bugfix: naming points
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parent
0ae94b0de5
commit
eae5c9505c
4
app.lua
4
app.lua
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@ -369,6 +369,7 @@ function App.run_tests()
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table.sort(sorted_names)
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for _,name in ipairs(sorted_names) do
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App.initialize_for_test()
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--? print('=== '..name)
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xpcall(_G[name], function(err) prepend_debug_info_to_test_failure(name, err) end)
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end
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-- clean up all test methods
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@ -380,9 +381,10 @@ end
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-- prepend file/line/test
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function prepend_debug_info_to_test_failure(test_name, err)
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local err_without_line_number = err:gsub('^[^:]*:[^:]*: ', '')
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local stack_trace = debug.traceback('', --[[stack frame]]5)
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local stack_trace = debug.traceback('', --[[stack frame]]4)
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local file_and_line_number = stack_trace:gsub('stack traceback:\n', ''):gsub(': .*', '')
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local full_error = file_and_line_number..':'..test_name..' -- '..err_without_line_number
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--? local full_error = file_and_line_number..':'..test_name..' -- '..err_without_line_number..'\t\t'..stack_trace:gsub('\n', '\n\t\t')
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table.insert(Test_errors, full_error)
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end
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@ -457,6 +457,41 @@ function test_name_point_then_hit_backspace()
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-- no crash
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end
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function test_name_point_then_exit_drawing()
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-- create a drawing with a line
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App.screen.init{width=Test_margin_left+256, height=300} -- drawing coordinates 1:1 with pixels
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Editor_state = edit.initialize_test_state()
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Editor_state.filename = 'foo'
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Editor_state.lines = load_array{'```lines', '```', ''}
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Text.redraw_all(Editor_state)
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edit.check_locs(Editor_state)
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Editor_state.current_drawing_mode = 'line'
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edit.draw(Editor_state)
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-- draw a line
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edit.run_after_mouse_press(Editor_state, Editor_state.left+5, Editor_state.top+Drawing_padding_top+6, 1)
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edit.run_after_mouse_release(Editor_state, Editor_state.left+35, Editor_state.top+Drawing_padding_top+36, 1)
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local drawing = Editor_state.lines[1]
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check_eq(#drawing.shapes, 1, 'baseline/#shapes')
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check_eq(#drawing.points, 2, 'baseline/#points')
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check_eq(drawing.shapes[1].mode, 'line', 'baseline/shape:1')
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local p1 = drawing.points[drawing.shapes[1].p1]
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local p2 = drawing.points[drawing.shapes[1].p2]
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check_eq(p1.x, 5, 'baseline/p1:x')
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check_eq(p1.y, 6, 'baseline/p1:y')
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check_eq(p2.x, 35, 'baseline/p2:x')
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check_eq(p2.y, 36, 'baseline/p2:y')
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check_nil(p2.name, 'baseline/p2:name')
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-- enter 'name' mode without moving the mouse
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edit.run_after_keychord(Editor_state, 'C-n')
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check_eq(Editor_state.current_drawing_mode, 'name', 'mode:1')
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-- click outside the drawing
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edit.run_after_mouse_click(Editor_state, App.screen.width-5, App.screen.height-5, 1)
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-- press a key
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edit.run_after_text_input(Editor_state, 'a')
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-- key goes to text
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check_eq(Editor_state.lines[2].data, 'a')
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end
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function test_move_point()
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-- create a drawing with a line
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App.screen.init{width=Test_margin_left+256, height=300} -- drawing coordinates 1:1 with pixels
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9
edit.lua
9
edit.lua
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@ -226,7 +226,7 @@ end
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function edit.mouse_press(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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--? print('press', State.cursor1.line)
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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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@ -269,7 +269,7 @@ 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('release')
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--? print('release', State.cursor1.line)
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if State.lines.current_drawing then
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Drawing.mouse_release(State, x,y, mouse_button)
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schedule_save(State)
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@ -321,11 +321,12 @@ function edit.mouse_wheel_move(State, dx,dy)
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end
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function edit.text_input(State, t)
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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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State.search_text = nil
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Text.search_next(State)
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elseif State.current_drawing_mode == 'name' then
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elseif State.lines.current_drawing and State.current_drawing_mode == 'name' then
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local before = snapshot(State, State.lines.current_drawing_index)
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local drawing = State.lines.current_drawing
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local p = drawing.points[drawing.pending.target_point]
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@ -478,7 +479,7 @@ function edit.keychord_press(State, chord, key)
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line.show_help = false
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end
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end
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elseif State.current_drawing_mode == 'name' then
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elseif State.lines.current_drawing and State.current_drawing_mode == 'name' then
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if chord == 'return' then
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State.current_drawing_mode = State.previous_drawing_mode
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State.previous_drawing_mode = nil
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1
text.lua
1
text.lua
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@ -161,6 +161,7 @@ function Text.text_input(State, t)
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end
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function Text.insert_at_cursor(State, t)
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assert(State.lines[State.cursor1.line].mode == 'text')
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local byte_offset = Text.offset(State.lines[State.cursor1.line].data, State.cursor1.pos)
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State.lines[State.cursor1.line].data = string.sub(State.lines[State.cursor1.line].data, 1, byte_offset-1)..t..string.sub(State.lines[State.cursor1.line].data, byte_offset)
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Text.clear_screen_line_cache(State, State.cursor1.line)
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