1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
|
-- 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}
Margin_top = 15
Margin_left = 25
Margin_right = 25
Drawing_padding_top = 10
Drawing_padding_bottom = 10
Drawing_padding_height = Drawing_padding_top + Drawing_padding_bottom
Same_point_distance = 4 -- pixel distance at which two points are considered the same
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(top, left, right, font_height, line_height) -- currently always draws to bottom of screen
local result = {
-- a line is either text or a drawing
-- a text is a table with:
-- mode = 'text',
-- string data,
-- 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=''}}, -- array of lines
-- Lines can be too long to fit on screen, in which case they _wrap_ into
-- multiple _screen lines_.
-- rendering wrapped text lines needs some additional short-lived data per line:
-- startpos, the index of data the line starts rendering from, can only be >1 for topmost line on screen
-- starty, the y coord in pixels the line starts rendering from
-- fragments: snippets of rendered love.graphics.Text, guaranteed to not straddle screen lines
-- screen_line_starting_pos: optional array of grapheme indices if it wraps over more than one screen line
line_cache = {},
-- Given wrapping, any potential location for the text 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
font_height = font_height,
line_height = line_height,
em = App.newText(love.graphics.getFont(), 'm'), -- widest possible character width
top = top,
left = left,
right = right,
width = right-left,
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
}
return result
end -- App.initialize_state
function edit.fixup_cursor(State)
if State.cursor1.line > #State.lines or State.lines[State.cursor1.line].mode ~= 'text' then
for i,line in ipairs(State.lines) do
if line.mode == 'text' then
State.cursor1.line = i
break
end
end
end
end
function edit.draw(State)
App.color(Text_color)
assert(#State.lines == #State.line_cache)
if not Text.le1(State.screen_top1, State.cursor1) then
print(State.screen_top1.line, State.screen_top1.pos, State.cursor1.line, State.cursor1.pos)
assert(false)
end
State.cursor_y = -1
local y = State.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' then
--? print('text.draw', y, line_index)
local startpos = 1
if line_index == State.screen_top1.line then
startpos = State.screen_top1.pos
end
if line.data == '' then
-- button to 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(State, line_index-1, line_index)
table.insert(State.lines, line_index, {mode='drawing', y=y, h=256/2, points={}, shapes={}, pending={}})
table.insert(State.line_cache, line_index, {})
if State.cursor1.line >= line_index then
State.cursor1.line = State.cursor1.line+1
end
schedule_save(State)
record_undo_event(State, {before=Drawing.before, after=snapshot(State, line_index-1, line_index+1)})
end,
})
end
y, State.screen_bottom1.pos = Text.draw(State, line_index, y, startpos)
y = y + State.line_height
--? print('=> y', y)
elseif line.mode == 'drawing' then
y = y+Drawing_padding_top
Drawing.draw(State, line_index, y)
y = y + Drawing.pixels(line.h, State.width) + Drawing_padding_bottom
else
print(line.mode)
assert(false)
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(State, dt)
if State.next_save and State.next_save < App.getTime() then
save_to_disk(State)
State.next_save = nil
end
end
function schedule_save(State)
if State.next_save == nil then
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)
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(State, line_index, x,y) 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(State, line_index, x, y),
}
--? print('selection', State.selection1.line, State.selection1.pos)
break
end
elseif line.mode == 'drawing' then
local line_cache = State.line_cache[line_index]
if Drawing.in_drawing(line, line_cache, x, y, State.left,State.right) then
State.lines.current_drawing_index = line_index
State.lines.current_drawing = line
Drawing.before = snapshot(State, line_index)
Drawing.mouse_pressed(State, line_index, 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(State)
if Drawing.before then
record_undo_event(State, {before=Drawing.before, after=snapshot(State, 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(State, line_index, x,y) then
--? print('reset selection')
State.cursor1 = {
line=line_index,
pos=Text.to_pos_on_line(State, line_index, x, y),
}
--? 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_cache in ipairs(State.line_cache) do line_cache.starty = 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(State)
elseif State.current_drawing_mode == 'name' then
local before = snapshot(State, 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(State, {before=before, after=snapshot(State, State.lines.current_drawing_index)})
else
Text.textinput(State, t)
end
schedule_save(State)
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, State.left, State.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(State) -- 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(State)
elseif chord == 'up' then
Text.search_previous(State)
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
edit.update_font_settings(State, State.font_height+2)
Text.redraw_all(State)
elseif chord == 'C--' then
edit.update_font_settings(State, State.font_height-2)
Text.redraw_all(State)
elseif chord == 'C-0' then
edit.update_font_settings(State, 20)
Text.redraw_all(State)
elseif chord == 'C-z' then
for _,line in ipairs(State.lines) do line.starty = nil end -- just in case we scroll
local event = undo_event(State)
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)
patch_placeholders(State.line_cache, event.after, event.before)
-- invalidate various cached bits of lines
State.lines.current_drawing = nil
-- if we're scrolling, reclaim all fragments to avoid memory leaks
Text.redraw_all(State)
schedule_save(State)
end
elseif chord == 'C-y' then
for _,line_cache in ipairs(State.line_cache) do line_cache.starty = nil end -- just in case we scroll
local event = redo_event(State)
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)
-- invalidate various cached bits of lines
State.lines.current_drawing = nil
-- if we're scrolling, reclaim all fragments to avoid memory leaks
Text.redraw_all(State)
schedule_save(State)
end
-- clipboard
elseif chord == 'C-c' then
local s = Text.selection(State)
if s then
App.setClipboardText(s)
end
elseif chord == 'C-x' then
for _,line_cache in ipairs(State.line_cache) do line_cache.starty = nil end -- just in case we scroll
local s = Text.cut_selection(State, State.left, State.right)
if s then
App.setClipboardText(s)
end
schedule_save(State)
elseif chord == 'C-v' then
for _,line in ipairs(State.lines) do line.starty = 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(State, 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(State)
else
Text.insert_at_cursor(State, c)
end
end
if Text.cursor_past_screen_bottom(State) then
Text.snap_cursor_to_bottom_of_screen(State, State.left, State.right)
end
schedule_save(State)
record_undo_event(State, {before=before, after=snapshot(State, 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_cache.starty here
local drawing_index, drawing = Drawing.current_drawing(State)
if drawing_index then
local before = snapshot(State, drawing_index)
Drawing.keychord_pressed(State, chord)
record_undo_event(State, {before=before, after=snapshot(State, drawing_index)})
schedule_save(State)
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, 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(State, {before=before, after=snapshot(State, 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(State, {before=before, after=snapshot(State, State.lines.current_drawing_index)})
end
end
schedule_save(State)
else
for _,line_cache in ipairs(State.line_cache) do line_cache.starty = nil end -- just in case we scroll
Text.keychord_pressed(State, chord)
end
end
function edit.key_released(State, key, scancode)
end
function edit.update_font_settings(State, font_height)
State.font_height = font_height
love.graphics.setFont(love.graphics.newFont(Editor_state.font_height))
State.line_height = math.floor(font_height*1.3)
State.em = App.newText(love.graphics.getFont(), 'm')
end
--== some methods for tests
Test_margin_left = 25
function edit.initialize_test_state()
-- if you change these values, tests will start failing
return edit.initialize_state(
15, -- top margin
Test_margin_left,
App.screen.width, -- right margin = 0
14, -- font height assuming default LÖVE font
15) -- line height
end
-- 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
|