" vim global plugin that provides a nice tree explorer " Last Change: 13 march 2007 " Maintainer: Martin Grenfell let s:NERD_tree_version = '2.2.3' "A help file is installed when the script is run for the first time. "Go :help NERD_tree.txt to see it. " SECTION: Script init stuff {{{1 "============================================================ if exists("loaded_nerd_tree") finish endif if v:version < 700 echoerr "NERDTree: this plugin requires vim >= 7. DOWNLOAD IT! You'll thank me later!" finish endif let loaded_nerd_tree = 1 "Function: s:InitVariable() function {{{2 "This function is used to initialise a given variable to a given value. The "variable is only initialised if it does not exist prior " "Args: "var: the name of the var to be initialised "value: the value to initialise var to " "Returns: "1 if the var is set, 0 otherwise function! s:InitVariable(var, value) if !exists(a:var) exec 'let ' . a:var . ' = ' . "'" . a:value . "'" return 1 endif return 0 endfunction "SECTION: Init variable calls {{{2 call s:InitVariable("g:NERDChristmasTree", 1) call s:InitVariable("g:NERDTreeChDirMode", 1) if !exists("g:NERDTreeIgnore") let g:NERDTreeIgnore = ['\~$'] endif call s:InitVariable("g:NERDTreeHighlightCursorline", 1) call s:InitVariable("g:NERDTreeMouseMode", 1) call s:InitVariable("g:NERDTreeShowHidden", 0) call s:InitVariable("g:NERDTreeShowFiles", 1) call s:InitVariable("g:NERDTreeSortDirs", 1) if !exists("g:NERDTreeSortOrder") let g:NERDTreeSortOrder = ['\/$', '*', '\.swp$', '\.bak$', '\~$'] else "if there isnt a * in the sort sequence then add one if count(g:NERDTreeSortOrder, '*') < 1 call add(g:NERDTreeSortOrder, '*') endif endif "we need to use this number many times for sorting... so we calculate it only "once here let g:NERDTreeSortStarIndex = index(g:NERDTreeSortOrder, '*') call s:InitVariable("g:NERDTreeSplitVertical", 1) call s:InitVariable("g:NERDTreeWinPos", 1) call s:InitVariable("g:NERDTreeWinSize", 31) let s:running_windows = has("win16") || has("win32") || has("win64") "init the shell command that will be used to remove dir trees " "Note: the space after the command is important if s:running_windows call s:InitVariable("g:NERDTreeRemoveDirCmd", 'rmdir /s /q ') else call s:InitVariable("g:NERDTreeRemoveDirCmd", 'rm -rf ') endif "SECTION: Init variable calls for key mappings {{{2 call s:InitVariable("g:NERDTreeMapActivateNode", "o") call s:InitVariable("g:NERDTreeMapChangeRoot", "C") call s:InitVariable("g:NERDTreeMapChdir", "cd") call s:InitVariable("g:NERDTreeMapCloseChildren", "X") call s:InitVariable("g:NERDTreeMapCloseDir", "x") call s:InitVariable("g:NERDTreeMapExecute", "!") call s:InitVariable("g:NERDTreeMapFilesystemMenu", "m") call s:InitVariable("g:NERDTreeMapHelp", "?") call s:InitVariable("g:NERDTreeMapJumpNextSibling", "s") call s:InitVariable("g:NERDTreeMapJumpParent", "p") call s:InitVariable("g:NERDTreeMapJumpPrevSibling", "S") call s:InitVariable("g:NERDTreeMapOpenExpl", "e") call s:InitVariable("g:NERDTreeMapOpenExplNewWin", "E") call s:InitVariable("g:NERDTreeMapOpenInTab", "t") call s:InitVariable("g:NERDTreeMapOpenInTabSilent", "T") call s:InitVariable("g:NERDTreeMapOpenRecursively", "O") call s:InitVariable("g:NERDTreeMapOpenSplit", "") call s:InitVariable("g:NERDTreeMapQuit", "q") call s:InitVariable("g:NERDTreeMapRefresh", "r") call s:InitVariable("g:NERDTreeMapRefreshRoot", "R") call s:InitVariable("g:NERDTreeMapToggleFiles", "F") call s:InitVariable("g:NERDTreeMapToggleFilters", "f") call s:InitVariable("g:NERDTreeMapToggleHidden", "H") call s:InitVariable("g:NERDTreeMapUpdir", "u") call s:InitVariable("g:NERDTreeMapUpdirKeepOpen", "U") "SECTION: Script level variable declaration{{{2 let s:escape_chars = " `|\"~'#" let s:NERDTreeWinName = '_NERD_tree_' "init all the nerd tree markup let s:tree_vert = '|' let s:tree_vert_last = '`' let s:tree_wid = 2 let s:tree_wid_str = ' ' let s:tree_wid_strM1 = ' ' let s:tree_dir_open = '~' let s:tree_dir_closed = '+' let s:tree_file = '-' let s:tree_markup_reg = '[ \-+~`|]' let s:tree_markup_reg_neg = '[^ \-+~`|]' let s:tree_up_dir_line = '.. (up a dir)' let s:tree_RO_str = ' [RO]' let s:tree_RO_str_reg = ' \[RO\]' let s:os_slash = '/' if s:running_windows let s:os_slash = '\' endif " SECTION: Commands {{{1 "============================================================ "init the command that users start the nerd tree with command! -n=? -complete=dir NERDTree :call s:InitNerdTree('') command! -n=? -complete=dir NERDTreeToggle :call s:Toggle('') " SECTION: Auto commands {{{1 "============================================================ "Save the cursor position whenever we close the nerd tree exec "autocmd BufWinLeave *". s:NERDTreeWinName ."* :call SaveScreenState()" "SECTION: Classes {{{1 "============================================================ "CLASS: oTreeFileNode {{{2 "This class is the parent of the oTreeDirNode class and constitures the "'Component' part of the composite design pattern between the treenode "classes. "============================================================ let s:oTreeFileNode = {} "FUNCTION: oTreeFileNode.CompareNodes {{{3 "This is supposed to be a class level method but i cant figure out how to "get func refs to work from a dict.. " "A class level method that compares two nodes " "Args: "n1, n2: the 2 nodes to compare function! s:CompareNodes(n1, n2) return a:n1.path.CompareTo(a:n2.path) endfunction "FUNCTION: oTreeFileNode.Delete {{{3 "Removes this node from the tree and calls the Delete method for its path obj function! s:oTreeFileNode.Delete() dict call self.path.Delete() call self.parent.RemoveChild(self) endfunction "FUNCTION: oTreeFileNode.Equals(treenode) {{{3 " "Compares this treenode to the input treenode and returns 1 if they are the "same node. " "Use this method instead of == because sometimes when the treenodes contain "many children, vim seg faults when doing == " "Args: "treenode: the other treenode to compare to function! s:oTreeFileNode.Equals(treenode) dict return self.path.Str(1) == a:treenode.path.Str(1) endfunction "FUNCTION: oTreeFileNode.FindNode(path) {{{3 "Returns self if this node.path.Equals the given path. "Returns {} if not equal. " "Args: "path: the path object to compare against function! s:oTreeFileNode.FindNode(path) dict if a:path.Equals(self.path) return self endif return {} endfunction "FUNCTION: oTreeFileNode.FindSibling(direction) {{{3 " "Finds the next sibling for this node in the indicated direction " "Args: "direction: 0 if you want to find the previous sibling, 1 for the next sibling " "Return: "a treenode object or {} if no sibling could be found function! s:oTreeFileNode.FindSibling(direction) dict "if we have no parent then we can have no siblings if self.parent != {} "get the index of this node in its parents children let siblingIndx = self.parent.GetChildIndex(self.path) if siblingIndx != -1 "move a long to the next potential sibling node let siblingIndx = a:direction == 1 ? siblingIndx+1 : siblingIndx-1 "keep moving along to the next sibling till we find one that is valid let numSiblings = len(self.parent.children) while siblingIndx >= 0 && siblingIndx < numSiblings "if the next node is not an ignored node (i.e. wont show up in the "view) then return it if self.parent.children[siblingIndx].path.Ignore() == 0 return self.parent.children[siblingIndx] endif "go to next node let siblingIndx = a:direction == 1 ? siblingIndx+1 : siblingIndx-1 endwhile endif endif return {} endfunction "FUNCTION: oTreeFileNode.New(path) {{{3 "Returns a new TreeNode object with the given path and parent " "Args: "path: a path object representing the full filesystem path to the file/dir that the node represents function! s:oTreeFileNode.New(path) dict if a:path.isDirectory return s:oTreeDirNode.New(a:path) else let newTreeNode = {} let newTreeNode = copy(self) let newTreeNode.path = a:path let newTreeNode.parent = {} return newTreeNode endif endfunction "FUNCTION: oTreeFileNode.Rename {{{3 "Calls the rename method for this nodes path obj function! s:oTreeFileNode.Rename(newName) dict call self.path.Rename(a:newName) call self.parent.RemoveChild(self) let parentPath = self.path.GetPathTrunk() let newParent = t:NERDTreeRoot.FindNode(parentPath) if newParent != {} call newParent.CreateChild(self.path, 1) endif endfunction "FUNCTION: oTreeFileNode.StrDisplay() {{{3 " "Returns a string that specifies how the node should be represented as a "string " "Return: "a string that can be used in the view to represent this node function! s:oTreeFileNode.StrDisplay() dict return self.path.StrDisplay() endfunction "CLASS: oTreeDirNode {{{2 "This class is a child of the oTreeFileNode class and constitutes the "'Composite' part of the composite design pattern between the treenode "classes. "============================================================ let s:oTreeDirNode = copy(s:oTreeFileNode) "FUNCTION: oTreeDirNode.AddChild(treenode, inOrder) {{{3 "Adds the given treenode to the list of children for this node " "Args: "-treenode: the node to add "-inOrder: 1 if the new node should be inserted in sorted order function! s:oTreeDirNode.AddChild(treenode, inOrder) dict call add(self.children, a:treenode) let a:treenode.parent = self if a:inOrder call self.SortChildren() endif endfunction "FUNCTION: oTreeDirNode.Close {{{3 "Closes this directory function! s:oTreeDirNode.Close() dict let self.isOpen = 0 endfunction "FUNCTION: oTreeDirNode.CloseChildren {{{3 "Closes all the child dir nodes of this node function! s:oTreeDirNode.CloseChildren() dict for i in self.children if i.path.isDirectory call i.Close() call i.CloseChildren() endif endfor endfunction "FUNCTION: oTreeDirNode.CreateChild(path, inOrder) {{{3 "Instantiates a new child node for this node with the given path. The new "nodes parent is set to this node. " "Args: "path: a Path object that this node will represent/contain "inOrder: 1 if the new node should be inserted in sorted order " "Returns: "the newly created node function! s:oTreeDirNode.CreateChild(path, inOrder) dict let newTreeNode = s:oTreeFileNode.New(a:path) call self.AddChild(newTreeNode, a:inOrder) return newTreeNode endfunction "FUNCTION: oTreeDirNode.FindNode(path) {{{3 "Will find one of the children (recursively) that has the given path " "Args: "path: a path object unlet s:oTreeDirNode.FindNode function! s:oTreeDirNode.FindNode(path) dict if a:path.Equals(self.path) return self endif if stridx(a:path.Str(1), self.path.Str(1), 0) == -1 return {} endif if self.path.isDirectory for i in self.children let retVal = i.FindNode(a:path) if retVal != {} return retVal endif endfor endif return {} endfunction "FUNCTION: oTreeDirNode.GetChildDirs() {{{3 "Returns an array of all children of this node that are directories " "Return: "an array of directory treenodes function! s:oTreeDirNode.GetChildDirs() dict let toReturn = [] for i in self.children if i.path.isDirectory call add(toReturn, i) endif endfor return toReturn endfunction "FUNCTION: oTreeDirNode.GetChildFiles() {{{3 "Returns an array of all children of this node that are files " "Return: "an array of file treenodes function! s:oTreeDirNode.GetChildFiles() dict let toReturn = [] for i in self.children if i.path.isDirectory == 0 call add(toReturn, i) endif endfor return toReturn endfunction "FUNCTION: oTreeDirNode.GetChildrenToDisplay() {{{3 "Returns a list of children to display for this node, in the correct order " "Return: "an array of treenodes function! s:oTreeDirNode.GetChildrenToDisplay() dict let toReturn = [] for i in self.children if i.path.Ignore() == 0 call add(toReturn, i) endif endfor return toReturn endfunction "FUNCTION: oTreeDirNode.GetChild(path) {{{3 "Returns child node of this node that has the given path or {} if no such node "exists. " "This function doesnt not recurse into child dir nodes " "Args: "path: a path object function! s:oTreeDirNode.GetChild(path) dict if stridx(a:path.Str(1), self.path.Str(1), 0) == -1 return {} endif let index = self.GetChildIndex(a:path) if index == -1 return {} else return self.children[index] endif endfunction "FUNCTION: oTreeDirNode.GetChildIndex(path) {{{3 "Returns the index of the child node of this node that has the given path or "-1 if no such node exists. " "This function doesnt not recurse into child dir nodes " "Args: "path: a path object function! s:oTreeDirNode.GetChildIndex(path) dict if stridx(a:path.Str(1), self.path.Str(1), 0) == -1 return -1 endif "do a binary search for the child let a = 0 let z = len(self.children) while a < z let mid = (a+z)/2 let diff = a:path.CompareTo(self.children[mid].path) if diff == -1 let z = mid elseif diff == 1 let a = mid+1 else return mid endif endwhile return -1 endfunction "FUNCTION: oTreeDirNode.InitChildren {{{3 "Removes all childen from this node and re-reads them " "Return: the number of child nodes read function! s:oTreeDirNode.InitChildren() dict "remove all the current child nodes let self.children = [] "get an array of all the files in the nodes dir let filesStr = globpath(self.path.GetDir(0), '*') . "\n" . globpath(self.path.GetDir(0), '.*') let files = split(filesStr, "\n") let invalidFilesFound = 0 for i in files "filter out the .. and . directories if i !~ '\.\.$' && i !~ '\.$' "put the next file in a new node and attach it try let path = s:oPath.New(i) call self.CreateChild(path, 0) catch /^NERDTree.Path.InvalidArguments/ let invalidFilesFound = 1 endtry endif endfor call self.SortChildren() if invalidFilesFound call s:Echo("some files could not be loaded into the NERD tree", 1) endif return len(self.children) endfunction "FUNCTION: oTreeDirNode.New(path) {{{3 "Returns a new TreeNode object with the given path and parent " "Args: "path: a path object representing the full filesystem path to the file/dir that the node represents unlet s:oTreeDirNode.New function! s:oTreeDirNode.New(path) dict if a:path.isDirectory != 1 throw "NERDTree.TreeDirNode.InvalidArguments exception. A TreeDirNode object must be instantiated with a directory Path object." endif let newTreeNode = copy(self) let newTreeNode.path = a:path let newTreeNode.isOpen = 0 let newTreeNode.children = [] let newTreeNode.parent = {} return newTreeNode endfunction "FUNCTION: oTreeDirNode.Open {{{3 "Reads in all this nodes children " "Return: the number of child nodes read function! s:oTreeDirNode.Open() dict let self.isOpen = 1 if self.children == [] return self.InitChildren() else return 0 endif endfunction "FUNCTION: oTreeDirNode.OpenRecursively {{{3 "Opens this treenode and all of its children whose paths arent 'ignored' "because of the file filters. " "This method is actually a wrapper for the OpenRecursively2 method which does "the work. function! s:oTreeDirNode.OpenRecursively() dict call self.OpenRecursively2(1) endfunction "FUNCTION: oTreeDirNode.OpenRecursively2 {{{3 "Dont call this method from outside this object. " "Opens this all children of this treenode recursively if either: " *they arent filtered by file filters " *a:forceOpen is 1 " "Args: "forceOpen: 1 if this node should be opened regardless of file filters function! s:oTreeDirNode.OpenRecursively2(forceOpen) dict if self.path.Ignore() == 0 || a:forceOpen let self.isOpen = 1 if self.children == [] call self.InitChildren() endif for i in self.children if i.path.isDirectory == 1 call i.OpenRecursively2(0) endif endfor endif endfunction "FUNCTION: oTreeDirNode.Refresh {{{3 function! s:oTreeDirNode.Refresh() dict let newChildNodes = [] let invalidFilesFound = 0 "go thru all the files/dirs under this node let filesStr = globpath(self.path.GetDir(0), '*') . "\n" . globpath(self.path.GetDir(0), '.*') let files = split(filesStr, "\n") for i in files if i !~ '\.\.$' && i !~ '\.$' try "create a new path and see if it exists in this nodes children let path = s:oPath.New(i) let newNode = self.GetChild(path) if newNode != {} "if the existing node is a dir can be refreshed then "refresh it if newNode.path.isDirectory && (!empty(newNode.children) || newNode.isOpen == 1) call newNode.Refresh() "if we have a filenode then refresh the path elseif newNode.path.isDirectory == 0 call newNode.path.Refresh() endif call add(newChildNodes, newNode) "the node doesnt exist so create it else let newNode = s:oTreeFileNode.New(path) let newNode.parent = self call add(newChildNodes, newNode) endif catch /^NERDTree.InvalidArguments/ let invalidFilesFound = 1 endtry endif endfor "swap this nodes children out for the children we just read/refreshed let self.children = newChildNodes call self.SortChildren() if invalidFilesFound call s:Echo("some files could not be loaded into the NERD tree", 1) endif endfunction "FUNCTION: oTreeDirNode.RemoveChild {{{3 " "Removes the given treenode from this nodes set of children " "Args: "treenode: the node to remove " "Throws a NERDTree.TreeDirNode exception if the given treenode is not found function! s:oTreeDirNode.RemoveChild(treenode) dict for i in range(0, len(self.children)-1) if self.children[i].Equals(a:treenode) call remove(self.children, i) return endif endfor throw "NERDTree.TreeDirNode exception: child node was not found" endfunction "FUNCTION: oTreeDirNode.SortChildren {{{3 " "Sorts the children of this node according to alphabetical order and the "directory priority. " function! s:oTreeDirNode.SortChildren() dict let CompareFunc = function("s:CompareNodes") call sort(self.children, CompareFunc) endfunction "FUNCTION: oTreeDirNode.ToggleOpen {{{3 "Opens this directory if it is closed and vice versa function! s:oTreeDirNode.ToggleOpen() dict if self.isOpen == 1 call self.Close() else call self.Open() endif endfunction "FUNCTION: oTreeDirNode.TransplantChild(newNode) {{{3 "Replaces the child of this with the given node (where the child node's full "path matches a:newNode's fullpath). The search for the matching node is "non-recursive " "Arg: "newNode: the node to graft into the tree function! s:oTreeDirNode.TransplantChild(newNode) dict for i in range(0, len(self.children)-1) if self.children[i].Equals(a:newNode) let self.children[i] = a:newNode let a:newNode.parent = self break endif endfor endfunction "============================================================ "CLASS: oPath {{{2 "============================================================ let s:oPath = {} "FUNCTION: oPath.ChangeToDir() {{{3 function! s:oPath.ChangeToDir() dict let dir = self.Str(1) if self.isDirectory == 0 let dir = self.GetPathTrunk().Str(1) endif try execute "cd " . dir call s:Echo("CWD is now: " . getcwd(), 0) catch throw "NERDTree.Path.Change exception: cannot change to " . dir endtry endfunction "FUNCTION: oPath.ChopTrailingSlash(str) {{{3 function! s:oPath.ChopTrailingSlash(str) dict if a:str =~ '\/$' return substitute(a:str, "\/$", "", "") else return substitute(a:str, "\\$", "", "") endif endfunction "FUNCTION: oPath.CompareTo() {{{3 " "Compares this oPath to the given path and returns 0 if they are equal, -1 if "this oPath is "less than" the given path, or 1 if it is "greater". " "Two factors influence whether one path is greater than another: "1. the path string itself "2. the dirPriority flag " "Args: "path: the path object to compare this to " "Return: "1, -1 or 0 function! s:oPath.CompareTo(path) dict let thisPath = self.GetLastPathComponent(1) let thatPath = a:path.GetLastPathComponent(1) "if the paths are the same then clearly we return 0 if thisPath == thatPath return 0 endif let thisSS = self.GetSortOrderIndex() let thatSS = a:path.GetSortOrderIndex() "compare the sort sequences, if they are different then the return "value is easy if thisSS < thatSS return -1 elseif thisSS > thatSS return 1 else "if the sort sequences are teh same then compare the paths "alphabetically if thisPath < thatPath return -1 else return 1 endif endif endfunction "FUNCTION: oPath.Create() {{{3 " "Factory method. " "Creates a path object with the given path. The path is also created on the "filesystem. If the path already exists, a NERDTree.Path.Exists exception is "thrown. If any other errors occur, a NERDTree.Path exception is thrown. " "Args: "fullpath: the full filesystem path to the file/dir to create function! s:oPath.Create(fullpath) dict "bail if the a:fullpath already exists if isdirectory(a:fullpath) || filereadable(a:fullpath) throw "NERDTree.Path.Exists Exception: Directory Exists: '" . a:fullpath . "'" endif "get the unix version of the input path let fullpath = a:fullpath if s:running_windows let fullpath = s:oPath.WinToUnixPath(fullpath) endif try "if it ends with a slash, assume its a dir create it if fullpath =~ '\/$' "whack the trailing slash off the end if it exists let fullpath = substitute(fullpath, '\/$', '', '') call mkdir(fullpath, 'p') "assume its a file and create else call writefile([], fullpath) endif catch /.*/ throw "NERDTree.Path Exception: Could not create path: '" . a:fullpath . "'" endtry return s:oPath.New(fullpath) endfunction "FUNCTION: oPath.Delete() {{{3 " "Deletes the file represented by this path. "Deletion of directories is not supported " "Throws NERDTree.Path.Deletion exceptions function! s:oPath.Delete() dict if self.isDirectory let cmd = "" if s:running_windows "if we are runnnig windows then put quotes around the pathstring let cmd = g:NERDTreeRemoveDirCmd . self.StrForOS(1) else let cmd = g:NERDTreeRemoveDirCmd . self.StrForOS(0) endif let success = system(cmd) if v:shell_error != 0 throw "NERDTree.Path.Deletion Exception: Could not delete directory: '" . self.StrForOS(0) . "'" endif else let success = delete(self.Str(0)) if success != 0 throw "NERDTree.Path.Deletion Exception: Could not delete file: '" . self.Str(0) . "'" endif endif endfunction "FUNCTION: oPath.GetDir() {{{3 " "Gets the directory part of this path. If this path IS a directory then the "whole thing is returned " "Args: "trailingSlash: 1 if a trailing slash is to be stuck on the end of the "returned dir " "Return: "string function! s:oPath.GetDir(trailingSlash) dict let toReturn = '' if self.isDirectory let toReturn = '/'. join(self.pathSegments, '/') else let toReturn = '/'. join(self.pathSegments[0:-2], '/') endif if a:trailingSlash && toReturn !~ '\/$' let toReturn = toReturn . '/' endif return toReturn endfunction "FUNCTION: oPath.GetFile() {{{3 " "Returns the file component of this path. " "Throws NERDTree.IllegalOperation exception if the node is a directory node function! s:oPath.GetFile() dict if self.isDirectory == 0 return self.GetLastPathComponent(0) else throw "NERDTree.Path.IllegalOperation Exception: cannot get file component of a directory path" endif endfunction "FUNCTION: oPath.GetLastPathComponent(dirSlash) {{{3 " "Gets the last part of this path. " "Args: "dirSlash: if 1 then a trailing slash will be added to the returned value for "directory nodes. function! s:oPath.GetLastPathComponent(dirSlash) dict if empty(self.pathSegments) return '' endif let toReturn = self.pathSegments[-1] if a:dirSlash && self.isDirectory let toReturn = toReturn . '/' endif return toReturn endfunction "FUNCTION: oPath.GetPathTrunk() {{{3 "Gets the path without the last segment on the end. function! s:oPath.GetPathTrunk() dict return s:oPath.New('/' . join(self.pathSegments[0:-2], '/')) endfunction "FUNCTION: oPath.GetSortOrderIndex() {{{3 "returns the index of the pattern in g:NERDTreeSortOrder that this path matches function! s:oPath.GetSortOrderIndex() dict let i = 0 while i < len(g:NERDTreeSortOrder) if self.GetLastPathComponent(1) =~ g:NERDTreeSortOrder[i] return i endif let i = i + 1 endwhile return g:NERDTreeSortStarIndex endfunction "FUNCTION: oPath.Ignore() {{{3 "returns true if this path should be ignored function! s:oPath.Ignore() dict let lastPathComponent = self.GetLastPathComponent(0) "filter out the user specified paths to ignore if t:NERDTreeIgnoreEnabled for i in g:NERDTreeIgnore if lastPathComponent =~ i return 1 endif endfor endif "dont show hidden files unless instructed to if g:NERDTreeShowHidden == 0 && lastPathComponent =~ '^\.' return 1 endif if g:NERDTreeShowFiles == 0 && self.isDirectory == 0 return 1 endif return 0 endfunction "FUNCTION: oPath.Equals() {{{3 " "Determines whether 2 path objecs are "equal". "They are equal if the paths they represent are the same " "Args: "path: the other path obj to compare this with function! s:oPath.Equals(path) dict let this = self.ChopTrailingSlash(self.Str(1)) let that = self.ChopTrailingSlash(a:path.Str(1)) return this == that endfunction "FUNCTION: oPath.New() {{{3 " "The Constructor for the Path object "Throws NERDTree.Path.InvalidArguments exception. function! s:oPath.New(fullpath) dict let newPath = copy(self) call newPath.ReadInfoFromDisk(a:fullpath) return newPath endfunction "FUNCTION: oPath.NewMinimal() {{{3 function! s:oPath.NewMinimal(fullpath) dict let newPath = copy(self) let fullpath = a:fullpath if s:running_windows let fullpath = s:oPath.WinToUnixPath(fullpath) endif let newPath.pathSegments = split(fullpath, '/') let newPath.isDirectory = isdirectory(fullpath) return newPath endfunction "FUNCTION: oPath.ReadInfoFromDisk(fullpath) {{{3 " " "Throws NERDTree.Path.InvalidArguments exception. function! s:oPath.ReadInfoFromDisk(fullpath) dict let fullpath = a:fullpath if s:running_windows let fullpath = s:oPath.WinToUnixPath(fullpath) endif let self.pathSegments = split(fullpath, '/') let self.isReadOnly = 0 if isdirectory(fullpath) let self.isDirectory = 1 elseif filereadable(fullpath) let self.isDirectory = 0 let self.isReadOnly = filewritable(fullpath) == 0 else throw "NERDTree.Path.InvalidArguments Exception: Invalid path = " . fullpath endif "grab the last part of the path (minus the trailing slash) let lastPathComponent = self.GetLastPathComponent(0) "get the path to the new node with the parent dir fully resolved let hardPath = resolve(self.StrTrunk()) . '/' . lastPathComponent "if the last part of the path is a symlink then flag it as such let self.isSymLink = (resolve(hardPath) != hardPath) if self.isSymLink let self.symLinkDest = resolve(fullpath) "if the link is a dir then slap a / on the end of its dest if isdirectory(self.symLinkDest) "we always wanna treat MS windows shortcuts as files for "simplicity if hardPath !~ '\.lnk$' let self.symLinkDest = self.symLinkDest . '/' endif endif endif endfunction "FUNCTION: oPath.Refresh() {{{3 function! s:oPath.Refresh() dict call self.ReadInfoFromDisk(self.Str(0)) endfunction "FUNCTION: oPath.Rename() {{{3 " "Renames this node on the filesystem function! s:oPath.Rename(newPath) dict if a:newPath == '' throw "NERDTree.Path.InvalidArguments exception. Invalid newPath for renaming = ". a:newPath endif let success = rename(self.Str(0), a:newPath) if success != 0 throw "NERDTree.Path.Rename Exception: Could not rename: '" . self.Str(0) . "'" . 'to:' . a:newPath endif let self.pathSegments = split(a:newPath, '/') endfunction "FUNCTION: oPath.Str(esc) {{{3 " "Gets the actual string path that this obj represents. " "Args: "esc: if 1 then all the tricky chars in the returned string will be escaped function! s:oPath.Str(esc) dict let toReturn = '/' . join(self.pathSegments, '/') if self.isDirectory && toReturn != '/' let toReturn = toReturn . '/' endif if a:esc let toReturn = escape(toReturn, s:escape_chars) endif return toReturn endfunction "FUNCTION: oPath.StrAbs() {{{3 " "Returns a string representing this path with all the symlinks resolved " "Return: "string function! s:oPath.StrAbs() dict return resolve(self.Str(1)) endfunction "FUNCTION: oPath.StrDisplay() {{{3 " "Returns a string that specifies how the path should be represented as a "string " "Return: "a string that can be used in the view to represent this path function! s:oPath.StrDisplay() dict let toReturn = self.GetLastPathComponent(1) if self.isSymLink let toReturn .= ' -> ' . self.symLinkDest endif if self.isReadOnly let toReturn .= s:tree_RO_str endif return toReturn endfunction "FUNCTION: oPath.StrForEditCmd() {{{3 " "Return: the string for this path that is suitable to be used with the :edit "command function! s:oPath.StrForEditCmd() dict if s:running_windows return self.StrForOS(0) else return self.Str(1) endif endfunction "FUNCTION: oPath.StrForOS(esc) {{{3 " "Gets the string path for this path object that is appropriate for the OS. "EG, in windows c:\foo\bar " in *nix /foo/bar " "Args: "esc: if 1 then all the tricky chars in the returned string will be " escaped. If we are running windows then the str is double quoted instead. function! s:oPath.StrForOS(esc) dict let lead = s:os_slash "if we are running windows then slap a drive letter on the front if s:running_windows let lead = strpart(getcwd(), 0, 2) . s:os_slash endif let toReturn = lead . join(self.pathSegments, s:os_slash) if a:esc if s:running_windows let toReturn = '"' . toReturn . '"' else let toReturn = escape(toReturn, s:escape_chars) endif endif return toReturn endfunction "FUNCTION: oPath.StrTrunk() {{{3 "Gets the path without the last segment on the end. function! s:oPath.StrTrunk() dict return '/' . join(self.pathSegments[0:-2], '/') endfunction "FUNCTION: oPath.WinToUnixPath(pathstr){{{3 "Takes in a windows path and returns the unix equiv " "A class level method " "Args: "pathstr: the windows path to convert function! s:oPath.WinToUnixPath(pathstr) dict let toReturn = a:pathstr "remove the x:\ of the front let toReturn = substitute(toReturn, '^.*:\(\\\|/\)\?', '/', "") "convert all \ chars to / let toReturn = substitute(toReturn, '\', '/', "g") return toReturn endfunction " SECTION: General Functions {{{1 "============================================================ "FUNCTION: s:BufInWindows(bnum){{{2 "[[STOLEN FROM VTREEEXPLORER.VIM]] "Determine the number of windows open to this buffer number. "Care of Yegappan Lakshman. Thanks! " "Args: "bnum: the subject buffers buffer number function! s:BufInWindows(bnum) let cnt = 0 let winnum = 1 while 1 let bufnum = winbufnr(winnum) if bufnum < 0 break endif if bufnum == a:bnum let cnt = cnt + 1 endif let winnum = winnum + 1 endwhile return cnt endfunction " >>> "FUNCTION: s:InitNerdTree(dir) {{{2 "Initialized the NERD tree, where the root will be initialized with the given "directory " "Arg: "dir: the dir to init the root with function! s:InitNerdTree(dir) let dir = a:dir == '' ? expand('%:p:h') : a:dir let dir = resolve(dir) if !isdirectory(dir) call s:Echo("Error reading: " . dir, 1) return endif "if instructed to, then change the vim CWD to the dir the NERDTree is "inited in if g:NERDTreeChDirMode != 0 exec "cd " . dir endif let t:treeShowHelp = 0 let t:NERDTreeIgnoreEnabled = 1 if exists("t:NERDTreeRoot") if s:IsTreeOpen() call s:CloseTree() endif unlet t:NERDTreeRoot endif let path = s:oPath.New(dir) let t:NERDTreeRoot = s:oTreeDirNode.New(path) call t:NERDTreeRoot.Open() call s:CreateTreeWin() call s:RenderView() endfunction " Function: s:InstallDocumentation(full_name, revision) {{{2 " Install help documentation. " Arguments: " full_name: Full name of this vim plugin script, including path name. " revision: Revision of the vim script. #version# mark in the document file " will be replaced with this string with 'v' prefix. " Return: " 1 if new document installed, 0 otherwise. " Note: Cleaned and generalized by guo-peng Wen. " " Note about authorship: this function was taken from the vimspell plugin " which can be found at https://www.vim8.org/scripts/script.php?script_id=465 " function! s:InstallDocumentation(full_name, revision) " Name of the document path based on the system we use: if has("vms") " No chance that this script will work with " VMS - to much pathname juggling here. return 1 elseif (has("unix")) " On UNIX like system, using forward slash: let l:slash_char = '/' let l:mkdir_cmd = ':silent !mkdir -p ' else " On M$ system, use backslash. Also mkdir syntax is different. " This should only work on W2K and up. let l:slash_char = '\' let l:mkdir_cmd = ':silent !mkdir ' endif let l:doc_path = l:slash_char . 'doc' let l:doc_home = l:slash_char . '.vim' . l:slash_char . 'doc' " Figure out document path based on full name of this script: let l:vim_plugin_path = fnamemodify(a:full_name, ':h') let l:vim_doc_path = fnamemodify(a:full_name, ':h:h') . l:doc_path if (!(filewritable(l:vim_doc_path) == 2)) "Doc path: " . l:vim_doc_path call s:Echo("Doc path: " . l:vim_doc_path, 0) execute l:mkdir_cmd . '"' . l:vim_doc_path . '"' if (!(filewritable(l:vim_doc_path) == 2)) " Try a default configuration in user home: let l:vim_doc_path = expand("~") . l:doc_home if (!(filewritable(l:vim_doc_path) == 2)) execute l:mkdir_cmd . '"' . l:vim_doc_path . '"' if (!(filewritable(l:vim_doc_path) == 2)) " Put a warning: call s:Echo("Unable to open documentation directory", 0) call s:Echo("type :help add-local-help for more information.", 0) call s:Echo(l:vim_doc_path, 0) return 0 endif endif endif endif " Exit if we have problem to access the document directory: if (!isdirectory(l:vim_plugin_path) || !isdirectory(l:vim_doc_path) || filewritable(l:vim_doc_path) != 2) return 0 endif " Full name of script and documentation file: let l:script_name = fnamemodify(a:full_name, ':t') let l:doc_name = fnamemodify(a:full_name, ':t:r') . '.txt' let l:plugin_file = l:vim_plugin_path . l:slash_char . l:script_name let l:doc_file = l:vim_doc_path . l:slash_char . l:doc_name " Bail out if document file is still up to date: if (filereadable(l:doc_file) && getftime(l:plugin_file) < getftime(l:doc_file)) return 0 endif " Prepare window position restoring command: if (strlen(@%)) let l:go_back = 'b ' . bufnr("%") else let l:go_back = 'enew!' endif " Create a new buffer & read in the plugin file (me): setl nomodeline exe 'enew!' exe 'r ' . l:plugin_file setl modeline let l:buf = bufnr("%") setl noswapfile modifiable norm zR norm gg " Delete from first line to a line starts with " === START_DOC 1,/^=\{3,}\s\+START_DOC\C/ d " Delete from a line starts with " === END_DOC " to the end of the documents: /^=\{3,}\s\+END_DOC\C/,$ d " Remove fold marks: :%s/{{{[1-9]/ / " Add modeline for help doc: the modeline string is mangled intentionally " to avoid it be recognized by VIM: call append(line('$'), '') call append(line('$'), ' v' . 'im:tw=78:ts=8:ft=help:norl:') " Replace revision: "exe "normal :1s/#version#/ v" . a:revision . "/\" exe "normal :%s/#version#/ v" . a:revision . "/\" " Save the help document: exe 'w! ' . l:doc_file exe l:go_back exe 'bw ' . l:buf " Build help tags: exe 'helptags ' . l:vim_doc_path return 1 endfunction " SECTION: View Functions {{{1 "============================================================ "FUNCTION: s:CloseTree() {{{2 "Closes the NERD tree window function! s:CloseTree() if !s:IsTreeOpen() throw "NERDTree.view.CloseTree exception: no NERDTree is open" endif if winnr("$") != 1 execute s:GetTreeWinNum() . " wincmd w" close execute "wincmd p" else :q endif endfunction "FUNCTION: s:CreateTreeWin() {{{2 "Inits the NERD tree window. ie. opens it, sizes it, sets all the local "options etc function! s:CreateTreeWin() "create the nerd tree window let splitLocation = g:NERDTreeWinPos ? "topleft " : "belowright " let splitMode = g:NERDTreeSplitVertical ? "vertical " : "" let splitSize = g:NERDTreeWinSize let t:NERDTreeWinName = localtime() . s:NERDTreeWinName let cmd = splitLocation . splitMode . splitSize . ' new ' . t:NERDTreeWinName silent! execute cmd setl winfixwidth "throwaway buffer options setlocal noswapfile setlocal buftype=nofile setlocal bufhidden=delete setlocal nowrap setlocal foldcolumn=0 setlocal nobuflisted setlocal nospell iabc if g:NERDTreeHighlightCursorline setlocal cursorline endif " syntax highlighting if has("syntax") && exists("g:syntax_on") && !has("syntax_items") call s:SetupSyntaxHighlighting() endif " for line continuation let cpo_save1 = &cpo set cpo&vim call s:BindMappings() endfunction "FUNCTION: s:DrawTree {{{2 "Draws the given node recursively " "Args: "curNode: the node that is being rendered with this call "depth: the current depth in the tree for this call "drawText: 1 if we should actually draw the line for this node (if 0 then the "child nodes are rendered only) "vertMap: a binary array that indicates whether a vertical bar should be draw "for each depth in the tree "isLastChild:true if this curNode is the last child of its parent function! s:DrawTree(curNode, depth, drawText, vertMap, isLastChild) if a:drawText == 1 let treeParts = '' "get all the leading spaces and vertical tree parts for this line if a:depth > 1 for j in a:vertMap[0:-2] if j == 1 let treeParts = treeParts . s:tree_vert . s:tree_wid_strM1 else let treeParts = treeParts . s:tree_wid_str endif endfor endif "get the last vertical tree part for this line which will be different "if this node is the last child of its parent if a:isLastChild let treeParts = treeParts . s:tree_vert_last else let treeParts = treeParts . s:tree_vert endif "smack the appropriate dir/file symbol on the line before the file/dir "name itself if a:curNode.path.isDirectory if a:curNode.isOpen let treeParts = treeParts . s:tree_dir_open else let treeParts = treeParts . s:tree_dir_closed endif else let treeParts = treeParts . s:tree_file endif let line = treeParts . a:curNode.StrDisplay() call setline(line(".")+1, line) call cursor(line(".")+1, col(".")) endif "if the node is an open dir, draw its children if a:curNode.path.isDirectory == 1 && a:curNode.isOpen == 1 let childNodesToDraw = a:curNode.GetChildrenToDisplay() if len(childNodesToDraw) > 0 "draw all the nodes children except the last let lastIndx = len(childNodesToDraw)-1 if lastIndx > 0 for i in childNodesToDraw[0:lastIndx-1] call s:DrawTree(i, a:depth + 1, 1, add(copy(a:vertMap), 1), 0) endfor endif "draw the last child, indicating that it IS the last call s:DrawTree(childNodesToDraw[lastIndx], a:depth + 1, 1, add(copy(a:vertMap), 0), 1) endif endif endfunction "FUNCTION: s:DumpHelp {{{2 "prints out the quick help function! s:DumpHelp() let old_h = @h if t:treeShowHelp == 1 let @h= "\" NERD tree (" . s:NERD_tree_version . ") quickhelp~\n" let @h=@h."\" ============================\n" let @h=@h."\" File node mappings~\n" let @h=@h."\" double-click,\n" let @h=@h."\" ". g:NERDTreeMapActivateNode .": open in prev window\n" let @h=@h."\" ". g:NERDTreeMapOpenInTab.": open in new tab\n" let @h=@h."\" ". g:NERDTreeMapOpenInTabSilent .": open in new tab silently\n" let @h=@h."\" middle-click,\n" let @h=@h."\" ". g:NERDTreeMapOpenSplit .": open in new window\n" let @h=@h."\" ". g:NERDTreeMapExecute.": Execute file\n" let @h=@h."\" \n\" ----------------------------\n" let @h=@h."\" Directory node mappings~\n" let @h=@h."\" double-click,\n" let @h=@h."\" ". g:NERDTreeMapActivateNode .": open/close node \n" let @h=@h."\" ". g:NERDTreeMapOpenRecursively .": recursively open node\n" let @h=@h."\" ". g:NERDTreeMapCloseDir .": close the current dir\n" let @h=@h."\" ". g:NERDTreeMapCloseChildren .": close all child nodes of\n" let @h=@h."\" seleted node\n" let @h=@h."\" middle-click,\n" let @h=@h."\" ". g:NERDTreeMapOpenExpl.": Open netrw for selected\n" let @h=@h."\" node \n" let @h=@h."\" ". g:NERDTreeMapOpenExplNewWin .": Open netrw in new window\n" let @h=@h."\" for selected node\n" let @h=@h."\" \n\" ----------------------------\n" let @h=@h."\" Tree navigation mappings~\n" let @h=@h."\" ". g:NERDTreeMapJumpParent .": jump to parent node\n" let @h=@h."\" ". g:NERDTreeMapJumpNextSibling .": jump to next sibling node\n" let @h=@h."\" ". g:NERDTreeMapJumpPrevSibling .": jump to prev sibling node\n" let @h=@h."\" \n\" ----------------------------\n" let @h=@h."\" Filesystem mappings~\n" let @h=@h."\" ". g:NERDTreeMapChangeRoot .": change tree root to the\n" let @h=@h."\" selected dir\n" let @h=@h."\" ". g:NERDTreeMapChdir .": change the CWD to the\n" let @h=@h."\" selected dir\n" let @h=@h."\" ". g:NERDTreeMapUpdir .": move tree root up a dir\n" let @h=@h."\" ". g:NERDTreeMapUpdirKeepOpen .": move tree root up a dir\n" let @h=@h."\" but leave old root open\n" let @h=@h."\" ". g:NERDTreeMapRefresh .": refresh cursor dir\n" let @h=@h."\" ". g:NERDTreeMapRefreshRoot .": refresh current root\n" let @h=@h."\" ". g:NERDTreeMapFilesystemMenu .": Show filesystem menu\n" let @h=@h."\" \n\" ----------------------------\n" let @h=@h."\" Tree filtering mappings~\n" let @h=@h."\" ". g:NERDTreeMapToggleHidden .": hidden files (" . (g:NERDTreeShowHidden ? "on" : "off") . ")\n" let @h=@h."\" ". g:NERDTreeMapToggleFilters .": file filters (" . (t:NERDTreeIgnoreEnabled ? "on" : "off") . ")\n" let @h=@h."\" ". g:NERDTreeMapToggleFiles .": files (" . (g:NERDTreeShowFiles ? "on" : "off") . ")\n" let @h=@h."\" \n\" ----------------------------\n" let @h=@h."\" Other mappings~\n" let @h=@h."\" ". g:NERDTreeMapQuit .": Close the NERDTree window\n" let @h=@h."\" ". g:NERDTreeMapHelp .": toggle help\n" else let @h="\" Press ". g:NERDTreeMapHelp ." for help\n" endif silent! put h let @h = old_h endfunction "FUNCTION: s:Echo {{{2 "A wrapper for :echo. Appends 'NERDTree:' on the front of all messages " "args: "type: 0 if a normal msg is to be issued, 1 for warnings function! s:Echo(msg, type) if a:type echohl warningmsg else echohl normal endif echo "NERDTree: " . a:msg echohl normal endfunction "FUNCTION: s:FindNodeLineNumber(path){{{2 "Finds the line number for the given tree node " "Args: "treenode: the node to find the line no. for function! s:FindNodeLineNumber(treenode) "if the node is the root then return the root line no. if t:NERDTreeRoot.Equals(a:treenode) return s:FindRootNodeLineNumber() endif let totalLines = line("$") "the path components we have matched so far let pathcomponents = [substitute(t:NERDTreeRoot.path.Str(0), '/ *$', '', '')] "the index of the component we are searching for let curPathComponent = 1 let fullpath = a:treenode.path.Str(0) let lnum = s:FindRootNodeLineNumber() while lnum > 0 let lnum = lnum + 1 "have we reached the bottom of the tree? if lnum == totalLines+1 return -1 endif let curLine = getline(lnum) let indent = match(curLine,s:tree_markup_reg_neg) / s:tree_wid if indent == curPathComponent let curLine = s:StripMarkupFromLine(curLine, 1) let curPath = join(pathcomponents, '/') . '/' . curLine if stridx(fullpath, curPath, 0) == 0 if fullpath == curPath || strpart(fullpath, len(curPath)-1,1) == '/' let curLine = substitute(curLine, '/ *$', '', '') call add(pathcomponents, curLine) let curPathComponent = curPathComponent + 1 if fullpath == curPath return lnum endif endif endif endif endwhile return -1 endfunction "FUNCTION: s:FindRootNodeLineNumber(path){{{2 "Finds the line number of the root node function! s:FindRootNodeLineNumber() let rootLine = 1 while getline(rootLine) !~ '^/' let rootLine = rootLine + 1 endwhile return rootLine endfunction "FUNCTION: s:GetPath(ln) {{{2 "Gets the full path to the node that is rendered on the given line number " "Args: "ln: the line number to get the path for " "Return: "A path if a node was selected, {} if nothing is selected. "If the 'up a dir' line was selected then the path to the parent of the "current root is returned function! s:GetPath(ln) let line = getline(a:ln) "check to see if we have the root node if line =~ '^\/' return t:NERDTreeRoot.path endif " in case called from outside the tree if line !~ '^ *[|`]' || line =~ '^$' return {} endif if line == s:tree_up_dir_line return s:oPath.New( t:NERDTreeRoot.path.GetDir(0) ) endif "get the indent level for the file (i.e. how deep in the tree it is) "let indent = match(line,'[^-| `]') / s:tree_wid let indent = match(line, s:tree_markup_reg_neg) / s:tree_wid "remove the tree parts and the leading space let curFile = s:StripMarkupFromLine(line, 0) let wasdir = 0 if curFile =~ '/$' let wasdir = 1 endif let curFile = substitute (curFile,' -> .*',"","") " remove link to if wasdir == 1 let curFile = substitute (curFile, '/\?$', '/', "") endif let dir = "" let lnum = a:ln while lnum > 0 let lnum = lnum - 1 let curLine = getline(lnum) "have we reached the top of the tree? if curLine =~ '^/' let sd = substitute (curLine, '[ ]*$', "", "") let dir = sd . dir break endif if curLine =~ '/$' let lpindent = match(curLine,s:tree_markup_reg_neg) / s:tree_wid if lpindent < indent let indent = indent - 1 let sd = substitute (curLine, '^' . s:tree_markup_reg . '*',"","") let sd = substitute (sd, ' -> .*', '',"") " remove leading escape let sd = substitute (sd,'^\\', "", "") let dir = sd . dir continue endif endif endwhile let curFile = dir . curFile return s:oPath.NewMinimal(curFile) endfunction "FUNCTION: s:GetSelectedNode() {{{2 "gets the treenode that the cursor is currently over function! s:GetSelectedNode() try let path = s:GetPath(line(".")) if path == {} return {} endif return t:NERDTreeRoot.FindNode(path) catch /^NERDTree/ return {} endtry endfunction function SelectedNode() return s:GetSelectedNode() endf "FUNCTION: s:GetTreeBufNum()"{{{2 "gets the nerd tree buffer number for this tab function! s:GetTreeBufNum() if exists("t:NERDTreeWinName") return bufnr(t:NERDTreeWinName) else return -1 endif endfunction "FUNCTION: s:GetTreeWinNum()"{{{2 "gets the nerd tree window number for this tab function! s:GetTreeWinNum() if exists("t:NERDTreeWinName") return bufwinnr(t:NERDTreeWinName) else return -1 endif endfunction "FUNCTION: s:IsTreeOpen()"{{{2 function! s:IsTreeOpen() return s:GetTreeWinNum() != -1 endfunction "FUNCTION: s:OpenDirNodeSplit(treenode)"{{{2 "Open the file represented by the given node in a new window. "No action is taken for file nodes " "ARGS: "treenode: file node to open function! s:OpenDirNodeSplit(treenode) if a:treenode.path.isDirectory == 1 call s:OpenNodeSplit(a:treenode) endif endfunction "FUNCTION: s:OpenFileNodeSplit(treenode)"{{{2 "Open the file represented by the given node in a new window. "No action is taken for dir nodes " "ARGS: "treenode: file node to open function! s:OpenFileNodeSplit(treenode) if a:treenode.path.isDirectory == 0 try call s:OpenNodeSplit(a:treenode) catch /^NERDTree.view.FileOpen/ call s:Echo("Cannot open file, it is already open and modified" , 0) endtry endif endfunction "FUNCTION: s:OpenNodeSplit(treenode)"{{{2 "Open the file/dir represented by the given node in a new window " "ARGS: "treenode: file node to open function! s:OpenNodeSplit(treenode) call s:PutCursorInTreeWin() " Save the user's settings for splitbelow and splitright let savesplitbelow=&splitbelow let savesplitright=&splitright " Figure out how to do the split based on the user's preferences. " We want to split to the (left,right,top,bottom) of the explorer " window, but we want to extract the screen real-estate from the " window next to the explorer if possible. " " 'there' will be set to a command to move from the split window " back to the explorer window " " 'back' will be set to a command to move from the explorer window " back to the newly split window " " 'right' and 'below' will be set to the settings needed for " splitbelow and splitright IF the explorer is the only window. " if g:NERDTreeSplitVertical == 1 let there= g:NERDTreeWinPos ? "wincmd h" : "wincmd l" let back= g:NERDTreeWinPos ? "wincmd l" : "wincmd h" let right=g:NERDTreeWinPos ? 1 : 0 let below=0 else let there= g:NERDTreeWinPos ? "wincmd k" : "wincmd j" let back= g:NERDTreeWinPos ? "wincmd j" : "wincmd k" let right=0 let below=g:NERDTreeWinPos ? 1 : 0 endif " Get the window number of the explorer window let n = s:GetTreeWinNum() " Attempt to go to adjacent window exec(back) let onlyOneWin = n==winnr() " If no adjacent window, set splitright and splitbelow appropriately if onlyOneWin let &splitright=right let &splitbelow=below else " found adjacent window - invert split direction let &splitright=!right let &splitbelow=!below endif " Create a variable to use if splitting vertically let splitMode = "" if (onlyOneWin && g:NERDTreeSplitVertical) || (!onlyOneWin && !g:NERDTreeSplitVertical) let splitMode = "vertical" endif " Open the new window try exec("silent " . splitMode." sp " . a:treenode.path.StrForEditCmd()) catch /^Vim\%((\a\+)\)\=:E37/ call s:PutCursorInTreeWin() throw "NERDTree.view.FileOpen exception: ". a:treenode.path.Str(0) ." is already open and modified." endtry " resize the explorer window if it is larger than the requested size exec(there) if g:NERDTreeWinSize =~ '[0-9]\+' && winheight("") > g:NERDTreeWinSize exec("silent vertical resize ".g:NERDTreeWinSize) endif wincmd p " Restore splitmode settings let &splitbelow=savesplitbelow let &splitright=savesplitright endfunction "FUNCTION: s:PromptToDelBuffer(bufnum, msg){{{2 "prints out the given msg and, if the user responds by pushing 'y' then the "buffer with the given bufnum is deleted " "Args: "bufnum: the buffer that may be deleted "msg: a message that will be echoed to the user asking them if they wish to " del the buffer function! s:PromptToDelBuffer(bufnum, msg) echo a:msg if nr2char(getchar()) == 'y' exec "silent bdelete " . a:bufnum endif endfunction "FUNCTION: s:PutCursorOnNode(treenode, is_jump){{{2 "Places the cursor on the line number representing the given node " "Args: "treenode: the node to put the cursor on "is_jump: 1 if this cursor movement should be counted as a jump by vim function! s:PutCursorOnNode(treenode, is_jump) let ln = s:FindNodeLineNumber(a:treenode) if ln != -1 if a:is_jump mark ' endif call cursor(ln, col(".")) endif endfunction "FUNCTION: s:PutCursorInTreeWin(){{{2 "Places the cursor in the nerd tree window function! s:PutCursorInTreeWin() if !s:IsTreeOpen() throw "NERDTree.view.InvalidOperation Exception: No NERD tree window exists" endif exec s:GetTreeWinNum() . "wincmd w" endfunction "FUNCTION: s:RenderView {{{2 "The entry function for rendering the tree. Renders the root then calls "s:DrawTree to draw the children of the root " "Args: function! s:RenderView() execute s:GetTreeWinNum() . "wincmd w" setlocal modifiable "remember the top line of the buffer and the current line so we can "restore the view exactly how it was let curLine = line(".") let curCol = col(".") let topLine = line("w0") "delete all lines in the buffer (being careful not to clobber a register) :silent 1,$delete _ call s:DumpHelp() "delete the blank line before the help and add one after it call setline(line(".")+1, " ") call cursor(line(".")+1, col(".")) "add the 'up a dir' line call setline(line(".")+1, s:tree_up_dir_line) call cursor(line(".")+1, col(".")) "draw the header line call setline(line(".")+1, t:NERDTreeRoot.path.Str(0)) call cursor(line(".")+1, col(".")) "draw the tree call s:DrawTree(t:NERDTreeRoot, 0, 0, [], len(t:NERDTreeRoot.children) == 1) "delete the blank line at the top of the buffer :silent 1,1delete _ "restore the view call cursor(topLine, 1) normal zt call cursor(curLine, curCol) setlocal nomodifiable endfunction "FUNCTION: s:RestoreScreenState() {{{2 " "Sets the screen state back to what it was when s:SaveScreenState was last "called. " "Assumes the cursor is in the NERDTree window function! s:RestoreScreenState() if !exists("t:NERDTreeOldTopLine") || !exists("t:NERDTreeOldPos") return endif call cursor(t:NERDTreeOldTopLine, 0) normal zt call setpos(".", t:NERDTreeOldPos) endfunction "FUNCTION: s:SaveScreenState() {{{2 "Saves the current cursor position in the current buffer and the window "scroll position " "Assumes the cursor is in the NERDTree window function! s:SaveScreenState() let t:NERDTreeOldPos = getpos(".") let t:NERDTreeOldTopLine = line("w0") endfunction "FUNCTION: s:SetupSyntaxHighlighting() {{{2 function! s:SetupSyntaxHighlighting() "treeFlags are syntax items that should be invisible, but give clues as to "how things should be highlighted syn match treeFlag #\~# syn match treeFlag #\[RO\]# "highlighting for the .. (up dir) line at the top of the tree execute "syn match treeUp #". s:tree_up_dir_line ."#" "highlighting for the ~/+ symbols for the directory nodes syn match treeClosable #\~\<# syn match treeClosable #\~\.# syn match treeOpenable #+\<# syn match treeOpenable #+\.#he=e-1 "highlighting for the tree structural parts syn match treePart #|# syn match treePart #`# syn match treePartFile #[|`]-#hs=s+1 contains=treePart "quickhelp syntax elements syn match treeHelpKey #" \{1,2\}[^ ]*:#hs=s+2,he=e-1 syn match treeHelpKey #" \{1,2\}[^ ]*,#hs=s+2,he=e-1 syn match treeHelpTitle #" .*\~#hs=s+2,he=e-1 contains=treeFlag syn match treeToggleOn #".*(on)#hs=e-2,he=e-1 contains=treeHelpKey syn match treeToggleOff #".*(off)#hs=e-3,he=e-1 contains=treeHelpKey syn match treeHelp #^" .*# contains=treeHelpKey,treeHelpTitle,treeFlag,treeToggleOff,treeToggleOn "highlighting for sym links syn match treeLink #[^-| `].* -> # "highlighting for readonly files syn match treeRO #[0-9a-zA-Z]\+.*\[RO\]# contains=treeFlag "highlighing for directory nodes and file nodes syn match treeDirSlash #/# syn match treeDir #[^-| `].*/\([ {}]\{4\}\)*$# contains=treeLink,treeDirSlash,treeOpenable,treeClosable syn match treeFile #|-.*# contains=treeLink,treePart,treeRO,treePartFile syn match treeFile #`-.*# contains=treeLink,treePart,treeRO,treePartFile syn match treeCWD #^/.*$# if g:NERDChristmasTree hi def link treePart Special hi def link treePartFile Type hi def link treeFile Macro hi def link treeDirSlash Identifier hi def link treeClosable Type else hi def link treePart Normal hi def link treePartFile Normal hi def link treeFile Normal hi def link treeClosable Title endif hi def link treeHelp String hi def link treeHelpKey Identifier hi def link treeHelpTitle Macro hi def link treeToggleOn Question hi def link treeToggleOff WarningMsg hi def link treeDir Directory hi def link treeUp Directory hi def link treeCWD Statement hi def link treeLink Title hi def link treeOpenable Title hi def link treeFlag ignore hi def link treeRO WarningMsg hi def link NERDTreeCurrentNode Search endfunction "FUNCTION: s:StripMarkupFromLine(line){{{2 "returns the given line with all the tree parts stripped off " "Args: "line: the subject line "removeLeadingSpaces: 1 if leading spaces are to be removed (leading spaces = "any spaces before the actual text of the node) function! s:StripMarkupFromLine(line, removeLeadingSpaces) let line = a:line "remove the tree parts and the leading space let line = substitute (line,"^" . s:tree_markup_reg . "*","","") "strip off any read only flag let line = substitute (line, s:tree_RO_str_reg, "","") let wasdir = 0 if line =~ '/$' let wasdir = 1 endif let line = substitute (line,' -> .*',"","") " remove link to if wasdir == 1 let line = substitute (line, '/\?$', '/', "") endif if a:removeLeadingSpaces let line = substitute (line, '^ *', '', '') endif return line endfunction "FUNCTION: s:Toggle(dir) {{{2 "Toggles the NERD tree. I.e the NERD tree is open, it is closed, if it is "closed it is restored or initialized (if it doesnt exist) " "Args: "dir: the full path for the root node (is only used if the NERD tree is being "initialized. function! s:Toggle(dir) if exists("t:NERDTreeRoot") if !s:IsTreeOpen() call s:CreateTreeWin() call s:RenderView() call s:RestoreScreenState() else call s:CloseTree() endif else call s:InitNerdTree(a:dir) endif endfunction "SECTION: Interface bindings {{{1 "============================================================ "FUNCTION: s:ActivateNode() {{{2 "If the current node is a file, open it in the previous window (or a new one "if the previous is modified). If it is a directory then it is opened. function! s:ActivateNode() if getline(".") == s:tree_up_dir_line return s:UpDir(0) endif let treenode = s:GetSelectedNode() if treenode == {} call s:Echo("cannot open selected entry", 1) return endif if treenode.path.isDirectory call treenode.ToggleOpen() call s:RenderView() call s:PutCursorOnNode(treenode, 0) else let oldwin = winnr() wincmd p if oldwin == winnr() || (&modified && s:BufInWindows(winbufnr(winnr())) < 2) wincmd p call s:OpenFileNodeSplit(treenode) else try exec ("edit " . treenode.path.StrForEditCmd()) catch /^Vim\%((\a\+)\)\=:E37/ call s:PutCursorInTreeWin() call s:Echo("Cannot open file, it is already open and modified 1", 0) endtry endif endif endfunction "FUNCTION: s:BindMappings() {{{2 function! s:BindMappings() " set up mappings and commands for this buffer nnoremap :call HandleMiddleMouse() nnoremap :call CheckForActivate() nnoremap <2-leftmouse> :call ActivateNode() exec "nnoremap ". g:NERDTreeMapActivateNode . " :call ActivateNode()" exec "nnoremap ". g:NERDTreeMapOpenSplit ." :call OpenEntrySplit()" exec "nnoremap ". g:NERDTreeMapExecute ." :call ExecuteNode()" exec "nnoremap ". g:NERDTreeMapOpenRecursively ." :call OpenNodeRecursively()" exec "nnoremap ". g:NERDTreeMapUpdirKeepOpen ." :call UpDir(1)" exec "nnoremap ". g:NERDTreeMapUpdir ." :call UpDir(0)" exec "nnoremap ". g:NERDTreeMapChangeRoot ." :call ChRoot()" exec "nnoremap ". g:NERDTreeMapChdir ." :call ChCwd()" exec "nnoremap ". g:NERDTreeMapQuit ." :NERDTreeToggle" exec "nnoremap ". g:NERDTreeMapRefreshRoot ." :call RefreshRoot()" exec "nnoremap ". g:NERDTreeMapRefresh ." :call RefreshCurrent()" exec "nnoremap ". g:NERDTreeMapHelp ." :call DisplayHelp()" exec "nnoremap ". g:NERDTreeMapToggleHidden ." :call ToggleShowHidden()" exec "nnoremap ". g:NERDTreeMapToggleFilters ." :call ToggleIgnoreFilter()" exec "nnoremap ". g:NERDTreeMapToggleFiles ." :call ToggleShowFiles()" exec "nnoremap ". g:NERDTreeMapCloseDir ." :call CloseCurrentDir()" exec "nnoremap ". g:NERDTreeMapCloseChildren ." :call CloseChildren()" exec "nnoremap ". g:NERDTreeMapFilesystemMenu ." :call ShowFileSystemMenu()" exec "nnoremap ". g:NERDTreeMapJumpParent ." :call JumpToParent()" exec "nnoremap ". g:NERDTreeMapJumpNextSibling ." :call JumpToSibling(1)" exec "nnoremap ". g:NERDTreeMapJumpPrevSibling ." :call JumpToSibling(0)" exec "nnoremap ". g:NERDTreeMapOpenInTab ." :call OpenEntryNewTab(0)" exec "nnoremap ". g:NERDTreeMapOpenInTabSilent ." :call OpenEntryNewTab(1)" exec "nnoremap ". g:NERDTreeMapOpenExpl ." :call OpenExplorer(0)" exec "nnoremap ". g:NERDTreeMapOpenExplNewWin ." :call OpenExplorer(1)" endfunction "FUNCTION: s:CheckForActivate() {{{2 "Checks if the click should open the current node, if so then activate() is "called (directories are automatically opened if the symbol beside them is "clicked) function! s:CheckForActivate() let currentNode = s:GetSelectedNode() if currentNode != {} let startToCur = strpart(getline(line(".")), 0, col(".")) let char = strpart(startToCur, strlen(startToCur)-1, 1) "if they clicked a dir, check if they clicked on the + or ~ sign "beside it if currentNode.path.isDirectory let reg = '^' . s:tree_markup_reg .'*[' . s:tree_dir_open . s:tree_dir_closed . ']$' if startToCur =~ reg call s:ActivateNode() return endif endif if (g:NERDTreeMouseMode == 2 && currentNode.path.isDirectory) || g:NERDTreeMouseMode == 3 if char !~ s:tree_markup_reg && startToCur !~ '\/$' call s:ActivateNode() return endif endif endif endfunction " FUNCTION: s:ChCwd() {{{2 function! s:ChCwd() let treenode = s:GetSelectedNode() if treenode == {} call s:Echo("Select a node first", 0) return endif try call treenode.path.ChangeToDir() catch /^NERDTree.Path.Change/ call s:Echo("could not change cwd", 1) endtry endfunction " FUNCTION: s:ChRoot() {{{2 " changes the current root to the selected one function! s:ChRoot() let treenode = s:GetSelectedNode() if treenode == {} || treenode.path.isDirectory == 0 call s:Echo("Select a directory node first", 0) return endif if treenode.isOpen == 0 call treenode.Open() endif let t:NERDTreeRoot = treenode "change dir to the dir of the new root if instructed to if g:NERDTreeChDirMode == 2 exec "cd " . treenode.path.StrForEditCmd() endif call s:RenderView() call s:PutCursorOnNode(t:NERDTreeRoot, 0) endfunction " FUNCTION: s:CloseChildren() {{{2 " closes all childnodes of the current node function! s:CloseChildren() let currentNode = s:GetSelectedNode() if currentNode == {} call s:Echo("Select a node first", 0) return endif if currentNode.path.isDirectory == 0 let currentNode = currentNode.parent endif if empty(currentNode) call s:Echo("cannot close children", 0) else call currentNode.CloseChildren() call s:RenderView() call s:PutCursorOnNode(currentNode, 0) endif endfunction " FUNCTION: s:CloseCurrentDir() {{{2 " closes the parent dir of the current node function! s:CloseCurrentDir() let treenode = s:GetSelectedNode() let parent = treenode.parent if parent.path.Str(0) == t:NERDTreeRoot.path.Str(0) call s:Echo("cannot close tree root", 0) else call treenode.parent.Close() call s:RenderView() call s:PutCursorOnNode(treenode.parent, 0) endif endfunction " FUNCTION: s:DeleteNode() {{{2 " if the current node is a file, pops up a dialog giving the user the option " to delete it function! s:DeleteNode() let currentNode = s:GetSelectedNode() if currentNode == {} call s:Echo("Put the cursor on a file node first", 0) return endif let confirmed = 0 if currentNode.path.isDirectory let choice =input( "|NERDTree Node Deletor\n" . \ "|==========================================================\n". \ "|STOP! To delete this entire directory, type 'yes'\n" . \ "|" . currentNode.path.StrForOS(0) . ": ") let confirmed = choice == 'yes' else echo "|NERDTree Node Deletor\n" . \ "|==========================================================\n". \ "|Are you sure you wish to delete the node:\n" . \ "|" . currentNode.path.StrForOS(0) . " (yN):" let choice = nr2char(getchar()) let confirmed = choice == 'y' endif if confirmed try call currentNode.Delete() call s:RenderView() "if the node is open in a buffer, ask the user if they want to "close that buffer let bufnum = bufnr(currentNode.path.Str(0)) if bufnum != -1 let prompt = "|\n|Node deleted.\n|\n|The file is open in buffer ". bufnum . (bufwinnr(bufnum) == -1 ? " (hidden)" : "") .". Delete this buffer? (yN)" call s:PromptToDelBuffer(bufnum, prompt) endif redraw catch /^NERDTree/ call s:Echo("Could not remove node", 1) endtry else call s:Echo("delete aborted" , 0) endif endfunction " FUNCTION: s:DisplayHelp() {{{2 " toggles the help display function! s:DisplayHelp() let t:treeShowHelp = t:treeShowHelp ? 0 : 1 call s:RenderView() endfunction " FUNCTION: s:ExecuteNode() {{{2 function! s:ExecuteNode() let treenode = s:GetSelectedNode() if treenode == {} || treenode.path.isDirectory call s:Echo("Select an executable file node first" , 0) else echo "|NERDTree executor\n" . \ "|==========================================================\n". \ "|Complete the command to execute (add arguments etc): \n\n" let cmd = treenode.path.StrForOS(1) let cmd = input(':!', cmd . ' ') if cmd != '' exec ':!' . cmd else call s:Echo("command aborted", 0) endif endif endfunction " FUNCTION: s:HandleMiddleMouse() {{{2 function! s:HandleMiddleMouse() let curNode = s:GetSelectedNode() if curNode == {} call s:Echo("Put the cursor on a node first" , 0) return endif if curNode.path.isDirectory call s:OpenExplorer(0) else call s:OpenEntrySplit() endif endfunction " FUNCTION: s:InsertNewNode() {{{2 " Adds a new node to the filesystem and then into the tree function! s:InsertNewNode() let curDirNode = s:GetSelectedNode() if curDirNode == {} call s:Echo("Put the cursor on a node first" , 0) return endif if curDirNode.path.isDirectory == 0 let curDirNode = curDirNode.parent endif let newNodeName = input("|NERDTree Node Creator\n" . \ "|==========================================================\n". \ "|Enter the dir/file name to be created. Dirs end with a '/'\n" . \ "|", curDirNode.path.Str(0)) if newNodeName == '' call s:Echo("Node Creation Aborted.", 0) return endif try let newPath = s:oPath.Create(newNodeName) let parentNode = t:NERDTreeRoot.FindNode(newPath.GetPathTrunk()) let newTreeNode = s:oTreeFileNode.New(newPath) if parentNode.isOpen == 1 || !empty(parentNode.children) call parentNode.AddChild(newTreeNode, 1) call s:RenderView() call s:PutCursorOnNode(newTreeNode, 1) endif catch /^NERDTree/ call s:Echo("Node Not Created.", 1) endtry endfunction " FUNCTION: s:JumpToParent() {{{2 " moves the cursor to the parent of the current node function! s:JumpToParent() let currentNode = s:GetSelectedNode() if !empty(currentNode) if !empty(currentNode.parent) call s:PutCursorOnNode(currentNode.parent, 1) else call s:Echo("cannot jump to parent", 0) endif else call s:Echo("put the cursor on a node first", 0) endif endfunction " FUNCTION: s:JumpToSibling() {{{2 " moves the cursor to the sibling of the current node in the given direction " " Args: " forward: 1 if the cursor should move to the next sibling, 0 if it should " move back to the previous sibling function! s:JumpToSibling(forward) let currentNode = s:GetSelectedNode() if !empty(currentNode) let sibling = currentNode.FindSibling(a:forward) if !empty(sibling) call s:PutCursorOnNode(sibling, 1) else call s:Echo("no sibling found", 0) endif else call s:Echo("put the cursor on a node first", 0) endif endfunction " FUNCTION: s:OpenEntryNewTab(stayCurrentTab) {{{2 " Opens the currently selected file from the explorer in a " new tab " " Args: " stayCurrentTab: if 1 then vim will stay in the current tab, if 0 then vim " will go to the tab where the new file is opened function! s:OpenEntryNewTab(stayCurrentTab) let treenode = s:GetSelectedNode() if treenode != {} let curTabNr = tabpagenr() exec "tabedit " . treenode.path.StrForEditCmd() if a:stayCurrentTab exec "tabnext " . curTabNr endif else call s:Echo("select a node first", 0) endif endfunction " FUNCTION: s:OpenEntrySplit() {{{2 " Opens the currently selected file from the explorer in a " new window function! s:OpenEntrySplit() let treenode = s:GetSelectedNode() if treenode != {} call s:OpenFileNodeSplit(treenode) else call s:Echo("select a node first", 0) endif endfunction " FUNCTION: s:OpenExplorer(split) {{{2 function! s:OpenExplorer(split) let treenode = s:GetSelectedNode() if treenode != {} if treenode.path.isDirectory == 0 let treenode = treenode.parent endif if a:split == 1 call s:OpenDirNodeSplit(treenode) else let oldwin = winnr() wincmd p if oldwin == winnr() || (&modified && s:BufInWindows(winbufnr(winnr())) < 2) wincmd p call s:OpenDirNodeSplit(treenode) else exec ("edit " . treenode.path.StrForEditCmd()) endif endif else call s:Echo("select a node first", 0) endif endfunction " FUNCTION: s:OpenNodeRecursively() {{{2 function! s:OpenNodeRecursively() let treenode = s:GetSelectedNode() if treenode == {} || treenode.path.isDirectory == 0 call s:Echo("Select a directory node first" , 0) else call s:Echo("Recursively opening node. This could take a while...", 0) call treenode.OpenRecursively() call s:RenderView() redraw call s:Echo("Recursively opening node. This could take a while... FINISHED", 0) endif endfunction " FUNCTION: s:RefreshRoot() {{{2 " Reloads the current root. All nodes below this will be lost and the root dir " will be reloaded. function! s:RefreshRoot() call s:Echo("Refreshing the root node. This could take a while...", 0) call t:NERDTreeRoot.Refresh() call s:RenderView() redraw call s:Echo("Refreshing the root node. This could take a while... FINISHED", 0) endfunction " FUNCTION: s:RefreshCurrent() {{{2 " refreshes the root for the current node function! s:RefreshCurrent() let treenode = s:GetSelectedNode() if treenode == {} call s:Echo("Refresh failed. Select a node first", 0) return endif let curDir = treenode.path.GetDir(1) let parentNode = t:NERDTreeRoot.FindNode(s:oPath.New(curDir)) if parentNode == {} call s:Echo("cannot refresh selected dir", 0) return endif call s:Echo("Refreshing node. This could take a while...", 0) call parentNode.Refresh() call s:RenderView() redraw call s:Echo("Refreshing node. This could take a while... FINISHED", 0) endfunction " FUNCTION: s:RenameCurrent() {{{2 " allows the user to rename the current node function! s:RenameCurrent() let curNode = s:GetSelectedNode() if curNode == {} call s:Echo("Put the cursor on a node first" , 0) return endif let newNodePath = input("|NERDTree Node Renamer\n" . \ "|==========================================================\n". \ "|Enter the new path for the node: \n" . \ "|", curNode.path.Str(0)) if newNodePath == '' call s:Echo("Node Renaming Aborted.", 0) return endif let newNodePath = substitute(newNodePath, '\/$', '', '') try let bufnum = bufnr(curNode.path.Str(0)) call curNode.Rename(newNodePath) call s:RenderView() "if the node is open in a buffer, ask the user if they want to "close that buffer if bufnum != -1 let prompt = "|\n|Node renamed.\n|\n|The old file is open in buffer ". bufnum . (bufwinnr(bufnum) == -1 ? " (hidden)" : "") .". Delete this buffer? (yN)" call s:PromptToDelBuffer(bufnum, prompt) endif call s:PutCursorOnNode(curNode, 1) redraw catch /^NERDTree/ call s:Echo("Node Not Renamed.", 1) endtry endfunction " FUNCTION: s:ShowFileSystemMenu() {{{2 function! s:ShowFileSystemMenu() let curNode = s:GetSelectedNode() if curNode == {} call s:Echo("Put the cursor on a node first" , 0) return endif echo "|NERDTree Filesystem Menu\n" . \ "|==========================================================\n". \ "|Select the desired operation: \n" . \ "| (1) - Add a childnode\n". \ "| (2) - Rename the current node\n". \ "| (3) - Delete the current node\n\n" let choice = nr2char(getchar()) if choice == 1 call s:InsertNewNode() elseif choice == 2 call s:RenameCurrent() elseif choice == 3 call s:DeleteNode() endif endfunction " FUNCTION: s:ToggleIgnoreFilter() {{{2 " toggles the use of the NERDTreeIgnore option function! s:ToggleIgnoreFilter() let t:NERDTreeIgnoreEnabled = !t:NERDTreeIgnoreEnabled call s:RenderView() endfunction " FUNCTION: s:ToggleShowFiles() {{{2 " toggles the display of hidden files function! s:ToggleShowFiles() let g:NERDTreeShowFiles = !g:NERDTreeShowFiles let currentDir = s:GetSelectedNode() if currentDir != {} && currentDir.Equals(t:NERDTreeRoot) == 0 if currentDir.path.isDirectory == 0 let currentDir = currentDir.parent endif endif call s:RenderView() if currentDir != {} call s:PutCursorOnNode(currentDir, 0) normal zz endif endfunction " FUNCTION: s:ToggleShowHidden() {{{2 " toggles the display of hidden files function! s:ToggleShowHidden() let g:NERDTreeShowHidden = !g:NERDTreeShowHidden call s:RenderView() endfunction "FUNCTION: s:UpDir(keepState) {{{2 "moves the tree up a level " "Args: "keepState: 1 if the current root should be left open when the tree is "re-rendered function! s:UpDir(keepState) let cwd = t:NERDTreeRoot.path.Str(0) if cwd == "/" || cwd =~ '^[^/]..$' call s:Echo("already at top dir", 0) else if !a:keepState call t:NERDTreeRoot.Close() endif let oldRoot = t:NERDTreeRoot if empty(t:NERDTreeRoot.parent) let path = t:NERDTreeRoot.path.GetPathTrunk() let newRoot = s:oTreeDirNode.New(path) call newRoot.Open() call newRoot.TransplantChild(t:NERDTreeRoot) let t:NERDTreeRoot = newRoot else let t:NERDTreeRoot = t:NERDTreeRoot.parent endif call s:RenderView() call s:PutCursorOnNode(oldRoot, 0) endif endfunction " SECTION: Doc installation call {{{1 silent call s:InstallDocumentation(expand(':p'), s:NERD_tree_version) "============================================================ finish " SECTION: The help file {{{1 "============================================================================= " Title {{{2 " ============================================================================ === START_DOC *NERD_tree.txt* A tree explorer plugin that owns #version# ________ ________ _ ____________ ____ __________ ____________~ /_ __/ / / / ____/ / | / / ____/ __ \/ __ \ /_ __/ __ \/ ____/ ____/~ / / / /_/ / __/ / |/ / __/ / /_/ / / / / / / / /_/ / __/ / __/ ~ / / / __ / /___ / /| / /___/ _, _/ /_/ / / / / _, _/ /___/ /___ ~ /_/ /_/ /_/_____/ /_/ |_/_____/_/ |_/_____/ /_/ /_/ |_/_____/_____/ ~ Reference Manual~ ============================================================================== CONTENTS {{{2 *NERD_tree-contents* 1.Intro...................................|NERD_tree| 2.Functionality provided..................|NERD_tree-functionality| 2.1 Commands..........................|NERD_tree-commands| 2.2 NERD tree mappings................|NERD_tree-mappings| 2.3 The filesystem menu...............|NERD_tree-filesys-menu| 3.Customisation...........................|NERD_tree-customisation| 3.1 Customisation summary.............|NERD_tree-cust-summary| 3.2 Customisation details.............|NERD_tree-cust-details| 4.TODO list...............................|NERD_tree-todo| 5.The Author..............................|NERD_tree-author| 6.Changelog...............................|NERD_tree-changelog| 7.Credits.................................|NERD_tree-credits| ============================================================================== *NERD_tree* 1. Intro {{{2 ~ What is this "NERD tree"?? The NERD tree allows you to explore your filesystem and to open files and directories. It presents the filesystem to you in the form of a tree which you manipulate with the keyboard and/or mouse. It also allows you to perform simple filesystem operations so you can alter the tree dynamically. The following features and functionality are provided by the NERD tree: * Files and directories are displayed in a hierarchical tree structure * Different highlighting is provided for the following types of nodes: * files * directories * sym-links * windows .lnk files * read-only files * Many (customisable) mappings are provided to manipulate the tree: * Mappings to open/close/explore directory nodes * Mappings to open files in new/existing windows/tabs * Mappings to change the current root of the tree * Mappings to navigate around the tree * ... * Most NERD tree navigation can also be done with the mouse * Dynamic customisation of tree content * custom file filters to prevent e.g. vim backup files being displayed * optional displaying of hidden files (. files) * files can be "turned off" so that only directories are displayed * A textual filesystem menu is provided which allows you to create new directory nodes and create/delete/rename file nodes * The position and size of the NERD tree window can be customised * The order in which the nodes in the tree are listed can be customised. * A model of your filesystem is created/maintained as you explore it. This has several advantages: * All filesystem information is cached and is only re-read on demand * If you revisit a part of the tree that you left earlier in your session, the directory nodes will be opened/closed as you left them * The script remembers the cursor position and window position in the NERD tree so you can toggle it off (or just close the tree window) and then reopen it (with NERDTreeToggle) the NERD tree window will appear EXACTLY as you left it * You can have a separate NERD tree for each tab ============================================================================== *NERD_tree-functionality* 2. Functionality provided {{{2 ~ ------------------------------------------------------------------------------ *NERD_tree-commands* 2.1. Commands {{{3 ~ :NERDTree [start-directory] *:NERDTree* Opens a fresh NERD tree in [start-directory] or the current directory if [start-directory] isn't specified. For example: > :NERDTree /home/marty/vim7/src < will open a NERD tree in /home/marty/vim7/src. :NERDTreeToggle [start-directory] *:NERDTreeToggle* If a NERD tree already exists for this tab, it is reopened and rendered again. If no NERD tree exists for this tab then this command acts the same as the |:NERDTree| command. ------------------------------------------------------------------------------ *NERD_tree-mappings* 2.2. NERD tree Mappings {{{3 ~ When the cursor is in the NERD tree window a number of mappings are available to use the tree. They are listed below along with the option name that can be used to customise each mapping. To change a mapping simply set the mapping option in your |vimrc|. Eg > let g:NERDTreeMapOpenSplit = 'i' < Mapping Default Description~ Key~ NERDTreeMapQuit q Closes the NERDTree window NERDTreeMapActivateNode o If the cursor is on a file, this file is opened in the previous window. If the cursor is on a directory, the directory node is expanded in the tree. NERDTreeMapOpenRecursively O Applies to dirs. Recursively opens the selected directory. This could take a while to complete so be prepared to go grab a cup of tea. Only opens dirs that aren't filtered out by file filters or the hidden files filter. NERDTreeMapOpenSplit Only applies to files. Opens the selected file in a new split window. NERDTreeMapOpenInTab t Opens the selected node in a new tab. If a dir is selected then an explorer for that dir will be opened. NERDTreeMapOpenInTabSilent T Same as 't' but keeps the focus on the current tab NERDTreeMapCloseDir x Closes the directory that the cursor is inside. NERDTreeMapCloseChildren X Closes all children (recursively) of the current node NERDTreeMapChangeRoot C Only applies to directories. Changes the current root of the NERD tree to the selected directory. NERDTreeMapChdir cd Changes the current working directory to the directory of the selected node. NERDTreeMapUpdir u Change the root of the tree up one directory. NERDTreeMapUpdirKeepOpen U Same as 'u' except the old root is left open. NERDTreeMapRefresh r Recursively refreshes the directory that the cursor is currently inside. If the cursor is on a directory node, this directory is refreshed. NERDTreeMapRefreshRoot R Recursively refreshes the current root of the tree... this could take a while for large trees. NERDTreeMapJumpParent p Moves the cursor to parent directory of the directory it is currently inside. NERDTreeMapJumpNextSibling s Moves the cursor to next sibling of the current node. NERDTreeMapJumpPrevSibling S Moves the cursor to previous sibling of the current node. NERDTreeMapToggleHidden H Toggles whether hidden files are shown or not. NERDTreeMapToggleFilters f Toggles whether the file filters (as specified in the |NERDTreeIgnore| option) are used. NERDTreeMapToggleFiles F Toggles the |NERDTreeShowFiles| option, causing files to be hidden if they are currently displayed and vice versa. NERDTreeMapOpenExpl e If the cursor is on a directory node, this directory is opened in a file explorer. If it is on a file, the file-node's parent directory is opened in a file explorer. The file explorer is always opened in the previous window. NERDTreeMapOpenExplNewWin E Like 'e' except the file explorer is opened in a new split window. NERDTreeMapFilesystemMenu m Displays the filesystem menu see |NERD_tree-filesys-menu|. NERDTreeMapExecute ! Executes the current file node after prompting the user for args. NERDTreeMapHelp ? Toggles the display of the quick help at the top of the tree. The following mouse mappings are available: Key Description~ double click Has the same effect as the 'o' map. middle click Has a different effect when used on a file and a dir: For files it is the same as the '' map, for directories it is the same as 'e' map. Additionally, directories can be opened and closed by clicking the '+' and '~' symbols on their left. ------------------------------------------------------------------------------ *NERD_tree-filesys-menu* 2.3. The filesystem menu {{{3 ~ The purpose of the filesystem menu is to allow you to perform basic filesystem operations quickly from the NERD tree rather than the console. The filesystem menu can be accessed with 'm' mapping and has three supported operations: > 1. Adding nodes. 2. Renaming nodes. 3. Deleting nodes. < 1. Adding nodes: To add a node move the cursor onto (or anywhere inside) the directory you wish to create the new node inside. Select the 'add node' option from the filesystem menu and type a filename. If the filename you type ends with a '/' character then a directory will be created. Once the operation is completed, the cursor is placed on the new node. 2. Renaming nodes: To rename a node, put the cursor on it and select the 'rename' option from the filesystem menu. Enter the new name for the node and it will be renamed. If the old file is open in a buffer, you will be asked if you wish to delete that buffer. Once the operation is complete the cursor will be placed on the renamed node. 3. Deleting nodes: To delete a node put the cursor on it and select the 'delete' option from the filesystem menu. After confirmation the node will be deleted. If a file is deleted but still exists as a buffer you will be given the option to delete that buffer. ============================================================================== *NERD_tree-customisation* 3. Customisation {{{2 ~ ------------------------------------------------------------------------------ *NERD_tree-cust-summary* 3.1. Customisation summary {{{3 ~ The script provides the following options that can customise the behaviour the NERD tree. These options should be set in your vimrc. |loaded_nerd_tree| Turns off the script. |NERDChristmasTree| Tells the NERD tree to make itself colourful and pretty. |NERDTreeChDirMode| Tells the NERD tree if/when it should change vim's current working directory. |NERDTreeHighlightCursorline| Tell the NERD tree whether to highlight the current cursor line. |NERDTreeIgnore| Tells the NERD tree which files to ignore. |NERDTreeMouseMode| Tells the NERD tree how to handle mouse clicks. |NERDTreeShowFiles| Tells the NERD tree whether to display files in the tree on startup. |NERDTreeShowHidden| Tells the NERD tree whether to display hidden files on startup. |NERDTreeSortOrder| Tell the NERD tree how to sort the nodes in the tree. |NERDTreeSplitVertical| Tells the script whether the NERD tree should be created by splitting the window vertically or horizontally. |NERDTreeWinPos| Tells the script where to put the NERD tree window. |NERDTreeWinSize| Sets the window size when the NERD tree is opened. ------------------------------------------------------------------------------ *NERD_tree-cust-details* 3.2. Customisation details {{{3 ~ To enable any of the below options you should put the given line in your ~/.vimrc *loaded_nerd_tree* If this plugin is making you feel homicidal, it may be a good idea to turn it off with this line in your vimrc: > let loaded_nerd_tree=1 < ------------------------------------------------------------------------------ *NERDChristmasTree* Values: 0 or 1. Default: 1. If this option is set to 1 then some extra syntax highlighting elements are added to the nerd tree to make it more colourful. Set it to 0 for a more vanilla looking tree. ------------------------------------------------------------------------------ *NERDTreeChDirMode* Values: 0, 1 or 2. Default: 1. Use this option to tell the script when (if at all) to change the current working directory (CWD) for vim. If it is set to 0 then the CWD is never changed by the NERD tree. If set to 1 then the CWD is changed when the NERD tree is first loaded to the directory it is initialized in. For example, if you start the NERD tree with > :NERDTree /home/marty/foobar < then the CWD will be changed to /home/marty/foobar and will not be changed again unless you init another NERD tree with a similar command. If the option is set to 2 then it behaves the same as if set to 1 except that the CWD is changed whenever the tree root is changed. For example, if the CWD is /home/marty/foobar and you make the node for /home/marty/foobar/baz the new root then the CWD will become /home/marty/foobar/baz. Note to windows users: it is highly recommended that you have this option set to either 1 or 2 or else the script wont function properly if you attempt to open a NERD tree on a different drive to the one vim is currently in. Authors note: at work i have this option set to 1 because i have a giant ctags file in the root dir of my project. This way i can initialise the NERD tree with the root dir of my project and always have ctags available to me --- no matter where i go with the NERD tree. ------------------------------------------------------------------------------ *NERDTreeHighlightCursorline* Values: 0 or 1. Default: 1. If set to 1, the current cursor line in the NERD tree buffer will be highlighted. This is done using the |cursorline| option. ------------------------------------------------------------------------------ *NERDTreeIgnore* Values: a list of regular expressions. Default: ['\~$']. This option is used to specify which files the NERD tree should ignore. It must be a list of regular expressions. When the NERD tree is rendered, any files/dirs that match any of the regex's in NERDTreeIgnore wont be displayed. For example if you put the following line in your vimrc: > let NERDTreeIgnore=['\.vim$', '\~$'] < then all files ending in .vim or ~ will be ignored. Note: to tell the NERD tree not to ignore any files you must use the following line: > let NERDTreeIgnore=[] < The file filters can be turned on and off dynamically with the f mapping. ------------------------------------------------------------------------------ *NERDTreeMouseMode* Values: 0, 1 or 2. Default: 1. If set to 1 then a double click on a node is required to open it. If set to 2 then a single click will open directory nodes, while a double click will still be required for file nodes. If set to 3 then a single click will open any node. Note: a double click anywhere on a line that a tree node is on will activate it, but all single-click activations must be done on name of the node itself. For example, if you have the following node: > | | |-application.rb < then (to single click activate it) you must click somewhere in 'application.rb'. ------------------------------------------------------------------------------ *NERDTreeShowFiles* Values: 0 or 1. Default: 1. If this option is set to 1 then files are displayed in the NERD tree. If it is set to 0 then only directories are displayed. This option can be toggled dynamically with the F mapping and is useful for drastically shrinking the tree when you are navigating to a different part of the tree. This option can be used in conjunction with the e, middle-click and E mappings to make the NERD tree function similar to windows explorer. ------------------------------------------------------------------------------ *NERDTreeShowHidden* Values: 0 or 1. Default: 0. This option tells vim whether to display hidden files by default. This option can be dynamically toggled with the D mapping see |NERD_tree_mappings|. Use one of the follow lines to set this option: > let NERDTreeShowHidden=0 let NERDTreeShowHidden=1 < ------------------------------------------------------------------------------ *NERDTreeSortOrder* Values: a list of regular expressions. Default: ['\/$', '*', '\.swp$', '\.bak$', '\~$'] This option is set to a list of regular expressions which are used to specify the order of nodes under their parent. For example, if the option is set to: > ['\.vim$', '\.c$', '\.h$', '*', 'foobar'] < then all .vim files will be placed at the top, followed by all .c files then all .h files. All files containing the string 'foobar' will be placed at the end. The star is a special flag: it tells the script that every node that doesnt match any of the other regexps should be placed here. If no star is present in NERDTreeSortOrder then one is automatically appended to the array. The regex '\/$' should be used to match directory nodes. After this sorting is done, the files in each group are sorted alphabetically. Other examples: > (1) ['*', '\/$'] (2) [] (3) ['\/$', '\.rb$', '\.php$', '*', '\.swp$', '\.bak$', '\~$'] < 1. Directories will appear last, everything else will appear above. 2. Every will simply appear in alphabetical order. 3. Dirs will appear first, then ruby and php. Swap files, bak files and vim backup files will appear last with everything else preceding them. ------------------------------------------------------------------------------ *NERDTreeSplitVertical* Values: 0 or 1. Default: 1. This option, along with |NERDTreeWinPos|, is used to determine where the NERD tree window appears. If it is set to 1 then the NERD tree window will appear on either the left or right side of the screen (depending on the |NERDTreeWinPos| option). If it set to 0 then the NERD tree window will appear at the top of the screen. ------------------------------------------------------------------------------ *NERDTreeWinPos* Values: 0 or 1. Default: 1. This option works in conjunction with the |NERDTreeSplitVertical| option to determine where NERD tree window is placed on the screen. If the option is set to 1 then the NERD tree will appear on the left or top of the screen (depending on the value of |NERDTreeSplitVertical|). If set to 0, the window will appear on the right or bottom of the screen. This option is makes it possible to use two different explorer type plugins simultaneously. For example, you could have the taglist plugin on the left of the window and the NERD tree on the right. ------------------------------------------------------------------------------ *NERDTreeWinSize* Values: a positive integer. Default: 31. This option is used to change the size of the NERD tree when it is loaded. ============================================================================== *NERD_tree-todo* 4. TODO list {{{2 ~ Window manager integration? ============================================================================== *NERD_tree-author* 5. The Author {{{2 ~ The author of the NERD tree is a terrible terrible monster called Martyzilla who gobbles up small children with milk and sugar for breakfast. He has an odd love/hate relationship with computers (but monsters hate everything by nature you know...) which can be awkward for him since he is a pro computer nerd for a living. He can be reached at martin_grenfell at msn.com. He would love to hear from you, so feel free to send him suggestions and/or comments about this plugin. Don't be shy --- the worst he can do is slaughter you and stuff you in the fridge for later ;) ============================================================================== *NERD_tree-changelog* 6. Changelog {{{2 ~ 2.2.3 - Refactored the :echo output from the script. - Fixed some minor typos in the doc. - Made some minor changes to the output of the 'Tree filtering mappings' part of the quickhelp 2.2.2 - More bugfixes... doh. 2.2.1 - Bug fix that was causing an exception when closing the nerd tree. Thanks to Tim carey-smith and Yu Jun for pointing this out. 2.2.0 - Now 'cursorline' is set in the NERD tree buffer by default. See :help NERDTreeHighlightCursorline for how to disable it. 2.1.2 - Stopped the script from clobbering the 1,2,3 .. 9 registers. - Made it "silent!"ly delete buffers when renaming/deleting file nodes. - Minor correction to the doc - Fixed a bug when refreshing that was occurring when the node you refreshed had been deleted externally. - Fixed a bug that was occurring when you open a file that is already open and modified. 2.1.1 - Added a bit more info about the buffers you are prompted to delete when renaming/deleting nodes from the filesystem menu that are already loaded into buffers. - Refactoring and bugfixes 2.1.0 - Finally removed the blank line that always appears at the top of the NERDTree buffer - Added NERDTreeMouseMode option. If set to 1, then a double click is required to activate all nodes, if set to 2 then a single click will activate directory nodes, if set to 3 then a single click will activate all nodes. - Now if you delete a file node and have it open in a buffer you are given the option to delete that buffer as well. Similarly if you rename a file you are given the option to delete any buffers containing the old file (if any exist) - When you rename or create a node, the cursor is now put on the new node, this makes it easy immediately edit the new file. - Fixed a bug with the ! mapping that was occurring on windows with paths containing spaces. - Made all the mappings customisable. See |NERD_tree-mappings| for details. A side effect is that a lot of the "double mappings" have disappeared. E.g 'o' is now the key that is used to activate a node, is no longer mapped to the same. - Made the script echo warnings in some places rather than standard echos - Insane amounts of refactoring all over the place. 2.0.0 - Added two new NERDChristmasTree decorations. First person to spot them and email me gets a free copy of the NERDTree. - Made it so that when you jump around the tree (with the p, s and S mappings) it is counted as a jump by vim. This means if you, eg, push 'p' one too many times then you can go `` or ctrl-o. - Added a new option called NERDTreeSortOrder which takes an array of regexs and is used to determine the order that the treenodes are listed in. Go :help NERDTreeSortOrder for details. - Removed the NERDTreeSortDirs option because it is consumed by NERDTreeSortOrder - Added the 'i' mapping which is the same as but requires less effort to reach. - Added the ! mapping which is used to execute file in the tree (after it prompts you for arguments etc) ============================================================================== 7. Credits {{{2 ~ Thanks to Tim Carey-Smith for testing/using the NERD tree from the first pre-beta version, for his many suggestions and for his constant stream of bug complaints. Thanks to Vigil for trying it out before the first release :) and suggesting that mappings to open files in new tabs should be implemented. Thanks to Nick Brettell for testing, fixing my spelling and suggesting i put a .. (up a directory) line in the gui. Thanks to Thomas Scott Urban - the author of the vtreeexplorer plugin - whose gui code i borrowed from. Thanks to Terrance Cohen for pointing out a bug where the script was changing vims CWD all over the show. Thanks to Yegappan Lakshmanan (author of Taglist and other orgasmically wonderful plugins) for telling me how to fix a bug that was causing vim to go into visual mode everytime you double clicked a node :) Thanks to Jason Mills for sending me a fix that allows windows paths to use forward slashes as well as backward. Thanks to Michael Geddes (frogonwheels on #vim at freenode) for giving me some tips about syntax highlighting when i was doing highlighting for the quickhelp. Thanks to Yu Jun for emailing me about a bug that was occurring when closing the tree. === END_DOC " vim: set ts=4 sw=4 foldmethod=marker foldmarker={{{,}}} foldlevel=2: