lines.love/main.lua

254 lines
8.1 KiB
Lua

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