-- text editor, particularly text drawing, horizontal wrap, vertical scrolling Text = {} require 'search' require 'select' require 'undo' require 'text_tests' -- draw a line starting from startpos to screen at y between State.left and State.right -- return the final y, and position of start of final screen line drawn function Text.draw(State, line_index, y, startpos) App.color(Text_color) local line = State.lines[line_index] local line_cache = State.text_line_cache[line_index] line_cache.starty = y line_cache.startpos = startpos -- wrap long lines local x = State.left local pos = 1 local screen_line_starting_pos = 1 if line_cache.fragments == nil then Text.compute_fragments(State, line_index) end Text.populate_screen_line_starting_pos(State, line_index) for _, f in ipairs(line_cache.fragments) do local frag, frag_text = f.data, f.text local frag_len = utf8.len(frag) --? print('text.draw:', frag, 'at', line_index,pos, 'after', x,y) if Text.lt1({line=line_index, pos=pos}, State.screen_top1) then -- render nothing --? print('skipping', frag) else -- render fragment local frag_width = App.width(frag_text) if x + frag_width > State.right then assert(x > State.left) -- no overfull lines y = y + State.line_height if y + State.line_height > App.screen.height then return y, screen_line_starting_pos end screen_line_starting_pos = pos x = State.left end if State.selection1.line then local lo, hi = Text.clip_selection(State, line_index, pos, pos+frag_len) Text.draw_highlight(State, line, x,y, pos, lo,hi) end App.screen.draw(frag_text, x,y) -- render cursor if necessary if line_index == State.cursor1.line then if pos <= State.cursor1.pos and pos + frag_len > State.cursor1.pos then if State.search_term then if State.lines[State.cursor1.line].data:sub(State.cursor1.pos, State.cursor1.pos+utf8.len(State.search_term)-1) == State.search_term then local lo_px = Text.draw_highlight(line, x,y, pos, State.cursor1.pos, State.cursor1.pos+utf8.len(State.search_term)) App.color(Text_color) love.graphics.print(State.search_term, x+lo_px,y) end else Text.draw_cursor(State, x+Text.x(frag, State.cursor1.pos-pos+1), y) end end end x = x + frag_width end pos = pos + frag_len end if State.search_term == nil then if line_index == State.cursor1.line and State.cursor1.pos == pos then Text.draw_cursor(State, x, y) end end return y, screen_line_starting_pos end -- manual tests: -- draw with small screen width of 100 function Text.draw_cursor(State, x, y) -- blink every 0.5s if math.floor(Cursor_time*2)%2 == 0 then App.color(Cursor_color) love.graphics.rectangle('fill', x,y, 3,State.line_height) App.color(Text_color) end State.cursor_x = x State.cursor_y = y+State.line_height end function Text.compute_fragments(State, line_index) --? print('compute_fragments', line_index, 'between', State.left, State.right) local line = State.lines[line_index] local line_cache = State.text_line_cache[line_index] line_cache.fragments = {} local x = State.left -- try to wrap at word boundaries for frag in line.data:gmatch('%S*%s*') do local frag_text = App.newText(love.graphics.getFont(), frag) local frag_width = App.width(frag_text) --? print('x: '..tostring(x)..'; '..tostring(State.right-x)..'px to go') if x + frag_width > State.right then while x + frag_width > State.right do --? print(('checking whether to split fragment ^%s$ of width %d when rendering from %d'):format(frag, frag_width, x)) if x < 0.8*State.right then --? print('splitting') -- long word; chop it at some letter -- We're not going to reimplement TeX here. local bpos = Text.nearest_pos_less_than(frag, State.right - x) --? print('bpos', bpos) assert(bpos > 0) -- avoid infinite loop when window is too narrow local boffset = Text.offset(frag, bpos+1) -- byte _after_ bpos --? print('space for '..tostring(bpos)..' graphemes, '..tostring(boffset-1)..' bytes') local frag1 = string.sub(frag, 1, boffset-1) local frag1_text = App.newText(love.graphics.getFont(), frag1) local frag1_width = App.width(frag1_text) --? print('extracting ^'..frag1..'$ of width '..tostring(frag1_width)..'px') assert(x + frag1_width <= State.right) table.insert(line_cache.fragments, {data=frag1, text=frag1_text}) frag = string.sub(frag, boffset) frag_text = App.newText(love.graphics.getFont(), frag) frag_width = App.width(frag_text) end x = State.left -- new line end end if #frag > 0 then --? print('inserting ^'..frag..'$ of width '..tostring(frag_width)..'px') table.insert(line_cache.fragments, {data=frag, text=frag_text}) end x = x + frag_width end end function Text.textinput(State, t) if App.mouse_down(1) then return end if App.ctrl_down() or App.alt_down() or App.cmd_down() then return end local before = snapshot(State, State.cursor1.line) --? print(State.screen_top1.line, State.screen_top1.pos, State.cursor1.line, State.cursor1.pos, State.screen_bottom1.line, State.screen_bottom1.pos) Text.insert_at_cursor(State, t) if State.cursor_y >= App.screen.height - State.line_height then Text.populate_screen_line_starting_pos(State, State.cursor1.line) Text.snap_cursor_to_bottom_of_screen(State, State.left, State.right) --? print('=>', State.screen_top1.line, State.screen_top1.pos, State.cursor1.line, State.cursor1.pos, State.screen_bottom1.line, State.screen_bottom1.pos) end record_undo_event(State, {before=before, after=snapshot(State, State.cursor1.line)}) end function Text.insert_at_cursor(State, t) local byte_offset = Text.offset(State.lines[State.cursor1.line].data, State.cursor1.pos) State.lines[State.cursor1.line].data = string.sub(State.lines[State.cursor1.line].data, 1, byte_offset-1)..t..string.sub(State.lines[State.cursor1.line].data, byte_offset) Text.clear_screen_line_cache(State, State.cursor1.line) State.cursor1.pos = State.cursor1.pos+1 end -- Don't handle any keys here that would trigger love.textinput above. function Text.keychord_pressed(State, chord) --? print('chord', chord, State.selection1.line, State.selection1.pos) --== shortcuts that mutate text if chord == 'return' then local before_line = State.cursor1.line local before = snapshot(State, before_line) Text.insert_return(State) State.selection1 = {} if (State.cursor_y + State.line_height) > App.screen.height 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)}) elseif chord == 'tab' then local before = snapshot(State, State.cursor1.line) --? print(State.screen_top1.line, State.screen_top1.pos, State.cursor1.line, State.cursor1.pos, State.screen_bottom1.line, State.screen_bottom1.pos) Text.insert_at_cursor(State, '\t') if State.cursor_y >= App.screen.height - State.line_height then Text.populate_screen_line_starting_pos(State, State.cursor1.line) Text.snap_cursor_to_bottom_of_screen(State, State.left, State.right) --? print('=>', State.screen_top1.line, State.screen_top1.pos, State.cursor1.line, State.cursor1.pos, State.screen_bottom1.line, State.screen_bottom1.pos) end schedule_save(State) record_undo_event(State, {before=before, after=snapshot(State, State.cursor1.line)}) elseif chord == 'backspace' then if State.selection1.line then Text.delete_selection(State, State.left, State.right) schedule_save(State) return end local before if State.cursor1.pos > 1 then before = snapshot(State, State.cursor1.line) local byte_start = utf8.offset(State.lines[State.cursor1.line].data, State.cursor1.pos-1) local byte_end = utf8.offset(State.lines[State.cursor1.line].data, State.cursor1.pos) if byte_start 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 State.cursor1.pos = State.cursor1.pos-1 end elseif State.cursor1.line > 1 then before = snapshot(State, State.cursor1.line-1, State.cursor1.line) if State.lines[State.cursor1.line-1].mode == 'drawing' then table.remove(State.lines, State.cursor1.line-1) table.remove(State.text_line_cache, State.cursor1.line-1) else -- join lines State.cursor1.pos = utf8.len(State.lines[State.cursor1.line-1].data)+1 State.lines[State.cursor1.line-1].data = State.lines[State.cursor1.line-1].data..State.lines[State.cursor1.line].data table.remove(State.lines, State.cursor1.line) table.remove(State.text_line_cache, State.cursor1.line) end State.cursor1.line = State.cursor1.line-1 end if Text.lt1(State.cursor1, State.screen_top1) then local top2 = Text.to2(State, State.screen_top1, State.left, State.right) top2 = Text.previous_screen_line(State, top2, State.left, State.right) State.screen_top1 = Text.to1(State, top2) Text.redraw_all(State) -- if we're scrolling, reclaim all fragments to avoid memory leaks end Text.clear_screen_line_cache(State, State.cursor1.line) assert(Text.le1(State.screen_top1, State.cursor1)) schedule_save(State) record_undo_event(State, {before=before, after=snapshot(State, State.cursor1.line)}) elseif chord == 'delete' then if State.selection1.line then Text.delete_selection(State, State.left, State.right) schedule_save(State) return end local before if State.cursor1.pos <= utf8.len(State.lines[State.cursor1.line].data) then before = snapshot(State, State.cursor1.line) else before = snapshot(State, State.cursor1.line, State.cursor1.line+1) end if State.cursor1.pos <= utf8.len(State.lines[State.cursor1.line].data) then local byte_start = utf8.offset(State.lines[State.cursor1.line].data, State.cursor1.pos) local byte_end = utf8.offset(State.lines[State.cursor1.line].data, State.cursor1.pos+1) if byte_start 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.text_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.left, State.right) State.selection1 = {} elseif chord == 'right' then Text.right(State, State.left, State.right) 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, State.left, State.right) 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, State.left, State.right) -- C- hotkeys reserved for drawings, so we'll use M- elseif chord == 'M-left' then Text.word_left(State, State.left, State.right) State.selection1 = {} elseif chord == 'M-right' then Text.word_right(State, State.left, State.right) 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, State.left, State.right) 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, State.left, State.right) elseif chord == 'home' then Text.start_of_line(State) State.selection1 = {} elseif chord == 'end' then Text.end_of_line(State, State.left, State.right) 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, State.left, State.right) elseif chord == 'up' then Text.up(State, State.left, State.right) State.selection1 = {} elseif chord == 'down' then Text.down(State, State.left, State.right) 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, State.left, State.right) 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, State.left, State.right) elseif chord == 'pageup' then Text.pageup(State, State.left, State.right) State.selection1 = {} elseif chord == 'pagedown' then Text.pagedown(State, State.left, State.right) 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, State.left, State.right) 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, State.left, State.right) 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.text_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 State.cursor1.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 State.cursor1.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 top2 = Text.to2(State, State.screen_bottom1) if top2.screen_line > 1 then top2.screen_line = math.max(top2.screen_line-10, 1) end local new_top1 = Text.to1(State, top2) if Text.lt1(State.screen_top1, new_top1) then State.screen_top1 = new_top1 else State.screen_top1.line = State.screen_bottom1.line State.screen_top1.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 State.cursor1.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') --? print('up', State.cursor1.line, State.cursor1.pos, State.screen_top1.line, State.screen_top1.pos) local screen_line_index,screen_line_starting_pos = Text.pos_at_start_of_cursor_screen_line(State) 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 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.text_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] --? print('previous screen line starts at pos '..tostring(screen_line_starting_pos)..' of its line') if State.screen_top1.line > State.cursor1.line then State.screen_top1.line = State.cursor1.line State.screen_top1.pos = screen_line_starting_pos --? print('pos of top of screen is also '..tostring(State.screen_top1.pos)..' of the same line') end 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(s, State.cursor_x, State.left) - 1 break end end if State.cursor1.line < State.screen_top1.line then State.screen_top1.line = State.cursor1.line end else -- move up one screen line in current line --? print('cursor is NOT at first screen line of its line') assert(screen_line_index > 1) new_screen_line_starting_pos = State.text_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)) if State.screen_top1.line == State.cursor1.line and State.screen_top1.pos == screen_line_starting_pos then State.screen_top1.pos = new_screen_line_starting_pos --? print('also setting pos of top of screen to '..tostring(State.screen_top1.pos)) end 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(s, State.cursor_x, State.left) - 1 --? print('cursor pos is now '..tostring(State.cursor1.pos)) end end function Text.down(State) assert(State.lines[State.cursor1.line].mode == '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) 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 State.cursor1.pos = Text.nearest_cursor_pos(State.lines[State.cursor1.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 = false if Text.le1(State.screen_bottom1, State.cursor1) then scroll_down = true end --? print('cursor is NOT at final screen line of its line') local screen_line_index, screen_line_starting_pos = Text.pos_at_start_of_cursor_screen_line(State) new_screen_line_starting_pos = State.text_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(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 local _,botpos = Text.pos_at_start_of_cursor_screen_line(State) local botline1 = {line=State.cursor1.line, pos=botpos} if Text.cursor_past_screen_bottom(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) 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_past_screen_bottom(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) assert(start_offset) local end_offset = Text.offset(s, pos+1) assert(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') 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 State.cursor1.pos = utf8.len(State.lines[State.cursor1.line].data) + 1 break end end end if Text.lt1(State.cursor1, State.screen_top1) then local top2 = Text.to2(State, State.screen_top1) top2 = Text.previous_screen_line(State, top2) State.screen_top1 = Text.to1(State, top2) end end function Text.right(State) Text.right_without_scroll(State) if Text.cursor_past_screen_bottom(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') 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 State.cursor1.pos = 1 break end end end end function Text.pos_at_start_of_cursor_screen_line(State) Text.populate_screen_line_starting_pos(State, State.cursor1.line) for i=#State.text_line_cache[State.cursor1.line].screen_line_starting_pos,1,-1 do local spos = State.text_line_cache[State.cursor1.line].screen_line_starting_pos[i] if spos <= State.cursor1.pos then return i,spos end end assert(false) end function Text.cursor_at_final_screen_line(State) Text.populate_screen_line_starting_pos(State, State.cursor1.line) local screen_lines = State.text_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 -- 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) table.insert(State.lines, {mode='text', data=''}) table.insert(State.text_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) local top2 = Text.to2(State, State.cursor1) top2.screen_pos = 1 -- start of screen line --? 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) assert(State.lines[top2.line-1].mode == 'drawing') -- 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) 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.text_line_cache[line_index] if line_cache.starty == nil then return false end -- outside current page if x < State.left then return false end 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.text_line_cache[line_index] if line_cache.fragments == nil then Text.compute_fragments(State, line_index) end assert(my >= line_cache.starty) -- 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]-1 end local s = string.sub(line.data, screen_line_starting_byte_offset) --? print('return', mx, Text.nearest_cursor_pos(s, mx, State.left), '=>', screen_line_starting_pos + Text.nearest_cursor_pos(s, mx, State.left) - 1) return screen_line_starting_pos + Text.nearest_cursor_pos(s, mx, State.left) - 1 end y = nexty end assert(false) end function Text.screen_line_width(State, line_index, i) local line = State.lines[line_index] local line_cache = State.text_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 local screen_line_text = App.newText(love.graphics.getFont(), screen_line) return App.width(screen_line_text) 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 function Text.nearest_cursor_pos(line, x, left) if x == 0 then return 1 end local len = utf8.len(line) local max_x = left+Text.x(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..'$', leftpos, rightpos) if leftpos == rightpos then return leftpos end local curr = math.floor((leftpos+rightpos)/2) local currxmin = left+Text.x(line, curr) local currxmax = left+Text.x(line, curr+1) --? print('nearest', x, leftpos, rightpos, curr, currxmin, currxmax) if currxmin <= x and x < currxmax then if x-currxmin < currxmax-x then return curr else return curr+1 end end if leftpos >= rightpos-1 then return rightpos end if currxmin > x then rightpos = curr else leftpos = curr end end assert(false) end -- return the nearest index of line (in utf8 code points) which lies entirely -- within x pixels of the left margin function Text.nearest_pos_less_than(line, x) --? print('', '-- nearest_pos_less_than', line, x) if x == 0 then return 1 end local len = utf8.len(line) local max_x = Text.x(line, len) if x > max_x then return len+1 end local left, right = 1, len+1 while true do local curr = math.floor((left+right)/2) local currxmin = Text.x(line, curr+1) local currxmax = Text.x(line, curr+2) --? print('', x, left, right, curr, currxmin, currxmax) if currxmin <= x and x < currxmax then return curr end if left >= right-1 then return left end if currxmin > x then right = curr else left = curr end end assert(false) end function Text.x(s, pos) local offset = Text.offset(s, math.min(pos+1, #s+1)) local s_before = s:sub(1, offset-1) --? print('^'..s_before..'$') local text_before = App.newText(love.graphics.getFont(), s_before) return App.width(text_before) end function Text.to2(State, pos1) if State.lines[pos1.line].mode == 'drawing' then return {line=pos1.line, screen_line=1, screen_pos=1} end local result = {line=pos1.line, screen_line=1} Text.populate_screen_line_starting_pos(State, pos1.line) for i=#State.text_line_cache[pos1.line].screen_line_starting_pos,1,-1 do local spos = State.text_line_cache[pos1.line].screen_line_starting_pos[i] if spos <= pos1.pos then result.screen_line = i result.screen_pos = pos1.pos - spos + 1 break end end assert(result.screen_pos) return result end function Text.to1(State, pos2) local result = {line=pos2.line, pos=pos2.screen_pos} if pos2.screen_line > 1 then result.pos = State.text_line_cache[pos2.line].screen_line_starting_pos[pos2.screen_line] + pos2.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 print(pos1, #s, s) end assert(result) return result end function Text.previous_screen_line(State, pos2) if pos2.screen_line > 1 then return {line=pos2.line, screen_line=pos2.screen_line-1, screen_pos=1} elseif pos2.line == 1 then return pos2 elseif State.lines[pos2.line-1].mode == 'drawing' then return {line=pos2.line-1, screen_line=1, screen_pos=1} else local l = State.lines[pos2.line-1] Text.populate_screen_line_starting_pos(State, pos2.line-1) return {line=pos2.line-1, screen_line=#State.text_line_cache[pos2.line-1].screen_line_starting_pos, screen_pos=1} end end function Text.populate_screen_line_starting_pos(State, line_index) local line = State.lines[line_index] local line_cache = State.text_line_cache[line_index] if line_cache.screen_line_starting_pos then return end -- duplicate some logic from Text.draw if line_cache.fragments == nil then Text.compute_fragments(State, line_index) end line_cache.screen_line_starting_pos = {1} local x = State.left local pos = 1 for _, f in ipairs(line_cache.fragments) do local frag, frag_text = f.data, f.text -- render fragment local frag_width = App.width(frag_text) if x + frag_width > State.right then x = State.left table.insert(line_cache.screen_line_starting_pos, pos) end x = x + frag_width local frag_len = utf8.len(frag) pos = pos + frag_len end end -- resize helper function Text.tweak_screen_top_and_cursor(State) --? print('a', State.selection1.line) 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.text_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_past_screen_bottom(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_past_screen_bottom(State) App.draw() return State.cursor_y >= App.screen.height - State.line_height -- 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_cursor_screen_line(State) --? local botline1 = {line=State.cursor1.line, pos=botpos} --? return Text.lt1(State.screen_bottom1, botline1) end function Text.redraw_all(State) --? print('clearing fragments') State.text_line_cache = {} for i=1,#State.lines do State.text_line_cache[i] = {} end end function Text.clear_screen_line_cache(State, line_index) State.text_line_cache[line_index].fragments = nil State.text_line_cache[line_index].screen_line_starting_pos = nil end