| Commit message (Collapse) | Author | Age | Files | Lines |
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I deployed this without even running it once :/ Production was broken
for 9 minutes until I rolled back.
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Scenario: backspacing until a line takes up fewer screen lines, then
pressing `down`.
I've gone through and checked that fragments and screen_line_starting_pos
are now cleared together everywhere.
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State changes when inserting return are now in sync with other
characters.
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I'm giving up finding a more generalized solution. The issue is that we
need the correct selection state right up to the point where we modify
Lines, in order to capture precise undo state.
Hopefully there aren't any other keychords that should clear the
selection.
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We still have a failing test, but now it's the one we introduced in
commit 3ffc2ed8f.
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We just need to ensure textinput events never make use of selection
state.
All tests are passing, but I'm aware of a couple of issues. But now we
can keep all the special cases in one place.
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Now all the cases that clear Selection1 do so in a very consistent way
at the end of each case. And cases that set Selection1 symmetrically do
so at the start of each case.
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Now all the cases manage Selection1 similarly.
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Bugfix: we want selections to persist even when we lift up the shift
key.
This requires hoisting some code inside every case inside the whole
keypress hierarchy, to ensure we never clear selections before
textinput events can handle them.
Current cross-cutting concerns we're explicitly scattering code for.
- autosave
- undo
- selection management
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To reproduce:
click to position cursor at end of a line
hit enter
press any key
before:
newline got erased and key got added to previous line
now:
newline is preserved
The new test checks a generalization of this.
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Let's just make all the utf8.offset calculations more defensive.
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It might reduce wear and tear on disk, and losing 3 seconds of data
doesn't feel catastrophic (short of a C-z rampage).
Thanks to the love2d.org community for the suggestion:
https://love2d.org/forums/viewtopic.php?f=14&t=93173
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Not sure where that idiom comes from or why strings work in some places
(auto-coercion?). I picked it up off some example apps. But
https://love2d.org/wiki/love.mouse.isDown says it should be an integer.
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All places where string.sub was being passed a _pos variable.
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manifestation: clicking past end of a long, wrapping line containing
non-ASCII would cause the cursor to disappear rather than position past
end of screen line. Hitting enter would then throw an assertion with the
following stack trace:
Error: text.lua:381: bad argument #2 to 'sub' (number expected, got nil)
stack traceback:
[love "boot.lua"]:345: in function <[love "boot.lua"]:341>
[C]: in function 'sub'
text.lua:381: in function 'insert_return'
text.lua:179: in function 'keychord_pressed'
main.lua:495: in function 'keychord_pressed'
keychord.lua:10: in function <keychord.lua:5>
app.lua:34: in function <app.lua:25>
[C]: in function 'xpcall'
cause: the click caused a call to Text.to_pos_on_line whose result was
not on a UTF-8 character boundary.
fix: make to_pos_on_line utf8-aware.
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If I'd had this stuff in my test harness earlier, two recent commits
would have failed tests and given me early warning:
ff88238ff1
ff88a2a927
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I messed up a function call in commit 391d764e13.
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Things seem to be working..
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We have a regression since we started reclaiming love Text fragments
more aggressively in commit 69c5d844ccc. Pressing pageup no longer knows
about any line's screen lines. Not fixed yet.
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All signs so far seem to be that CPU is cheap for this application, but
memory is expensive. It's easy to get sluggish if the GC comes on.
After some experiments using https://github.com/yaukeywang/LuaMemorySnapshotDump,
one source of memory leaks is rendered fragments (https://love2d.org/wiki/Text
objects). I need to render text in approximately word-sized fragments to
mostly break lines more intelligently at word boundaries.
I've attached the files I used for my experiments (suffixed with a '.')
There's definitely still a leak in fragments. The longer I edit, the
more memory goes to them.
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I've tried to keep the time period of the blinking similar to my
terminal.
Honestly I'm no longer sure if any of my experiments are showing a
statistically significant result. Let's see how it feels over a period
of time.
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And anything we do to reduce the occlusion also makes the cursor harder
to acquire.
I suppose this is why we need the blink.
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I'm testing this by moving the cursor around with my eyes closed, then
starting a stopwatch as I open my eyes. This seems to help a bit. I'm
able to acquire the cursor in 2s. At least the 10s outliers I used to
have with the circle or thin line don't seem to be happening.
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This one isn't worth debugging. We know how to recreate this data on
demand.
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I'm being unprincipled at the moment between pos and x,y coordinates.
Whatever is more convenient. Perhaps a cleaner approach will come to me
over time.
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I almost pushed this to production. That would have been catastrophic;
the very first keystroke anyone typed into the editor would have failed.
And in the process, this fixes the next bug on my TODO list! Paste on
first line wasn't working. Now it is.
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Why are we not modifying Screen_top1.pos in these places? Because we
don't really need to modify Screen_top1 at all.
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When long wrapping lines go past the current page, I find myself
scrolling before I get to the bottom. So let's scroll less, usually from
the start of the bottom-most line, even if it wraps multiple screen
lines.
The challenge with this is to ensure that a long line that fills the
whole page by itself doesn't get you stuck. I take some care to make
sure <pagedown> always makes forward progress.
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Let's see if this is good enough. I can also bump up to 4px radius if I
need to.
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