require 'keychord'
require 'button'
require 'repl'
local utf8 = require 'utf8'
-- lines is an array of lines
-- a line is either:
-- a string containing text
-- or a drawing
-- a drawing is a table with:
-- a (y) coord in pixels,
-- 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'
-- cx,cy, r for mode 'circle'
-- pc, r for mode 'circle'
-- pc, r, s, e for mode 'arc'
-- Unless otherwise specified, coord fields are normalized; a drawing is always 256 units wide
-- The field names are carefully chosen so that switching modes in midstream
-- remembers previously entered points where that makes sense.
--
-- Open question: how to maintain Sketchpad-style constraints? Answer for now:
-- we don't. Constraints operate only for the duration of a drawing operation.
-- We'll continue to persist them just to keep the option open to continue
-- solving for them. But for now, this is a program to create static drawings
-- once, and read them passively thereafter.
lines = {}
screenw, screenh, screenflags = 0, 0, nil
current_mode = 'line'
-- All drawings span 100% of some conceptual 'page width' and divide it up
-- into 256 parts. `drawingw` describes their width in pixels.
drawingw = 400 -- pixels
function pixels(n) -- parts to pixels
return n*drawingw/256
end
function coord(n) -- pixels to parts
return math.floor(n*256/drawingw)
end
exec_payload = nil
function love.load()
table.insert(lines, '')
love.window.setMode(0, 0) -- maximize
screenw, screenh, screenflags = love.window.getMode()
love.keyboard.setTextInput(true) -- bring up keyboard on touch screen
end
function love.draw()
button_handlers = {}
love.graphics.setColor(1, 1, 1)
love.graphics.rectangle('fill', 1, 1, screenw-1, screenh-1)
love.graphics.setColor(0, 0, 0)
local text
local y = 0
for i,line in ipairs(lines) do
y = y+25
text = love.graphics.newText(love.graphics.getFont(), line)
if line == '' then
button('draw', {x=4,y=y+4, w=12,h=12, color={1,1,0},
icon = function(x,y)
love.graphics.setColor(0.7,0.7,0.7)
love.graphics.rectangle('line', x,y, 12,12)
love.graphics.line(4,y+6, 16,y+6)
love.graphics.line(10,y, 10,y+12)
love.graphics.setColor(0, 0, 0)
end,
onpress1 = function()
table.insert(lines, i, {y=y, h=256/2, points={}, shapes={}, pending={}})
end})
elseif type(line) == 'table' then
-- line drawing
line.y = y
y = y+pixels(line.h)
love.graphics.setColor(0.75,0.75,0.75)
love.graphics.rectangle('line', 16,line.y, drawingw,pixels(line.h))
local mx,my = coord(love.mouse.getX()-16), coord(love.mouse.getY()-line.y)
for _,shape in ipairs(line.shapes) do
assert(shape)
if on_shape(mx,my, line, shape) then
love.graphics.setColor(1,0,0)
else
love.graphics.setColor(0,0,0)
end
draw_shape(16,line.y, line, shape)
end
for _,p in ipairs(line.points) do
if near(p, mx,my) then
love.graphics.setColor(1,0,0)
love.graphics.circle('line', pixels(p.x)+16,pixels(p.y)+line.y, 4)
else
love.graphics.setColor(0,0,0)
love.graphics.circle('fill', pixels(p.x)+16,pixels(p.y)+line.y, 2)
end
end
--? print(#line.points)
draw_pending_shape(16,line.y, line)
else
love.graphics.draw(text, 25,y, 0, 1.5)
end
end
-- cursor
love.graphics.print('_', 25+text:getWidth()*1.5, y)
-- display side effect
if exec_payload then
run(exec_payload)
end
end
function love.update(dt)
if love.mouse.isDown('1') then
if lines.current then
local drawing = lines.current
if type(drawing) == 'table' then
local x, y = love.mouse.getX(), love.mouse.getY()
if y >= drawing.y and y < drawing.y + pixels(drawing.h) and x >= 16 and x < 16+drawingw then
if drawing.pending.mode == 'freehand' then
table.insert(drawing.pending.points, {x=coord(love.mouse.getX()-16), y=coord(love.mouse.getY()-drawing.y)})
end
end
end
end
end
end
function love.mousepressed(x,y, button)
propagate_to_button_handlers(x,y, button)
propagate_to_drawings(x,y, button)
end
function love.mousereleased(x,y, button)
if lines.current then
if lines.current.pending then
if lines.current.pending.mode == 'freehand' then
-- the last point added during update is good enough
table.insert(lines.current.shapes, lines.current.pending)
elseif lines.current.pending.mode == 'line' then
local mx,my = coord(x-16), coord(y-lines.current.y)
if mx >= 0 and mx < 256 and my >= 0 and my < lines.current.h then
local j = insert_point(lines.current.points, mx,my)
lines.current.pending.p2 = j
table.insert(lines.current.shapes, lines.current.pending)
end
elseif lines.current.pending.mode == 'manhattan' then
local p1 = lines.current.points[lines.current.pending.p1]
local mx,my = coord(x-16), coord(y-lines.current.y)
if mx >= 0 and mx < 256 and my >= 0 and my < lines.current.h then
if math.abs(mx-p1.x) > math.abs(my-p1.y) then
local j = insert_point(lines.current.points, mx, p1.y)
lines.current.pending.p2 = j
else
local j = insert_point(lines.current.points, p1.x, my)
lines.current.pending.p2 = j
end
local p2 = lines.current.points[lines.current.pending.p2]
love.mouse.setPosition(16+pixels(p2.x), lines.current.y+pixels(p2.y))
table.insert(lines.current.shapes, lines.current.pending)
end
elseif lines.current.pending.mode == 'polygon' then
local mx,my = coord(x-16), coord(y-lines.current.y)
if mx >= 0 and mx < 256 and my >= 0 and my < lines.current.h then
local j = insert_point(lines.current.points, mx,my)
table.insert(lines.current.shapes, lines.current.pending)
end
table.insert(lines.current.shapes, lines.current.pending)
end
lines.current.pending = {}
lines.current = nil
end
end
end
function propagate_to_drawings(x,y, button)
for i,drawing in ipairs(lines) do
if type(drawing) == 'table' then
local x, y = love.mouse.getX(), love.mouse.getY()
if y >= drawing.y and y < drawing.y + pixels(drawing.h) and x >= 16 and x < 16+drawingw then
if current_mode == 'freehand' then
drawing.pending = {mode=current_mode, points={x=coord(x-16), y=coord(y-drawing.y)}}
elseif current_mode == 'line' or current_mode == 'manhattan' then
local j = insert_point(drawing.points, coord(x-16), coord(y-drawing.y))
drawing.pending = {mode=current_mode, p1=j}
elseif current_mode == 'polygon' then
local j = insert_point(drawing.points, coord(x-16), coord(y-drawing.y))
drawing.pending = {mode=current_mode, vertices={j}}
end
lines.current = drawing
end
end
end
end
function insert_point(points, x,y)
for i,point in ipairs(points) do
if near(point, x,y) then
return i
end
end
table.insert(points, {x=x, y=y})
return #points
end
function near(point, x,y)
local px,py = pixels(x),pixels(y)
local cx,cy = pixels(point.x), pixels(point.y)
return (cx-px)*(cx-px) + (cy-py)*(cy-py) < 16
end
function draw_shape(left,top, drawing, shape)
if shape.mode == 'freehand' then
local prev = nil
for _,point in ipairs(shape.points) do
if prev then
love.graphics.line(pixels(prev.x)+left,pixels(prev.y)+top, pixels(point.x)+left,pixels(point.y)+top)
end
prev = point
end
elseif shape.mode == 'line' or shape.mode == 'manhattan' then
local p1 = drawing.points[shape.p1]
local p2 = drawing.points[shape.p2]
love.graphics.line(pixels(p1.x)+left,pixels(p1.y)+top, pixels(p2.x)+left,pixels(p2.y)+top)
elseif shape.mode == 'polygon' then
local prev = nil
for _,point in ipairs(shape.vertices) do
local curr = drawing.points[point]
if prev then
love.graphics.line(pixels(prev.x)+left,pixels(prev.y)+top, pixels(curr.x)+left,pixels(curr.y)+top)
end
prev = curr
end
-- close the loop
local curr = drawing.points[shape.vertices[1]]
love.graphics.line(pixels(prev.x)+left,pixels(prev.y)+top, pixels(curr.x)+left,pixels(curr.y)+top)
end
end
function draw_pending_shape(left,top, drawing)
local shape = drawing.pending
if shape.mode == 'freehand' then
draw_shape(left,top, drawing, shape)
elseif shape.mode == 'line' then
local p1 = drawing.points[shape.p1]
local mx,my = coord(love.mouse.getX()-16), coord(love.mouse.getY()-drawing.y)
if mx < 0 or mx >= 256 or my < 0 or my >= drawing.h then
return
end
love.graphics.line(pixels(p1.x)+left,pixels(p1.y)+top, pixels(mx)+left,pixels(my)+top)
elseif shape.mode == 'manhattan' then
local p1 = drawing.points[shape.p1]
local mx,my = coord(love.mouse.getX()-16), coord(love.mouse.getY()-drawing.y)
if mx < 0 or mx >= 256 or my < 0 or my >= drawing.h then
return
end
if math.abs(mx-p1.x) > math.abs(my-p1.y) then
love.graphics.line(pixels(p1.x)+left,pixels(p1.y)+top, pixels(mx)+left,pixels(p1.y)+top)
else
love.graphics.line(pixels(p1.x)+left,pixels(p1.y)+top, pixels(p1.x)+left,pixels(my)+top)
end
elseif shape.mode == 'polygon' then
-- don't close the loop on a pending polygon
local prev = nil
for _,point in ipairs(shape.vertices) do
local curr = drawing.points[point]
if prev then
love.graphics.line(pixels(prev.x)+left,pixels(prev.y)+top, pixels(curr.x)+left,pixels(curr.y)+top)
end
prev = curr
end
love.graphics.line(pixels(prev.x)+left,pixels(prev.y)+top, love.mouse.getX(),love.mouse.getY())
end
end
function on_shape(x,y, drawing, shape)
if shape.mode == 'freehand' then
return on_freehand(x,y, drawing, shape)
elseif shape.mode == 'line' then
return on_line(x,y, drawing, shape)
elseif shape.mode == 'manhattan' then
return x == drawing.points[shape.p1].x or y == drawing.points[shape.p1].y
elseif shape.mode == 'polygon' then
return on_polygon(x,y, drawing, shape)
else
print(shape.mode)
assert(false)
end
end
function on_freehand(x,y, drawing, shape)
local prev
for _,p in ipairs(shape.points) do
if prev then
if on_line(x,y, drawing, {p1=prev, p2=p}) then
return true
end
end
prev = p
end
return false
end
function on_line(x,y, drawing, shape)
local p1,p2
if type(shape.p1) == 'number' then
p1 = drawing.points[shape.p1]
p2 = drawing.points[shape.p2]
else
p1 = shape.p1
p2 = shape.p2
end
if p1.x == p2.x then
if math.abs(p1.x-x) > 5 then
return false
end
local y1,y2 = p1.y,p2.y
if y1 > y2 then
y1,y2 = y2,y1
end
return y >= y1 and y <= y2
end
-- has the right slope and intercept
local m = (p2.y - p1.y) / (p2.x - p1.x)
local yp = p1.y + m*(x-p1.x)
if yp < 0.95*y or yp > 1.05*y then
return false
end
-- between endpoints
local k = (x-p1.x) / (p2.x-p1.x)
return k > -0.05 and k < 1.05
end
function on_polygon(x,y, drawing, shape)
local prev
for _,p in ipairs(shape.vertices) do
if prev then
if on_line(x,y, drawing, {p1=prev, p2=p}) then
return true
end
end
prev = p
end
return on_line(x,y, drawing, {p1=shape.vertices[1], p2=shape.vertices[#shape.vertices]})
end
function love.textinput(t)
if love.mouse.isDown('1') then return end
if in_drawing() then return end
lines[#lines] = lines[#lines]..t
end
function keychord_pressed(chord)
-- Don't handle any keys here that would trigger love.textinput above.
if chord == 'return' then
table.insert(lines, '')
elseif chord == 'backspace' then
if #lines > 1 and lines[#lines] == '' then
table.remove(lines)
else
local byteoffset = utf8.offset(lines[#lines], -1)
if byteoffset then
lines[#lines] = string.sub(lines[#lines], 1, byteoffset-1)
end
end
elseif chord == 'C-r' then
lines[#lines+1] = eval(lines[#lines])[1]
lines[#lines+1] = ''
elseif chord == 'C-d' then
parse_into_exec_payload(lines[#lines])
elseif chord == 'C-f' then
current_mode = 'freehand'
elseif chord == 'C-g' then
current_mode = 'polygon'
elseif love.mouse.isDown('1') and chord == 'p' and current_mode == 'polygon' then
local drawing = current_drawing()
local mx,my = coord(love.mouse.getX()-16), coord(love.mouse.getY()-drawing.y)
local j = insert_point(drawing.points, mx,my)
table.insert(drawing.pending.vertices, j)
elseif love.mouse.isDown('1') and chord == 'l' then
current_mode = 'line'
local drawing = current_drawing()
assert(drawing.pending.mode == 'freehand')
drawing.pending.mode = 'line'
drawing.pending.p1 = insert_point(drawing.points, drawing.pending.points[1].x, drawing.pending.points[1].y)
elseif chord == 'C-l' then
current_mode = 'line'
local drawing,i,shape = select_shape_at_mouse()
if drawing then
convert_line(drawing, shape)
end
elseif love.mouse.isDown('1') and chord == 'm' then
current_mode = 'manhattan'
local drawing = select_drawing_at_mouse()
drawing.pending.mode = 'manhattan'
elseif chord == 'C-m' then
current_mode = 'manhattan'
local drawing,i,shape = select_shape_at_mouse()
if drawing then
convert_horvert(drawing, shape)
end
elseif chord == 'C-s' then
local drawing,i,shape = select_shape_at_mouse()
if drawing then
smoothen(shape)
end
end
end
function in_drawing()
local x, y = love.mouse.getX(), love.mouse.getY()
for _,drawing in ipairs(lines) do
if type(drawing) == 'table' then
if y >= drawing.y and y < drawing.y + pixels(drawing.h) and x >= 16 and x < 16+drawingw then
return true
end
end
end
return false
end
function current_drawing()
local x, y = love.mouse.getX(), love.mouse.getY()
for _,drawing in ipairs(lines) do
if type(drawing) == 'table' then
if y >= drawing.y and y < drawing.y + pixels(drawing.h) and x >= 16 and x < 16+drawingw then
return drawing
end
end
end
return nil
end
function select_shape_at_mouse()
for _,drawing in ipairs(lines) do
if type(drawing) == 'table' then
local x, y = love.mouse.getX(), love.mouse.getY()
if y >= drawing.y and y < drawing.y + pixels(drawing.h) and x >= 16 and x < 16+drawingw then
local mx,my = coord(love.mouse.getX()-16), coord(love.mouse.getY()-drawing.y)
for i,shape in ipairs(drawing.shapes) do
assert(shape)
if on_shape(mx,my, shape) then
return drawing,i,shape
end
end
end
end
end
end
function select_drawing_at_mouse()
for _,drawing in ipairs(lines) do
if type(drawing) == 'table' then
local x, y = love.mouse.getX(), love.mouse.getY()
if y >= drawing.y and y < drawing.y + pixels(drawing.h) and x >= 16 and x < 16+drawingw then
return drawing
end
end
end
end
function convert_line(drawing, shape)
-- Perhaps we should do a more sophisticated "simple linear regression"
-- here:
-- https://en.wikipedia.org/wiki/Linear_regression#Simple_and_multiple_linear_regression
-- But this works well enough for close-to-linear strokes.
assert(shape.mode == 'freehand')
shape.mode = 'line'
shape.p1 = insert_point(drawing.points, shape.points[1].x, shape.points[1].y)
local n = #shape.points
shape.p2 = insert_point(drawing.points, shape.points[n].x, shape.points[n].y)
end
-- turn a line either horizontal or vertical
function convert_horvert(drawing, shape)
if shape.mode == 'freehand' then
convert_line(shape)
end
assert(shape.mode == 'line')
local p1 = drawing.points[shape.p1]
local p2 = drawing.points[shape.p2]
if math.abs(p1.x-p2.x) > math.abs(p1.y-p2.y) then
p2.y = p1.y
else
p2.x = p1.x
end
end
function smoothen(shape)
assert(shape.mode == 'freehand')
for _=1,7 do
for i=2,#shape.points-1 do
local a = shape.points[i-1]
local b = shape.points[i]
local c = shape.points[i+1]
b.x = (a.x + b.x + c.x)/3
b.y = (a.y + b.y + c.y)/3
end
end
end
function love.keyreleased(key, scancode)
end