, y)
	if err != nil {
		return "", err
	}

	if x < 0 || y < 0 || y >= len(v.lines) || x >= len(v.lines[y]) {
		return "", ErrInvalidPoint
	}

	str := lineType(v.lines[y]).String()

	nl := strings.LastIndexFunc(str[:x], indexFunc)
	if nl == -1 {
		nl = 0
	} else {
		nl = nl + 1
	}
	nr := strings.IndexFunc(str[x:], indexFunc)
	if nr == -1 {
		nr = len(str)
	} else {
		nr = nr + x
	}
	return string(str[nl:nr]), nil
}

// indexFunc allows to split lines by words taking into account spaces
// and 0.
func indexFunc(r rune) bool {
	return r == ' ' || r == 0
}

// SetHighlight toggles highlighting of separate lines, for custom lists
// or multiple selection in views.
func (v *View) SetHighlight(y int, on bool) error {
	if y < 0 || y >= len(v.lines) {
		err := ErrInvalidPoint
		return err
	}

	line := v.lines[y]
	cells := make([]cell, 0)
	for _, c := range line {
		if on {
			c.bgColor = v.SelBgColor
			c.fgColor = v.SelFgColor
		} else {
			c.bgColor = v.BgColor
			c.fgColor = v.FgColor
		}
		cells = append(cells, c)
	}
	v.tainted = true
	v.lines[y] = cells
	return nil
}

func lineWrap(line []cell, columns int) [][]cell {
	if columns == 0 {
		return [][]cell{line}
	}

	var n int
	var offset int
	lines := make([][]cell, 0, 1)
	for i := range line {
		rw := runewidth.RuneWidth(line[i].chr)
		n += rw
		if n > columns {
			n = rw
			lines = append(lines, line[offset:i])
			offset = i
		}
	}

	lines = append(lines, line[offset:])
	return lines
}

func linesToString(lines [][]cell) string {
	str := make([]string, len(lines))
	for i := range lines {
		rns := make([]rune, 0, len(lines[i]))
		line := lineType(lines[i]).String()
		for _, c := range line {
			if c != '\x00' {
				rns = append(rns, c)
			}
		}
		str[i] = string(rns)
	}

	return strings.Join(str, "\n")
}

// GetClickedTabIndex tells us which tab was clicked
func (v *View) GetClickedTabIndex(x int) int {
	if len(v.Tabs) <= 1 {
		return 0
	}

	charIndex := 0
	for i, tab := range v.Tabs {
		charIndex += len(tab + " - ")
		if x < charIndex {
			return i
		}
	}

	return 0
}

func (v *View) SelectedLineIdx() int {
	_, seletedLineIdx := v.SelectedPoint()
	return seletedLineIdx
}

func (v *View) SelectedPoint() (int, int) {
	cx, cy := v.Cursor()
	ox, oy := v.Origin()
	return cx + ox, cy + oy
}

func (v *View) RenderTextArea() {
	v.Clear()
	fmt.Fprint(v, v.TextArea.GetContent())
	cursorX, cursorY := v.TextArea.GetCursorXY()
	prevOriginX, prevOriginY := v.Origin()
	width, height := v.InnerWidth(), v.InnerHeight()

	newViewCursorX, newOriginX := updatedCursorAndOrigin(prevOriginX, width, cursorX)
	newViewCursorY, newOriginY := updatedCursorAndOrigin(prevOriginY, height, cursorY)

	_ = v.SetCursor(newViewCursorX, newViewCursorY)
	_ = v.SetOrigin(newOriginX, newOriginY)
}

func updatedCursorAndOrigin(prevOrigin int, size int, cursor int) (int, int) {
	var newViewCursor int
	newOrigin := prevOrigin

	if cursor > prevOrigin+size {
		newOrigin = cursor - size
		newViewCursor = size
	} else if cursor < prevOrigin {
		newOrigin = cursor
		newViewCursor = 0
	} else {
		newViewCursor = cursor - prevOrigin
	}

	return newViewCursor, newOrigin
}

func (v *View) ClearTextArea() {
	v.Clear()

	v.writeMutex.Lock()
	defer v.writeMutex.Unlock()

	v.TextArea.Clear()
	_ = v.SetOrigin(0, 0)
	_ = v.SetCursor(0, 0)
}

// only call this function if you don't care where v.wx and v.wy end up
func (v *View) OverwriteLines(y int, content string) {
	v.writeMutex.Lock()
	defer v.writeMutex.Unlock()

	// break by newline, then for each line, write it, then add that erase command
	v.wx = 0
	v.wy = y

	lines := strings.Replace(content, "\n", "\x1b[K\n", -1)
	v.writeString(lines)
}
