-- 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 function Text.draw(State, line_index, y, startpos, startposB, hide_cursor) 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 if not hide_cursor and not State.search_term then 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 if not hide_cursor and not State.search_term then --? 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..'$') local screen_line_starting_pos = startpos Text.compute_fragments(State, line_index) local pos = 1 initialize_color() for _, f in ipairs(line_cache.fragments) do App.color(Text_color) local frag, frag_text = f.data, f.text select_color(frag) local frag_len = utf8.len(frag) --? print('text.draw:', frag, 'at', line_index,pos, 'after', x,y) if pos < startpos then -- render nothing --? print('skipping', frag) else -- render fragment local frag_width = App.width(frag_text) if x + frag_width > State.right then assert(x > State.left) -- no overfull lines y = y + State.line_height if y + State.line_height > App.screen.height then return --[[screen filled]] true, x,y, pos, screen_line_starting_pos end screen_line_starting_pos = pos x = State.left end if State.selection1.line then local lo, hi = Text.clip_selection(State, line_index, pos, pos+frag_len) Text.draw_highlight(State, line, x,y, pos, lo,hi) end -- Make [[WikiWords]] (single word, all in one screen line) clickable. local trimmed_word = rtrim(frag) -- compute_fragments puts whitespace at the end if starts_with(trimmed_word, '[[') and ends_with(trimmed_word, ']]') then local filename = trimmed_word:gsub('^..(.*)..$', '%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 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 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 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] if line.mode ~= 'text' then return end 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] if line.mode ~= 'text' then return end 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) --? print('chord', chord, State.selection1.line, State.selection1.pos) --== shortcuts that mutate text if chord == 'return' then local before_line = State.cursor1.line local before = snapshot(State, before_line) Text.insert_return(State) State.selection1 = {} 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 if State.selection1.line then Text.delete_selection(State, State.left, State.right) schedule_save(State) return end 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) 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 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 if State.selection1.line then Text.delete_selection(State, State.left, State.right) schedule_save(State) return end 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 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 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) State.selection1 = {} elseif chord == 'right' then Text.right(State) State.selection1 = {} elseif chord == 'S-left' then if State.selection1.line == nil then State.selection1 = {line=State.cursor1.line, pos=State.cursor1.pos, posB=State.cursor1.posB} end Text.left(State) elseif chord == 'S-right' then if State.selection1.line == nil then State.selection1 = {line=State.cursor1.line, pos=State.cursor1.pos, posB=State.cursor1.posB} end Text.right(State) -- C- hotkeys reserved for drawings, so we'll use M- elseif chord == 'M-left' then Text.word_left(State) State.selection1 = {} elseif chord == 'M-right' then Text.word_right(State) State.selection1 = {} elseif chord == 'M-S-left' then if State.selection1.line == nil then State.selection1 = {line=State.cursor1.line, pos=State.cursor1.pos, posB=State.cursor1.posB} end Text.word_left(State) elseif chord == 'M-S-right' then if State.selection1.line == nil then State.selection1 = {line=State.cursor1.line, pos=State.cursor1.pos, posB=State.cursor1.posB} end Text.word_right(State) elseif chord == 'home' then Text.start_of_line(State) State.selection1 = {} elseif chord == 'end' then Text.end_of_line(State) State.selection1 = {} elseif chord == 'S-home' then if State.selection1.line == nil then State.selection1 = {line=State.cursor1.line, pos=State.cursor1.pos, posB=State.cursor1.posB} end Text.start_of_line(State) elseif chord == 'S-end' then if State.selection1.line == nil then State.selection1 = {line=State.cursor1.line, pos=State.cursor1.pos, posB=State.cursor1.posB} end Text.end_of_line(State) elseif chord == 'up' then Text.up(State) State.selection1 = {} elseif chord == 'down' then Text.down(State) State.selection1 = {} elseif chord == 'S-up' then if State.selection1.line == nil then State.selection1 = {line=State.cursor1.line, pos=State.cursor1.pos, posB=State.cursor1.posB} end Text.up(State) elseif chord == 'S-down' then if State.selection1.line == nil then State.selection1 = {line=State.cursor1.line, pos=State.cursor1.pos, posB=State.cursor1.posB} end Text.down(State) elseif chord == 'pageup' then Text.pageup(State) State.selection1 = {} elseif chord == 'pagedown' then Text.pagedown(State) State.selection1 = {} elseif chord == 'S-pageup' then if State.selection1.line == nil then State.selection1 = {line=State.cursor1.line, pos=State.cursor1.pos, posB=State.cursor1.posB} end Text.pageup(State) elseif chord == 'S-pagedown' then if State.selection1.line == nil then State.selection1 = {line=State.cursor1.line, pos=State.cursor1.pos, posB=State.cursor1.posB} end 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) 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}) 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 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 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 State.screen_top1 = {line=State.screen_bottom1.line, pos=State.screen_bottom1.pos, posB=State.screen_bottom1.posB} 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) assert(State.lines[State.cursor1.line].mode == 'text') 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 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 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 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 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) assert(State.lines[State.cursor1.line].mode == 'text') --? print('down', State.cursor1.line, State.cursor1.pos, State.screen_top1.line, State.screen_top1.pos, State.screen_bottom1.line, State.screen_bottom1.pos) 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') 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 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 State.screen_top1 = {line=State.cursor1.line, pos=State.cursor1.pos, posB=State.cursor1.posB} -- copy 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 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 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) assert(State.lines[State.cursor1.line].mode == 'text') 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 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 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 else -- overflow back into A side 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 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) 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 --? 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 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 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) if State.lines[loc1.line].mode == 'drawing' then return {line=loc1.line, screen_line=1, screen_pos=1} end 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 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 function Text.redraw_all(State) --? print('clearing fragments') State.line_cache = {} for i=1,#State.lines do State.line_cache[i] = {} end State.link_cache = {} 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 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