491 lines
18 KiB
Lua
491 lines
18 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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Stroke_color = {r=0, g=0, b=0}
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Current_stroke_color = {r=0.7, g=0.7, b=0.7} -- in process of being drawn
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Current_name_background_color = {r=1, g=0, b=0, a=0.1} -- name currently being edited
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Focus_stroke_color = {r=1, g=0, b=0} -- what mouse is hovering over
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Highlight_color = {r=0.7, g=0.7, b=0.9} -- selected text
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Icon_color = {r=0.7, g=0.7, b=0.7} -- color of current mode icon in drawings
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Help_color = {r=0, g=0.5, b=0}
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Help_background_color = {r=0, g=0.5, b=0, a=0.1}
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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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Same_point_distance = 4 -- pixel distance at which two points are considered the same
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utf8 = require 'utf8'
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require 'file'
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require 'text'
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require 'drawing'
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require 'geom'
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require 'help'
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require 'icons'
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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) -- currently always draws to bottom of screen
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local result = {
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-- a line is either text or a drawing
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-- a text is a table with:
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-- mode = 'text',
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-- string data,
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-- startpos, the index of data the line starts rendering from (if currently on screen), can only be >1 for topmost line on screen
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-- starty, the y coord in pixels
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-- some cached data that's blown away and recomputed when data changes:
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-- fragments: snippets of rendered love.graphics.Text, guaranteed to not wrap
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-- screen_line_starting_pos: optional array of grapheme indices if it wraps over more than one screen line
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-- a drawing is a table with:
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-- mode = 'drawing'
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-- a (y) coord in pixels (updated while painting screen),
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-- a (h)eight,
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-- an array of points, and
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-- an array of shapes
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-- a shape is a table containing:
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-- a mode
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-- an array points for mode 'freehand' (raw x,y coords; freehand drawings don't pollute the points array of a drawing)
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-- an array vertices for mode 'polygon', 'rectangle', 'square'
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-- p1, p2 for mode 'line'
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-- center, radius for mode 'circle'
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-- center, radius, start_angle, end_angle for mode 'arc'
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-- Unless otherwise specified, coord fields are normalized; a drawing is always 256 units wide
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-- The field names are carefully chosen so that switching modes in midstream
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-- remembers previously entered points where that makes sense.
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lines = {{mode='text', data=''}},
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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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--
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-- Therefore, any potential location for the 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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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
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screen_bottom1 = {line=1, pos=1}, -- position of start of screen line at bottom of screen
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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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-- when selecting text, avoid recomputing some state on every single frame
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recent_mouse = {},
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-- cursor coordinates in pixels
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cursor_x = 0,
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cursor_y = 0,
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current_drawing_mode = 'line',
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previous_drawing_mode = nil, -- extra state for some ephemeral modes like moving/deleting/naming points
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-- these default values are important for tests
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font_height = 14,
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line_height = 15,
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-- widest possible character width
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em = App.newText(love.graphics.getFont(), 'm'),
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top = top,
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left = left,
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right = right,
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width = right-left,
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drawing_padding_top = 10,
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drawing_padding_bottom = 10,
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drawing_padding_height = nil,
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filename = love.filesystem.getUserDirectory()..'/lines.txt',
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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_text = nil,
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search_backup = nil, -- stuff to restore when cancelling search
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}
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result.drawing_padding_height = result.drawing_padding_top + result.drawing_padding_bottom
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return result
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end -- App.initialize_state
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function edit.draw(State)
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App.color(Text_color)
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--? print(State.screen_top1.line, State.screen_top1.pos, State.cursor1.line, State.cursor1.pos)
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assert(Text.le1(State.screen_top1, State.cursor1))
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State.cursor_y = -1
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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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State.screen_bottom1.line = line_index
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if line.mode == 'text' and line.data == '' then
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line.starty = y
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line.startpos = 1
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-- insert new drawing
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button('draw', {x=4,y=y+4, w=12,h=12, color={1,1,0},
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icon = icon.insert_drawing,
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onpress1 = function()
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Drawing.before = snapshot(State, line_index-1, line_index)
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table.insert(State.lines, line_index, {mode='drawing', y=y, h=256/2, points={}, shapes={}, pending={}})
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if State.cursor1.line >= line_index then
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State.cursor1.line = State.cursor1.line+1
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end
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schedule_save(State)
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record_undo_event(State, {before=Drawing.before, after=snapshot(State, line_index-1, line_index+1)})
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end
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})
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if State.search_term == nil then
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if line_index == State.cursor1.line then
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Text.draw_cursor(State, State.left, y)
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end
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end
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State.screen_bottom1.pos = State.screen_top1.pos
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y = y + State.line_height
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elseif line.mode == 'drawing' then
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y = y+State.drawing_padding_top
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line.y = y
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Drawing.draw(State, line)
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y = y + Drawing.pixels(line.h, State.width) + State.drawing_padding_bottom
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else
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line.starty = y
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line.startpos = 1
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if line_index == State.screen_top1.line then
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line.startpos = State.screen_top1.pos
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end
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--? print('text.draw', y, line_index)
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y, State.screen_bottom1.pos = Text.draw(State, line, line_index, line.starty)
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y = y + State.line_height
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--? print('=> y', y)
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end
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end
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if State.cursor_y == -1 then
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State.cursor_y = App.screen.height
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end
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--? print('screen bottom: '..tostring(State.screen_bottom1.pos)..' in '..tostring(State.lines[State.screen_bottom1.line].data))
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if State.search_term then
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Text.draw_search_bar(State)
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end
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end
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function edit.update(State, dt)
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Drawing.update(State, dt)
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if State.next_save and State.next_save < App.getTime() then
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save_to_disk(State.lines, State.filename)
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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 = App.getTime() + 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.lines, State.filename)
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end
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end
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function edit.mouse_pressed(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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propagate_to_button_handlers(x,y, mouse_button)
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for line_index,line in ipairs(State.lines) do
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if line.mode == 'text' then
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if Text.in_line(State, line, x,y, State.left, State.right) 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_released should never look at shift state
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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, x, y, State.left, State.right),
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}
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--? print('selection', State.selection1.line, State.selection1.pos)
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break
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end
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elseif line.mode == 'drawing' then
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if Drawing.in_drawing(line, x, y, State.left,State.right) then
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State.lines.current_drawing_index = line_index
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State.lines.current_drawing = line
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Drawing.before = snapshot(State, line_index)
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Drawing.mouse_pressed(State, line, x,y, mouse_button)
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break
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end
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end
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end
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end
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function edit.mouse_released(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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if State.lines.current_drawing then
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Drawing.mouse_released(State, x,y, mouse_button)
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schedule_save(State)
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if Drawing.before then
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record_undo_event(State, {before=Drawing.before, after=snapshot(State, State.lines.current_drawing_index)})
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Drawing.before = nil
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end
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else
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for line_index,line in ipairs(State.lines) do
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if line.mode == 'text' then
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if Text.in_line(State, line, x,y, State.left, State.right) then
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--? print('reset selection')
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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, x, y, State.left, State.right),
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}
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--? print('cursor', State.cursor1.line, State.cursor1.pos)
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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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break
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end
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end
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end
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--? print('selection:', State.selection1.line, State.selection1.pos)
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end
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end
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function edit.textinput(State, t)
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for _,line in ipairs(State.lines) do line.y = nil end -- just in case we scroll
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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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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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p.name = p.name..t
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record_undo_event(State, {before=before, after=snapshot(State, State.lines.current_drawing_index)})
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else
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Text.textinput(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_pressed(State, chord, key)
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if State.selection1.line and
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not State.lines.current_drawing 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-c' and chord ~= 'C-x' and chord ~= 'backspace' and backspace ~= 'delete' and not App.is_cursor_movement(chord) then
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Text.delete_selection(State, State.left, State.right)
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end
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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.search_text = 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 fragments 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_text = 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.search_text = nil
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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 = {cursor={line=State.cursor1.line, pos=State.cursor1.pos}, screen_top={line=State.screen_top1.line, pos=State.screen_top1.pos}}
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assert(State.search_text == nil)
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elseif chord == 'C-=' then
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initialize_font_settings(State.font_height+2)
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Text.redraw_all(State)
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elseif chord == 'C--' then
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initialize_font_settings(State.font_height-2)
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Text.redraw_all(State)
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elseif chord == 'C-0' then
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initialize_font_settings(20)
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Text.redraw_all(State)
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elseif chord == 'C-z' then
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for _,line in ipairs(State.lines) do line.y = nil end -- just in case we scroll
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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 fragments to avoid memory leaks
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schedule_save(State)
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end
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elseif chord == 'C-y' then
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for _,line in ipairs(State.lines) do line.y = nil end -- just in case we scroll
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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 fragments 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-c' then
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for _,line in ipairs(State.lines) do line.y = nil end -- just in case we scroll
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local s = Text.selection(State)
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if s then
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App.setClipboardText(s)
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end
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elseif chord == 'C-x' then
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for _,line in ipairs(State.lines) do line.y = nil end -- just in case we scroll
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local s = Text.cut_selection(State, State.left, State.right)
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if s then
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App.setClipboardText(s)
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end
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schedule_save(State)
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elseif chord == 'C-v' then
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for _,line in ipairs(State.lines) do line.y = nil end -- just in case we scroll
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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.getClipboardText()
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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_past_screen_bottom(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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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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-- dispatch to drawing or text
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elseif App.mouse_down(1) or chord:sub(1,2) == 'C-' then
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-- DON'T reset line.y here
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local drawing_index, drawing = Drawing.current_drawing(State)
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if drawing_index then
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local before = snapshot(State, drawing_index)
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Drawing.keychord_pressed(State, chord)
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record_undo_event(State, {before=before, after=snapshot(State, drawing_index)})
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schedule_save(State)
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end
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elseif chord == 'escape' and not App.mouse_down(1) then
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for _,line in ipairs(State.lines) do
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if line.mode == 'drawing' then
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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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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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else
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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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if chord == 'escape' then
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p.name = nil
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record_undo_event(State, {before=before, after=snapshot(State, State.lines.current_drawing_index)})
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elseif chord == 'backspace' then
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local len = utf8.len(p.name)
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local byte_offset = Text.offset(p.name, len-1)
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if len == 1 then byte_offset = 0 end
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p.name = string.sub(p.name, 1, byte_offset)
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record_undo_event(State, {before=before, after=snapshot(State, State.lines.current_drawing_index)})
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end
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end
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schedule_save(State)
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else
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for _,line in ipairs(State.lines) do line.y = nil end -- just in case we scroll
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Text.keychord_pressed(State, chord)
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end
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end
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function edit.key_released(State, key, scancode)
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end
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--== copy some App methods for tests
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-- all textinput events are also keypresses
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-- TODO: handle chords of multiple keys
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function edit.run_after_textinput(State, t)
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edit.keychord_pressed(State, t)
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edit.textinput(State, t)
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edit.key_released(State, t)
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App.screen.contents = {}
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edit.draw(State)
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|
end
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|
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-- not all keys are textinput
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function edit.run_after_keychord(State, chord)
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edit.keychord_pressed(State, chord)
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edit.key_released(State, chord)
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App.screen.contents = {}
|
|
edit.draw(State)
|
|
end
|
|
|
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function edit.run_after_mouse_click(State, x,y, button)
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|
App.fake_mouse_press(x,y, button)
|
|
edit.mouse_pressed(State, x,y, button)
|
|
App.fake_mouse_release(x,y, button)
|
|
edit.mouse_released(State, x,y, button)
|
|
App.screen.contents = {}
|
|
edit.draw(State)
|
|
end
|
|
|
|
function edit.run_after_mouse_press(State, x,y, button)
|
|
App.fake_mouse_press(x,y, button)
|
|
edit.mouse_pressed(State, x,y, button)
|
|
App.screen.contents = {}
|
|
edit.draw(State)
|
|
end
|
|
|
|
function edit.run_after_mouse_release(State, x,y, button)
|
|
App.fake_mouse_release(x,y, button)
|
|
edit.mouse_released(State, x,y, button)
|
|
App.screen.contents = {}
|
|
edit.draw(State)
|
|
end
|