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-- text editor, particularly text drawing, horizontal wrap, vertical scrolling
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Text = { }
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require ' search '
require ' select '
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require ' undo '
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require ' text_tests '
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-- return values:
-- y coordinate drawn until in px
-- position of start of final screen line drawn
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function Text . draw ( State , line , line_index , top , left , right )
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--? print('text.draw', line_index)
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App.color ( Text_color )
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-- wrap long lines
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local x = left
local y = top
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local pos = 1
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local screen_line_starting_pos = 1
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if line.fragments == nil then
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Text.compute_fragments ( line , left , right )
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end
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Text.populate_screen_line_starting_pos ( line , left , right )
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--? print('--')
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for _ , f in ipairs ( line.fragments ) do
local frag , frag_text = f.data , f.text
-- render fragment
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local frag_width = App.width ( frag_text )
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local frag_len = utf8.len ( frag )
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--? local s=tostring
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--? print('('..s(x)..','..s(y)..') '..frag..'('..s(frag_width)..' vs '..s(right)..') '..s(line_index)..' vs '..s(State.screen_top1.line)..'; '..s(pos)..' vs '..s(State.screen_top1.pos)..'; bottom: '..s(State.screen_bottom1.line)..'/'..s(State.screen_bottom1.pos))
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if x + frag_width > right then
assert ( x > left ) -- no overfull lines
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-- update y only after drawing the first screen line of screen top
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if Text.lt1 ( State.screen_top1 , { line = line_index , pos = pos } ) then
y = y + State.line_height
if y + State.line_height > App.screen . height then
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--? print('b', y, App.screen.height, '=>', screen_line_starting_pos)
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return y , screen_line_starting_pos
end
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screen_line_starting_pos = pos
--? print('text: new screen line', y, App.screen.height, screen_line_starting_pos)
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end
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x = left
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end
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--? print('checking to draw', pos, State.screen_top1.pos)
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-- don't draw text above screen top
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if Text.le1 ( State.screen_top1 , { line = line_index , pos = pos } ) then
if State.selection1 . line then
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local lo , hi = Text.clip_selection ( State , line_index , pos , pos + frag_len , left , right )
Text.draw_highlight ( State , line , x , y , pos , lo , hi )
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end
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--? print('drawing '..frag)
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App.screen . draw ( frag_text , x , y )
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end
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-- render cursor if necessary
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if line_index == State.cursor1 . line then
if pos <= State.cursor1 . pos and pos + frag_len > State.cursor1 . pos then
if State.search_term then
if State.lines [ State.cursor1 . line ] . data : sub ( State.cursor1 . pos , State.cursor1 . pos + utf8.len ( State.search_term ) - 1 ) == State.search_term then
local lo_px = Text.draw_highlight ( line , x , y , pos , State.cursor1 . pos , State.cursor1 . pos + utf8.len ( State.search_term ) )
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App.color ( Text_color )
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love.graphics . print ( State.search_term , x + lo_px , y )
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end
else
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Text.draw_cursor ( State , x + Text.x ( frag , State.cursor1 . pos - pos + 1 ) , y )
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end
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end
end
x = x + frag_width
pos = pos + frag_len
end
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if State.search_term == nil then
if line_index == State.cursor1 . line and State.cursor1 . pos == pos then
Text.draw_cursor ( State , x , y )
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end
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end
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return y , screen_line_starting_pos
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end
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-- manual tests:
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-- draw with small screen width of 100
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function Text . draw_cursor ( State , x , y )
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-- blink every 0.5s
if math.floor ( Cursor_time * 2 ) % 2 == 0 then
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App.color ( Cursor_color )
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love.graphics . rectangle ( ' fill ' , x , y , 3 , State.line_height )
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App.color ( Text_color )
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end
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State.cursor_x = x
State.cursor_y = y + State.line_height
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end
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function Text . compute_fragments ( line , left , right )
--? print('compute_fragments', right)
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line.fragments = { }
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local x = left
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-- try to wrap at word boundaries
for frag in line.data : gmatch ( ' %S*%s* ' ) do
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local frag_text = App.newText ( love.graphics . getFont ( ) , frag )
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local frag_width = App.width ( frag_text )
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--? print('x: '..tostring(x)..'; '..tostring(right-x)..'px to go')
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--? print('frag: ^'..frag..'$ is '..tostring(frag_width)..'px wide')
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if x + frag_width > right then
while x + frag_width > right do
--? print(x, frag, frag_width, right)
if x < 0.8 * right then
--? print(frag, x, frag_width, right)
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-- long word; chop it at some letter
-- We're not going to reimplement TeX here.
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local bpos = Text.nearest_pos_less_than ( frag , right - x )
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assert ( bpos > 0 ) -- avoid infinite loop when window is too narrow
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local boffset = Text.offset ( frag , bpos + 1 ) -- byte _after_ bpos
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--? print('space for '..tostring(bpos)..' graphemes, '..tostring(boffset)..' bytes')
local frag1 = string.sub ( frag , 1 , boffset - 1 )
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local frag1_text = App.newText ( love.graphics . getFont ( ) , frag1 )
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local frag1_width = App.width ( frag1_text )
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--? print(frag, x, frag1_width, right)
assert ( x + frag1_width <= right )
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--? print('inserting '..frag1..' of width '..tostring(frag1_width)..'px')
table.insert ( line.fragments , { data = frag1 , text = frag1_text } )
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frag = string.sub ( frag , boffset )
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frag_text = App.newText ( love.graphics . getFont ( ) , frag )
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frag_width = App.width ( frag_text )
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end
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x = left -- new line
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end
end
if # frag > 0 then
--? print('inserting '..frag..' of width '..tostring(frag_width)..'px')
table.insert ( line.fragments , { data = frag , text = frag_text } )
end
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x = x + frag_width
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end
end
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function Text . textinput ( State , t )
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if App.mouse_down ( 1 ) then return end
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if App.ctrl_down ( ) or App.alt_down ( ) or App.cmd_down ( ) then return end
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local before = snapshot ( State , State.cursor1 . line )
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--? print(State.screen_top1.line, State.screen_top1.pos, State.cursor1.line, State.cursor1.pos, State.screen_bottom1.line, State.screen_bottom1.pos)
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Text.insert_at_cursor ( State , t )
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if State.cursor_y >= App.screen . height - State.line_height then
Text.populate_screen_line_starting_pos ( State.lines [ State.cursor1 . line ] , State.margin_left , App.screen . width - State.margin_right )
Text.snap_cursor_to_bottom_of_screen ( State.margin_left , App.screen . width - State.margin_right )
--? print('=>', State.screen_top1.line, State.screen_top1.pos, State.cursor1.line, State.cursor1.pos, State.screen_bottom1.line, State.screen_bottom1.pos)
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end
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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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function Text . insert_at_cursor ( State , t )
local byte_offset = Text.offset ( State.lines [ State.cursor1 . line ] . data , State.cursor1 . pos )
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 )
Text.clear_cache ( State.lines [ State.cursor1 . line ] )
State.cursor1 . pos = State.cursor1 . pos + 1
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end
-- Don't handle any keys here that would trigger love.textinput above.
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function Text . keychord_pressed ( State , chord )
--? print('chord', chord, State.selection1.line, State.selection1.pos)
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--== shortcuts that mutate text
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if chord == ' return ' then
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local before_line = State.cursor1 . line
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local before = snapshot ( State , before_line )
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Text.insert_return ( State )
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State.selection1 = { }
if ( State.cursor_y + State.line_height ) > App.screen . height then
Text.snap_cursor_to_bottom_of_screen ( State.margin_left , App.screen . width - State.margin_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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elseif chord == ' tab ' then
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local before = snapshot ( State , State.cursor1 . line )
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--? print(State.screen_top1.line, State.screen_top1.pos, State.cursor1.line, State.cursor1.pos, State.screen_bottom1.line, State.screen_bottom1.pos)
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Text.insert_at_cursor ( State , ' \t ' )
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if State.cursor_y >= App.screen . height - State.line_height then
Text.populate_screen_line_starting_pos ( State.lines [ State.cursor1 . line ] , State.margin_left , App.screen . width - State.margin_right )
Text.snap_cursor_to_bottom_of_screen ( State.margin_left , App.screen . width - State.margin_right )
--? print('=>', State.screen_top1.line, State.screen_top1.pos, State.cursor1.line, State.cursor1.pos, State.screen_bottom1.line, State.screen_bottom1.pos)
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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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elseif chord == ' backspace ' then
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if State.selection1 . line then
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Text.delete_selection ( State , State.margin_left , App.screen . width - State.margin_right )
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schedule_save ( State )
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return
end
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local before
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if State.cursor1 . pos > 1 then
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before = snapshot ( State , State.cursor1 . line )
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local byte_start = utf8.offset ( State.lines [ State.cursor1 . line ] . data , State.cursor1 . pos - 1 )
local byte_end = utf8.offset ( State.lines [ State.cursor1 . line ] . data , State.cursor1 . pos )
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if byte_start then
if byte_end then
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State.lines [ State.cursor1 . line ] . data = string.sub ( State.lines [ State.cursor1 . line ] . data , 1 , byte_start - 1 ) .. string.sub ( State.lines [ State.cursor1 . line ] . data , byte_end )
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else
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State.lines [ State.cursor1 . line ] . data = string.sub ( State.lines [ State.cursor1 . line ] . data , 1 , byte_start - 1 )
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end
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State.cursor1 . pos = State.cursor1 . pos - 1
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end
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elseif State.cursor1 . line > 1 then
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before = snapshot ( State , State.cursor1 . line - 1 , State.cursor1 . line )
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if State.lines [ State.cursor1 . line - 1 ] . mode == ' drawing ' then
table.remove ( State.lines , State.cursor1 . line - 1 )
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else
-- join lines
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State.cursor1 . pos = utf8.len ( State.lines [ State.cursor1 . line - 1 ] . data ) + 1
State.lines [ State.cursor1 . line - 1 ] . data = State.lines [ State.cursor1 . line - 1 ] . data .. State.lines [ State.cursor1 . line ] . data
table.remove ( State.lines , State.cursor1 . line )
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end
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State.cursor1 . line = State.cursor1 . line - 1
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end
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if Text.lt1 ( State.cursor1 , State.screen_top1 ) then
local top2 = Text.to2 ( State.screen_top1 , State.margin_left , App.screen . width - State.margin_right )
top2 = Text.previous_screen_line ( top2 , State.margin_left , App.screen . width - State.margin_right )
State.screen_top1 = Text.to1 ( top2 )
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Text.redraw_all ( ) -- if we're scrolling, reclaim all fragments to avoid memory leaks
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end
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Text.clear_cache ( State.lines [ State.cursor1 . line ] )
assert ( Text.le1 ( State.screen_top1 , State.cursor1 ) )
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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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elseif chord == ' delete ' then
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if State.selection1 . line then
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Text.delete_selection ( State , State.margin_left , App.screen . width - State.margin_right )
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schedule_save ( State )
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return
end
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local before
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if State.cursor1 . pos <= utf8.len ( State.lines [ State.cursor1 . line ] . data ) then
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before = snapshot ( State , State.cursor1 . line )
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else
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before = snapshot ( State , State.cursor1 . line , State.cursor1 . line + 1 )
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end
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if State.cursor1 . pos <= utf8.len ( State.lines [ State.cursor1 . line ] . data ) then
local byte_start = utf8.offset ( State.lines [ State.cursor1 . line ] . data , State.cursor1 . pos )
local byte_end = utf8.offset ( State.lines [ State.cursor1 . line ] . data , State.cursor1 . pos + 1 )
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if byte_start then
if byte_end then
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State.lines [ State.cursor1 . line ] . data = string.sub ( State.lines [ State.cursor1 . line ] . data , 1 , byte_start - 1 ) .. string.sub ( State.lines [ State.cursor1 . line ] . data , byte_end )
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else
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State.lines [ State.cursor1 . line ] . data = string.sub ( State.lines [ State.cursor1 . line ] . data , 1 , byte_start - 1 )
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end
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-- no change to State.cursor1.pos
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end
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elseif State.cursor1 . line < # State.lines then
if State.lines [ State.cursor1 . line + 1 ] . mode == ' drawing ' then
table.remove ( State.lines , State.cursor1 . line + 1 )
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else
-- join lines
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State.lines [ State.cursor1 . line ] . data = State.lines [ State.cursor1 . line ] . data .. State.lines [ State.cursor1 . line + 1 ] . data
table.remove ( State.lines , State.cursor1 . line + 1 )
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end
end
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Text.clear_cache ( State.lines [ State.cursor1 . line ] )
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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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--== shortcuts that move the cursor
elseif chord == ' left ' then
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Text.left ( State , State.margin_left , App.screen . width - State.margin_right )
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State.selection1 = { }
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elseif chord == ' right ' then
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Text.right ( State , State.margin_left , App.screen . width - State.margin_right )
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State.selection1 = { }
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elseif chord == ' S-left ' then
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if State.selection1 . line == nil then
State.selection1 = { line = State.cursor1 . line , pos = State.cursor1 . pos }
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end
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Text.left ( State , State.margin_left , App.screen . width - State.margin_right )
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elseif chord == ' S-right ' then
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if State.selection1 . line == nil then
State.selection1 = { line = State.cursor1 . line , pos = State.cursor1 . pos }
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end
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Text.right ( State , State.margin_left , App.screen . width - State.margin_right )
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-- C- hotkeys reserved for drawings, so we'll use M-
elseif chord == ' M-left ' then
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Text.word_left ( State , State.margin_left , App.screen . width - State.margin_right )
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State.selection1 = { }
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elseif chord == ' M-right ' then
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Text.word_right ( State , State.margin_left , App.screen . width - State.margin_right )
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State.selection1 = { }
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elseif chord == ' M-S-left ' then
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if State.selection1 . line == nil then
State.selection1 = { line = State.cursor1 . line , pos = State.cursor1 . pos }
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end
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Text.word_left ( State , State.margin_left , App.screen . width - State.margin_right )
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elseif chord == ' M-S-right ' then
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if State.selection1 . line == nil then
State.selection1 = { line = State.cursor1 . line , pos = State.cursor1 . pos }
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end
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Text.word_right ( State , State.margin_left , App.screen . width - State.margin_right )
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elseif chord == ' home ' then
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Text.start_of_line ( State )
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State.selection1 = { }
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elseif chord == ' end ' then
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Text.end_of_line ( State , State.margin_left , App.screen . width - State.margin_right )
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State.selection1 = { }
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elseif chord == ' S-home ' then
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if State.selection1 . line == nil then
State.selection1 = { line = State.cursor1 . line , pos = State.cursor1 . pos }
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end
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Text.start_of_line ( State )
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elseif chord == ' S-end ' then
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if State.selection1 . line == nil then
State.selection1 = { line = State.cursor1 . line , pos = State.cursor1 . pos }
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end
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Text.end_of_line ( State , State.margin_left , App.screen . width - State.margin_right )
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elseif chord == ' up ' then
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Text.up ( State , State.margin_left , App.screen . width - State.margin_right )
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State.selection1 = { }
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elseif chord == ' down ' then
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Text.down ( State , State.margin_left , App.screen . width - State.margin_right )
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State.selection1 = { }
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elseif chord == ' S-up ' then
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if State.selection1 . line == nil then
State.selection1 = { line = State.cursor1 . line , pos = State.cursor1 . pos }
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end
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Text.up ( State , State.margin_left , App.screen . width - State.margin_right )
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elseif chord == ' S-down ' then
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if State.selection1 . line == nil then
State.selection1 = { line = State.cursor1 . line , pos = State.cursor1 . pos }
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end
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Text.down ( State , State.margin_left , App.screen . width - State.margin_right )
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elseif chord == ' pageup ' then
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Text.pageup ( State , State.margin_left , App.screen . width - State.margin_right )
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State.selection1 = { }
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elseif chord == ' pagedown ' then
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Text.pagedown ( State , State.margin_left , App.screen . width - State.margin_right )
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State.selection1 = { }
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elseif chord == ' S-pageup ' then
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if State.selection1 . line == nil then
State.selection1 = { line = State.cursor1 . line , pos = State.cursor1 . pos }
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end
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Text.pageup ( State , State.margin_left , App.screen . width - State.margin_right )
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elseif chord == ' S-pagedown ' then
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if State.selection1 . line == nil then
State.selection1 = { line = State.cursor1 . line , pos = State.cursor1 . pos }
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end
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Text.pagedown ( State , State.margin_left , App.screen . width - State.margin_right )
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end
end
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function Text . insert_return ( State )
local byte_offset = Text.offset ( State.lines [ State.cursor1 . line ] . data , State.cursor1 . pos )
table.insert ( State.lines , State.cursor1 . line + 1 , { mode = ' text ' , data = string.sub ( State.lines [ State.cursor1 . line ] . data , byte_offset ) } )
State.lines [ State.cursor1 . line ] . data = string.sub ( State.lines [ State.cursor1 . line ] . data , 1 , byte_offset - 1 )
Text.clear_cache ( State.lines [ State.cursor1 . line ] )
Text.clear_cache ( State.lines [ State.cursor1 . line + 1 ] )
State.cursor1 . line = State.cursor1 . line + 1
State.cursor1 . pos = 1
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end
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function Text . pageup ( State , left , right )
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--? print('pageup')
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-- duplicate some logic from love.draw
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local top2 = Text.to2 ( State.screen_top1 , left , right )
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--? print(App.screen.height)
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local y = App.screen . height - State.line_height
while y >= State.margin_top do
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--? print(y, top2.line, top2.screen_line, top2.screen_pos)
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if State.screen_top1 . line == 1 and State.screen_top1 . pos == 1 then break end
if State.lines [ State.screen_top1 . line ] . mode == ' text ' then
y = y - State.line_height
elseif State.lines [ State.screen_top1 . line ] . mode == ' drawing ' then
y = y - State.drawing_padding_height - Drawing.pixels ( State.lines [ State.screen_top1 . line ] . h )
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end
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top2 = Text.previous_screen_line ( top2 , left , right )
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end
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State.screen_top1 = Text.to1 ( top2 )
State.cursor1 . line = State.screen_top1 . line
State.cursor1 . pos = State.screen_top1 . pos
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Text.move_cursor_down_to_next_text_line_while_scrolling_again_if_necessary ( left , right )
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--? print(State.cursor1.line, State.cursor1.pos, State.screen_top1.line, State.screen_top1.pos)
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--? print('pageup end')
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end
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function Text . pagedown ( State , left , right )
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--? print('pagedown')
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-- If a line/paragraph gets to a page boundary, I often want to scroll
-- before I get to the bottom.
-- However, only do this if it makes forward progress.
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local top2 = Text.to2 ( State.screen_bottom1 , left , right )
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if top2.screen_line > 1 then
top2.screen_line = math.max ( top2.screen_line - 10 , 1 )
end
local new_top1 = Text.to1 ( top2 )
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if Text.lt1 ( State.screen_top1 , new_top1 ) then
State.screen_top1 = new_top1
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else
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State.screen_top1 . line = State.screen_bottom1 . line
State.screen_top1 . pos = State.screen_bottom1 . pos
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end
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--? print('setting top to', State.screen_top1.line, State.screen_top1.pos)
State.cursor1 . line = State.screen_top1 . line
State.cursor1 . pos = State.screen_top1 . pos
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Text.move_cursor_down_to_next_text_line_while_scrolling_again_if_necessary ( left , right )
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--? print('top now', State.screen_top1.line)
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Text.redraw_all ( ) -- if we're scrolling, reclaim all fragments to avoid memory leaks
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--? print('pagedown end')
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end
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function Text . up ( State , left , right )
assert ( State.lines [ State.cursor1 . line ] . mode == ' text ' )
--? print('up', State.cursor1.line, State.cursor1.pos, State.screen_top1.line, State.screen_top1.pos)
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local screen_line_index , screen_line_starting_pos = Text.pos_at_start_of_cursor_screen_line ( left , right )
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if screen_line_starting_pos == 1 then
--? print('cursor is at first screen line of its line')
-- line is done; skip to previous text line
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local new_cursor_line = State.cursor1 . line
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while new_cursor_line > 1 do
new_cursor_line = new_cursor_line - 1
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if State.lines [ new_cursor_line ] . mode == ' text ' then
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--? print('found previous text line')
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State.cursor1 . line = new_cursor_line
Text.populate_screen_line_starting_pos ( State.lines [ State.cursor1 . line ] , left , right )
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-- previous text line found, pick its final screen line
--? print('has multiple screen lines')
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local screen_line_starting_pos = State.lines [ State.cursor1 . line ] . screen_line_starting_pos
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--? print(#screen_line_starting_pos)
screen_line_starting_pos = screen_line_starting_pos [ # screen_line_starting_pos ]
--? print('previous screen line starts at pos '..tostring(screen_line_starting_pos)..' of its line')
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if State.screen_top1 . line > State.cursor1 . line then
State.screen_top1 . line = State.cursor1 . line
State.screen_top1 . pos = screen_line_starting_pos
--? print('pos of top of screen is also '..tostring(State.screen_top1.pos)..' of the same line')
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end
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local screen_line_starting_byte_offset = Text.offset ( State.lines [ State.cursor1 . line ] . data , screen_line_starting_pos )
local s = string.sub ( State.lines [ State.cursor1 . line ] . data , screen_line_starting_byte_offset )
State.cursor1 . pos = screen_line_starting_pos + Text.nearest_cursor_pos ( s , State.cursor_x , left ) - 1
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break
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end
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end
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if State.cursor1 . line < State.screen_top1 . line then
State.screen_top1 . line = State.cursor1 . line
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end
else
-- move up one screen line in current line
--? print('cursor is NOT at first screen line of its line')
assert ( screen_line_index > 1 )
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new_screen_line_starting_pos = State.lines [ State.cursor1 . line ] . screen_line_starting_pos [ screen_line_index - 1 ]
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--? print('switching pos of screen line at cursor from '..tostring(screen_line_starting_pos)..' to '..tostring(new_screen_line_starting_pos))
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if State.screen_top1 . line == State.cursor1 . line and State.screen_top1 . pos == screen_line_starting_pos then
State.screen_top1 . pos = new_screen_line_starting_pos
--? print('also setting pos of top of screen to '..tostring(State.screen_top1.pos))
end
local new_screen_line_starting_byte_offset = Text.offset ( State.lines [ State.cursor1 . line ] . data , new_screen_line_starting_pos )
local s = string.sub ( State.lines [ State.cursor1 . line ] . data , new_screen_line_starting_byte_offset )
State.cursor1 . pos = new_screen_line_starting_pos + Text.nearest_cursor_pos ( s , State.cursor_x , left ) - 1
--? print('cursor pos is now '..tostring(State.cursor1.pos))
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end
end
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function Text . down ( State , left , right )
assert ( State.lines [ State.cursor1 . line ] . mode == ' text ' )
--? print('down', State.cursor1.line, State.cursor1.pos, State.screen_top1.line, State.screen_top1.pos, State.screen_bottom1.line, State.screen_bottom1.pos)
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if Text.cursor_at_final_screen_line ( left , right ) then
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-- line is done, skip to next text line
--? print('cursor at final screen line of its line')
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local new_cursor_line = State.cursor1 . line
while new_cursor_line < # State.lines do
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new_cursor_line = new_cursor_line + 1
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if State.lines [ new_cursor_line ] . mode == ' text ' then
State.cursor1 . line = new_cursor_line
State.cursor1 . pos = Text.nearest_cursor_pos ( State.lines [ State.cursor1 . line ] . data , State.cursor_x , left )
--? print(State.cursor1.pos)
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break
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end
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end
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if State.cursor1 . line > State.screen_bottom1 . line then
--? print('screen top before:', State.screen_top1.line, State.screen_top1.pos)
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--? print('scroll up preserving cursor')
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Text.snap_cursor_to_bottom_of_screen ( left , right )
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--? print('screen top after:', State.screen_top1.line, State.screen_top1.pos)
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end
else
-- move down one screen line in current line
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local scroll_down = false
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if Text.le1 ( State.screen_bottom1 , State.cursor1 ) then
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scroll_down = true
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end
--? print('cursor is NOT at final screen line of its line')
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local screen_line_index , screen_line_starting_pos = Text.pos_at_start_of_cursor_screen_line ( left , right )
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new_screen_line_starting_pos = State.lines [ State.cursor1 . line ] . screen_line_starting_pos [ screen_line_index + 1 ]
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--? print('switching pos of screen line at cursor from '..tostring(screen_line_starting_pos)..' to '..tostring(new_screen_line_starting_pos))
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local new_screen_line_starting_byte_offset = Text.offset ( State.lines [ State.cursor1 . line ] . data , new_screen_line_starting_pos )
local s = string.sub ( State.lines [ State.cursor1 . line ] . data , new_screen_line_starting_byte_offset )
State.cursor1 . pos = new_screen_line_starting_pos + Text.nearest_cursor_pos ( s , State.cursor_x , left ) - 1
--? print('cursor pos is now', State.cursor1.line, State.cursor1.pos)
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if scroll_down then
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--? print('scroll up preserving cursor')
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Text.snap_cursor_to_bottom_of_screen ( left , right )
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--? print('screen top after:', State.screen_top1.line, State.screen_top1.pos)
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end
end
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--? print('=>', State.cursor1.line, State.cursor1.pos, State.screen_top1.line, State.screen_top1.pos, State.screen_bottom1.line, State.screen_bottom1.pos)
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end
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function Text . start_of_line ( State )
State.cursor1 . pos = 1
if Text.lt1 ( State.cursor1 , State.screen_top1 ) then
State.screen_top1 = { line = State.cursor1 . line , pos = State.cursor1 . pos } -- copy
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end
end
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function Text . end_of_line ( State , left , right )
State.cursor1 . pos = utf8.len ( State.lines [ State.cursor1 . line ] . data ) + 1
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local _ , botpos = Text.pos_at_start_of_cursor_screen_line ( left , right )
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local botline1 = { line = State.cursor1 . line , pos = botpos }
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if Text.cursor_past_screen_bottom ( ) then
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Text.snap_cursor_to_bottom_of_screen ( left , right )
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end
end
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function Text . word_left ( State , left , right )
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-- skip some whitespace
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while true do
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if State.cursor1 . pos == 1 then
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break
end
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if Text.match ( State.lines [ State.cursor1 . line ] . data , State.cursor1 . pos - 1 , ' %S ' ) then
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break
end
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Text.left ( left , right )
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end
-- skip some non-whitespace
while true do
Text.left ( left , right )
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if State.cursor1 . pos == 1 then
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break
end
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assert ( State.cursor1 . pos > 1 )
if Text.match ( State.lines [ State.cursor1 . line ] . data , State.cursor1 . pos - 1 , ' %s ' ) then
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break
end
end
end
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function Text . word_right ( State , left , right )
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-- skip some whitespace
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while true do
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if State.cursor1 . pos > utf8.len ( State.lines [ State.cursor1 . line ] . data ) then
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break
end
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if Text.match ( State.lines [ State.cursor1 . line ] . data , State.cursor1 . pos , ' %S ' ) then
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break
end
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Text.right_without_scroll ( )
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end
while true do
Text.right_without_scroll ( )
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if State.cursor1 . pos > utf8.len ( State.lines [ State.cursor1 . line ] . data ) then
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break
end
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if Text.match ( State.lines [ State.cursor1 . line ] . data , State.cursor1 . pos , ' %s ' ) then
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break
end
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end
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if Text.cursor_past_screen_bottom ( ) then
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Text.snap_cursor_to_bottom_of_screen ( left , right )
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end
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end
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function Text . match ( s , pos , pat )
local start_offset = Text.offset ( s , pos )
assert ( start_offset )
local end_offset = Text.offset ( s , pos + 1 )
assert ( end_offset > start_offset )
local curr = s : sub ( start_offset , end_offset - 1 )
return curr : match ( pat )
end
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function Text . left ( left , right )
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assert ( Editor_state.lines [ Editor_state.cursor1 . line ] . mode == ' text ' )
if Editor_state.cursor1 . pos > 1 then
Editor_state.cursor1 . pos = Editor_state.cursor1 . pos - 1
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else
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local new_cursor_line = Editor_state.cursor1 . line
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while new_cursor_line > 1 do
new_cursor_line = new_cursor_line - 1
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if Editor_state.lines [ new_cursor_line ] . mode == ' text ' then
Editor_state.cursor1 . line = new_cursor_line
Editor_state.cursor1 . pos = utf8.len ( Editor_state.lines [ Editor_state.cursor1 . line ] . data ) + 1
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break
end
end
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end
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if Text.lt1 ( Editor_state.cursor1 , Editor_state.screen_top1 ) then
local top2 = Text.to2 ( Editor_state.screen_top1 , left , right )
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top2 = Text.previous_screen_line ( top2 , left , right )
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Editor_state.screen_top1 = Text.to1 ( top2 )
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end
end
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function Text . right ( left , right )
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Text.right_without_scroll ( )
if Text.cursor_past_screen_bottom ( ) then
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Text.snap_cursor_to_bottom_of_screen ( left , right )
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end
end
function Text . right_without_scroll ( )
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assert ( Editor_state.lines [ Editor_state.cursor1 . line ] . mode == ' text ' )
if Editor_state.cursor1 . pos <= utf8.len ( Editor_state.lines [ Editor_state.cursor1 . line ] . data ) then
Editor_state.cursor1 . pos = Editor_state.cursor1 . pos + 1
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else
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local new_cursor_line = Editor_state.cursor1 . line
while new_cursor_line <= # Editor_state.lines - 1 do
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new_cursor_line = new_cursor_line + 1
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if Editor_state.lines [ new_cursor_line ] . mode == ' text ' then
Editor_state.cursor1 . line = new_cursor_line
Editor_state.cursor1 . pos = 1
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break
end
end
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end
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end
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function Text . pos_at_start_of_cursor_screen_line ( left , right )
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Text.populate_screen_line_starting_pos ( Editor_state.lines [ Editor_state.cursor1 . line ] , left , right )
for i =# Editor_state.lines [ Editor_state.cursor1 . line ] . screen_line_starting_pos , 1 , - 1 do
local spos = Editor_state.lines [ Editor_state.cursor1 . line ] . screen_line_starting_pos [ i ]
if spos <= Editor_state.cursor1 . pos then
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return i , spos
end
end
assert ( false )
end
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function Text . cursor_at_final_screen_line ( left , right )
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Text.populate_screen_line_starting_pos ( Editor_state.lines [ Editor_state.cursor1 . line ] , left , right )
local screen_lines = Editor_state.lines [ Editor_state.cursor1 . line ] . screen_line_starting_pos
--? print(screen_lines[#screen_lines], Editor_state.cursor1.pos)
return screen_lines [ # screen_lines ] <= Editor_state.cursor1 . pos
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end
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function Text . move_cursor_down_to_next_text_line_while_scrolling_again_if_necessary ( left , right )
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local y = Editor_state.margin_top
while Editor_state.cursor1 . line <= # Editor_state.lines do
if Editor_state.lines [ Editor_state.cursor1 . line ] . mode == ' text ' then
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break
end
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--? print('cursor skips', Editor_state.cursor1.line)
y = y + Editor_state.drawing_padding_height + Drawing.pixels ( Editor_state.lines [ Editor_state.cursor1 . line ] . h )
Editor_state.cursor1 . line = Editor_state.cursor1 . line + 1
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end
-- hack: insert a text line at bottom of file if necessary
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if Editor_state.cursor1 . line > # Editor_state.lines then
assert ( Editor_state.cursor1 . line == # Editor_state.lines + 1 )
table.insert ( Editor_state.lines , { mode = ' text ' , data = ' ' } )
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end
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--? print(y, App.screen.height, App.screen.height-Editor_state.line_height)
if y > App.screen . height - Editor_state.line_height then
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--? print('scroll up')
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Text.snap_cursor_to_bottom_of_screen ( left , right )
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end
end
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-- should never modify Editor_state.cursor1
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function Text . snap_cursor_to_bottom_of_screen ( left , right )
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local top2 = Text.to2 ( Editor_state.cursor1 , left , right )
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top2.screen_pos = 1 -- start of screen line
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--? print('cursor pos '..tostring(Editor_state.cursor1.pos)..' is on the #'..tostring(top2.screen_line)..' screen line down')
local y = App.screen . height - Editor_state.line_height
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-- duplicate some logic from love.draw
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while true do
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--? print(y, 'top2:', top2.line, top2.screen_line, top2.screen_pos)
if top2.line == 1 and top2.screen_line == 1 then break end
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if top2.screen_line > 1 or Editor_state.lines [ top2.line - 1 ] . mode == ' text ' then
local h = Editor_state.line_height
if y - h < Editor_state.margin_top then
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break
end
y = y - h
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else
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assert ( top2.line > 1 )
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assert ( Editor_state.lines [ top2.line - 1 ] . mode == ' drawing ' )
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-- We currently can't draw partial drawings, so either skip it entirely
-- or not at all.
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local h = Editor_state.drawing_padding_height + Drawing.pixels ( Editor_state.lines [ top2.line - 1 ] . h )
if y - h < Editor_state.margin_top then
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break
end
--? print('skipping drawing of height', h)
y = y - h
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end
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top2 = Text.previous_screen_line ( top2 , left , right )
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end
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--? print('top2 finally:', top2.line, top2.screen_line, top2.screen_pos)
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Editor_state.screen_top1 = Text.to1 ( top2 )
--? print('top1 finally:', Editor_state.screen_top1.line, Editor_state.screen_top1.pos)
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Text.redraw_all ( ) -- if we're scrolling, reclaim all fragments to avoid memory leaks
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end
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function Text . in_line ( line , x , y , left , right )
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if line.starty == nil then return false end -- outside current page
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if x < left then return false end
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if y < line.starty then return false end
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Text.populate_screen_line_starting_pos ( line , left , right )
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return y < line.starty + Editor_state.line_height * ( # line.screen_line_starting_pos - Text.screen_line_index ( line , line.startpos ) + 1 )
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end
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-- convert mx,my in pixels to schema-1 coordinates
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function Text . to_pos_on_line ( line , mx , my , left , right )
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if line.fragments == nil then
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Text.compute_fragments ( line , left , right )
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end
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assert ( my >= line.starty )
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-- duplicate some logic from Text.draw
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local y = line.starty
local start_screen_line_index = Text.screen_line_index ( line , line.startpos )
for screen_line_index = start_screen_line_index , # line.screen_line_starting_pos do
local screen_line_starting_pos = line.screen_line_starting_pos [ screen_line_index ]
local screen_line_starting_byte_offset = Text.offset ( line.data , screen_line_starting_pos )
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--? print('iter', y, screen_line_index, screen_line_starting_pos, string.sub(line.data, screen_line_starting_byte_offset))
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local nexty = y + Editor_state.line_height
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if my < nexty then
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-- On all wrapped screen lines but the final one, clicks past end of
-- line position cursor on final character of screen line.
-- (The final screen line positions past end of screen line as always.)
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if screen_line_index < # line.screen_line_starting_pos and mx > Text.screen_line_width ( line , screen_line_index ) then
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--? print('past end of non-final line; return')
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return line.screen_line_starting_pos [ screen_line_index + 1 ] - 1
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end
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local s = string.sub ( line.data , screen_line_starting_byte_offset )
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--? print('return', mx, Text.nearest_cursor_pos(s, mx, left), '=>', screen_line_starting_pos + Text.nearest_cursor_pos(s, mx, left) - 1)
return screen_line_starting_pos + Text.nearest_cursor_pos ( s , mx , left ) - 1
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end
y = nexty
end
assert ( false )
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end
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-- manual test:
-- line: abc
-- def
-- gh
-- fragments: abc, def, gh
-- click inside e
-- line_starting_pos = 1 + 3 = 4
-- nearest_cursor_pos('defgh', mx) = 2
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-- Editor_state.cursor1.pos = 4 + 2 - 1 = 5
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-- manual test:
-- click inside h
-- line_starting_pos = 1 + 3 + 3 = 7
-- nearest_cursor_pos('gh', mx) = 2
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-- Editor_state.cursor1.pos = 7 + 2 - 1 = 8
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function Text . screen_line_width ( line , i )
local start_pos = line.screen_line_starting_pos [ i ]
local start_offset = Text.offset ( line.data , start_pos )
local screen_line
if i < # line.screen_line_starting_pos then
local past_end_pos = line.screen_line_starting_pos [ i + 1 ]
local past_end_offset = Text.offset ( line.data , past_end_pos )
screen_line = string.sub ( line.data , start_offset , past_end_offset - 1 )
else
screen_line = string.sub ( line.data , start_pos )
end
local screen_line_text = App.newText ( love.graphics . getFont ( ) , screen_line )
return App.width ( screen_line_text )
end
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function Text . screen_line_index ( line , pos )
for i = # line.screen_line_starting_pos , 1 , - 1 do
if line.screen_line_starting_pos [ i ] <= pos then
return i
end
end
end
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-- convert x pixel coordinate to pos
-- oblivious to wrapping
function Text . nearest_cursor_pos ( line , x , left )
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if x == 0 then
return 1
end
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local len = utf8.len ( line )
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local max_x = left + Text.x ( line , len + 1 )
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if x > max_x then
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return len + 1
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end
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local leftpos , rightpos = 1 , len + 1
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--? print('-- nearest', x)
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while true do
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--? print('nearest', x, '^'..line..'$', leftpos, rightpos)
if leftpos == rightpos then
return leftpos
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end
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local curr = math.floor ( ( leftpos + rightpos ) / 2 )
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local currxmin = left + Text.x ( line , curr )
local currxmax = left + Text.x ( line , curr + 1 )
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--? print('nearest', x, leftpos, rightpos, curr, currxmin, currxmax)
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if currxmin <= x and x < currxmax then
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if x - currxmin < currxmax - x then
return curr
else
return curr + 1
end
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end
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if leftpos >= rightpos - 1 then
return rightpos
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end
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if currxmin > x then
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rightpos = curr
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else
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leftpos = curr
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end
end
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assert ( false )
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end
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function Text . nearest_pos_less_than ( line , x ) -- x DOES NOT include left margin
if x == 0 then
return 1
end
local len = utf8.len ( line )
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local max_x = Text.x ( line , len + 1 )
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if x > max_x then
return len + 1
end
local left , right = 1 , len + 1
--? print('--')
while true do
local curr = math.floor ( ( left + right ) / 2 )
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local currxmin = Text.x ( line , curr + 1 )
local currxmax = Text.x ( line , curr + 2 )
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--? print(x, left, right, curr, currxmin, currxmax)
if currxmin <= x and x < currxmax then
return curr
end
if left >= right - 1 then
return left
end
if currxmin > x then
right = curr
else
left = curr
end
end
assert ( false )
end
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function Text . x ( s , pos )
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local offset = Text.offset ( s , pos )
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local s_before = s : sub ( 1 , offset - 1 )
local text_before = App.newText ( love.graphics . getFont ( ) , s_before )
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return App.width ( text_before )
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end
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function Text . to2 ( pos1 , left , right )
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if Editor_state.lines [ pos1.line ] . mode == ' drawing ' then
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return { line = pos1.line , screen_line = 1 , screen_pos = 1 }
end
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local result = { line = pos1.line , screen_line = 1 }
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Text.populate_screen_line_starting_pos ( Editor_state.lines [ pos1.line ] , left , right )
for i =# Editor_state.lines [ pos1.line ] . screen_line_starting_pos , 1 , - 1 do
local spos = Editor_state.lines [ pos1.line ] . screen_line_starting_pos [ i ]
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if spos <= pos1.pos then
result.screen_line = i
result.screen_pos = pos1.pos - spos + 1
break
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end
end
assert ( result.screen_pos )
return result
end
function Text . to1 ( pos2 )
local result = { line = pos2.line , pos = pos2.screen_pos }
if pos2.screen_line > 1 then
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result.pos = Editor_state.lines [ pos2.line ] . screen_line_starting_pos [ pos2.screen_line ] + pos2.screen_pos - 1
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end
return result
end
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function Text . eq1 ( a , b )
return a.line == b.line and a.pos == b.pos
end
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function Text . lt1 ( a , b )
if a.line < b.line then
return true
end
if a.line > b.line then
return false
end
return a.pos < b.pos
end
function Text . le1 ( a , b )
if a.line < b.line then
return true
end
if a.line > b.line then
return false
end
return a.pos <= b.pos
end
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function Text . offset ( s , pos1 )
if pos1 == 1 then return 1 end
local result = utf8.offset ( s , pos1 )
if result == nil then
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print ( Editor_state.cursor1 . line , Editor_state.cursor1 . pos , # Editor_state.lines [ Editor_state.cursor1 . line ] . data , Editor_state.lines [ Editor_state.cursor1 . line ] . data )
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print ( pos1 , # s , s )
end
assert ( result )
return result
end
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function Text . previous_screen_line ( pos2 , left , right )
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if pos2.screen_line > 1 then
return { line = pos2.line , screen_line = pos2.screen_line - 1 , screen_pos = 1 }
elseif pos2.line == 1 then
return pos2
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elseif Editor_state.lines [ pos2.line - 1 ] . mode == ' drawing ' then
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return { line = pos2.line - 1 , screen_line = 1 , screen_pos = 1 }
else
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local l = Editor_state.lines [ pos2.line - 1 ]
Text.populate_screen_line_starting_pos ( Editor_state.lines [ pos2.line - 1 ] , left , right )
return { line = pos2.line - 1 , screen_line =# Editor_state.lines [ pos2.line - 1 ] . screen_line_starting_pos , screen_pos = 1 }
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end
end
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function Text . populate_screen_line_starting_pos ( line , left , right )
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if line.screen_line_starting_pos then
return
end
-- duplicate some logic from Text.draw
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if line.fragments == nil then
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Text.compute_fragments ( line , left , right )
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end
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line.screen_line_starting_pos = { 1 }
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local x = left
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local pos = 1
for _ , f in ipairs ( line.fragments ) do
local frag , frag_text = f.data , f.text
-- render fragment
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local frag_width = App.width ( frag_text )
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if x + frag_width > right then
x = left
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table.insert ( line.screen_line_starting_pos , pos )
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end
x = x + frag_width
local frag_len = utf8.len ( frag )
pos = pos + frag_len
end
end
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function Text . tweak_screen_top_and_cursor ( left , right )
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--? print('a', Editor_state.selection1.line)
if Editor_state.screen_top1 . pos == 1 then return end
local line = Editor_state.lines [ Editor_state.screen_top1 . line ]
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Text.populate_screen_line_starting_pos ( line , left , right )
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for i = 2 , # line.screen_line_starting_pos do
local pos = line.screen_line_starting_pos [ i ]
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if pos == Editor_state.screen_top1 . pos then
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break
end
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if pos > Editor_state.screen_top1 . pos then
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-- make sure screen top is at start of a screen line
local prev = line.screen_line_starting_pos [ i - 1 ]
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if Editor_state.screen_top1 . pos - prev < pos - Editor_state.screen_top1 . pos then
Editor_state.screen_top1 . pos = prev
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else
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Editor_state.screen_top1 . pos = pos
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end
break
end
end
-- make sure cursor is on screen
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if Text.lt1 ( Editor_state.cursor1 , Editor_state.screen_top1 ) then
Editor_state.cursor1 = { line = Editor_state.screen_top1 . line , pos = Editor_state.screen_top1 . pos }
elseif Editor_state.cursor1 . line >= Editor_state.screen_bottom1 . line then
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--? print('too low')
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if Text.cursor_past_screen_bottom ( ) then
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--? print('tweak')
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local line = Editor_state.lines [ Editor_state.screen_bottom1 . line ]
Editor_state.cursor1 = {
line = Editor_state.screen_bottom1 . line ,
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pos = Text.to_pos_on_line ( line , App.screen . width - 5 , App.screen . height - 5 , left , right ) ,
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}
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end
end
end
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-- slightly expensive since it redraws the screen
function Text . cursor_past_screen_bottom ( )
App.draw ( )
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return Editor_state.cursor_y >= App.screen . height - Editor_state.line_height
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-- this approach is cheaper and almost works, except on the final screen
-- where file ends above bottom of screen
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--? local _,botpos = Text.pos_at_start_of_cursor_screen_line(left, right)
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--? local botline1 = {line=Editor_state.cursor1.line, pos=botpos}
--? return Text.lt1(Editor_state.screen_bottom1, botline1)
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end
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function Text . redraw_all ( )
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--? print('clearing fragments')
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for _ , line in ipairs ( Editor_state.lines ) do
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line.starty = nil
line.startpos = nil
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Text.clear_cache ( line )
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end
end
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function Text . clear_cache ( line )
line.fragments = nil
line.screen_line_starting_pos = nil
end