-- text editor, particularly text drawing, horizontal wrap, vertical scrolling Text = {} local utf8 = require 'utf8' require 'search' require 'select' require 'undo' require 'text_tests' -- return values: -- y coordinate drawn until in px -- position of start of final screen line drawn function Text.draw(line, line_width, line_index) --? print('text.draw', line_index) love.graphics.setColor(0,0,0) --? love.graphics.line(Line_width,0, Line_width,App.screen.height) -- wrap long lines local x = Margin_left local y = line.y local pos = 1 local screen_line_starting_pos = 1 if line.fragments == nil then Text.compute_fragments(line, line_width) end Text.populate_screen_line_starting_pos(line_index) --? print('--') for _, f in ipairs(line.fragments) do local frag, frag_text = f.data, f.text -- render fragment local frag_width = App.width(frag_text) local frag_len = utf8.len(frag) --? local s=tostring --? print('('..s(x)..','..s(y)..') '..frag..'('..s(frag_width)..' vs '..s(line_width)..') '..s(line_index)..' vs '..s(Screen_top1.line)..'; '..s(pos)..' vs '..s(Screen_top1.pos)..'; bottom: '..s(Screen_bottom1.line)..'/'..s(Screen_bottom1.pos)) if x + frag_width > line_width then assert(x > Margin_left) -- no overfull lines -- update y only after drawing the first screen line of screen top if Text.lt1(Screen_top1, {line=line_index, pos=pos}) then y = y + Line_height if y + Line_height > App.screen.height then --? print('b', y, App.screen.height, '=>', screen_line_starting_pos) return y, screen_line_starting_pos end screen_line_starting_pos = pos --? print('text: new screen line', y, App.screen.height, screen_line_starting_pos) end x = Margin_left end --? print('checking to draw', pos, Screen_top1.pos) -- don't draw text above screen top if Text.le1(Screen_top1, {line=line_index, pos=pos}) then if Selection1.line then local lo, hi = Text.clip_selection(line_index, pos, pos+frag_len) Text.draw_highlight(line, x,y, pos, lo,hi) end --? print('drawing '..frag) App.screen.draw(frag_text, x,y) end -- render cursor if necessary if line_index == Cursor1.line then if pos <= Cursor1.pos and pos + frag_len > Cursor1.pos then if Search_term then if Lines[Cursor1.line].data:sub(Cursor1.pos, Cursor1.pos+utf8.len(Search_term)-1) == Search_term then local lo_px = Text.draw_highlight(line, x,y, pos, Cursor1.pos, Cursor1.pos+utf8.len(Search_term)) love.graphics.setColor(0,0,0) love.graphics.print(Search_term, x+lo_px,y) end else Text.draw_cursor(x+Text.x(frag, Cursor1.pos-pos+1), y) end end end x = x + frag_width pos = pos + frag_len end if Search_term == nil then if line_index == Cursor1.line and Cursor1.pos == pos then Text.draw_cursor(x, y) end end return y, screen_line_starting_pos end -- manual tests: -- draw with small line_width of 100 function Text.draw_cursor(x, y) -- blink every 0.5s if math.floor(Cursor_time*2)%2 == 0 then love.graphics.setColor(1,0,0) love.graphics.rectangle('fill', x,y, 3,Line_height) love.graphics.setColor(0,0,0) end Cursor_x = x Cursor_y = y+Line_height end function Text.compute_fragments(line, line_width) --? print('compute_fragments', line_width) line.fragments = {} local x = Margin_left -- try to wrap at word boundaries for frag in line.data:gmatch('%S*%s*') do local frag_text = App.newText(love.graphics.getFont(), frag) local frag_width = App.width(frag_text) --? print('x: '..tostring(x)..'; '..tostring(line_width-x)..'px to go') --? print('frag: ^'..frag..'$ is '..tostring(frag_width)..'px wide') if x + frag_width > line_width then while x + frag_width > line_width do --? print(x, frag, frag_width, line_width) if x < 0.8*line_width then --? print(frag, x, frag_width, line_width) -- long word; chop it at some letter -- We're not going to reimplement TeX here. local bpos = Text.nearest_pos_less_than(frag, line_width - x) assert(bpos > 0) -- avoid infinite loop when window is too narrow local boffset = Text.offset(frag, bpos+1) -- byte _after_ bpos --? print('space for '..tostring(bpos)..' graphemes, '..tostring(boffset)..' bytes') local frag1 = string.sub(frag, 1, boffset-1) local frag1_text = App.newText(love.graphics.getFont(), frag1) local frag1_width = App.width(frag1_text) --? print(frag, x, frag1_width, line_width) assert(x + frag1_width <= line_width) --? print('inserting '..frag1..' of width '..tostring(frag1_width)..'px') table.insert(line.fragments, {data=frag1, text=frag1_text}) frag = string.sub(frag, boffset) frag_text = App.newText(love.graphics.getFont(), frag) frag_width = App.width(frag_text) end x = Margin_left -- new line end end if #frag > 0 then --? print('inserting '..frag..' of width '..tostring(frag_width)..'px') table.insert(line.fragments, {data=frag, text=frag_text}) end x = x + frag_width end end function Text.textinput(t) if App.mouse_down(1) then return end if App.ctrl_down() or App.alt_down() or App.cmd_down() then return end if Selection1.line then Text.delete_selection() end local before = snapshot(Cursor1.line) --? print(Screen_top1.line, Screen_top1.pos, Cursor1.line, Cursor1.pos, Screen_bottom1.line, Screen_bottom1.pos) Text.insert_at_cursor(t) if Cursor_y >= App.screen.height - Line_height then Text.populate_screen_line_starting_pos(Cursor1.line) Text.snap_cursor_to_bottom_of_screen() --? print('=>', Screen_top1.line, Screen_top1.pos, Cursor1.line, Cursor1.pos, Screen_bottom1.line, Screen_bottom1.pos) end record_undo_event({before=before, after=snapshot(Cursor1.line)}) end function Text.insert_at_cursor(t) local byte_offset = Text.offset(Lines[Cursor1.line].data, Cursor1.pos) Lines[Cursor1.line].data = string.sub(Lines[Cursor1.line].data, 1, byte_offset-1)..t..string.sub(Lines[Cursor1.line].data, byte_offset) Lines[Cursor1.line].fragments = nil Lines[Cursor1.line].screen_line_starting_pos = nil Cursor1.pos = Cursor1.pos+1 end -- Don't handle any keys here that would trigger love.textinput above. function Text.keychord_pressed(chord) --? print('chord', chord, Selection1.line, Selection1.pos) --== shortcuts that mutate text if chord == 'return' then local before_line = Cursor1.line local before = snapshot(before_line) Text.insert_return() if (Cursor_y + Line_height) > App.screen.height then Text.snap_cursor_to_bottom_of_screen() end schedule_save() record_undo_event({before=before, after=snapshot(before_line, Cursor1.line)}) Selection1 = {} elseif chord == 'tab' then local before = snapshot(Cursor1.line) --? print(Screen_top1.line, Screen_top1.pos, Cursor1.line, Cursor1.pos, Screen_bottom1.line, Screen_bottom1.pos) Text.insert_at_cursor('\t') if Cursor_y >= App.screen.height - Line_height then Text.populate_screen_line_starting_pos(Cursor1.line) Text.snap_cursor_to_bottom_of_screen() --? print('=>', Screen_top1.line, Screen_top1.pos, Cursor1.line, Cursor1.pos, Screen_bottom1.line, Screen_bottom1.pos) end schedule_save() record_undo_event({before=before, after=snapshot(Cursor1.line)}) Selection1 = {} elseif chord == 'backspace' then if Selection1.line then Text.delete_selection() schedule_save() Selection1 = {} return end local before if Cursor1.pos > 1 then before = snapshot(Cursor1.line) local byte_start = utf8.offset(Lines[Cursor1.line].data, Cursor1.pos-1) local byte_end = utf8.offset(Lines[Cursor1.line].data, Cursor1.pos) if byte_start then if byte_end then Lines[Cursor1.line].data = string.sub(Lines[Cursor1.line].data, 1, byte_start-1)..string.sub(Lines[Cursor1.line].data, byte_end) else Lines[Cursor1.line].data = string.sub(Lines[Cursor1.line].data, 1, byte_start-1) end Lines[Cursor1.line].fragments = nil Cursor1.pos = Cursor1.pos-1 end elseif Cursor1.line > 1 then before = snapshot(Cursor1.line-1, Cursor1.line) if Lines[Cursor1.line-1].mode == 'drawing' then table.remove(Lines, Cursor1.line-1) else -- join lines Cursor1.pos = utf8.len(Lines[Cursor1.line-1].data)+1 Lines[Cursor1.line-1].data = Lines[Cursor1.line-1].data..Lines[Cursor1.line].data Lines[Cursor1.line-1].fragments = nil table.remove(Lines, Cursor1.line) end Cursor1.line = Cursor1.line-1 end if Text.lt1(Cursor1, Screen_top1) then local top2 = Text.to2(Screen_top1) top2 = Text.previous_screen_line(top2) Screen_top1 = Text.to1(top2) Text.redraw_all() -- if we're scrolling, reclaim all fragments to avoid memory leaks end assert(Text.le1(Screen_top1, Cursor1)) schedule_save() record_undo_event({before=before, after=snapshot(Cursor1.line)}) Selection1 = {} elseif chord == 'delete' then if Selection1.line then Text.delete_selection() schedule_save() Selection1 = {} return end local before if Cursor1.pos <= utf8.len(Lines[Cursor1.line].data) then before = snapshot(Cursor1.line) else before = snapshot(Cursor1.line, Cursor1.line+1) end if Cursor1.pos <= utf8.len(Lines[Cursor1.line].data) then local byte_start = utf8.offset(Lines[Cursor1.line].data, Cursor1.pos) local byte_end = utf8.offset(Lines[Cursor1.line].data, Cursor1.pos+1) if byte_start then if byte_end then Lines[Cursor1.line].data = string.sub(Lines[Cursor1.line].data, 1, byte_start-1)..string.sub(Lines[Cursor1.line].data, byte_end) else Lines[Cursor1.line].data = string.sub(Lines[Cursor1.line].data, 1, byte_start-1) end Lines[Cursor1.line].fragments = nil -- no change to Cursor1.pos end elseif Cursor1.line < #Lines then if Lines[Cursor1.line+1].mode == 'drawing' then table.remove(Lines, Cursor1.line+1) else -- join lines Lines[Cursor1.line].data = Lines[Cursor1.line].data..Lines[Cursor1.line+1].data Lines[Cursor1.line].fragments = nil table.remove(Lines, Cursor1.line+1) end end schedule_save() record_undo_event({before=before, after=snapshot(Cursor1.line)}) Selection1 = {} --== shortcuts that move the cursor elseif chord == 'left' then Selection1 = {} Text.left() elseif chord == 'right' then Selection1 = {} Text.right() elseif chord == 'S-left' then if Selection1.line == nil then Selection1 = {line=Cursor1.line, pos=Cursor1.pos} end Text.left() elseif chord == 'S-right' then if Selection1.line == nil then Selection1 = {line=Cursor1.line, pos=Cursor1.pos} end Text.right() -- C- hotkeys reserved for drawings, so we'll use M- elseif chord == 'M-left' then Selection1 = {} Text.word_left() elseif chord == 'M-right' then Selection1 = {} Text.word_right() elseif chord == 'M-S-left' then if Selection1.line == nil then Selection1 = {line=Cursor1.line, pos=Cursor1.pos} end Text.word_left() elseif chord == 'M-S-right' then if Selection1.line == nil then Selection1 = {line=Cursor1.line, pos=Cursor1.pos} end Text.word_right() elseif chord == 'home' then Selection1 = {} Cursor1.pos = 1 elseif chord == 'end' then Selection1 = {} Cursor1.pos = utf8.len(Lines[Cursor1.line].data) + 1 elseif chord == 'S-home' then if Selection1.line == nil then Selection1 = {line=Cursor1.line, pos=Cursor1.pos} end Cursor1.pos = 1 elseif chord == 'S-end' then if Selection1.line == nil then Selection1 = {line=Cursor1.line, pos=Cursor1.pos} end Cursor1.pos = utf8.len(Lines[Cursor1.line].data) + 1 elseif chord == 'up' then Selection1 = {} Text.up() elseif chord == 'down' then Selection1 = {} Text.down() elseif chord == 'S-up' then if Selection1.line == nil then Selection1 = {line=Cursor1.line, pos=Cursor1.pos} end Text.up() elseif chord == 'S-down' then if Selection1.line == nil then Selection1 = {line=Cursor1.line, pos=Cursor1.pos} end Text.down() elseif chord == 'pageup' then Selection1 = {} Text.pageup() elseif chord == 'pagedown' then Selection1 = {} Text.pagedown() elseif chord == 'S-pageup' then if Selection1.line == nil then Selection1 = {line=Cursor1.line, pos=Cursor1.pos} end Text.pageup() elseif chord == 'S-pagedown' then if Selection1.line == nil then Selection1 = {line=Cursor1.line, pos=Cursor1.pos} end Text.pagedown() end end function Text.insert_return() local byte_offset = Text.offset(Lines[Cursor1.line].data, Cursor1.pos) table.insert(Lines, Cursor1.line+1, {mode='text', data=string.sub(Lines[Cursor1.line].data, byte_offset)}) Lines[Cursor1.line].data = string.sub(Lines[Cursor1.line].data, 1, byte_offset-1) Lines[Cursor1.line].fragments = nil Cursor1.line = Cursor1.line+1 Cursor1.pos = 1 end function Text.pageup() --? print('pageup') -- duplicate some logic from love.draw local top2 = Text.to2(Screen_top1) --? print(App.screen.height) local y = App.screen.height - Line_height while y >= Margin_top do --? print(y, top2.line, top2.screen_line, top2.screen_pos) if Screen_top1.line == 1 and Screen_top1.pos == 1 then break end if Lines[Screen_top1.line].mode == 'text' then y = y - Line_height elseif Lines[Screen_top1.line].mode == 'drawing' then y = y - Drawing_padding_height - Drawing.pixels(Lines[Screen_top1.line].h) end top2 = Text.previous_screen_line(top2) end Screen_top1 = Text.to1(top2) Cursor1.line = Screen_top1.line Cursor1.pos = Screen_top1.pos Text.move_cursor_down_to_next_text_line_while_scrolling_again_if_necessary() --? print(Cursor1.line, Cursor1.pos, Screen_top1.line, Screen_top1.pos) --? print('pageup end') end function Text.pagedown() --? print('pagedown') -- If a line/paragraph gets to a page boundary, I often want to scroll -- before I get to the bottom. -- However, only do this if it makes forward progress. local top2 = Text.to2(Screen_bottom1) if top2.screen_line > 1 then top2.screen_line = math.max(top2.screen_line-10, 1) end local new_top1 = Text.to1(top2) if Text.lt1(Screen_top1, new_top1) then Screen_top1 = new_top1 else Screen_top1.line = Screen_bottom1.line Screen_top1.pos = Screen_bottom1.pos end --? print('setting top to', Screen_top1.line, Screen_top1.pos) Cursor1.line = Screen_top1.line Cursor1.pos = Screen_top1.pos Text.move_cursor_down_to_next_text_line_while_scrolling_again_if_necessary() --? print('top now', Screen_top1.line) Text.redraw_all() -- if we're scrolling, reclaim all fragments to avoid memory leaks --? print('pagedown end') end function Text.up() assert(Lines[Cursor1.line].mode == 'text') --? print('up', Cursor1.pos, Screen_top1.pos) local screen_line_index,screen_line_starting_pos = Text.pos_at_start_of_cursor_screen_line() if screen_line_starting_pos == 1 then --? print('cursor is at first screen line of its line') -- line is done; skip to previous text line local new_cursor_line = Cursor1.line while new_cursor_line > 1 do new_cursor_line = new_cursor_line-1 if Lines[new_cursor_line].mode == 'text' then --? print('found previous text line') Cursor1.line = new_cursor_line Text.populate_screen_line_starting_pos(Cursor1.line) -- previous text line found, pick its final screen line --? print('has multiple screen lines') local screen_line_starting_pos = Lines[Cursor1.line].screen_line_starting_pos --? print(#screen_line_starting_pos) screen_line_starting_pos = screen_line_starting_pos[#screen_line_starting_pos] --? print('previous screen line starts at pos '..tostring(screen_line_starting_pos)..' of its line') if Screen_top1.line > Cursor1.line then Screen_top1.line = Cursor1.line Screen_top1.pos = screen_line_starting_pos --? print('pos of top of screen is also '..tostring(Screen_top1.pos)..' of the same line') end local screen_line_starting_byte_offset = Text.offset(Lines[Cursor1.line].data, screen_line_starting_pos) local s = string.sub(Lines[Cursor1.line].data, screen_line_starting_byte_offset) Cursor1.pos = screen_line_starting_pos + Text.nearest_cursor_pos(s, Cursor_x) - 1 break end end if Cursor1.line < Screen_top1.line then Screen_top1.line = Cursor1.line end else -- move up one screen line in current line --? print('cursor is NOT at first screen line of its line') assert(screen_line_index > 1) new_screen_line_starting_pos = Lines[Cursor1.line].screen_line_starting_pos[screen_line_index-1] --? print('switching pos of screen line at cursor from '..tostring(screen_line_starting_pos)..' to '..tostring(new_screen_line_starting_pos)) if Screen_top1.line == Cursor1.line and Screen_top1.pos == screen_line_starting_pos then Screen_top1.pos = new_screen_line_starting_pos --? print('also setting pos of top of screen to '..tostring(Screen_top1.pos)) end local new_screen_line_starting_byte_offset = Text.offset(Lines[Cursor1.line].data, new_screen_line_starting_pos) local s = string.sub(Lines[Cursor1.line].data, new_screen_line_starting_byte_offset) Cursor1.pos = new_screen_line_starting_pos + Text.nearest_cursor_pos(s, Cursor_x) - 1 --? print('cursor pos is now '..tostring(Cursor1.pos)) end end function Text.down() assert(Lines[Cursor1.line].mode == 'text') --? print('down', Cursor1.line, Cursor1.pos, Screen_top1.line, Screen_top1.pos, Screen_bottom1.line, Screen_bottom1.pos) if Text.cursor_at_final_screen_line() then -- line is done, skip to next text line --? print('cursor at final screen line of its line') local new_cursor_line = Cursor1.line while new_cursor_line < #Lines do new_cursor_line = new_cursor_line+1 if Lines[new_cursor_line].mode == 'text' then Cursor1.line = new_cursor_line Cursor1.pos = Text.nearest_cursor_pos(Lines[Cursor1.line].data, Cursor_x) --? print(Cursor1.pos) break end end if Cursor1.line > Screen_bottom1.line then --? print('screen top before:', Screen_top1.line, Screen_top1.pos) --? print('scroll up preserving cursor') Text.snap_cursor_to_bottom_of_screen() --? print('screen top after:', Screen_top1.line, Screen_top1.pos) end else -- move down one screen line in current line local scroll_down = false if Text.le1(Screen_bottom1, Cursor1) then scroll_down = true end --? print('cursor is NOT at final screen line of its line') local screen_line_index, screen_line_starting_pos = Text.pos_at_start_of_cursor_screen_line() new_screen_line_starting_pos = Lines[Cursor1.line].screen_line_starting_pos[screen_line_index+1] --? print('switching pos of screen line at cursor from '..tostring(screen_line_starting_pos)..' to '..tostring(new_screen_line_starting_pos)) local new_screen_line_starting_byte_offset = Text.offset(Lines[Cursor1.line].data, new_screen_line_starting_pos) local s = string.sub(Lines[Cursor1.line].data, new_screen_line_starting_byte_offset) Cursor1.pos = new_screen_line_starting_pos + Text.nearest_cursor_pos(s, Cursor_x) - 1 --? print('cursor pos is now', Cursor1.line, Cursor1.pos) if scroll_down then --? print('scroll up preserving cursor') Text.snap_cursor_to_bottom_of_screen() --? print('screen top after:', Screen_top1.line, Screen_top1.pos) end end --? print('=>', Cursor1.line, Cursor1.pos, Screen_top1.line, Screen_top1.pos, Screen_bottom1.line, Screen_bottom1.pos) end function Text.word_left() while true do Text.left() if Cursor1.pos == 1 then break end assert(Cursor1.pos > 1) local offset = Text.offset(Lines[Cursor1.line].data, Cursor1.pos) assert(offset > 1) if Lines[Cursor1.line].data:sub(offset-1,offset-1) == ' ' then break end end end function Text.word_right() while true do Text.right() if Cursor1.pos > utf8.len(Lines[Cursor1.line].data) then break end local offset = Text.offset(Lines[Cursor1.line].data, Cursor1.pos) if Lines[Cursor1.line].data:sub(offset,offset) == ' ' then -- TODO: other space characters break end end end function Text.left() assert(Lines[Cursor1.line].mode == 'text') if Cursor1.pos > 1 then Cursor1.pos = Cursor1.pos-1 else local new_cursor_line = Cursor1.line while new_cursor_line > 1 do new_cursor_line = new_cursor_line-1 if Lines[new_cursor_line].mode == 'text' then Cursor1.line = new_cursor_line Cursor1.pos = utf8.len(Lines[Cursor1.line].data) + 1 break end end if Cursor1.line < Screen_top1.line then Screen_top1.line = Cursor1.line end end end function Text.right() assert(Lines[Cursor1.line].mode == 'text') if Cursor1.pos <= utf8.len(Lines[Cursor1.line].data) then Cursor1.pos = Cursor1.pos+1 else local new_cursor_line = Cursor1.line while new_cursor_line <= #Lines-1 do new_cursor_line = new_cursor_line+1 if Lines[new_cursor_line].mode == 'text' then Cursor1.line = new_cursor_line Cursor1.pos = 1 break end end if Cursor1.line > Screen_bottom1.line then Screen_top1.line = Cursor1.line end end end function Text.pos_at_start_of_cursor_screen_line() Text.populate_screen_line_starting_pos(Cursor1.line) for i=#Lines[Cursor1.line].screen_line_starting_pos,1,-1 do local spos = Lines[Cursor1.line].screen_line_starting_pos[i] if spos <= Cursor1.pos then return i,spos end end assert(false) end function Text.cursor_at_final_screen_line() Text.populate_screen_line_starting_pos(Cursor1.line) local screen_lines = Lines[Cursor1.line].screen_line_starting_pos --? print(screen_lines[#screen_lines], Cursor1.pos) return screen_lines[#screen_lines] <= Cursor1.pos end function Text.move_cursor_down_to_next_text_line_while_scrolling_again_if_necessary() local y = Margin_top while Cursor1.line <= #Lines do if Lines[Cursor1.line].mode == 'text' then break end --? print('cursor skips', Cursor1.line) y = y + Drawing_padding_height + Drawing.pixels(Lines[Cursor1.line].h) Cursor1.line = Cursor1.line + 1 end -- hack: insert a text line at bottom of file if necessary if Cursor1.line > #Lines then assert(Cursor1.line == #Lines+1) table.insert(Lines, {mode='text', data=''}) end --? print(y, App.screen.height, App.screen.height-Line_height) if y > App.screen.height - Line_height then --? print('scroll up') Text.snap_cursor_to_bottom_of_screen() end end function Text.snap_cursor_to_bottom_of_screen() local top2 = Text.to2(Cursor1) top2.screen_pos = 1 -- start of screen line --? print('cursor pos '..tostring(Cursor1.pos)..' is on the #'..tostring(top2.screen_line)..' screen line down') local y = App.screen.height - Line_height -- duplicate some logic from love.draw while true do --? print(y, 'top2:', top2.line, top2.screen_line, top2.screen_pos) if top2.line == 1 and top2.screen_line == 1 then break end if top2.screen_line > 1 or Lines[top2.line-1].mode == 'text' then local h = Line_height if y - h < Margin_top then break end y = y - h else assert(top2.line > 1) assert(Lines[top2.line-1].mode == 'drawing') -- We currently can't draw partial drawings, so either skip it entirely -- or not at all. local h = Drawing_padding_height + Drawing.pixels(Lines[top2.line-1].h) if y - h < Margin_top then break end --? print('skipping drawing of height', h) y = y - h end top2 = Text.previous_screen_line(top2) end --? print('top2 finally:', top2.line, top2.screen_line, top2.screen_pos) Screen_top1 = Text.to1(top2) --? print('top1 finally:', Screen_top1.line, Screen_top1.pos) Text.redraw_all() -- if we're scrolling, reclaim all fragments to avoid memory leaks end function Text.in_line(line_index,line, x,y) if line.y == nil then return false end -- outside current page if x < Margin_left then return false end if y < line.y then return false end Text.populate_screen_line_starting_pos(line_index) return y < line.y + #line.screen_line_starting_pos * Line_height end -- convert mx,my in pixels to schema-1 coordinates function Text.to_pos_on_line(line, mx, my) --? print('Text.to_pos_on_line', mx, my, 'width', Line_width) if line.fragments == nil then Text.compute_fragments(line, Line_width) end assert(my >= line.y) -- duplicate some logic from Text.draw local y = line.y for screen_line_index,screen_line_starting_pos in ipairs(line.screen_line_starting_pos) do local screen_line_starting_byte_offset = Text.offset(line.data, screen_line_starting_pos) --? print('iter', y, screen_line_index, screen_line_starting_pos, string.sub(line.data, screen_line_starting_byte_offset)) local nexty = y + Line_height if my < nexty then -- On all wrapped screen lines but the final one, clicks past end of -- line position cursor on final character of screen line. -- (The final screen line positions past end of screen line as always.) if mx > Line_width and screen_line_index < #line.screen_line_starting_pos then --? print('past end of non-final line; return') return line.screen_line_starting_pos[screen_line_index+1] end local s = string.sub(line.data, screen_line_starting_byte_offset) --? print('return', mx, Text.nearest_cursor_pos(s, mx), '=>', screen_line_starting_pos + Text.nearest_cursor_pos(s, mx) - 1) return screen_line_starting_pos + Text.nearest_cursor_pos(s, mx) - 1 end y = nexty end assert(false) end -- manual test: -- line: abc -- def -- gh -- fragments: abc, def, gh -- click inside e -- line_starting_pos = 1 + 3 = 4 -- nearest_cursor_pos('defgh', mx) = 2 -- Cursor1.pos = 4 + 2 - 1 = 5 -- manual test: -- click inside h -- line_starting_pos = 1 + 3 + 3 = 7 -- nearest_cursor_pos('gh', mx) = 2 -- Cursor1.pos = 7 + 2 - 1 = 8 function Text.nearest_cursor_pos(line, x) -- x includes left margin if x == 0 then return 1 end local len = utf8.len(line) local max_x = Margin_left+Text.x(line, len+1) if x > max_x then return len+1 end local left, right = 1, len+1 --? print('-- nearest', x) while true do --? print('nearest', x, '^'..line..'$', left, right) if left == right then return left end local curr = math.floor((left+right)/2) local currxmin = Margin_left+Text.x(line, curr) local currxmax = Margin_left+Text.x(line, curr+1) --? print('nearest', x, left, right, curr, currxmin, currxmax) if currxmin <= x and x < currxmax then if x-currxmin < currxmax-x then return curr else return curr+1 end end if left >= right-1 then return right end if currxmin > x then right = curr else left = curr end end assert(false) end function Text.nearest_pos_less_than(line, x) -- x DOES NOT include left margin if x == 0 then return 1 end local len = utf8.len(line) local max_x = Text.x(line, len+1) if x > max_x then return len+1 end local left, right = 1, len+1 --? print('--') while true do local curr = math.floor((left+right)/2) local currxmin = Text.x(line, curr+1) local currxmax = Text.x(line, curr+2) --? print(x, left, right, curr, currxmin, currxmax) if currxmin <= x and x < currxmax then return curr end if left >= right-1 then return left end if currxmin > x then right = curr else left = curr end end assert(false) end function Text.x(s, pos) local offset = Text.offset(s, pos) local s_before = s:sub(1, offset-1) local text_before = App.newText(love.graphics.getFont(), s_before) return App.width(text_before) end function Text.to2(pos1) if Lines[pos1.line].mode == 'drawing' then return {line=pos1.line, screen_line=1, screen_pos=1} end local result = {line=pos1.line, screen_line=1} Text.populate_screen_line_starting_pos(pos1.line) for i=#Lines[pos1.line].screen_line_starting_pos,1,-1 do local spos = Lines[pos1.line].screen_line_starting_pos[i] if spos <= pos1.pos then result.screen_line = i result.screen_pos = pos1.pos - spos + 1 break end end assert(result.screen_pos) return result end function Text.to1(pos2) local result = {line=pos2.line, pos=pos2.screen_pos} if pos2.screen_line > 1 then result.pos = Lines[pos2.line].screen_line_starting_pos[pos2.screen_line] + pos2.screen_pos - 1 end return result end function Text.eq1(a, b) return a.line == b.line and a.pos == b.pos end function Text.lt1(a, b) if a.line < b.line then return true end if a.line > b.line then return false end return a.pos < b.pos end function Text.le1(a, b) if a.line < b.line then return true end if a.line > b.line then return false end return a.pos <= b.pos end function Text.offset(s, pos1) if pos1 == 1 then return 1 end local result = utf8.offset(s, pos1) if result == nil then print(Cursor1.line, Cursor1.pos, #Lines[Cursor1.line].data, Lines[Cursor1.line].data) print(pos1, #s, s) end assert(result) return result end function Text.previous_screen_line(pos2) if pos2.screen_line > 1 then return {line=pos2.line, screen_line=pos2.screen_line-1, screen_pos=1} elseif pos2.line == 1 then return pos2 elseif Lines[pos2.line-1].mode == 'drawing' then return {line=pos2.line-1, screen_line=1, screen_pos=1} else local l = Lines[pos2.line-1] Text.populate_screen_line_starting_pos(pos2.line-1) return {line=pos2.line-1, screen_line=#Lines[pos2.line-1].screen_line_starting_pos, screen_pos=1} end end function Text.populate_screen_line_starting_pos(line_index) --? print('Text.populate_screen_line_starting_pos', line_index) local line = Lines[line_index] if line.screen_line_starting_pos then return end -- duplicate some logic from Text.draw if line.fragments == nil then Text.compute_fragments(line, Line_width) end line.screen_line_starting_pos = {1} local x = Margin_left local pos = 1 for _, f in ipairs(line.fragments) do local frag, frag_text = f.data, f.text -- render fragment local frag_width = App.width(frag_text) --? print(x, pos, frag, frag_width) if x + frag_width > Line_width then x = Margin_left table.insert(line.screen_line_starting_pos, pos) --? print('new screen line:', #line.screen_line_starting_pos, pos) end x = x + frag_width local frag_len = utf8.len(frag) pos = pos + frag_len end end function Text.redraw_all() --? print('clearing fragments') for _,line in ipairs(Lines) do line.y = nil line.fragments = nil line.screen_line_starting_pos = nil end end return Text