| Commit message (Collapse) | Author | Age | Files | Lines |
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I'm not sure this is very useful. I had an initial idea to stop using
screen_bottom1 in final_text_loc_on_screen, by starting from screen_top1
rather than screen_bottom1. But that changes the direction in which we
scan for the text line in situations where there is somehow no text on
screen (something that should never happen but I have zero confidence in
that).
Still, it doesn't seem like a bad thing to drastically reduce the
lifetime of some derived state.
Really what I need to do is throw this whole UX out and allow the cursor
to be on a drawing as a whole. So up arrow or left arrow below a drawing
would focus the whole drawing in a red border, and another up arrow and
left arrow would skip the drawing and continue upward. I think that
change to the UX will eliminate a whole class of special cases in the
code.
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Each one should provide a message that will show up within LÖVE. Stop
relying on nearby prints to the terminal.
I also found some unnecessary ones.
There is some potential here for performance regressions: the format()
calls will trigger whether or not the assertion fails, and cause
allocations. So far Lua's GC seems good enough to manage the load even
with Moby Dick, even in some situations that caused issues in the past
like undo.
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Before this change the cursor was moving, but not being highlighted
properly when the cursor line contained unicode before the cursor.
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In the process I discovered the horrible fact that Text.x allocates a new Text.
And it gets called (just once, thank goodness) on every single frame.
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integrated from pong.love via text.love:
https://merveilles.town/@akkartik/108933336531898243
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Editor state initialization now depends on window dimensions, so we have
to more carefully orchestrate startup.
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- Text.search_next
- Text.search_previous
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- Text.draw
- Text.draw_cursor
- Text.draw_search_bar
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We're still accessing them through a global. But we'll change that next.
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- Text.pos_at_start_of_cursor_screen_line
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