lines.love/main.lua

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local utf8 = require 'utf8'
require 'keychord'
require 'file'
require 'button'
local Text = require 'text'
local Drawing = require 'drawing'
local geom = require 'geom'
require 'help'
require 'icons'
-- a line is either text or a drawing
-- a text is a table with:
-- mode = 'text'
-- string data
-- a drawing is a table with:
-- mode = 'drawing'
-- a (y) coord in pixels (updated while painting screen),
-- a (h)eight,
-- an array of points, and
-- an array of shapes
-- a shape is a table containing:
-- a mode
-- an array points for mode 'freehand' (raw x,y coords; freehand drawings don't pollute the points array of a drawing)
-- an array vertices for mode 'polygon', 'rectangle', 'square'
-- p1, p2 for mode 'line'
-- p1, p2, arrow-mode for mode 'arrow-line'
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-- center, radius for mode 'circle'
-- center, radius, start_angle, end_angle for mode 'arc'
-- Unless otherwise specified, coord fields are normalized; a drawing is always 256 units wide
-- The field names are carefully chosen so that switching modes in midstream
-- remembers previously entered points where that makes sense.
--
-- Open question: how to maintain Sketchpad-style constraints? Answer for now:
-- we don't. Constraints operate only for the duration of a drawing operation.
-- We'll continue to persist them just to keep the option open to continue
-- solving for them. But for now, this is a program to create static drawings
-- once, and read them passively thereafter.
Lines = {{mode='text', data=''}}
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Cursor_line = 1
-- this is a line
-- ^cursor_pos = 1
-- ^cursor_pos = 2
-- ...
-- ^cursor_pos past end of line is 15
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Cursor_pos = #Lines[Cursor_line].data+1 -- in Unicode codepoints
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Screen_width, Screen_height, Screen_flags = 0, 0, nil
Current_drawing_mode = 'line'
Previous_drawing_mode = nil
-- All drawings span 100% of some conceptual 'page width' and divide it up
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-- into 256 parts. `Drawing_width` describes their width in pixels.
Drawing_width = nil -- pixels
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Zoom = 1.5
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Filename = 'lines.txt'
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function love.load(arg)
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-- maximize window
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love.window.setMode(0, 0) -- maximize
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Screen_width, Screen_height, Screen_flags = love.window.getMode()
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-- shrink slightly to account for window decoration
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Screen_width = Screen_width-100
Screen_height = Screen_height-100
love.window.setMode(Screen_width, Screen_height)
love.window.setTitle('Text with Lines')
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Drawing_width = math.floor(Screen_width/2/40)*40
love.keyboard.setTextInput(true) -- bring up keyboard on touch screen
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love.keyboard.setKeyRepeat(true)
if #arg > 0 then
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Filename = arg[1]
end
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Lines = load_from_disk(Filename)
for i,line in ipairs(Lines) do
if line.mode == 'text' then
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Cursor_line = i
end
end
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love.window.setTitle('Text with Lines - '..Filename)
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end
function love.filedropped(file)
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Filename = file:getFilename()
file:open('r')
Lines = load_from_file(file)
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file:close()
for i,line in ipairs(Lines) do
if line.mode == 'text' then
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Cursor_line = i
end
end
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love.window.setTitle('Text with Lines - '..Filename)
end
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function love.draw()
button_handlers = {}
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love.graphics.setColor(1, 1, 1)
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love.graphics.rectangle('fill', 0, 0, Screen_width-1, Screen_height-1)
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love.graphics.setColor(0, 0, 0)
local y = 0
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for line_index,line in ipairs(Lines) do
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y = y+15*Zoom
line.y = y
if line.mode == 'text' and line.data == '' then
button('draw', {x=4,y=y+4, w=12,h=12, color={1,1,0},
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icon = icon.insert_drawing,
onpress1 = function()
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table.insert(Lines, line_index, {mode='drawing', y=y, h=256/2, points={}, shapes={}, pending={}})
if Cursor_line >= line_index then
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Cursor_line = Cursor_line+1
end
end})
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if line_index == Cursor_line then
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love.graphics.setColor(0,0,0)
love.graphics.print('_', 25, y+6) -- drop the cursor down a bit to account for the increased font size
end
elseif line.mode == 'drawing' then
y = y+Drawing.pixels(line.h)
Drawing.draw(line, y)
else
Text.draw(line, line_index, Cursor_line, y, Cursor_pos)
end
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end
end
function love.update(dt)
if love.mouse.isDown('1') then
if Lines.current then
if Lines.current.mode == 'drawing' then
local drawing = Lines.current
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local x, y = love.mouse.getX(), love.mouse.getY()
if y >= drawing.y and y < drawing.y + Drawing.pixels(drawing.h) and x >= 16 and x < 16+Drawing_width then
if drawing.pending.mode == 'freehand' then
table.insert(drawing.pending.points, {x=Drawing.coord(love.mouse.getX()-16), y=Drawing.coord(love.mouse.getY()-drawing.y)})
elseif drawing.pending.mode == 'move' then
local mx,my = Drawing.coord(x-16), Drawing.coord(y-drawing.y)
drawing.pending.target_point.x = mx
drawing.pending.target_point.y = my
end
end
end
end
elseif Current_drawing_mode == 'move' then
local drawing = Lines.current
local x, y = love.mouse.getX(), love.mouse.getY()
if y >= drawing.y and y < drawing.y + Drawing.pixels(drawing.h) and x >= 16 and x < 16+Drawing_width then
local mx,my = Drawing.coord(x-16), Drawing.coord(y-drawing.y)
drawing.pending.target_point.x = mx
drawing.pending.target_point.y = my
end
end
end
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function love.mousepressed(x,y, button)
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propagate_to_button_handlers(x,y, button)
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for line_index,line in ipairs(Lines) do
if line.mode == 'text' then
-- move cursor
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if x >= 16 and y >= line.y and y < line.y+15*Zoom then
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Cursor_line = line_index
Cursor_pos = Text.nearest_cursor_pos(line.data, x, 1)
end
elseif line.mode == 'drawing' then
local drawing = line
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local x, y = love.mouse.getX(), love.mouse.getY()
if y >= drawing.y and y < drawing.y + Drawing.pixels(drawing.h) and x >= 16 and x < 16+Drawing_width then
if Current_drawing_mode == 'freehand' then
drawing.pending = {mode=Current_drawing_mode, points={{x=Drawing.coord(x-16), y=Drawing.coord(y-drawing.y)}}}
elseif Current_drawing_mode == 'line' or Current_drawing_mode == 'manhattan' then
local j = Drawing.insert_point(drawing.points, Drawing.coord(x-16), Drawing.coord(y-drawing.y))
drawing.pending = {mode=Current_drawing_mode, p1=j}
elseif Current_drawing_mode == 'polygon' then
local j = Drawing.insert_point(drawing.points, Drawing.coord(x-16), Drawing.coord(y-drawing.y))
drawing.pending = {mode=Current_drawing_mode, vertices={j}}
elseif Current_drawing_mode == 'circle' then
local j = Drawing.insert_point(drawing.points, Drawing.coord(x-16), Drawing.coord(y-drawing.y))
drawing.pending = {mode=Current_drawing_mode, center=j}
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end
Lines.current = drawing
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end
end
end
end
function love.mousereleased(x,y, button)
if Current_drawing_mode == 'move' then
Current_drawing_mode = Previous_drawing_mode
Previous_drawing_mode = nil
elseif Lines.current then
if Lines.current.pending then
if Lines.current.pending.mode == 'freehand' then
-- the last point added during update is good enough
table.insert(Lines.current.shapes, Lines.current.pending)
elseif Lines.current.pending.mode == 'line' then
local mx,my = Drawing.coord(x-16), Drawing.coord(y-Lines.current.y)
if mx >= 0 and mx < 256 and my >= 0 and my < Lines.current.h then
local j = Drawing.insert_point(Lines.current.points, mx,my)
Lines.current.pending.p2 = j
table.insert(Lines.current.shapes, Lines.current.pending)
end
elseif Lines.current.pending.mode == 'manhattan' then
local p1 = Lines.current.points[Lines.current.pending.p1]
local mx,my = Drawing.coord(x-16), Drawing.coord(y-Lines.current.y)
if mx >= 0 and mx < 256 and my >= 0 and my < Lines.current.h then
if math.abs(mx-p1.x) > math.abs(my-p1.y) then
local j = Drawing.insert_point(Lines.current.points, mx, p1.y)
Lines.current.pending.p2 = j
else
local j = Drawing.insert_point(Lines.current.points, p1.x, my)
Lines.current.pending.p2 = j
end
local p2 = Lines.current.points[Lines.current.pending.p2]
love.mouse.setPosition(16+Drawing.pixels(p2.x), Lines.current.y+Drawing.pixels(p2.y))
table.insert(Lines.current.shapes, Lines.current.pending)
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end
elseif Lines.current.pending.mode == 'polygon' then
local mx,my = Drawing.coord(x-16), Drawing.coord(y-Lines.current.y)
if mx >= 0 and mx < 256 and my >= 0 and my < Lines.current.h then
local j = Drawing.insert_point(Lines.current.points, mx,my)
table.insert(Lines.current.shapes, Lines.current.pending)
end
table.insert(Lines.current.shapes, Lines.current.pending)
elseif Lines.current.pending.mode == 'circle' then
local mx,my = Drawing.coord(x-16), Drawing.coord(y-Lines.current.y)
if mx >= 0 and mx < 256 and my >= 0 and my < Lines.current.h then
local center = Lines.current.points[Lines.current.pending.center]
Lines.current.pending.radius = math.dist(center.x,center.y, mx,my)
table.insert(Lines.current.shapes, Lines.current.pending)
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end
elseif Lines.current.pending.mode == 'arc' then
local mx,my = Drawing.coord(x-16), Drawing.coord(y-Lines.current.y)
if mx >= 0 and mx < 256 and my >= 0 and my < Lines.current.h then
local center = Lines.current.points[Lines.current.pending.center]
Lines.current.pending.end_angle = geom.angle_with_hint(center.x,center.y, mx,my, Lines.current.pending.end_angle)
table.insert(Lines.current.shapes, Lines.current.pending)
end
end
Lines.current.pending = {}
Lines.current = nil
end
end
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save_to_disk(Lines, Filename)
end
function love.textinput(t)
experimental approach to combining keyboard and mouse while drawing Desired properties: - fluently draw lots of precise drawings - requires expressing lots of different kinds of constraints - always know what pressing a key is going to do - when typing, don't care where the mouse pointer is Less important: - discoverability, learnability. Provide a hotkey for help. Current plan: - chorded keys to modify drawings while mouse button is not pressed - unchorded keys to modify drawings only while mouse button is pressed - make changes while drawing a shape by pressing a key while mouse button is pressed - make changes to a drawing by hovering mouse pointer at a shape and pressing a key (unary operators) - add constraints after drawing by hovering mouse pointer at a shape, pressing a key and moving mouse pointer to a second shape (binary operators) - almost any change can be made to a shape after it's drawn (inspired by Sketchpad) - keys pressed while drawing a shape act as abbreviations to performing the action after drawing First example in this PR: - you press mouse button, start drawing freehand - you realize you want a simple line, not a freehand stroke - without releasing the mouse button, you press 'l' - now you're drawing a straight line You could also release the mouse button and finish the stroke, then press 'ctrl-l' while hovering the mouse pointer on the stroke to turn it into a line. There's an asymmetry here. Strokes require a lot more information, so while you can turn a stroke into a line, you can't turn a line into a stroke. Strokes are an exception where you can't switch to freehand mode after you start drawing. You have to press C-f before drawing.
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if love.mouse.isDown('1') then return end
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if Lines[Cursor_line].mode == 'drawing' then return end
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local byte_offset
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if Cursor_pos > 1 then
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byte_offset = utf8.offset(Lines[Cursor_line].data, Cursor_pos-1)
else
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byte_offset = 0
end
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Lines[Cursor_line].data = string.sub(Lines[Cursor_line].data, 1, byte_offset)..t..string.sub(Lines[Cursor_line].data, byte_offset+1)
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Cursor_pos = Cursor_pos+1
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save_to_disk(Lines, Filename)
end
function keychord_pressed(chord)
-- Don't handle any keys here that would trigger love.textinput above.
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-- shortcuts for text
if chord == 'return' then
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local byte_offset = utf8.offset(Lines[Cursor_line].data, Cursor_pos)
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table.insert(Lines, Cursor_line+1, {mode='text', data=string.sub(Lines[Cursor_line].data, byte_offset)})
Lines[Cursor_line].data = string.sub(Lines[Cursor_line].data, 1, byte_offset-1)
Cursor_line = Cursor_line+1
Cursor_pos = 1
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save_to_disk(Lines, Filename)
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elseif chord == 'left' then
assert(Lines[Cursor_line].mode == 'text')
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if Cursor_pos > 1 then
Cursor_pos = Cursor_pos-1
else
local new_cursor_line = Cursor_line
while new_cursor_line > 1 do
new_cursor_line = new_cursor_line-1
if Lines[new_cursor_line].mode == 'text' then
Cursor_line = new_cursor_line
Cursor_pos = #Lines[Cursor_line].data+1
break
end
end
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end
elseif chord == 'right' then
assert(Lines[Cursor_line].mode == 'text')
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if Cursor_pos <= #Lines[Cursor_line].data then
Cursor_pos = Cursor_pos+1
else
local new_cursor_line = Cursor_line
while new_cursor_line <= #Lines-1 do
new_cursor_line = new_cursor_line+1
if Lines[new_cursor_line].mode == 'text' then
Cursor_line = new_cursor_line
Cursor_pos = 1
break
end
end
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end
elseif chord == 'home' then
Cursor_pos = 1
elseif chord == 'end' then
Cursor_pos = #Lines[Cursor_line].data+1
-- transitioning between drawings and text
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elseif chord == 'backspace' then
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if Cursor_pos > 1 then
local byte_start = utf8.offset(Lines[Cursor_line].data, Cursor_pos-1)
local byte_end = utf8.offset(Lines[Cursor_line].data, Cursor_pos)
if byte_start then
if byte_end then
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Lines[Cursor_line].data = string.sub(Lines[Cursor_line].data, 1, byte_start-1)..string.sub(Lines[Cursor_line].data, byte_end)
else
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Lines[Cursor_line].data = string.sub(Lines[Cursor_line].data, 1, byte_start-1)
end
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Cursor_pos = Cursor_pos-1
end
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elseif Cursor_line > 1 then
if Lines[Cursor_line-1].mode == 'drawing' then
table.remove(Lines, Cursor_line-1)
else
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-- join lines
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Cursor_pos = utf8.len(Lines[Cursor_line-1].data)+1
Lines[Cursor_line-1].data = Lines[Cursor_line-1].data..Lines[Cursor_line].data
table.remove(Lines, Cursor_line)
end
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Cursor_line = Cursor_line-1
end
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save_to_disk(Lines, Filename)
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elseif chord == 'delete' then
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if Cursor_pos <= #Lines[Cursor_line].data then
local byte_start = utf8.offset(Lines[Cursor_line].data, Cursor_pos)
local byte_end = utf8.offset(Lines[Cursor_line].data, Cursor_pos+1)
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if byte_start then
if byte_end then
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Lines[Cursor_line].data = string.sub(Lines[Cursor_line].data, 1, byte_start-1)..string.sub(Lines[Cursor_line].data, byte_end)
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else
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Lines[Cursor_line].data = string.sub(Lines[Cursor_line].data, 1, byte_start-1)
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end
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-- no change to Cursor_pos
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end
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elseif Cursor_line < #Lines then
if Lines[Cursor_line+1].mode == 'drawing' then
table.remove(Lines, Cursor_line+1)
else
-- join lines
Lines[Cursor_line].data = Lines[Cursor_line].data..Lines[Cursor_line+1].data
table.remove(Lines, Cursor_line+1)
end
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end
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save_to_disk(Lines, Filename)
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elseif chord == 'up' then
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assert(Lines[Cursor_line].mode == 'text')
local new_cursor_line = Cursor_line
while new_cursor_line > 1 do
new_cursor_line = new_cursor_line-1
if Lines[new_cursor_line].mode == 'text' then
local old_x = Text.cursor_x(Lines[new_cursor_line].data, Cursor_pos)
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Cursor_line = new_cursor_line
Cursor_pos = Text.nearest_cursor_pos(Lines[Cursor_line].data, old_x, Cursor_pos)
break
end
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end
elseif chord == 'down' then
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assert(Lines[Cursor_line].mode == 'text')
local new_cursor_line = Cursor_line
while new_cursor_line < #Lines do
new_cursor_line = new_cursor_line+1
if Lines[new_cursor_line].mode == 'text' then
local old_x = Text.cursor_x(Lines[new_cursor_line].data, Cursor_pos)
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Cursor_line = new_cursor_line
Cursor_pos = Text.nearest_cursor_pos(Lines[Cursor_line].data, old_x, Cursor_pos)
break
end
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end
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elseif chord == 'C-=' then
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Drawing_width = Drawing_width/Zoom
Zoom = Zoom+0.5
Drawing_width = Drawing_width*Zoom
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elseif chord == 'C--' then
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Drawing_width = Drawing_width/Zoom
Zoom = Zoom-0.5
Drawing_width = Drawing_width*Zoom
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elseif chord == 'C-0' then
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Drawing_width = Drawing_width/Zoom
Zoom = 1.5
Drawing_width = Drawing_width*Zoom
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-- shortcuts for drawings
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elseif chord == 'escape' and love.mouse.isDown('1') then
local drawing = Drawing.current_drawing()
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drawing.pending = {}
elseif chord == 'C-f' and not love.mouse.isDown('1') then
Current_drawing_mode = 'freehand'
elseif chord == 'C-g' and not love.mouse.isDown('1') then
Current_drawing_mode = 'polygon'
elseif love.mouse.isDown('1') and chord == 'g' then
Current_drawing_mode = 'polygon'
local drawing = Drawing.current_drawing()
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if drawing.pending.mode == 'freehand' then
drawing.pending.vertices = {Drawing.insert_point(drawing.points, drawing.pending.points[1].x, drawing.pending.points[1].y)}
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elseif drawing.pending.mode == 'line' or drawing.pending.mode == 'manhattan' then
if drawing.pending.vertices == nil then
drawing.pending.vertices = {drawing.pending.p1}
end
elseif drawing.pending.mode == 'circle' or drawing.pending.mode == 'arc' then
drawing.pending.vertices = {drawing.pending.center}
end
drawing.pending.mode = 'polygon'
elseif love.mouse.isDown('1') and chord == 'p' and Current_drawing_mode == 'polygon' then
local drawing = Drawing.current_drawing()
local mx,my = Drawing.coord(love.mouse.getX()-16), Drawing.coord(love.mouse.getY()-drawing.y)
local j = Drawing.insert_point(drawing.points, mx,my)
table.insert(drawing.pending.vertices, j)
elseif chord == 'C-c' and not love.mouse.isDown('1') then
Current_drawing_mode = 'circle'
elseif love.mouse.isDown('1') and chord == 'a' and Current_drawing_mode == 'circle' then
local drawing = Drawing.current_drawing()
drawing.pending.mode = 'arc'
local mx,my = Drawing.coord(love.mouse.getX()-16), Drawing.coord(love.mouse.getY()-drawing.y)
local j = Drawing.insert_point(drawing.points, mx,my)
local center = drawing.points[drawing.pending.center]
drawing.pending.radius = math.dist(center.x,center.y, mx,my)
drawing.pending.start_angle = geom.angle(center.x,center.y, mx,my)
elseif love.mouse.isDown('1') and chord == 'c' then
Current_drawing_mode = 'circle'
local drawing = Drawing.current_drawing()
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if drawing.pending.mode == 'freehand' then
drawing.pending.center = Drawing.insert_point(drawing.points, drawing.pending.points[1].x, drawing.pending.points[1].y)
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elseif drawing.pending.mode == 'line' or drawing.pending.mode == 'manhattan' then
drawing.pending.center = drawing.pending.p1
elseif drawing.pending.mode == 'polygon' then
drawing.pending.center = drawing.pending.vertices[1]
end
drawing.pending.mode = 'circle'
experimental approach to combining keyboard and mouse while drawing Desired properties: - fluently draw lots of precise drawings - requires expressing lots of different kinds of constraints - always know what pressing a key is going to do - when typing, don't care where the mouse pointer is Less important: - discoverability, learnability. Provide a hotkey for help. Current plan: - chorded keys to modify drawings while mouse button is not pressed - unchorded keys to modify drawings only while mouse button is pressed - make changes while drawing a shape by pressing a key while mouse button is pressed - make changes to a drawing by hovering mouse pointer at a shape and pressing a key (unary operators) - add constraints after drawing by hovering mouse pointer at a shape, pressing a key and moving mouse pointer to a second shape (binary operators) - almost any change can be made to a shape after it's drawn (inspired by Sketchpad) - keys pressed while drawing a shape act as abbreviations to performing the action after drawing First example in this PR: - you press mouse button, start drawing freehand - you realize you want a simple line, not a freehand stroke - without releasing the mouse button, you press 'l' - now you're drawing a straight line You could also release the mouse button and finish the stroke, then press 'ctrl-l' while hovering the mouse pointer on the stroke to turn it into a line. There's an asymmetry here. Strokes require a lot more information, so while you can turn a stroke into a line, you can't turn a line into a stroke. Strokes are an exception where you can't switch to freehand mode after you start drawing. You have to press C-f before drawing.
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elseif love.mouse.isDown('1') and chord == 'l' then
Current_drawing_mode = 'line'
local drawing = Drawing.current_drawing()
if drawing.pending.mode == 'freehand' then
drawing.pending.p1 = Drawing.insert_point(drawing.points, drawing.pending.points[1].x, drawing.pending.points[1].y)
elseif drawing.pending.mode == 'circle' or drawing.pending.mode == 'arc' then
drawing.pending.p1 = drawing.pending.center
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elseif drawing.pending.mode == 'polygon' then
drawing.pending.p1 = drawing.pending.vertices[1]
end
experimental approach to combining keyboard and mouse while drawing Desired properties: - fluently draw lots of precise drawings - requires expressing lots of different kinds of constraints - always know what pressing a key is going to do - when typing, don't care where the mouse pointer is Less important: - discoverability, learnability. Provide a hotkey for help. Current plan: - chorded keys to modify drawings while mouse button is not pressed - unchorded keys to modify drawings only while mouse button is pressed - make changes while drawing a shape by pressing a key while mouse button is pressed - make changes to a drawing by hovering mouse pointer at a shape and pressing a key (unary operators) - add constraints after drawing by hovering mouse pointer at a shape, pressing a key and moving mouse pointer to a second shape (binary operators) - almost any change can be made to a shape after it's drawn (inspired by Sketchpad) - keys pressed while drawing a shape act as abbreviations to performing the action after drawing First example in this PR: - you press mouse button, start drawing freehand - you realize you want a simple line, not a freehand stroke - without releasing the mouse button, you press 'l' - now you're drawing a straight line You could also release the mouse button and finish the stroke, then press 'ctrl-l' while hovering the mouse pointer on the stroke to turn it into a line. There's an asymmetry here. Strokes require a lot more information, so while you can turn a stroke into a line, you can't turn a line into a stroke. Strokes are an exception where you can't switch to freehand mode after you start drawing. You have to press C-f before drawing.
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drawing.pending.mode = 'line'
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elseif chord == 'C-l' then
Current_drawing_mode = 'line'
local drawing,_,shape = Drawing.select_shape_at_mouse()
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if drawing then
convert_line(drawing, shape)
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end
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elseif love.mouse.isDown('1') and chord == 'm' then
Current_drawing_mode = 'manhattan'
local drawing = Drawing.select_drawing_at_mouse()
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if drawing.pending.mode == 'freehand' then
drawing.pending.p1 = Drawing.insert_point(drawing.points, drawing.pending.points[1].x, drawing.pending.points[1].y)
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elseif drawing.pending.mode == 'line' then
-- do nothing
elseif drawing.pending.mode == 'polygon' then
drawing.pending.p1 = drawing.pending.vertices[1]
elseif drawing.pending.mode == 'circle' or drawing.pending.mode == 'arc' then
drawing.pending.p1 = drawing.pending.center
end
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drawing.pending.mode = 'manhattan'
elseif chord == 'C-m' and not love.mouse.isDown('1') then
Current_drawing_mode = 'manhattan'
local drawing,_,shape = Drawing.select_shape_at_mouse()
if drawing then
convert_horvert(drawing, shape)
end
elseif chord == 'C-s' and not love.mouse.isDown('1') then
local drawing,_,shape = Drawing.select_shape_at_mouse()
if drawing then
smoothen(shape)
end
elseif chord == 'C-v' and not love.mouse.isDown('1') then
local drawing,_,p = Drawing.select_point_at_mouse()
if drawing then
Previous_drawing_mode = Current_drawing_mode
Current_drawing_mode = 'move'
drawing.pending = {mode=Current_drawing_mode, target_point=p}
Lines.current = drawing
end
elseif love.mouse.isDown('1') and chord == 'v' then
local drawing,_,p = Drawing.select_point_at_mouse()
if drawing then
Previous_drawing_mode = Current_drawing_mode
Current_drawing_mode = 'move'
drawing.pending = {mode=Current_drawing_mode, target_point=p}
Lines.current = drawing
end
elseif chord == 'C-d' and not love.mouse.isDown('1') then
local drawing,i,p = Drawing.select_point_at_mouse()
if drawing then
for _,shape in ipairs(drawing.shapes) do
if Drawing.contains_point(shape, i) then
if shape.mode == 'polygon' then
local idx = table.find(shape.vertices, i)
assert(idx)
table.remove(shape.vertices, idx)
if #shape.vertices < 3 then
shape.mode = 'deleted'
end
else
shape.mode = 'deleted'
end
end
end
drawing.points[i].deleted = true
end
local drawing,_,shape = Drawing.select_shape_at_mouse()
if drawing then
shape.mode = 'deleted'
end
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elseif chord == 'C-h' and not love.mouse.isDown('1') then
local drawing = Drawing.select_drawing_at_mouse()
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if drawing then
drawing.show_help = true
end
elseif chord == 'escape' and not love.mouse.isDown('1') then
for _,line in ipairs(Lines) do
if line.mode == 'drawing' then
line.show_help = false
end
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end
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end
end
function love.keyreleased(key, scancode)
end
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function table.find(h, x)
for k,v in pairs(h) do
if v == x then
return k
end
end
end