| Commit message (Collapse) | Author | Age | Files | Lines |
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This is quite useful because I used to have a long list of places in
which to invalidate the cache.
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I'm not sure this is very useful. I had an initial idea to stop using
screen_bottom1 in final_text_loc_on_screen, by starting from screen_top1
rather than screen_bottom1. But that changes the direction in which we
scan for the text line in situations where there is somehow no text on
screen (something that should never happen but I have zero confidence in
that).
Still, it doesn't seem like a bad thing to drastically reduce the
lifetime of some derived state.
Really what I need to do is throw this whole UX out and allow the cursor
to be on a drawing as a whole. So up arrow or left arrow below a drawing
would focus the whole drawing in a red border, and another up arrow and
left arrow would skip the drawing and continue upward. I think that
change to the UX will eliminate a whole class of special cases in the
code.
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Thanks Alex Schroeder for reporting this crash. The scenario:
* Edit a file like say this repo's Readme.
* The second line is empty and there's a '+' to insert a drawing.
Click on that.
* Resize the window so just the first line of text and the drawing are
visible.
* Close the window.
* Reopen lines.love, it will reopen the same file.
* Click on the left margin to the left of the drawing.
Before this commit these steps yielded the following crash:
Error: bad argument #1 to 'len' (string expected, got nil)
text.lua:626: in function 'pos_at_end_of_screen_line'
edit.lua:298: in function 'mouse_press'
There were two distinct problems here:
1. State.screen_bottom1 is not required to point to a text line, it
could just as well be a drawing. I have been sloppy in handling that.
2. The bug was partially masked (the need to close and reopen the
window) by a second bug: inserting a drawing was not invalidating the
cache I save of starty coordinates for each line. (I've inserted and
deleted starty invalidations a few times in the past, but it looks
like I'd never had one in this particular location edit.draw before.)
How did these issues get missed for years?
- Even though I use lines.love on a daily basis, it turns out I don't
actually create line drawings all that often.
- When I do, I'm still living in files that are mostly text with only
an occasional drawing.
- I keep my windows fairly large.
Between these 3 patterns, the odds of running into a drawing as the
first or bottom-most line on the screen were fairly small. And then I
had to interact with it. I suspect I tend to interact with drawings
after centering them vertically.
---
Bug #1 in particular has some interesting past history.
* Near the start of the project, when I implemented line-wrapping I
started saving screen_bottom, the bottom-most line displayed on
screen. I did this so I could scroll down easily just by assigning
`screen_top = screen_bottom`. (On the other hand, scrolling up still
required some work. I should perhaps get rid of it and just compute
scrolls from scratch each time.)
* Also near the start of the project, I supported selecting text by a
complex state machine spanning keypress, mouse press and mouse
release:
mouse click (press and immediate release) moves cursor
mouse drag (press and much later release) creates selection
shift-click selects from current cursor to click location
shift-movement creates/grows a selection
* On 2023-06-01, inscript reported a bug. Opening a window with just a
little bit of text (lots of unused space in the window), selecting all
the text and then clicking below all the text would crash the editor.
To fix this I added code at the bottom of edit.mouse_press which
computed the final visible line+pos location and used that in the
cursor-move/text-selection state machine. It did this computation
based on.. screen_bottom. But I didn't notice that screen_bottom could
be a drawing (which has no pos). This commit's bug/regression was
created.
* On 2023-09-20, Matt Wynne encountered a crash which got me to realize
I need code at the bottom of edit.mouse_release symmetric to the code
at the bottom of edit.mouse_press. I still didn't notice that
screen_bottom could be a drawing.
So in fixing inscript's bug report, I introduced (at least) 2
regressions, because I either had no idea or quickly forgot that
screen_bottom could point at a drawing.
While I created regressions, the underlying mental bug feels new. I just
never focused on the fact that screen_bottom could point at a drawing.
This past history makes me suspicious of my mouse_press/mouse_release
code. I think I'm going to get rid of screen_bottom entirely as a
concept. I'll still have to be careful though about the remaining
locations and which of them are allowed to point at drawings:
- cursor and selection are not allowed to point at drawings
- screen_top and screen_bottom are allowed to point at drawings
I sometimes copy between these 4 location variables. Auditing shows no
gaps where cursor could ever end up pointing at a drawing. It's just
when I started using screen_bottom for a whole new purpose (in
the mouse_press/release state machine) that I went wrong.
I should also try getting rid of starty entirely. Is it _really_ needed
for a responsive editor? I think I introduced it back when I didn't know
what I was doing with LÖVE and was profligately creating text objects
willy-nilly just to compute widths.
Getting rid of these two fairly global bits of mutable state will
hopefully make lines much more robust when the next person tries it out
in 6 months :-/ X-(
Thanks everyone for the conversation around this bug:
https://merveilles.town/@akkartik/112567862542495637
---
Bug #2 has some complexity as well, and might lead to some follow-on
cleanup.
When I click on the button to insert a new drawing, the mouse_release
hook triggers and moves the cursor below the new drawing. This is
desirable, but I'd never noticed this happy accident. It stops working
when I invalidate starty for all lines (which gets recomputed and cached
for all visible lines on every frame).
Fixing this caused a couple of unit tests start crashing for 2 reasons
that required their own minor fixes:
- My emulated mouse press and release didn't have an intervening
frame and so mouse_release no longer receives starty. Now I've added
a call to edit.draw() between press and release.
This might actually bite someone for real someday, if they're
running on a slow computer or something like that. I've tried to
click really fast but I can't seem to put mouse_press and release in
the same frame (assuming 30 frames per second)
- My tests' window dimensions often violate my constraint that the
screen always have one line of text for showing the cursor. They're
unrealistically small or have a really wide aspect ratio (width 2x
of height). I suspect lines.love will itself crash in those
situations, but hopefully they're unrealistic. Hmm, I wonder what
would happen if someone maximized in a 16:9 screen, that's almost
2x.. Anyways, I've cleaned a couple of tests up, but might need to
fix up others at some point. I'd have to rejigger all my brittle
line-wrapping tests if I modify the screen width :-/ X-(
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We now treat all arrow chords as cursor movement.
Many thanks to Ryan Kessler (https://tone.support) for reporting this
issue.
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scenario: run without config file, quit, run again
expected: font size remains the same on second run
Before this commit it was increasing on each run.
It turns out the font height that you pass into love.graphics.newFont()
is not the result of font:getHeight().
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Now it adjusts the current font for itself.
And it's up to the caller to adjust the current font after.
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We'll end up calling Text.redraw_all anyway, which will clear starty and
much more besides.
We'll still conservatively continue clearing starty in a few places
where there's a possibility that Text.redraw_all may not be called. This
change is riskier than most.
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Just checking mouse.isDown works if the editor is the entirety of the
app, as is true in this fork. However, we often want to introduce other
widgets. We'd like tapping on them to not cause the selection to flash:
https://news.ycombinator.com/context?id=38404923&submission=38397715
The right architecture to enforce this is: have each layer of the UI
maintain its own state machine between mouse_press and mouse_release
events. And only check the state machine in the next level down rather
than lower layers or the bottommost layer of raw LÖVE.
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Each one should provide a message that will show up within LÖVE. Stop
relying on nearby prints to the terminal.
I also found some unnecessary ones.
There is some potential here for performance regressions: the format()
calls will trigger whether or not the assertion fails, and cause
allocations. So far Lua's GC seems good enough to manage the load even
with Moby Dick, even in some situations that caused issues in the past
like undo.
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Make it more obvious that the color passed in is just for the background.
The icon will do the rest.
r/g/b keys are more consistent with App.color().
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Matt Wynne pointed out that snap.love would crash when a node went off
screen. While debugging it I noticed that selection1 was being set when
it shouldn't be.
Turns out I introduced a bug when I fixed the inscript bug back in June
(commit 9656e137742). One invariant I want to preserve is: selection1
should be unset after a mouse click (press and release without
intervening drag). This invariant was violated in my bugfix back in
June. I was concerned only with selection back then, and I didn't
realize I was breaking the mouse click case (in a fairly subtle way; you
can have selection set, and when it's set identically to the cursor
everything looks the same).
I think there might still be an issue in snap.love after this fix. I
noticed screen_bottom1.pos was nil, and as far as I recall that should
never happen.
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All the Text functions assume the cursor is always on a text line. I was
violating that invariant.
* When scrolling up, I start the cursor at the top-most line below the
screen top.
* When scrolling down, I start the cursor at the top-most line below the
screen bottom.
I think it would feel slightly more natural for it to be the
bottom-most line above the screen bottom.
However, the Text functions maintain an invariant that the bottom-most
line in a buffer will be text. There's no such invariant for the
top-most line.
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To fix this I have to first stop incrementally updating screen_bottom1
in the middle of a frame. Now it always has a good value from the end of
a frame.
I'm also running into some limitations in the test I'd ideally like to
write (that are documented in a comment), but I still get some sort of
automated test for this bugfix.
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It's a hack:
- if you start selecting from below final line the start of the
selection is the most recent click even if it was forever ago
- (the crash we're currently fixing) if you start up and immediately
select all then click below final line => crash. recent_mouse was
never set.
- getting rid of it breaks no tests (except the crash we're currently
fixing)
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This helps, but doesn't address the C-a case. As it stands, literally my
first click of the mouse might need access to recent_mouse.line/pos
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Text.mouse_pos can sometimes set recent_mouse.time but not
recent_mouse.x/y. I'd assumed x/y is never nil in those situations, but
that's violated. It's most easily seen when typing C-a and then
clicking.
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The bug has been spotted twice:
1. In snap.love, I selected text in one node, then another, and hit:
Error: text.lua:789: attempt to compare nil with number
stack traceback:
text.lua:789: in function 'lt1'
select.lua:19: in function 'clip_selection'
text.lua:32: in function 'draw'
edit.lua:117: in function 'draw'
[string "REPL"]:21: in function 'draw'
main.lua:152: in function 'draw'
app.lua:102: in function <app.lua:84>
[C]: in function 'xpcall'
app.lua:112: in function <app.lua:111>
[C]: in function 'xpcall'
Couldn't reproduce.
2. In text.love, inscript selected all text in a small buffer and then
clicked outside the text. And got:
Error: text.lua:784: attempt to compare nil with number
Traceback
[love "callbacks.lua"]:228: in function 'handler'
text.lua:784: in function 'lt1'
select.lua:19: in function 'clip_selection'
text.lua:27: in function 'draw'
edit.lua:117: in function 'draw'
run.lua:136: in function 'draw'
main.lua:148: in function 'draw'
app.lua:42: in function <app.lua:22>
[C]: in function 'xpcall'
This is reproducible, and also across forks.
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Scenario:
* start out with some text on screen
* select some text A, delete
* select some more text B, delete
* press C-z twice to restore A and B
* press C-y twice
Before this commit only the first C-y was having an effect (deleting B).
The second was failing to delete A.
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Also copy over the implementation of links from pensieve.love.
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I see a path to at least maintain a single fragment per screen line. But
can we do better? It even seems unnecessary to maintain two copies of
the data, chopped up into lines and screen lines.
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Is it just my imagination, or does the app feel lighter and more fluffy?
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In the process I discovered the horrible fact that Text.x allocates a new Text.
And it gets called (just once, thank goodness) on every single frame.
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scenario: open a file starting with a drawing
After this commit the program doesn't crash.
Error: [string "edit.lua"]:127: attempt to get length of field 'data' (a nil value)
stack traceback:
[love "boot.lua"]:345: in function '__len'
[string "edit.lua"]:127: in function 'invalid1'
[string "edit.lua"]:116: in function 'check_locs'
[string "run.lua"]:35: in function 'initialize'
main.lua:96: in function 'initialize'
[string "app.lua"]:144: in function 'run_tests_and_initialize'
[string "app.lua"]:16: in function <[string "app.lua"]:13>
[C]: in function 'xpcall'
[love "boot.lua"]:361: in function <[love "boot.lua"]:348>
[C]: in function 'xpcall'
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I can't see the mouse wheel ever setting dx, but it's more obvious now
that the editor doesn't support panning left/right.
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This works better on mobile platforms while seeming about as useful
anywhere else.
I've verified that anyone who already edited a file will continue to use
its path from settings.
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Thanks Mikoláš Štrajt.
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scenario:
press ctrl+f, type in a string
hit down arrow if needed until the screen scrolls
press enter
click with the mouse somewhere
Before this commit the app would crash because cursor was above screen
top.
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I've been noticing in pensieve.love in particular that once a month or
so I lose data if I quit immediately after typing in something. Nothing
major, just the odd link between notes which leaves things in an
inconsistent state. Let's see if this helps.
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Scenario: make some edits, select some text, make some more edits. Press
ctrl-z.
Before this commit, undo would stop at the point of selection and
previous edits would become unreachable.
After this commit, both ctrl-z and ctrl-y seem able to span the point of
selection.
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