-- some constants people might like to tweak Text_color = {r=0, g=0, b=0} Cursor_color = {r=1, g=0, b=0} Stroke_color = {r=0, g=0, b=0} Current_stroke_color = {r=0.7, g=0.7, b=0.7} -- in process of being drawn Current_name_background_color = {r=1, g=0, b=0, a=0.1} -- name currently being edited Focus_stroke_color = {r=1, g=0, b=0} -- what mouse is hovering over Highlight_color = {r=0.7, g=0.7, b=0.9} -- selected text Icon_color = {r=0.7, g=0.7, b=0.7} -- color of current mode icon in drawings Help_color = {r=0, g=0.5, b=0} Help_background_color = {r=0, g=0.5, b=0, a=0.1} utf8 = require 'utf8' require 'file' require 'text' require 'drawing' require 'geom' require 'help' require 'icons' edit = {} -- run in both tests and a real run function edit.initialize_state() local result = { -- a line is either text or a drawing -- a text is a table with: -- mode = 'text', -- string data, -- startpos, the index of data the line starts rendering from (if currently on screen), can only be >1 for topmost line on screen -- starty, the y coord in pixels -- some cached data that's blown away and recomputed when data changes: -- fragments: snippets of rendered love.graphics.Text, guaranteed to not wrap -- screen_line_starting_pos: optional array of grapheme indices if it wraps over more than one screen line -- a drawing is a table with: -- mode = 'drawing' -- a (y) coord in pixels (updated while painting screen), -- a (h)eight, -- an array of points, and -- an array of shapes -- a shape is a table containing: -- a mode -- an array points for mode 'freehand' (raw x,y coords; freehand drawings don't pollute the points array of a drawing) -- an array vertices for mode 'polygon', 'rectangle', 'square' -- p1, p2 for mode 'line' -- center, radius for mode 'circle' -- center, radius, start_angle, end_angle for mode 'arc' -- Unless otherwise specified, coord fields are normalized; a drawing is always 256 units wide -- The field names are carefully chosen so that switching modes in midstream -- remembers previously entered points where that makes sense. lines = {{mode='text', data=''}}, -- Lines can be too long to fit on screen, in which case they _wrap_ into -- multiple _screen lines_. -- -- Therefore, any potential location for the cursor can be described in two ways: -- * schema 1: As a combination of line index and position within a line (in utf8 codepoint units) -- * schema 2: As a combination of line index, screen line index within the line, and a position within the screen line. -- -- Most of the time we'll only persist positions in schema 1, translating to -- schema 2 when that's convenient. -- -- Make sure these coordinates are never aliased, so that changing one causes -- action at a distance. screen_top1 = {line=1, pos=1}, -- position of start of screen line at top of screen cursor1 = {line=1, pos=1}, -- position of cursor screen_bottom1 = {line=1, pos=1}, -- position of start of screen line at bottom of screen selection1 = {}, -- some extra state to compute selection between mouse press and release old_cursor1 = nil, old_selection1 = nil, mousepress_shift = nil, -- when selecting text, avoid recomputing some state on every single frame recent_mouse = {}, -- cursor coordinates in pixels cursor_x = 0, cursor_y = 0, current_drawing_mode = 'line', previous_drawing_mode = nil, -- extra state for some ephemeral modes like moving/deleting/naming points -- these default values are important for tests font_height = 14, line_height = 15, -- widest possible character width em = App.newText(love.graphics.getFont(), 'm'), margin_top = 15, margin_left = 25, margin_right = 0, margin_width = nil, drawing_padding_top = 10, drawing_padding_bottom = 10, drawing_padding_height = nil, filename = love.filesystem.getUserDirectory()..'/lines.txt', next_save = nil, -- undo history = {}, next_history = 1, -- search search_term = nil, search_text = nil, search_backup = nil, -- stuff to restore when cancelling search } result.margin_width = result.margin_left + result.margin_right result.drawing_padding_height = result.drawing_padding_top + result.drawing_padding_bottom return result end -- App.initialize_state function edit.draw(State) App.color(Text_color) --? print(State.screen_top1.line, State.screen_top1.pos, State.cursor1.line, State.cursor1.pos) assert(Text.le1(State.screen_top1, State.cursor1)) State.cursor_y = -1 local y = State.margin_top --? print('== draw') for line_index = State.screen_top1.line,#State.lines do local line = State.lines[line_index] --? print('draw:', y, line_index, line) if y + State.line_height > App.screen.height then break end State.screen_bottom1.line = line_index if line.mode == 'text' and line.data == '' then line.starty = y line.startpos = 1 -- insert new drawing button('draw', {x=4,y=y+4, w=12,h=12, color={1,1,0}, icon = icon.insert_drawing, onpress1 = function() Drawing.before = snapshot(line_index-1, line_index) table.insert(State.lines, line_index, {mode='drawing', y=y, h=256/2, points={}, shapes={}, pending={}}) if State.cursor1.line >= line_index then State.cursor1.line = State.cursor1.line+1 end schedule_save() record_undo_event({before=Drawing.before, after=snapshot(line_index-1, line_index+1)}) end }) if State.search_term == nil then if line_index == State.cursor1.line then Text.draw_cursor(State, State.margin_left, y) end end State.screen_bottom1.pos = State.screen_top1.pos y = y + State.line_height elseif line.mode == 'drawing' then y = y+State.drawing_padding_top line.y = y Drawing.draw(State, line) y = y + Drawing.pixels(line.h) + State.drawing_padding_bottom else line.starty = y line.startpos = 1 if line_index == State.screen_top1.line then line.startpos = State.screen_top1.pos end --? print('text.draw', y, line_index) y, State.screen_bottom1.pos = Text.draw(State, line, line_index, line.starty, State.margin_left, App.screen.width-State.margin_right) y = y + State.line_height --? print('=> y', y) end end if State.cursor_y == -1 then State.cursor_y = App.screen.height end --? print('screen bottom: '..tostring(State.screen_bottom1.pos)..' in '..tostring(State.lines[State.screen_bottom1.line].data)) if State.search_term then Text.draw_search_bar(State) end end function edit.update(State, dt) Drawing.update(dt) if State.next_save and State.next_save < App.getTime() then save_to_disk(State.lines, State.filename) State.next_save = nil end end function schedule_save() if Editor_state.next_save == nil then Editor_state.next_save = App.getTime() + 3 -- short enough that you're likely to still remember what you did end end function edit.quit(State) -- make sure to save before quitting if State.next_save then save_to_disk(State.lines, State.filename) end end function edit.mouse_pressed(State, x,y, mouse_button) if State.search_term then return end --? print('press', State.selection1.line, State.selection1.pos) propagate_to_button_handlers(x,y, mouse_button) for line_index,line in ipairs(State.lines) do if line.mode == 'text' then if Text.in_line(line, x,y, State.margin_left, App.screen.width-State.margin_right) then -- delicate dance between cursor, selection and old cursor/selection -- scenarios: -- regular press+release: sets cursor, clears selection -- shift press+release: -- sets selection to old cursor if not set otherwise leaves it untouched -- sets cursor -- press and hold to start a selection: sets selection on press, cursor on release -- press and hold, then press shift: ignore shift -- i.e. mouse_released should never look at shift state State.old_cursor1 = State.cursor1 State.old_selection1 = State.selection1 State.mousepress_shift = App.shift_down() State.selection1 = { line=line_index, pos=Text.to_pos_on_line(line, x, y, State.margin_left, App.screen.width-State.margin_right), } --? print('selection', State.selection1.line, State.selection1.pos) break end elseif line.mode == 'drawing' then if Drawing.in_drawing(line, x, y) then State.lines.current_drawing_index = line_index State.lines.current_drawing = line Drawing.before = snapshot(line_index) Drawing.mouse_pressed(State, line, x,y, mouse_button) break end end end end function edit.mouse_released(State, x,y, mouse_button) if State.search_term then return end --? print('release') if State.lines.current_drawing then Drawing.mouse_released(State, x,y, mouse_button) schedule_save() if Drawing.before then record_undo_event({before=Drawing.before, after=snapshot(State.lines.current_drawing_index)}) Drawing.before = nil end else for line_index,line in ipairs(State.lines) do if line.mode == 'text' then if Text.in_line(line, x,y, State.margin_left, App.screen.width-State.margin_right) then --? print('reset selection') State.cursor1 = { line=line_index, pos=Text.to_pos_on_line(line, x, y, State.margin_left, App.screen.width-State.margin_right), } --? print('cursor', State.cursor1.line, State.cursor1.pos) if State.mousepress_shift then if State.old_selection1.line == nil then State.selection1 = State.old_cursor1 else State.selection1 = State.old_selection1 end end State.old_cursor1, State.old_selection1, State.mousepress_shift = nil if eq(State.cursor1, State.selection1) then State.selection1 = {} end break end end end --? print('selection:', State.selection1.line, State.selection1.pos) end end function edit.textinput(State, t) for _,line in ipairs(State.lines) do line.y = nil end -- just in case we scroll if State.search_term then State.search_term = State.search_term..t State.search_text = nil Text.search_next() elseif State.current_drawing_mode == 'name' then local before = snapshot(State.lines.current_drawing_index) local drawing = State.lines.current_drawing local p = drawing.points[drawing.pending.target_point] p.name = p.name..t record_undo_event({before=before, after=snapshot(State.lines.current_drawing_index)}) else Text.textinput(t) end schedule_save() end function edit.keychord_pressed(State, chord, key) if State.selection1.line and not State.lines.current_drawing and -- printable character created using shift key => delete selection -- (we're not creating any ctrl-shift- or alt-shift- combinations using regular/printable keys) (not App.shift_down() or utf8.len(key) == 1) and chord ~= 'C-c' and chord ~= 'C-x' and chord ~= 'backspace' and backspace ~= 'delete' and not App.is_cursor_movement(chord) then Text.delete_selection(State.margin_left, App.screen.width-State.margin_right) end if State.search_term then if chord == 'escape' then State.search_term = nil State.search_text = nil State.cursor1 = State.search_backup.cursor State.screen_top1 = State.search_backup.screen_top State.search_backup = nil Text.redraw_all() -- if we're scrolling, reclaim all fragments to avoid memory leaks elseif chord == 'return' then State.search_term = nil State.search_text = nil State.search_backup = nil elseif chord == 'backspace' then local len = utf8.len(State.search_term) local byte_offset = Text.offset(State.search_term, len) State.search_term = string.sub(State.search_term, 1, byte_offset-1) State.search_text = nil elseif chord == 'down' then State.cursor1.pos = State.cursor1.pos+1 Text.search_next() elseif chord == 'up' then Text.search_previous() end return elseif chord == 'C-f' then State.search_term = '' State.search_backup = {cursor={line=State.cursor1.line, pos=State.cursor1.pos}, screen_top={line=State.screen_top1.line, pos=State.screen_top1.pos}} assert(State.search_text == nil) elseif chord == 'C-=' then initialize_font_settings(State.font_height+2) Text.redraw_all() elseif chord == 'C--' then initialize_font_settings(State.font_height-2) Text.redraw_all() elseif chord == 'C-0' then initialize_font_settings(20) Text.redraw_all() elseif chord == 'C-z' then for _,line in ipairs(State.lines) do line.y = nil end -- just in case we scroll local event = undo_event() if event then local src = event.before State.screen_top1 = deepcopy(src.screen_top) State.cursor1 = deepcopy(src.cursor) State.selection1 = deepcopy(src.selection) patch(State.lines, event.after, event.before) Text.redraw_all() -- if we're scrolling, reclaim all fragments to avoid memory leaks schedule_save() end elseif chord == 'C-y' then for _,line in ipairs(State.lines) do line.y = nil end -- just in case we scroll local event = redo_event() if event then local src = event.after State.screen_top1 = deepcopy(src.screen_top) State.cursor1 = deepcopy(src.cursor) State.selection1 = deepcopy(src.selection) patch(State.lines, event.before, event.after) Text.redraw_all() -- if we're scrolling, reclaim all fragments to avoid memory leaks schedule_save() end -- clipboard elseif chord == 'C-c' then for _,line in ipairs(State.lines) do line.y = nil end -- just in case we scroll local s = Text.selection() if s then App.setClipboardText(s) end elseif chord == 'C-x' then for _,line in ipairs(State.lines) do line.y = nil end -- just in case we scroll local s = Text.cut_selection(State.margin_left, App.screen.width-State.margin_right) if s then App.setClipboardText(s) end schedule_save() elseif chord == 'C-v' then for _,line in ipairs(State.lines) do line.y = nil end -- just in case we scroll -- We don't have a good sense of when to scroll, so we'll be conservative -- and sometimes scroll when we didn't quite need to. local before_line = State.cursor1.line local before = snapshot(before_line) local clipboard_data = App.getClipboardText() for _,code in utf8.codes(clipboard_data) do local c = utf8.char(code) if c == '\n' then Text.insert_return() else Text.insert_at_cursor(c) end end if Text.cursor_past_screen_bottom() then Text.snap_cursor_to_bottom_of_screen(State.margin_left, App.screen.height-State.margin_right) end schedule_save() record_undo_event({before=before, after=snapshot(before_line, State.cursor1.line)}) -- dispatch to drawing or text elseif App.mouse_down(1) or chord:sub(1,2) == 'C-' then -- DON'T reset line.y here local drawing_index, drawing = Drawing.current_drawing() if drawing_index then local before = snapshot(drawing_index) Drawing.keychord_pressed(State, chord) record_undo_event({before=before, after=snapshot(drawing_index)}) schedule_save() end elseif chord == 'escape' and not App.mouse_down(1) then for _,line in ipairs(State.lines) do if line.mode == 'drawing' then line.show_help = false end end elseif State.current_drawing_mode == 'name' then if chord == 'return' then State.current_drawing_mode = State.previous_drawing_mode State.previous_drawing_mode = nil else local before = snapshot(State.lines.current_drawing_index) local drawing = State.lines.current_drawing local p = drawing.points[drawing.pending.target_point] if chord == 'escape' then p.name = nil record_undo_event({before=before, after=snapshot(State.lines.current_drawing_index)}) elseif chord == 'backspace' then local len = utf8.len(p.name) local byte_offset = Text.offset(p.name, len-1) if len == 1 then byte_offset = 0 end p.name = string.sub(p.name, 1, byte_offset) record_undo_event({before=before, after=snapshot(State.lines.current_drawing_index)}) end end schedule_save() else for _,line in ipairs(State.lines) do line.y = nil end -- just in case we scroll Text.keychord_pressed(State, chord) end end function edit.key_released(State, key, scancode) end --== copy some App methods for tests -- all textinput events are also keypresses -- TODO: handle chords of multiple keys function edit.run_after_textinput(State, t) edit.keychord_pressed(State, t) edit.textinput(State, t) edit.key_released(State, t) App.screen.contents = {} edit.draw(State) end -- not all keys are textinput function edit.run_after_keychord(State, chord) edit.keychord_pressed(State, chord) edit.key_released(State, chord) App.screen.contents = {} edit.draw(State) end function edit.run_after_mouse_click(State, x,y, button) App.fake_mouse_press(x,y, button) edit.mouse_pressed(State, x,y, button) App.fake_mouse_release(x,y, button) edit.mouse_released(State, x,y, button) App.screen.contents = {} edit.draw(State) end function edit.run_after_mouse_press(State, x,y, button) App.fake_mouse_press(x,y, button) edit.mouse_pressed(State, x,y, button) App.screen.contents = {} edit.draw(State) end function edit.run_after_mouse_release(State, x,y, button) App.fake_mouse_release(x,y, button) edit.mouse_released(State, x,y, button) App.screen.contents = {} edit.draw(State) end