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

544 lines
22 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 '../../css/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 { RpcContext, WithRpcSessions, useRpcSessionAtPos } from '../../../../node_modules/lean4-infoview/src/infoview/rpcSessions';
import { ServerVersion } from '../../../../node_modules/lean4-infoview/src/infoview/serverVersion';
import { FontAwesomeIcon } from '@fortawesome/react-fontawesome'
import { faDeleteLeft, faHome, faArrowRight, faArrowLeft, faRotateLeft } from '@fortawesome/free-solid-svg-icons'
import * as monaco from 'monaco-editor/esm/vs/editor/editor.api.js'
import { GameIdContext } from '../../app';
import { useAppDispatch, useAppSelector } from '../../hooks';
import { LevelInfo } from '../../state/api';
import { changedInventory, levelCompleted, selectCode, selectCompleted, selectInventory } from '../../state/progress';
import Markdown from '../markdown';
import { Infos } from './infos';
import { AllMessages, Errors, WithLspDiagnosticsContext } from './messages';
import { Goal } from './goals';
import { DeletedChatContext, InputModeContext, MobileContext, MonacoEditorContext, ProofContext, ProofStep, SelectionContext, WorldLevelIdContext } from './context';
import { Typewriter, hasErrors, hasInteractiveErrors } from './typewriter';
import { InteractiveDiagnostic } from '@leanprover/infoview/*';
import { Button } from '../button';
import { CircularProgress } from '@mui/material';
import { GameHint } from './rpc_api';
import { store } from '../../state/store';
import { Hints, filterHints } from '../hints';
/** Wrapper for the two editors. It is important that the `div` with `codeViewRef` is
* always present, or the monaco editor cannot start.
*/
export function DualEditor({ level, codeviewRef, levelId, worldId, worldSize }) {
const ec = React.useContext(EditorContext)
const { typewriterMode } = React.useContext(InputModeContext)
return <>
<div className={typewriterMode ? 'hidden' : ''}>
<ExerciseStatement data={level} showLeanStatement={true} />
<div ref={codeviewRef} className={'codeview'}></div>
</div>
{ec ?
<DualEditorMain worldId={worldId} levelId={levelId} level={level} worldSize={worldSize} /> :
// TODO: Style this if relevant.
<></>
}
</>
}
/** The part of the two editors that needs the editor connection first */
function DualEditorMain({ worldId, levelId, level, worldSize }: { worldId: string, levelId: number, level: LevelInfo, worldSize: number }) {
const ec = React.useContext(EditorContext)
const gameId = React.useContext(GameIdContext)
const { typewriterMode } = React.useContext(InputModeContext)
// Mark level as completed when server gives notification
const dispatch = useAppDispatch()
useServerNotificationEffect(
'$/game/completed',
(params: any) => {
if (ec.events.changedCursorLocation.current &&
ec.events.changedCursorLocation.current.uri === params.uri) {
dispatch(levelCompleted({ game: gameId, world: worldId, level: levelId }))
// On completion, add the names of all new items to the local storage
let newTiles = [
...level?.tactics,
...level?.lemmas,
...level?.definitions
].filter((tile) => tile.new).map((tile) => tile.name)
// Add the proven statement to the local storage as well.
if (level?.statementName != null) {
newTiles.push(level?.statementName)
}
let inv: string[] = selectInventory(gameId)(store.getState())
// add new items and remove duplicates
let newInv = [...inv, ...newTiles].filter((item, i, array) => array.indexOf(item) == i)
dispatch(changedInventory({ game: gameId, inventory: newInv }))
}
}, [level]
)
/* Set up updates to the global infoview state on editor events. */
const config = useEventResult(ec.events.changedInfoviewConfig) ?? defaultInfoviewConfig;
const [allProgress, _1] = useServerNotificationState(
'$/lean/fileProgress',
new Map<DocumentUri, LeanFileProgressProcessingInfo[]>(),
async (params: LeanFileProgressParams) => (allProgress) => {
const newProgress = new Map(allProgress);
return newProgress.set(params.textDocument.uri, params.processing);
}, [])
const serverVersion = useEventResult(ec.events.serverRestarted, result => new ServerVersion(result.serverInfo?.version ?? ''))
return <>
<ConfigContext.Provider value={config}>
<VersionContext.Provider value={serverVersion}>
<WithRpcSessions>
<WithLspDiagnosticsContext>
<ProgressContext.Provider value={allProgress}>
{typewriterMode ?
<TypewriterInterfaceWrapper world={worldId} level={levelId} data={level} worldSize={worldSize}/>
:
<Main key={`${worldId}/${levelId}`} world={worldId} level={levelId} data={level} />
}
</ProgressContext.Provider>
</WithLspDiagnosticsContext>
</WithRpcSessions>
</VersionContext.Provider>
</ConfigContext.Provider>
</>
}
/** 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
*
* If `showLeanStatement` is true, it will additionally display the lean code.
*/
function ExerciseStatement({ data, showLeanStatement = false }) {
if (!(data?.descrText || data?.descrFormat)) { return <></> }
return <>
<div className="exercise-statement">
{data?.descrText &&
<Markdown>
{(data?.displayName ? `**Theorem** \`${data?.displayName}\`: ` : '') + data?.descrText}
</Markdown>
}
{data?.descrFormat && showLeanStatement &&
<p><code className="lean-code">{data?.descrFormat}</code></p>
}
</div>
</>
}
// TODO: This is only used in `EditorInterface`
// while `TypewriterInterface` has this copy-pasted in.
export function Main(props: { world: string, level: number, data: LevelInfo}) {
const ec = React.useContext(EditorContext);
const gameId = React.useContext(GameIdContext)
const {worldId, levelId} = React.useContext(WorldLevelIdContext)
const completed = useAppSelector(selectCompleted(gameId, props.world, props.level))
console.debug(`template: ${props.data?.template}`)
// React.useEffect (() => {
// if (props.data.template) {
// let code: string = selectCode(gameId, worldId, levelId)(store.getState())
// if (!code.length) {
// //models.push(monaco.editor.createModel(code, 'lean4', uri))
// }
// }
// }, [props.data.template])
/* Set up updates to the global infoview state on editor events. */
const config = useEventResult(ec.events.changedInfoviewConfig) ?? defaultInfoviewConfig;
const [allProgress, _1] = useServerNotificationState(
'$/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 ret
}
const goalFilter = {
reverse: false,
showType: true,
showInstance: true,
showHiddenAssumption: true,
showLetValue: true
}
/** The display of a single entered lean command */
function Command({ command, deleteProof }: { command: string, deleteProof: any }) {
// The first step will always have an empty command
if (!command) { return <></> }
return <div className="command">
<div className="command-text">{command}</div>
<Button to="" className="undo-button btn btn-inverted" title="Retry proof from here" onClick={deleteProof}>
<FontAwesomeIcon icon={faDeleteLeft} />&nbsp;Retry
</Button>
</div>
}
// const MessageView = React.memo(({uri, diag}: MessageViewProps) => {
// const ec = React.useContext(EditorContext);
// const fname = escapeHtml(basename(uri));
// const {line, character} = diag.range.start;
// const loc: Location = { uri, range: diag.range };
// const text = TaggedText_stripTags(diag.message);
// const severityClass = diag.severity ? {
// [DiagnosticSeverity.Error]: 'error',
// [DiagnosticSeverity.Warning]: 'warning',
// [DiagnosticSeverity.Information]: 'information',
// [DiagnosticSeverity.Hint]: 'hint',
// }[diag.severity] : '';
// const title = `Line ${line+1}, Character ${character}`;
// // Hide "unsolved goals" messages
// let message;
// if ("append" in diag.message && "text" in diag.message.append[0] &&
// diag.message?.append[0].text === "unsolved goals") {
// message = diag.message.append[0]
// } else {
// message = diag.message
// }
// const { typewriterMode } = React.useContext(InputModeContext)
// return (
// // <details open>
// // <summary className={severityClass + ' mv2 pointer'}>{title}
// // <span className="fr">
// // <a className="link pointer mh2 dim codicon codicon-go-to-file"
// // onClick={e => { e.preventDefault(); void ec.revealLocation(loc); }}
// // title="reveal file location"></a>
// // <a className="link pointer mh2 dim codicon codicon-quote"
// // data-id="copy-to-comment"
// // onClick={e => {e.preventDefault(); void ec.copyToComment(text)}}
// // title="copy message to comment"></a>
// // <a className="link pointer mh2 dim codicon codicon-clippy"
// // onClick={e => {e.preventDefault(); void ec.api.copyToClipboard(text)}}
// // title="copy message to clipboard"></a>
// // </span>
// // </summary>
// <div className={severityClass + ' ml1 message'}>
// {!typewriterMode && <p className="mv2">{title}</p>}
// <pre className="font-code pre-wrap">
// <InteractiveMessage fmt={message} />
// </pre>
// </div>
// // </details>
// )
// }, fastIsEqual)
/** The tabs of goals that lean ahs after the command of this step has been processed */
function GoalsTabs({ proofStep, last, onClick, onGoalChange=(n)=>{}}: { proofStep: ProofStep, last : boolean, onClick? : any, onGoalChange?: (n?: number) => void }) {
const [selectedGoal, setSelectedGoal] = React.useState<number>(0)
return <div className="goal-tabs" onClick={onClick}>
<div className={`tab-bar ${last ? 'current' : ''}`}>
{proofStep.goals.map((goal, i) => (
// TODO: Should not use index as key.
<div key={`proof-goal-${i}`} className={`tab ${i == (selectedGoal) ? "active" : ""}`} onClick={(ev) => { onGoalChange(i); setSelectedGoal(i); ev.stopPropagation() }}>
{i ? `Goal ${i + 1}` : "Active Goal"}
</div>
))}
</div>
<div className="goal-tab vscode-light">
<Goal typewriter={false} filter={goalFilter} goal={proofStep.goals[selectedGoal]} />
</div>
</div>
}
// Splitting up Typewriter into two parts is a HACK
export function TypewriterInterfaceWrapper(props: { world: string, level: number, data: LevelInfo, worldSize: number }) {
const ec = React.useContext(EditorContext)
const gameId = React.useContext(GameIdContext)
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.
if (!serverVersion) { return <></> }
if (serverStoppedResult) {
return <div>
<p>{serverStoppedResult.message}</p>
<p className="error">{serverStoppedResult.reason}</p>
</div>
}
return <TypewriterInterface props={props} />
}
/** The interface in command line mode */
export function TypewriterInterface({props}) {
const ec = React.useContext(EditorContext)
const gameId = React.useContext(GameIdContext)
const editor = React.useContext(MonacoEditorContext)
const model = editor.getModel()
const uri = model.uri.toString()
const [disableInput, setDisableInput] = React.useState<boolean>(false)
const [loadingProgress, setLoadingProgress] = React.useState<number>(0)
const { setDeletedChat, showHelp, setShowHelp } = React.useContext(DeletedChatContext)
const {mobile} = React.useContext(MobileContext)
const { proof } = React.useContext(ProofContext)
const { setTypewriterInput } = React.useContext(InputModeContext)
const { selectedStep, setSelectedStep } = React.useContext(SelectionContext)
const proofPanelRef = React.useRef<HTMLDivElement>(null)
const completed = useAppSelector(selectCompleted(gameId, props.world, props.level))
// const config = useEventResult(ec.events.changedInfoviewConfig) ?? defaultInfoviewConfig;
// const curUri = useEventResult(ec.events.changedCursorLocation, loc => loc?.uri);
const rpcSess = useRpcSessionAtPos({uri: uri, line: 0, character: 0})
/** Delete all proof lines starting from a given line.
* Note that the first line (i.e. deleting everything) is `1`!
*/
function deleteProof(line: number) {
return (ev) => {
let deletedChat: Array<GameHint> = []
filterHints(proof).slice(line).map((hintsAtStep, i) => {
// Only add these hidden hints to the deletion stack which were visible
deletedChat = [...deletedChat, ...hintsAtStep.filter(hint => (!hint.hidden || showHelp.has(line + i)))]
})
setDeletedChat(deletedChat)
editor.executeEdits("typewriter", [{
range: monaco.Selection.fromPositions(
{ lineNumber: line, column: 1 },
editor.getModel().getFullModelRange().getEndPosition()
),
text: '',
forceMoveMarkers: false
}])
setSelectedStep(undefined)
setTypewriterInput(proof[line].command)
ev.stopPropagation()
}
}
function toggleSelectStep(line: number) {
return (ev) => {
if (mobile) {return}
if (selectedStep == line) {
setSelectedStep(undefined)
console.debug(`unselected step`)
} else {
setSelectedStep(line)
console.debug(`step ${line} selected`)
}
}
}
// Scroll to the end of the proof if it is updated.
React.useEffect(() => {
if (proof?.length > 1) {
proofPanelRef.current?.lastElementChild?.scrollIntoView() //scrollTo(0,0)
} else {
proofPanelRef.current?.scrollTo(0,0)
}
// also reenable the commandline when the proof changes
// BUG: If selecting 2nd goal on a intermediate proofstep and then delete proof to there,
// the commandline is not displaying disabled even though it should.
setDisableInput(false)
}, [proof])
// Scroll to element if selection changes
React.useEffect(() => {
if (typeof selectedStep !== 'undefined') {
Array.from(proofPanelRef.current?.getElementsByClassName(`step-${selectedStep}`)).map((elem) => {
elem.scrollIntoView({ block: "center" })
})
}
}, [selectedStep])
// TODO: This about hidden hints is all copied from `level.tsx`. Can we move that into `hints.tsx`?
// If the last step has errors, we want to treat it as if it is part of the second-to-last step
let k = proof.length - 1
let withErr = hasInteractiveErrors(proof[k]?.errors) ? 1 : 0
const activateHiddenHints = (ev) => {
// If the last step (`k`) has errors, we want the hidden hints from the
// second-to-last step to be affected
if (!(proof.length)) {return}
// state must not be mutated, therefore we need to clone the set
let tmp = new Set(showHelp)
if (tmp.has(k - withErr)) {
tmp.delete(k - withErr)
} else {
tmp.add(k - withErr)
}
setShowHelp(tmp)
console.debug(`help: ${Array.from(tmp.values())}`)
}
function hasHiddenHints(i : number): boolean {
let step = proof[i]
// For example if the proof isn't loaded yet
if(!step) {return false}
return step.hints.some((hint) => hint.hidden)
}
let lastStepErrors = proof.length ? hasInteractiveErrors(proof[proof.length - 1].errors) : false
useServerNotificationEffect("$/game/loading", (params : any) => {
if (params.kind == "loadConstants") {
setLoadingProgress(params.counter/100*50)
} else if (params.kind == "finalizeExtensions") {
setLoadingProgress(50 + params.counter/150*50)
} else {
console.error(`Unknown loading kind: ${params.kind}`)
}
})
return <div className="typewriter-interface">
<RpcContext.Provider value={rpcSess}>
<div className="content">
<div className="tmp-pusher">
</div>
<div className='proof' ref={proofPanelRef}>
<ExerciseStatement data={props.data} />
{proof.length ?
<>
{proof.map((step, i) => {
if (i == proof.length - 1 && lastStepErrors) {
// if the last command contains an error, we only display the errors but not the
// entered command as it is still present in the command line.
// TODO: Should not use index as key.
return <div key={`proof-step-${i}`}>
<Errors errors={step.errors} typewriterMode={true} />
</div>
} else {
return <div key={`proof-step-${i}`} className={`step step-${i}` + (selectedStep == i ? ' selected' : '')}>
<Command command={step.command} deleteProof={deleteProof(i)} />
<Errors errors={step.errors} typewriterMode={true} />
{mobile && i == 0 && props.data?.introduction &&
<div className={`message information step-0${selectedStep === 0 ? ' selected' : ''}`} onClick={toggleSelectStep(0)}>
<Markdown>{props.data?.introduction}</Markdown>
</div>
}
{mobile && <>
<Hints key={`hints-${i}`}
hints={step.hints} showHidden={showHelp.has(i)} step={i}
selected={selectedStep} toggleSelection={toggleSelectStep(i)}/>
{i == proof.length - 1 && hasHiddenHints(proof.length - 1) && !showHelp.has(k - withErr) &&
<Button className="btn btn-help" to="" onClick={activateHiddenHints}>
Show more help!
</Button>
}
</>
}
<GoalsTabs proofStep={step} last={i == proof.length - (lastStepErrors ? 2 : 1)} onClick={toggleSelectStep(i)} onGoalChange={i == proof.length - 1 - withErr ? (n) => setDisableInput(n > 0) : (n) => {}}/>
{/* Show a message that there are no goals left */}
{!step.goals.length && (
<div className="message information">
{completed ?
<p>Level completed! 🎉</p> :
<p>
<b>no goals left</b><br />
<i>This probably means you solved the level with warnings or Lean encountered a parsing error.</i>
</p>
}
</div>
)}
</div>
}
})}
{mobile && completed &&
<div className="button-row">
{props.level >= props.worldSize ?
<Button to={`/${gameId}`}>
<FontAwesomeIcon icon={faHome} />&nbsp;Leave World
</Button>
:
<Button to={`/${gameId}/world/${props.world}/level/${props.level + 1}`}>
Next&nbsp;<FontAwesomeIcon icon={faArrowRight} />
</Button>
}
</div>
}
</> : <CircularProgress variant="determinate" value={loadingProgress} />
}
</div>
</div>
<Typewriter hidden={!withErr && proof[proof.length - 1]?.goals.length == 0} disabled={disableInput || !proof.length}/>
</RpcContext.Provider>
</div>
}