lines.love/source_text.lua
Kartik K. Agaram 4e9298dda1 bugfix in cursor positioning
scenario:
- create a long wrapping line
- tap past end of first screen line

Before this commit the cursor would be positioned not quite at the end
of the screen line but one character before. In effect there was no way
to position cursor at end of a wrapping line.

I'm not sure how this bug has lasted so long. It was introduced in
commit 8d3adfa36 back in June 2022, which was itself billed as a bugfix
for "clicking past end of screen line". But when I go back to it this
bug exists even back then. How did I miss it?! I wrote a test back then
-- and the test was wrong, has always been wrong.
2024-02-08 02:37:12 -08:00

1099 lines
42 KiB
Lua

-- 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
-- return y for the next line, and position of start of final screen line drawn
function Text.draw(State, line_index, y, startpos, hide_cursor, show_line_numbers)
local line = State.lines[line_index]
local line_cache = State.line_cache[line_index]
line_cache.starty = y
line_cache.startpos = startpos
-- wrap long lines
local final_screen_line_starting_pos = startpos -- track value to return
Text.populate_screen_line_starting_pos(State, line_index)
Text.populate_link_offsets(State, line_index)
if show_line_numbers then
App.color(Line_number_color)
love.graphics.print(line_index, State.left-Line_number_width*State.font:getWidth('m')+10,y)
end
initialize_color()
assert(#line_cache.screen_line_starting_pos >= 1, 'line cache missing screen line info')
for i=1,#line_cache.screen_line_starting_pos do
local pos = line_cache.screen_line_starting_pos[i]
if pos < startpos then
-- render nothing
--? print('skipping', screen_line)
else
final_screen_line_starting_pos = pos
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)
-- render any highlights
for _,link_offsets in ipairs(line_cache.link_offsets) do
-- render link decorations
local s,e,filename = unpack(link_offsets)
local lo, hi = Text.clip_wikiword_with_screen_line(State.font, line, line_cache, i, s, e)
if lo then
button(State, 'link', {x=State.left+lo, y=y, w=hi-lo, h=State.line_height,
icon = icon.hyperlink_decoration,
onpress1 = function()
if file_exists(filename) then
source.switch_to_file(filename)
end
end,
})
end
end
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
-- render search highlight or cursor
if State.search_term then
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
end
elseif Focus == 'edit' then
if pos <= State.cursor1.pos and pos + frag_len > State.cursor1.pos then
Text.draw_cursor(State, State.left+Text.x(State.font, screen_line, State.cursor1.pos-pos+1), y)
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.
Text.draw_cursor(State, State.left+Text.x(State.font, screen_line, State.cursor1.pos-pos+1), y)
end
end
end
-- 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)
x = x+State.font:getWidth(frag)
end
y = y + State.line_height
if y >= App.screen.height then
break
end
end
end
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)
end
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)
end
function Text.draw_cursor(State, x, y)
-- blink every 0.5s
if math.floor(Cursor_time*2)%2 == 0 then
App.color(Cursor_color)
love.graphics.rectangle('fill', x,y, 3,State.line_height)
end
State.cursor_x = x
State.cursor_y = y+State.line_height
end
function Text.populate_screen_line_starting_pos(State, line_index)
local line = State.lines[line_index]
if line.mode ~= 'text' then return end
local line_cache = State.line_cache[line_index]
if line_cache.screen_line_starting_pos then
return
end
line_cache.screen_line_starting_pos = {1}
local x = 0
local pos = 1
-- try to wrap at word boundaries
for frag in line.data:gmatch('%S*%s*') do
local frag_width = State.font:getWidth(frag)
--? 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.
local bpos = Text.nearest_pos_less_than(State.font, frag, State.width - x)
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
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
frag_width = State.font:getWidth(frag)
end
--? print('screen line:', pos)
table.insert(line_cache.screen_line_starting_pos, pos)
x = 0 -- new screen line
end
x = x + frag_width
pos = pos + utf8.len(frag)
end
end
function Text.populate_link_offsets(State, line_index)
local line = State.lines[line_index]
if line.mode ~= 'text' then return end
local line_cache = State.line_cache[line_index]
if line_cache.link_offsets then
return
end
line_cache.link_offsets = {}
local pos = 1
-- try to wrap at word boundaries
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.
function Text.clip_wikiword_with_screen_line(font, line, line_cache, i, s, e)
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
end
end
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)
return font:getWidth(line.data:sub(soff, loff-1)), font:getWidth(line.data:sub(soff, hoff))
end
function Text.text_input(State, t)
if App.mouse_down(1) then return end
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
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)
assert(State.lines[State.cursor1.line].mode == 'text', 'line is not text')
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
end
-- Don't handle any keys here that would trigger text_input above.
function Text.keychord_press(State, chord)
--? print('chord', chord, State.selection1.line, State.selection1.pos)
--== shortcuts that mutate text
if chord == 'return' then
local before_line = State.cursor1.line
local before = snapshot(State, before_line)
Text.insert_return(State)
State.selection1 = {}
if State.cursor_y > App.screen.height - State.line_height then
Text.snap_cursor_to_bottom_of_screen(State, State.left, State.right)
end
schedule_save(State)
record_undo_event(State, {before=before, after=snapshot(State, before_line, State.cursor1.line)})
elseif chord == 'tab' then
local before = snapshot(State, State.cursor1.line)
--? print(State.screen_top1.line, State.screen_top1.pos, State.cursor1.line, State.cursor1.pos, State.screen_bottom1.line, State.screen_bottom1.pos)
Text.insert_at_cursor(State, '\t')
if State.cursor_y > App.screen.height - State.line_height then
Text.populate_screen_line_starting_pos(State, State.cursor1.line)
Text.snap_cursor_to_bottom_of_screen(State, State.left, State.right)
--? print('=>', State.screen_top1.line, State.screen_top1.pos, State.cursor1.line, State.cursor1.pos, State.screen_bottom1.line, State.screen_bottom1.pos)
end
schedule_save(State)
record_undo_event(State, {before=before, after=snapshot(State, State.cursor1.line)})
elseif chord == 'backspace' then
if State.selection1.line then
Text.delete_selection(State, State.left, State.right)
schedule_save(State)
return
end
local before
if State.cursor1.pos > 1 then
before = snapshot(State, State.cursor1.line)
local byte_start = utf8.offset(State.lines[State.cursor1.line].data, State.cursor1.pos-1)
local byte_end = utf8.offset(State.lines[State.cursor1.line].data, State.cursor1.pos)
if byte_start then
if byte_end then
State.lines[State.cursor1.line].data = string.sub(State.lines[State.cursor1.line].data, 1, byte_start-1)..string.sub(State.lines[State.cursor1.line].data, byte_end)
else
State.lines[State.cursor1.line].data = string.sub(State.lines[State.cursor1.line].data, 1, byte_start-1)
end
State.cursor1.pos = State.cursor1.pos-1
end
elseif State.cursor1.line > 1 then
before = snapshot(State, State.cursor1.line-1, State.cursor1.line)
if State.lines[State.cursor1.line-1].mode == 'drawing' then
table.remove(State.lines, State.cursor1.line-1)
table.remove(State.line_cache, State.cursor1.line-1)
else
-- join lines
State.cursor1.pos = utf8.len(State.lines[State.cursor1.line-1].data)+1
State.lines[State.cursor1.line-1].data = State.lines[State.cursor1.line-1].data..State.lines[State.cursor1.line].data
table.remove(State.lines, State.cursor1.line)
table.remove(State.line_cache, State.cursor1.line)
end
State.cursor1.line = State.cursor1.line-1
end
if State.screen_top1.line > #State.lines then
Text.populate_screen_line_starting_pos(State, #State.lines)
local line_cache = State.line_cache[#State.line_cache]
State.screen_top1 = {line=#State.lines, pos=line_cache.screen_line_starting_pos[#line_cache.screen_line_starting_pos]}
elseif Text.lt1(State.cursor1, State.screen_top1) then
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
end
Text.clear_screen_line_cache(State, State.cursor1.line)
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))
schedule_save(State)
record_undo_event(State, {before=before, after=snapshot(State, State.cursor1.line)})
elseif chord == 'delete' then
if State.selection1.line then
Text.delete_selection(State, State.left, State.right)
schedule_save(State)
return
end
local before
if State.cursor1.pos <= utf8.len(State.lines[State.cursor1.line].data) then
before = snapshot(State, State.cursor1.line)
else
before = snapshot(State, State.cursor1.line, State.cursor1.line+1)
end
if State.cursor1.pos <= utf8.len(State.lines[State.cursor1.line].data) then
local byte_start = utf8.offset(State.lines[State.cursor1.line].data, State.cursor1.pos)
local byte_end = utf8.offset(State.lines[State.cursor1.line].data, State.cursor1.pos+1)
if byte_start then
if byte_end then
State.lines[State.cursor1.line].data = string.sub(State.lines[State.cursor1.line].data, 1, byte_start-1)..string.sub(State.lines[State.cursor1.line].data, byte_end)
else
State.lines[State.cursor1.line].data = string.sub(State.lines[State.cursor1.line].data, 1, byte_start-1)
end
-- no change to State.cursor1.pos
end
elseif State.cursor1.line < #State.lines then
if State.lines[State.cursor1.line+1].mode == 'text' then
-- join lines
State.lines[State.cursor1.line].data = State.lines[State.cursor1.line].data..State.lines[State.cursor1.line+1].data
end
table.remove(State.lines, State.cursor1.line+1)
table.remove(State.line_cache, State.cursor1.line+1)
end
Text.clear_screen_line_cache(State, State.cursor1.line)
schedule_save(State)
record_undo_event(State, {before=before, after=snapshot(State, State.cursor1.line)})
--== shortcuts that move the cursor
elseif chord == 'left' then
Text.left(State)
State.selection1 = {}
elseif chord == 'right' then
Text.right(State)
State.selection1 = {}
elseif chord == 'S-left' then
if State.selection1.line == nil then
State.selection1 = {line=State.cursor1.line, pos=State.cursor1.pos}
end
Text.left(State)
elseif chord == 'S-right' then
if State.selection1.line == nil then
State.selection1 = {line=State.cursor1.line, pos=State.cursor1.pos}
end
Text.right(State)
-- C- hotkeys reserved for drawings, so we'll use M-
elseif chord == 'M-left' then
Text.word_left(State)
State.selection1 = {}
elseif chord == 'M-right' then
Text.word_right(State)
State.selection1 = {}
elseif chord == 'M-S-left' then
if State.selection1.line == nil then
State.selection1 = {line=State.cursor1.line, pos=State.cursor1.pos}
end
Text.word_left(State)
elseif chord == 'M-S-right' then
if State.selection1.line == nil then
State.selection1 = {line=State.cursor1.line, pos=State.cursor1.pos}
end
Text.word_right(State)
elseif chord == 'home' then
Text.start_of_line(State)
State.selection1 = {}
elseif chord == 'end' then
Text.end_of_line(State)
State.selection1 = {}
elseif chord == 'S-home' then
if State.selection1.line == nil then
State.selection1 = {line=State.cursor1.line, pos=State.cursor1.pos}
end
Text.start_of_line(State)
elseif chord == 'S-end' then
if State.selection1.line == nil then
State.selection1 = {line=State.cursor1.line, pos=State.cursor1.pos}
end
Text.end_of_line(State)
elseif chord == 'up' then
Text.up(State)
State.selection1 = {}
elseif chord == 'down' then
Text.down(State)
State.selection1 = {}
elseif chord == 'S-up' then
if State.selection1.line == nil then
State.selection1 = {line=State.cursor1.line, pos=State.cursor1.pos}
end
Text.up(State)
elseif chord == 'S-down' then
if State.selection1.line == nil then
State.selection1 = {line=State.cursor1.line, pos=State.cursor1.pos}
end
Text.down(State)
elseif chord == 'pageup' then
Text.pageup(State)
State.selection1 = {}
elseif chord == 'pagedown' then
Text.pagedown(State)
State.selection1 = {}
elseif chord == 'S-pageup' then
if State.selection1.line == nil then
State.selection1 = {line=State.cursor1.line, pos=State.cursor1.pos}
end
Text.pageup(State)
elseif chord == 'S-pagedown' then
if State.selection1.line == nil then
State.selection1 = {line=State.cursor1.line, pos=State.cursor1.pos}
end
Text.pagedown(State)
end
end
function Text.insert_return(State)
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}
end
function Text.pageup(State)
--? print('pageup')
-- duplicate some logic from love.draw
local top2 = Text.to2(State, State.screen_top1)
--? print(App.screen.height)
local y = App.screen.height - State.line_height
while y >= State.top do
--? print(y, top2.line, top2.screen_line, top2.screen_pos)
if State.screen_top1.line == 1 and State.screen_top1.pos == 1 then break end
if State.lines[State.screen_top1.line].mode == 'text' then
y = y - State.line_height
elseif State.lines[State.screen_top1.line].mode == 'drawing' then
y = y - Drawing_padding_height - Drawing.pixels(State.lines[State.screen_top1.line].h, State.width)
end
top2 = Text.previous_screen_line(State, top2)
end
State.screen_top1 = Text.to1(State, top2)
State.cursor1 = {line=State.screen_top1.line, pos=State.screen_top1.pos}
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')
State.screen_top1 = {line=State.screen_bottom1.line, pos=State.screen_bottom1.pos}
--? print('setting top to', State.screen_top1.line, State.screen_top1.pos)
State.cursor1 = {line=State.screen_top1.line, pos=State.screen_top1.pos}
Text.move_cursor_down_to_next_text_line_while_scrolling_again_if_necessary(State)
--? print('top now', State.screen_top1.line)
Text.redraw_all(State) -- if we're scrolling, reclaim all fragments to avoid memory leaks
--? print('pagedown end')
end
function Text.up(State)
assert(State.lines[State.cursor1.line].mode == 'text', 'line is not text')
--? print('up', State.cursor1.line, State.cursor1.pos, State.screen_top1.line, State.screen_top1.pos)
local screen_line_starting_pos, screen_line_index = Text.pos_at_start_of_screen_line(State, State.cursor1)
if screen_line_starting_pos == 1 then
--? print('cursor is at first screen line of its line')
-- line is done; skip to previous text line
local new_cursor_line = State.cursor1.line
while new_cursor_line > 1 do
new_cursor_line = new_cursor_line-1
if State.lines[new_cursor_line].mode == 'text' then
--? print('found previous text line')
State.cursor1 = {line=new_cursor_line, pos=nil}
Text.populate_screen_line_starting_pos(State, State.cursor1.line)
-- previous text line found, pick its final screen line
--? print('has multiple screen lines')
local screen_line_starting_pos = State.line_cache[State.cursor1.line].screen_line_starting_pos
--? print(#screen_line_starting_pos)
screen_line_starting_pos = screen_line_starting_pos[#screen_line_starting_pos]
local screen_line_starting_byte_offset = Text.offset(State.lines[State.cursor1.line].data, screen_line_starting_pos)
local s = string.sub(State.lines[State.cursor1.line].data, screen_line_starting_byte_offset)
State.cursor1.pos = screen_line_starting_pos + Text.nearest_cursor_pos(State.font, s, State.cursor_x, State.left) - 1
break
end
end
else
-- move up one screen line in current line
assert(screen_line_index > 1, 'bumped up against top screen line in line')
local new_screen_line_starting_pos = State.line_cache[State.cursor1.line].screen_line_starting_pos[screen_line_index-1]
local new_screen_line_starting_byte_offset = Text.offset(State.lines[State.cursor1.line].data, new_screen_line_starting_pos)
local s = string.sub(State.lines[State.cursor1.line].data, new_screen_line_starting_byte_offset)
State.cursor1.pos = new_screen_line_starting_pos + Text.nearest_cursor_pos(State.font, s, State.cursor_x, State.left) - 1
--? print('cursor pos is now '..tostring(State.cursor1.pos))
end
if Text.lt1(State.cursor1, State.screen_top1) then
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
end
end
function Text.down(State)
assert(State.lines[State.cursor1.line].mode == 'text', 'line is not text')
--? print('down', State.cursor1.line, State.cursor1.pos, State.screen_top1.line, State.screen_top1.pos, State.screen_bottom1.line, State.screen_bottom1.pos)
assert(State.cursor1.pos, 'cursor has no pos')
if Text.cursor_at_final_screen_line(State) then
-- line is done, skip to next text line
--? print('cursor at final screen line of its line')
local new_cursor_line = State.cursor1.line
while new_cursor_line < #State.lines do
new_cursor_line = new_cursor_line+1
if State.lines[new_cursor_line].mode == 'text' then
State.cursor1 = {
line = new_cursor_line,
pos = Text.nearest_cursor_pos(State.font, State.lines[new_cursor_line].data, State.cursor_x, State.left),
}
--? print(State.cursor1.pos)
break
end
end
if State.cursor1.line > State.screen_bottom1.line then
--? print('screen top before:', State.screen_top1.line, State.screen_top1.pos)
--? print('scroll up preserving cursor')
Text.snap_cursor_to_bottom_of_screen(State)
--? print('screen top after:', State.screen_top1.line, State.screen_top1.pos)
end
else
-- move down one screen line in current line
local scroll_down = Text.le1(State.screen_bottom1, State.cursor1)
--? print('cursor is NOT at final screen line of its line')
local screen_line_starting_pos, screen_line_index = Text.pos_at_start_of_screen_line(State, State.cursor1)
Text.populate_screen_line_starting_pos(State, State.cursor1.line)
local new_screen_line_starting_pos = State.line_cache[State.cursor1.line].screen_line_starting_pos[screen_line_index+1]
--? print('switching pos of screen line at cursor from '..tostring(screen_line_starting_pos)..' to '..tostring(new_screen_line_starting_pos))
local new_screen_line_starting_byte_offset = Text.offset(State.lines[State.cursor1.line].data, new_screen_line_starting_pos)
local s = string.sub(State.lines[State.cursor1.line].data, new_screen_line_starting_byte_offset)
State.cursor1.pos = new_screen_line_starting_pos + Text.nearest_cursor_pos(State.font, s, State.cursor_x, State.left) - 1
--? print('cursor pos is now', State.cursor1.line, State.cursor1.pos)
if scroll_down then
--? print('scroll up preserving cursor')
Text.snap_cursor_to_bottom_of_screen(State)
--? print('screen top after:', State.screen_top1.line, State.screen_top1.pos)
end
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)
State.cursor1.pos = 1
if Text.lt1(State.cursor1, State.screen_top1) then
State.screen_top1 = {line=State.cursor1.line, pos=State.cursor1.pos} -- copy
end
end
function Text.end_of_line(State)
State.cursor1.pos = utf8.len(State.lines[State.cursor1.line].data) + 1
if Text.cursor_out_of_screen(State) then
Text.snap_cursor_to_bottom_of_screen(State)
end
end
function Text.word_left(State)
-- skip some whitespace
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
-- skip some non-whitespace
while true do
Text.left(State)
if State.cursor1.pos == 1 then
break
end
assert(State.cursor1.pos > 1, 'bumped up against start of line')
if Text.match(State.lines[State.cursor1.line].data, State.cursor1.pos-1, '%s') then
break
end
end
end
function Text.word_right(State)
-- skip some whitespace
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
if Text.cursor_out_of_screen(State) then
Text.snap_cursor_to_bottom_of_screen(State)
end
end
function Text.match(s, pos, pat)
local start_offset = Text.offset(s, pos)
local end_offset = Text.offset(s, pos+1)
assert(end_offset > start_offset, ('end_offset %d not > start_offset %d'):format(end_offset, start_offset))
local curr = s:sub(start_offset, end_offset-1)
return curr:match(pat)
end
function Text.left(State)
assert(State.lines[State.cursor1.line].mode == 'text', 'line is not text')
if State.cursor1.pos > 1 then
State.cursor1.pos = State.cursor1.pos-1
else
local new_cursor_line = State.cursor1.line
while new_cursor_line > 1 do
new_cursor_line = new_cursor_line-1
if State.lines[new_cursor_line].mode == 'text' then
State.cursor1 = {
line = new_cursor_line,
pos = utf8.len(State.lines[new_cursor_line].data) + 1,
}
break
end
end
end
if Text.lt1(State.cursor1, State.screen_top1) then
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
end
end
function Text.right(State)
Text.right_without_scroll(State)
if Text.cursor_out_of_screen(State) then
Text.snap_cursor_to_bottom_of_screen(State)
end
end
function Text.right_without_scroll(State)
assert(State.lines[State.cursor1.line].mode == 'text', 'line is not text')
if State.cursor1.pos <= utf8.len(State.lines[State.cursor1.line].data) then
State.cursor1.pos = State.cursor1.pos+1
else
local new_cursor_line = State.cursor1.line
while new_cursor_line <= #State.lines-1 do
new_cursor_line = new_cursor_line+1
if State.lines[new_cursor_line].mode == 'text' then
State.cursor1 = {line=new_cursor_line, pos=1}
break
end
end
end
end
-- result: pos, index of screen line
function Text.pos_at_start_of_screen_line(State, loc1)
Text.populate_screen_line_starting_pos(State, loc1.line)
local line_cache = State.line_cache[loc1.line]
for i=#line_cache.screen_line_starting_pos,1,-1 do
local spos = line_cache.screen_line_starting_pos[i]
if spos <= loc1.pos then
return spos,i
end
end
assert(false, ('invalid pos %d'):format(loc1.pos))
end
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
assert(false, ('invalid pos %d'):format(loc1.pos))
end
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)
return screen_lines[#screen_lines] <= State.cursor1.pos
end
function Text.move_cursor_down_to_next_text_line_while_scrolling_again_if_necessary(State)
local y = State.top
while State.cursor1.line <= #State.lines do
if State.lines[State.cursor1.line].mode == 'text' then
break
end
--? print('cursor skips', State.cursor1.line)
y = y + Drawing_padding_height + Drawing.pixels(State.lines[State.cursor1.line].h, State.width)
State.cursor1.line = State.cursor1.line + 1
end
if State.cursor1.pos == nil then
State.cursor1.pos = 1
end
-- hack: insert a text line at bottom of file if necessary
if State.cursor1.line > #State.lines then
assert(State.cursor1.line == #State.lines+1, 'tried to ensure bottom line of file is text, but failed')
table.insert(State.lines, {mode='text', data=''})
table.insert(State.line_cache, {})
end
--? print(y, App.screen.height, App.screen.height-State.line_height)
if y > App.screen.height - State.line_height then
--? print('scroll up')
Text.snap_cursor_to_bottom_of_screen(State)
end
end
-- should never modify State.cursor1
function Text.snap_cursor_to_bottom_of_screen(State)
--? print('to2:', State.cursor1.line, State.cursor1.pos)
local top2 = Text.to2(State, State.cursor1)
--? print('to2: =>', top2.line, top2.screen_line, top2.screen_pos)
-- slide to start of screen line
top2.screen_pos = 1 -- start of screen line
--? print('snap', State.screen_top1.line, State.screen_top1.pos, State.cursor1.line, State.cursor1.pos, State.screen_bottom1.line, State.screen_bottom1.pos)
--? print('cursor pos '..tostring(State.cursor1.pos)..' is on the #'..tostring(top2.screen_line)..' screen line down')
local y = App.screen.height - State.line_height
-- duplicate some logic from love.draw
while true do
--? print(y, 'top2:', top2.line, top2.screen_line, top2.screen_pos)
if top2.line == 1 and top2.screen_line == 1 then break end
if top2.screen_line > 1 or State.lines[top2.line-1].mode == 'text' then
local h = State.line_height
if y - h < State.top then
break
end
y = y - h
else
assert(top2.line > 1, '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")
-- We currently can't draw partial drawings, so either skip it entirely
-- or not at all.
local h = Drawing_padding_height + Drawing.pixels(State.lines[top2.line-1].h, State.width)
if y - h < State.top then
break
end
--? print('skipping drawing of height', h)
y = y - h
end
top2 = Text.previous_screen_line(State, top2)
end
--? print('top2 finally:', top2.line, top2.screen_line, top2.screen_pos)
State.screen_top1 = Text.to1(State, top2)
--? print('top1 finally:', State.screen_top1.line, State.screen_top1.pos)
--? print('snap =>', State.screen_top1.line, State.screen_top1.pos, State.cursor1.line, State.cursor1.pos, State.screen_bottom1.line, State.screen_bottom1.pos)
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
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)
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]
assert(my >= line_cache.starty, 'failed to map y pixel to line')
-- duplicate some logic from Text.draw
local y = line_cache.starty
local start_screen_line_index = Text.screen_line_index(line_cache.screen_line_starting_pos, line_cache.startpos)
for screen_line_index = start_screen_line_index,#line_cache.screen_line_starting_pos do
local screen_line_starting_pos = line_cache.screen_line_starting_pos[screen_line_index]
local screen_line_starting_byte_offset = Text.offset(line.data, screen_line_starting_pos)
--? print('iter', y, screen_line_index, screen_line_starting_pos, string.sub(line.data, screen_line_starting_byte_offset))
local nexty = y + State.line_height
if my < nexty then
-- On all wrapped screen lines but the final one, clicks past end of
-- line position cursor on final character of screen line.
-- (The final screen line positions past end of screen line as always.)
if screen_line_index < #line_cache.screen_line_starting_pos and mx > State.left + Text.screen_line_width(State, line_index, screen_line_index) then
--? print('past end of non-final line; return')
return line_cache.screen_line_starting_pos[screen_line_index+1]
end
local s = string.sub(line.data, screen_line_starting_byte_offset)
--? 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
end
y = nexty
end
assert(false, 'failed to map y pixel to line')
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
return State.font:getWidth(screen_line)
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
function Text.nearest_cursor_pos(font, line, x, left)
if x < left then
return 1
end
local len = utf8.len(line)
local max_x = left+Text.x(font, line, len+1)
if x > max_x then
return len+1
end
local leftpos, rightpos = 1, len+1
--? print('-- nearest', x)
while true do
--? print('nearest', x, '^'..line..'$', leftpos, rightpos)
if leftpos == rightpos then
return leftpos
end
local curr = math.floor((leftpos+rightpos)/2)
local currxmin = left+Text.x(font, line, curr)
local currxmax = left+Text.x(font, line, curr+1)
--? print('nearest', x, leftpos, rightpos, curr, currxmin, currxmax)
if currxmin <= x and x < currxmax then
if x-currxmin < currxmax-x then
return curr
else
return curr+1
end
end
if leftpos >= rightpos-1 then
return rightpos
end
if currxmin > x then
rightpos = curr
else
leftpos = curr
end
end
assert(false, 'failed to map x pixel to pos')
end
-- return the nearest index of line (in utf8 code points) which lies entirely
-- within x pixels of the left margin
-- result: 0 to len+1
function Text.nearest_pos_less_than(font, line, x)
--? print('', '-- nearest_pos_less_than', line, x)
local len = utf8.len(line)
local max_x = Text.x_after(font, line, len)
if x > max_x then
return len+1
end
local left, right = 0, len+1
while true do
local curr = math.floor((left+right)/2)
local currxmin = Text.x_after(font, line, curr+1)
local currxmax = Text.x_after(font, line, curr+2)
--? print('', x, left, right, curr, currxmin, currxmax)
if currxmin <= x and x < currxmax then
return curr
end
if left >= right-1 then
return left
end
if currxmin > x then
right = curr
else
left = curr
end
end
assert(false, 'failed to map x pixel to pos')
end
function Text.x_after(font, s, pos)
local len = utf8.len(s)
local offset = Text.offset(s, math.min(pos+1, len+1))
local s_before = s:sub(1, offset-1)
--? print('^'..s_before..'$')
return font:getWidth(s_before)
end
function Text.x(font, s, pos)
local offset = Text.offset(s, pos)
local s_before = s:sub(1, offset-1)
return font:getWidth(s_before)
end
function Text.to2(State, loc1)
if State.lines[loc1.line].mode == 'drawing' then
return {line=loc1.line, screen_line=1, screen_pos=1}
end
local result = {line=loc1.line}
local line_cache = State.line_cache[loc1.line]
Text.populate_screen_line_starting_pos(State, loc1.line)
for i=#line_cache.screen_line_starting_pos,1,-1 do
local spos = line_cache.screen_line_starting_pos[i]
if spos <= loc1.pos then
result.screen_line = i
result.screen_pos = loc1.pos - spos + 1
break
end
end
assert(result.screen_pos, 'failed to convert schema-1 coordinate to schema-2')
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
function Text.eq1(a, b)
return a.line == b.line and a.pos == b.pos
end
function Text.lt1(a, b)
if a.line < b.line then
return true
end
if a.line > b.line then
return false
end
return a.pos < b.pos
end
function Text.le1(a, b)
if a.line < b.line then
return true
end
if a.line > b.line then
return false
end
return a.pos <= b.pos
end
function Text.offset(s, pos1)
if pos1 == 1 then return 1 end
local result = utf8.offset(s, pos1)
if result == nil then
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))
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
elseif State.lines[loc2.line-1].mode == 'drawing' then
return {line=loc2.line-1, screen_line=1, screen_pos=1}
else
local l = State.lines[loc2.line-1]
Text.populate_screen_line_starting_pos(State, loc2.line-1)
return {line=loc2.line-1, screen_line=#State.line_cache[loc2.line-1].screen_line_starting_pos, screen_pos=1}
end
end
-- resize helper
function Text.tweak_screen_top_and_cursor(State)
if State.screen_top1.pos == 1 then return end
Text.populate_screen_line_starting_pos(State, State.screen_top1.line)
local line = State.lines[State.screen_top1.line]
local line_cache = State.line_cache[State.screen_top1.line]
for i=2,#line_cache.screen_line_starting_pos do
local pos = line_cache.screen_line_starting_pos[i]
if pos == State.screen_top1.pos then
break
end
if pos > State.screen_top1.pos then
-- make sure screen top is at start of a screen line
local prev = line_cache.screen_line_starting_pos[i-1]
if State.screen_top1.pos - prev < pos - State.screen_top1.pos then
State.screen_top1.pos = prev
else
State.screen_top1.pos = pos
end
break
end
end
-- make sure cursor is on screen
if Text.lt1(State.cursor1, State.screen_top1) then
State.cursor1 = {line=State.screen_top1.line, pos=State.screen_top1.pos}
elseif State.cursor1.line >= State.screen_bottom1.line then
--? print('too low')
if Text.cursor_out_of_screen(State) then
--? print('tweak')
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),
}
end
end
end
-- slightly expensive since it redraws the screen
function Text.cursor_out_of_screen(State)
edit.draw(State)
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')
-- 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
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
State.line_cache[line_index].link_offsets = nil
end
function trim(s)
return s:gsub('^%s+', ''):gsub('%s+$', '')
end
function ltrim(s)
return s:gsub('^%s+', '')
end
function rtrim(s)
return s:gsub('%s+$', '')
end
function starts_with(s, 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
end
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
end