| Commit message (Collapse) | Author | Age | Files | Lines |
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Extract a new function.
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Back to commit 6872.
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Now saving the subsidiary stack.
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Segfault now fixed. Everything seems to be working again.
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Emit a stack of not ints but more complex objects containing the int payload.
Function calls again segfaulting.
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First function call working in apps/tile!
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Segfault fixed. This shouldn't have been so hard.
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Snapshot: tile currently segfaulting. I need to back up and make it easier
to debug.
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I actually deleted a test here! Hard-core prototype mode.
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There's some worrisome memory corruption here between the call to max-stack-depth
and the callee picking up its args.
All this code is incredibly ugly as I start to wrestle with the challenges
of structured editors. I keep wanting to keep business logic separate from
rendering, but there are feedback loops from wanting to know where to render
the cursor. And I haven't even started trying to avoid full-screen renders
yet. That'll complect things even more. For now the data path for every
iteration of the render loop is:
process key
compute max depth needed (or any other global information needed for rendering)
render
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