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//: The goal of this skeleton is to make programs more easy to understand and
//: more malleable, easy to rewrite in radical ways without accidentally
//: breaking some corner case. Tests further both goals. They help
//: understandability by letting one make small changes and get feedback. What
//: if I wrote this line like so? What if I removed this function call, is it
//: really necessary? Just try it, see if the tests pass. Want to explore
//: rewriting this bit in this way? Tests put many refactorings on a firmer
//: footing.
//:
//: But the usual way we write tests seems incomplete. Refactorings tend to
//: work in the small, but don't help with changes to function boundaries. If
//: you want to extract a new function you have to manually test-drive it to
//: create tests for it. If you want to inline a function its tests are no
//: longer valid. In both cases you end up having to reorganize code as well as
//: tests, an error-prone activity.
//:
//: This file tries to fix this problem by supporting domain-driven testing
//: We try to focus on the domain of inputs the program should work on. All
//: tests invoke the program in a single way: by calling run() with different
//: inputs. The program operates on the input and logs _facts_ it deduces to a
//: trace:
//:   trace("label") << "fact 1: " << val;
//:
//: The tests check for facts:
//:   :(scenario foo)
//:   34  # call run() with this input
//:   +label: fact 1: 34  # trace should have logged this at the end
//:   -label: fact 1: 35  # trace should never contain such a line
//:
//: Since we never call anything but the run() function directly, we never have
//: to rewrite the tests when we reorganize the internals of the program. We
//: just have to make sure our rewrite deduces the same facts about the domain,
//: and that's something we're going to have to do anyway.
//:
//: To avoid the combinatorial explosion of integration tests, we organize the
//: program into different layers, and each fact is logged to the trace with a
//: specific label. Individual tests can focus on specific labels. In essence,
//: validating the facts logged with a specific label is identical to calling
//: some internal subsystem.
//:
//: Traces interact salubriously with layers. Thanks to our ordering
//: directives, each layer can contain its own tests. They may rely on other
//: layers, but when a test fails its usually due to breakage in the same
//: layer. When multiple tests fail, it's usually useful to debug the very
//: first test to fail. This is in contrast with the traditional approach,
//: where changes can cause breakages in faraway subsystems, and picking the
//: right test to debug can be an important skill to pick up.
//:
//: To build robust tests, trace facts about your domain rather than details of
//: how you computed them.
//:
//: More details: http://akkartik.name/blog/tracing-tests
//:
//: ---
//:
//: Between layers and domain-driven testing, programming starts to look like a
//: fundamentally different activity. Instead of a) superficial, b) local rules
//: on c) code [like http://blog.bbv.ch/2013/06/05/clean-code-cheat-sheet],
//: we allow programmers to engage with the a) deep, b) global structure of the
//: c) domain. If you can systematically track discontinuities in the domain
//: you don't care if the code used gotos as long as it passed the tests. If
//: tests become more robust to run it becomes easier to try out radically
//: different implementations for the same program. If code is super-easy to
//: rewrite, it becomes less important what indentation style it uses, or that
//: the objects are appropriately encapsulated, or that the functions are
//: referentially transparent.
//:
//: Instead of plumbing, programming becomes building and gradually refining a
//: map of the environment the program must operate under. Whether a program is
//: 'correct' at a given point in time is a red herring; what matters is
//: avoiding regression by monotonically nailing down the more 'eventful' parts
//: of the terrain. It helps readers new and old and rewards curiosity to
//: organize large programs in self-similar hiearchies of example scenarios
//: colocated with the code that makes them work.
//:
//:   "Programming properly should be regarded as an activity by which
//:   programmers form a mental model, rather than as production of a program."
//:   -- Peter Naur (http://alistair.cockburn.us/ASD+book+extract%3A+%22Naur,+Ehn,+Musashi%22)

:(before "int main")
// End Tracing  // hack to ensure most code in this layer comes before anything else

:(before "End Types")
struct trace_line {
  int depth;  // optional field just to help browse traces later
  string label;
  string contents;
  trace_line(string l, string c) :depth(0), label(l), contents(c) {}
  trace_line(int d, string l, string c) :depth(d), label(l), contents(c) {}
};

:(before "End Globals")
const int Max_depth = 9999;
const int Error_depth = 0;  // definitely always print the error that caused death
const int Warning_depth = 1;
const int App_depth = 2;  // temporarily where all mu code will trace to
:(before "End Tracing")
bool Hide_errors = false;
bool Hide_warnings = false;
:(before "End Setup")
Hide_errors = false;
Hide_warnings = false;

:(before "End Tracing")
struct trace_stream {
  vector<trace_line> past_lines;
  // accumulator for current line
  ostringstream* curr_stream;
  string curr_label;
  int curr_depth;
  int callstack_depth;
  int collect_depth;
  ofstream null_stream;  // never opens a file, so writes silently fail
  trace_stream() :curr_stream(NULL), curr_depth(Max_depth), callstack_depth(0), collect_depth(Max_depth) {}
  ~trace_stream() { if (curr_stream) delete curr_stream; }

  ostream& stream(string label) {
    return stream(Max_depth, label);
  }

  ostream& stream(int depth, string label) {
    if (depth > collect_depth) return null_stream;
    curr_stream = new ostringstream;
    curr_label = label;
    curr_depth = depth;
    return *curr_stream;
  }

  // be sure to call this before messing with curr_stream or curr_label
  void newline() {
    if (!curr_stream) return;
    string curr_contents = curr_stream->str();
    if (curr_contents.empty()) return;
    past_lines.push_back(trace_line(curr_depth, trim(curr_label), curr_contents));  // preserve indent in contents
    if (!Hide_errors && curr_label == "error")
      cerr << curr_label << ": " << curr_contents << '\n';
    else if (!Hide_warnings && curr_label == "warn")
      cerr << curr_label << ": " << curr_contents << '\n';
    delete curr_stream;
    curr_stream = NULL;
    curr_label.clear();
    curr_depth = Max_depth;
  }

  // Useful for debugging.
  string readable_contents(string label) {  // missing label = everything
    ostringstream output;
    label = trim(label);
    for (vector<trace_line>::iterator p = past_lines.begin(); p != past_lines.end(); ++p)
      if (label.empty() || label == p->label) {
        output << std::setw(4) << p->depth << ' ' << p->label << ": " << p->contents << '\n';
      }
    return output.str();
  }
};



trace_stream* Trace_stream = NULL;

// Top-level helper. IMPORTANT: can't nest.
#define trace(...)  !Trace_stream ? cerr /*print nothing*/ : Trace_stream->stream(__VA_ARGS__)
// Errors and warnings should go straight to cerr by default since calls to trace() have
// some unfriendly constraints (they delay printing, they can't nest)
#define raise  ((!Trace_stream || !Hide_warnings) ? (tb_shutdown(),cerr) /*do print*/ : Trace_stream->stream(Warning_depth, "warn"))
#define raise_error  ((!Trace_stream || !Hide_errors) ? (tb_shutdown(),cerr) /*do print*/ : Trace_stream->stream(Error_depth, "error"))

:(before "End Types")
struct end {};
:(before "End Tracing")
ostream& operator<<(ostream& os, unused end) {
  if (Trace_stream) Trace_stream->newline();
  return os;
}

#define CLEAR_TRACE  delete Trace_stream, Trace_stream = new trace_stream;

#define DUMP(label)  if (Trace_stream) cerr << Trace_stream->readable_contents(label);

// All scenarios save their traces in the repo, just like code. This gives
// future readers more meat when they try to make sense of a new project.
static string Trace_dir = ".traces/";
string Trace_file;

// Trace_stream is a resource, lease_tracer uses RAII to manage it.
struct lease_tracer {
  lease_tracer() { Trace_stream = new trace_stream; }
  ~lease_tracer() {
    if (!Trace_stream) return;  // in case tests close Trace_stream
    if (!Trace_file.empty()) {
      ofstream fout((Trace_dir+Trace_file).c_str());
      fout << Trace_stream->readable_contents("");
      fout.close();
    }
    delete Trace_stream, Trace_stream = NULL, Trace_file = "";
  }
};

#define START_TRACING_UNTIL_END_OF_SCOPE  lease_tracer leased_tracer;
:(before "End Test Setup")
START_TRACING_UNTIL_END_OF_SCOPE

:(before "End Includes")
#define CHECK_TRACE_CONTENTS(...)  check_trace_contents(__FUNCTION__, __FILE__, __LINE__, __VA_ARGS__)

:(before "End Tracing")
bool check_trace_contents(string FUNCTION, string FILE, int LINE, string expected) {
  if (!Trace_stream) return false;
  vector<string> expected_lines = split(expected, "");
  long long int curr_expected_line = 0;
  while (curr_expected_line < SIZE(expected_lines) && expected_lines.at(curr_expected_line).empty())
    ++curr_expected_line;
  if (curr_expected_line == SIZE(expected_lines)) return true;
  string label, contents;
  split_label_contents(expected_lines.at(curr_expected_line), &label, &contents);
  for (vector<trace_line>::iterator p = Trace_stream->past_lines.begin(); p != Trace_stream->past_lines.end(); ++p) {
    if (label != p->label)
      continue;

    if (contents != trim(p->contents))
      continue;

    ++curr_expected_line;
    while (curr_expected_line < SIZE(expected_lines) && expected_lines.at(curr_expected_line).empty())
      ++curr_expected_line;
    if (curr_expected_line == SIZE(expected_lines)) return true;
    split_label_contents(expected_lines.at(curr_expected_line), &label, &contents);
  }

  ++Num_failures;
  cerr << "\nF - " << FUNCTION << "(" << FILE << ":" << LINE << "): missing [" << contents << "] in trace:\n";
  DUMP(label);
  Passed = false;
  return false;
}

void split_label_contents(const string& s, string* label, string* contents) {
  static const string delim(": ");
  size_t pos = s.find(delim);
  if (pos == string::npos) {
    *label = "";
    *contents = trim(s);
  }
  else {
    *label = trim(s.substr(0, pos));
    *contents = trim(s.substr(pos+SIZE(delim)));
  }
}



int trace_count(string label) {
  return trace_count(label, "");
}

int trace_count(string label, string line) {
  long result = 0;
  for (vector<trace_line>::iterator p = Trace_stream->past_lines.begin(); p != Trace_stream->past_lines.end(); ++p) {
    if (label == p->label) {
      if (line == "" || line == trim(p->contents))
        ++result;
    }
  }
  return result;
}

#define CHECK_TRACE_CONTAINS_ERROR()  CHECK(trace_count("error") > 0)
#define CHECK_TRACE_DOESNT_CONTAIN_ERROR() \
  if (trace_count("error") > 0) { \
    ++Num_failures; \
    cerr << "\nF - " << __FUNCTION__ << "(" << __FILE__ << ":" << __LINE__ << "): unexpected errors\n"; \
    DUMP("error"); \
    Passed = false; \
    return; \
  }

bool trace_doesnt_contain(string label, string line) {
  return trace_count(label, line) == 0;
}

bool trace_doesnt_contain(string expected) {
  vector<string> tmp = split_first(expected, ": ");
  return trace_doesnt_contain(tmp.at(0), tmp.at(1));
}

#define CHECK_TRACE_DOESNT_CONTAIN(...)  CHECK(trace_doesnt_contain(__VA_ARGS__))



vector<string> split(string s, string delim) {
  vector<string> result;
  size_t begin=0, end=s.find(delim);
  while (true) {
    if (end == string::npos) {
      result.push_back(string(s, begin, string::npos));
      break;
    }
    result.push_back(string(s, begin, end-begin));
    begin = end+SIZE(delim);
    end = s.find(delim, begin);
  }
  return result;
}

vector<string> split_first(string s, string delim) {
  vector<string> result;
  size_t end=s.find(delim);
  result.push_back(string(s, 0, end));
  if (end != string::npos)
    result.push_back(string(s, end+SIZE(delim), string::npos));
  return result;
}

string trim(const string& s) {
  string::const_iterator first = s.begin();
  while (first != s.end() && isspace(*first))
    ++first;
  if (first == s.end()) return "";

  string::const_iterator last = --s.end();
  while (last != s.begin() && isspace(*last))
    --last;
  ++last;
  return string(first, last);
}

:(before "End Includes")
#include<vector>
using std::vector;
#include<list>
using std::list;
#include<map>
using std::map;
#include<set>
using std::set;
#include<algorithm>

#include<iostream>
using std::istream;
using std::ostream;
using std::cin;
using std::cout;
using std::cerr;
#include<iomanip>

#include<sstream>
using std::istringstream;
using std::ostringstream;

#include<fstream>
using std::ifstream;
using std::ofstream;

#include"termbox/termbox.h"

#define unused  __attribute__((unused))

:(before "End Globals")
//: In future layers we'll use the depth field as follows:
//:
//: Errors will be depth 0.
//: Warnings will be depth 1.
//: Mu 'applications' will be able to use depths 2-100 as they like.
//: Primitive statements will occupy 101-9989
const int Initial_callstack_depth = 101;
const int Max_callstack_depth = 9989;
//: Finally, details of primitive mu statements will occupy depth 9990-9999 (more on that later as well)
//:
//: This framework should help us hide some details at each level, mixing
//: static ideas like layers with the dynamic notion of call-stack depth.
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, 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 = font, 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 = 'run.lua', next_save = nil, -- undo history = {}, next_history = 1, -- search search_term = nil, search_backup = nil, -- stuff to restore when cancelling search } return result end -- edit.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 = {} love.graphics.setFont(State.font) App.color(Text_color) assert(#State.lines == #State.line_cache, ('line_cache is out of date; %d elements when it should be %d'):format(#State.line_cache, #State.lines)) assert(Text.le1(State.screen_top1, State.cursor1), ('screen_top (line=%d,pos=%d) is below cursor (line=%d,pos=%d)'):format(State.screen_top1.line, State.screen_top1.pos, State.cursor1.line, State.cursor1.pos)) 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, bg={r=1,g=1,b=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 assert(false, ('unknown line mode %s'):format(line.mode)) 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) love.keyboard.setTextInput(true) -- bring up keyboard on touch screen if State.search_term then return end State.mouse_down = mouse_button --? print_and_log(('edit.mouse_press: cursor at %d,%d'):format(State.cursor1.line, State.cursor1.pos)) if mouse_press_consumed_by_any_button(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? mouse press 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)) State.mouse_down = nil 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') if y < State.top then State.cursor1 = {line=State.screen_top1.line, pos=State.screen_top1.pos} edit.clean_up_mouse_press(State) 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 --? 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)) edit.clean_up_mouse_press(State) return end end end -- still here? mouse release is below all screen lines State.cursor1.line, State.cursor1.pos = State.screen_bottom1.line, Text.pos_at_end_of_screen_line(State, State.screen_bottom1) edit.clean_up_mouse_press(State) --? 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.clean_up_mouse_press(State) 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 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 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 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 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 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 -- 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 State.font = 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, love.graphics.getFont(), 14, 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, key) edit.keychord_press(State, chord, key) edit.key_release(State, key) 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