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' local mri = require 'MemoryReferenceInfo' -- 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. 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 = {} Old_cursor1, Old_selection1, Mousepress_shift = nil -- some extra state to compute selection between mousepress and mouserelease Recent_mouse = {} -- when selecting text, avoid recomputing some state on every single frame Cursor_x, Cursor_y = 0, 0 -- in pixels Current_drawing_mode = 'line' Previous_drawing_mode = nil -- values for tests Font_height = 14 Line_height = 15 Margin_top = 15 Filename = love.filesystem.getUserDirectory()..'/lines.txt' -- undo History = {} Next_history = 1 -- search Search_term = nil Search_text = nil Search_backup = nil -- stuff to restore when cancelling search -- resize Last_resize_time = nil -- blinking cursor Cursor_time = 0 Initialize_done = false Before_done = false mri.m_cConfig.m_bAllMemoryRefFileAddTime = false end -- App.initialize_globals function App.initialize(arg) love.keyboard.setTextInput(true) -- bring up keyboard on touch screen love.keyboard.setKeyRepeat(true) if arg[1] == '-geometry' then initialize_window_geometry(arg[2]) table.remove(arg, 2) table.remove(arg, 1) else initialize_window_geometry() end initialize_font_settings(20) if #arg > 0 then Filename = arg[1] end print('init', collectgarbage('count')) Lines = load_from_disk(Filename) print('load_from_disk', collectgarbage('count')) for i,line in ipairs(Lines) do if line.mode == 'text' then Cursor1.line = i break end end love.window.setTitle('lines.love - '..Filename) if #arg > 1 then print('ignoring commandline args after '..arg[1]) end Initialize_done = true --? if rawget(_G, 'jit') then --? jit.off() --? jit.flush() --? end end -- App.initialize function initialize_window_geometry(geometry_spec) local geometry_initialized if geometry_spec then geometry_initialized = parse_geometry_spec(geometry_spec) end if not geometry_initialized then -- maximize window love.window.setMode(0, 0) -- maximize App.screen.width, App.screen.height, App.screen.flags = love.window.getMode() -- shrink slightly to account for window decoration App.screen.width = App.screen.width-100 App.screen.height = App.screen.height-100 end App.screen.flags.resizable = true App.screen.flags.minwidth = math.min(App.screen.width, 200) App.screen.flags.minheight = math.min(App.screen.width, 200) love.window.updateMode(App.screen.width, App.screen.height, App.screen.flags) end function parse_geometry_spec(geometry_spec) local width, height, x, y = geometry_spec:match('(%d+)x(%d+)%+(%d+)%+(%d+)') if width == nil then print('invalid geometry spec: '..geometry_spec) print('expected format: {width}x{height}+{x}+{y}') return false end App.screen.width = math.floor(tonumber(width)) App.screen.height = math.floor(tonumber(height)) App.screen.flags = {x=math.floor(tonumber(x)), y=math.floor(tonumber(y))} return true end function love.resize(w, h) --? print(("Window resized to width: %d and height: %d."):format(w, h)) App.screen.width, App.screen.height = w, h Line_width = math.min(40*App.width(Em), App.screen.width-50) Text.redraw_all() Last_resize_time = love.timer.getTime() end function initialize_font_settings(font_height) Font_height = font_height love.graphics.setFont(love.graphics.newFont(Font_height)) Line_height = math.floor(font_height*1.3) -- maximum width available to either text or drawings, in pixels Em = App.newText(love.graphics.getFont(), 'm') -- readable text width is 50-75 chars Line_width = math.min(40*App.width(Em), App.screen.width-50) end function App.filedropped(file) App.initialize_globals() -- in particular, forget all undo history 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 frame_index = 0 function App.draw() frame_index = frame_index+1 if frame_index % 10 == 0 then print(frame_index) end 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) -- some hysteresis while resizing if Last_resize_time then if love.timer.getTime() - Last_resize_time < 0.1 then return else Last_resize_time = nil end end assert(Text.le1(Screen_top1, Cursor1)) local y = Margin_top --? print('== draw') for line_index,line in ipairs(Lines) do --? print('draw:', y, line_index, line) if y + Line_height > 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() Drawing.before = snapshot() 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 Search_term == nil then if line_index == Cursor1.line then Text.draw_cursor(25, y) end end Screen_bottom1.pos = Screen_top1.pos y = y + Line_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 + Line_height --? print('=> y', y) end end end --? print('screen bottom: '..tostring(Screen_bottom1.pos)..' in '..tostring(Lines[Screen_bottom1.line].data)) if Search_term then Text.draw_search_bar() end if Initialize_done then if not Before_done then Before_done = true print('before', collectgarbage('count')) collectgarbage('collect') mri.m_cMethods.DumpMemorySnapshot('./', '0', -1) frame_index = 0 elseif frame_index == 1000 then print('after', collectgarbage('count')) collectgarbage('collect') mri.m_cMethods.DumpMemorySnapshot('./', '1', -1) mri.m_cMethods.DumpMemorySnapshotComparedFile("./", "Compared", -1, "./LuaMemRefInfo-All-[0].txt", "./LuaMemRefInfo-All-[1].txt") os.exit(1) end end end function App.update(dt) Cursor_time = Cursor_time + dt -- some hysteresis while resizing if Last_resize_time then if love.timer.getTime() - Last_resize_time < 0.1 then return else Last_resize_time = nil end end Drawing.update(dt) end function App.mousepressed(x,y, mouse_button) if Search_term then return end 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 -- delicate dance between cursor, selection and old cursor -- manual tests: -- regular press+release: sets cursor, clears selection -- shift press+release: -- sets selection to old cursor if not set otherwise leaves it untouched -- sets cursor -- press and hold to start a selection: sets selection on press, cursor on release -- press and hold, then press shift: ignore shift -- i.e. mousereleased should never look at shift state Old_cursor1 = Cursor1 Old_selection1 = Selection1 Mousepress_shift = App.shift_down() Selection1 = {line=line_index, pos=Text.to_pos_on_line(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) if Search_term then return end if Lines.current_drawing then Drawing.mouse_released(x,y, button) else for line_index,line in ipairs(Lines) do if line.mode == 'text' then if Text.in_line(line, x,y) then Cursor1 = {line=line_index, pos=Text.to_pos_on_line(line, x, y)} if Mousepress_shift then if Old_selection1.line == nil then Selection1 = Old_cursor1 else Selection1 = Old_selection1 end end Old_cursor1, Old_selection1, Mousepress_shift = nil end end end --? print('select:', Selection1.line, Selection1.pos) end end function App.textinput(t) for _,line in ipairs(Lines) do line.y = nil end -- just in case we scroll if Search_term then Search_term = Search_term..t Search_text = nil Text.search_next() elseif Current_drawing_mode == 'name' then local drawing = Lines.current_drawing 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 Search_term then if chord == 'escape' then Search_term = nil Search_text = nil Cursor1 = Search_backup.cursor Screen_top1 = Search_backup.screen_top Search_backup = nil Text.redraw_all() -- if we're scrolling, reclaim all fragments to avoid memory leaks elseif chord == 'return' then Search_term = nil Search_text = nil Search_backup = nil elseif chord == 'backspace' then local len = utf8.len(Search_term) local byte_offset = utf8.offset(Search_term, len) Search_term = string.sub(Search_term, 1, byte_offset-1) Search_text = nil elseif chord == 'down' then Cursor1.pos = Cursor1.pos+1 Text.search_next() elseif chord == 'up' then Text.search_previous() end return elseif chord == 'C-f' then Search_term = '' Search_backup = {cursor={line=Cursor1.line, pos=Cursor1.pos}, screen_top={line=Screen_top1.line, pos=Screen_top1.pos}} assert(Search_text == nil) elseif chord == 'C-=' then initialize_font_settings(Font_height+2) Text.redraw_all() elseif chord == 'C--' then initialize_font_settings(Font_height-2) Text.redraw_all() elseif chord == 'C-0' then initialize_font_settings(20) Text.redraw_all() elseif chord == 'C-z' then for _,line in ipairs(Lines) do line.y = nil end -- just in case we scroll local event = undo_event() if event then local src = event.before Screen_top1 = deepcopy(src.screen_top) Cursor1 = deepcopy(src.cursor) Selection1 = deepcopy(src.selection) patch(Lines, event.after, event.before) Text.redraw_all() -- if we're scrolling, reclaim all fragments to avoid memory leaks end elseif chord == 'C-y' then for _,line in ipairs(Lines) do line.y = nil end -- just in case we scroll local event = redo_event() if event then local src = event.after Screen_top1 = deepcopy(src.screen_top) Cursor1 = deepcopy(src.cursor) Selection1 = deepcopy(src.selection) patch(Lines, event.before, event.after) Text.redraw_all() -- if we're scrolling, reclaim all fragments to avoid memory leaks end -- clipboard elseif chord == 'C-c' then print('C-c', collectgarbage('count')) for _,line in ipairs(Lines) do line.y = nil end -- just in case we scroll local s = Text.selection() if s then App.setClipboardText(s) end elseif chord == 'C-x' then for _,line in ipairs(Lines) do line.y = nil end -- just in case we scroll local s = Text.cut_selection() if s then App.setClipboardText(s) end save_to_disk(Lines, Filename) elseif chord == 'C-v' then for _,line in ipairs(Lines) do line.y = nil end -- just in case we scroll -- We don't have a good sense of when to scroll, so we'll be conservative -- and sometimes scroll when we didn't quite need to. local before_line = Cursor1.line local before = snapshot(before_line) local clipboard_data = App.getClipboardText() local num_newlines = 0 -- hack 1 for _,code in utf8.codes(clipboard_data) do local c = utf8.char(code) if c == '\n' then Text.insert_return() num_newlines = num_newlines+1 else Text.insert_at_cursor(c) end end -- hack 1: if we have too many newlines we definitely need to scroll for i=before_line,Cursor1.line do Lines[i].screen_line_starting_pos = nil Text.populate_screen_line_starting_pos(i) end if Cursor1.line-Screen_top1.line+1 + num_newlines > App.screen.height/Line_height then Text.snap_cursor_to_bottom_of_screen() end -- hack 2: if we have too much text wrapping we definitely need to scroll local clipboard_text = App.newText(love.graphics.getFont(), clipboard_data) local clipboard_width = App.width(clipboard_text) --? print(Cursor_y, Cursor_y*Line_width, Cursor_y*Line_width+Cursor_x, Cursor_y*Line_width+Cursor_x+clipboard_width, Line_width*App.screen.height/Line_height) if Cursor_y*Line_width+Cursor_x + clipboard_width > Line_width*App.screen.height/Line_height then Text.snap_cursor_to_bottom_of_screen() end save_to_disk(Lines, Filename) record_undo_event({before=before, after=snapshot(before_line, Cursor1.line)}) -- dispatch to drawing or text elseif love.mouse.isDown('1') or chord:sub(1,2) == 'C-' then -- DON'T reset line.y here 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_drawing 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 for _,line in ipairs(Lines) do line.y = nil end -- just in case we scroll Text.keychord_pressed(chord) end end function App.keyreleased(key, scancode) end