local utf8 = require 'utf8' require 'app' require 'test' require 'keychord' require 'file' require 'button' local Text = require 'text' local Drawing = require 'drawing' local geom = require 'geom' require 'help' require 'icons' -- run in both tests and a real run function App.initialize_globals() -- a line is either text or a drawing -- a text is a table with: -- mode = 'text', -- string data, -- a (y) coord in pixels (updated while painting screen), -- some cached data that's blown away and recomputed when data changes: -- fragments: snippets of rendered love.graphics.Text, guaranteed to not wrap -- screen_line_starting_pos: optional array of grapheme indices if it wraps over more than one screen line -- 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' -- 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=''}} -- Lines can be too long to fit on screen, in which case they _wrap_ into -- multiple _screen lines_. -- -- Therefore, any potential location for the cursor can be described in two ways: -- * schema 1: As a combination of line index and position within a line (in utf8 codepoint units) -- * schema 2: As a combination of line index, screen line index within the line, and a position within the screen line. -- -- Most of the time we'll only persist positions in schema 1, translating to -- schema 2 when that's convenient. Screen_top1 = {line=1, pos=1} -- position of start of screen line at top of screen Cursor1 = {line=1, pos=1} -- position of cursor Screen_bottom1 = {line=1, pos=1} -- position of start of screen line at bottom of screen Selection1 = {} Cursor_x, Cursor_y = 0, 0 -- in pixels Current_drawing_mode = 'line' Previous_drawing_mode = nil Zoom = 1.5 Filename = love.filesystem.getUserDirectory()..'/lines.txt' end -- App.initialize_globals function App.initialize(arg) love.keyboard.setTextInput(true) -- bring up keyboard on touch screen love.keyboard.setKeyRepeat(true) -- maximize window love.window.setMode(0, 0) -- maximize App.screen.width, App.screen.height = love.window.getMode() -- shrink slightly to account for window decoration App.screen.width = App.screen.width-100 App.screen.height = App.screen.height-100 love.window.setMode(App.screen.width, App.screen.height) --? App.screen.width = 120 --? App.screen.height = 200 --? love.window.setMode(App.screen.width, App.screen.height) -- maximum width available to either text or drawings, in pixels Line_width = math.floor(App.screen.width/2/40)*40 --? Line_width = 100 -- still in App.initialize if #arg > 0 then Filename = arg[1] end Lines = load_from_disk(Filename) for i,line in ipairs(Lines) do if line.mode == 'text' then Cursor1.line = i break end end love.window.setTitle('Text with Lines - '..Filename) end -- App.initialize function App.filedropped(file) Filename = file:getFilename() file:open('r') Lines = load_from_file(file) file:close() for i,line in ipairs(Lines) do if line.mode == 'text' then Cursor1.line = i break end end love.window.setTitle('Text with Lines - '..Filename) end function App.draw() Button_handlers = {} love.graphics.setColor(1, 1, 1) love.graphics.rectangle('fill', 0, 0, App.screen.width-1, App.screen.height-1) love.graphics.setColor(0, 0, 0) for line_index,line in ipairs(Lines) do line.y = nil end assert(Screen_top1.line < Cursor1.line or (Screen_top1.line == Cursor1.line and Screen_top1.pos <= Cursor1.pos)) local y = 15 --? print('== draw') for line_index,line in ipairs(Lines) do --? print('draw:', y, line_index, line) if y + math.floor(15*Zoom) > App.screen.height then break end --? print('a') if line_index >= Screen_top1.line then Screen_bottom1.line = line_index if line.mode == 'text' and line.data == '' then line.y = y button('draw', {x=4,y=y+4, w=12,h=12, color={1,1,0}, icon = icon.insert_drawing, onpress1 = function() table.insert(Lines, line_index, {mode='drawing', y=y, h=256/2, points={}, shapes={}, pending={}}) if Cursor1.line >= line_index then Cursor1.line = Cursor1.line+1 end end}) if line_index == Cursor1.line then Text.draw_cursor(25, y) end y = y + math.floor(15*Zoom) -- text height elseif line.mode == 'drawing' then y = y+10 -- padding line.y = y Drawing.draw(line) y = y + Drawing.pixels(line.h) + 10 -- padding else --? print('text') line.y = y y, Screen_bottom1.pos = Text.draw(line, Line_width, line_index) y = y + math.floor(15*Zoom) -- text height --? print('=> y', y) end end end --? print('screen bottom: '..tostring(Screen_bottom1.pos)..' in '..tostring(Lines[Screen_bottom1.line].data)) --? os.exit(1) end function App.update(dt) Drawing.update(dt) end function App.mousepressed(x,y, mouse_button) propagate_to_button_handlers(x,y, mouse_button) for line_index,line in ipairs(Lines) do if line.mode == 'text' then if Text.in_line(line, x,y) then if love.keyboard.isDown('lshift') or love.keyboard.isDown('rshift') then if Selection1.line == nil then Selection1 = {line=Cursor1.line, pos=Cursor1.pos} end else if Selection1.line then Selection1 = {} end end Text.move_cursor(line_index, line, x, y) end elseif line.mode == 'drawing' then if Drawing.in_drawing(line, x, y) then Drawing.mouse_pressed(line, x,y, button) end end end end function App.mousereleased(x,y, button) Drawing.mouse_released(x,y, button) end function App.textinput(t) if Current_drawing_mode == 'name' then local drawing = Lines.current local p = drawing.points[drawing.pending.target_point] p.name = p.name..t else Text.textinput(t) end save_to_disk(Lines, Filename) end function App.keychord_pressed(chord) if love.mouse.isDown('1') or chord:sub(1,2) == 'C-' then Drawing.keychord_pressed(chord) elseif chord == 'escape' and love.mouse.isDown('1') then local drawing = Drawing.current_drawing() if drawing then drawing.pending = {} 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 end elseif Current_drawing_mode == 'name' then if chord == 'return' then Current_drawing_mode = Previous_drawing_mode Previous_drawing_mode = nil else local drawing = Lines.current local p = drawing.points[drawing.pending.target_point] if chord == 'escape' then p.name = nil elseif chord == 'backspace' then local len = utf8.len(p.name) local byte_offset = utf8.offset(p.name, len-1) p.name = string.sub(p.name, 1, byte_offset) end end save_to_disk(Lines, Filename) else Text.keychord_pressed(chord) end end function App.keyreleased(key, scancode) end