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## The SubX VM

Bytecode interpreter for a subset of the 32-bit x86 ISA.

* Only instructions that operate on the 32-bit E*X registers. (No
  floating-point yet.)
* Only instructions that assume a flat address space; no instructions that use
  segment registers.
* No instructions that check the carry or parity flags; arithmetic operations
  always operate on signed integers (while bitwise operations always operate
  on unsigned integers)
* Only relative jump instructions (with 8-bit or 16-bit offsets).

These rules yield a clean instruction set. We don't care about running
arbitrary binaries, just those generated by our forthcoming Mu compiler.

Targeting a VM enables more comprehensive tests for the compiler, without
requiring access to processor/memory state without getting bogged down in
details of the ELF format, ABI, STABS debugging format, etc., etc.

Having the VM implement a real (and ubiquitous) instruction set makes it easy
to generate native binaries outside of tests.

Just unit tests so far:

  ```
  ./subx test
  ```

x86 instruction set resources used in building this:

* [Intel programming manual](http://www.intel.com/content/dam/www/public/us/en/documents/manuals/64-ia-32-architectures-software-developer-instruction-set-reference-manual-325383.pdf) (pdf)
* [Concise instruction reference](https://c9x.me/x86)
* [Single-page cheatsheet](https://net.cs.uni-bonn.de/fileadmin/user_upload/plohmann/x86_opcode_structure_and_instruction_overview.pdf) (pdf)
'>565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747
-- primitives for editing drawings
Drawing = {}
require 'drawing_tests'

-- All drawings span 100% of some conceptual 'page width' and divide it up
-- into 256 parts.
function Drawing.draw(State, line_index, y)
  local line = State.lines[line_index]
  local line_cache = State.line_cache[line_index]
  line_cache.starty = y
  local pmx,pmy = App.mouse_x(), App.mouse_y()
  if pmx < State.right and pmy > line_cache.starty and pmy < line_cache.starty+Drawing.pixels(line.h, State.width) then
    App.color(Icon_color)
    love.graphics.rectangle('line', State.left,line_cache.starty, State.width,Drawing.pixels(line.h, State.width))
    if icon[State.current_drawing_mode] then
      icon[State.current_drawing_mode](State.right-22, line_cache.starty+4)
    else
      icon[State.previous_drawing_mode](State.right-22, line_cache.starty+4)
    end

    if App.mouse_down(1) and love.keyboard.isDown('h') then
      draw_help_with_mouse_pressed(State, line_index)
      return
    end
  end

  if line.show_help then
    draw_help_without_mouse_pressed(State, line_index)
    return
  end

  local mx = Drawing.coord(pmx-State.left, State.width)
  local my = Drawing.coord(pmy-line_cache.starty, State.width)

  for _,shape in ipairs(line.shapes) do
    assert(shape)
    if geom.on_shape(mx,my, line, shape) then
      App.color(Focus_stroke_color)
    else
      App.color(Stroke_color)
    end
    Drawing.draw_shape(line, shape, line_cache.starty, State.left,State.right)
  end

  local function px(x) return Drawing.pixels(x, State.width)+State.left end
  local function py(y) return Drawing.pixels(y, State.width)+line_cache.starty end
  for i,p in ipairs(line.points) do
    if p.deleted == nil then
      if Drawing.near(p, mx,my, State.width) then
        App.color(Focus_stroke_color)
        love.graphics.circle('line', px(p.x),py(p.y), Same_point_distance)
      else
        App.color(Stroke_color)
        love.graphics.circle('fill', px(p.x),py(p.y), 2)
      end
      if p.name then
        -- TODO: clip
        local x,y = px(p.x)+5, py(p.y)+5
        love.graphics.print(p.name, x,y)
        if State.current_drawing_mode == 'name' and i == line.pending.target_point then
          -- create a faint red box for the name
          App.color(Current_name_background_color)
          local name_text
          -- TODO: avoid computing name width on every repaint
          if p.name == '' then
            name_text = State.em
          else
            name_text = App.newText(love.graphics.getFont(), p.name)
          end
          love.graphics.rectangle('fill', x,y, App.width(name_text), State.line_height)
        end
      end
    end
  end
  App.color(Current_stroke_color)
  Drawing.draw_pending_shape(line, line_cache.starty, State.left,State.right)
end

function Drawing.draw_shape(drawing, shape, top, left,right)
  local width = right-left
  local function px(x) return Drawing.pixels(x, width)+left end
  local function py(y) return Drawing.pixels(y, width)+top end
  if shape.mode == 'freehand' then
    local prev = nil
    for _,point in ipairs(shape.points) do
      if prev then
        love.graphics.line(px(prev.x),py(prev.y), px(point.x),py(point.y))
      end
      prev = point
    end
  elseif shape.mode == 'line' or shape.mode == 'manhattan' then
    local p1 = drawing.points[shape.p1]
    local p2 = drawing.points[shape.p2]
    love.graphics.line(px(p1.x),py(p1.y), px(p2.x),py(p2.y))
  elseif shape.mode == 'polygon' or shape.mode == 'rectangle' or shape.mode == 'square' then
    local prev = nil
    for _,point in ipairs(shape.vertices) do
      local curr = drawing.points[point]
      if prev then
        love.graphics.line(px(prev.x),py(prev.y), px(curr.x),py(curr.y))
      end
      prev = curr
    end
    -- close the loop
    local curr = drawing.points[shape.vertices[1]]
    love.graphics.line(px(prev.x),py(prev.y), px(curr.x),py(curr.y))
  elseif shape.mode == 'circle' then
    -- TODO: clip
    local center = drawing.points[shape.center]
    love.graphics.circle('line', px(center.x),py(center.y), Drawing.pixels(shape.radius, width))
  elseif shape.mode == 'arc' then
    local center = drawing.points[shape.center]
    love.graphics.arc('line', 'open', px(center.x),py(center.y), Drawing.pixels(shape.radius, width), shape.start_angle, shape.end_angle, 360)
  elseif shape.mode == 'deleted' then
    -- ignore
  else
    print(shape.mode)
    assert(false)
  end
end

function Drawing.draw_pending_shape(drawing, top, left,right)
  local width = right-left
  local pmx,pmy = App.mouse_x(), App.mouse_y()
  local function px(x) return Drawing.pixels(x, width)+left end
  local function py(y) return Drawing.pixels(y, width)+top end
  local mx = Drawing.coord(pmx-left, width)
  local my = Drawing.coord(pmy-top, width)
  local shape = drawing.pending
  if shape.mode == nil then
    -- nothing pending
  elseif shape.mode == 'freehand' then
    local shape_copy = deepcopy(shape)
    Drawing.smoothen(shape_copy)
    Drawing.draw_shape(drawing, shape_copy, top, left,right)
  elseif shape.mode == 'line' then
    if mx < 0 or mx >= 256 or my < 0 or my >= drawing.h then
      return
    end
    local p1 = drawing.points[shape.p1]
    love.graphics.line(px(p1.x),py(p1.y), pmx,pmy)
  elseif shape.mode == 'manhattan' then
    if mx < 0 or mx >= 256 or my < 0 or my >= drawing.h then
      return
    end
    local p1 = drawing.points[shape.p1]
    if math.abs(mx-p1.x) > math.abs(my-p1.y) then
      love.graphics.line(px(p1.x),py(p1.y), pmx,     py(p1.y))
    else
      love.graphics.line(px(p1.x),py(p1.y), px(p1.x),pmy)
    end
  elseif shape.mode == 'polygon' then
    -- don't close the loop on a pending polygon
    local prev = nil
    for _,point in ipairs(shape.vertices) do
      local curr = drawing.points[point]
      if prev then
        love.graphics.line(px(prev.x),py(prev.y), px(curr.x),py(curr.y))
      end
      prev = curr
    end
    love.graphics.line(px(prev.x),py(prev.y), pmx,pmy)
  elseif shape.mode == 'rectangle' then
    local first = drawing.points[shape.vertices[1]]
    if #shape.vertices == 1 then
      love.graphics.line(px(first.x),py(first.y), pmx,pmy)
      return
    end
    local second = drawing.points[shape.vertices[2]]
    local thirdx,thirdy, fourthx,fourthy = Drawing.complete_rectangle(first.x,first.y, second.x,second.y, mx,my)
    love.graphics.line(px(first.x),py(first.y), px(second.x),py(second.y))
    love.graphics.line(px(second.x),py(second.y), px(thirdx),py(thirdy))
    love.graphics.line(px(thirdx),py(thirdy), px(fourthx),py(fourthy))
    love.graphics.line(px(fourthx),py(fourthy), px(first.x),py(first.y))
  elseif shape.mode == 'square' then
    local first = drawing.points[shape.vertices[1]]
    if #shape.vertices == 1 then
      love.graphics.line(px(first.x),py(first.y), pmx,pmy)
      return
    end
    local second = drawing.points[shape.vertices[2]]
    local thirdx,thirdy, fourthx,fourthy = Drawing.complete_square(first.x,first.y, second.x,second.y, mx,my)
    love.graphics.line(px(first.x),py(first.y), px(second.x),py(second.y))
    love.graphics.line(px(second.x),py(second.y), px(thirdx),py(thirdy))
    love.graphics.line(px(thirdx),py(thirdy), px(fourthx),py(fourthy))
    love.graphics.line(px(fourthx),py(fourthy), px(first.x),py(first.y))
  elseif shape.mode == 'circle' then
    local center = drawing.points[shape.center]
    if mx < 0 or mx >= 256 or my < 0 or my >= drawing.h then
      return
    end
    local cx,cy = px(center.x), py(center.y)
    love.graphics.circle('line', cx,cy, geom.dist(cx,cy, App.mouse_x(),App.mouse_y()))
  elseif shape.mode == 'arc' then
    local center = drawing.points[shape.center]
    if mx < 0 or mx >= 256 or my < 0 or my >= drawing.h then
      return
    end
    shape.end_angle = geom.angle_with_hint(center.x,center.y, mx,my, shape.end_angle)
    local cx,cy = px(center.x), py(center.y)
    love.graphics.arc('line', 'open', cx,cy, Drawing.pixels(shape.radius, width), shape.start_angle, shape.end_angle, 360)
  elseif shape.mode == 'move' then
    -- nothing pending; changes are immediately committed
  elseif shape.mode == 'name' then
    -- nothing pending; changes are immediately committed
  else
    print(shape.mode)
    assert(false)
  end
end

function Drawing.in_drawing(drawing, line_cache, x,y, left,right)
  if line_cache.starty == nil then return false end  -- outside current page
  local width = right-left
  return y >= line_cache.starty and y < line_cache.starty + Drawing.pixels(drawing.h, width) and x >= left and x < right
end

function Drawing.mouse_pressed(State, drawing_index, x,y, button)
  local drawing = State.lines[drawing_index]
  local line_cache = State.line_cache[drawing_index]
  local cx = Drawing.coord(x-State.left, State.width)
  local cy = Drawing.coord(y-line_cache.starty, State.width)
  if State.current_drawing_mode == 'freehand' then
    drawing.pending = {mode=State.current_drawing_mode, points={{x=cx, y=cy}}}
  elseif State.current_drawing_mode == 'line' or State.current_drawing_mode == 'manhattan' then
    local j = Drawing.find_or_insert_point(drawing.points, cx, cy, State.width)
    drawing.pending = {mode=State.current_drawing_mode, p1=j}
  elseif State.current_drawing_mode == 'polygon' or State.current_drawing_mode == 'rectangle' or State.current_drawing_mode == 'square' then
    local j = Drawing.find_or_insert_point(drawing.points, cx, cy, State.width)
    drawing.pending = {mode=State.current_drawing_mode, vertices={j}}
  elseif State.current_drawing_mode == 'circle' then
    local j = Drawing.find_or_insert_point(drawing.points, cx, cy, State.width)
    drawing.pending = {mode=State.current_drawing_mode, center=j}
  elseif State.current_drawing_mode == 'move' then
    -- all the action is in mouse_released
  elseif State.current_drawing_mode == 'name' then
    -- nothing
  else
    print(State.current_drawing_mode)
    assert(false)
  end
end

-- a couple of operations on drawings need to constantly check the state of the mouse
function Drawing.update(State)
  if State.lines.current_drawing == nil then return end
  local drawing = State.lines.current_drawing
  local line_cache = State.line_cache[State.lines.current_drawing_index]
  assert(drawing.mode == 'drawing')
  local pmx, pmy = App.mouse_x(), App.mouse_y()
  local mx = Drawing.coord(pmx-State.left, State.width)
  local my = Drawing.coord(pmy-line_cache.starty, State.width)
  if App.mouse_down(1) then
    if Drawing.in_drawing(drawing, line_cache, pmx,pmy, State.left,State.right) then
      if drawing.pending.mode == 'freehand' then
        table.insert(drawing.pending.points, {x=mx, y=my})
      elseif drawing.pending.mode == 'move' then
        drawing.pending.target_point.x = mx
        drawing.pending.target_point.y = my
        Drawing.relax_constraints(drawing, drawing.pending.target_point_index)
      end
    end
  elseif State.current_drawing_mode == 'move' then
    if Drawing.in_drawing(drawing, line_cache, pmx, pmy, State.left,State.right) then
      drawing.pending.target_point.x = mx
      drawing.pending.target_point.y = my
      Drawing.relax_constraints(drawing, drawing.pending.target_point_index)
    end
  else
    -- do nothing
  end
end

function Drawing.relax_constraints(drawing, p)
  for _,shape in ipairs(drawing.shapes) do
    if shape.mode == 'manhattan' then
      if shape.p1 == p then
        shape.mode = 'line'
      elseif shape.p2 == p then
        shape.mode = 'line'
      end
    elseif shape.mode == 'rectangle' or shape.mode == 'square' then
      for _,v in ipairs(shape.vertices) do
        if v == p then
          shape.mode = 'polygon'
        end
      end
    end
  end
end

function Drawing.mouse_released(State, x,y, button)
  if State.current_drawing_mode == 'move' then
    State.current_drawing_mode = State.previous_drawing_mode
    State.previous_drawing_mode = nil
    if State.lines.current_drawing then
      State.lines.current_drawing.pending = {}
      State.lines.current_drawing = nil
    end
  elseif State.lines.current_drawing then
    local drawing = State.lines.current_drawing
    local line_cache = State.line_cache[State.lines.current_drawing_index]
    if drawing.pending then
      if drawing.pending.mode == nil then
        -- nothing pending
      elseif drawing.pending.mode == 'freehand' then
        -- the last point added during update is good enough
        Drawing.smoothen(drawing.pending)
        table.insert(drawing.shapes, drawing.pending)
      elseif drawing.pending.mode == 'line' then
        local mx,my = Drawing.coord(x-State.left, State.width), Drawing.coord(y-line_cache.starty, State.width)
        if mx >= 0 and mx < 256 and my >= 0 and my < drawing.h then
          drawing.pending.p2 = Drawing.find_or_insert_point(drawing.points, mx,my, State.width)
          table.insert(drawing.shapes, drawing.pending)
        end
      elseif drawing.pending.mode == 'manhattan' then
        local p1 = drawing.points[drawing.pending.p1]
        local mx,my = Drawing.coord(x-State.left, State.width), Drawing.coord(y-line_cache.starty, State.width)
        if mx >= 0 and mx < 256 and my >= 0 and my < drawing.h then
          if math.abs(mx-p1.x) > math.abs(my-p1.y) then
            drawing.pending.p2 = Drawing.find_or_insert_point(drawing.points, mx, p1.y, State.width)
          else
            drawing.pending.p2 = Drawing.find_or_insert_point(drawing.points, p1.x, my, State.width)
          end
          local p2 = drawing.points[drawing.pending.p2]
          App.mouse_move(State.left+Drawing.pixels(p2.x, State.width), line_cache.starty+Drawing.pixels(p2.y, State.width))
          table.insert(drawing.shapes, drawing.pending)
        end
      elseif drawing.pending.mode == 'polygon' then
        local mx,my = Drawing.coord(x-State.left, State.width), Drawing.coord(y-line_cache.starty, State.width)
        if mx >= 0 and mx < 256 and my >= 0 and my < drawing.h then
          table.insert(drawing.pending.vertices, Drawing.find_or_insert_point(drawing.points, mx,my, State.width))
          table.insert(drawing.shapes, drawing.pending)
        end
      elseif drawing.pending.mode == 'rectangle' then
        assert(#drawing.pending.vertices <= 2)
        if #drawing.pending.vertices == 2 then
          local mx,my = Drawing.coord(x-State.left, State.width), Drawing.coord(y-line_cache.starty, State.width)
          if mx >= 0 and mx < 256 and my >= 0 and my < drawing.h then
            local first = drawing.points[drawing.pending.vertices[1]]
            local second = drawing.points[drawing.pending.vertices[2]]
            local thirdx,thirdy, fourthx,fourthy = Drawing.complete_rectangle(first.x,first.y, second.x,second.y, mx,my)
            table.insert(drawing.pending.vertices, Drawing.find_or_insert_point(drawing.points, thirdx,thirdy, State.width))
            table.insert(drawing.pending.vertices, Drawing.find_or_insert_point(drawing.points, fourthx,fourthy, State.width))
            table.insert(drawing.shapes, drawing.pending)
          end
        else
          -- too few points; draw nothing
        end
      elseif drawing.pending.mode == 'square' then
        assert(#drawing.pending.vertices <= 2)
        if #drawing.pending.vertices == 2 then
          local mx,my = Drawing.coord(x-State.left, State.width), Drawing.coord(y-line_cache.starty, State.width)
          if mx >= 0 and mx < 256 and my >= 0 and my < drawing.h then
            local first = drawing.points[drawing.pending.vertices[1]]
            local second = drawing.points[drawing.pending.vertices[2]]
            local thirdx,thirdy, fourthx,fourthy = Drawing.complete_square(first.x,first.y, second.x,second.y, mx,my)
            table.insert(drawing.pending.vertices, Drawing.find_or_insert_point(drawing.points, thirdx,thirdy, State.width))
            table.insert(drawing.pending.vertices, Drawing.find_or_insert_point(drawing.points, fourthx,fourthy, State.width))
            table.insert(drawing.shapes, drawing.pending)
          end
        end
      elseif drawing.pending.mode == 'circle' then
        local mx,my = Drawing.coord(x-State.left, State.width), Drawing.coord(y-line_cache.starty, State.width)
        if mx >= 0 and mx < 256 and my >= 0 and my < drawing.h then
          local center = drawing.points[drawing.pending.center]
          drawing.pending.radius = round(geom.dist(center.x,center.y, mx,my))
          table.insert(drawing.shapes, drawing.pending)
        end
      elseif drawing.pending.mode == 'arc' then
        local mx,my = Drawing.coord(x-State.left, State.width), Drawing.coord(y-line_cache.starty, State.width)
        if mx >= 0 and mx < 256 and my >= 0 and my < drawing.h then
          local center = drawing.points[drawing.pending.center]
          drawing.pending.end_angle = geom.angle_with_hint(center.x,center.y, mx,my, drawing.pending.end_angle)
          table.insert(drawing.shapes, drawing.pending)
        end
      elseif drawing.pending.mode == 'name' then
        -- drop it
      else
        print(drawing.pending.mode)
        assert(false)
      end
      State.lines.current_drawing.pending = {}
      State.lines.current_drawing = nil
    end
  end
end

function Drawing.keychord_pressed(State, chord)
  if chord == 'C-p' and not App.mouse_down(1) then
    State.current_drawing_mode = 'freehand'
  elseif App.mouse_down(1) and chord == 'l' then
    State.current_drawing_mode = 'line'
    local _,drawing = Drawing.current_drawing(State)
    if drawing.pending.mode == 'freehand' then
      drawing.pending.p1 = Drawing.find_or_insert_point(drawing.points, drawing.pending.points[1].x, drawing.pending.points[1].y, State.width)
    elseif drawing.pending.mode == 'polygon' or drawing.pending.mode == 'rectangle' or drawing.pending.mode == 'square' then
      drawing.pending.p1 = drawing.pending.vertices[1]
    elseif drawing.pending.mode == 'circle' or drawing.pending.mode == 'arc' then
      drawing.pending.p1 = drawing.pending.center
    end
    drawing.pending.mode = 'line'
  elseif chord == 'C-l' and not App.mouse_down(1) then
    State.current_drawing_mode = 'line'
  elseif App.mouse_down(1) and chord == 'm' then
    State.current_drawing_mode = 'manhattan'
    local drawing = Drawing.select_drawing_at_mouse(State)
    if drawing.pending.mode == 'freehand' then
      drawing.pending.p1 = Drawing.find_or_insert_point(drawing.points, drawing.pending.points[1].x, drawing.pending.points[1].y, State.width)
    elseif drawing.pending.mode == 'line' then
      -- do nothing
    elseif drawing.pending.mode == 'polygon' or drawing.pending.mode == 'rectangle' or drawing.pending.mode == 'square' then
      drawing.pending.p1 = drawing.pending.vertices[1]
    elseif drawing.pending.mode == 'circle' or drawing.pending.mode == 'arc' then
      drawing.pending.p1 = drawing.pending.center
    end
    drawing.pending.mode = 'manhattan'
  elseif chord == 'C-m' and not App.mouse_down(1) then
    State.current_drawing_mode = 'manhattan'
  elseif chord == 'C-g' and not App.mouse_down(1) then
    State.current_drawing_mode = 'polygon'
  elseif App.mouse_down(1) and chord == 'g' then
    State.current_drawing_mode = 'polygon'
    local _,drawing = Drawing.current_drawing(State)
    if drawing.pending.mode == 'freehand' then
      drawing.pending.vertices = {Drawing.find_or_insert_point(drawing.points, drawing.pending.points[1].x, drawing.pending.points[1].y, State.width)}
    elseif drawing.pending.mode == 'line' or drawing.pending.mode == 'manhattan' then
      if drawing.pending.vertices == nil then
        drawing.pending.vertices = {drawing.pending.p1}
      end
    elseif drawing.pending.mode == 'rectangle' or drawing.pending.mode == 'square' then
      -- reuse existing vertices
    elseif drawing.pending.mode == 'circle' or drawing.pending.mode == 'arc' then
      drawing.pending.vertices = {drawing.pending.center}
    end
    drawing.pending.mode = 'polygon'
  elseif chord == 'C-r' and not App.mouse_down(1) then
    State.current_drawing_mode = 'rectangle'
  elseif App.mouse_down(1) and chord == 'r' then
    State.current_drawing_mode = 'rectangle'
    local _,drawing = Drawing.current_drawing(State)
    if drawing.pending.mode == 'freehand' then
      drawing.pending.vertices = {Drawing.find_or_insert_point(drawing.points, drawing.pending.points[1].x, drawing.pending.points[1].y, State.width)}
    elseif drawing.pending.mode == 'line' or drawing.pending.mode == 'manhattan' then
      if drawing.pending.vertices == nil then
        drawing.pending.vertices = {drawing.pending.p1}
      end
    elseif drawing.pending.mode == 'polygon' or drawing.pending.mode == 'square' then
      -- reuse existing (1-2) vertices
    elseif drawing.pending.mode == 'circle' or drawing.pending.mode == 'arc' then
      drawing.pending.vertices = {drawing.pending.center}
    end
    drawing.pending.mode = 'rectangle'
  elseif chord == 'C-s' and not App.mouse_down(1) then
    State.current_drawing_mode = 'square'
  elseif App.mouse_down(1) and chord == 's' then
    State.current_drawing_mode = 'square'
    local _,drawing = Drawing.current_drawing(State)
    if drawing.pending.mode == 'freehand' then
      drawing.pending.vertices = {Drawing.find_or_insert_point(drawing.points, drawing.pending.points[1].x, drawing.pending.points[1].y, State.width)}
    elseif drawing.pending.mode == 'line' or drawing.pending.mode == 'manhattan' then
      if drawing.pending.vertices == nil then
        drawing.pending.vertices = {drawing.pending.p1}
      end
    elseif drawing.pending.mode == 'polygon' then
      while #drawing.pending.vertices > 2 do
        table.remove(drawing.pending.vertices)
      end
    elseif drawing.pending.mode == 'rectangle' then
      -- reuse existing (1-2) vertices
    elseif drawing.pending.mode == 'circle' or drawing.pending.mode == 'arc' then
      drawing.pending.vertices = {drawing.pending.center}
    end
    drawing.pending.mode = 'square'
  elseif App.mouse_down(1) and chord == 'p' and State.current_drawing_mode == 'polygon' then
    local _,drawing,line_cache = Drawing.current_drawing(State)
    local mx,my = Drawing.coord(App.mouse_x()-State.left, State.width), Drawing.coord(App.mouse_y()-line_cache.starty, State.width)
    local j = Drawing.find_or_insert_point(drawing.points, mx,my, State.width)
    table.insert(drawing.pending.vertices, j)
  elseif App.mouse_down(1) and chord == 'p' and (State.current_drawing_mode == 'rectangle' or State.current_drawing_mode == 'square') then
    local _,drawing,line_cache = Drawing.current_drawing(State)
    local mx,my = Drawing.coord(App.mouse_x()-State.left, State.width), Drawing.coord(App.mouse_y()-line_cache.starty, State.width)
    local j = Drawing.find_or_insert_point(drawing.points, mx,my, State.width)
    while #drawing.pending.vertices >= 2 do
      table.remove(drawing.pending.vertices)
    end
    table.insert(drawing.pending.vertices, j)
  elseif chord == 'C-o' and not App.mouse_down(1) then
    State.current_drawing_mode = 'circle'
  elseif App.mouse_down(1) and chord == 'a' and State.current_drawing_mode == 'circle' then
    local _,drawing,line_cache = Drawing.current_drawing(State)
    drawing.pending.mode = 'arc'
    local mx,my = Drawing.coord(App.mouse_x()-State.left, State.width), Drawing.coord(App.mouse_y()-line_cache.starty, State.width)
    local center = drawing.points[drawing.pending.center]
    drawing.pending.radius = round(geom.dist(center.x,center.y, mx,my))
    drawing.pending.start_angle = geom.angle(center.x,center.y, mx,my)
  elseif App.mouse_down(1) and chord == 'o' then
    State.current_drawing_mode = 'circle'
    local _,drawing = Drawing.current_drawing(State)
    if drawing.pending.mode == 'freehand' then
      drawing.pending.center = Drawing.find_or_insert_point(drawing.points, drawing.pending.points[1].x, drawing.pending.points[1].y, State.width)
    elseif drawing.pending.mode == 'line' or drawing.pending.mode == 'manhattan' then
      drawing.pending.center = drawing.pending.p1
    elseif drawing.pending.mode == 'polygon' or drawing.pending.mode == 'rectangle' or drawing.pending.mode == 'square' then
      drawing.pending.center = drawing.pending.vertices[1]
    end
    drawing.pending.mode = 'circle'
  elseif chord == 'C-u' and not App.mouse_down(1) then
    local drawing_index,drawing,line_cache,i,p = Drawing.select_point_at_mouse(State)
    if drawing then
      if State.previous_drawing_mode == nil then
        State.previous_drawing_mode = State.current_drawing_mode
      end
      State.current_drawing_mode = 'move'
      drawing.pending = {mode=State.current_drawing_mode, target_point=p, target_point_index=i}
      State.lines.current_drawing_index = drawing_index
      State.lines.current_drawing = drawing
    end
  elseif chord == 'C-n' and not App.mouse_down(1) then
    local drawing_index,drawing,line_cache,point_index,p = Drawing.select_point_at_mouse(State)
    if drawing then
      if State.previous_drawing_mode == nil then
        -- don't clobber
        State.previous_drawing_mode = State.current_drawing_mode
      end
      State.current_drawing_mode = 'name'
      p.name = ''
      drawing.pending = {mode=State.current_drawing_mode, target_point=point_index}
      State.lines.current_drawing_index = drawing_index
      State.lines.current_drawing = drawing
    end
  elseif chord == 'C-d' and not App.mouse_down(1) then
    local _,drawing,_,i,p = Drawing.select_point_at_mouse(State)
    if drawing then
      for _,shape in ipairs(drawing.shapes) do
        if Drawing.contains_point(shape, i) then
          if shape.mode == 'polygon' then
            local idx = table.find(shape.vertices, i)
            assert(idx)
            table.remove(shape.vertices, idx)
            if #shape.vertices < 3 then
              shape.mode = 'deleted'
            end
          else
            shape.mode = 'deleted'
          end
        end
      end
      drawing.points[i].deleted = true
    end
    local drawing,_,_,shape = Drawing.select_shape_at_mouse(State)
    if drawing then
      shape.mode = 'deleted'
    end
  elseif chord == 'C-h' and not App.mouse_down(1) then
    local drawing = Drawing.select_drawing_at_mouse(State)
    if drawing then
      drawing.show_help = true
    end
  elseif chord == 'escape' and App.mouse_down(1) then
    local _,drawing = Drawing.current_drawing(State)
    drawing.pending = {}
  end
end

function Drawing.complete_rectangle(firstx,firsty, secondx,secondy, x,y)
  if firstx == secondx then
    return x,secondy, x,firsty
  end
  if firsty == secondy then
    return secondx,y, firstx,y
  end
  local first_slope = (secondy-firsty)/(secondx-firstx)
  -- slope of second edge:
  --    -1/first_slope
  -- equation of line containing the second edge:
  --    y-secondy = -1/first_slope*(x-secondx)
  -- => 1/first_slope*x + y + (- secondy - secondx/first_slope) = 0
  -- now we want to find the point on this line that's closest to the mouse pointer.
  -- https://en.wikipedia.org/wiki/Distance_from_a_point_to_a_line#Line_defined_by_an_equation
  local a = 1/first_slope
  local c = -secondy - secondx/first_slope
  local thirdx = round(((x-a*y) - a*c) / (a*a + 1))
  local thirdy = round((a*(-x + a*y) - c) / (a*a + 1))
  -- slope of third edge = first_slope
  -- equation of line containing third edge:
  --     y - thirdy = first_slope*(x-thirdx)
  --  => -first_slope*x + y + (-thirdy + thirdx*first_slope) = 0
  -- now we want to find the point on this line that's closest to the first point
  local a = -first_slope
  local c = -thirdy + thirdx*first_slope
  local fourthx = round(((firstx-a*firsty) - a*c) / (a*a + 1))
  local fourthy = round((a*(-firstx + a*firsty) - c) / (a*a + 1))
  return thirdx,thirdy, fourthx,fourthy
end

function Drawing.complete_square(firstx,firsty, secondx,secondy, x,y)
  -- use x,y only to decide which side of the first edge to complete the square on
  local deltax = secondx-firstx
  local deltay = secondy-firsty
  local thirdx = secondx+deltay
  local thirdy = secondy-deltax
  if not geom.same_side(firstx,firsty, secondx,secondy, thirdx,thirdy, x,y) then
    deltax = -deltax
    deltay = -deltay
    thirdx = secondx+deltay
    thirdy = secondy-deltax
  end
  local fourthx = firstx+deltay
  local fourthy = firsty-deltax
  return thirdx,thirdy, fourthx,fourthy
end

function Drawing.current_drawing(State)
  local x, y = App.mouse_x(), App.mouse_y()
  for drawing_index,drawing in ipairs(State.lines) do
    if drawing.mode == 'drawing' then
      local line_cache = State.line_cache[drawing_index]
      if Drawing.in_drawing(drawing, line_cache, x,y, State.left,State.right) then
        return drawing_index,drawing,line_cache
      end
    end
  end
  return nil
end

function Drawing.select_shape_at_mouse(State)
  for drawing_index,drawing in ipairs(State.lines) do
    if drawing.mode == 'drawing' then
      local x, y = App.mouse_x(), App.mouse_y()
      local line_cache = State.line_cache[drawing_index]
      if Drawing.in_drawing(drawing, line_cache, x,y, State.left,State.right) then
        local mx,my = Drawing.coord(x-State.left, State.width), Drawing.coord(y-line_cache.starty, State.width)
        for i,shape in ipairs(drawing.shapes) do
          assert(shape)
          if geom.on_shape(mx,my, drawing, shape) then
            return drawing,line_cache,i,shape
          end
        end
      end
    end
  end
end

function Drawing.select_point_at_mouse(State)
  for drawing_index,drawing in ipairs(State.lines) do
    if drawing.mode == 'drawing' then
      local x, y = App.mouse_x(), App.mouse_y()
      local line_cache = State.line_cache[drawing_index]
      if Drawing.in_drawing(drawing, line_cache, x,y, State.left,State.right) then
        local mx,my = Drawing.coord(x-State.left, State.width), Drawing.coord(y-line_cache.starty, State.width)
        for i,point in ipairs(drawing.points) do
          assert(point)
          if Drawing.near(point, mx,my, State.width) then
            return drawing_index,drawing,line_cache,i,point
          end
        end
      end
    end
  end
end

function Drawing.select_drawing_at_mouse(State)
  for drawing_index,drawing in ipairs(State.lines) do
    if drawing.mode == 'drawing' then
      local x, y = App.mouse_x(), App.mouse_y()
      local line_cache = State.line_cache[drawing_index]
      if Drawing.in_drawing(drawing, line_cache, x,y, State.left,State.right) then
        return drawing
      end
    end
  end
end

function Drawing.contains_point(shape, p)
  if shape.mode == 'freehand' then
    -- not supported
  elseif shape.mode == 'line' or shape.mode == 'manhattan' then
    return shape.p1 == p or shape.p2 == p
  elseif shape.mode == 'polygon' or shape.mode == 'rectangle' or shape.mode == 'square' then
    return table.find(shape.vertices, p)
  elseif shape.mode == 'circle' then
    return shape.center == p
  elseif shape.mode == 'arc' then
    return shape.center == p
    -- ugh, how to support angles
  elseif shape.mode == 'deleted' then
    -- already done
  else
    print(shape.mode)
    assert(false)
  end
end

function Drawing.smoothen(shape)
  assert(shape.mode == 'freehand')
  for _=1,7 do
    for i=2,#shape.points-1 do
      local a = shape.points[i-1]
      local b = shape.points[i]
      local c = shape.points[i+1]
      b.x = round((a.x + b.x + c.x)/3)
      b.y = round((a.y + b.y + c.y)/3)
    end
  end
end

function round(num)
  return math.floor(num+.5)
end

function Drawing.insert_point(points, x,y)
  table.insert(points, {x=x, y=y})
  return #points
end

function Drawing.find_or_insert_point(points, x,y, width)
  -- check if UI would snap the two points together
  for i,point in ipairs(points) do
    if Drawing.near(point, x,y, width) then
      return i
    end
  end
  table.insert(points, {x=x, y=y})
  return #points
end

function Drawing.near(point, x,y, width)
  local px,py = Drawing.pixels(x, width),Drawing.pixels(y, width)
  local cx,cy = Drawing.pixels(point.x, width), Drawing.pixels(point.y, width)
  return (cx-px)*(cx-px) + (cy-py)*(cy-py) < Same_point_distance*Same_point_distance
end

function Drawing.pixels(n, width)  -- parts to pixels
  return math.floor(n*width/256)
end
function Drawing.coord(n, width)  -- pixels to parts
  return math.floor(n*256/width)
end

function table.find(h, x)
  for k,v in pairs(h) do
    if v == x then
      return k
    end
  end
end