Nvim core source ================ Module-specific details are documented at the top of each module (`terminal.c`, `screen.c`, ...). See `:help development` for more guidelines. Logs ---- Low-level log messages sink to `$NVIM_LOG_FILE`. You can use `LOG_CALLSTACK();` anywhere in the source to log the current stacktrace. To log in an alternate file, e.g. stderr, use `LOG_CALLSTACK_TO_FILE(FILE*)`. (Currently Linux-only.) UI events are logged at level 0 (`DEBUG_LOG_LEVEL`). rm -rf build/ make CMAKE_EXTRA_FLAGS="-DMIN_LOG_LEVEL=0" Filename conventions -------------------- The source files use extensions to hint about their purpose. - `*.c`, `*.generated.c` - full C files, with all includes, etc. - `*.c.h` - parametrized C files, contain all necessary includes, but require defining macros before actually using. Example: `typval_encode.c.h` - `*.h` - full headers, with all includes. Does *not* apply to `*.generated.h`. - `*.h.generated.h` - exported functions’ declarations. - `*.c.generated.h` - static functions’ declarations. Nvim lifecycle -------------- Following describes how Nvim processes input. Consider a typical Vim-like editing session: 01. Vim dispays the welcome screen 02. User types: `:` 03. Vim enters command-line mode 04. User types: `edit README.txt` 05. Vim opens the file and returns to normal mode 06. User types: `G` 07. Vim navigates to the end of the file 09. User types: `5` 10. Vim enters count-pending mode 11. User types: `d` 12. Vim enters operator-pending mode 13. User types: `w` 14. Vim deletes 5 words 15. User types: `g` 16. Vim enters the "g command mode" 17. User types: `g` 18. Vim goes to the beginning of the file 19. User types: `i` 20. Vim enters insert mode 21. User types: `word` 22. Vim inserts "word" at the beginning and returns to normal mode Note that we split user actions into sequences of inputs that change the state of the editor. While there's no documentation about a "g command mode" (step 16), internally it is implemented similarly to "operator-pending mode". From this we can see that Vim has the behavior of an input-driven state machine (more specifically, a pushdown automaton since it requires a stack for transitioning back from states). Assuming each state has a callback responsible for handling keys, this pseudocode represents the main program loop: ```py def state_enter(state_callback, data): do key = readkey() # read a key from the user while state_callback(data, key) # invoke the callback for the current state ``` That is, each state is entered by calling `state_enter` and passing a state-specific callback and data. Here is a high-level pseudocode for a program that implements something like the workflow described above: ```py def main() state_enter(normal_state, {}): def normal_state(data, key): if key == ':': state_enter(command_line_state, {}) elif key == 'i': state_enter(insert_state, {}) elif key == 'd': state_enter(delete_operator_state, {}) elif key == 'g': state_enter(g_command_state, {}) elif is_number(key): state_enter(get_operator_count_state, {'count': key}) elif key == 'G' jump_to_eof() return true def command_line_state(data, key): if key == '': if data['input']: execute_ex_command(data['input']) return false elif key == '' return false if not data['input']: data['input'] = '' data['input'] += key return true def delete_operator_state(data, key): count = data['count'] or 1 if key == 'w': delete_word(count) elif key == '$': delete_to_eol(count) return false # return to normal mode def g_command_state(data, key): if key == 'g': go_top() elif key == 'v': reselect() return false # return to normal mode def get_operator_count_state(data, key): if is_number(key): data['count'] += key return true unshift_key(key) # return key to the input buffer state_enter(delete_operator_state, data) return false def insert_state(data, key): if key == '': return false # exit insert mode self_insert(key) return true ``` The above gives an idea of how Nvim is organized internally. Some states like the `g_command_state` or `get_operator_count_state` do not have a dedicated `state_enter` callback, but are implicitly embedded into other states (this will change later as we continue the refactoring effort). To start reading the actual code, here's the recommended order: 1. `state_enter()` function (state.c). This is the actual program loop, note that a `VimState` structure is used, which contains function pointers for the callback and state data. 2. `main()` function (main.c). After all startup, `normal_enter` is called at the end of function to enter normal mode. 3. `normal_enter()` function (normal.c) is a small wrapper for setting up the NormalState structure and calling `state_enter`. 4. `normal_check()` function (normal.c) is called before each iteration of normal mode. 5. `normal_execute()` function (normal.c) is called when a key is read in normal mode. The basic structure described for normal mode in 3, 4 and 5 is used for other modes managed by the `state_enter` loop: - command-line mode: `command_line_{enter,check,execute}()`(`ex_getln.c`) - insert mode: `insert_{enter,check,execute}()`(`edit.c`) - terminal mode: `terminal_{enter,execute}()`(`terminal.c`) Async event support ------------------- One of the features Nvim added is the support for handling arbitrary asynchronous events, which can include: - RPC requests - job control callbacks - timers Nvim implements this functionality by entering another event loop while waiting for characters, so instead of: ```py def state_enter(state_callback, data): do key = readkey() # read a key from the user while state_callback(data, key) # invoke the callback for the current state ``` Nvim program loop is more like: ```py def state_enter(state_callback, data): do event = read_next_event() # read an event from the operating system while state_callback(data, event) # invoke the callback for the current state ``` where `event` is something the operating system delivers to us, including (but not limited to) user input. The `read_next_event()` part is internally implemented by libuv, the platform layer used by Nvim. Since Nvim inherited its code from Vim, the states are not prepared to receive "arbitrary events", so we use a special key to represent those (When a state receives an "arbitrary event", it normally doesn't do anything other update the screen).