" vim global plugin that provides a nice tree explorer " Last Change: 1 nov 2007 " Maintainer: Martin Grenfell let s:NERD_tree_version = '2.6.2.5' "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 and other random constants {{{2 call s:InitVariable("g:NERDChristmasTree", 1) call s:InitVariable("g:NERDTreeAutoCenter", 1) call s:InitVariable("g:NERDTreeAutoCenterThreshold", 3) call s:InitVariable("g:NERDTreeCaseSensitiveSort", 0) call s:InitVariable("g:NERDTreeChDirMode", 1) if !exists("g:NERDTreeIgnore") let g:NERDTreeIgnore = ['\~$'] endif call s:InitVariable("g:NERDTreeHighlightCursorline", 1) call s:InitVariable("g:NERDTreeMouseMode", 1) call s:InitVariable("g:NERDTreeNotificationThreshold", 100) call s:InitVariable("g:NERDTreeShowHidden", 0) call s:InitVariable("g:NERDTreeShowFiles", 1) call s:InitVariable("g:NERDTreeSortDirs", 1) if !exists("g:NERDTreeSortOrder") let g:NERDTreeSortOrder = ['\/$', '*', '\.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 commands that will be used to copy nodes, and 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 ') call s:InitVariable("g:NERDTreeCopyCmd", 'cp -r ') 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:NERDTreeMapJumpFirstChild", "K") call s:InitVariable("g:NERDTreeMapJumpLastChild", "J") call s:InitVariable("g:NERDTreeMapJumpNextSibling", "") call s:InitVariable("g:NERDTreeMapJumpParent", "p") call s:InitVariable("g:NERDTreeMapJumpPrevSibling", "") call s:InitVariable("g:NERDTreeMapJumpRoot", "P") call s:InitVariable("g:NERDTreeMapOpenExpl", "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:NERDTreeMapPreview", "g" . NERDTreeMapActivateNode) call s:InitVariable("g:NERDTreeMapPreviewSplit", "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.Copy(dest) {{{3 function! s:oTreeFileNode.Copy(dest) dict call self.path.Copy(a:dest) let newPath = s:oPath.New(a:dest) let parentNode = t:NERDTreeRoot.FindNode(newPath.GetDir()) if !empty(parentNode) call parentNode.Refresh() endif 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.FindOpenDirSiblingWithChildren(direction) {{{3 " "Finds the next sibling for this node in the indicated direction. This sibling "must be a directory and may/may not have children as specified. " "Args: "direction: 0 if you want to find the previous sibling, 1 for the next sibling " "Return: "a treenode object or {} if no appropriate sibling could be found function! s:oTreeFileNode.FindOpenDirSiblingWithChildren(direction) dict "if we have no parent then we can have no siblings if self.parent != {} let nextSibling = self.FindSibling(a:direction) while nextSibling != {} if nextSibling.path.isDirectory && nextSibling.HasVisibleChildren() && nextSibling.isOpen return nextSibling endif let nextSibling = nextSibling.FindSibling(a:direction) endwhile 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 = self.parent.GetChildCount() 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.IsVisible() {{{3 "returns 1 if this node should be visible according to the tree filters and "hidden file filters (and their on/off status) function! s:oTreeFileNode.IsVisible() dict return !self.path.Ignore() endfunction "FUNCTION: oTreeFileNode.IsRoot() {{{3 "returns 1 if this node is t:NERDTreeRoot function! s:oTreeFileNode.IsRoot() dict if !s:TreeExistsForTab() throw "NERDTree.TreeFileNode.IsRoot exception: No tree exists for the current tab" endif return self.Equals(t:NERDTreeRoot) 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 the number of children this node has function! s:oTreeDirNode.GetChildCount() dict return len(self.children) 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.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.GetChildByIndex(indx, visible) {{{3 "returns the child at the given index "Args: "indx: the index to get the child from "visible: 1 if only the visible children array should be used, 0 if all the "children should be searched. function! s:oTreeDirNode.GetChildByIndex(indx, visible) dict let array_to_search = a:visible? self.GetVisibleChildren() : self.children if a:indx > len(array_to_search) throw "NERDTree.TreeDirNode.InvalidArguments exception. Index is out of bounds." endif return array_to_search[a:indx] 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 = self.GetChildCount() 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.GetVisibleChildCount() {{{3 "Returns the number of visible children this node has function! s:oTreeDirNode.GetVisibleChildCount() dict return len(self.GetVisibleChildren()) endfunction "FUNCTION: oTreeDirNode.GetVisibleChildren() {{{3 "Returns a list of children to display for this node, in the correct order " "Return: "an array of treenodes function! s:oTreeDirNode.GetVisibleChildren() dict let toReturn = [] for i in self.children if i.path.Ignore() == 0 call add(toReturn, i) endif endfor return toReturn endfunction "FUNCTION: oTreeDirNode.HasVisibleChildren {{{3 "returns 1 if this node has any childre, 0 otherwise.. function! s:oTreeDirNode.HasVisibleChildren() return self.GetChildCount() != 0 endfunction "FUNCTION: oTreeDirNode.InitChildren {{{3 "Removes all childen from this node and re-reads them " "Args: "silent: 1 if the function should not echo any "please wait" messages for "large directories " "Return: the number of child nodes read function! s:oTreeDirNode.InitChildren(silent) dict "remove all the current child nodes let self.children = [] "get an array of all the files in the nodes dir let dir = self.path let filesStr = globpath(dir.StrForOS(0), '*') . "\n" . globpath(dir.StrForOS(0), '.*') let files = split(filesStr, "\n") if !a:silent && len(files) > g:NERDTreeNotificationThreshold call s:Echo("Please wait, caching a large dir ...") endif 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 !a:silent && len(files) > g:NERDTreeNotificationThreshold call s:Echo("Please wait, caching a large dir ... DONE (". self.GetChildCount() ." nodes cached).") endif if invalidFilesFound call s:EchoWarning("some files could not be loaded into the NERD tree") endif return self.GetChildCount() 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(0) 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(1) 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 dir = self.path let filesStr = globpath(dir.StrForOS(0), '*') . "\n" . globpath(dir.StrForOS(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:EchoWarning("some files could not be loaded into the NERD tree") 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, self.GetChildCount()-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, self.GetChildCount()-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 = {} let oPath = 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()) 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". " "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 the same then compare the paths "alphabetically let pathCompare = g:NERDTreeCaseSensitiveSort ? thisPath <# thatPath : thisPath ' . 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 if !s:running_windows return a:pathstr endif 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:Abs(num){{{2 "returns the absolute value of the input function! s:Abs(num) if a:num > 0 return a:num else return 0 - a:num end endfunction "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:EchoWarning("Error reading: " . dir) 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 s:TreeExistsForTab() 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 http://www.vim.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) 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") call s:Echo("type :help add-local-help for more information.") call s:Echo(l:vim_doc_path) 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 " Function: s:TreeExistsForTab() {{{2 " Returns 1 if a nerd tree root exists in the current tab function! s:TreeExistsForTab() return exists("t:NERDTreeRoot") endfunction " SECTION: Public Functions {{{1 "============================================================ "Returns the node that the cursor is currently on. " "If the cursor is not in the NERDTree window, it is temporarily put there. " "If no NERD tree window exists for the current tab, a NERDTree.NoTreeForTab "exception is thrown. " "If the cursor is not on a node then an empty dictionary {} is returned. function! NERDTreeGetCurrentNode() if !s:TreeExistsForTab() || !s:IsTreeOpen() throw "NERDTree.NoTreeForTab exception: there is no NERD tree open for the current tab" endif let winnr = winnr() if winnr != s:GetTreeWinNum() call s:PutCursorInTreeWin() endif let treenode = s:GetSelectedNode() if winnr != winnr() wincmd w endif return treenode endfunction "Returns the path object for the current node. " "Subject to the same conditions as NERDTreeGetCurrentNode function! NERDTreeGetCurrentPath() let node = NERDTreeGetCurrentNode() if node != {} return node.path else return {} endif endfunction " SECTION: View Functions {{{1 "============================================================ "FUNCTION: s:CenterView() {{{2 "centers the nerd tree window around the cursor (provided the nerd tree "options permit) function! s:CenterView() if g:NERDTreeAutoCenter let current_line = winline() let lines_to_top = current_line let lines_to_bottom = winheight(s:GetTreeWinNum()) - current_line if lines_to_top < g:NERDTreeAutoCenterThreshold || lines_to_bottom < g:NERDTreeAutoCenterThreshold normal! zz endif endif endfunction "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 " : "botright " 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 setlocal winfixwidth "throwaway buffer options setlocal noswapfile setlocal buftype=nofile setlocal bufhidden=delete setlocal nowrap setlocal foldcolumn=0 setlocal nobuflisted setlocal nospell setlocal nonu 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.GetVisibleChildren() 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."\" ". (g:NERDTreeMouseMode == 3 ? "single" : "double") ."-click,\n" let @h=@h."\" ". g:NERDTreeMapActivateNode .": open in prev window\n" let @h=@h."\" ". g:NERDTreeMapPreview .": preview \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 split\n" let @h=@h."\" ". g:NERDTreeMapPreviewSplit .": preview split\n" let @h=@h."\" ". g:NERDTreeMapExecute.": Execute file\n" let @h=@h."\" \n\" ----------------------------\n" let @h=@h."\" Directory node mappings~\n" let @h=@h."\" ". (g:NERDTreeMouseMode == 1 ? "double" : "single") ."-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 parent of node\n" let @h=@h."\" ". g:NERDTreeMapCloseChildren .": close all child nodes of\n" let @h=@h."\" current node recursively\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."\" \n\" ----------------------------\n" let @h=@h."\" Tree navigation mappings~\n" let @h=@h."\" ". g:NERDTreeMapJumpRoot .": go to root\n" let @h=@h."\" ". g:NERDTreeMapJumpParent .": go to parent\n" let @h=@h."\" ". g:NERDTreeMapJumpFirstChild .": go to first child\n" let @h=@h."\" ". g:NERDTreeMapJumpLastChild .": go to last child\n" let @h=@h."\" ". g:NERDTreeMapJumpNextSibling .": go to next sibling\n" let @h=@h."\" ". g:NERDTreeMapJumpPrevSibling .": go to prev sibling\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: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."\" ". g:NERDTreeMapChdir .":change the CWD to the\n" let @h=@h."\" selected dir\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: "msg: the message to echo function! s:Echo(msg) redraw echo "NERDTree: " . a:msg endfunction "FUNCTION: s:EchoWarning {{{2 "Wrapper for s:Echo, sets the message type to warningmsg for this message "Args: "msg: the message to echo function! s:EchoWarning(msg) echohl warningmsg call s:Echo(a:msg) echohl normal endfunction "FUNCTION: s:EchoError {{{2 "Wrapper for s:Echo, sets the message type to errormsg for this message "Args: "msg: the message to echo function! s:EchoError(msg) echohl errormsg call s:Echo(a:msg) echohl normal endfunction "FUNCTION: s:FindNodeLineNumber(treenode){{{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 a:treenode.IsRoot() 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 =~ '^$' return {} endif if line == s:tree_up_dir_line return t:NERDTreeRoot.path.GetParent() endif "get the indent level for the file (i.e. how deep in the tree it is) "let indent = match(line,'[^-| `]') / s:tree_wid let indent = match(line, s:tree_markup_reg_neg) / s:tree_wid "remove the tree parts and the leading space let curFile = s:StripMarkupFromLine(line, 0) let wasdir = 0 if curFile =~ '/$' 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:GetSelectedDir() {{{2 "Returns the current node if it is a dir node, or else returns the current "nodes parent function! s:GetSelectedDir() let currentDir = s:GetSelectedNode() if currentDir != {} && !currentDir.IsRoot() if currentDir.path.isDirectory == 0 let currentDir = currentDir.parent endif endif return currentDir 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: 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:JumpToChild(direction) {{{2 " Args: " direction: 0 if going to first child, 1 if going to last function! s:JumpToChild(direction) let currentNode = s:GetSelectedNode() if currentNode == {} || currentNode.IsRoot() call s:Echo("cannot jump to " . (a:direction ? "last" : "first") . " child") return end let dirNode = currentNode.parent let childNodes = dirNode.GetVisibleChildren() let targetNode = childNodes[0] if a:direction let targetNode = childNodes[len(childNodes) - 1] endif if targetNode.Equals(currentNode) let siblingDir = currentNode.parent.FindOpenDirSiblingWithChildren(a:direction) if siblingDir != {} let indx = a:direction ? siblingDir.GetVisibleChildCount()-1 : 0 let targetNode = siblingDir.GetChildByIndex(indx, 1) endif endif call s:PutCursorOnNode(targetNode, 1) call s:CenterView() 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:OpenFileNode(treenode) {{{2 "Open the file represented by the given node in the current window, splitting "the window if needed " "ARGS: "treenode: file node to open function! s:OpenFileNode(treenode) call s:PutCursorInTreeWin() if s:ShouldSplitToOpen(winnr("#")) call s:OpenFileNodeSplit(a:treenode) else try wincmd p exec ("edit " . a:treenode.path.StrForEditCmd()) catch /^Vim\%((\a\+)\)\=:E37/ call s:PutCursorInTreeWin() call s:Echo("Cannot open file, it is already open and modified") catch /^Vim\%((\a\+)\)\=:/ echo v:exception endtry 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" ) 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 " Attempt to go to adjacent window exec(back) let onlyOneWin = (winnr() == s:GetTreeWinNum()) " 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." catch /^Vim\%((\a\+)\)\=:/ do nothing 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, [], t:NERDTreeRoot.GetChildCount() == 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:RenderViewSavingPosition {{{2 "Renders the tree and ensures the cursor stays on the current node or the "current nodes parent if it is no longer available upon re-rendering function! s:RenderViewSavingPosition() let currentNode = s:GetSelectedNode() "go up the tree till we find a node that will be visible or till we run "out of nodes while currentNode != {} && !currentNode.IsVisible() && !currentNode.IsRoot() let currentNode = currentNode.parent endwhile call s:RenderView() if currentNode != {} call s:PutCursorOnNode(currentNode, 0) endif 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:ShouldSplitToOpen() {{{2 "Returns 1 if opening a file from the tree in the given window requires it to "be split " "Args: "winnumber: the number of the window in question function! s:ShouldSplitToOpen(winnumber) if &hidden return 0 endif let oldwinnr = winnr() exec a:winnumber . "wincmd p" let modified = &modified exec oldwinnr . "wincmd p" return winnr("$") == 1 || (modified && s:BufInWindows(winbufnr(a:winnumber)) < 2) endfunction "FUNCTION: s:StripMarkupFromLine(line){{{2 "returns the given line with all the tree parts stripped off " "Args: "line: the subject line "removeLeadingSpaces: 1 if leading spaces are to be removed (leading spaces = "any spaces before the actual text of the node) function! s:StripMarkupFromLine(line, removeLeadingSpaces) let line = a:line "remove the tree parts and the leading space let line = substitute (line,"^" . s:tree_markup_reg . "*","","") "strip off any read only flag let line = substitute (line, s:tree_RO_str_reg, "","") let wasdir = 0 if line =~ '/$' 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 s:TreeExistsForTab() 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:EchoWarning("cannot open selected entry") return endif if treenode.path.isDirectory call treenode.ToggleOpen() call s:RenderView() call s:PutCursorOnNode(treenode, 0) else call s:OpenFileNode(treenode) 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:NERDTreeMapPreview ." :call PreviewNode(0)" exec "nnoremap ". g:NERDTreeMapPreviewSplit ." :call PreviewNode(1)" 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:NERDTreeMapJumpFirstChild ." :call JumpToFirstChild()" exec "nnoremap ". g:NERDTreeMapJumpLastChild ." :call JumpToLastChild()" exec "nnoremap ". g:NERDTreeMapJumpRoot ." :call JumpToRoot()" exec "nnoremap ". g:NERDTreeMapOpenInTab ." :call OpenNodeNewTab(0)" exec "nnoremap ". g:NERDTreeMapOpenInTabSilent ." :call OpenNodeNewTab(1)" exec "nnoremap ". g:NERDTreeMapOpenExpl ." :call OpenExplorer()" 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") return endif try call treenode.path.ChangeToDir() catch /^NERDTree.Path.Change/ call s:EchoWarning("could not change cwd") 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") 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:GetSelectedDir() if currentNode == {} call s:Echo("Select a node first") return endif call currentNode.CloseChildren() call s:RenderView() call s:PutCursorOnNode(currentNode, 0) endfunction " FUNCTION: s:CloseCurrentDir() {{{2 " closes the parent dir of the current node function! s:CloseCurrentDir() let treenode = s:GetSelectedNode() if treenode == {} call s:Echo("Select a node first") return endif let parent = treenode.parent if parent.IsRoot() call s:Echo("cannot close tree root") else call treenode.parent.Close() call s:RenderView() call s:PutCursorOnNode(treenode.parent, 0) endif endfunction " FUNCTION: s:CopyNode() {{{2 function! s:CopyNode() let currentNode = s:GetSelectedNode() if currentNode == {} call s:Echo("Put the cursor on a file node first") return endif let newNodePath = input("Copy the current node\n" . \ "==========================================================\n" . \ "Enter the new path to copy the node to: \n" . \ "", currentNode.path.Str(0)) if newNodePath != "" let confirmed = 1 if currentNode.path.CopyingWillOverwrite(newNodePath) echo "\nWarning: copying may overwrite files! Continue? (yN)" let choice = nr2char(getchar()) let confirmed = choice == 'y' endif if confirmed try call currentNode.Copy(newNodePath) catch /^NERDTree/ call s:EchoWarning("Could not copy node") endtry endif call s:RenderView() else call s:Echo("Copy aborted.") endif redraw 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") return endif let confirmed = 0 if currentNode.path.isDirectory let choice =input("Delete the current node\n" . \ "==========================================================\n" . \ "STOP! To delete this entire directory, type 'yes'\n" . \ "" . currentNode.path.StrForOS(0) . ": ") let confirmed = choice == 'yes' else echo "Delete the current node\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 buflisted(bufnum) let prompt = "\nNode deleted.\n\nThe 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:EchoWarning("Could not remove node") endtry else call s:Echo("delete aborted" ) endif endfunction " FUNCTION: s:DisplayHelp() {{{2 " toggles the help display function! s:DisplayHelp() let t:treeShowHelp = t:treeShowHelp ? 0 : 1 call s:RenderView() call s:CenterView() 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" ) 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") 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" ) return endif if curNode.path.isDirectory call s:OpenExplorer() 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:GetSelectedDir() if curDirNode == {} call s:Echo("Put the cursor on a node first" ) return endif let newNodeName = input("Add a childnode\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.") 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 || !empty(parentNode.children) call parentNode.AddChild(newTreeNode, 1) call s:RenderView() call s:PutCursorOnNode(newTreeNode, 1) endif catch /^NERDTree/ call s:EchoWarning("Node Not Created.") endtry endfunction " FUNCTION: s:JumpToFirstChild() {{{2 " wrapper for the jump to child method function! s:JumpToFirstChild() call s:JumpToChild(0) endfunction " FUNCTION: s:JumpToLastChild() {{{2 " wrapper for the jump to child method function! s:JumpToLastChild() call s:JumpToChild(1) 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) call s:CenterView() else call s:Echo("cannot jump to parent") endif else call s:Echo("put the cursor on a node first") endif endfunction " FUNCTION: s:JumpToRoot() {{{2 " moves the cursor to the root node function! s:JumpToRoot() call s:PutCursorOnNode(t:NERDTreeRoot, 1) call s:CenterView() 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) if !currentNode.path.isDirectory if a:forward let sibling = currentNode.parent.FindSibling(1) else let sibling = currentNode.parent endif else let sibling = currentNode.FindSibling(a:forward) endif if !empty(sibling) call s:PutCursorOnNode(sibling, 1) call s:CenterView() endif else call s:Echo("put the cursor on a node first") 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") endif endfunction " FUNCTION: s:OpenExplorer() {{{2 function! s:OpenExplorer() let treenode = s:GetSelectedDir() if treenode != {} let oldwin = winnr() wincmd p if oldwin == winnr() || (&modified && s:BufInWindows(winbufnr(winnr())) < 2) wincmd p call s:OpenDirNodeSplit(treenode) else exec ("silent edit " . treenode.path.StrForEditCmd()) endif else call s:Echo("select a node first") endif endfunction " FUNCTION: s:OpenNodeNewTab(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:OpenNodeNewTab(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") 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" ) else call s:Echo("Recursively opening node. Please wait...") call treenode.OpenRecursively() call s:RenderView() redraw call s:Echo("Recursively opening node. Please wait... DONE") endif endfunction "FUNCTION: s:PreviewNode() {{{2 function! s:PreviewNode(openNewWin) let treenode = s:GetSelectedNode() if treenode == {} || treenode.path.isDirectory call s:Echo("Select a file node first" ) return endif if a:openNewWin call s:OpenEntrySplit() else call s:ActivateNode() end call s:PutCursorInTreeWin() 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...") call t:NERDTreeRoot.Refresh() call s:RenderView() redraw call s:Echo("Refreshing the root node. This could take a while... DONE") endfunction " FUNCTION: s:RefreshCurrent() {{{2 " refreshes the root for the current node function! s:RefreshCurrent() let treenode = s:GetSelectedDir() if treenode == {} call s:Echo("Refresh failed. Select a node first") return endif call s:Echo("Refreshing node. This could take a while...") call treenode.Refresh() call s:RenderView() redraw call s:Echo("Refreshing node. This could take a while... DONE") 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" ) return endif let newNodePath = input("Rename the current node\n" . \ "==========================================================\n" . \ "Enter the new path for the node: \n" . \ "", curNode.path.Str(0)) if newNodePath == '' call s:Echo("Node Renaming Aborted.") 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:EchoWarning("Node Not Renamed.") 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" ) return endif let prompt = "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" if s:oPath.CopyingSupported() let prompt = prompt . " (4) - Copy the current node\n\n" else let prompt = prompt . " \n" endif echo prompt let choice = nr2char(getchar()) if choice == 1 call s:InsertNewNode() elseif choice == 2 call s:RenameCurrent() elseif choice == 3 call s:DeleteNode() elseif choice == 4 && s:oPath.CopyingSupported() call s:CopyNode() endif endfunction " FUNCTION: s:ToggleIgnoreFilter() {{{2 " toggles the use of the NERDTreeIgnore option function! s:ToggleIgnoreFilter() let t:NERDTreeIgnoreEnabled = !t:NERDTreeIgnoreEnabled call s:RenderViewSavingPosition() call s:CenterView() endfunction " FUNCTION: s:ToggleShowFiles() {{{2 " toggles the display of hidden files function! s:ToggleShowFiles() let g:NERDTreeShowFiles = !g:NERDTreeShowFiles call s:RenderViewSavingPosition() call s:CenterView() endfunction " FUNCTION: s:ToggleShowHidden() {{{2 " toggles the display of hidden files function! s:ToggleShowHidden() let g:NERDTreeShowHidden = !g:NERDTreeShowHidden call s:RenderViewSavingPosition() call s:CenterView() 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") 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 your momma! #version# ________ ________ _ ____________ ____ __________ ____________~ /_ __/ / / / ____/ / | / / ____/ __ \/ __ \ /_ __/ __ \/ ____/ ____/~ / / / /_/ / __/ / |/ / __/ / /_/ / / / / / / / /_/ / __/ / __/ ~ / / / __ / /___ / /| / /___/ _, _/ /_/ / / / / _, _/ /___/ /___ ~ /_/ /_/ /_/_____/ /_/ |_/_____/_/ |_/_____/ /_/ /_/ |_/_____/_____/ ~ Reference Manual~ ============================================================================== CONTENTS {{{2 *NERDTree-contents* 1.Intro...................................|NERDTree| 2.Functionality provided..................|NERDTreeFunctionality| 2.1 Commands..........................|NERDTreeCommands| 2.2 NERD tree mappings................|NERDTreeMappings| 2.3 The filesystem menu...............|NERDTreeFilesysMenu| 3.Options.................................|NERDTreeOptions| 3.1 Option summary....................|NERDTreeOptionSummary| 3.2 Option details....................|NERDTreeOptionDetails| 4.Public functions........................|NERDTreePublicFunctions| 5.TODO list...............................|NERDTreeTodo| 6.The Author..............................|NERDTreeAuthor| 7.Changelog...............................|NERDTreeChangelog| 8.Credits.................................|NERDTreeCredits| ============================================================================== 1. Intro {{{2 *NERDTree* 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/delete/rename file and directory 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 ============================================================================== 2. Functionality provided {{{2 *NERDTreeFunctionality* ------------------------------------------------------------------------------ 2.1. Commands {{{3 *NERDTreeCommands* :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. ------------------------------------------------------------------------------ 2.2. NERD tree Mappings {{{3 *NERDTreeMappings* Default Description~ help-tag~ Key~ o.......Open selected file, or expand selected dir...............|NERDTree-o| go......Open selected file, but leave cursor in the NERDTree.....|NERDTree-go| t.......Open selected node in a new tab..........................|NERDTree-t| T.......Same as 't' but keep the focus on the current tab........|NERDTree-T| ...Open selected file in a split window.....................|NERDTree-tab| g..Same as , but leave the cursor on the NERDTree......|NERDTree-gtab| !.......Execute the current file.................................|NERDTree-!| O.......Recursively open the selected directory..................|NERDTree-O| x.......Close the current nodes parent...........................|NERDTree-x| X.......Recursively close all children of the current node.......|NERDTree-X| e.......Open a netrw for the current dir.........................|NERDTree-e| double-click.......same as the |NERDTree-o| map. middle-click.......same as |NERDTree-tab| for files, same as |NERDTree-e| for dirs. P.......Jump to the root node....................................|NERDTree-P| p.......Jump to current nodes parent.............................|NERDTree-p| K.......Jump up inside directories at the current tree depth.....|NERDTree-K| J.......Jump down inside directories at the current tree depth...|NERDTree-J| ...Jump down to the next sibling of the current directory...|NERDTree-c-j| ...Jump up to the previous sibling of the current directory.|NERDTree-c-k| C.......Change the tree root to the selected dir.................|NERDTree-C| u.......Move the tree root up one directory......................|NERDTree-u| U.......Same as 'u' except the old root node is left open........|NERDTree-U| r.......Recursively refresh the current directory................|NERDTree-r| R.......Recursively refresh the current root.....................|NERDTree-R| m.......Display the filesystem menu..............................|NERDTree-m| cd......Change the CWD to the dir of the selected node...........|NERDTree-cd| H.......Toggle whether hidden files displayed....................|NERDTree-H| f.......Toggle whether the file filters are used.................|NERDTree-f| F.......Toggle whether files are displayed.......................|NERDTree-F| q.......Close the NERDTree window................................|NERDTree-q| ?.......Toggle the display of the quick help.....................|NERDTree-?| ------------------------------------------------------------------------------ *NERDTree-o* Default key: o Map option: NERDTreeMapActivateNode Applies to: files and directories. If a file node is selected, it is opened in the previous window. If a directory is selected it is opened or closed depending on its current state. ------------------------------------------------------------------------------ *NERDTree-go* Default key: go Map option: None Applies to: files. If a file node is selected, it is opened in the previous window, but the cursor does not move. The key combo for this mapping is always "g" + NERDTreeMapActivateNode (see |NERDTree-o|). ------------------------------------------------------------------------------ *NERDTree-t* Default key: t Map option: NERDTreeMapOpenInTab Applies to: files and directories. Opens the selected file in a new tab. If a directory is selected, a netrw is opened in a new tab. ------------------------------------------------------------------------------ *NERDTree-T* Default key: T Map option: NERDTreeMapOpenInTabSilent Applies to: files and directories. The same as |NERDTree-t| except that the focus is kept in the current tab. ------------------------------------------------------------------------------ *NERDTree-tab* Default key: Map option: NERDTreeMapOpenSplit Applies to: files. Opens the selected file in a new split window and puts the cursor in the new window. ------------------------------------------------------------------------------ *NERDTree-gtab* Default key: g Map option: None Applies to: files. The same as |NERDTree-tab| except that the cursor is not moved. The key combo for this mapping is always "g" + NERDTreeMapOpenSplit (see |NERDTree-tab|). ------------------------------------------------------------------------------ *NERDTree-!* Default key: ! Map option: NERDTreeMapExecute Applies to: files. Executes the selected file, prompting for arguments first. ------------------------------------------------------------------------------ *NERDTree-O* Default key: O Map option: NERDTreeMapOpenRecursively Applies to: directories. Recursively opens the selelected directory. All files and directories are cached, but if a directory would not be displayed due to file filters (see |NERDTreeIgnore| |NERDTree-f|) or the hidden file filter (see |NERDTreeShowHidden|) then it is not opened. This is handy, especially if you have .svn directories. ------------------------------------------------------------------------------ *NERDTree-x* Default key: x Map option: NERDTreeMapCloseDir Applies to: files and directories. Closes the parent of the selected node. ------------------------------------------------------------------------------ *NERDTree-X* Default key: X Map option: NERDTreeMapCloseChildren Applies to: directories. Recursively closes all children of the selected directory. Tip: To quickly "reset" the tree, use |NERDTree-P| with this mapping. ------------------------------------------------------------------------------ *NERDTree-e* Default key: e Map option: NERDTreeMapOpenExpl Applies to: files and directories. Opens a netrw on the selected directory, or the selected file's directory. ------------------------------------------------------------------------------ *NERDTree-P* Default key: P Map option: NERDTreeMapJumpRoot Applies to: no restrictions. Jump to the tree root. ------------------------------------------------------------------------------ *NERDTree-p* Default key: p Map option: NERDTreeMapJumpParent Applies to: files and directories. Jump to the parent node of the selected node. ------------------------------------------------------------------------------ *NERDTree-K* Default key: K Map option: NERDTreeMapJumpFirstChild Applies to: files and directories. Jump to the first child of the current nodes parent. If the cursor is already on the first node then do the following: * loop back thru the siblings of the current nodes parent until we find an open dir with children * go to the first child of that node ------------------------------------------------------------------------------ *NERDTree-J* Default key: J Map option: NERDTreeMapJumpLastChild Applies to: files and directories. Jump to the last child of the current nodes parent. If the cursor is already on the last node then do the following: * loop forward thru the siblings of the current nodes parent until we find an open dir with children * go to the last child of that node ------------------------------------------------------------------------------ *NERDTree-c-j* Default key: Map option: NERDTreeMapJumpNextSibling Applies to: files and directories. If a dir node is selected, jump to the next sibling of that node. If a file node is selected, jump to the next sibling of that nodes parent. ------------------------------------------------------------------------------ *NERDTree-c-k* Default key: Map option: NERDTreeMapJumpPrevSibling Applies to: files and directories. If a dir node is selected, jump to the previous sibling of that node. If a file node is selected, jump to the previous sibling of that nodes parent. ------------------------------------------------------------------------------ *NERDTree-C* Default key: C Map option: NERDTreeMapChdir Applies to: directories. Made the selected directory node the new tree root. ------------------------------------------------------------------------------ *NERDTree-u* Default key: u Map option: NERDTreeMapUpdir Applies to: no restrictions. Move the tree root up a dir (like doing a "cd .."). ------------------------------------------------------------------------------ *NERDTree-U* Default key: U Map option: NERDTreeMapUpdirKeepOpen Applies to: no restrictions. Like |NERDTree-u| except that the old tree root is kept open. ------------------------------------------------------------------------------ *NERDTree-r* Default key: r Map option: NERDTreeMapRefresh Applies to: files and directories. If a dir is selected, recursively refresh that dir, i.e. scan the filesystem for changes and represent them in the tree. If a file node is selected then the above is done on it's parent. ------------------------------------------------------------------------------ *NERDTree-R* Default key: R Map option: NERDTreeMapRefreshRoot Applies to: no restrictions. Recursively refresh the tree root. ------------------------------------------------------------------------------ *NERDTree-m* Default key: m Map option: NERDTreeMapFilesystemMenu Applies to: files and directories. Display the filesystem menu. See |NERDTreeFilesysMenu| for details. ------------------------------------------------------------------------------ *NERDTree-H* Default key: H Map option: NERDTreeMapToggleHidden Applies to: no restrictions. Toggles whether hidden files are displayed. Hidden files are any file/directory that starts with a "." ------------------------------------------------------------------------------ *NERDTree-f* Default key: f Map option: NERDTreeMapToggleFilters Applies to: no restrictions. Toggles whether file filters are used. See |NERDTreeIgnore| for details. ------------------------------------------------------------------------------ *NERDTree-F* Default key: F Map option: NERDTreeMapToggleFiles Applies to: no restrictions. Toggles whether file nodes are displayed. ------------------------------------------------------------------------------ *NERDTree-q* Default key: q Map option: NERDTreeMapQuit Applies to: no restrictions. Closes the NERDtree window. ------------------------------------------------------------------------------ *NERDTree-?* Default key: ? Map option: NERDTreeMapHelp Applies to: no restrictions. Toggles whether the quickhelp is displayed. ------------------------------------------------------------------------------ 2.3. The filesystem menu {{{3 *NERDTreeFilesysMenu* 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. ============================================================================== 3. Customisation {{{2 *NERDTreeOptions* ------------------------------------------------------------------------------ 3.1. Customisation summary {{{3 *NERDTreeOptionSummary* 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. |NERDTreeAutoCenter| Controls whether the NERD tree window centers when the cursor moves within a specified distance to the top/bottom of the window. |NERDTreeAutoCenterThreshold| Controls the sensitivity of autocentering. |NERDTreeCaseSensitiveSort| Tells the NERD tree whether to be case sensitive or not when sorting nodes. |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. ------------------------------------------------------------------------------ 3.2. Customisation details {{{3 *NERDTreeOptionDetails* 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. ------------------------------------------------------------------------------ *NERDTreeAutoCenter* Values: 0 or 1. Default: 1 If set to 1, the NERD tree window will center around the cursor if it moves to within |NERDTreeAutoCenterThreshold| lines of the top/bottom of the window. This is ONLY done in response to tree navigation mappings, i.e. |NERDTree-J| |NERDTree-K| |NERDTree-C-J| |NERDTree-c-K| |NERDTree-p| |NERDTree-P| The centering is done with a |zz| operation. ------------------------------------------------------------------------------ *NERDTreeAutoCenterThreshold* Values: Any natural number. Default: 3 This option controls the "sensitivity" of the NERD tree auto centering. See |NERDTreeAutoCenter| for details. ------------------------------------------------------------------------------ *NERDTreeCaseSensitiveSort* Values: 0 or 1. Default: 0. By default the NERD tree does not sort nodes case sensitively, i.e. nodes could appear like this: > bar.c Baz.c blarg.c boner.c Foo.c < But, if you set this option to 1 then the case of the nodes will be taken into account. The above nodes would then be sorted like this: > Baz.c Foo.c bar.c blarg.c boner.c < ------------------------------------------------------------------------------ *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 |NERDTree-f| mapping. ------------------------------------------------------------------------------ *NERDTreeMouseMode* Values: 1, 2 or 3. 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 |NERDTree-F| mapping and is useful for drastically shrinking the tree when you are navigating to a different part of the tree. ------------------------------------------------------------------------------ *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 |NERDTree-H| mapping. 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. ============================================================================== *NERDTreePublicFunctions* 5. Public functions {{{2 ~ The script provides 2 public functions for your hacking pleasure. Their signatures are: > function! NERDTreeGetCurrentNode() function! NERDTreeGetCurrentPath() < The first returns the node object that the cursor is currently on, while the second returns the corresponding path object. This is probably a good time to mention that the script implements prototype style OO. To see the functions that each class provides you can read look at the code. Use the node objects to manipulate the structure of the tree. Use the path objects to access the data the tree represents and to make changes to the filesystem. ============================================================================== 5. TODO list {{{2 *NERDTreeTodo* Window manager integration? ============================================================================== 6. The Author {{{2 *NERDTreeAuthor* 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 ;) ============================================================================== 7. Changelog {{{2 *NERDTreeChangelog* 2.6.2.4 - Now when you have the tree on teh right and you open it with multiple windows stacked, it will take up the full height of the vim window. - Now line numbers always turned off in the tree by default - Copying of nodes (via the filesystem menu) has been implemented for *nix/macosx 2.6.2 - Now when you try to open a file node into a window that is modified, the window is not split if the &hidden option is set. Thanks to Niels Aan de Brugh for this suggestion. 2.6.1 - Fixed a major bug with the mapping. Thanks to Zhang Weiwu for emailing me. 2.6.0 - Extended the behaviour of . Now if the cursor is on a file node and you use the cursor will jump to its PARENTS next/previous sibling. Go :help NERDTree-c-j and :help NERDTree-c-k for info. - Extended the behaviour of the J/K mappings. Now if the cursor is on the last child of a node and you push J/K it will jump down to the last child of the next/prev of its parents siblings that is open and has children. Go :help NERDTree-J and :help NERDTree-K for info. - The goal of these changes is to make tree navigation faster. - Reorganised the help page a bit. - Removed the E mapping. - bugfixes 2.5.0 - Added an option to enforce case sensitivity when sorting tree nodes. Read :help NERDTreeCaseSensitiveSort for details. (thanks to Michael Madsen for emailing me about this). Case sensitivity defaults to off. - Made the script echo a "please wait" style message when opening large directories. Thanks to AOYAMA Shotaro for this suggestion. - Added 2 public functions that can be used to retrieve the treenode and path that the cursor is on. Read :help NERDTreePublicFunctions for details (thanks again to AOYAMA Shotaro for the idea :). - added 2 new mappings for file nodes: "g" and "go". These are the same as the "" and "o" maps except that the cursor stays in the NERDTree. Note: these maps are slaved to the o and mappings, so if eg you remap "" to "i" then the "g" map will also be changed to "gi". - Renamed many of the help tags to be simpler. - Simplified the ascii "graphics" for the filesystem menu - Fixed bugs. - Probably created bugs. - Refactoring. 2.4.0 - Added the P mapping to jump to the tree root. - Added window centering functionality that can be triggered when doing using any of the tree nav mappings. Essentially, if the cursor comes within a certain distance of the top/bottom of the window then a zz is done in the window. Two related options were added: NERDTreeAutoCenter to turn this functionality on/off, and NERDTreeAutoCenterThreshold to control how close the cursor has to be to the window edge to trigger the centering. 2.3.0 - Tree navigation changes: - Added J and K mappings to jump to last/first child of the current dir. Options to customise these mappings have also been added. - Remapped the jump to next/prev sibling commands to be and by default. These changes should hopefully make tree navigation mappings easier to remember and use as the j and k keys are simply reused 3 times (twice with modifier keys). - Made it so that, when any of the tree filters are toggled, the cursor stays with the selected node (or goes to its parent/grandparent/... if that node is no longer visible) - Fixed an error in the doc for the mouse mode option. - Made the quickhelp correctly display the current single/double click mappings for opening nodes as specified by the NERDTreeMouseMode option. - Fixed a bug where the script was spazzing after prompting you to delete a modified buffer when using the filesystem menu. - Refactoring 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) ============================================================================== 8. Credits {{{2 *NERDTreeCredits* 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. Thanks to Michael Madsen for emailing me about making case sensitivity optional when sorting nodes. Thanks to AOYAMA Shotaro for suggesting that i echo a "please wait" message when opening large directories. Thanks to Michael Madsen for requesting the NERDTreeCaseSensitiveSort option. Thanks to AOYAMA Shotaro for suggesting that a "please wait" style message be echoed when opening large directories. Also, thanks for the suggestion of having public functions in the script to access the internal data :D Thanks to Zhang Weiwu for emailing me about a bug with the the mapping in 2.6.0 Thanks to Niels Aan de Brugh for the suggestion that the script now split the window if you try to open a file in a window containing a modified buffer when the &hidden option is set. === END_DOC " vim: set ts=4 sw=4 foldmethod=marker foldmarker={{{,}}} foldlevel=2: