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authorKartik K. Agaram <vc@akkartik.com>2023-04-01 17:05:57 -0700
committerKartik K. Agaram <vc@akkartik.com>2023-04-01 18:12:29 -0700
commitc87e4a3babdc5fc0b338a549f17266783b4bdecd (patch)
tree8296376f8a66c3b36bb37e6118c86e79b540b7c5 /source_text.lua
parent24a732ebff281dd2dee5f906b4b949315cdd018f (diff)
downloadlines.love-c87e4a3babdc5fc0b338a549f17266783b4bdecd.tar.gz
start thinking of compute_fragments as a detail
I think all we need to maintain is the populate_screen_line_starting_pos
array. It's easy to render screen lines one by one from it, and we'll
only ever construct one additional screen line at a time.

I'd hoped to delete other calls to Text.populate_screen_line_starting_pos,
but it turns out we need to update it when editing sometimes. Give up on
that for now; it's a no-op if not needed.
Diffstat (limited to 'source_text.lua')
-rw-r--r--source_text.lua2
1 files changed, 1 insertions, 1 deletions
diff --git a/source_text.lua b/source_text.lua
index 3f5ec74..b68bf85 100644
--- a/source_text.lua
+++ b/source_text.lua
@@ -12,7 +12,7 @@ function Text.draw(State, line_index, y, startpos, hide_cursor)
   local x = State.left
   local pos = 1
   local screen_line_starting_pos = startpos
-  Text.compute_fragments(State, line_index)
+  Text.populate_screen_line_starting_pos(State, line_index)
   local pos = 1
   initialize_color()
   for _, f in ipairs(line_cache.fragments) do