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path: root/compiler/msgs.nim
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* fixes #4580Andreas Rumpf2016-08-261-2/+2
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* remove unused stuffJacek Sieka2016-08-091-2/+0
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* compiler free of old expr/stmt metatypesAndreas Rumpf2016-07-301-5/+5
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* --listCmd also needs to affect linking stepAndreas Rumpf2016-07-131-2/+1
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* make tests green againAndreas Rumpf2016-07-101-0/+1
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* Fix disabling hintProcessingEduardo Bart2016-06-201-2/+2
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* adds --excessiveStackTrace:on|off flag for nimParashurama2016-06-111-1/+7
| | | | display absolute file path in error messages.
* fixes #3986Andreas Rumpf2016-06-061-1/+1
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* fixes #2159Andreas Rumpf2016-05-281-1/+3
| | | | Hints and warnings are only emitted for the main package that is compiled
* Fixed deprecation warnings while Nim compiles.Hans Raaf2016-01-181-1/+1
| | | | | I just removed unsigned and changed a writeLn() call to writeLine() to avoid the remaining deprecation warnings.
* nimsuggest: added 'chk', 'outline' and 'highlight' featuresAraq2015-11-011-11/+20
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* msgs: One msgWriteln with optional flagsAdam Strzelecki2015-10-221-18/+12
| | | | Instead of msgWriteln, outWriteln and stdoutWriteln doing essentially the same.
* compiler/vm: Use stdout too in VM time echoAdam Strzelecki2015-10-161-0/+9
| | | | | Now VM time echo outputs to stdout too, same as compile time echo, rather using same handle as compiler diagnostics (stderr default).
* compiler/msgs: Default to stderr for diagnosticsAdam Strzelecki2015-10-161-17/+21
| | | | | | | | | | | | Previously we were defaulting to stdout for diagnostics, which could interfere with scripts or `nim c -r' programs outputting their results to stdout, possibly mixing their output with compiler messages. This change makes now Nim to be inline with other compilers emitting diagnostics to stderr. Also now --stdout option has proper meaning making all diagnostics to be sent to stdout instead. NOTE: Tester now calls compiler with --stdout.
* fixes #635Araq2015-10-071-8/+20
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* Improved "Execution of an external program failed" message.Dominik Picheta2015-09-271-1/+1
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* make the compiler less verboseAraq2015-09-141-0/+1
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* Replace incorrect warning string.Matt Sullivan2015-09-051-1/+1
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* fixes #2590; methods now require a .base annotationAraq2015-09-061-2/+2
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* Merge branch 'devel' into coroutinesrku2015-08-201-1/+2
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| * Give a nice error when no command is givenRyan Gonzalez2015-08-151-1/+2
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* | cValidAssemblers -> const setrku2015-08-101-0/+2
| | | | | | | | Added assembler validity check
* | Added fasm (external assembler) support.rku2015-07-311-0/+2
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* don't reset the terminal when --stdout is activeAraq2015-07-161-1/+1
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* Reset terminal colors before running compiled programdef2015-07-101-0/+5
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* Turn GC_getStatistics into hintGCStatsAdam Strzelecki2015-07-031-5/+8
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* Turn stack trace printing into hintStackTraceAdam Strzelecki2015-07-031-7/+8
| | | | So stack trace printing can be explicitly enabled by --hint[StackTrace]:on.
* Turn optPrintSurroundingSrc into hintSourceAdam Strzelecki2015-07-031-4/+9
| | | | | So surrounding source printing can be enabled for lower verbosity levels explicitly.
* Turn loadDynamicLib msg into hintDependencyAdam Strzelecki2015-07-031-3/+6
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* Turn execExternalProgram msgs into hintExecutingAdam Strzelecki2015-07-031-2/+7
| | | | | Or hintLinking that is used on verbosity:1. This lets you treat this message as regular hint, and control it via command line.
* List warnings & hints via --(hints|warnings):listAdam Strzelecki2015-07-031-1/+19
| | | | | Hints and warnings can be now listed using --warnings:list and --hints:list printing names and checkboxes indicating which of these are enabled.
* Introduce NotesVerbosity defining verbosity levelsAdam Strzelecki2015-07-031-3/+16
| | | | | | | | | | | | | | This solves two issues: 1. Some notes were enabled explicitly for some verbosity levels, so --hintName:on has no effect if verbosity level was too low. 2. Verbosity level for notes is not longer scattered across the source code, instead if now lives in msgs.nim NotesVerbosity array 3. Individual note settings have stronger effect than verbosity setting, so --hintName:off will disable hint regardless of high verbosity setting, and vice-versa --hintName:on will enable hint even on low verbosity setting.
* fixes 'instantiation from here' highlightingAraq2015-07-011-1/+1
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* renamed writeln to writeLine in compilerpatrick dw2015-06-191-6/+6
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* msgs: Append/color warning/hint kind in msgWritelnAdam Strzelecki2015-06-151-50/+66
| | | | | Rather than embedding it into the message format text itself. This also makes possible to color warning/hint kind.
* msgs: styledMsgWriteln compatible with styledEchoAdam Strzelecki2015-06-151-53/+90
| | | | | | | 1. Introduce styledMsgWriteln which can be used same way as styledEcho. 2. Make file names and positions use bright white like in other compilers, so only message types are colored.
* colors: Use colors by default on terminalsAdam Strzelecki2015-06-151-0/+3
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* Merge pull request #2852 from kirbyfan64/develAndreas Rumpf2015-06-101-29/+50
|\ | | | | Colors!
| * Colors!Ryan Gonzalez2015-06-021-29/+50
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* | Rename errUndeclaredProcedure to errUndeclaredRoutine.Dominik Picheta2015-06-051-2/+2
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* | Got rid of errUndeclaredProcedureField.Dominik Picheta2015-06-041-2/+1
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* | Fixes #2584Dominik Picheta2015-06-041-1/+6
| | | | | | | | | | Better compiler errors for accessing undeclared fields, calling undeclared procedures and procedure fields.
* | Clean up to compiler style. Refine error-msg for illegal octal 'O'Oscar Campbell2015-05-311-4/+4
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* finishes #2566Araq2015-04-241-2/+2
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* msg: Output column numbers starting from 1Adam Strzelecki2015-04-211-1/+4
| | | | | | | | Most of editors/IDEs expect column numbers to start from 1, so (1, 1) means beginning of the file. This change applies only to diagnostics output, however Nim will still internally number columns starting from 0.
* importing of C++ nested generics like std::vector<T>::iterator, using the ↵Zahary Karadjov2015-04-131-0/+3
| | | | apostrophe operator
* Get rid of deprecation warningsdef2015-04-071-9/+9
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* Merge pull request #2428 from arnetheduck/comp-lib-ropesAndreas Rumpf2015-04-061-10/+4
|\ | | | | Comp lib ropes
| * compiler_ropes: ropeEqualsFile -> equalsFile, no more max rope component lengthJacek Sieka2015-04-011-9/+3
| | | | | | | | | | | | | | read file data in bigger blocks, avoiding lots of file api calls also removed crc step - seems easier to simply compare the bytes rather than calculating two crc's
| * compiler_ropes: ropeToStr -> $Jacek Sieka2015-04-011-1/+1
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* Literal.String.Escape */ .highlight .sh { color: #dd2200; background-color: #fff0f0 } /* Literal.String.Heredoc */ .highlight .si { color: #3333bb; background-color: #fff0f0 } /* Literal.String.Interpol */ .highlight .sx { color: #22bb22; background-color: #f0fff0 } /* Literal.String.Other */ .highlight .sr { color: #008800; background-color: #fff0ff } /* Literal.String.Regex */ .highlight .s1 { color: #dd2200; background-color: #fff0f0 } /* Literal.String.Single */ .highlight .ss { color: #aa6600; background-color: #fff0f0 } /* Literal.String.Symbol */ .highlight .bp { color: #003388 } /* Name.Builtin.Pseudo */ .highlight .fm { color: #0066bb; font-weight: bold } /* Name.Function.Magic */ .highlight .vc { color: #336699 } /* Name.Variable.Class */ .highlight .vg { color: #dd7700 } /* Name.Variable.Global */ .highlight .vi { color: #3333bb } /* Name.Variable.Instance */ .highlight .vm { color: #336699 } /* Name.Variable.Magic */ .highlight .il { color: #0000DD; font-weight: bold } /* Literal.Number.Integer.Long */
-- text editor, particularly text drawing, horizontal wrap, vertical scrolling
Text = {}

local utf8 = require 'utf8'

require 'search'
require 'select'
require 'undo'
require 'text_tests'

-- return values:
--  y coordinate drawn until in px
--  position of start of final screen line drawn
function Text.draw(line, line_width, line_index)
--?   print('text.draw', line_index)
  love.graphics.setColor(0,0,0)
  -- wrap long lines
  local x = 25
  local y = line.y
  local pos = 1
  local screen_line_starting_pos = 1
  if line.fragments == nil then
    Text.compute_fragments(line, line_width)
  end
  Text.populate_screen_line_starting_pos(line_index)
--?   print('--')
  for _, f in ipairs(line.fragments) do
    local frag, frag_text = f.data, f.text
    -- render fragment
    local frag_width = App.width(frag_text)
    local frag_len = utf8.len(frag)
--?     local s=tostring
--?     print('('..s(x)..','..s(y)..') '..frag..'('..s(frag_width)..' vs '..s(line_width)..') '..s(line_index)..' vs '..s(Screen_top1.line)..'; '..s(pos)..' vs '..s(Screen_top1.pos)..'; bottom: '..s(Screen_bottom1.line)..'/'..s(Screen_bottom1.pos))
    if x + frag_width > line_width then
      assert(x > 25)  -- no overfull lines
      -- update y only after drawing the first screen line of screen top
      if Text.lt1(Screen_top1, {line=line_index, pos=pos}) then
        y = y + Line_height
        if y + Line_height > App.screen.height then
--?           print('b', y, App.screen.height, '=>', screen_line_starting_pos)
          return y, screen_line_starting_pos
        end
        screen_line_starting_pos = pos
--?         print('text: new screen line', y, App.screen.height, screen_line_starting_pos)
      end
      x = 25
    end
--?     print('checking to draw', pos, Screen_top1.pos)
    -- don't draw text above screen top
    if Text.le1(Screen_top1, {line=line_index, pos=pos}) then
      if Selection1.line then
        local lo, hi = Text.clip_selection(line_index, pos, pos+frag_len)
        Text.draw_highlight(line, x,y, pos, lo,hi)
      end
--?       print('drawing '..frag)
      App.screen.draw(frag_text, x,y)
    end
    -- render cursor if necessary
    if line_index == Cursor1.line then
      if pos <= Cursor1.pos and pos + frag_len > Cursor1.pos then
        if Search_term then
          if Lines[Cursor1.line].data:sub(Cursor1.pos, Cursor1.pos+utf8.len(Search_term)-1) == Search_term then
            local lo_px = Text.draw_highlight(line, x,y, pos, Cursor1.pos, Cursor1.pos+utf8.len(Search_term))
            love.graphics.setColor(0,0,0)
            love.graphics.print(Search_term, x+lo_px,y)
          end
        else
          Text.draw_cursor(x+Text.x(frag, Cursor1.pos-pos+1), y)
        end
      end
    end
    x = x + frag_width
    pos = pos + frag_len
  end
  if Search_term == nil then
    if line_index == Cursor1.line and Cursor1.pos == pos then
      Text.draw_cursor(x, y)
    end
  end
  return y, screen_line_starting_pos
end
-- manual tests:
--  draw with small line_width of 100

function Text.draw_cursor(x, y)
  -- blink every 0.5s
  if math.floor(Cursor_time*2)%2 == 0 then
    love.graphics.setColor(1,0,0)
    love.graphics.rectangle('fill', x,y, 3,Line_height)
    love.graphics.setColor(0,0,0)
  end
  Cursor_x = x
  Cursor_y = y+Line_height
end

function Text.compute_fragments(line, line_width)
--?   print('compute_fragments', line_width)
  line.fragments = {}
  local x = 25
  -- try to wrap at word boundaries
  for frag in line.data:gmatch('%S*%s*') do
    local frag_text = App.newText(love.graphics.getFont(), frag)
    local frag_width = App.width(frag_text)
--?     print('x: '..tostring(x)..'; '..tostring(line_width-x)..'px to go')
--?     print('frag: ^'..frag..'$ is '..tostring(frag_width)..'px wide')
    if x + frag_width > line_width then
      while x + frag_width > line_width do
--?         print(x, frag, frag_width, line_width)
        if x < 0.8*line_width then
--?           print(frag, x, frag_width, line_width)
          -- long word; chop it at some letter
          -- We're not going to reimplement TeX here.
          local bpos = Text.nearest_pos_less_than(frag, line_width - x)
          assert(bpos > 0)  -- avoid infinite loop when window is too narrow
          local boffset = utf8.offset(frag, bpos+1)  -- byte _after_ bpos
          assert(boffset)
--?           print('space for '..tostring(bpos)..' graphemes, '..tostring(boffset)..' bytes')
          local frag1 = string.sub(frag, 1, boffset-1)
          local frag1_text = App.newText(love.graphics.getFont(), frag1)
          local frag1_width = App.width(frag1_text)
--?           print(frag, x, frag1_width, line_width)
          assert(x + frag1_width <= line_width)
--?           print('inserting '..frag1..' of width '..tostring(frag1_width)..'px')
          table.insert(line.fragments, {data=frag1, text=frag1_text})
          frag = string.sub(frag, boffset)
          frag_text = App.newText(love.graphics.getFont(), frag)
          frag_width = App.width(frag_text)
        end
        x = 25  -- new line
      end
    end
    if #frag > 0 then
--?       print('inserting '..frag..' of width '..tostring(frag_width)..'px')
      table.insert(line.fragments, {data=frag, text=frag_text})
    end
    x = x + frag_width
  end
end

function Text.textinput(t)
  if App.mouse_down('1') then return end
  if App.ctrl_down() or App.alt_down() or App.cmd_down() then return end
  if Selection1.line then
    Text.delete_selection()
  end
  local before = snapshot(Cursor1.line)
--?   print(Screen_top1.line, Screen_top1.pos, Cursor1.line, Cursor1.pos, Screen_bottom1.line, Screen_bottom1.pos)
  Text.insert_at_cursor(t)
  if Cursor_y >= App.screen.height - Line_height then
    Text.populate_screen_line_starting_pos(Cursor1.line)
    Text.snap_cursor_to_bottom_of_screen()
--?     print('=>', Screen_top1.line, Screen_top1.pos, Cursor1.line, Cursor1.pos, Screen_bottom1.line, Screen_bottom1.pos)
  end
  record_undo_event({before=before, after=snapshot(Cursor1.line)})
end

function Text.insert_at_cursor(t)
  local byte_offset
  if Cursor1.pos > 1 then
    byte_offset = utf8.offset(Lines[Cursor1.line].data, Cursor1.pos)
  else
    byte_offset = 1
  end
  if byte_offset == nil then
    print(Cursor1.line, Cursor1.pos, byte_offset, Lines[Cursor1.line].data)
    assert(false)
  end
  Lines[Cursor1.line].data = string.sub(Lines[Cursor1.line].data, 1, byte_offset-1)..t..string.sub(Lines[Cursor1.line].data, byte_offset)
  Lines[Cursor1.line].fragments = nil
  Lines[Cursor1.line].screen_line_starting_pos = nil
  Cursor1.pos = Cursor1.pos+1
end

-- Don't handle any keys here that would trigger love.textinput above.
function Text.keychord_pressed(chord)
--?   print(chord)
  --== shortcuts that mutate text
  if chord == 'return' then
    local before_line = Cursor1.line
    local before = snapshot(before_line)
    Text.insert_return()
    if (Cursor_y + Line_height) > App.screen.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)})
  elseif chord == 'tab' then
    local before = snapshot(Cursor1.line)
--?     print(Screen_top1.line, Screen_top1.pos, Cursor1.line, Cursor1.pos, Screen_bottom1.line, Screen_bottom1.pos)
    Text.insert_at_cursor('\t')
    if Cursor_y >= App.screen.height - Line_height then
      Text.populate_screen_line_starting_pos(Cursor1.line)
      Text.snap_cursor_to_bottom_of_screen()
--?       print('=>', Screen_top1.line, Screen_top1.pos, Cursor1.line, Cursor1.pos, Screen_bottom1.line, Screen_bottom1.pos)
    end
    save_to_disk(Lines, Filename)
    record_undo_event({before=before, after=snapshot(Cursor1.line)})
  elseif chord == 'backspace' then
    if Selection1.line then
      Text.delete_selection()
      save_to_disk(Lines, Filename)
      return
    end
    local before
    if Cursor1.pos > 1 then
      before = snapshot(Cursor1.line)
      local byte_start = utf8.offset(Lines[Cursor1.line].data, Cursor1.pos-1)
      local byte_end = utf8.offset(Lines[Cursor1.line].data, Cursor1.pos)
      if byte_start then
        if byte_end then
          Lines[Cursor1.line].data = string.sub(Lines[Cursor1.line].data, 1, byte_start-1)..string.sub(Lines[Cursor1.line].data, byte_end)
        else
          Lines[Cursor1.line].data = string.sub(Lines[Cursor1.line].data, 1, byte_start-1)
        end
        Lines[Cursor1.line].fragments = nil
        Cursor1.pos = Cursor1.pos-1
      end
    elseif Cursor1.line > 1 then
      before = snapshot(Cursor1.line-1, Cursor1.line)
      if Lines[Cursor1.line-1].mode == 'drawing' then
        table.remove(Lines, Cursor1.line-1)
      else
        -- join lines
        Cursor1.pos = utf8.len(Lines[Cursor1.line-1].data)+1
        Lines[Cursor1.line-1].data = Lines[Cursor1.line-1].data..Lines[Cursor1.line].data
        Lines[Cursor1.line-1].fragments = nil
        table.remove(Lines, Cursor1.line)
      end
      Cursor1.line = Cursor1.line-1
    end
    if Text.lt1(Cursor1, Screen_top1) then
      local top2 = Text.to2(Screen_top1)
      top2 = Text.previous_screen_line(top2)
      Screen_top1 = Text.to1(top2)
      Text.redraw_all()  -- if we're scrolling, reclaim all fragments to avoid memory leaks
    end
    assert(Text.le1(Screen_top1, Cursor1))
    save_to_disk(Lines, Filename)
    record_undo_event({before=before, after=snapshot(Cursor1.line)})
  elseif chord == 'delete' then
    if Selection1.line then
      Text.delete_selection()
      save_to_disk(Lines, Filename)
      return
    end
    local before
    if Cursor1.pos <= utf8.len(Lines[Cursor1.line].data) then
      before = snapshot(Cursor1.line)
    else
      before = snapshot(Cursor1.line, Cursor1.line+1)
    end
    if Cursor1.pos <= utf8.len(Lines[Cursor1.line].data) then
      local byte_start = utf8.offset(Lines[Cursor1.line].data, Cursor1.pos)
      local byte_end = utf8.offset(Lines[Cursor1.line].data, Cursor1.pos+1)
      if byte_start then
        if byte_end then
          Lines[Cursor1.line].data = string.sub(Lines[Cursor1.line].data, 1, byte_start-1)..string.sub(Lines[Cursor1.line].data, byte_end)
        else
          Lines[Cursor1.line].data = string.sub(Lines[Cursor1.line].data, 1, byte_start-1)
        end
        Lines[Cursor1.line].fragments = nil
        -- no change to Cursor1.pos
      end
    elseif Cursor1.line < #Lines then
      if Lines[Cursor1.line+1].mode == 'drawing' then
        table.remove(Lines, Cursor1.line+1)
      else
        -- join lines
        Lines[Cursor1.line].data = Lines[Cursor1.line].data..Lines[Cursor1.line+1].data
        Lines[Cursor1.line].fragments = nil
        table.remove(Lines, Cursor1.line+1)
      end
    end
    save_to_disk(Lines, Filename)
    record_undo_event({before=before, after=snapshot(Cursor1.line)})
  --== shortcuts that move the cursor
  elseif chord == 'left' then
    if Selection1.line then
      Selection1 = {}
    end
    Text.left()
  elseif chord == 'right' then
    if Selection1.line then
      Selection1 = {}
    end
    Text.right()
  elseif chord == 'S-left' then
    if Selection1.line == nil then
      Selection1 = {line=Cursor1.line, pos=Cursor1.pos}
    end
    Text.left()
  elseif chord == 'S-right' then
    if Selection1.line == nil then
      Selection1 = {line=Cursor1.line, pos=Cursor1.pos}
    end
    Text.right()
  -- C- hotkeys reserved for drawings, so we'll use M-
  elseif chord == 'M-left' then
    if Selection1.line then
      Selection1 = {}
    end
    Text.word_left()
  elseif chord == 'M-right' then
    if Selection1.line then
      Selection1 = {}
    end
    Text.word_right()
  elseif chord == 'M-S-left' then
    if Selection1.line == nil then
      Selection1 = {line=Cursor1.line, pos=Cursor1.pos}
    end
    Text.word_left()
  elseif chord == 'M-S-right' then
    if Selection1.line == nil then
      Selection1 = {line=Cursor1.line, pos=Cursor1.pos}
    end
    Text.word_right()
  elseif chord == 'home' then
    if Selection1.line then
      Selection1 = {}
    end
    Cursor1.pos = 1
  elseif chord == 'end' then
    if Selection1.line then
      Selection1 = {}
    end
    Cursor1.pos = utf8.len(Lines[Cursor1.line].data) + 1
  elseif chord == 'S-home' then
    if Selection1.line == nil then
      Selection1 = {line=Cursor1.line, pos=Cursor1.pos}
    end
    Cursor1.pos = 1
  elseif chord == 'S-end' then
    if Selection1.line == nil then
      Selection1 = {line=Cursor1.line, pos=Cursor1.pos}
    end
    Cursor1.pos = utf8.len(Lines[Cursor1.line].data) + 1
  elseif chord == 'up' then
    if Selection1.line then
      Selection1 = {}
    end
    Text.up()
  elseif chord == 'down' then
    if Selection1.line then
      Selection1 = {}
    end
    Text.down()
  elseif chord == 'S-up' then
    if Selection1.line == nil then
      Selection1 = {line=Cursor1.line, pos=Cursor1.pos}
    end
    Text.up()
  elseif chord == 'S-down' then
    if Selection1.line == nil then
      Selection1 = {line=Cursor1.line, pos=Cursor1.pos}
    end
    Text.down()
  elseif chord == 'pageup' then
    if Selection1.line then
      Selection1 = {}
    end
    Text.pageup()
  elseif chord == 'pagedown' then
    if Selection1.line then
      Selection1 = {}
    end
    Text.pagedown()
  elseif chord == 'S-pageup' then
    if Selection1.line == nil then
      Selection1 = {line=Cursor1.line, pos=Cursor1.pos}
    end
    Text.pageup()
  elseif chord == 'S-pagedown' then
    if Selection1.line == nil then
      Selection1 = {line=Cursor1.line, pos=Cursor1.pos}
    end
    Text.pagedown()
  end
end

function Text.insert_return()
  local byte_offset = utf8.offset(Lines[Cursor1.line].data, Cursor1.pos)
--?   print(Cursor1.line, Cursor1.pos, #Lines[Cursor1.line].data)
--?   print(Lines[Cursor1.line].data)
  assert(byte_offset)
  table.insert(Lines, Cursor1.line+1, {mode='text', data=string.sub(Lines[Cursor1.line].data, byte_offset)})
  Lines[Cursor1.line].data = string.sub(Lines[Cursor1.line].data, 1, byte_offset-1)
  Lines[Cursor1.line].fragments = nil
  Cursor1.line = Cursor1.line+1
  Cursor1.pos = 1
end

function Text.pageup()
--?   print('pageup')
  -- duplicate some logic from love.draw
  local top2 = Text.to2(Screen_top1)
--?   print(App.screen.height)
  local y = App.screen.height - Line_height
  while y >= Margin_top do
--?     print(y, top2.line, top2.screen_line, top2.screen_pos)
    if Screen_top1.line == 1 and Screen_top1.pos == 1 then break end
    if Lines[Screen_top1.line].mode == 'text' then
      y = y - Line_height
    elseif Lines[Screen_top1.line].mode == 'drawing' then
      y = y - 20 - Drawing.pixels(Lines[Screen_top1.line].h)
    end
    top2 = Text.previous_screen_line(top2)
  end
  Screen_top1 = Text.to1(top2)
  Cursor1.line = Screen_top1.line
  Cursor1.pos = Screen_top1.pos
  Text.move_cursor_down_to_next_text_line_while_scrolling_again_if_necessary()
--?   print(Cursor1.line, Cursor1.pos, Screen_top1.line, Screen_top1.pos)
--?   print('pageup end')
end

function Text.pagedown()
--?   print('pagedown')
  -- If a line/paragraph gets to a page boundary, I often want to scroll
  -- before I get to the bottom.
  -- However, only do this if it makes forward progress.
  local top2 = Text.to2(Screen_bottom1)
  if top2.screen_line > 1 then
    top2.screen_line = math.max(top2.screen_line-10, 1)
  end
  local new_top1 = Text.to1(top2)
  if Text.lt1(Screen_top1, new_top1) then
    Screen_top1 = new_top1
  else
    Screen_top1.line = Screen_bottom1.line
    Screen_top1.pos = Screen_bottom1.pos
  end
--?   print('setting top to', Screen_top1.line, Screen_top1.pos)
  Cursor1.line = Screen_top1.line
  Cursor1.pos = Screen_top1.pos
  Text.move_cursor_down_to_next_text_line_while_scrolling_again_if_necessary()
--?   print('top now', Screen_top1.line)
  Text.redraw_all()  -- if we're scrolling, reclaim all fragments to avoid memory leaks
--?   print('pagedown end')
end

function Text.up()
  assert(Lines[Cursor1.line].mode == 'text')
--?   print('up', Cursor1.pos, Screen_top1.pos)
  local screen_line_index,screen_line_starting_pos = Text.pos_at_start_of_cursor_screen_line()
  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 = Cursor1.line
    while new_cursor_line > 1 do
      new_cursor_line = new_cursor_line-1
      if Lines[new_cursor_line].mode == 'text' then
--?         print('found previous text line')
        Cursor1.line = new_cursor_line
        Text.populate_screen_line_starting_pos(Cursor1.line)
        -- previous text line found, pick its final screen line
--?         print('has multiple screen lines')
        local screen_line_starting_pos = Lines[Cursor1.line].screen_line_starting_pos
--?         print(#screen_line_starting_pos)
        screen_line_starting_pos = screen_line_starting_pos[#screen_line_starting_pos]
--?         print('previous screen line starts at pos '..tostring(screen_line_starting_pos)..' of its line')
        if Screen_top1.line > Cursor1.line then
          Screen_top1.line = Cursor1.line
          Screen_top1.pos = screen_line_starting_pos
--?           print('pos of top of screen is also '..tostring(Screen_top1.pos)..' of the same line')
        end
        local s = string.sub(Lines[Cursor1.line].data, screen_line_starting_pos)
        Cursor1.pos = screen_line_starting_pos + Text.nearest_cursor_pos(s, Cursor_x) - 1
        break
      end
    end
    if Cursor1.line < Screen_top1.line then
      Screen_top1.line = Cursor1.line
    end
  else
    -- move up one screen line in current line
--?     print('cursor is NOT at first screen line of its line')
    assert(screen_line_index > 1)
    new_screen_line_starting_pos = Lines[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))
    if Screen_top1.line == Cursor1.line and Screen_top1.pos == screen_line_starting_pos then
      Screen_top1.pos = new_screen_line_starting_pos
--?       print('also setting pos of top of screen to '..tostring(Screen_top1.pos))
    end
    local s = string.sub(Lines[Cursor1.line].data, new_screen_line_starting_pos)
    Cursor1.pos = new_screen_line_starting_pos + Text.nearest_cursor_pos(s, Cursor_x) - 1
--?     print('cursor pos is now '..tostring(Cursor1.pos))
  end
end

function Text.down()
  assert(Lines[Cursor1.line].mode == 'text')
--?   print('down', Cursor1.line, Cursor1.pos, Screen_top1.line, Screen_top1.pos, Screen_bottom1.line, Screen_bottom1.pos)
  if Text.cursor_at_final_screen_line() then
    -- line is done, skip to next text line
--?     print('cursor at final screen line of its line')
    local new_cursor_line = Cursor1.line
    while new_cursor_line < #Lines do
      new_cursor_line = new_cursor_line+1
      if Lines[new_cursor_line].mode == 'text' then
        Cursor1.line = new_cursor_line
        Cursor1.pos = Text.nearest_cursor_pos(Lines[Cursor1.line].data, Cursor_x)
--?         print(Cursor1.pos)
        break
      end
    end
    if Cursor1.line > Screen_bottom1.line then
--?       print('screen top before:', Screen_top1.line, Screen_top1.pos)
--?       print('scroll up preserving cursor')
      Text.snap_cursor_to_bottom_of_screen()
--?       print('screen top after:', Screen_top1.line, Screen_top1.pos)
    end
  else
    -- move down one screen line in current line
    local scroll_down = false
    if Text.le1(Screen_bottom1, Cursor1) then
      scroll_down = true
    end
--?     print('cursor is NOT at final screen line of its line')
    local screen_line_index, screen_line_starting_pos = Text.pos_at_start_of_cursor_screen_line()
    new_screen_line_starting_pos = Lines[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 s = string.sub(Lines[Cursor1.line].data, new_screen_line_starting_pos)
    Cursor1.pos = new_screen_line_starting_pos + Text.nearest_cursor_pos(s, Cursor_x) - 1
--?     print('cursor pos is now', Cursor1.line, Cursor1.pos)
    if scroll_down then
--?       print('scroll up preserving cursor')
      Text.snap_cursor_to_bottom_of_screen()
--?       print('screen top after:', Screen_top1.line, Screen_top1.pos)
    end
  end
--?   print('=>', Cursor1.line, Cursor1.pos, Screen_top1.line, Screen_top1.pos, Screen_bottom1.line, Screen_bottom1.pos)
end

function Text.word_left()
  while true do
    Text.left()
    if Cursor1.pos == 1 then break end
    assert(Cursor1.pos > 1)
    local offset = utf8.offset(Lines[Cursor1.line].data, Cursor1.pos)
    assert(offset > 1)
    if Lines[Cursor1.line].data:sub(offset-1,offset-1) == ' ' then
      break
    end
  end
end

function Text.word_right()
  while true do
    Text.right()
    if Cursor1.pos > utf8.len(Lines[Cursor1.line].data) then break end
    local offset = utf8.offset(Lines[Cursor1.line].data, Cursor1.pos)
    if Lines[Cursor1.line].data:sub(offset,offset) == ' ' then  -- TODO: other space characters
      break
    end
  end
end

function Text.left()
  assert(Lines[Cursor1.line].mode == 'text')
  if Cursor1.pos > 1 then
    Cursor1.pos = Cursor1.pos-1
  else
    local new_cursor_line = Cursor1.line
    while new_cursor_line > 1 do
      new_cursor_line = new_cursor_line-1
      if Lines[new_cursor_line].mode == 'text' then
        Cursor1.line = new_cursor_line
        Cursor1.pos = utf8.len(Lines[Cursor1.line].data) + 1
        break
      end
    end
    if Cursor1.line < Screen_top1.line then
      Screen_top1.line = Cursor1.line
    end
  end
end

function Text.right()
  assert(Lines[Cursor1.line].mode == 'text')
  if Cursor1.pos <= utf8.len(Lines[Cursor1.line].data) then
    Cursor1.pos = Cursor1.pos+1
  else
    local new_cursor_line = Cursor1.line
    while new_cursor_line <= #Lines-1 do
      new_cursor_line = new_cursor_line+1
      if Lines[new_cursor_line].mode == 'text' then
        Cursor1.line = new_cursor_line
        Cursor1.pos = 1
        break
      end
    end
    if Cursor1.line > Screen_bottom1.line then
      Screen_top1.line = Cursor1.line
    end
  end
end

function Text.pos_at_start_of_cursor_screen_line()
  Text.populate_screen_line_starting_pos(Cursor1.line)
  for i=#Lines[Cursor1.line].screen_line_starting_pos,1,-1 do
    local spos = Lines[Cursor1.line].screen_line_starting_pos[i]
    if spos <= Cursor1.pos then
      return i,spos
    end
  end
  assert(false)
end

function Text.cursor_at_final_screen_line()
  Text.populate_screen_line_starting_pos(Cursor1.line)
  local screen_lines = Lines[Cursor1.line].screen_line_starting_pos
--?   print(screen_lines[#screen_lines], Cursor1.pos)
  return screen_lines[#screen_lines] <= Cursor1.pos
end

function Text.move_cursor_down_to_next_text_line_while_scrolling_again_if_necessary()
  local y = Margin_top
  while Cursor1.line <= #Lines do
    if Lines[Cursor1.line].mode == 'text' then
      break
    end
--?     print('cursor skips', Cursor1.line)
    y = y + 20 + Drawing.pixels(Lines[Cursor1.line].h)
    Cursor1.line = Cursor1.line + 1
  end
  -- hack: insert a text line at bottom of file if necessary
  if Cursor1.line > #Lines then
    assert(Cursor1.line == #Lines+1)
    table.insert(Lines, {mode='text', data=''})
  end
--?   print(y, App.screen.height, App.screen.height-Line_height)
  if y > App.screen.height - Line_height then
--?     print('scroll up')
    Text.snap_cursor_to_bottom_of_screen()
  end
end

function Text.snap_cursor_to_bottom_of_screen()
  local top2 = Text.to2(Cursor1)
  top2.screen_pos = 1  -- start of screen line
--?   print('cursor pos '..tostring(Cursor1.pos)..' is on the #'..tostring(top2.screen_line)..' screen line down')
  local y = App.screen.height - 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 Lines[top2.line-1].mode == 'text' then
      local h = Line_height
      if y - h < Margin_top then
        break
      end
      y = y - h
    else
      assert(top2.line > 1)
      assert(Lines[top2.line-1].mode == 'drawing')
      -- We currently can't draw partial drawings, so either skip it entirely
      -- or not at all.
      local h = 20 + Drawing.pixels(Lines[top2.line-1].h)
      if y - h < Margin_top then
        break
      end
--?       print('skipping drawing of height', h)
      y = y - h
    end
    top2 = Text.previous_screen_line(top2)
  end
--?   print('top2 finally:', top2.line, top2.screen_line, top2.screen_pos)
  Screen_top1 = Text.to1(top2)
--?   print('top1 finally:', Screen_top1.line, Screen_top1.pos)
  Text.redraw_all()  -- if we're scrolling, reclaim all fragments to avoid memory leaks
end

function Text.in_line(line_index,line, x,y)
  if line.y == nil then return false end  -- outside current page
  if x < 25 then return false end
  if y < line.y then return false end
  Text.populate_screen_line_starting_pos(line_index)
  return y < line.y + #line.screen_line_starting_pos * Line_height
end

-- convert mx,my in pixels to schema-1 coordinates
function Text.to_pos_on_line(line, mx, my)
--?   print('Text.to_pos_on_line', mx, my, 'width', Line_width)
  if line.fragments == nil then
    Text.compute_fragments(line, Line_width)
  end
  assert(my >= line.y)
  -- duplicate some logic from Text.draw
  local y = line.y
  for screen_line_index,screen_line_starting_pos in ipairs(line.screen_line_starting_pos) do
--?     print('iter', y, screen_line_index, screen_line_starting_pos, string.sub(line.data, screen_line_starting_pos))
    local nexty = y + 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 mx > Line_width and screen_line_index < #line.screen_line_starting_pos then
--?         print('past end of non-final line; return')
        return line.screen_line_starting_pos[screen_line_index+1]
      end
      local screen_line_starting_byte_offset = utf8.offset(line.data, screen_line_starting_pos)
      assert(screen_line_starting_byte_offset)
      local s = string.sub(line.data, screen_line_starting_byte_offset)
--?       print('return', mx, Text.nearest_cursor_pos(s, mx), '=>', screen_line_starting_pos + Text.nearest_cursor_pos(s, mx) - 1)
      return screen_line_starting_pos + Text.nearest_cursor_pos(s, mx) - 1
    end
    y = nexty
  end
  assert(false)
end
-- manual test:
--  line: abc
--        def
--        gh
--  fragments: abc, def, gh
--  click inside e
--  line_starting_pos = 1 + 3 = 4
--  nearest_cursor_pos('defgh', mx) = 2
--  Cursor1.pos = 4 + 2 - 1 = 5
-- manual test:
--  click inside h
--  line_starting_pos = 1 + 3 + 3 = 7
--  nearest_cursor_pos('gh', mx) = 2
--  Cursor1.pos = 7 + 2 - 1 = 8

function Text.nearest_cursor_pos(line, x)  -- x includes left margin
  if x == 0 then
    return 1
  end
  local len = utf8.len(line)
  local max_x = 25+Text.x(line, len+1)
  if x > max_x then
    return len+1
  end
  local left, right = 1, len+1
--?   print('-- nearest', x)
  while true do
--?     print('nearest', x, '^'..line..'$', left, right)
    if left == right then
      return left
    end
    local curr = math.floor((left+right)/2)
    local currxmin = 25+Text.x(line, curr)
    local currxmax = 25+Text.x(line, curr+1)
--?     print('nearest', x, left, right, 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 left >= right-1 then
      return right
    end
    if currxmin > x then
      right = curr
    else
      left = curr
    end
  end
  assert(false)
end

function Text.nearest_pos_less_than(line, x)  -- x DOES NOT include left margin
  if x == 0 then
    return 1
  end
  local len = utf8.len(line)
  local max_x = Text.x(line, len+1)
  if x > max_x then
    return len+1
  end
  local left, right = 1, len+1
--?   print('--')
  while true do
    local curr = math.floor((left+right)/2)
    local currxmin = Text.x(line, curr+1)
    local currxmax = Text.x(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)
end

function Text.x(s, pos)
  local offset = utf8.offset(s, pos)
  assert(offset)
  local s_before = s:sub(1, offset-1)
  local text_before = App.newText(love.graphics.getFont(), s_before)
  return App.width(text_before)
end

function Text.to2(pos1)
  if Lines[pos1.line].mode == 'drawing' then
    return {line=pos1.line, screen_line=1, screen_pos=1}
  end
  local result = {line=pos1.line, screen_line=1}
  Text.populate_screen_line_starting_pos(pos1.line)
  for i=#Lines[pos1.line].screen_line_starting_pos,1,-1 do
    local spos = Lines[pos1.line].screen_line_starting_pos[i]
    if spos <= pos1.pos then
      result.screen_line = i
      result.screen_pos = pos1.pos - spos + 1
      break
    end
  end
  assert(result.screen_pos)
  return result
end

function Text.to1(pos2)
  local result = {line=pos2.line, pos=pos2.screen_pos}
  if pos2.screen_line > 1 then
    result.pos = Lines[pos2.line].screen_line_starting_pos[pos2.screen_line] + pos2.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.previous_screen_line(pos2)
  if pos2.screen_line > 1 then
    return {line=pos2.line, screen_line=pos2.screen_line-1, screen_pos=1}
  elseif pos2.line == 1 then
    return pos2
  elseif Lines[pos2.line-1].mode == 'drawing' then
    return {line=pos2.line-1, screen_line=1, screen_pos=1}
  else
    local l = Lines[pos2.line-1]
    Text.populate_screen_line_starting_pos(pos2.line-1)
    return {line=pos2.line-1, screen_line=#Lines[pos2.line-1].screen_line_starting_pos, screen_pos=1}
  end
end

function Text.populate_screen_line_starting_pos(line_index)
--?   print('Text.populate_screen_line_starting_pos', line_index)
  local line = Lines[line_index]
  if line.screen_line_starting_pos then
    return
  end
  -- duplicate some logic from Text.draw
  if line.fragments == nil then
    Text.compute_fragments(line, Line_width)
  end
  line.screen_line_starting_pos = {1}
  local x = 25
  local pos = 1
  for _, f in ipairs(line.fragments) do
    local frag, frag_text = f.data, f.text
    -- render fragment
    local frag_width = App.width(frag_text)
--?     print(x, pos, frag, frag_width)
    if x + frag_width > Line_width then
      x = 25
      table.insert(line.screen_line_starting_pos, pos)
--?       print('new screen line:', #line.screen_line_starting_pos, pos)
    end
    x = x + frag_width
    local frag_len = utf8.len(frag)
    pos = pos + frag_len
  end
end

function Text.redraw_all()
--?   print('clearing fragments')
  for _,line in ipairs(Lines) do
    line.y = nil
    line.fragments = nil
    line.screen_line_starting_pos = nil
  end
end

return Text