378 lines
13 KiB
Lua
378 lines
13 KiB
Lua
-- some constants people might like to tweak
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Text_color = {r=0, g=0, b=0}
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Cursor_color = {r=1, g=0, b=0}
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Focus_stroke_color = {r=1, g=0, b=0} -- what mouse is hovering over
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Highlight_color = {r=0.7, g=0.7, b=0.9} -- selected text
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Fold_color = {r=0, g=0.6, b=0}
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Fold_background_color = {r=0, g=0.7, b=0}
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Margin_top = 15
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Margin_left = 25
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Margin_right = 25
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edit = {}
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-- run in both tests and a real run
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function edit.initialize_state(top, left, right, font_height, line_height) -- currently always draws to bottom of screen
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local result = {
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-- a line of bifold text consists of an A side and an optional B side, each of which is a string
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-- expanded: whether to show B side
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lines = {{data='', dataB=nil, expanded=nil}}, -- array of lines
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-- Lines can be too long to fit on screen, in which case they _wrap_ into
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-- multiple _screen lines_.
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-- rendering wrapped text lines needs some additional short-lived data per line:
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-- startpos, the index of data the line starts rendering from, can only be >1 for topmost line on screen
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-- starty, the y coord in pixels the line starts rendering from
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-- fragments: snippets of rendered love.graphics.Text, guaranteed to not straddle screen lines
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-- screen_line_starting_pos: optional array of grapheme indices if it wraps over more than one screen line
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line_cache = {},
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-- Given wrapping, any potential location for the text cursor can be described in two ways:
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-- * schema 1: As a combination of line index and position within a line (in utf8 codepoint units)
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-- * schema 2: As a combination of line index, screen line index within the line, and a position within the screen line.
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-- Positions (and screen line indexes) can be in either the A or the B side.
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--
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-- Most of the time we'll only persist positions in schema 1, translating to
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-- schema 2 when that's convenient.
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--
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-- Make sure these coordinates are never aliased, so that changing one causes
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-- action at a distance.
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screen_top1 = {line=1, pos=1, posB=nil}, -- position of start of screen line at top of screen
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cursor1 = {line=1, pos=1, posB=nil}, -- position of cursor
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screen_bottom1 = {line=1, pos=1, posB=nil}, -- position of start of screen line at bottom of screen
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-- cursor coordinates in pixels
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cursor_x = 0,
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cursor_y = 0,
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font_height = font_height,
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line_height = line_height,
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em = App.newText(love.graphics.getFont(), 'm'), -- widest possible character width
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top = top,
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left = left,
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right = right,
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width = right-left,
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filename = love.filesystem.getUserDirectory()..'/lines.txt',
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next_save = nil,
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-- undo
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history = {},
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next_history = 1,
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-- search
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search_term = nil,
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search_text = nil,
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search_backup = nil, -- stuff to restore when cancelling search
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}
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return result
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end -- App.initialize_state
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function edit.draw(State)
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State.button_handlers = {}
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App.color(Text_color)
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assert(#State.lines == #State.line_cache)
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if not Text.le1(State.screen_top1, State.cursor1) then
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print(State.screen_top1.line, State.screen_top1.pos, State.screen_top1.posB, State.cursor1.line, State.cursor1.pos, State.cursor1.posB)
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assert(false)
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end
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State.cursor_x = nil
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State.cursor_y = nil
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local y = State.top
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--? print('== draw')
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for line_index = State.screen_top1.line,#State.lines do
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local line = State.lines[line_index]
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--? print('draw:', y, line_index, line)
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if y + State.line_height > App.screen.height then break end
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State.screen_bottom1 = {line=line_index, pos=nil, posB=nil}
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--? print('text.draw', y, line_index)
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local startpos, startposB = 1, nil
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if line_index == State.screen_top1.line then
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if State.screen_top1.pos then
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startpos = State.screen_top1.pos
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else
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startpos, startposB = nil, State.screen_top1.posB
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end
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end
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y, State.screen_bottom1.pos, State.screen_bottom1.posB = Text.draw(State, line_index, y, startpos, startposB)
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y = y + State.line_height
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--? print('=> y', y)
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end
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if State.search_term then
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Text.draw_search_bar(State)
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end
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end
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function edit.update(State, dt)
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if State.next_save and State.next_save < App.getTime() then
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save_to_disk(State)
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State.next_save = nil
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end
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end
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function schedule_save(State)
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if State.next_save == nil then
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State.next_save = App.getTime() + 3 -- short enough that you're likely to still remember what you did
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end
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end
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function edit.quit(State)
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-- make sure to save before quitting
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if State.next_save then
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save_to_disk(State)
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end
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end
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function edit.mouse_pressed(State, x,y, mouse_button)
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if State.search_term then return end
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--? print('press', State.selection1.line, State.selection1.pos)
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if mouse_press_consumed_by_any_button_handler(State, x,y, mouse_button) then
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-- press on a button and it returned 'true' to short-circuit
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return
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end
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for line_index,line in ipairs(State.lines) do
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if Text.in_line(State, line_index, x,y) then
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local pos,posB = Text.to_pos_on_line(State, line_index, x, y)
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--? print(x,y, 'setting cursor:', line_index, pos, posB)
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State.cursor1 = {line=line_index, pos=pos, posB=posB}
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break
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end
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end
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end
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function edit.mouse_released(State, x,y, mouse_button)
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end
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function edit.textinput(State, t)
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for _,line_cache in ipairs(State.line_cache) do line_cache.starty = nil end -- just in case we scroll
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if State.search_term then
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State.search_term = State.search_term..t
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State.search_text = nil
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Text.search_next(State)
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else
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Text.textinput(State, t)
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end
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schedule_save(State)
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end
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function edit.keychord_pressed(State, chord, key)
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if State.search_term then
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if chord == 'escape' then
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State.search_term = nil
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State.search_text = nil
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State.cursor1 = State.search_backup.cursor
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State.screen_top1 = State.search_backup.screen_top
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State.search_backup = nil
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Text.redraw_all(State) -- if we're scrolling, reclaim all fragments to avoid memory leaks
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elseif chord == 'return' then
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State.search_term = nil
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State.search_text = nil
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State.search_backup = nil
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elseif chord == 'backspace' then
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local len = utf8.len(State.search_term)
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local byte_offset = Text.offset(State.search_term, len)
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State.search_term = string.sub(State.search_term, 1, byte_offset-1)
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State.search_text = nil
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elseif chord == 'down' then
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if State.cursor1.pos then
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State.cursor1.pos = State.cursor1.pos+1
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else
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State.cursor1.posB = State.cursor1.posB+1
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end
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Text.search_next(State)
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elseif chord == 'up' then
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Text.search_previous(State)
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end
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return
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elseif chord == 'C-f' then
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State.search_term = ''
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State.search_backup = {
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cursor={line=State.cursor1.line, pos=State.cursor1.pos, posB=State.cursor1.posB},
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screen_top={line=State.screen_top1.line, pos=State.screen_top1.pos, posB=State.screen_top1.posB},
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}
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assert(State.search_text == nil)
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-- bifold text
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elseif chord == 'C-b' then
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State.expanded = not State.expanded
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Text.redraw_all(State)
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if not State.expanded then
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for _,line in ipairs(State.lines) do
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line.expanded = nil
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end
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edit.eradicate_locations_after_the_fold(State)
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end
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elseif chord == 'C-d' then
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if State.cursor1.posB == nil then
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local before = snapshot(State, State.cursor1.line)
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if State.lines[State.cursor1.line].dataB == nil then
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State.lines[State.cursor1.line].dataB = ''
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end
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State.lines[State.cursor1.line].expanded = true
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State.cursor1.pos = nil
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State.cursor1.posB = 1
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if Text.cursor_out_of_screen(State) then
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Text.snap_cursor_to_bottom_of_screen(State, State.left, State.right)
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end
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schedule_save(State)
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record_undo_event(State, {before=before, after=snapshot(State, State.cursor1.line)})
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end
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-- zoom
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elseif chord == 'C-=' then
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edit.update_font_settings(State, State.font_height+2)
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Text.redraw_all(State)
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elseif chord == 'C--' then
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edit.update_font_settings(State, State.font_height-2)
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Text.redraw_all(State)
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elseif chord == 'C-0' then
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edit.update_font_settings(State, 20)
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Text.redraw_all(State)
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-- undo
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elseif chord == 'C-z' then
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for _,line_cache in ipairs(State.line_cache) do line_cache.starty = nil end -- just in case we scroll
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local event = undo_event(State)
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if event then
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local src = event.before
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State.screen_top1 = deepcopy(src.screen_top)
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State.cursor1 = deepcopy(src.cursor)
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patch(State.lines, event.after, event.before)
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patch_placeholders(State.line_cache, event.after, event.before)
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-- if we're scrolling, reclaim all fragments to avoid memory leaks
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Text.redraw_all(State)
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schedule_save(State)
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end
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elseif chord == 'C-y' then
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for _,line_cache in ipairs(State.line_cache) do line_cache.starty = nil end -- just in case we scroll
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local event = redo_event(State)
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if event then
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local src = event.after
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State.screen_top1 = deepcopy(src.screen_top)
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State.cursor1 = deepcopy(src.cursor)
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patch(State.lines, event.before, event.after)
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-- if we're scrolling, reclaim all fragments to avoid memory leaks
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Text.redraw_all(State)
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schedule_save(State)
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end
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-- clipboard
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elseif chord == 'C-c' then
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local s = Text.selection(State)
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if s then
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App.setClipboardText(s)
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end
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elseif chord == 'C-x' then
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for _,line_cache in ipairs(State.line_cache) do line_cache.starty = nil end -- just in case we scroll
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local s = Text.cut_selection(State, State.left, State.right)
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if s then
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App.setClipboardText(s)
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end
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schedule_save(State)
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elseif chord == 'C-v' then
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for _,line_cache in ipairs(State.line_cache) do line_cache.starty = nil end -- just in case we scroll
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-- We don't have a good sense of when to scroll, so we'll be conservative
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-- and sometimes scroll when we didn't quite need to.
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local before_line = State.cursor1.line
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local before = snapshot(State, before_line)
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local clipboard_data = App.getClipboardText()
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for _,code in utf8.codes(clipboard_data) do
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local c = utf8.char(code)
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if c == '\n' then
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Text.insert_return(State)
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else
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Text.insert_at_cursor(State, c)
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end
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end
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if Text.cursor_out_of_screen(State) then
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Text.snap_cursor_to_bottom_of_screen(State, State.left, State.right)
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end
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schedule_save(State)
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record_undo_event(State, {before=before, after=snapshot(State, before_line, State.cursor1.line)})
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-- dispatch to text
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else
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for _,line_cache in ipairs(State.line_cache) do line_cache.starty = nil end -- just in case we scroll
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Text.keychord_pressed(State, chord)
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end
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end
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function edit.eradicate_locations_after_the_fold(State)
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-- eradicate side B from any locations we track
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if State.cursor1.posB then
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State.cursor1.posB = nil
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State.cursor1.pos = utf8.len(State.lines[State.cursor1.line].data)
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State.cursor1.pos = Text.pos_at_start_of_screen_line(State, State.cursor1)
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end
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if State.screen_top1.posB then
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State.screen_top1.posB = nil
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State.screen_top1.pos = utf8.len(State.lines[State.screen_top1.line].data)
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State.screen_top1.pos = Text.pos_at_start_of_screen_line(State, State.screen_top1)
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end
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end
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function edit.key_released(State, key, scancode)
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end
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function edit.update_font_settings(State, font_height)
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State.font_height = font_height
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love.graphics.setFont(love.graphics.newFont(Editor_state.font_height))
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State.line_height = math.floor(font_height*1.3)
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State.em = App.newText(love.graphics.getFont(), 'm')
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Text_cache = {}
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end
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--== some methods for tests
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Test_margin_left = 25
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function edit.initialize_test_state()
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-- if you change these values, tests will start failing
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return edit.initialize_state(
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15, -- top margin
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Test_margin_left,
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App.screen.width, -- right margin = 0
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14, -- font height assuming default LÖVE font
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15) -- line height
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end
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-- all textinput events are also keypresses
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-- TODO: handle chords of multiple keys
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function edit.run_after_textinput(State, t)
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edit.keychord_pressed(State, t)
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edit.textinput(State, t)
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edit.key_released(State, t)
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App.screen.contents = {}
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edit.draw(State)
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end
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-- not all keys are textinput
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function edit.run_after_keychord(State, chord)
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edit.keychord_pressed(State, chord)
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edit.key_released(State, chord)
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App.screen.contents = {}
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edit.draw(State)
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end
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function edit.run_after_mouse_click(State, x,y, mouse_button)
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App.fake_mouse_press(x,y, mouse_button)
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edit.mouse_pressed(State, x,y, mouse_button)
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App.fake_mouse_release(x,y, mouse_button)
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edit.mouse_released(State, x,y, mouse_button)
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App.screen.contents = {}
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edit.draw(State)
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end
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function edit.run_after_mouse_press(State, x,y, mouse_button)
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App.fake_mouse_press(x,y, mouse_button)
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edit.mouse_pressed(State, x,y, mouse_button)
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App.screen.contents = {}
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edit.draw(State)
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end
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function edit.run_after_mouse_release(State, x,y, mouse_button)
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App.fake_mouse_release(x,y, mouse_button)
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edit.mouse_released(State, x,y, mouse_button)
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App.screen.contents = {}
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edit.draw(State)
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end
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