summary refs log tree commit diff stats
path: root/lib/system/nimscript.nim
blob: bdf6145a116bda602bfa0aab98f7bded30949ff6 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
#
#
#            Nim's Runtime Library
#        (c) Copyright 2015 Andreas Rumpf
#
#    See the file "copying.txt", included in this
#    distribution, for details about the copyright.
#

## To learn about scripting in Nim see `NimScript<nims.html>`_

# Nim's configuration system now uses Nim for scripting. This module provides
# a few things that are required for this to work.

const
  buildOS* {.magic: "BuildOS".}: string = ""
    ## The OS this build is running on. Can be different from `system.hostOS`
    ## for cross compilations.

  buildCPU* {.magic: "BuildCPU".}: string = ""
    ## The CPU this build is running on. Can be different from `system.hostCPU`
    ## for cross compilations.

template builtin = discard

# We know the effects better than the compiler:
{.push hint[XDeclaredButNotUsed]: off.}

proc listDirsImpl(dir: string): seq[string] {.
  tags: [ReadIOEffect], raises: [OSError].} = builtin
proc listFilesImpl(dir: string): seq[string] {.
  tags: [ReadIOEffect], raises: [OSError].} = builtin
proc removeDir(dir: string, checkDir = true) {.
  tags: [ReadIOEffect, WriteIOEffect], raises: [OSError].} = builtin
proc removeFile(dir: string) {.
  tags: [ReadIOEffect, WriteIOEffect], raises: [OSError].} = builtin
proc moveFile(src, dest: string) {.
  tags: [ReadIOEffect, WriteIOEffect], raises: [OSError].} = builtin
proc moveDir(src, dest: string) {.
  tags: [ReadIOEffect, WriteIOEffect], raises: [OSError].} = builtin
proc copyFile(src, dest: string) {.
  tags: [ReadIOEffect, WriteIOEffect], raises: [OSError].} = builtin
proc copyDir(src, dest: string) {.
  tags: [ReadIOEffect, WriteIOEffect], raises: [OSError].} = builtin
proc createDir(dir: string) {.tags: [WriteIOEffect], raises: [OSError].} =
  builtin

proc getError: string = builtin
proc setCurrentDir(dir: string) = builtin
proc getCurrentDir*(): string =
  ## Retrieves the current working directory.
  builtin
proc rawExec(cmd: string): int {.tags: [ExecIOEffect], raises: [OSError].} =
  builtin

proc warningImpl(arg, orig: string) = discard
proc hintImpl(arg, orig: string) = discard

proc paramStr*(i: int): string =
  ## Retrieves the `i`'th command line parameter.
  builtin

proc paramCount*(): int =
  ## Retrieves the number of command line parameters.
  builtin

proc switch*(key: string, val="") =
  ## Sets a Nim compiler command line switch, for
  ## example `switch("checks", "on")`.
  builtin

proc warning*(name: string; val: bool) =
  ## Disables or enables a specific warning.
  let v = if val: "on" else: "off"
  warningImpl(name & ":" & v, "warning:" & name & ":" & v)

proc hint*(name: string; val: bool) =
  ## Disables or enables a specific hint.
  let v = if val: "on" else: "off"
  hintImpl(name & ":" & v, "hint:" & name & ":" & v)

proc patchFile*(package, filename, replacement: string) =
  ## Overrides the location of a given file belonging to the
  ## passed package.
  ## If the `replacement` is not an absolute path, the path
  ## is interpreted to be local to the Nimscript file that contains
  ## the call to `patchFile`, Nim's `--path` is not used at all
  ## to resolve the filename!
  ## The compiler also performs `path substitution <nimc.html#compiler-usage-commandminusline-switches>`_ on `replacement`.
  ##
  ## Example:
  ##   ```nim
  ##   patchFile("stdlib", "asyncdispatch", "patches/replacement")
  ##   ```
  discard

proc getCommand*(): string =
  ## Gets the Nim command that the compiler has been invoked with, for example
  ## "c", "js", "build", "help".
  builtin

proc setCommand*(cmd: string; project="") =
  ## Sets the Nim command that should be continued with after this Nimscript
  ## has finished.
  builtin

proc cmpIgnoreStyle(a, b: string): int = builtin
proc cmpIgnoreCase(a, b: string): int = builtin

proc cmpic*(a, b: string): int =
  ## Compares `a` and `b` ignoring case.
  cmpIgnoreCase(a, b)

proc getEnv*(key: string; default = ""): string {.tags: [ReadIOEffect].} =
  ## Retrieves the environment variable of name `key`.
  builtin

proc existsEnv*(key: string): bool {.tags: [ReadIOEffect].} =
  ## Checks for the existence of an environment variable named `key`.
  builtin

proc putEnv*(key, val: string) {.tags: [WriteIOEffect].} =
  ## Sets the value of the environment variable named `key` to `val`.
  builtin

proc delEnv*(key: string) {.tags: [WriteIOEffect].} =
  ## Deletes the environment variable named `key`.
  builtin

proc fileExists*(filename: string): bool {.tags: [ReadIOEffect].} =
  ## Checks if the file exists.
  builtin

proc dirExists*(dir: string): bool {.
  tags: [ReadIOEffect].} =
  ## Checks if the directory `dir` exists.
  builtin

proc selfExe*(): string {.deprecated: "Deprecated since v1.7; Use getCurrentCompilerExe".} =
  ## Returns the currently running nim or nimble executable.
  builtin

proc toExe*(filename: string): string =
  ## On Windows adds ".exe" to `filename`, else returns `filename` unmodified.
  (when defined(windows): filename & ".exe" else: filename)

proc toDll*(filename: string): string =
  ## On Windows adds ".dll" to `filename`, on Posix produces "lib$filename.so".
  (when defined(windows): filename & ".dll" else: "lib" & filename & ".so")

proc strip(s: string): string =
  var i = 0
  while s[i] in {' ', '\c', '\n'}: inc i
  result = s.substr(i)
  if result[0] == '"' and result[^1] == '"':
    result = result[1..^2]

template `--`*(key, val: untyped) =
  ## A shortcut for `switch <#switch,string,string>`_
  ## Example:
  ##   ```nim
  ##   --path:somePath # same as switch("path", "somePath")
  ##   --path:"someOtherPath" # same as switch("path", "someOtherPath")
  ##   --hint:"[Conf]:off" # same as switch("hint", "[Conf]:off")
  ##   ```
  switch(strip(astToStr(key)), strip(astToStr(val)))

template `--`*(key: untyped) =
  ## A shortcut for `switch <#switch,string,string>`_
  ## Example:
  ##   ```nim
  ##   --listCmd # same as switch("listCmd")
  ##   ```
  switch(strip(astToStr(key)))

type
  ScriptMode* {.pure.} = enum ## Controls the behaviour of the script.
    Silent,                   ## Be silent.
    Verbose,                  ## Be verbose.
    Whatif                    ## Do not run commands, instead just echo what
                              ## would have been done.

var
  mode*: ScriptMode ## Set this to influence how mkDir, rmDir, rmFile etc.
                    ## behave

template checkError(exc: untyped): untyped =
  let err = getError()
  if err.len > 0: raise newException(exc, err)

template checkOsError =
  checkError(OSError)

template log(msg: string, body: untyped) =
  if mode in {ScriptMode.Verbose, ScriptMode.Whatif}:
    echo "[NimScript] ", msg
  if mode != ScriptMode.Whatif:
    body

proc listDirs*(dir: string): seq[string] =
  ## Lists all the subdirectories (non-recursively) in the directory `dir`.
  result = listDirsImpl(dir)
  checkOsError()

proc listFiles*(dir: string): seq[string] =
  ## Lists all the files (non-recursively) in the directory `dir`.
  result = listFilesImpl(dir)
  checkOsError()

proc rmDir*(dir: string, checkDir = false) {.raises: [OSError].} =
  ## Removes the directory `dir`.
  log "rmDir: " & dir:
    removeDir(dir, checkDir = checkDir)
    checkOsError()

proc rmFile*(file: string) {.raises: [OSError].} =
  ## Removes the `file`.
  log "rmFile: " & file:
    removeFile file
    checkOsError()

proc mkDir*(dir: string) {.raises: [OSError].} =
  ## Creates the directory `dir` including all necessary subdirectories. If
  ## the directory already exists, no error is raised.
  log "mkDir: " & dir:
    createDir dir
    checkOsError()

proc mvFile*(`from`, to: string) {.raises: [OSError].} =
  ## Moves the file `from` to `to`.
  log "mvFile: " & `from` & ", " & to:
    moveFile `from`, to
    checkOsError()

proc mvDir*(`from`, to: string) {.raises: [OSError].} =
  ## Moves the dir `from` to `to`.
  log "mvDir: " & `from` & ", " & to:
    moveDir `from`, to
    checkOsError()

proc cpFile*(`from`, to: string) {.raises: [OSError].} =
  ## Copies the file `from` to `to`.
  log "cpFile: " & `from` & ", " & to:
    copyFile `from`, to
    checkOsError()

proc cpDir*(`from`, to: string) {.raises: [OSError].} =
  ## Copies the dir `from` to `to`.
  log "cpDir: " & `from` & ", " & to:
    copyDir `from`, to
    checkOsError()

proc exec*(command: string) {.
  raises: [OSError], tags: [ExecIOEffect, WriteIOEffect].} =
  ## Executes an external process. If the external process terminates with
  ## a non-zero exit code, an OSError exception is raised.
  ##
  ## **Note:** If you need a version of `exec` that returns the exit code
  ## and text output of the command, you can use `system.gorgeEx
  ## <system.html#gorgeEx,string,string,string>`_.
  log "exec: " & command:
    if rawExec(command) != 0:
      raise newException(OSError, "FAILED: " & command)
    checkOsError()

proc exec*(command: string, input: string, cache = "") {.
  raises: [OSError], tags: [ExecIOEffect, WriteIOEffect].} =
  ## Executes an external process. If the external process terminates with
  ## a non-zero exit code, an OSError exception is raised.
  log "exec: " & command:
    let (output, exitCode) = gorgeEx(command, input, cache)
    if exitCode != 0:
      raise newException(OSError, "FAILED: " & command)
    echo output

proc selfExec*(command: string) {.
  raises: [OSError], tags: [ExecIOEffect, WriteIOEffect].} =
  ## Executes an external command with the current nim/nimble executable.
  ## `Command` must not contain the "nim " part.
  let c = selfExe() & " " & command
  log "exec: " & c:
    if rawExec(c) != 0:
      raise newException(OSError, "FAILED: " & c)
    checkOsError()

proc put*(key, value: string) =
  ## Sets a configuration 'key' like 'gcc.options.always' to its value.
  builtin

proc get*(key: string): string =
  ## Retrieves a configuration 'key' like 'gcc.options.always'.
  builtin

proc exists*(key: string): bool =
  ## Checks for the existence of a configuration 'key'
  ## like 'gcc.options.always'.
  builtin

proc nimcacheDir*(): string =
  ## Retrieves the location of 'nimcache'.
  builtin

proc projectName*(): string =
  ## Retrieves the name of the current project
  builtin

proc projectDir*(): string =
  ## Retrieves the absolute directory of the current project
  builtin

proc projectPath*(): string =
  ## Retrieves the absolute path of the current project
  builtin

proc thisDir*(): string =
  ## Retrieves the directory of the current `nims` script file. Its path is
  ## obtained via `currentSourcePath` (although, currently,
  ## `currentSourcePath` resolves symlinks, unlike `thisDir`).
  builtin

proc cd*(dir: string) {.raises: [OSError].} =
  ## Changes the current directory.
  ##
  ## The change is permanent for the rest of the execution, since this is just
  ## a shortcut for `os.setCurrentDir() <os.html#setCurrentDir,string>`_ . Use
  ## the `withDir() <#withDir.t,string,untyped>`_ template if you want to
  ## perform a temporary change only.
  setCurrentDir(dir)
  checkOsError()

proc findExe*(bin: string): string =
  ## Searches for bin in the current working directory and then in directories
  ## listed in the PATH environment variable. Returns "" if the exe cannot be
  ## found.
  builtin

template withDir*(dir: string; body: untyped): untyped =
  ## Changes the current directory temporarily.
  ##
  ## If you need a permanent change, use the `cd() <#cd,string>`_ proc.
  ## Usage example:
  ##   ```nim
  ##   # inside /some/path/
  ##   withDir "foo":
  ##     # move to /some/path/foo/
  ##   # back in /some/path/
  ##   ```
  let curDir = getCurrentDir()
  try:
    cd(dir)
    body
  finally:
    cd(curDir)

proc writeTask(name, desc: string) =
  if desc.len > 0:
    var spaces = " "
    for i in 0 ..< 20 - name.len: spaces.add ' '
    echo name, spaces, desc

proc cppDefine*(define: string) =
  ## tell Nim that `define` is a C preprocessor `#define` and so always
  ## needs to be mangled.
  builtin

proc stdinReadLine(): string {.
  tags: [ReadIOEffect], raises: [IOError].} =
  builtin

proc stdinReadAll(): string {.
  tags: [ReadIOEffect], raises: [IOError].} =
  builtin

proc readLineFromStdin*(): string {.raises: [IOError].} =
  ## Reads a line of data from stdin - blocks until \n or EOF which happens when stdin is closed
  log "readLineFromStdin":
    result = stdinReadLine()
    checkError(EOFError)

proc readAllFromStdin*(): string {.raises: [IOError].} =
  ## Reads all data from stdin - blocks until EOF which happens when stdin is closed
  log "readAllFromStdin":
    result = stdinReadAll()
    checkError(EOFError)

when not defined(nimble):
  template `==?`(a, b: string): bool = cmpIgnoreStyle(a, b) == 0
  template task*(name: untyped; description: string; body: untyped): untyped =
    ## Defines a task. Hidden tasks are supported via an empty description.
    ##
    ## Example:
    ##   ```nim
    ##   task build, "default build is via the C backend":
    ##     setCommand "c"
    ##   ```
    ##
    ## For a task named `foo`, this template generates a `proc` named
    ## `fooTask`.  This is useful if you need to call one task in
    ## another in your Nimscript.
    ##
    ## Example:
    ##
    ##   ```nim
    ##   task foo, "foo":        # > nim foo
    ##     echo "Running foo"    # Running foo
    ##
    ##   task bar, "bar":        # > nim bar
    ##     echo "Running bar"    # Running bar
    ##     fooTask()             # Running foo
    ##   ```
    proc `name Task`*() =
      setCommand "nop"
      body

    let cmd = getCommand()
    if cmd.len == 0 or cmd ==? "help":
      setCommand "help"
      writeTask(astToStr(name), description)
    elif cmd ==? astToStr(name):
      `name Task`()

  # nimble has its own implementation for these things.
  var
    packageName* = ""    ## Nimble support: Set this to the package name. It
                         ## is usually not required to do that, nims' filename is
                         ## the default.
    version*: string     ## Nimble support: The package's version.
    author*: string      ## Nimble support: The package's author.
    description*: string ## Nimble support: The package's description.
    license*: string     ## Nimble support: The package's license.
    srcDir*: string      ## Nimble support: The package's source directory.
    binDir*: string      ## Nimble support: The package's binary directory.
    backend*: string     ## Nimble support: The package's backend.

    skipDirs*, skipFiles*, skipExt*, installDirs*, installFiles*,
      installExt*, bin*: seq[string] = @[] ## Nimble metadata.
    requiresData*: seq[string] = @[] ## Exposes the list of requirements for read
                                     ## and write accesses.

  proc requires*(deps: varargs[string]) =
    ## Nimble support: Call this to set the list of requirements of your Nimble
    ## package.
    for d in deps: requiresData.add(d)

{.pop.}
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') -- 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 bot2 = Text.to2(State, State.screen_bottom1) if bot2.screen_line > 1 then bot2.screen_line = math.max(bot2.screen_line-10, 1) end local new_top1 = Text.to1(State, bot2) if Text.lt1(State.screen_top1, new_top1) then State.screen_top1 = new_top1 else State.screen_top1 = {line=State.screen_bottom1.line, pos=State.screen_bottom1.pos} end --? 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) assert(State.lines[loc1.line].mode == 'text') 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.final_text_loc_on_screen(State) if State.lines[State.screen_bottom1.line].mode == 'text' then return { line=State.screen_bottom1.line, pos=Text.pos_at_end_of_screen_line(State, State.screen_bottom1), } end local loc2 = Text.to2(State, State.screen_bottom1) while true do if State.lines[loc2.line].mode == 'text' then break end assert(loc2.line > 1 or loc2.screen_line > 1 and loc2.screen_pos > 1) -- elsewhere we're making sure there's always at least one text line on screen loc2 = Text.previous_screen_line(State, loc2) end local result = Text.to1(State, loc2) result.pos = Text.pos_at_end_of_screen_line(State, result) return result 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 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