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lean4game/client/src/components/infoview/main.tsx

245 lines
10 KiB
TypeScript

/* Partly copied from https://github.com/leanprover/vscode-lean4/blob/master/lean4-infoview/src/infoview/main.tsx */
import * as React from 'react';
import type { DidCloseTextDocumentParams, DidChangeTextDocumentParams, Location, DocumentUri } from 'vscode-languageserver-protocol';
import 'tachyons/css/tachyons.css';
import '@vscode/codicons/dist/codicon.css';
import '../../../../node_modules/lean4-infoview/src/infoview/index.css';
import './infoview.css'
import { LeanFileProgressParams, LeanFileProgressProcessingInfo, defaultInfoviewConfig, EditorApi, InfoviewApi } from '@leanprover/infoview-api';
import { useClientNotificationEffect, useServerNotificationEffect, useEventResult, useServerNotificationState } from '../../../../node_modules/lean4-infoview/src/infoview/util';
import { EditorContext, ConfigContext, ProgressContext, VersionContext } from '../../../../node_modules/lean4-infoview/src/infoview/contexts';
import { WithRpcSessions } from '../../../../node_modules/lean4-infoview/src/infoview/rpcSessions';
import { ServerVersion } from '../../../../node_modules/lean4-infoview/src/infoview/serverVersion';
import { GameIdContext } from './context';
import { useAppDispatch, useAppSelector } from '../../hooks';
import { LevelInfo } from '../../state/api';
import { levelCompleted, selectCompleted } from '../../state/progress';
import Markdown from '../markdown';
import { Infos } from './infos';
import { AllMessages, WithLspDiagnosticsContext } from './messages';
import { Goal } from './goals';
import { InputModeContext, ProofStateContext } from './context';
import { CommandLine } from './command_line';
// The mathematical formulation of the statement, supporting e.g. Latex
// It takes three forms, depending on the precence of name and description:
// - Theorem xyz: description
// - Theorem xyz
// - Exercises: description
function ExerciseStatement({data}) {
if (!data?.descrText) { return <></> }
return <div className="exercise-statement"><Markdown>
{(data?.statementName ? `**Theorem** \`${data?.statementName}\`: ` : data?.descrText && "**Exercise**: ") + `${data?.descrText}` }
</Markdown></div>
}
// TODO: This is only used in `EditorInterface`
// while `CommandLineInterface` has this copy-pasted in.
export function Main(props: {world: string, level: number}) {
const ec = React.useContext(EditorContext);
const gameId = React.useContext(GameIdContext)
const dispatch = useAppDispatch()
// Mark level as completed when server gives notification
useServerNotificationEffect(
'$/game/completed',
(params: any) => {
if (ec.events.changedCursorLocation.current &&
ec.events.changedCursorLocation.current.uri === params.uri) {
dispatch(levelCompleted({game: gameId, world: props.world, level: props.level}))
}
},
[]
);
const completed = useAppSelector(selectCompleted(gameId, props.world, props.level))
/* Set up updates to the global infoview state on editor events. */
const config = useEventResult(ec.events.changedInfoviewConfig) ?? defaultInfoviewConfig;
const [allProgress, _1] = useServerNotificationState(
'$/lean/fileProgress',
new Map<DocumentUri, LeanFileProgressProcessingInfo[]>(),
async (params: LeanFileProgressParams) => (allProgress) => {
const newProgress = new Map(allProgress);
return newProgress.set(params.textDocument.uri, params.processing);
},
[]
);
const curUri = useEventResult(ec.events.changedCursorLocation, loc => loc?.uri);
useClientNotificationEffect(
'textDocument/didClose',
(params: DidCloseTextDocumentParams) => {
if (ec.events.changedCursorLocation.current &&
ec.events.changedCursorLocation.current.uri === params.textDocument.uri) {
ec.events.changedCursorLocation.fire(undefined)
}
},
[]
);
const serverVersion =
useEventResult(ec.events.serverRestarted, result => new ServerVersion(result.serverInfo?.version ?? ''))
const serverStoppedResult = useEventResult(ec.events.serverStopped);
// NB: the cursor may temporarily become `undefined` when a file is closed. In this case
// it's important not to reconstruct the `WithBlah` wrappers below since they contain state
// that we want to persist.
let ret
if (!serverVersion) {
ret = <p>Waiting for Lean server to start...</p>
} else if (serverStoppedResult){
ret = <div><p>{serverStoppedResult.message}</p><p className="error">{serverStoppedResult.reason}</p></div>
} else {
ret = <div className="infoview vscode-light">
{completed && <div className="level-completed">Level completed! 🎉</div>}
<Infos />
</div>
}
return (
<ConfigContext.Provider value={config}>
<VersionContext.Provider value={serverVersion}>
<WithRpcSessions>
<WithLspDiagnosticsContext>
<ProgressContext.Provider value={allProgress}>
{ret}
</ProgressContext.Provider>
</WithLspDiagnosticsContext>
</WithRpcSessions>
</VersionContext.Provider>
</ConfigContext.Provider>
);
}
// `codeviewRef`: the codeViewRef. Used to edit the editor's content even if not visible
export function EditorInterface({data, codeviewRef, hidden, worldId, levelId, editorConnection}) {
const { commandLineMode, setCommandLineMode } = React.useContext(InputModeContext)
return <div className={hidden ? 'hidden' : ''}>
<ExerciseStatement data={data} />
<div className={`statement ${commandLineMode ? 'hidden' : ''}`}><code>{data?.descrFormat}</code></div>
<div ref={codeviewRef} className={'codeview'}></div>
{editorConnection && <Main key={`${worldId}/${levelId}`} world={worldId} level={levelId} />}
</div>
}
export function CommandLineInterface(props: {world: string, level: number, data: LevelInfo}) {
const ec = React.useContext(EditorContext);
const gameId = React.useContext(GameIdContext)
const proofStateContext = React.useContext(ProofStateContext)
const [selectedGoal, setSelectedGoal] = React.useState<number>(0)
const dispatch = useAppDispatch()
// Mark level as completed when server gives notification
useServerNotificationEffect(
'$/game/completed',
(params: any) => {
if (ec.events.changedCursorLocation.current &&
ec.events.changedCursorLocation.current.uri === params.uri) {
dispatch(levelCompleted({game: gameId, world: props.world, level: props.level}))
}
},
[]
);
const completed = useAppSelector(selectCompleted(gameId, props.world, props.level))
/* Set up updates to the global infoview state on editor events. */
const config = useEventResult(ec.events.changedInfoviewConfig) ?? defaultInfoviewConfig;
const [allProgress, _1] = useServerNotificationState(
'$/lean/fileProgress',
new Map<DocumentUri, LeanFileProgressProcessingInfo[]>(),
async (params: LeanFileProgressParams) => (allProgress) => {
const newProgress = new Map(allProgress);
return newProgress.set(params.textDocument.uri, params.processing);
},
[]
);
const curUri = useEventResult(ec.events.changedCursorLocation, loc => loc?.uri);
useClientNotificationEffect(
'textDocument/didClose',
(params: DidCloseTextDocumentParams) => {
if (ec.events.changedCursorLocation.current &&
ec.events.changedCursorLocation.current.uri === params.textDocument.uri) {
ec.events.changedCursorLocation.fire(undefined)
}
},
[]
);
const goalFilter = { reverse: false, showType: true, showInstance: true, showHiddenAssumption: true, showLetValue: true }
const serverVersion =
useEventResult(ec.events.serverRestarted, result => new ServerVersion(result.serverInfo?.version ?? ''))
const serverStoppedResult = useEventResult(ec.events.serverStopped);
// NB: the cursor may temporarily become `undefined` when a file is closed. In this case
// it's important not to reconstruct the `WithBlah` wrappers below since they contain state
// that we want to persist.
let ret
if (!serverVersion) {
ret = <p>Waiting for Lean server to start...</p>
} else if (serverStoppedResult){
ret = <div><p>{serverStoppedResult.message}</p><p className="error">{serverStoppedResult.reason}</p></div>
} else {
//className="infoview vscode-light"
ret = <div className="commandline-interface">
{/* {completed && <div className="level-completed">Level completed! 🎉</div>} */}
<div className="content">
<ExerciseStatement data={props.data} />
<Infos />
<div className="tmp-pusher"></div>
<div className="tab-bar">
{proofStateContext.proofState.goals?.goals.map((goal, i) =>
<div className={`tab ${i == (selectedGoal) ? "active": ""}`}
onClick={() => { setSelectedGoal(i) }}>
{i ? `Goal ${i+1}` : "Active Goal"}
</div>)}
</div>
<div className="goal-tab vscode-light">
{proofStateContext.proofState.goals?.goals?.length &&
<Goal commandLine={false} filter={goalFilter} goal={proofStateContext.proofState.goals.goals[selectedGoal]} />
}
</div>
</div>
<CommandLine />
</div>
}
return <>
{/* <button className="btn" onClick={handleUndo} disabled={!canUndo}><FontAwesomeIcon icon={faRotateLeft} /> Undo</button> */}
<ConfigContext.Provider value={config}>
<VersionContext.Provider value={serverVersion}>
<WithRpcSessions>
<WithLspDiagnosticsContext>
<ProgressContext.Provider value={allProgress}>
{ret}
</ProgressContext.Provider>
</WithLspDiagnosticsContext>
</WithRpcSessions>
</VersionContext.Provider>
</ConfigContext.Provider>
</>
}