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-- text editor, particularly text drawing, horizontal wrap, vertical scrolling
Text = { }
AB_padding = 20 -- space in pixels between A side and B side
-- draw a line starting from startpos to screen at y between State.left and State.right
-- return the final y, and pos,posB of start of final screen line drawn
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function Text . draw ( State , line_index , y , startpos , startposB , hide_cursor )
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local line = State.lines [ line_index ]
local line_cache = State.line_cache [ line_index ]
line_cache.starty = y
line_cache.startpos = startpos
line_cache.startposB = startposB
-- draw A side
local overflows_screen , x , pos , screen_line_starting_pos
if startpos then
overflows_screen , x , y , pos , screen_line_starting_pos = Text.draw_wrapping_line ( State , line_index , State.left , y , startpos )
if overflows_screen then
return y , screen_line_starting_pos
end
if Focus == ' edit ' and State.cursor1 . pos then
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if not hide_cursor and not State.search_term then
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if line_index == State.cursor1 . line and State.cursor1 . pos == pos then
Text.draw_cursor ( State , x , y )
end
end
end
else
x = State.left
end
-- check for B side
--? if line_index == 8 then print('checking for B side') end
if line.dataB == nil then
assert ( y )
assert ( screen_line_starting_pos )
--? if line_index == 8 then print('return 1') end
return y , screen_line_starting_pos
end
if not State.expanded and not line.expanded then
assert ( y )
assert ( screen_line_starting_pos )
--? if line_index == 8 then print('return 2') end
button ( State , ' expand ' , { x = x + AB_padding , y = y + 2 , w = App.width ( State.em ) , h = State.line_height - 4 , color = { 1 , 1 , 1 } ,
icon = function ( button_params )
App.color ( Fold_background_color )
love.graphics . rectangle ( ' fill ' , button_params.x , button_params.y , App.width ( State.em ) , State.line_height - 4 , 2 , 2 )
end ,
onpress1 = function ( )
line.expanded = true
end ,
} )
return y , screen_line_starting_pos
end
-- draw B side
--? if line_index == 8 then print('drawing B side') end
App.color ( Fold_color )
if startposB then
overflows_screen , x , y , pos , screen_line_starting_pos = Text.draw_wrapping_lineB ( State , line_index , x , y , startposB )
else
overflows_screen , x , y , pos , screen_line_starting_pos = Text.draw_wrapping_lineB ( State , line_index , x + AB_padding , y , 1 )
end
if overflows_screen then
return y , nil , screen_line_starting_pos
end
--? if line_index == 8 then print('a') end
if Focus == ' edit ' and State.cursor1 . posB then
--? if line_index == 8 then print('b') end
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if not hide_cursor and not State.search_term then
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--? if line_index == 8 then print('c', State.cursor1.line, State.cursor1.posB, line_index, pos) end
if line_index == State.cursor1 . line and State.cursor1 . posB == pos then
Text.draw_cursor ( State , x , y )
end
end
end
return y , nil , screen_line_starting_pos
end
-- Given an array of fragments, draw the subset starting from pos to screen
-- starting from (x,y).
-- Return:
-- - whether we got to bottom of screen before end of line
-- - the final (x,y)
-- - the final pos
-- - starting pos of the final screen line drawn
function Text . draw_wrapping_line ( State , line_index , x , y , startpos )
local line = State.lines [ line_index ]
local line_cache = State.line_cache [ line_index ]
--? print('== line', line_index, '^'..line.data..'$')
local screen_line_starting_pos = startpos
Text.compute_fragments ( State , line_index )
local pos = 1
initialize_color ( )
for _ , f in ipairs ( line_cache.fragments ) do
App.color ( Text_color )
local frag , frag_text = f.data , f.text
select_color ( frag )
local frag_len = utf8.len ( frag )
--? print('text.draw:', frag, 'at', line_index,pos, 'after', x,y)
if pos < startpos then
-- render nothing
--? print('skipping', frag)
else
-- render fragment
local frag_width = App.width ( frag_text )
if x + frag_width > State.right then
assert ( x > State.left ) -- no overfull lines
y = y + State.line_height
if y + State.line_height > App.screen . height then
return --[[screen filled]] true , x , y , pos , screen_line_starting_pos
end
screen_line_starting_pos = pos
x = State.left
end
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if State.selection1 . line then
local lo , hi = Text.clip_selection ( State , line_index , pos , pos + frag_len )
Text.draw_highlight ( State , line , x , y , pos , lo , hi )
end
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-- Make [[WikiWords]] (single word, all in one screen line) clickable.
local trimmed_word = rtrim ( frag ) -- compute_fragments puts whitespace at the end
if starts_with ( trimmed_word , ' [[ ' ) and ends_with ( trimmed_word , ' ]] ' ) then
local filename = trimmed_word : gsub ( ' ^..(.*)..$ ' , ' %1 ' )
if source.link_exists ( State , filename ) then
local filename_text = App.newText ( love.graphics . getFont ( ) , filename )
button ( State , ' link ' , { x = x + App.width ( to_text ( ' [[ ' ) ) , y = y , w = App.width ( filename_text ) , h = State.line_height , color = { 1 , 1 , 1 } ,
icon = icon.hyperlink_decoration ,
onpress1 = function ( )
source.switch_to_file ( filename )
end ,
} )
end
end
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App.screen . draw ( frag_text , x , y )
-- render cursor if necessary
if State.cursor1 . pos and 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 ( State , line , x , y , pos , State.cursor1 . pos , State.cursor1 . pos + utf8.len ( State.search_term ) )
App.color ( Text_color )
love.graphics . print ( State.search_term , x + lo_px , y )
end
elseif Focus == ' edit ' then
Text.draw_cursor ( State , x + Text.x ( frag , State.cursor1 . pos - pos + 1 ) , y )
App.color ( Text_color )
end
end
end
x = x + frag_width
end
pos = pos + frag_len
end
return false , x , y , pos , screen_line_starting_pos
end
function Text . draw_wrapping_lineB ( State , line_index , x , y , startpos )
local line = State.lines [ line_index ]
local line_cache = State.line_cache [ line_index ]
local screen_line_starting_pos = startpos
Text.compute_fragmentsB ( State , line_index , x )
local pos = 1
for _ , f in ipairs ( line_cache.fragmentsB ) do
local frag , frag_text = f.data , f.text
local frag_len = utf8.len ( frag )
--? print('text.draw:', frag, 'at', line_index,pos, 'after', x,y)
if pos < startpos then
-- render nothing
--? print('skipping', frag)
else
-- render fragment
local frag_width = App.width ( frag_text )
if x + frag_width > State.right then
assert ( x > State.left ) -- no overfull lines
y = y + State.line_height
if y + State.line_height > App.screen . height then
return --[[screen filled]] true , x , y , pos , screen_line_starting_pos
end
screen_line_starting_pos = pos
x = State.left
end
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if State.selection1 . line then
local lo , hi = Text.clip_selection ( State , line_index , pos , pos + frag_len )
Text.draw_highlight ( State , line , x , y , pos , lo , hi )
end
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App.screen . draw ( frag_text , x , y )
-- render cursor if necessary
if State.cursor1 . posB and line_index == State.cursor1 . line then
if pos <= State.cursor1 . posB and pos + frag_len > State.cursor1 . posB then
if State.search_term then
if State.lines [ State.cursor1 . line ] . dataB : sub ( State.cursor1 . posB , State.cursor1 . posB + utf8.len ( State.search_term ) - 1 ) == State.search_term then
local lo_px = Text.draw_highlight ( State , line , x , y , pos , State.cursor1 . posB , State.cursor1 . posB + utf8.len ( State.search_term ) )
App.color ( Fold_color )
love.graphics . print ( State.search_term , x + lo_px , y )
end
elseif Focus == ' edit ' then
Text.draw_cursor ( State , x + Text.x ( frag , State.cursor1 . posB - pos + 1 ) , y )
App.color ( Fold_color )
end
end
end
x = x + frag_width
end
pos = pos + frag_len
end
return false , x , y , pos , screen_line_starting_pos
end
function Text . draw_cursor ( State , x , y )
-- blink every 0.5s
if math.floor ( Cursor_time * 2 ) % 2 == 0 then
App.color ( Cursor_color )
love.graphics . rectangle ( ' fill ' , x , y , 3 , State.line_height )
end
State.cursor_x = x
State.cursor_y = y + State.line_height
end
function Text . populate_screen_line_starting_pos ( State , line_index )
local line = State.lines [ line_index ]
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if line.mode ~= ' text ' then return end
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local line_cache = State.line_cache [ line_index ]
if line_cache.screen_line_starting_pos then
return
end
-- duplicate some logic from Text.draw
Text.compute_fragments ( State , line_index )
line_cache.screen_line_starting_pos = { 1 }
local x = State.left
local pos = 1
for _ , f in ipairs ( line_cache.fragments ) do
local frag , frag_text = f.data , f.text
-- render fragment
local frag_width = App.width ( frag_text )
if x + frag_width > State.right then
x = State.left
table.insert ( line_cache.screen_line_starting_pos , pos )
end
x = x + frag_width
local frag_len = utf8.len ( frag )
pos = pos + frag_len
end
end
function Text . compute_fragments ( State , line_index )
--? print('compute_fragments', line_index, 'between', State.left, State.right)
local line = State.lines [ line_index ]
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if line.mode ~= ' text ' then return end
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local line_cache = State.line_cache [ line_index ]
if line_cache.fragments then
return
end
line_cache.fragments = { }
local x = State.left
-- try to wrap at word boundaries
for frag in line.data : gmatch ( ' %S*%s* ' ) do
local frag_text = App.newText ( love.graphics . getFont ( ) , frag )
local frag_width = App.width ( frag_text )
--? print('x: '..tostring(x)..'; frag_width: '..tostring(frag_width)..'; '..tostring(State.right-x)..'px to go')
while x + frag_width > State.right do
--? print(('checking whether to split fragment ^%s$ of width %d when rendering from %d'):format(frag, frag_width, x))
if ( x - State.left ) < 0.8 * ( State.right - State.left ) then
--? print('splitting')
-- long word; chop it at some letter
-- We're not going to reimplement TeX here.
local bpos = Text.nearest_pos_less_than ( frag , State.right - x )
--? print('bpos', bpos)
if bpos == 0 then break end -- avoid infinite loop when window is too narrow
local boffset = Text.offset ( frag , bpos + 1 ) -- byte _after_ bpos
--? print('space for '..tostring(bpos)..' graphemes, '..tostring(boffset-1)..' bytes')
local frag1 = string.sub ( frag , 1 , boffset - 1 )
local frag1_text = App.newText ( love.graphics . getFont ( ) , frag1 )
local frag1_width = App.width ( frag1_text )
--? print('extracting ^'..frag1..'$ of width '..tostring(frag1_width)..'px')
assert ( x + frag1_width <= State.right )
table.insert ( line_cache.fragments , { data = frag1 , text = frag1_text } )
frag = string.sub ( frag , boffset )
frag_text = App.newText ( love.graphics . getFont ( ) , frag )
frag_width = App.width ( frag_text )
end
x = State.left -- new line
end
if # frag > 0 then
--? print('inserting ^'..frag..'$ of width '..tostring(frag_width)..'px')
table.insert ( line_cache.fragments , { data = frag , text = frag_text } )
end
x = x + frag_width
end
end
function Text . populate_screen_line_starting_posB ( State , line_index , x )
local line = State.lines [ line_index ]
local line_cache = State.line_cache [ line_index ]
if line_cache.screen_line_starting_posB then
return
end
-- duplicate some logic from Text.draw
Text.compute_fragmentsB ( State , line_index , x )
line_cache.screen_line_starting_posB = { 1 }
local pos = 1
for _ , f in ipairs ( line_cache.fragmentsB ) do
local frag , frag_text = f.data , f.text
-- render fragment
local frag_width = App.width ( frag_text )
if x + frag_width > State.right then
x = State.left
table.insert ( line_cache.screen_line_starting_posB , pos )
end
x = x + frag_width
local frag_len = utf8.len ( frag )
pos = pos + frag_len
end
end
function Text . compute_fragmentsB ( State , line_index , x )
--? print('compute_fragmentsB', line_index, 'between', x, State.right)
local line = State.lines [ line_index ]
local line_cache = State.line_cache [ line_index ]
if line_cache.fragmentsB then
return
end
line_cache.fragmentsB = { }
-- try to wrap at word boundaries
for frag in line.dataB : gmatch ( ' %S*%s* ' ) do
local frag_text = App.newText ( love.graphics . getFont ( ) , frag )
local frag_width = App.width ( frag_text )
--? print('x: '..tostring(x)..'; '..tostring(State.right-x)..'px to go')
while x + frag_width > State.right do
--? print(('checking whether to split fragment ^%s$ of width %d when rendering from %d'):format(frag, frag_width, x))
if ( x - State.left ) < 0.8 * ( State.right - State.left ) then
--? print('splitting')
-- long word; chop it at some letter
-- We're not going to reimplement TeX here.
local bpos = Text.nearest_pos_less_than ( frag , State.right - x )
--? print('bpos', bpos)
if bpos == 0 then break end -- avoid infinite loop when window is too narrow
local boffset = Text.offset ( frag , bpos + 1 ) -- byte _after_ bpos
--? print('space for '..tostring(bpos)..' graphemes, '..tostring(boffset-1)..' bytes')
local frag1 = string.sub ( frag , 1 , boffset - 1 )
local frag1_text = App.newText ( love.graphics . getFont ( ) , frag1 )
local frag1_width = App.width ( frag1_text )
--? print('extracting ^'..frag1..'$ of width '..tostring(frag1_width)..'px')
assert ( x + frag1_width <= State.right )
table.insert ( line_cache.fragmentsB , { data = frag1 , text = frag1_text } )
frag = string.sub ( frag , boffset )
frag_text = App.newText ( love.graphics . getFont ( ) , frag )
frag_width = App.width ( frag_text )
end
x = State.left -- new line
end
if # frag > 0 then
--? print('inserting ^'..frag..'$ of width '..tostring(frag_width)..'px')
table.insert ( line_cache.fragmentsB , { data = frag , text = frag_text } )
end
x = x + frag_width
end
end
function Text . textinput ( State , t )
if App.mouse_down ( 1 ) then return end
if App.ctrl_down ( ) or App.alt_down ( ) or App.cmd_down ( ) then return end
local before = snapshot ( State , State.cursor1 . line )
--? print(State.screen_top1.line, State.screen_top1.pos, State.cursor1.line, State.cursor1.pos, State.screen_bottom1.line, State.screen_bottom1.pos)
Text.insert_at_cursor ( State , t )
if State.cursor_y > App.screen . height - State.line_height then
Text.populate_screen_line_starting_pos ( State , State.cursor1 . line )
Text.snap_cursor_to_bottom_of_screen ( State , State.left , State.right )
end
record_undo_event ( State , { before = before , after = snapshot ( State , State.cursor1 . line ) } )
end
function Text . insert_at_cursor ( State , t )
if State.cursor1 . pos then
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_screen_line_cache ( State , State.cursor1 . line )
State.cursor1 . pos = State.cursor1 . pos + 1
else
assert ( State.cursor1 . posB )
local byte_offset = Text.offset ( State.lines [ State.cursor1 . line ] . dataB , State.cursor1 . posB )
State.lines [ State.cursor1 . line ] . dataB = string.sub ( State.lines [ State.cursor1 . line ] . dataB , 1 , byte_offset - 1 ) .. t .. string.sub ( State.lines [ State.cursor1 . line ] . dataB , byte_offset )
Text.clear_screen_line_cache ( State , State.cursor1 . line )
State.cursor1 . posB = State.cursor1 . posB + 1
end
end
-- Don't handle any keys here that would trigger love.textinput above.
function Text . keychord_pressed ( State , chord )
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--? print('chord', chord, State.selection1.line, State.selection1.pos)
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--== shortcuts that mutate text
if chord == ' return ' then
local before_line = State.cursor1 . line
local before = snapshot ( State , before_line )
Text.insert_return ( State )
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State.selection1 = { }
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if State.cursor_y > App.screen . height - State.line_height then
Text.snap_cursor_to_bottom_of_screen ( State , State.left , State.right )
end
schedule_save ( State )
record_undo_event ( State , { before = before , after = snapshot ( State , before_line , State.cursor1 . line ) } )
elseif chord == ' tab ' then
local before = snapshot ( State , State.cursor1 . line )
--? print(State.screen_top1.line, State.screen_top1.pos, State.cursor1.line, State.cursor1.pos, State.screen_bottom1.line, State.screen_bottom1.pos)
Text.insert_at_cursor ( State , ' \t ' )
if State.cursor_y > App.screen . height - State.line_height then
Text.populate_screen_line_starting_pos ( State , State.cursor1 . line )
Text.snap_cursor_to_bottom_of_screen ( State , State.left , State.right )
--? print('=>', State.screen_top1.line, State.screen_top1.pos, State.cursor1.line, State.cursor1.pos, State.screen_bottom1.line, State.screen_bottom1.pos)
end
schedule_save ( State )
record_undo_event ( State , { before = before , after = snapshot ( State , State.cursor1 . line ) } )
elseif chord == ' backspace ' then
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if State.selection1 . line then
Text.delete_selection ( State , State.left , State.right )
schedule_save ( State )
return
end
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local before
if State.cursor1 . pos and State.cursor1 . pos > 1 then
before = snapshot ( State , State.cursor1 . line )
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 )
if byte_start then
if byte_end then
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 )
else
State.lines [ State.cursor1 . line ] . data = string.sub ( State.lines [ State.cursor1 . line ] . data , 1 , byte_start - 1 )
end
State.cursor1 . pos = State.cursor1 . pos - 1
end
elseif State.cursor1 . posB then
if State.cursor1 . posB > 1 then
before = snapshot ( State , State.cursor1 . line )
local byte_start = utf8.offset ( State.lines [ State.cursor1 . line ] . dataB , State.cursor1 . posB - 1 )
local byte_end = utf8.offset ( State.lines [ State.cursor1 . line ] . dataB , State.cursor1 . posB )
if byte_start then
if byte_end then
State.lines [ State.cursor1 . line ] . dataB = string.sub ( State.lines [ State.cursor1 . line ] . dataB , 1 , byte_start - 1 ) .. string.sub ( State.lines [ State.cursor1 . line ] . dataB , byte_end )
else
State.lines [ State.cursor1 . line ] . dataB = string.sub ( State.lines [ State.cursor1 . line ] . dataB , 1 , byte_start - 1 )
end
State.cursor1 . posB = State.cursor1 . posB - 1
end
else
-- refuse to delete past beginning of side B
end
elseif State.cursor1 . line > 1 then
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 )
table.remove ( State.line_cache , State.cursor1 . line - 1 )
else
-- join lines
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 )
table.remove ( State.line_cache , State.cursor1 . line )
end
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State.cursor1 . line = State.cursor1 . line - 1
end
if State.screen_top1 . line > # State.lines then
Text.populate_screen_line_starting_pos ( State , # State.lines )
local line_cache = State.line_cache [ # State.line_cache ]
State.screen_top1 = { line =# State.lines , pos = line_cache.screen_line_starting_pos [ # line_cache.screen_line_starting_pos ] }
elseif Text.lt1 ( State.cursor1 , State.screen_top1 ) then
local top2 = Text.to2 ( State , State.screen_top1 )
top2 = Text.previous_screen_line ( State , top2 , State.left , State.right )
State.screen_top1 = Text.to1 ( State , top2 )
Text.redraw_all ( State ) -- if we're scrolling, reclaim all fragments to avoid memory leaks
end
Text.clear_screen_line_cache ( State , State.cursor1 . line )
assert ( Text.le1 ( State.screen_top1 , State.cursor1 ) )
schedule_save ( State )
record_undo_event ( State , { before = before , after = snapshot ( State , State.cursor1 . line ) } )
elseif chord == ' delete ' then
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if State.selection1 . line then
Text.delete_selection ( State , State.left , State.right )
schedule_save ( State )
return
end
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local before
if State.cursor1 . posB or State.cursor1 . pos <= utf8.len ( State.lines [ State.cursor1 . line ] . data ) then
before = snapshot ( State , State.cursor1 . line )
else
before = snapshot ( State , State.cursor1 . line , State.cursor1 . line + 1 )
end
if State.cursor1 . pos and 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 )
if byte_start then
if byte_end then
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 )
else
State.lines [ State.cursor1 . line ] . data = string.sub ( State.lines [ State.cursor1 . line ] . data , 1 , byte_start - 1 )
end
-- no change to State.cursor1.pos
end
elseif State.cursor1 . posB then
if State.cursor1 . posB <= utf8.len ( State.lines [ State.cursor1 . line ] . dataB ) then
local byte_start = utf8.offset ( State.lines [ State.cursor1 . line ] . dataB , State.cursor1 . posB )
local byte_end = utf8.offset ( State.lines [ State.cursor1 . line ] . dataB , State.cursor1 . posB + 1 )
if byte_start then
if byte_end then
State.lines [ State.cursor1 . line ] . dataB = string.sub ( State.lines [ State.cursor1 . line ] . dataB , 1 , byte_start - 1 ) .. string.sub ( State.lines [ State.cursor1 . line ] . dataB , byte_end )
else
State.lines [ State.cursor1 . line ] . dataB = string.sub ( State.lines [ State.cursor1 . line ] . dataB , 1 , byte_start - 1 )
end
-- no change to State.cursor1.pos
end
else
-- refuse to delete past end of side B
end
elseif State.cursor1 . line < # State.lines then
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if State.lines [ State.cursor1 . line + 1 ] . mode == ' text ' then
-- join lines
State.lines [ State.cursor1 . line ] . data = State.lines [ State.cursor1 . line ] . data .. State.lines [ State.cursor1 . line + 1 ] . data
-- delete side B on first line
State.lines [ State.cursor1 . line ] . dataB = State.lines [ State.cursor1 . line + 1 ] . dataB
end
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table.remove ( State.lines , State.cursor1 . line + 1 )
table.remove ( State.line_cache , State.cursor1 . line + 1 )
end
Text.clear_screen_line_cache ( State , State.cursor1 . line )
schedule_save ( State )
record_undo_event ( State , { before = before , after = snapshot ( State , State.cursor1 . line ) } )
--== shortcuts that move the cursor
elseif chord == ' left ' then
Text.left ( State )
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State.selection1 = { }
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elseif chord == ' right ' then
Text.right ( State )
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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 , posB = State.cursor1 . posB }
end
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Text.left ( State )
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 , posB = State.cursor1 . posB }
end
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Text.right ( State )
-- C- hotkeys reserved for drawings, so we'll use M-
elseif chord == ' M-left ' then
Text.word_left ( State )
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State.selection1 = { }
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elseif chord == ' M-right ' then
Text.word_right ( State )
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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 , posB = State.cursor1 . posB }
end
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Text.word_left ( State )
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 , posB = State.cursor1 . posB }
end
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Text.word_right ( State )
elseif chord == ' home ' then
Text.start_of_line ( State )
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State.selection1 = { }
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elseif chord == ' end ' then
Text.end_of_line ( State )
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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 , posB = State.cursor1 . posB }
end
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Text.start_of_line ( State )
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 , posB = State.cursor1 . posB }
end
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Text.end_of_line ( State )
elseif chord == ' up ' then
Text.up ( State )
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State.selection1 = { }
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elseif chord == ' down ' then
Text.down ( State )
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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 , posB = State.cursor1 . posB }
end
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Text.up ( State )
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 , posB = State.cursor1 . posB }
end
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Text.down ( State )
elseif chord == ' pageup ' then
Text.pageup ( State )
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State.selection1 = { }
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elseif chord == ' pagedown ' then
Text.pagedown ( State )
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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 , posB = State.cursor1 . posB }
end
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Text.pageup ( State )
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 , posB = State.cursor1 . posB }
end
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Text.pagedown ( State )
end
end
function Text . insert_return ( State )
if State.cursor1 . pos then
-- when inserting a newline, move any B side to the new line
local byte_offset = Text.offset ( State.lines [ State.cursor1 . line ] . data , State.cursor1 . pos )
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table.insert ( State.lines , State.cursor1 . line + 1 , { mode = ' text ' , data = string.sub ( State.lines [ State.cursor1 . line ] . data , byte_offset ) , dataB = State.lines [ State.cursor1 . line ] . dataB } )
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table.insert ( State.line_cache , State.cursor1 . line + 1 , { } )
State.lines [ State.cursor1 . line ] . data = string.sub ( State.lines [ State.cursor1 . line ] . data , 1 , byte_offset - 1 )
State.lines [ State.cursor1 . line ] . dataB = nil
Text.clear_screen_line_cache ( State , State.cursor1 . line )
State.cursor1 = { line = State.cursor1 . line + 1 , pos = 1 }
else
-- disable enter when cursor is on the B side
end
end
function Text . pageup ( State )
--? print('pageup')
-- duplicate some logic from love.draw
local top2 = Text.to2 ( State , State.screen_top1 )
--? print(App.screen.height)
local y = App.screen . height - State.line_height
while y >= State.top do
--? print(y, top2.line, top2.screen_line, top2.screen_pos)
if State.screen_top1 . line == 1 and State.screen_top1 . pos and State.screen_top1 . pos == 1 then break end
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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 - Drawing_padding_height - Drawing.pixels ( State.lines [ State.screen_top1 . line ] . h , State.width )
end
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top2 = Text.previous_screen_line ( State , top2 )
end
State.screen_top1 = Text.to1 ( State , top2 )
State.cursor1 = { line = State.screen_top1 . line , pos = State.screen_top1 . pos , posB = State.screen_top1 . posB }
Text.move_cursor_down_to_next_text_line_while_scrolling_again_if_necessary ( State )
--? print(State.cursor1.line, State.cursor1.pos, State.screen_top1.line, State.screen_top1.pos)
--? print('pageup end')
end
function Text . pagedown ( State )
--? print('pagedown')
local bot2 = Text.to2 ( State , State.screen_bottom1 )
local new_top1 = Text.to1 ( State , bot2 )
if Text.lt1 ( State.screen_top1 , new_top1 ) then
State.screen_top1 = new_top1
else
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State.screen_top1 = { line = State.screen_bottom1 . line , pos = State.screen_bottom1 . pos , posB = State.screen_bottom1 . posB }
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end
--? print('setting top to', State.screen_top1.line, State.screen_top1.pos)
State.cursor1 = { line = State.screen_top1 . line , pos = State.screen_top1 . pos , posB = State.screen_top1 . posB }
Text.move_cursor_down_to_next_text_line_while_scrolling_again_if_necessary ( State )
--? print('top now', State.screen_top1.line)
Text.redraw_all ( State ) -- if we're scrolling, reclaim all fragments to avoid memory leaks
--? print('pagedown end')
end
function Text . up ( State )
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assert ( State.lines [ State.cursor1 . line ] . mode == ' text ' )
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if State.cursor1 . pos then
Text.upA ( State )
else
Text.upB ( State )
end
end
function Text . upA ( State )
--? print('up', State.cursor1.line, State.cursor1.pos, State.screen_top1.line, State.screen_top1.pos)
local screen_line_starting_pos , screen_line_index = Text.pos_at_start_of_screen_line ( State , State.cursor1 )
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
while new_cursor_line > 1 do
new_cursor_line = new_cursor_line - 1
if State.lines [ new_cursor_line ] . mode == ' text ' then
--? print('found previous text line')
State.cursor1 = { line = State.cursor1 . line - 1 , pos = nil }
Text.populate_screen_line_starting_pos ( State , State.cursor1 . line )
-- previous text line found, pick its final screen line
--? print('has multiple screen lines')
local screen_line_starting_pos = State.line_cache [ State.cursor1 . line ] . screen_line_starting_pos
--? print(#screen_line_starting_pos)
screen_line_starting_pos = screen_line_starting_pos [ # screen_line_starting_pos ]
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 , State.left ) - 1
break
end
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end
else
-- move up one screen line in current line
assert ( screen_line_index > 1 )
local new_screen_line_starting_pos = State.line_cache [ State.cursor1 . line ] . screen_line_starting_pos [ screen_line_index - 1 ]
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 , State.left ) - 1
--? print('cursor pos is now '..tostring(State.cursor1.pos))
end
if Text.lt1 ( State.cursor1 , State.screen_top1 ) then
local top2 = Text.to2 ( State , State.screen_top1 )
top2 = Text.previous_screen_line ( State , top2 )
State.screen_top1 = Text.to1 ( State , top2 )
end
end
function Text . upB ( State )
local line_cache = State.line_cache [ State.cursor1 . line ]
local screen_line_starting_posB , screen_line_indexB = Text.pos_at_start_of_screen_lineB ( State , State.cursor1 )
assert ( screen_line_indexB >= 1 )
if screen_line_indexB == 1 then
-- move to A side of previous line
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local new_cursor_line = State.cursor1 . line
while new_cursor_line > 1 do
new_cursor_line = new_cursor_line - 1
if State.lines [ new_cursor_line ] . mode == ' text ' then
State.cursor1 = { line = State.cursor1 . line - 1 , posB = nil }
Text.populate_screen_line_starting_pos ( State , State.cursor1 . line )
local prev_line_cache = State.line_cache [ State.cursor1 . line ]
local prev_screen_line_starting_pos = prev_line_cache.screen_line_starting_pos [ # prev_line_cache.screen_line_starting_pos ]
local prev_screen_line_starting_byte_offset = Text.offset ( State.lines [ State.cursor1 . line ] . data , prev_screen_line_starting_pos )
local s = string.sub ( State.lines [ State.cursor1 . line ] . data , prev_screen_line_starting_byte_offset )
State.cursor1 . pos = prev_screen_line_starting_pos + Text.nearest_cursor_pos ( s , State.cursor_x , State.left ) - 1
break
end
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end
elseif screen_line_indexB == 2 then
-- all-B screen-line to potentially A+B screen-line
local xA = Margin_left + Text.screen_line_width ( State , State.cursor1 . line , # line_cache.screen_line_starting_pos ) + AB_padding
if State.cursor_x < xA then
State.cursor1 . posB = nil
Text.populate_screen_line_starting_pos ( State , State.cursor1 . line )
local new_screen_line_starting_pos = line_cache.screen_line_starting_pos [ # line_cache.screen_line_starting_pos ]
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 , State.left ) - 1
else
Text.populate_screen_line_starting_posB ( State , State.cursor1 . line )
local new_screen_line_starting_posB = line_cache.screen_line_starting_posB [ screen_line_indexB - 1 ]
local new_screen_line_starting_byte_offsetB = Text.offset ( State.lines [ State.cursor1 . line ] . dataB , new_screen_line_starting_posB )
local s = string.sub ( State.lines [ State.cursor1 . line ] . dataB , new_screen_line_starting_byte_offsetB )
State.cursor1 . posB = new_screen_line_starting_posB + Text.nearest_cursor_pos ( s , State.cursor_x - xA , State.left ) - 1
end
else
assert ( screen_line_indexB > 2 )
-- all-B screen-line to all-B screen-line
Text.populate_screen_line_starting_posB ( State , State.cursor1 . line )
local new_screen_line_starting_posB = line_cache.screen_line_starting_posB [ screen_line_indexB - 1 ]
local new_screen_line_starting_byte_offsetB = Text.offset ( State.lines [ State.cursor1 . line ] . dataB , new_screen_line_starting_posB )
local s = string.sub ( State.lines [ State.cursor1 . line ] . dataB , new_screen_line_starting_byte_offsetB )
State.cursor1 . posB = new_screen_line_starting_posB + Text.nearest_cursor_pos ( s , State.cursor_x , State.left ) - 1
end
if Text.lt1 ( State.cursor1 , State.screen_top1 ) then
local top2 = Text.to2 ( State , State.screen_top1 )
top2 = Text.previous_screen_line ( State , top2 )
State.screen_top1 = Text.to1 ( State , top2 )
end
end
-- cursor on final screen line (A or B side) => goes to next screen line on A side
-- cursor on A side => move down one screen line (A side) in current line
-- cursor on B side => move down one screen line (B side) in current line
function Text . down ( State )
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assert ( State.lines [ State.cursor1 . line ] . mode == ' text ' )
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--? print('down', State.cursor1.line, State.cursor1.pos, State.screen_top1.line, State.screen_top1.pos, State.screen_bottom1.line, State.screen_bottom1.pos)
if Text.cursor_at_final_screen_line ( State ) then
-- 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
new_cursor_line = new_cursor_line + 1
if State.lines [ new_cursor_line ] . mode == ' text ' then
State.cursor1 = {
line = new_cursor_line ,
pos = Text.nearest_cursor_pos ( State.lines [ new_cursor_line ] . data , State.cursor_x , State.left ) ,
}
--? print(State.cursor1.pos)
break
end
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end
if State.cursor1 . line > State.screen_bottom1 . line then
--? print('screen top before:', State.screen_top1.line, State.screen_top1.pos)
--? print('scroll up preserving cursor')
Text.snap_cursor_to_bottom_of_screen ( State )
--? print('screen top after:', State.screen_top1.line, State.screen_top1.pos)
end
elseif State.cursor1 . pos then
-- move down one screen line (A side) in current line
local scroll_down = Text.le1 ( State.screen_bottom1 , State.cursor1 )
--? print('cursor is NOT at final screen line of its line')
local screen_line_starting_pos , screen_line_index = Text.pos_at_start_of_screen_line ( State , State.cursor1 )
Text.populate_screen_line_starting_pos ( State , State.cursor1 . line )
local new_screen_line_starting_pos = State.line_cache [ State.cursor1 . line ] . screen_line_starting_pos [ screen_line_index + 1 ]
--? print('switching pos of screen line at cursor from '..tostring(screen_line_starting_pos)..' to '..tostring(new_screen_line_starting_pos))
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 , State.left ) - 1
--? print('cursor pos is now', State.cursor1.line, State.cursor1.pos)
if scroll_down then
--? print('scroll up preserving cursor')
Text.snap_cursor_to_bottom_of_screen ( State )
--? print('screen top after:', State.screen_top1.line, State.screen_top1.pos)
end
else
-- move down one screen line (B side) in current line
local scroll_down = false
if Text.le1 ( State.screen_bottom1 , State.cursor1 ) then
scroll_down = true
end
local cursor_line = State.lines [ State.cursor1 . line ]
local cursor_line_cache = State.line_cache [ State.cursor1 . line ]
local cursor2 = Text.to2 ( State , State.cursor1 )
assert ( cursor2.screen_lineB < # cursor_line_cache.screen_line_starting_posB )
local screen_line_starting_posB , screen_line_indexB = Text.pos_at_start_of_screen_lineB ( State , State.cursor1 )
Text.populate_screen_line_starting_posB ( State , State.cursor1 . line )
local new_screen_line_starting_posB = cursor_line_cache.screen_line_starting_posB [ screen_line_indexB + 1 ]
local new_screen_line_starting_byte_offsetB = Text.offset ( cursor_line.dataB , new_screen_line_starting_posB )
local s = string.sub ( cursor_line.dataB , new_screen_line_starting_byte_offsetB )
State.cursor1 . posB = new_screen_line_starting_posB + Text.nearest_cursor_pos ( s , State.cursor_x , State.left ) - 1
if scroll_down then
Text.snap_cursor_to_bottom_of_screen ( State )
end
end
--? print('=>', State.cursor1.line, State.cursor1.pos, State.screen_top1.line, State.screen_top1.pos, State.screen_bottom1.line, State.screen_bottom1.pos)
end
function Text . start_of_line ( State )
if State.cursor1 . pos then
State.cursor1 . pos = 1
else
State.cursor1 . posB = 1
end
if Text.lt1 ( State.cursor1 , State.screen_top1 ) then
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State.screen_top1 = { line = State.cursor1 . line , pos = State.cursor1 . pos , posB = State.cursor1 . posB } -- copy
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end
end
function Text . end_of_line ( State )
if State.cursor1 . pos then
State.cursor1 . pos = utf8.len ( State.lines [ State.cursor1 . line ] . data ) + 1
else
State.cursor1 . posB = utf8.len ( State.lines [ State.cursor1 . line ] . dataB ) + 1
end
if Text.cursor_out_of_screen ( State ) then
Text.snap_cursor_to_bottom_of_screen ( State )
end
end
function Text . word_left ( State )
-- we can cross the fold, so check side A/B one level down
Text.skip_whitespace_left ( State )
Text.left ( State )
Text.skip_non_whitespace_left ( State )
end
function Text . word_right ( State )
-- we can cross the fold, so check side A/B one level down
Text.skip_whitespace_right ( State )
Text.right ( State )
Text.skip_non_whitespace_right ( State )
if Text.cursor_out_of_screen ( State ) then
Text.snap_cursor_to_bottom_of_screen ( State )
end
end
function Text . skip_whitespace_left ( State )
if State.cursor1 . pos then
Text.skip_whitespace_leftA ( State )
else
Text.skip_whitespace_leftB ( State )
end
end
function Text . skip_non_whitespace_left ( State )
if State.cursor1 . pos then
Text.skip_non_whitespace_leftA ( State )
else
Text.skip_non_whitespace_leftB ( State )
end
end
function Text . skip_whitespace_leftA ( State )
while true do
if State.cursor1 . pos == 1 then
break
end
if Text.match ( State.lines [ State.cursor1 . line ] . data , State.cursor1 . pos - 1 , ' %S ' ) then
break
end
Text.left ( State )
end
end
function Text . skip_whitespace_leftB ( State )
while true do
if State.cursor1 . posB == 1 then
break
end
if Text.match ( State.lines [ State.cursor1 . line ] . dataB , State.cursor1 . posB - 1 , ' %S ' ) then
break
end
Text.left ( State )
end
end
function Text . skip_non_whitespace_leftA ( State )
while true do
if State.cursor1 . pos == 1 then
break
end
assert ( State.cursor1 . pos > 1 )
if Text.match ( State.lines [ State.cursor1 . line ] . data , State.cursor1 . pos - 1 , ' %s ' ) then
break
end
Text.left ( State )
end
end
function Text . skip_non_whitespace_leftB ( State )
while true do
if State.cursor1 . posB == 1 then
break
end
assert ( State.cursor1 . posB > 1 )
if Text.match ( State.lines [ State.cursor1 . line ] . dataB , State.cursor1 . posB - 1 , ' %s ' ) then
break
end
Text.left ( State )
end
end
function Text . skip_whitespace_right ( State )
if State.cursor1 . pos then
Text.skip_whitespace_rightA ( State )
else
Text.skip_whitespace_rightB ( State )
end
end
function Text . skip_non_whitespace_right ( State )
if State.cursor1 . pos then
Text.skip_non_whitespace_rightA ( State )
else
Text.skip_non_whitespace_rightB ( State )
end
end
function Text . skip_whitespace_rightA ( State )
while true do
if State.cursor1 . pos > utf8.len ( State.lines [ State.cursor1 . line ] . data ) then
break
end
if Text.match ( State.lines [ State.cursor1 . line ] . data , State.cursor1 . pos , ' %S ' ) then
break
end
Text.right_without_scroll ( State )
end
end
function Text . skip_whitespace_rightB ( State )
while true do
if State.cursor1 . posB > utf8.len ( State.lines [ State.cursor1 . line ] . dataB ) then
break
end
if Text.match ( State.lines [ State.cursor1 . line ] . dataB , State.cursor1 . posB , ' %S ' ) then
break
end
Text.right_without_scroll ( State )
end
end
function Text . skip_non_whitespace_rightA ( State )
while true do
if State.cursor1 . pos > utf8.len ( State.lines [ State.cursor1 . line ] . data ) then
break
end
if Text.match ( State.lines [ State.cursor1 . line ] . data , State.cursor1 . pos , ' %s ' ) then
break
end
Text.right_without_scroll ( State )
end
end
function Text . skip_non_whitespace_rightB ( State )
while true do
if State.cursor1 . posB > utf8.len ( State.lines [ State.cursor1 . line ] . dataB ) then
break
end
if Text.match ( State.lines [ State.cursor1 . line ] . dataB , State.cursor1 . posB , ' %s ' ) then
break
end
Text.right_without_scroll ( State )
end
end
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
function Text . left ( State )
if State.cursor1 . pos then
Text.leftA ( State )
else
Text.leftB ( State )
end
end
function Text . leftA ( State )
if State.cursor1 . pos > 1 then
State.cursor1 . pos = State.cursor1 . pos - 1
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else
local new_cursor_line = State.cursor1 . line
while new_cursor_line > 1 do
new_cursor_line = new_cursor_line - 1
if State.lines [ new_cursor_line ] . mode == ' text ' then
State.cursor1 = {
line = new_cursor_line ,
pos = utf8.len ( State.lines [ new_cursor_line ] . data ) + 1 ,
}
break
end
end
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end
if Text.lt1 ( State.cursor1 , State.screen_top1 ) then
local top2 = Text.to2 ( State , State.screen_top1 )
top2 = Text.previous_screen_line ( State , top2 )
State.screen_top1 = Text.to1 ( State , top2 )
end
end
function Text . leftB ( State )
if State.cursor1 . posB > 1 then
State.cursor1 . posB = State.cursor1 . posB - 1
else
-- overflow back into A side
State.cursor1 . posB = nil
State.cursor1 . pos = utf8.len ( State.lines [ State.cursor1 . line ] . data ) + 1
end
if Text.lt1 ( State.cursor1 , State.screen_top1 ) then
local top2 = Text.to2 ( State , State.screen_top1 )
top2 = Text.previous_screen_line ( State , top2 )
State.screen_top1 = Text.to1 ( State , top2 )
end
end
function Text . right ( State )
Text.right_without_scroll ( State )
if Text.cursor_out_of_screen ( State ) then
Text.snap_cursor_to_bottom_of_screen ( State )
end
end
function Text . right_without_scroll ( State )
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assert ( State.lines [ State.cursor1 . line ] . mode == ' text ' )
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if State.cursor1 . pos then
Text.right_without_scrollA ( State )
else
Text.right_without_scrollB ( State )
end
end
function Text . right_without_scrollA ( State )
if State.cursor1 . pos <= utf8.len ( State.lines [ State.cursor1 . line ] . data ) then
State.cursor1 . pos = State.cursor1 . pos + 1
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else
local new_cursor_line = State.cursor1 . line
while new_cursor_line <= # State.lines - 1 do
new_cursor_line = new_cursor_line + 1
if State.lines [ new_cursor_line ] . mode == ' text ' then
State.cursor1 = { line = new_cursor_line , pos = 1 }
break
end
end
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end
end
function Text . right_without_scrollB ( State )
if State.cursor1 . posB <= utf8.len ( State.lines [ State.cursor1 . line ] . dataB ) then
State.cursor1 . posB = State.cursor1 . posB + 1
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else
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-- overflow back into A side
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local new_cursor_line = State.cursor1 . line
while new_cursor_line <= # State.lines - 1 do
new_cursor_line = new_cursor_line + 1
if State.lines [ new_cursor_line ] . mode == ' text ' then
State.cursor1 = { line = new_cursor_line , pos = 1 }
break
end
end
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end
end
function Text . pos_at_start_of_screen_line ( State , loc1 )
Text.populate_screen_line_starting_pos ( State , loc1.line )
local line_cache = State.line_cache [ loc1.line ]
for i =# line_cache.screen_line_starting_pos , 1 , - 1 do
local spos = line_cache.screen_line_starting_pos [ i ]
if spos <= loc1.pos then
return spos , i
end
end
assert ( false )
end
function Text . pos_at_start_of_screen_lineB ( State , loc1 )
Text.populate_screen_line_starting_pos ( State , loc1.line )
local line_cache = State.line_cache [ loc1.line ]
local x = Margin_left + Text.screen_line_width ( State , loc1.line , # line_cache.screen_line_starting_pos ) + AB_padding
Text.populate_screen_line_starting_posB ( State , loc1.line , x )
for i =# line_cache.screen_line_starting_posB , 1 , - 1 do
local sposB = line_cache.screen_line_starting_posB [ i ]
if sposB <= loc1.posB then
return sposB , i
end
end
assert ( false )
end
function Text . cursor_at_final_screen_line ( State )
Text.populate_screen_line_starting_pos ( State , State.cursor1 . line )
local line = State.lines [ State.cursor1 . line ]
local screen_lines = State.line_cache [ State.cursor1 . line ] . screen_line_starting_pos
--? print(screen_lines[#screen_lines], State.cursor1.pos)
if ( not State.expanded and not line.expanded ) or
line.dataB == nil then
return screen_lines [ # screen_lines ] <= State.cursor1 . pos
end
if State.cursor1 . pos then
-- ignore B side
return screen_lines [ # screen_lines ] <= State.cursor1 . pos
end
assert ( State.cursor1 . posB )
local line_cache = State.line_cache [ State.cursor1 . line ]
local x = Margin_left + Text.screen_line_width ( State , State.cursor1 . line , # line_cache.screen_line_starting_pos ) + AB_padding
Text.populate_screen_line_starting_posB ( State , State.cursor1 . line , x )
local screen_lines = State.line_cache [ State.cursor1 . line ] . screen_line_starting_posB
return screen_lines [ # screen_lines ] <= State.cursor1 . posB
end
function Text . move_cursor_down_to_next_text_line_while_scrolling_again_if_necessary ( State )
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local y = State.top
while State.cursor1 . line <= # State.lines do
if State.lines [ State.cursor1 . line ] . mode == ' text ' then
break
end
--? print('cursor skips', State.cursor1.line)
y = y + Drawing_padding_height + Drawing.pixels ( State.lines [ State.cursor1 . line ] . h , State.width )
State.cursor1 . line = State.cursor1 . line + 1
end
-- hack: insert a text line at bottom of file if necessary
if State.cursor1 . line > # State.lines then
assert ( State.cursor1 . line == # State.lines + 1 )
table.insert ( State.lines , { mode = ' text ' , data = ' ' } )
table.insert ( State.line_cache , { } )
end
--? print(y, App.screen.height, App.screen.height-State.line_height)
if y > App.screen . height - State.line_height then
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--? print('scroll up')
Text.snap_cursor_to_bottom_of_screen ( State )
end
end
-- should never modify State.cursor1
function Text . snap_cursor_to_bottom_of_screen ( State )
--? print('to2:', State.cursor1.line, State.cursor1.pos, State.cursor1.posB)
local top2 = Text.to2 ( State , State.cursor1 )
--? print('to2: =>', top2.line, top2.screen_line, top2.screen_pos, top2.screen_lineB, top2.screen_posB)
-- slide to start of screen line
if top2.screen_pos then
top2.screen_pos = 1
else
assert ( top2.screen_posB )
top2.screen_posB = 1
end
--? print('snap', State.screen_top1.line, State.screen_top1.pos, State.screen_top1.posB, State.cursor1.line, State.cursor1.pos, State.cursor1.posB, State.screen_bottom1.line, State.screen_bottom1.pos, State.screen_bottom1.posB)
--? print('cursor pos '..tostring(State.cursor1.pos)..' is on the #'..tostring(top2.screen_line)..' screen line down')
local y = App.screen . height - State.line_height
-- duplicate some logic from love.draw
while true do
--? print(y, 'top2:', State.lines[top2.line].data, top2.line, top2.screen_line, top2.screen_pos, top2.screen_lineB, top2.screen_posB)
if top2.line == 1 and top2.screen_line == 1 then break end
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if top2.screen_line > 1 or State.lines [ top2.line - 1 ] . mode == ' text ' then
local h = State.line_height
if y - h < State.top then
break
end
y = y - h
else
assert ( top2.line > 1 )
assert ( State.lines [ top2.line - 1 ] . mode == ' drawing ' )
-- We currently can't draw partial drawings, so either skip it entirely
-- or not at all.
local h = Drawing_padding_height + Drawing.pixels ( State.lines [ top2.line - 1 ] . h , State.width )
if y - h < State.top then
break
end
--? print('skipping drawing of height', h)
y = y - h
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end
top2 = Text.previous_screen_line ( State , top2 )
end
--? print('top2 finally:', top2.line, top2.screen_line, top2.screen_pos)
State.screen_top1 = Text.to1 ( State , top2 )
--? print('top1 finally:', State.screen_top1.line, State.screen_top1.pos)
--? print('snap =>', State.screen_top1.line, State.screen_top1.pos, State.screen_top1.posB, State.cursor1.line, State.cursor1.pos, State.cursor1.posB, State.screen_bottom1.line, State.screen_bottom1.pos, State.screen_bottom1.posB)
Text.redraw_all ( State ) -- if we're scrolling, reclaim all fragments to avoid memory leaks
end
function Text . in_line ( State , line_index , x , y )
local line = State.lines [ line_index ]
local line_cache = State.line_cache [ line_index ]
if line_cache.starty == nil then return false end -- outside current page
if y < line_cache.starty then return false end
local num_screen_lines = 0
if line_cache.startpos then
Text.populate_screen_line_starting_pos ( State , line_index )
num_screen_lines = num_screen_lines + # line_cache.screen_line_starting_pos - Text.screen_line_index ( line_cache.screen_line_starting_pos , line_cache.startpos ) + 1
end
--? print('#screenlines after A', num_screen_lines)
if line.dataB and ( State.expanded or line.expanded ) then
local x = Margin_left + Text.screen_line_width ( State , line_index , # line_cache.screen_line_starting_pos ) + AB_padding
Text.populate_screen_line_starting_posB ( State , line_index , x )
--? print('B:', x, #line_cache.screen_line_starting_posB)
if line_cache.startposB then
num_screen_lines = num_screen_lines + # line_cache.screen_line_starting_posB - Text.screen_line_indexB ( line_cache.screen_line_starting_posB , line_cache.startposB ) -- no +1; first screen line of B side overlaps with A side
else
num_screen_lines = num_screen_lines + # line_cache.screen_line_starting_posB - Text.screen_line_indexB ( line_cache.screen_line_starting_posB , 1 ) -- no +1; first screen line of B side overlaps with A side
end
end
--? print('#screenlines after B', num_screen_lines)
return y < line_cache.starty + State.line_height * num_screen_lines
end
-- convert mx,my in pixels to schema-1 coordinates
-- returns: pos, posB
-- scenarios:
-- line without B side
-- line with B side collapsed
-- line with B side expanded
-- line starting rendering in A side (startpos ~= nil)
-- line starting rendering in B side (startposB ~= nil)
-- my on final screen line of A side
-- mx to right of A side with no B side
-- mx to right of A side but left of B side
-- mx to right of B side
-- preconditions:
-- startpos xor startposB
-- expanded -> dataB
function Text . to_pos_on_line ( State , line_index , mx , my )
local line = State.lines [ line_index ]
local line_cache = State.line_cache [ line_index ]
assert ( my >= line_cache.starty )
-- duplicate some logic from Text.draw
local y = line_cache.starty
--? print('click', line_index, my, 'with line starting at', y, #line_cache.screen_line_starting_pos) -- , #line_cache.screen_line_starting_posB)
if line_cache.startpos then
local start_screen_line_index = Text.screen_line_index ( line_cache.screen_line_starting_pos , line_cache.startpos )
for screen_line_index = start_screen_line_index , # line_cache.screen_line_starting_pos do
local screen_line_starting_pos = line_cache.screen_line_starting_pos [ screen_line_index ]
local screen_line_starting_byte_offset = Text.offset ( line.data , screen_line_starting_pos )
--? print('iter', y, screen_line_index, screen_line_starting_pos, string.sub(line.data, screen_line_starting_byte_offset))
local nexty = y + State.line_height
if my < nexty then
-- 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.)
if screen_line_index < # line_cache.screen_line_starting_pos and mx > State.left + Text.screen_line_width ( State , line_index , screen_line_index ) then
--? print('past end of non-final line; return')
return line_cache.screen_line_starting_pos [ screen_line_index + 1 ] - 1
end
local s = string.sub ( line.data , screen_line_starting_byte_offset )
--? print('return', mx, Text.nearest_cursor_pos(s, mx, State.left), '=>', screen_line_starting_pos + Text.nearest_cursor_pos(s, mx, State.left) - 1)
local screen_line_posA = Text.nearest_cursor_pos ( s , mx , State.left )
if line.dataB == nil then
-- no B side
return screen_line_starting_pos + screen_line_posA - 1
end
if not State.expanded and not line.expanded then
-- B side is not expanded
return screen_line_starting_pos + screen_line_posA - 1
end
local lenA = utf8.len ( s )
if screen_line_posA < lenA then
-- mx is within A side
return screen_line_starting_pos + screen_line_posA - 1
end
local max_xA = State.left + Text.x ( s , lenA + 1 )
if mx < max_xA + AB_padding then
-- mx is in the space between A and B side
return screen_line_starting_pos + screen_line_posA - 1
end
mx = mx - max_xA - AB_padding
local screen_line_posB = Text.nearest_cursor_pos ( line.dataB , mx , --[[no left margin]] 0 )
return nil , screen_line_posB
end
y = nexty
end
end
-- look in screen lines composed entirely of the B side
assert ( State.expanded or line.expanded )
local start_screen_line_indexB
if line_cache.startposB then
start_screen_line_indexB = Text.screen_line_indexB ( line_cache.screen_line_starting_posB , line_cache.startposB )
else
start_screen_line_indexB = 2 -- skip the first line of side B, which we checked above
end
for screen_line_indexB = start_screen_line_indexB , # line_cache.screen_line_starting_posB do
local screen_line_starting_posB = line_cache.screen_line_starting_posB [ screen_line_indexB ]
local screen_line_starting_byte_offsetB = Text.offset ( line.dataB , screen_line_starting_posB )
--? print('iter2', y, screen_line_indexB, screen_line_starting_posB, string.sub(line.dataB, screen_line_starting_byte_offsetB))
local nexty = y + State.line_height
if my < nexty then
-- 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.)
--? print('aa', mx, State.left, Text.screen_line_widthB(State, line_index, screen_line_indexB))
if screen_line_indexB < # line_cache.screen_line_starting_posB and mx > State.left + Text.screen_line_widthB ( State , line_index , screen_line_indexB ) then
--? print('past end of non-final line; return')
return nil , line_cache.screen_line_starting_posB [ screen_line_indexB + 1 ] - 1
end
local s = string.sub ( line.dataB , screen_line_starting_byte_offsetB )
--? print('return', mx, Text.nearest_cursor_pos(s, mx, State.left), '=>', screen_line_starting_posB + Text.nearest_cursor_pos(s, mx, State.left) - 1)
return nil , screen_line_starting_posB + Text.nearest_cursor_pos ( s , mx , State.left ) - 1
end
y = nexty
end
assert ( false )
end
function Text . screen_line_width ( State , line_index , i )
local line = State.lines [ line_index ]
local line_cache = State.line_cache [ line_index ]
local start_pos = line_cache.screen_line_starting_pos [ i ]
local start_offset = Text.offset ( line.data , start_pos )
local screen_line
if i < # line_cache.screen_line_starting_pos then
local past_end_pos = line_cache.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
function Text . screen_line_widthB ( State , line_index , i )
local line = State.lines [ line_index ]
local line_cache = State.line_cache [ line_index ]
local start_posB = line_cache.screen_line_starting_posB [ i ]
local start_offsetB = Text.offset ( line.dataB , start_posB )
local screen_line
if i < # line_cache.screen_line_starting_posB then
--? print('non-final', i)
local past_end_posB = line_cache.screen_line_starting_posB [ i + 1 ]
local past_end_offsetB = Text.offset ( line.dataB , past_end_posB )
--? print('between', start_offsetB, past_end_offsetB)
screen_line = string.sub ( line.dataB , start_offsetB , past_end_offsetB - 1 )
else
--? print('final', i)
--? print('after', start_offsetB)
screen_line = string.sub ( line.dataB , start_offsetB )
end
local screen_line_text = App.newText ( love.graphics . getFont ( ) , screen_line )
--? local result = App.width(screen_line_text)
--? print('=>', result)
--? return result
return App.width ( screen_line_text )
end
function Text . screen_line_index ( screen_line_starting_pos , pos )
for i = # screen_line_starting_pos , 1 , - 1 do
if screen_line_starting_pos [ i ] <= pos then
return i
end
end
end
function Text . screen_line_indexB ( screen_line_starting_posB , posB )
if posB == nil then
return 0
end
assert ( screen_line_starting_posB )
for i = # screen_line_starting_posB , 1 , - 1 do
if screen_line_starting_posB [ i ] <= posB then
return i
end
end
end
-- convert x pixel coordinate to pos
-- oblivious to wrapping
-- result: 1 to len+1
function Text . nearest_cursor_pos ( line , x , left )
if x < left then
return 1
end
local len = utf8.len ( line )
local max_x = left + Text.x ( line , len + 1 )
if x > max_x then
return len + 1
end
local leftpos , rightpos = 1 , len + 1
--? print('-- nearest', x)
while true do
--? print('nearest', x, '^'..line..'$', leftpos, rightpos)
if leftpos == rightpos then
return leftpos
end
local curr = math.floor ( ( leftpos + rightpos ) / 2 )
local currxmin = left + Text.x ( line , curr )
local currxmax = left + Text.x ( line , curr + 1 )
--? print('nearest', x, leftpos, rightpos, curr, currxmin, currxmax)
if currxmin <= x and x < currxmax then
if x - currxmin < currxmax - x then
return curr
else
return curr + 1
end
end
if leftpos >= rightpos - 1 then
return rightpos
end
if currxmin > x then
rightpos = curr
else
leftpos = curr
end
end
assert ( false )
end
-- return the nearest index of line (in utf8 code points) which lies entirely
-- within x pixels of the left margin
-- result: 0 to len+1
function Text . nearest_pos_less_than ( line , x )
--? print('', '-- nearest_pos_less_than', line, x)
local len = utf8.len ( line )
local max_x = Text.x_after ( line , len )
if x > max_x then
return len + 1
end
local left , right = 0 , len + 1
while true do
local curr = math.floor ( ( left + right ) / 2 )
local currxmin = Text.x_after ( line , curr + 1 )
local currxmax = Text.x_after ( line , curr + 2 )
--? print('', x, left, right, curr, currxmin, currxmax)
if currxmin <= x and x < currxmax then
return curr
end
if left >= right - 1 then
return left
end
if currxmin > x then
right = curr
else
left = curr
end
end
assert ( false )
end
function Text . x_after ( s , pos )
local offset = Text.offset ( s , math.min ( pos + 1 , # s + 1 ) )
local s_before = s : sub ( 1 , offset - 1 )
--? print('^'..s_before..'$')
local text_before = App.newText ( love.graphics . getFont ( ) , s_before )
return App.width ( text_before )
end
function Text . x ( s , pos )
local offset = Text.offset ( s , pos )
local s_before = s : sub ( 1 , offset - 1 )
local text_before = App.newText ( love.graphics . getFont ( ) , s_before )
return App.width ( text_before )
end
function Text . to2 ( State , loc1 )
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if State.lines [ loc1.line ] . mode == ' drawing ' then
return { line = loc1.line , screen_line = 1 , screen_pos = 1 }
end
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if loc1.pos then
return Text.to2A ( State , loc1 )
else
return Text.to2B ( State , loc1 )
end
end
function Text . to2A ( State , loc1 )
local result = { line = loc1.line }
local line_cache = State.line_cache [ loc1.line ]
Text.populate_screen_line_starting_pos ( State , loc1.line )
for i =# line_cache.screen_line_starting_pos , 1 , - 1 do
local spos = line_cache.screen_line_starting_pos [ i ]
if spos <= loc1.pos then
result.screen_line = i
result.screen_pos = loc1.pos - spos + 1
break
end
end
assert ( result.screen_pos )
return result
end
function Text . to2B ( State , loc1 )
local result = { line = loc1.line }
local line_cache = State.line_cache [ loc1.line ]
Text.populate_screen_line_starting_pos ( State , loc1.line )
local x = Margin_left + Text.screen_line_width ( State , loc1.line , # line_cache.screen_line_starting_pos ) + AB_padding
Text.populate_screen_line_starting_posB ( State , loc1.line , x )
for i =# line_cache.screen_line_starting_posB , 1 , - 1 do
local sposB = line_cache.screen_line_starting_posB [ i ]
if sposB <= loc1.posB then
result.screen_lineB = i
result.screen_posB = loc1.posB - sposB + 1
break
end
end
assert ( result.screen_posB )
return result
end
function Text . to1 ( State , loc2 )
if loc2.screen_pos then
return Text.to1A ( State , loc2 )
else
return Text.to1B ( State , loc2 )
end
end
function Text . to1A ( State , loc2 )
local result = { line = loc2.line , pos = loc2.screen_pos }
if loc2.screen_line > 1 then
result.pos = State.line_cache [ loc2.line ] . screen_line_starting_pos [ loc2.screen_line ] + loc2.screen_pos - 1
end
return result
end
function Text . to1B ( State , loc2 )
local result = { line = loc2.line , posB = loc2.screen_posB }
if loc2.screen_lineB > 1 then
result.posB = State.line_cache [ loc2.line ] . screen_line_starting_posB [ loc2.screen_lineB ] + loc2.screen_posB - 1
end
return result
end
function Text . lt1 ( a , b )
if a.line < b.line then
return true
end
if a.line > b.line then
return false
end
-- A side < B side
if a.pos and not b.pos then
return true
end
if not a.pos and b.pos then
return false
end
if a.pos then
return a.pos < b.pos
else
return a.posB < b.posB
end
end
function Text . le1 ( a , b )
return eq ( a , b ) or Text.lt1 ( a , b )
end
function Text . offset ( s , pos1 )
if pos1 == 1 then return 1 end
local result = utf8.offset ( s , pos1 )
if result == nil then
print ( pos1 , # s , s )
end
assert ( result )
return result
end
function Text . previous_screen_line ( State , loc2 )
if loc2.screen_pos then
return Text.previous_screen_lineA ( State , loc2 )
else
return Text.previous_screen_lineB ( State , loc2 )
end
end
function Text . previous_screen_lineA ( State , loc2 )
if loc2.screen_line > 1 then
return { line = loc2.line , screen_line = loc2.screen_line - 1 , screen_pos = 1 }
elseif loc2.line == 1 then
return loc2
else
Text.populate_screen_line_starting_pos ( State , loc2.line - 1 )
if State.lines [ loc2.line - 1 ] . dataB == nil or
( not State.expanded and not State.lines [ loc2.line - 1 ] . expanded ) then
--? print('c1', loc2.line-1, State.lines[loc2.line-1].data, '==', State.lines[loc2.line-1].dataB, State.line_cache[loc2.line-1].fragmentsB)
return { line = loc2.line - 1 , screen_line =# State.line_cache [ loc2.line - 1 ] . screen_line_starting_pos , screen_pos = 1 }
end
-- try to switch to B
local prev_line_cache = State.line_cache [ loc2.line - 1 ]
local x = Margin_left + Text.screen_line_width ( State , loc2.line - 1 , # prev_line_cache.screen_line_starting_pos ) + AB_padding
Text.populate_screen_line_starting_posB ( State , loc2.line - 1 , x )
local screen_line_starting_posB = State.line_cache [ loc2.line - 1 ] . screen_line_starting_posB
--? print('c', loc2.line-1, State.lines[loc2.line-1].data, '==', State.lines[loc2.line-1].dataB, '==', #screen_line_starting_posB, 'starting from x', x)
if # screen_line_starting_posB > 1 then
--? print('c2')
return { line = loc2.line - 1 , screen_lineB =# State.line_cache [ loc2.line - 1 ] . screen_line_starting_posB , screen_posB = 1 }
else
--? print('c3')
-- if there's only one screen line, assume it overlaps with A, so remain in A
return { line = loc2.line - 1 , screen_line =# State.line_cache [ loc2.line - 1 ] . screen_line_starting_pos , screen_pos = 1 }
end
end
end
function Text . previous_screen_lineB ( State , loc2 )
if loc2.screen_lineB > 2 then -- first screen line of B side overlaps with A side
return { line = loc2.line , screen_lineB = loc2.screen_lineB - 1 , screen_posB = 1 }
else
-- switch to A side
-- TODO: handle case where fold lands precisely at end of a new screen-line
return { line = loc2.line , screen_line =# State.line_cache [ loc2.line ] . screen_line_starting_pos , screen_pos = 1 }
end
end
-- resize helper
function Text . tweak_screen_top_and_cursor ( State )
if State.screen_top1 . pos == 1 then return end
Text.populate_screen_line_starting_pos ( State , State.screen_top1 . line )
local line = State.lines [ State.screen_top1 . line ]
local line_cache = State.line_cache [ State.screen_top1 . line ]
for i = 2 , # line_cache.screen_line_starting_pos do
local pos = line_cache.screen_line_starting_pos [ i ]
if pos == State.screen_top1 . pos then
break
end
if pos > State.screen_top1 . pos then
-- make sure screen top is at start of a screen line
local prev = line_cache.screen_line_starting_pos [ i - 1 ]
if State.screen_top1 . pos - prev < pos - State.screen_top1 . pos then
State.screen_top1 . pos = prev
else
State.screen_top1 . pos = pos
end
break
end
end
-- make sure cursor is on screen
if Text.lt1 ( State.cursor1 , State.screen_top1 ) then
State.cursor1 = { line = State.screen_top1 . line , pos = State.screen_top1 . pos }
elseif State.cursor1 . line >= State.screen_bottom1 . line then
--? print('too low')
if Text.cursor_out_of_screen ( State ) then
--? print('tweak')
local pos , posB = Text.to_pos_on_line ( State , State.screen_bottom1 . line , State.right - 5 , App.screen . height - 5 )
State.cursor1 = { line = State.screen_bottom1 . line , pos = pos , posB = posB }
end
end
end
-- slightly expensive since it redraws the screen
function Text . cursor_out_of_screen ( State )
App.draw ( )
return State.cursor_y == nil
-- this approach is cheaper and almost works, except on the final screen
-- where file ends above bottom of screen
--? local botpos = Text.pos_at_start_of_screen_line(State, State.cursor1)
--? local botline1 = {line=State.cursor1.line, pos=botpos}
--? return Text.lt1(State.screen_bottom1, botline1)
end
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function source . link_exists ( State , filename )
if State.link_cache == nil then
State.link_cache = { }
end
if State.link_cache [ filename ] == nil then
State.link_cache [ filename ] = file_exists ( filename )
end
return State.link_cache [ filename ]
end
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function Text . redraw_all ( State )
--? print('clearing fragments')
State.line_cache = { }
for i = 1 , # State.lines do
State.line_cache [ i ] = { }
end
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State.link_cache = { }
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end
function Text . clear_screen_line_cache ( State , line_index )
State.line_cache [ line_index ] . fragments = nil
State.line_cache [ line_index ] . fragmentsB = nil
State.line_cache [ line_index ] . screen_line_starting_pos = nil
State.line_cache [ line_index ] . screen_line_starting_posB = nil
end
function trim ( s )
return s : gsub ( ' ^%s+ ' , ' ' ) : gsub ( ' %s+$ ' , ' ' )
end
function ltrim ( s )
return s : gsub ( ' ^%s+ ' , ' ' )
end
function rtrim ( s )
return s : gsub ( ' %s+$ ' , ' ' )
end
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function starts_with ( s , sub )
return s : find ( sub , 1 , --[[no escapes]] true ) == 1
end
function ends_with ( s , sub )
return s : reverse ( ) : find ( sub : reverse ( ) , 1 , --[[no escapes]] true ) == 1
end