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community-plugins/todo/panel.luau
T
5e7655dc73 Update nightwatch75/todo to 0.0.9 — drag-and-drop reorder (plugin API 5) (#91)
Manual-mode reordering now uses declarative drag-and-drop (ui.dragSource
/ ui.dropZone, plugin_api 5) instead of the two-click grip; also folds in
the 0.0.8 crash-loop fix (strike() gated on utf8.len) and an onExit
autosave flush. Translation keys nested for the validator.

Co-authored-by: nightwatch75 <nightwatch75@users.noreply.github.com>
Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-24 14:10:58 -04:00

667 lines
21 KiB
Luau

--!nonstrict
-- To Do — a prioritised task list in an attached panel.
--
-- A task is { id, text, priority, done }. The whole list is persisted to
-- <todo_folder>/todo.json (noctalia.json) as an object { version, sort, tasks }:
-- `tasks` is the array — ALWAYS in manual order — and `sort` records the chosen
-- display mode. A legacy plain-array file is still read (treated as manual
-- order, sort defaulting to "priority"). Empty (blank-text) tasks are never
-- written: they only exist transiently while being entered.
--
-- Ordering has two modes, switched from a header toggle. `items` (and the disk
-- array) hold the manual order in both; priority mode is a VIEW — a stable sort
-- applied at render time only — so switching modes never rewrites the user's
-- manual order:
-- * "priority" — rows display sorted important → medium → low; equal-priority
-- rows keep their manual relative order. No drag handles are shown.
-- * "manual" — the stored order is shown verbatim. A ☰ grip on each row
-- drags it to a new position (declarative drag-and-drop, plugin_api >= 5):
-- grab the grip and drop onto one of the thin insertion zones between rows.
-- Changing a priority only recolours the chip and never moves the row.
--
-- Interaction: a row is a static line by default. Click its text or the pencil
-- button to edit; press Enter or the ✓ button to commit back to the static
-- line. The coloured chip cycles the priority (a legend at the foot of the
-- panel maps each colour to its category). The ☐/☑ button toggles done, which
-- strikes the text through. A header trash button deletes every done row after
-- an inline confirmation strip (confirm/cancel) — the plugin UI has no dialog
-- primitive. No external commands are run.
--
-- The bar widget (todo.luau) lights its glyph while the panel is open via the
-- shared "todo_open" state; it reads todo.json itself for the pending count.
local PRIORITIES = { "important", "medium", "low" }
local RANK = { important = 1, medium = 2, low = 3 }
local COLORS = { important = "#e06c75", medium = "#e5c07b", low = "#98c379" }
local FILE_NAME = "todo.json"
local AUTOSAVE_IDLE_TICKS = 2 -- 1s panel ticks with no edits before a flush
local DRAG_TYPE = "todo-row" -- drag identifier matched by the row drop zones
local items = {} -- array, ALWAYS in manual order (priority mode sorts a copy for display)
local nextId = 1 -- monotonic id source (identity only, not a sort key)
local folder = ""
local filePath = ""
local dirty = false -- unsaved inline text edits
local idleTicks = 0
local editingId = nil -- id of the row currently in edit mode (at most one)
local loaded = false -- guard so an early save() can never truncate the file
local sortMode = "priority" -- "priority" (auto sort) or "manual" (drag reorder)
local confirmingClear = false -- header trash pressed, awaiting confirm/cancel
local render
-- Per-row callbacks need distinct global names; the reconciler dispatches
-- callbacks by name only. getfenv() is the script environment lua_getglobal
-- reads from, so assigning into it defines the callback the host will find.
-- Keyed by the stable id, so a callback stays valid as rows reorder.
local env = getfenv()
local function rowCallback(prefix, id, fn)
local name = prefix .. "_" .. id
env[name] = fn
return name
end
local function tr(key, args)
return noctalia.tr(key, args)
end
local function isBlank(text)
return noctalia.string.trim(text or "") == ""
end
local function todoFolder()
local dir = noctalia.getConfig("todo_folder")
if dir == nil or dir == "" then
dir = noctalia.expandPath("~/Documents/Todo")
else
dir = noctalia.expandPath(dir)
end
return (dir:gsub("/+$", ""))
end
-- Overlay every character with U+0336 (combining long stroke) so a plain label
-- renders struck through — labels/buttons have no line-through prop.
-- utf8.codes THROWS on invalid UTF-8, and render() would re-raise it on every
-- frame until the host disables the plugin; utf8.len returns nil instead, so
-- gate on it and fall back to the plain text (the ☑ still marks it done).
local function strike(text)
if text == "" or utf8.len(text) == nil then
return text
end
local out = {}
for _, code in utf8.codes(text) do
table.insert(out, utf8.char(code))
table.insert(out, "\u{0336}")
end
return table.concat(out)
end
local function normalizePriority(value)
return RANK[value] ~= nil and value or "medium"
end
-- The rows to render, in display order. `items` itself is never reordered by
-- priority mode: it sorts a COPY (stable by priority via decorate-by-index, so
-- equal-priority rows keep their manual relative order). Keeping the sort out
-- of the model is what preserves the manual order across mode switches.
local function displayItems()
if sortMode ~= "priority" then
return items
end
local decorated = {}
for index, item in ipairs(items) do
decorated[index] = { item = item, index = index }
end
table.sort(decorated, function(a, b)
local ra, rb = RANK[a.item.priority], RANK[b.item.priority]
if ra ~= rb then
return ra < rb
end
return a.index < b.index -- stable: keep the manual within-priority order
end)
local sorted = {}
for index, entry in ipairs(decorated) do
sorted[index] = entry.item
end
return sorted
end
local function findItem(id)
for _, item in ipairs(items) do
if item.id == id then
return item
end
end
return nil
end
local function removeItem(id)
for i, item in ipairs(items) do
if item.id == id then
table.remove(items, i)
return true
end
end
return false
end
local function load()
items = {}
nextId = 1
sortMode = "priority"
local raw = noctalia.readFile(filePath)
if raw ~= nil and raw ~= "" then
local decoded = noctalia.json.decode(raw)
local list = nil
if type(decoded) == "table" then
-- Object form { version, sort, tasks }; a legacy plain array has no
-- `tasks` key and is read as-is (manual order, priority sort).
if decoded.tasks ~= nil then
if decoded.sort == "manual" or decoded.sort == "priority" then
sortMode = decoded.sort
end
list = decoded.tasks
else
list = decoded
end
end
if type(list) == "table" then
for _, entry in ipairs(list) do
if type(entry) == "table" then
local id = tonumber(entry.id) or nextId
table.insert(items, {
id = id,
text = type(entry.text) == "string" and entry.text or "",
priority = normalizePriority(entry.priority),
done = entry.done == true,
})
if id >= nextId then
nextId = id + 1
end
end
end
end
end
-- The on-disk order IS the manual order; priority mode sorts at render time.
loaded = true
end
local function save()
if not loaded then
return -- never write before the first load reads what is on disk
end
-- Blank tasks are in-progress placeholders; they never reach disk.
local toStore = {}
for _, item in ipairs(items) do
if not isBlank(item.text) then
table.insert(toStore, item)
end
end
local encoded = noctalia.json.encode({ version = 2, sort = sortMode, tasks = toStore }, true)
if encoded == nil then
return
end
local ok, err = noctalia.writeFile(filePath, encoded)
if not ok then
noctalia.notifyError(tr("title"), err or tr("save_failed"))
return
end
dirty = false
end
local function addItem()
local item = { id = nextId, text = "", priority = "medium", done = false }
nextId += 1
-- Appended at the foot of the manual order; the priority view shows it at
-- the foot of its group.
table.insert(items, item)
editingId = item.id -- new task opens straight into edit mode
render()
end
local function deleteItem(id)
removeItem(id)
if editingId == id then
editingId = nil
end
save()
render()
end
local function enterEdit(id)
-- Leaving a still-blank row behind (e.g. a just-added task) would strand an
-- empty line; drop it as we move focus elsewhere.
if editingId ~= nil and editingId ~= id then
local prev = findItem(editingId)
if prev ~= nil and isBlank(prev.text) then
removeItem(editingId)
end
end
editingId = id
render()
end
local function commitEdit(id, value)
local item = findItem(id)
if item == nil then
return
end
item.text = value
editingId = nil
if isBlank(item.text) then
removeItem(id) -- committing a blank task discards it
end
save()
render()
end
local function toggleDone(id)
local item = findItem(id)
if item ~= nil then
item.done = not item.done
save()
render()
end
end
local function cyclePriority(id)
local item = findItem(id)
if item ~= nil then
-- important → medium → low → important. The manual position is
-- untouched; the priority view re-sorts on render.
item.priority = PRIORITIES[(RANK[item.priority] % #PRIORITIES) + 1]
save()
render()
end
end
-- Switch ordering mode. Only the `sort` choice is persisted — the task array
-- is never rewritten, so the manual order survives any number of round trips
-- through priority mode.
local function setSortMode(mode)
if mode ~= "manual" and mode ~= "priority" then
return
end
sortMode = mode
save()
render()
end
-- Move task `id` to sit at manual position `insertAt` (1-based, in `items`).
-- The insertion zones number the gaps 1..#items+1, so `insertAt` is where the
-- row lands before removing itself; drop onto its own gap is a no-op. Only
-- reachable in manual mode, where the render order IS the `items` order.
local function moveItemTo(id, insertAt)
local fromIndex = nil
for i, item in ipairs(items) do
if item.id == id then
fromIndex = i
break
end
end
if fromIndex == nil or type(insertAt) ~= "number" then
return
end
local moved = table.remove(items, fromIndex)
-- Removing the row shifts every later gap down by one.
if fromIndex < insertAt then
insertAt -= 1
end
insertAt = math.max(1, math.min(insertAt, #items + 1))
table.insert(items, insertAt, moved)
save()
render()
end
local function doneCount()
local n = 0
for _, item in ipairs(items) do
if item.done then
n += 1
end
end
return n
end
-- Remove every done row (the header trash, after confirmation). Editing state
-- pointing at a removed row is dropped with it.
local function clearDone()
local kept = {}
for _, item in ipairs(items) do
if not item.done then
table.insert(kept, item)
end
end
if #kept ~= #items then
items = kept
if editingId ~= nil and findItem(editingId) == nil then
editingId = nil
end
save()
end
confirmingClear = false
render()
end
local function taskRow(item)
local id = item.id
local editing = editingId == id
-- Manual mode only: a ☰ grip that drags the whole row to a new position.
-- The grip is a drag source holding the glyph, but previewAncestor = 1
-- makes the drag ghost the whole row and liftFromLayout pulls the row out
-- of the list while it moves; the thin insertion zones between rows are the
-- drop targets. Same glyph noctalia's own bar reorder uses ("menu-2").
local grip = nil
if sortMode == "manual" then
grip = ui.dragSource({
key = "grip-" .. id,
dragType = DRAG_TYPE,
payload = tostring(id),
previewAncestor = 1,
liftFromLayout = true,
width = 24,
height = 24,
align = "center",
justify = "center",
tooltip = tr("tip_grip"),
}, {
ui.glyph({ name = "menu-2", size = 14, color = "on_surface_variant" }),
})
end
local chip = ui.box({
-- priority in the key so the retained box picks up the new fill colour
key = "chip-" .. id .. "-" .. item.priority,
width = 16,
height = 16,
radius = 4,
fill = COLORS[item.priority],
onClick = rowCallback("todoPrio", id, function()
cyclePriority(id)
end),
})
local children = {}
if grip ~= nil then
table.insert(children, grip)
end
table.insert(children, chip)
if editing then
table.insert(children, ui.input({
key = "text-" .. id,
value = item.text,
placeholder = tr("placeholder"),
focus = true,
flexGrow = 1,
onChange = rowCallback("todoText", id, function(value)
item.text = value
dirty = true
idleTicks = 0
end),
onSubmit = rowCallback("todoSubmit", id, function(value)
commitEdit(id, value)
end),
}))
-- ✓ commits the edit, mirroring Enter.
table.insert(children, ui.button({
glyph = "check",
variant = "primary",
tooltip = tr("tip_commit"),
onClick = rowCallback("todoOk", id, function()
commitEdit(id, item.text)
end),
}))
else
-- Static text; clicking it re-opens the editor ("press on the text").
table.insert(children, ui.button({
key = "view-" .. id,
text = item.done and strike(item.text) or item.text,
variant = "ghost",
contentAlign = "start",
flexGrow = 1,
onClick = rowCallback("todoEdit", id, function()
enterEdit(id)
end),
}))
-- Done toggle: strikes the text through.
table.insert(children, ui.button({
glyph = item.done and "square-check" or "square",
variant = "ghost",
tooltip = tr(item.done and "tip_undone" or "tip_done"),
onClick = rowCallback("todoDone", id, function()
toggleDone(id)
end),
}))
-- Explicit edit affordance next to the row.
table.insert(children, ui.button({
glyph = "pencil",
variant = "ghost",
tooltip = tr("tip_edit"),
onClick = rowCallback("todoPencil", id, function()
enterEdit(id)
end),
}))
end
table.insert(children, ui.button({
glyph = "trash",
variant = "ghost",
tooltip = tr("tip_delete"),
onClick = rowCallback("todoDel", id, function()
deleteItem(id)
end),
}))
return ui.row({
-- edit/done/mode state flips the row's controls; key it to recreate cleanly
key = "row-"
.. id
.. (editing and "-edit" or "-view")
.. (item.done and "-done" or "")
.. (sortMode == "manual" and "-m" or ""),
gap = 8,
align = "center",
}, children)
end
-- A footer legend mapping each chip colour to its category.
local function legendEntry(priority)
return ui.row({ gap = 6, align = "center" }, {
ui.box({ width = 12, height = 12, radius = 3, fill = COLORS[priority] }),
ui.label({ text = tr("prio_" .. priority), fontSize = 11, color = "on_surface_variant" }),
})
end
-- A thin drop target in the gap before manual-order row `index` (and one past
-- the end, at #items+1). expandOnDrag opens a row-height gap where the dragged
-- row will land; hitSlop makes the 3px line reachable from the rows around it.
local function insertionZone(index)
return ui.dropZone({
key = "gap-" .. index,
accepts = { DRAG_TYPE },
value = tostring(index),
onDrop = "onTodoDrop",
height = 3,
radius = 6,
expandOnDrag = true,
hitSlop = 28,
})
end
render = function()
-- Ordering toggle: shows the current mode and flips it. "menu-2" (the grip
-- glyph) for manual, "palette" for the colour/priority sort.
local sortToggle = ui.button({
key = "header-sort-" .. sortMode,
glyph = sortMode == "manual" and "menu-2" or "palette",
text = sortMode == "manual" and tr("sort_manual") or tr("sort_priority"),
variant = "ghost",
tooltip = tr("tip_sort"),
onClick = "onSortToggle",
})
-- With nothing done the trash has nothing to clear; keep it visible but
-- disabled, and fold away a confirmation left open while the last done
-- row was toggled back.
local done = doneCount()
if done == 0 then
confirmingClear = false
end
local header = ui.row({ align = "center", gap = 8 }, {
ui.label({ text = tr("title"), fontSize = 16, fontWeight = "bold", color = "on_surface", flexGrow = 1 }),
sortToggle,
ui.button({
key = "header-clear-done" .. (done == 0 and "-off" or ""),
glyph = "trash",
variant = "ghost",
enabled = done > 0,
tooltip = tr("tip_clear_done"),
onClick = "onClearDone",
}),
ui.button({ key = "header-add", glyph = "plus", variant = "primary", tooltip = tr("tip_add"), onClick = "onAdd" }),
ui.button({ key = "header-close", glyph = "close", variant = "ghost", tooltip = tr("tip_close"), onClick = "onClosePanel" }),
})
-- Confirmation strip for the header trash: the question plus an explicit
-- destructive confirm and a cancel, in place of a modal (the plugin UI has
-- no dialog primitive).
local confirmStrip = nil
if confirmingClear then
confirmStrip = ui.row({ key = "confirm-clear", gap = 8, align = "center" }, {
ui.label({ text = tr("clear_done_confirm"), color = "on_surface", flexGrow = 1 }),
ui.button({ text = tr("clear_done_yes"), variant = "destructive", onClick = "onClearDoneConfirm" }),
ui.button({ text = tr("clear_done_no"), variant = "ghost", onClick = "onClearDoneCancel" }),
})
end
local legend = ui.column({ gap = 8 }, {
ui.separator({}),
ui.row({ gap = 16, align = "center", justify = "center" }, {
legendEntry("important"),
legendEntry("medium"),
legendEntry("low"),
}),
})
local body
if #items == 0 then
body = ui.column({ flexGrow = 1, align = "center", justify = "center" }, {
ui.label({ text = tr("empty"), color = "on_surface_variant" }),
})
else
local rows = {}
-- Manual mode interleaves an insertion zone before each row (and one
-- after the last) so a drag can land in any gap. In manual mode the
-- render order IS the items order, so gap N targets items index N.
local manual = sortMode == "manual"
for index, item in ipairs(displayItems()) do
if manual then
table.insert(rows, insertionZone(index))
end
table.insert(rows, taskRow(item))
end
if manual then
table.insert(rows, insertionZone(#items + 1))
end
body = ui.scroll({ flexGrow = 1, gap = 6 }, rows)
end
local parts = { header }
if confirmStrip ~= nil then
table.insert(parts, confirmStrip)
end
table.insert(parts, body)
table.insert(parts, legend)
panel.render(ui.column({ flexGrow = 1, gap = 12, align = "stretch" }, parts))
end
function onOpen(_context)
folder = todoFolder()
filePath = folder .. "/" .. FILE_NAME
local ok, err = noctalia.mkdirAll(folder)
if not ok then
noctalia.notifyError(tr("title"), err or "")
end
load()
editingId = nil
confirmingClear = false
dirty = false
idleTicks = 0
panel.setWantsSecondTicks(true)
noctalia.state.set("todo_open", true)
render()
end
function onClose()
editingId = nil
confirmingClear = false
if dirty then
save()
end
noctalia.state.set("todo_open", false)
end
-- Fires on every teardown (shutdown and reload), even paths that skip onClose;
-- flush a pending inline edit so it is never lost.
function onExit()
if dirty then
save()
end
end
function onConfigChanged()
if dirty then
save()
end
folder = todoFolder()
filePath = folder .. "/" .. FILE_NAME
noctalia.mkdirAll(folder)
editingId = nil
confirmingClear = false
load()
render()
end
function update()
if dirty then
idleTicks += 1
if idleTicks >= AUTOSAVE_IDLE_TICKS then
save()
end
end
end
function onAdd()
addItem()
end
function onSortToggle()
setSortMode(sortMode == "manual" and "priority" or "manual")
end
-- Drop callback for the insertion zones (declarative drag-and-drop). payload is
-- the dragged row's id as text, value the target gap index as text.
function onTodoDrop(payload, value)
moveItemTo(tonumber(payload), tonumber(value))
end
function onClearDone()
confirmingClear = true
render()
end
function onClearDoneConfirm()
clearDone()
end
function onClearDoneCancel()
confirmingClear = false
render()
end
function onClosePanel()
panel.close()
end