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-- text editor, particularly text drawing, horizontal wrap, vertical scrolling
Text = { }
-- draw a line starting from startpos to screen at y between State.left and State.right
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-- return y for the next line, and position of start of final screen line drawn
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function Text . draw ( State , line_index , y , startpos , hide_cursor , show_line_numbers )
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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
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-- wrap long lines
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local final_screen_line_starting_pos = startpos -- track value to return
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Text.populate_screen_line_starting_pos ( State , line_index )
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Text.populate_link_offsets ( State , line_index )
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if show_line_numbers then
App.color ( Line_number_color )
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love.graphics . print ( line_index , State.left - Line_number_width * State.font : getWidth ( ' m ' ) + 10 , y )
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end
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initialize_color ( )
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assert ( # line_cache.screen_line_starting_pos >= 1 , ' line cache missing screen line info ' )
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for i = 1 , # line_cache.screen_line_starting_pos do
local pos = line_cache.screen_line_starting_pos [ i ]
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if pos < startpos then
-- render nothing
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--? print('skipping', screen_line)
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else
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final_screen_line_starting_pos = pos
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local screen_line = Text.screen_line ( line , line_cache , i )
--? print('text.draw:', screen_line, 'at', line_index,pos, 'after', x,y)
local frag_len = utf8.len ( screen_line )
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-- render any highlights
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for _ , link_offsets in ipairs ( line_cache.link_offsets ) do
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-- render link decorations
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local s , e , filename = unpack ( link_offsets )
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local lo , hi = Text.clip_wikiword_with_screen_line ( State.font , line , line_cache , i , s , e )
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if lo then
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button ( State , ' link ' , { x = State.left + lo , y = y , w = hi - lo , h = State.line_height ,
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icon = icon.hyperlink_decoration ,
onpress1 = function ( )
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if file_exists ( filename ) then
source.switch_to_file ( filename )
end
end ,
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} )
end
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 , State.left , y , pos , lo , hi )
end
if not hide_cursor and line_index == State.cursor1 . line then
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-- render search highlight or cursor
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if State.search_term then
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local data = State.lines [ State.cursor1 . line ] . data
local cursor_offset = Text.offset ( data , State.cursor1 . pos )
if data : sub ( cursor_offset , cursor_offset +# State.search_term - 1 ) == State.search_term then
local save_selection = State.selection1
State.selection1 = { line = line_index , pos = State.cursor1 . pos + utf8.len ( State.search_term ) }
local lo , hi = Text.clip_selection ( State , line_index , pos , pos + frag_len )
Text.draw_highlight ( State , line , State.left , y , pos , lo , hi )
State.selection1 = save_selection
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end
elseif Focus == ' edit ' then
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if pos <= State.cursor1 . pos and pos + frag_len > State.cursor1 . pos then
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Text.draw_cursor ( State , State.left + Text.x ( State.font , screen_line , State.cursor1 . pos - pos + 1 ) , y )
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elseif pos + frag_len == State.cursor1 . pos then
-- Show cursor at end of line.
-- This place also catches end of wrapping screen lines. That doesn't seem worth distinguishing.
-- It seems useful to see a cursor whether your eye is on the left or right margin.
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Text.draw_cursor ( State , State.left + Text.x ( State.font , screen_line , State.cursor1 . pos - pos + 1 ) , y )
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end
end
end
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-- render colorized text
local x = State.left
for frag in screen_line : gmatch ( ' %S*%s* ' ) do
select_color ( frag )
App.screen . print ( frag , x , y )
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x = x + State.font : getWidth ( frag )
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end
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y = y + State.line_height
if y >= App.screen . height then
break
end
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end
end
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return y , final_screen_line_starting_pos
end
function Text . screen_line ( line , line_cache , i )
local pos = line_cache.screen_line_starting_pos [ i ]
local offset = Text.offset ( line.data , pos )
if i >= # line_cache.screen_line_starting_pos then
return line.data : sub ( offset )
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end
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local endpos = line_cache.screen_line_starting_pos [ i + 1 ] - 1
local end_offset = Text.offset ( line.data , endpos )
return line.data : sub ( offset , end_offset )
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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
line_cache.screen_line_starting_pos = { 1 }
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local x = 0
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local pos = 1
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-- try to wrap at word boundaries
for frag in line.data : gmatch ( ' %S*%s* ' ) do
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local frag_width = State.font : getWidth ( frag )
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--? print('-- frag:', frag, pos, x, frag_width, State.width)
while x + frag_width > State.width do
--? print('frag:', frag, pos, x, frag_width, State.width)
if x < 0.8 * State.width then
-- long word; chop it at some letter
-- We're not going to reimplement TeX here.
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local bpos = Text.nearest_pos_less_than ( State.font , frag , State.width - x )
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if x == 0 and bpos == 0 then
assert ( false , ( " Infinite loop while line-wrapping. Editor is %dpx wide; window is %dpx wide " ) : format ( State.width , App.screen . width ) )
end
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pos = pos + bpos
local boffset = Text.offset ( frag , bpos + 1 ) -- byte _after_ bpos
frag = string.sub ( frag , boffset )
--? if bpos > 0 then
--? print('after chop:', frag)
--? end
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frag_width = State.font : getWidth ( frag )
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end
--? print('screen line:', pos)
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table.insert ( line_cache.screen_line_starting_pos , pos )
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x = 0 -- new screen line
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end
x = x + frag_width
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pos = pos + utf8.len ( frag )
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end
end
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function Text . populate_link_offsets ( State , line_index )
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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 ]
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if line_cache.link_offsets then
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return
end
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line_cache.link_offsets = { }
local pos = 1
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-- try to wrap at word boundaries
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local s , e = 1 , 0
while s <= # line.data do
s , e = line.data : find ( ' %[%[%S+%]%] ' , s )
if s == nil then break end
local word = line.data : sub ( s + 2 , e - 2 ) -- strip out surrounding '[[..]]'
--? print('wikiword:', s, e, word)
table.insert ( line_cache.link_offsets , { s , e , word } )
s = e + 1
end
end
-- Intersect the filename between byte offsets s,e with the bounds of screen line i.
-- Return the left/right pixel coordinates of of the intersection,
-- or nil if it doesn't intersect with screen line i.
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function Text . clip_wikiword_with_screen_line ( font , line , line_cache , i , s , e )
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local spos = line_cache.screen_line_starting_pos [ i ]
local soff = Text.offset ( line.data , spos )
if e < soff then
return
end
local eoff
if i < # line_cache.screen_line_starting_pos then
local epos = line_cache.screen_line_starting_pos [ i + 1 ]
eoff = Text.offset ( line.data , epos )
if s > eoff then
return
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end
end
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local loff = math.max ( s , soff )
local hoff
if eoff then
hoff = math.min ( e , eoff )
else
hoff = e
end
--? print(s, e, soff, eoff, loff, hoff)
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return font : getWidth ( line.data : sub ( soff , loff - 1 ) ) , font : getWidth ( line.data : sub ( soff , hoff ) )
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end
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function Text . text_input ( State , t )
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if App.mouse_down ( 1 ) then return end
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if App.any_modifier_down ( ) then
if App.key_down ( t ) then
-- The modifiers didn't change the key. Handle it in keychord_pressed.
return
else
-- Key mutated by the keyboard layout. Continue below.
end
end
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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 )
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assert ( State.lines [ State.cursor1 . line ] . mode == ' text ' , ' line is not text ' )
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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
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end
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-- Don't handle any keys here that would trigger text_input above.
function Text . keychord_press ( 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
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if State.cursor1 . pos > 1 then
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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 . 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
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State.screen_top1 = {
line = State.cursor1 . line ,
pos = Text.pos_at_start_of_screen_line ( State , State.cursor1 ) ,
}
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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 )
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assert ( Text.le1 ( State.screen_top1 , State.cursor1 ) , ( ' screen_top (line=%d,pos=%d) is below cursor (line=%d,pos=%d) ' ) : format ( State.screen_top1 . line , State.screen_top1 . pos , State.cursor1 . line , State.cursor1 . pos ) )
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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
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if State.cursor1 . pos <= utf8.len ( State.lines [ State.cursor1 . line ] . data ) then
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before = snapshot ( State , State.cursor1 . line )
else
before = snapshot ( State , State.cursor1 . line , State.cursor1 . line + 1 )
end
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if State.cursor1 . pos <= utf8.len ( State.lines [ State.cursor1 . line ] . data ) then
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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 . 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
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
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State.selection1 = { line = State.cursor1 . line , pos = State.cursor1 . pos }
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end
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Text.left ( State )
elseif chord == ' S-right ' then
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if State.selection1 . line == nil then
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State.selection1 = { line = State.cursor1 . line , pos = State.cursor1 . pos }
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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
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State.selection1 = { line = State.cursor1 . line , pos = State.cursor1 . pos }
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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
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State.selection1 = { line = State.cursor1 . line , pos = State.cursor1 . pos }
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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
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State.selection1 = { line = State.cursor1 . line , pos = State.cursor1 . pos }
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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
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State.selection1 = { line = State.cursor1 . line , pos = State.cursor1 . pos }
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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
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State.selection1 = { line = State.cursor1 . line , pos = State.cursor1 . pos }
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end
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Text.up ( State )
elseif chord == ' S-down ' then
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if State.selection1 . line == nil then
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State.selection1 = { line = State.cursor1 . line , pos = State.cursor1 . pos }
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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
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State.selection1 = { line = State.cursor1 . line , pos = State.cursor1 . pos }
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end
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Text.pageup ( State )
elseif chord == ' S-pagedown ' then
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if State.selection1 . line == nil then
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State.selection1 = { line = State.cursor1 . line , pos = State.cursor1 . pos }
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end
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Text.pagedown ( State )
end
end
function Text . insert_return ( State )
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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 ) } )
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 )
Text.clear_screen_line_cache ( State , State.cursor1 . line )
State.cursor1 = { line = State.cursor1 . line + 1 , pos = 1 }
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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)
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if State.screen_top1 . line == 1 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 )
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State.cursor1 = { line = State.screen_top1 . line , pos = State.screen_top1 . pos }
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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')
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State.screen_top1 = { line = State.screen_bottom1 . line , pos = State.screen_bottom1 . pos }
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--? print('setting top to', State.screen_top1.line, State.screen_top1.pos)
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State.cursor1 = { line = State.screen_top1 . line , pos = State.screen_top1 . pos }
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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 ' , ' line is not text ' )
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--? 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')
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State.cursor1 = { line = new_cursor_line , pos = nil }
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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 )
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State.cursor1 . pos = screen_line_starting_pos + Text.nearest_cursor_pos ( State.font , s , State.cursor_x , State.left ) - 1
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break
end
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end
else
-- move up one screen line in current line
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assert ( screen_line_index > 1 , ' bumped up against top screen line in line ' )
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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 )
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State.cursor1 . pos = new_screen_line_starting_pos + Text.nearest_cursor_pos ( State.font , s , State.cursor_x , State.left ) - 1
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--? print('cursor pos is now '..tostring(State.cursor1.pos))
end
if Text.lt1 ( State.cursor1 , State.screen_top1 ) then
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State.screen_top1 = {
line = State.cursor1 . line ,
pos = Text.pos_at_start_of_screen_line ( State , State.cursor1 ) ,
}
Text.redraw_all ( State ) -- if we're scrolling, reclaim all fragments to avoid memory leaks
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end
end
function Text . down ( State )
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assert ( State.lines [ State.cursor1 . line ] . mode == ' text ' , ' line is not 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)
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assert ( State.cursor1 . pos , ' cursor has no pos ' )
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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 ,
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pos = Text.nearest_cursor_pos ( State.font , State.lines [ new_cursor_line ] . data , State.cursor_x , State.left ) ,
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}
--? 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
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else
-- move down one screen line in current line
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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 )
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State.cursor1 . pos = new_screen_line_starting_pos + Text.nearest_cursor_pos ( State.font , s , State.cursor_x , State.left ) - 1
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--? 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
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 )
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State.cursor1 . pos = 1
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if Text.lt1 ( State.cursor1 , State.screen_top1 ) then
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State.screen_top1 = { line = State.cursor1 . line , pos = State.cursor1 . pos } -- copy
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end
end
function Text . end_of_line ( State )
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State.cursor1 . pos = utf8.len ( State.lines [ State.cursor1 . line ] . data ) + 1
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if Text.cursor_out_of_screen ( State ) then
Text.snap_cursor_to_bottom_of_screen ( State )
end
end
function Text . word_left ( State )
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-- skip some whitespace
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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
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-- skip some non-whitespace
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while true do
Text.left ( State )
if State.cursor1 . pos == 1 then
break
end
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assert ( State.cursor1 . pos > 1 , ' bumped up against start of line ' )
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if Text.match ( State.lines [ State.cursor1 . line ] . data , State.cursor1 . pos - 1 , ' %s ' ) then
break
end
end
end
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function Text . word_right ( State )
-- skip some whitespace
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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
while true do
Text.right_without_scroll ( State )
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
end
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if Text.cursor_out_of_screen ( State ) then
Text.snap_cursor_to_bottom_of_screen ( State )
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end
end
function Text . match ( s , pos , pat )
local start_offset = Text.offset ( s , pos )
local end_offset = Text.offset ( s , pos + 1 )
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assert ( end_offset > start_offset , ( ' end_offset %d not > start_offset %d ' ) : format ( end_offset , start_offset ) )
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local curr = s : sub ( start_offset , end_offset - 1 )
return curr : match ( pat )
end
function Text . left ( State )
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assert ( State.lines [ State.cursor1 . line ] . mode == ' text ' , ' line is not text ' )
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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
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State.screen_top1 = {
line = State.cursor1 . line ,
pos = Text.pos_at_start_of_screen_line ( State , State.cursor1 ) ,
}
Text.redraw_all ( State ) -- if we're scrolling, reclaim all fragments to avoid memory leaks
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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 ' , ' line is not text ' )
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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
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-- result: pos, index of screen line
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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
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assert ( false , ( ' invalid pos %d ' ) : format ( loc1.pos ) )
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end
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function Text . pos_at_end_of_screen_line ( State , loc1 )
Text.populate_screen_line_starting_pos ( State , loc1.line )
local line_cache = State.line_cache [ loc1.line ]
local most_recent_final_pos = utf8.len ( State.lines [ loc1.line ] . data ) + 1
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 most_recent_final_pos
end
most_recent_final_pos = spos - 1
end
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assert ( false , ( ' invalid pos %d ' ) : format ( loc1.pos ) )
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end
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function Text . cursor_at_final_screen_line ( State )
Text.populate_screen_line_starting_pos ( State , State.cursor1 . line )
local screen_lines = State.line_cache [ State.cursor1 . line ] . screen_line_starting_pos
--? print(screen_lines[#screen_lines], State.cursor1.pos)
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return screen_lines [ # screen_lines ] <= State.cursor1 . pos
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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
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if State.cursor1 . pos == nil then
State.cursor1 . pos = 1
end
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-- hack: insert a text line at bottom of file if necessary
if State.cursor1 . line > # State.lines then
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assert ( State.cursor1 . line == # State.lines + 1 , ' tried to ensure bottom line of file is text, but failed ' )
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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 )
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--? print('to2:', State.cursor1.line, State.cursor1.pos)
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local top2 = Text.to2 ( State , State.cursor1 )
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--? print('to2: =>', top2.line, top2.screen_line, top2.screen_pos)
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-- slide to start of screen line
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top2.screen_pos = 1 -- start of screen line
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--? print('snap', State.screen_top1.line, State.screen_top1.pos, State.cursor1.line, State.cursor1.pos, State.screen_bottom1.line, State.screen_bottom1.pos)
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--? 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
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--? print(y, 'top2:', top2.line, top2.screen_line, top2.screen_pos)
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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
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assert ( top2.line > 1 , ' tried to snap cursor to buttom of screen but failed ' )
assert ( State.lines [ top2.line - 1 ] . mode == ' drawing ' , " expected a drawing but it's not " )
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-- 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)
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--? print('snap =>', State.screen_top1.line, State.screen_top1.pos, State.cursor1.line, State.cursor1.pos, State.screen_bottom1.line, State.screen_bottom1.pos)
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Text.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
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Text.populate_screen_line_starting_pos ( State , line_index )
return y < line_cache.starty + State.line_height * ( # line_cache.screen_line_starting_pos - Text.screen_line_index ( line_cache.screen_line_starting_pos , line_cache.startpos ) + 1 )
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end
-- convert mx,my in pixels to schema-1 coordinates
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 ]
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assert ( my >= line_cache.starty , ' failed to map y pixel to line ' )
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-- duplicate some logic from Text.draw
local y = line_cache.starty
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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))
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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.)
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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
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--? print('past end of non-final line; return')
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return line_cache.screen_line_starting_pos [ screen_line_index + 1 ]
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end
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local s = string.sub ( line.data , screen_line_starting_byte_offset )
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--? print('return', mx, Text.nearest_cursor_pos(State.font, s, mx, State.left), '=>', screen_line_starting_pos + Text.nearest_cursor_pos(State.font, s, mx, State.left) - 1)
return screen_line_starting_pos + Text.nearest_cursor_pos ( State.font , s , mx , State.left ) - 1
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end
y = nexty
end
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assert ( false , ' failed to map y pixel to line ' )
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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
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return State.font : getWidth ( screen_line )
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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
-- convert x pixel coordinate to pos
-- oblivious to wrapping
-- result: 1 to len+1
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function Text . nearest_cursor_pos ( font , line , x , left )
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if x < left then
return 1
end
local len = utf8.len ( line )
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local max_x = left + Text.x ( font , line , len + 1 )
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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 )
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local currxmin = left + Text.x ( font , line , curr )
local currxmax = left + Text.x ( font , line , curr + 1 )
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--? 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
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assert ( false , ' failed to map x pixel to pos ' )
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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
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function Text . nearest_pos_less_than ( font , line , x )
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--? print('', '-- nearest_pos_less_than', line, x)
local len = utf8.len ( line )
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local max_x = Text.x_after ( font , line , len )
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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 )
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local currxmin = Text.x_after ( font , line , curr + 1 )
local currxmax = Text.x_after ( font , line , curr + 2 )
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--? print('', x, left, right, curr, currxmin, currxmax)
if currxmin <= x and x < currxmax then
return curr
end
if left >= right - 1 then
return left
end
if currxmin > x then
right = curr
else
left = curr
end
end
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assert ( false , ' failed to map x pixel to pos ' )
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end
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function Text . x_after ( font , s , pos )
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local len = utf8.len ( s )
local offset = Text.offset ( s , math.min ( pos + 1 , len + 1 ) )
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local s_before = s : sub ( 1 , offset - 1 )
--? print('^'..s_before..'$')
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return font : getWidth ( s_before )
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end
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function Text . x ( font , s , pos )
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local offset = Text.offset ( s , pos )
local s_before = s : sub ( 1 , offset - 1 )
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return font : getWidth ( s_before )
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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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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
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assert ( result.screen_pos , ' failed to convert schema-1 coordinate to schema-2 ' )
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return result
end
function Text . to1 ( 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
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function Text . eq1 ( a , b )
return a.line == b.line and a.pos == b.pos
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end
function Text . lt1 ( a , b )
if a.line < b.line then
return true
end
if a.line > b.line then
return false
end
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return a.pos < b.pos
end
function Text . le1 ( a , b )
if a.line < b.line then
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return true
end
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if a.line > b.line then
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return false
end
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return a.pos <= b.pos
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end
function Text . offset ( s , pos1 )
if pos1 == 1 then return 1 end
local result = utf8.offset ( s , pos1 )
if result == nil then
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assert ( false , ( ' Text.offset(%d) called on a string of length %d (byte size %d); this is likely a failure to handle utf8 \n \n ^%s$ \n ' ) : format ( pos1 , utf8.len ( s ) , # s , s ) )
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end
return result
end
function Text . previous_screen_line ( 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
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elseif State.lines [ loc2.line - 1 ] . mode == ' drawing ' then
return { line = loc2.line - 1 , screen_line = 1 , screen_pos = 1 }
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else
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local l = State.lines [ loc2.line - 1 ]
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Text.populate_screen_line_starting_pos ( State , loc2.line - 1 )
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return { line = loc2.line - 1 , screen_line =# State.line_cache [ loc2.line - 1 ] . screen_line_starting_pos , screen_pos = 1 }
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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')
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State.cursor1 = {
line = State.screen_bottom1 . line ,
pos = Text.to_pos_on_line ( State , State.screen_bottom1 . line , State.right - 5 , App.screen . height - 5 ) ,
}
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end
end
end
-- slightly expensive since it redraws the screen
function Text . cursor_out_of_screen ( State )
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edit.draw ( State )
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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 Text . redraw_all ( State )
--? print('clearing fragments')
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-- Perform some early sanity checking here, in hopes that we correctly call
-- this whenever we change editor state.
if State.right <= State.left then
assert ( false , ( ' Right margin %d must be to the right of the left margin %d ' ) : format ( State.right , State.left ) )
end
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State.line_cache = { }
for i = 1 , # State.lines do
State.line_cache [ i ] = { }
end
end
function Text . clear_screen_line_cache ( State , line_index )
State.line_cache [ line_index ] . screen_line_starting_pos = nil
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State.line_cache [ line_index ] . link_offsets = nil
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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 , prefix )
if # s < # prefix then
return false
end
for i = 1 , # prefix do
if s : sub ( i , i ) ~= prefix : sub ( i , i ) then
return false
end
end
return true
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end
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function ends_with ( s , suffix )
if # s < # suffix then
return false
end
for i = 0 , # suffix - 1 do
if s : sub ( # s - i , # s - i ) ~= suffix : sub ( # suffix - i , # suffix - i ) then
return false
end
end
return true
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end