| Commit message (Collapse) | Author | Age | Files | Lines |
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The final step is to add them to:
- Text.compute_fragments
Doing it carefully caught 5 call-sites that my tests didn't catch.
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- Text.populate_screen_line_starting_pos
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- Text.to2
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- Text.previous_screen_line
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- Text.snap_cursor_to_bottom_of_screen
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- Text.nearest_cursor_pos
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- Text.move_cursor_down_to_next_text_line_while_scrolling_again_if_necessary
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- Text.cursor_at_final_screen_line
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- Text.pos_at_start_of_cursor_screen_line
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- Text.to_pos_on_line
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- Text.in_line
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- Text.clip_selection
- Text.cut_selection
- Text.delete_selection
- Text.delete_selection_without_undo
- Text.mouse_pos
- Text.to_pos
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- Text.pageup
- Text.pagedown
- Text.up
- Text.down
- Text.end_of_line
- Text.word_left
- Text.word_right
- Text.left
- Text.right
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I have a set of changes that passes all tests, but I'm going to commit
them very carefully to ensure I don't miss any call-sites. In this
commit I'm adding the args to:
- Text.draw
- Text.tweak_screen_top_and_cursor
But calls within them don't yet pass them where they should. In this
manner I'm going to progress systematically from the top down.
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There's multiple ways to do this, only one of them is right, and I keep
forgetting what it is. Turn it into a method.
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I can't believe I didn't catch this until now. All I had to do is open
MobyDick.markdown from https://www.hogbaysoftware.com/posts/moby-dick-workout,
press page-down and click on the top screen line (or any screen line
containing the same line as the top screen line). Easy to catch with any
file containing lots of overly long lines, as happens in particular at
the start of Moby Dick.
I _had_ seen this problem before, but it seemed to disappear after
unrelated changes, and I convinced myself I'd fixed it as a side-effect.
The bug just failed to manifest if the top line happened to start at the
top of the screen. Scroll down a few pages in Moby Dick and the dialogue
starts and line length drops precipitously.
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I could swear I checked this at some point. But I didn't have a test!
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I'd always had a funny feeling there was something missing there but
somehow never thought of the right failing test.
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Turns out ctrl+ makes it into lua.textinput. Thanks John Blommers for
the report. This should fix https://github.com/akkartik/lines.love/issues/6.
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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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