449 lines
15 KiB
Lua
449 lines
15 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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Highlight_color = {r=0.7, g=0.7, b=0.9} -- selected text
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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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utf8 = require 'utf8'
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require 'file'
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require 'text'
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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, font_height, line_height) -- currently always draws to bottom of screen
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local result = {
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lines = {{data=''}}, -- array of strings
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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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-- screen_line_starting_pos: optional array of codepoint 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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--
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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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--
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-- On lines that are drawings, pos will be nil.
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screen_top1 = {line=1, pos=1}, -- position of start of screen line at top of screen
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cursor1 = {line=1, pos=1}, -- position of cursor; must be on a text line
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selection1 = {},
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-- some extra state to compute selection between mouse press and release
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old_cursor1 = nil,
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old_selection1 = nil,
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mousepress_shift = nil,
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-- cursor coordinates in pixels (nil => no cursor drawn in viewport)
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cursor_x = 0,
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cursor_y = 0,
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font = font,
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font_height = font_height,
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line_height = line_height,
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top = top,
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left = math.floor(left),
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right = math.floor(right),
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width = right-left,
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filename = love.filesystem.getUserDirectory()..'/lines.txt', -- '/' should work even on Windows
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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_backup = nil, -- stuff to restore when cancelling search
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}
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return result
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end -- edit.initialize_state
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function edit.check_locs(State)
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-- if State is inconsistent (i.e. file changed by some other program),
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-- throw away all cursor state entirely
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if edit.invalid1(State, State.screen_top1)
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or edit.invalid_cursor1(State)
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or not Text.le1(State.screen_top1, State.cursor1) then
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State.screen_top1 = {line=1, pos=1}
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State.cursor1 = {line=1, pos=1}
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end
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end
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function edit.invalid1(State, loc1)
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if loc1.line > #State.lines then return true end
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local l = State.lines[loc1.line]
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if l.mode ~= 'text' then return false end -- pos is irrelevant to validity for a drawing line
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return loc1.pos > #State.lines[loc1.line].data
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end
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-- cursor loc in particular differs from other locs in one way:
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-- pos might occur just after end of line
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function edit.invalid_cursor1(State)
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local cursor1 = State.cursor1
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if cursor1.line > #State.lines then return true end
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local l = State.lines[cursor1.line]
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if l.mode ~= 'text' then return false end -- pos is irrelevant to validity for a drawing line
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return cursor1.pos > #State.lines[cursor1.line].data + 1
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end
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function edit.draw(State, fg, hide_cursor)
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love.graphics.setFont(State.font)
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assert(#State.lines == #State.line_cache, ('line_cache is out of date; %d elements when it should be %d'):format(#State.line_cache, #State.lines))
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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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--? print('text.draw', y, line_index)
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local startpos = 1
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if line_index == State.screen_top1.line then
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startpos = State.screen_top1.pos
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end
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y = Text.draw(State, line_index, y, startpos, fg, hide_cursor)
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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, hide_cursor)
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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 < Current_time 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 = Current_time + 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_press(State, x,y, mouse_button)
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love.keyboard.setTextInput(true) -- bring up keyboard on touch screen
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if State.search_term then return end
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State.mouse_down = mouse_button
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--? print_and_log(('edit.mouse_press: cursor at %d,%d'):format(State.cursor1.line, State.cursor1.pos))
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if y < State.top then
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State.old_cursor1 = State.cursor1
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State.old_selection1 = State.selection1
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State.mousepress_shift = App.shift_down()
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State.selection1 = {
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line=State.screen_top1.line,
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pos=State.screen_top1.pos,
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}
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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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-- delicate dance between cursor, selection and old cursor/selection
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-- scenarios:
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-- regular press+release: sets cursor, clears selection
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-- shift press+release:
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-- sets selection to old cursor if not set otherwise leaves it untouched
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-- sets cursor
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-- press and hold to start a selection: sets selection on press, cursor on release
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-- press and hold, then press shift: ignore shift
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-- i.e. mouse_release should never look at shift state
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--? print_and_log(('edit.mouse_press: in line %d'):format(line_index))
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State.old_cursor1 = State.cursor1
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State.old_selection1 = State.selection1
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State.mousepress_shift = App.shift_down()
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State.selection1 = {
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line=line_index,
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pos=Text.to_pos_on_line(State, line_index, x, y),
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}
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return
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end
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end
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-- still here? mouse press is below all screen lines
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State.old_cursor1 = State.cursor1
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State.old_selection1 = State.selection1
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State.mousepress_shift = App.shift_down()
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State.selection1 = Text.final_text_loc_on_screen(State)
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end
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function edit.mouse_release(State, x,y, mouse_button)
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if State.search_term then return end
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--? print_and_log(('edit.mouse_release(%d,%d): cursor at %d,%d'):format(x,y, State.cursor1.line, State.cursor1.pos))
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State.mouse_down = nil
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if y < State.top then
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State.cursor1 = deepcopy(State.screen_top1)
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edit.clean_up_mouse_press(State)
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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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--? print_and_log(('edit.mouse_release: in line %d'):format(line_index))
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State.cursor1 = {
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line=line_index,
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pos=Text.to_pos_on_line(State, line_index, x, y),
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}
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--? print_and_log(('edit.mouse_release: cursor now %d,%d'):format(State.cursor1.line, State.cursor1.pos))
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edit.clean_up_mouse_press(State)
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return
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end
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end
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-- still here? mouse release is below all screen lines
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State.cursor1 = Text.final_text_loc_on_screen(State)
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edit.clean_up_mouse_press(State)
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--? print_and_log(('edit.mouse_release: finally selection %s,%s cursor %d,%d'):format(tostring(State.selection1.line), tostring(State.selection1.pos), State.cursor1.line, State.cursor1.pos))
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end
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function edit.clean_up_mouse_press(State)
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if State.mousepress_shift then
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if State.old_selection1.line == nil then
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State.selection1 = State.old_cursor1
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else
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State.selection1 = State.old_selection1
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end
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end
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State.old_cursor1, State.old_selection1, State.mousepress_shift = nil
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if eq(State.cursor1, State.selection1) then
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State.selection1 = {}
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end
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end
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function edit.mouse_wheel_move(State, dx,dy)
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if dy > 0 then
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State.cursor1 = deepcopy(State.screen_top1)
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for i=1,math.floor(dy) do
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Text.up(State)
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end
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elseif dy < 0 then
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State.cursor1 = Text.screen_bottom1(State)
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for i=1,math.floor(-dy) do
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Text.down(State)
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end
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end
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end
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function edit.text_input(State, t, readonly)
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--? print('text input', t)
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if State.search_term then
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State.search_term = State.search_term..t
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Text.search_next(State)
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elseif not readonly then
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Text.text_input(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_press(State, chord, key, readonly)
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assert(State.cursor_x, 'tried to process key press when cursor is not within viewport')
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if not readonly and State.selection1.line and
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-- printable character created using shift key => delete selection
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-- (we're not creating any ctrl-shift- or alt-shift- combinations using regular/printable keys)
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(not App.shift_down() or utf8.len(key) == 1) and
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chord ~= 'C-a' and chord ~= 'C-c' and chord ~= 'C-x' and chord ~= 'backspace' and chord ~= 'delete' and chord ~= 'C-z' and chord ~= 'C-y' and not App.is_cursor_movement(key) then
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Text.delete_selection_and_record_undo_event(State)
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end
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-- search
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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.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 line caches 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_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.cursor = deepcopy(State.search_backup.cursor)
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State.screen_top = deepcopy(State.search_backup.screen_top)
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Text.search_next(State)
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elseif chord == 'down' then
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State.cursor1.pos = State.cursor1.pos+1
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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},
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screen_top={line=State.screen_top1.line, pos=State.screen_top1.pos},
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}
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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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if State.font_height > 2 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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end
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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 not readonly and chord == 'C-z' then
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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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State.selection1 = deepcopy(src.selection)
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patch(State.lines, event.after, event.before)
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Text.redraw_all(State) -- if we're scrolling, reclaim all line caches to avoid memory leaks
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schedule_save(State)
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end
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elseif not readonly and chord == 'C-y' then
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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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State.selection1 = deepcopy(src.selection)
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patch(State.lines, event.before, event.after)
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Text.redraw_all(State) -- if we're scrolling, reclaim all line caches to avoid memory leaks
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schedule_save(State)
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end
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-- clipboard
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elseif chord == 'C-a' then
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State.selection1 = {line=1, pos=1}
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State.cursor1 = {line=#State.lines, pos=utf8.len(State.lines[#State.lines].data)+1}
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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.set_clipboard(s)
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end
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elseif not readonly and chord == 'C-x' then
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local s = Text.cut_selection_and_record_undo_event(State)
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if s then
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App.set_clipboard(s)
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end
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schedule_save(State)
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elseif not readonly and chord == 'C-v' then
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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.get_clipboard()
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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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record_undo_event(State, {before=before, after=snapshot(State, before_line, State.cursor1.line)})
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schedule_save(State)
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else
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Text.keychord_press(State, chord, readonly)
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end
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end
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function edit.key_release(State, key, scancode)
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end
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function edit.update_font_settings(State, font_height, font)
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State.font_height = font_height
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State.font = font or love.graphics.newFont(State.font_height)
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State.line_height = math.floor(font_height*1.3)
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end
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--== some methods for tests
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-- Insulate tests from some key globals so I don't have to change the vast
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-- majority of tests when they're modified for the real app.
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Test_margin_left = 25
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Test_margin_right = 0
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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 - Test_margin_right,
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love.graphics.getFont(),
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14,
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15) -- line height
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end
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-- all text_input events are also keypresses
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-- TODO: handle chords of multiple keys
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function edit.run_after_text_input(State, t)
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edit.keychord_press(State, t)
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edit.text_input(State, t)
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edit.key_release(State, t)
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App.screen.contents = {}
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edit.update(State, 0)
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edit.draw(State, Text_color)
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end
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-- not all keys are text_input
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function edit.run_after_keychord(State, chord, key)
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edit.keychord_press(State, chord, key)
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edit.key_release(State, key)
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App.screen.contents = {}
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edit.update(State, 0)
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edit.draw(State, Text_color)
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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_press(State, x,y, mouse_button)
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edit.draw(State, Text_color)
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App.fake_mouse_release(x,y, mouse_button)
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edit.mouse_release(State, x,y, mouse_button)
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App.screen.contents = {}
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edit.update(State, 0)
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edit.draw(State, Text_color)
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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_press(State, x,y, mouse_button)
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App.screen.contents = {}
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edit.update(State, 0)
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edit.draw(State, Text_color)
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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_release(State, x,y, mouse_button)
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App.screen.contents = {}
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edit.update(State, 0)
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edit.draw(State, Text_color)
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end
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