-- some constants people might like to tweak Text_color = {r=0, g=0, b=0} Cursor_color = {r=1, g=0, b=0} Focus_stroke_color = {r=1, g=0, b=0} -- what mouse is hovering over Highlight_color = {r=0.7, g=0.7, b=0.9} -- selected text Margin_top = 15 Margin_left = 25 Margin_right = 25 edit = {} -- run in both tests and a real run function edit.initialize_state(top, left, right, font_height, line_height) -- currently always draws to bottom of screen local result = { lines = {{data=''}}, -- array of strings -- Lines can be too long to fit on screen, in which case they _wrap_ into -- multiple _screen lines_. -- rendering wrapped text lines needs some additional short-lived data per line: -- startpos, the index of data the line starts rendering from, can only be >1 for topmost line on screen -- starty, the y coord in pixels the line starts rendering from -- fragments: snippets of rendered love.graphics.Text, guaranteed to not straddle screen lines -- screen_line_starting_pos: optional array of grapheme indices if it wraps over more than one screen line line_cache = {}, -- Given wrapping, any potential location for the text 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. -- -- Make sure these coordinates are never aliased, so that changing one causes -- action at a distance. 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 = {}, -- some extra state to compute selection between mouse press and release old_cursor1 = nil, old_selection1 = nil, mousepress_shift = nil, -- when selecting text, avoid recomputing some state on every single frame recent_mouse = {}, -- cursor coordinates in pixels cursor_x = 0, cursor_y = 0, font_height = font_height, line_height = line_height, em = App.newText(love.graphics.getFont(), 'm'), -- widest possible character width top = top, left = math.floor(left), right = math.floor(right), width = right-left, filename = love.filesystem.getUserDirectory()..'/lines.txt', -- '/' should work even on Windows next_save = nil, -- undo history = {}, next_history = 1, -- search search_term = nil, search_text = nil, search_backup = nil, -- stuff to restore when cancelling search } return result end -- App.initialize_state function edit.check_locs(State) -- if State is inconsistent (i.e. file changed by some other program), -- throw away all cursor state entirely if edit.invalid1(State, State.screen_top1) or edit.invalid1(State, State.cursor1) or not Text.le1(State.screen_top1, State.cursor1) then State.screen_top1 = {line=1, pos=1} State.cursor1 = {line=1, pos=1} end end function edit.invalid1(State, loc1) return loc1.line > #State.lines or loc1.pos > #State.lines[loc1.line].data end function edit.draw(State) App.color(Text_color) if #State.lines ~= #State.line_cache then print(('line_cache is out of date; %d when it should be %d'):format(#State.line_cache, #State.lines)) assert(false) end if not Text.le1(State.screen_top1, State.cursor1) then print(State.screen_top1.line, State.screen_top1.pos, State.cursor1.line, State.cursor1.pos) assert(false) end State.cursor_x = nil State.cursor_y = nil local y = State.top --? print('== draw') for line_index = State.screen_top1.line,#State.lines do local line = State.lines[line_index] --? print('draw:', y, line_index, line) if y + State.line_height > App.screen.height then break end State.screen_bottom1 = {line=line_index, pos=nil} --? print('text.draw', y, line_index) local startpos = 1 if line_index == State.screen_top1.line then startpos = State.screen_top1.pos end y, State.screen_bottom1.pos = Text.draw(State, line_index, y, startpos) y = y + State.line_height --? print('=> y', y) end if State.search_term then Text.draw_search_bar(State) end end function edit.update(State, dt) if State.next_save and State.next_save < Current_time then save_to_disk(State) State.next_save = nil end end function schedule_save(State) if State.next_save == nil then State.next_save = Current_time + 3 -- short enough that you're likely to still remember what you did end end function edit.quit(State) -- make sure t
# dwm - dynamic window manager
#   (C)opyright MMVI Anselm R. Garbe

include config.mk

SRC = client.c draw.c event.c main.c tag.c util.c
OBJ = ${SRC:.c=.o}

all: options dwm
	@echo finished

options:
	@echo dwm build options:
	@echo "CFLAGS   = ${CFLAGS}"
	@echo "LDFLAGS  = ${LDFLAGS}"
	@echo "CC       = ${CC}"

.c.o:
	@echo CC $<
	@${CC} -c ${CFLAGS} $<

${OBJ}: dwm.h config.h

config.h:
	@echo creating $@ from config.default.h
	@cp config.default.h $@

dwm: ${OBJ}
	@echo LD $@
	@${CC} -o $@ ${OBJ} ${LDFLAGS}

clean:
	@echo cleaning
	@rm -f dwm ${OBJ} dwm-${VERSION}.tar.gz

dist: clean
	@echo creating dist tarball
	@mkdir -p dwm-${VERSION}
	@cp -R LICENSE Makefile README config.*.h config.mk \
		dwm.1 dwm.h ${