bugfix: switch text_input to new panning impl
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@ -1,23 +1,7 @@
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on.text_input = function(t)
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if Cursor_node and Cursor_node.editor.cursor_x then
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local old_top = {line=Cursor_node.editor.screen_top1.line, pos=Cursor_node.editor.screen_top1.pos}
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edit.text_input(Cursor_node.editor, t)
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if not eq(Cursor_node.editor.screen_top1, old_top) then
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Viewport.y = Cursor_node.y + y_of_schema1(Cursor_node.editor, Cursor_node.editor.screen_top1)
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-- Most of the time, we update the screen_top of nodes from Viewport.y.
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-- But here we went the other way.
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-- It's very important to avoid creating a recurrence, to avoid running
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-- both sides of this feedback loop in a single frame. These apps are
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-- not very numerically precise (e.g. we force text lines to start at
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-- integer pixels regardless of zoom, because that keeps text crisp),
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-- and the computations of Viewport.y and node.top will almost certainly
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-- not converge. The resulting bugs are extremely difficult to chase
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-- down.
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-- The optional skip_updating_screen_top_for arg ensures we don't run
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-- the other side of the feedback loop.
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A(--[[skip updating screen_top for]] Cursor_node)
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return
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end
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pan_viewport_to_contain_cursor(Cursor_node)
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A()
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end
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end
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@ -1,6 +1,5 @@
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update_editor_box = function(node, skip_updating)
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update_editor_box = function(node)
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if node.editor == nil then return end
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if node == skip_updating then return end
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edit.update_font_settings(node.editor, scale(20))
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node.editor.left = math.floor(vx(node.x))
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node.editor.right = math.ceil(vx(node.x+node.w))
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