start thinking of compute_fragments as a detail
I think all we need to maintain is the populate_screen_line_starting_pos array. It's easy to render screen lines one by one from it, and we'll only ever construct one additional screen line at a time. I'd hoped to delete other calls to Text.populate_screen_line_starting_pos, but it turns out we need to update it when editing sometimes. Give up on that for now; it's a no-op if not needed.
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@ -12,7 +12,7 @@ function Text.draw(State, line_index, y, startpos, hide_cursor)
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local x = State.left
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local pos = 1
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local screen_line_starting_pos = startpos
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Text.compute_fragments(State, line_index)
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Text.populate_screen_line_starting_pos(State, line_index)
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local pos = 1
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initialize_color()
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for _, f in ipairs(line_cache.fragments) do
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2
text.lua
2
text.lua
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@ -12,7 +12,7 @@ function Text.draw(State, line_index, y, startpos)
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local x = State.left
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local pos = 1
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local screen_line_starting_pos = startpos
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Text.compute_fragments(State, line_index)
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Text.populate_screen_line_starting_pos(State, line_index)
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for _, f in ipairs(line_cache.fragments) do
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App.color(Text_color)
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local frag_len = utf8.len(f)
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