-- some constants people might like to tweak Text_color = {r=0, g=0, b=0} Cursor_color = {r=1, g=0, b=0} Hyperlink_decoration_color = {r=0.4, g=0.4, b=1} Stroke_color = {r=0, g=0, b=0} Current_stroke_color = {r=0.7, g=0.7, b=0.7} -- in process of being drawn Current_name_background_color = {r=1, g=0, b=0, a=0.1} -- name currently being edited Focus_stroke_color = {r=1, g=0, b=0} -- what mouse is hovering over Highlight_color = {r=0.7, g=0.7, b=0.9} -- selected text Line_number_color = {r=0.6, g=0.6, b=0.6} Icon_color = {r=0.7, g=0.7, b=0.7} -- color of current mode icon in drawings Help_color = {r=0, g=0.5, b=0} Help_background_color = {r=0, g=0.5, b=0, a=0.1} Margin_top = 15 Margin_left = 25 Margin_right = 25 Drawing_padding_top = 10 Drawing_padding_bottom = 10 Drawing_padding_height = Drawing_padding_top + Drawing_padding_bottom Same_point_distance = 4 -- pixel distance at which two points are considered the same edit = {} -- run in both tests and a real run function edit.initialize_state(top, left, right, font_height, line_height) -- currently always draws to bottom of screen local result = { -- a line is either text or a drawing -- a text is a table with: -- mode = 'text', -- string data, -- a drawing is a table with: -- mode = 'drawing' -- a (y) coord in pixels (updated while painting screen), -- 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' -- center, radius for mode 'circle' -- center, radius, start_angle, end_angle 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. lines = {{mode='text', data=''}}, -- array of lines -- Lines can be too long to fit on screen, in which case they _wrap_ into -- multiple _screen lines_. -- rendering wrapped text lines needs some additional short-lived data per line: -- startpos, the index of data the line starts rendering from, can only be >1 for topmost line on screen -- starty, the y coord in pixels the line starts rendering from -- fragments: snippets of the line guaranteed to not straddle screen lines -- screen_line_starting_pos: optional array of grapheme indices if it wraps over more than one screen line line_cache = {}, -- Given wrapping, any potential location for the text cursor can be described in two ways: -- * schema 1: As a combination of line index and position within a line (in utf8 codepoint units) -- * schema 2: As a combination of line index, screen line index within the line, and a position within the screen line. -- -- Most of the time we'll only persist positions in schema 1, translating to -- schema 2 when that's convenient. -- -- Make sure these coordinates are never aliased, so that changing one causes -- action at a distance. screen_top1 = {line=1, pos=1}, -- position of start of screen line at top of screen cursor1 = {line=1, pos=1}, -- position of cursor screen_bottom1 = {line=1, pos=1}, -- position of start of screen line at bottom of screen selection1 = {}, -- some extra state to compute selection between mouse press and release old_cursor1 = nil, old_selection1 = nil, mousepress_shift = nil, -- cursor coordinates in pixels cursor_x = 0, cursor_y = 0, current_drawing_mode = 'line', previous_drawing_mode = nil, -- extra state for some ephemeral modes like moving/deleting/naming points font_height = font_height, line_height = line_height, top = top, left = math.floor(left), -- left margin for text; line numbers go to the left of this right = math.floor(right), width = right-left, filename = love.filesystem.getSourceBaseDirectory()..'/lines.txt', -- '/' should work even on Windows next_save = nil, -- undo history = {}, next_history = 1, -- search search_term = nil, search_backup = nil, -- stuff to restore when cancelling search } return result end -- App.initialize_state function edit.check_locs(State) -- if State is inconsistent (i.e. file changed by some other program), -- throw away all cursor state entirely if edit.invalid1(State, State.screen_top1) or edit.invalid_cursor1(State) or not edit.cursor_on_text(State) or not Text.le1(State.screen_top1, State.cursor1) then State.screen_top1 = {line=1, pos=1} State.cursor1 = {line=1, pos=1} edit.put_cursor_on_next_text_line(State) end end function edit.invalid1(State, loc1) if loc1.line > #State.lines then return true end local l = State.lines[loc1.line] if l.mode ~= 'text' then return false end -- pos is irrelevant to validity for a drawing line return loc1.pos > #State.lines[loc1.line].data end -- cursor loc in particular differs from other locs in one way: -- pos might occur just after end of line function edit.invalid_cursor1(State) local cursor1 = State.cursor1 if cursor1.line > #State.lines then return true end local l = State.lines[cursor1.line] if l.mode ~= 'text' then return false end -- pos is irrelevant to validity for a drawing line return cursor1.pos > #State.lines[cursor1.line].data + 1 end function edit.cursor_on_text(State) return State.cursor1.line <= #State.lines and State.lines[State.cursor1.line].mode == 'text' end function edit.put_cursor_on_next_text_line(State) while true do if State.cursor1.line >= #State.lines then break end if State.lines[State.cursor1.line].mode == 'text' then break end State.cursor1.line = State.cursor1.line+1 State.cursor1.pos = 1 end end function edit.draw(State, hide_cursor, show_line_numbers) State.button_handlers = {} App.color(Text_color) if #State.lines ~= #State.line_cache then print(('line_cache is out of date; %d when it should be %d'):format(#State.line_cache, #State.lines)) assert(false) end if not Text.le1(State.screen_top1, State.cursor1) then print(State.screen_top1.line, State.screen_top1.pos, State.cursor1.line, State.cursor1.pos) assert(false) end State.cursor_x = nil State.cursor_y = nil local y = State.top local screen_bottom1 = {line=nil, pos=nil} --? print('== draw') for line_index = State.screen_top1.line,#State.lines do local line = State.lines[line_index] --? print('draw:', y, line_index, line) if y + State.line_height > App.screen.height then break end screen_bottom1.line = line_index if line.mode == 'text' then --? print('text.draw', y, line_index) local startpos = 1 if line_index == State.screen_top1.line then startpos = State.screen_top1.pos end if line.data == '' then -- button to insert new drawing local buttonx = State.left-Margin_left+4 if show_line_numbers then buttonx = 4 -- HACK: position draw buttons at a fixed x on screen end button(State, 'draw', {x=buttonx, y=y+4, w=12,h=12, color={1,1,0}, icon = icon.insert_drawing, onpress1 = function() Drawing.before = snapshot(State, line_index-1, line_index) table.insert(State.lines, line_index, {mode='drawing', y=y, h=256/2, points={}, shapes={}, pending={}}) table.insert(State.line_cache, line_index, {}) if State.cursor1.line >= line_index then State.cursor1.line = State.cursor1.line+1 end schedule_save(State) record_undo_event(State, {before=Drawing.before, after=snapshot(State, line_index-1, line_index+1)}) end, }) end y, screen_bottom1.pos = Text.draw(State, line_index, y, startpos, hide_cursor, show_line_numbers) --? print('=> y', y) elseif line.mode == 'drawing' then y = y+Drawing_padding_top Drawing.draw(State, line_index, y) y = y + Drawing.pixels(line.h, State.width) + Drawing_padding_bottom else print(line.mode) assert(false) end end State.screen_bottom1 = screen_bottom1 if State.search_term then Text.draw_search_bar(State) end end function edit.update(State, dt) Drawing.update(State, dt) if State.next_save and State.next_save < Current_time then save_to_disk(State) State.next_save = nil end end function schedule_save(State) if State.next_save == nil then State.next_save = Current_time + 3 -- short enough that you're likely to still remember what you did end end function edit.quit(State) -- make sure to save before quitting if State.next_save then save_to_disk(State) -- give some time for the OS to flush everything to disk love.timer.sleep(0.1) end end function edit.mouse_press(State, x,y, mouse_button) if State.search_term then return end --? print_and_log(('edit.mouse_press: cursor at %d,%d'):format(State.cursor1.line, State.cursor1.pos)) if mouse_press_consumed_by_any_button_handler(State, x,y, mouse_button) then -- press on a button and it returned 'true' to short-circuit return end if y < State.top then State.old_cursor1 = State.cursor1 State.old_selection1 = State.selection1 State.mousepress_shift = App.shift_down() State.selection1 = { line=State.screen_top1.line, pos=State.screen_top1.pos, } return end for line_index,line in ipairs(State.lines) do if line.mode == 'text' then if Text.in_line(State, line_index, x,y) then -- delicate dance between cursor, selection and old cursor/selection -- scenarios: -- regular press+release: sets cursor, clears selection -- shift press+release: -- sets selection to old cursor if not set otherwise leaves it untouched -- sets cursor -- press and hold to start a selection: sets selection on press, cursor on release -- press and hold, then press shift: ignore shift -- i.e. mouse_release should never look at shift state --? print_and_log(('edit.mouse_press: in line %d'):format(line_index)) State.old_cursor1 = State.cursor1 State.old_selection1 = State.selection1 State.mousepress_shift = App.shift_down() State.selection1 = { line=line_index, pos=Text.to_pos_on_line(State, line_index, x, y), } return end elseif line.mode == 'drawing' then local line_cache = State.line_cache[line_index] if Drawing.in_drawing(line, line_cache, x, y, State.left,State.right) then State.lines.current_drawing_index = line_index State.lines.current_drawing = line Drawing.before = snapshot(State, line_index) Drawing.mouse_press(State, line_index, x,y, mouse_button) return end end end -- still here? click is below all screen lines State.old_cursor1 = State.cursor1 State.old_selection1 = State.selection1 State.mousepress_shift = App.shift_down() State.selection1 = { line=State.screen_bottom1.line, pos=Text.pos_at_end_of_screen_line(State, State.screen_bottom1), } end function edit.mouse_release(State, x,y, mouse_button) if State.search_term then return end --? print_and_log(('edit.mouse_release: cursor at %d,%d'):format(State.cursor1.line, State.cursor1.pos)) if State.lines.current_drawing then Drawing.mouse_release(State, x,y, mouse_button) schedule_save(State) if Drawing.before then record_undo_event(State, {before=Drawing.before, after=snapshot(State, State.lines.current_drawing_index)}) Drawing.before = nil end else --? print_and_log('edit.mouse_release: no current drawing') for line_index,line in ipairs(State.lines) do if line.mode == 'text' then if Text.in_line(State, line_index, x,y) then --? print_and_log(('edit.mouse_release: in line %d'):format(line_index)) State.cursor1 = { line=line_index, pos=Text.to_pos_on_line(State, line_index, x, y), } --? print_and_log(('edit.mouse_release: cursor now %d,%d'):format(State.cursor1.line, State.cursor1.pos)) if State.mousepress_shift then if State.old_selection1.line == nil then State.selection1 = State.old_cursor1 else State.selection1 = State.old_selection1 end end State.old_cursor1, State.old_selection1, State.mousepress_shift = nil if eq(State.cursor1, State.selection1) then State.selection1 = {} end break end end end --? print_and_log(('edit.mouse_release: finally selection %s,%s cursor %d,%d'):format(tostring(State.selection1.line), tostring(State.selection1.pos), State.cursor1.line, State.cursor1.pos)) end end function edit.mouse_wheel_move(State, dx,dy) if dy > 0 then State.cursor1 = {line=State.screen_top1.line, pos=State.screen_top1.pos} edit.put_cursor_on_next_text_line(State) for i=1,math.floor(dy) do Text.up(State) end elseif dy < 0 then State.cursor1 = {line=State.screen_bottom1.line, pos=State.screen_bottom1.pos} edit.put_cursor_on_next_text_line(State) for i=1,math.floor(-dy) do Text.down(State) end end end function edit.text_input(State, t) --? print('text input', t) if State.search_term then State.search_term = State.search_term..t Text.search_next(State) elseif State.lines.current_drawing and State.current_drawing_mode == 'name' then local before = snapshot(State, State.lines.current_drawing_index) local drawing = State.lines.current_drawing local p = drawing.points[drawing.pending.target_point] p.name = p.name..t record_undo_event(State, {before=before, after=snapshot(State, State.lines.current_drawing_index)}) else local drawing_index, drawing = Drawing.current_drawing(State) if drawing_index == nil then for _,line_cache in ipairs(State.line_cache) do line_cache.starty = nil end -- just in case we scroll Text.text_input(State, t) end end schedule_save(State) end function edit.keychord_press(State, chord, key) if State.selection1.line and not State.lines.current_drawing and -- printable character created using shift key => delete selection -- (we're not creating any ctrl-shift- or alt-shift- combinations using regular/printable keys) (not App.shift_down() or utf8.len(key) == 1) and chord ~= 'C-a' and chord ~= 'C-c' and chord ~= 'C-x' and chord ~= 'backspace' and chord ~= 'delete' and chord ~= 'C-z' and chord ~= 'C-y' and not App.is_cursor_movement(chord) then Text.delete_selection(State, State.left, State.right) end if State.search_term then for _,line_cache in ipairs(State.line_cache) do line_cache.starty = nil end -- just in case we scroll if chord == 'escape' then State.search_term = nil State.cursor1 = State.search_backup.cursor State.screen_top1 = State.search_backup.screen_top State.search_backup = nil Text.redraw_all(State) -- if we're scrolling, reclaim all fragments to avoid memory leaks elseif chord == 'return' then State.search_term = nil State.search_backup = nil elseif chord == 'backspace' then local len = utf8.len(State.search_term) local byte_offset = Text.offset(State.search_term, len) State.search_term = string.sub(State.search_term, 1, byte_offset-1) elseif chord == 'down' then State.cursor1.pos = State.cursor1.pos+1 Text.search_next(State) elseif chord == 'up' then Text.search_previous(State) end return elseif chord == 'C-f' then State.search_term = '' State.search_backup = { cursor={line=State.cursor1.line, pos=State.cursor1.pos}, screen_top={line=State.screen_top1.line, pos=State.screen_top1.pos}, } -- zoom elseif chord == 'C-=' then edit.update_font_settings(State, State.font_height+2) Text.redraw_all(State) elseif chord == 'C--' then if State.font_height > 2 then edit.update_font_settings(State, State.font_height-2) Text.redraw_all(State) end elseif chord == 'C-0' then edit.update_font_settings(State, 20) Text.redraw_all(State) -- undo elseif chord == 'C-z' then for _,line_cache in ipairs(State.line_cache) do line_cache.starty = nil end -- just in case we scroll local event = undo_event(State) if event then local src = event.before State.screen_top1 = deepcopy(src.screen_top) State.cursor1 = deepcopy(src.cursor) State.selection1 = deepcopy(src.selection) patch(State.lines, event.after, event.before) patch_placeholders(State.line_cache, event.after, event.before) -- invalidate various cached bits of lines State.lines.current_drawing = nil -- if we're scrolling, reclaim all fragments to avoid memory leaks Text.redraw_all(State) schedule_save(State) end elseif chord == 'C-y' then for _,line_cache in ipairs(State.line_cache) do line_cache.starty = nil end -- just in case we scroll local event = redo_event(State) if event then local src = event.after State.screen_top1 = deepcopy(src.screen_top) State.cursor1 = deepcopy(src.cursor) State.selection1 = deepcopy(src.selection) patch(State.lines, event.before, event.after) -- invalidate various cached bits of lines State.lines.current_drawing = nil -- if we're scrolling, reclaim all fragments to avoid memory leaks Text.redraw_all(State) schedule_save(State) end -- clipboard elseif chord == 'C-a' then State.selection1 = {line=1, pos=1} State.cursor1 = {line=#State.lines, pos=utf8.len(State.lines[#State.lines].data)+1} elseif chord == 'C-c' then local s = Text.selection(State) if s then App.set_clipboard(s) end elseif chord == 'C-x' then for _,line_cache in ipairs(State.line_cache) do line_cache.starty = nil end -- just in case we scroll local s = Text.cut_selection(State, State.left, State.right) if s then App.set_clipboard(s) end schedule_save(State) elseif chord == 'C-v' then for _,line_cache in ipairs(State.line_cache) do line_cache.starty = nil end -- just in case we scroll -- We don't have a good sense of when to scroll, so we'll be conservative -- and sometimes scroll when we didn't quite need to. local before_line = State.cursor1.line local before = snapshot(State, before_line) local clipboard_data = App.get_clipboard() for _,code in utf8.codes(clipboard_data) do local c = utf8.char(code) if c == '\n' then Text.insert_return(State) else Text.insert_at_cursor(State, c) end end if Text.cursor_out_of_screen(State) then Text.snap_cursor_to_bottom_of_screen(State, State.left, State.right) end schedule_save(State) record_undo_event(State, {before=before, after=snapshot(State, before_line, State.cursor1.line)}) -- dispatch to drawing or text elseif App.mouse_down(1) or chord:sub(1,2) == 'C-' then -- DON'T reset line_cache.starty here local drawing_index, drawing = Drawing.current_drawing(State) if drawing_index then local before = snapshot(State, drawing_index) Drawing.keychord_press(State, chord) record_undo_event(State, {before=before, after=snapshot(State, drawing_index)}) schedule_save(State) end elseif chord == 'escape' and not App.mouse_down(1) then for _,line in ipairs(State.lines) do if line.mode == 'drawing' then line.show_help = false end end elseif State.lines.current_drawing and State.current_drawing_mode == 'name' then if chord == 'return' then State.current_drawing_mode = State.previous_drawing_mode State.previous_drawing_mode = nil else local before = snapshot(State, State.lines.current_drawing_index) local drawing = State.lines.current_drawing local p = drawing.points[drawing.pending.target_point] if chord == 'escape' then p.name = nil record_undo_event(State, {before=before, after=snapshot(State, State.lines.current_drawing_index)}) elseif chord == 'backspace' then local len = utf8.len(p.name) if len > 0 then local byte_offset = Text.offset(p.name, len-1) if len == 1 then byte_offset = 0 end p.name = string.sub(p.name, 1, byte_offset) record_undo_event(State, {before=before, after=snapshot(State, State.lines.current_drawing_index)}) end end end schedule_save(State) else for _,line_cache in ipairs(State.line_cache) do line_cache.starty = nil end -- just in case we scroll Text.keychord_press(State, chord) end end function edit.key_release(State, key, scancode) end function edit.update_font_settings(State, font_height) State.font_height = font_height love.graphics.setFont(love.graphics.newFont(State.font_height)) State.line_height = math.floor(font_height*1.3) end --== some methods for tests -- Insulate tests from some key globals so I don't have to change the vast -- majority of tests when they're modified for the real app. Test_margin_left = 25 Test_margin_right = 0 function edit.initialize_test_state() -- if you change these values, tests will start failing return edit.initialize_state( 15, -- top margin Test_margin_left, App.screen.width - Test_margin_right, 14, -- font height assuming default LÖVE font 15) -- line height end -- all text_input events are also keypresses -- TODO: handle chords of multiple keys function edit.run_after_text_input(State, t) edit.keychord_press(State, t) edit.text_input(State, t) edit.key_release(State, t) App.screen.contents = {} edit.update(State, 0) edit.draw(State) end -- not all keys are text_input function edit.run_after_keychord(State, chord) edit.keychord_press(State, chord) edit.key_release(State, chord) App.screen.contents = {} edit.update(State, 0) edit.draw(State) end function edit.run_after_mouse_click(State, x,y, mouse_button) App.fake_mouse_press(x,y, mouse_button) edit.mouse_press(State, x,y, mouse_button) App.fake_mouse_release(x,y, mouse_button) edit.mouse_release(State, x,y, mouse_button) App.screen.contents = {} edit.update(State, 0) edit.draw(State) end function edit.run_after_mouse_press(State, x,y, mouse_button) App.fake_mouse_press(x,y, mouse_button) edit.mouse_press(State, x,y, mouse_button) App.screen.contents = {} edit.update(State, 0) edit.draw(State) end function edit.run_after_mouse_release(State, x,y, mouse_button) App.fake_mouse_release(x,y, mouse_button) edit.mouse_release(State, x,y, mouse_button) App.screen.contents = {} edit.update(State, 0) edit.draw(State) end