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require 'keychord'
require 'button'
require 'repl'
local utf8 = require 'utf8'

-- lines is an array of lines
-- a line is either:
--    a string containing text
--    or a drawing
-- a drawing is a table with:
--    a (y) coord in pixels,
--    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'
--    p1, p2, arrow-mode for mode 'arrow-line'
--    cx,cy, r for mode 'circle'
--    pc, r for mode 'circle'
--    pc, r, s, e 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.
--
-- Open question: how to maintain Sketchpad-style constraints? Answer for now:
-- we don't. Constraints operate only for the duration of a drawing operation.
-- We'll continue to persist them just to keep the option open to continue
-- solving for them. But for now, this is a program to create static drawings
-- once, and read them passively thereafter.
lines = {}

screenw, screenh, screenflags = 0, 0, nil

current_mode = 'line'
previous_mode = nil

-- All drawings span 100% of some conceptual 'page width' and divide it up
-- into 256 parts. `drawingw` describes their width in pixels.
drawingw = 400  -- pixels
function pixels(n)  -- parts to pixels
  return n*drawingw/256
end
function coord(n)  -- pixels to parts
  return math.floor(n*256/drawingw)
end

exec_payload = nil

function love.load()
  table.insert(lines, '')
  love.window.setMode(0, 0)  -- maximize
  screenw, screenh, screenflags = love.window.getMode()
  love.keyboard.setTextInput(true)  -- bring up keyboard on touch screen
end

function love.draw()
  button_handlers = {}
  love.graphics.setColor(1, 1, 1)
  love.graphics.rectangle('fill', 1, 1, screenw-1, screenh-1)
  love.graphics.setColor(0, 0, 0)
  local text
  local y = 0
  for i,line in ipairs(lines) do
    y = y+25
    text = love.graphics.newText(love.graphics.getFont(), line)
    if line == '' then
      button('draw', {x=4,y=y+4, w=12,h=12, color={1,1,0},
        icon = function(x,y)
                 love.graphics.setColor(0.7,0.7,0.7)
                 love.graphics.rectangle('line', x,y, 12,12)
                 love.graphics.line(4,y+6, 16,y+6)
                 love.graphics.line(10,y, 10,y+12)
                 love.graphics.setColor(0, 0, 0)
               end,
        onpress1 = function()
                     table.insert(lines, i, {y=y, h=256/2, points={}, shapes={}, pending={}})
                   end})
    elseif type(line) == 'table' then
      -- line drawing
      line.y = y
      y = y+pixels(line.h)
      love.graphics.setColor(0.75,0.75,0.75)
      love.graphics.rectangle('line', 16,line.y, drawingw,pixels(line.h))

      local mx,my = coord(love.mouse.getX()-16), coord(love.mouse.getY()-line.y)

      for _,shape in ipairs(line.shapes) do
        assert(shape)
        if on_shape(mx,my, line, shape) then
          love.graphics.setColor(1,0,0)
        else
          love.graphics.setColor(0,0,0)
        end
        draw_shape(16,line.y, line, shape)
      end
      for _,p in ipairs(line.points) do
        if p.deleted == nil then
          if near(p, mx,my) then
            love.graphics.setColor(1,0,0)
            love.graphics.circle('line', pixels(p.x)+16,pixels(p.y)+line.y, 4)
          else
            love.graphics.setColor(0,0,0)
            love.graphics.circle('fill', pixels(p.x)+16,pixels(p.y)+line.y, 2)
          end
        end
      end
--?       print(#line.points)
      draw_pending_shape(16,line.y, line)
    else
      love.graphics.draw(text, 25,y, 0, 1.5)
    end
  end
  -- cursor
  love.graphics.print('_', 25+text:getWidth()*1.5, y)

  -- display side effect
  if exec_payload then
    run(exec_payload)
  end
end

function love.update(dt)
  if love.mouse.isDown('1') then
    if lines.current then
      local drawing = lines.current
      if type(drawing) == 'table' then
        local x, y = love.mouse.getX(), love.mouse.getY()
        if y >= drawing.y and y < drawing.y + pixels(drawing.h) and x >= 16 and x < 16+drawingw then
          if drawing.pending.mode == 'freehand' then
            table.insert(drawing.pending.points, {x=coord(love.mouse.getX()-16), y=coord(love.mouse.getY()-drawing.y)})
          elseif drawing.pending.mode == 'move' then
            local mx,my = coord(x-16), coord(y-drawing.y)
            drawing.pending.target_point.x = mx
            drawing.pending.target_point.y = my
          end
        end
      end
    end
  elseif current_mode == 'move' then
    local drawing = lines.current
    local x, y = love.mouse.getX(), love.mouse.getY()
    if y >= drawing.y and y < drawing.y + pixels(drawing.h) and x >= 16 and x < 16+drawingw then
      local mx,my = coord(x-16), coord(y-drawing.y)
      drawing.pending.target_point.x = mx
      drawing.pending.target_point.y = my
    end
  end
end

function love.mousepressed(x,y, button)
  propagate_to_button_handlers(x,y, button)
  propagate_to_drawings(x,y, button)
end

function love.mousereleased(x,y, button)
  if current_mode == 'move' then
    current_mode = previous_mode
    previous_mode = nil
    return
  end
  if lines.current then
    if lines.current.pending then
      if lines.current.pending.mode == 'freehand' then
        -- the last point added during update is good enough
        table.insert(lines.current.shapes, lines.current.pending)
      elseif lines.current.pending.mode == 'line' then
        local mx,my = coord(x-16), coord(y-lines.current.y)
        if mx >= 0 and mx < 256 and my >= 0 and my < lines.current.h then
          local j = insert_point(lines.current.points, mx,my)
          lines.current.pending.p2 = j
          table.insert(lines.current.shapes, lines.current.pending)
        end
      elseif lines.current.pending.mode == 'manhattan' then
        local p1 = lines.current.points[lines.current.pending.p1]
        local mx,my = coord(x-16), coord(y-lines.current.y)
        if mx >= 0 and mx < 256 and my >= 0 and my < lines.current.h then
          if math.abs(mx-p1.x) > math.abs(my-p1.y) then
            local j = insert_point(lines.current.points, mx, p1.y)
            lines.current.pending.p2 = j
          else
            local j = insert_point(lines.current.points, p1.x, my)
            lines.current.pending.p2 = j
          end
          local p2 = lines.current.points[lines.current.pending.p2]
          love.mouse.setPosition(16+pixels(p2.x), lines.current.y+pixels(p2.y))
          table.insert(lines.current.shapes, lines.current.pending)
        end
      elseif lines.current.pending.mode == 'polygon' then
        local mx,my = coord(x-16), coord(y-lines.current.y)
        if mx >= 0 and mx < 256 and my >= 0 and my < lines.current.h then
          local j = insert_point(lines.current.points, mx,my)
          table.insert(lines.current.shapes, lines.current.pending)
        end
        table.insert(lines.current.shapes, lines.current.pending)
      elseif lines.current.pending.mode == 'circle' then
        local mx,my = coord(x-16), coord(y-lines.current.y)
        if mx >= 0 and mx < 256 and my >= 0 and my < lines.current.h then
          local center = lines.current.points[lines.current.pending.center]
          lines.current.pending.radius = math.dist(center.x,center.y, mx,my)
          table.insert(lines.current.shapes, lines.current.pending)
        end
      elseif lines.current.pending.mode == 'arc' then
        local mx,my = coord(x-16), coord(y-lines.current.y)
        if mx >= 0 and mx < 256 and my >= 0 and my < lines.current.h then
          local center = lines.current.points[lines.current.pending.center]
          lines.current.pending.end_angle = angle_with_hint(center.x,center.y, mx,my, lines.current.pending.end_angle)
          table.insert(lines.current.shapes, lines.current.pending)
        end
      end
      lines.current.pending = {}
      lines.current = nil
    end
  end
end

function propagate_to_drawings(x,y, button)
  for i,drawing in ipairs(lines) do
    if type(drawing) == 'table' then
      local x, y = love.mouse.getX(), love.mouse.getY()
      if y >= drawing.y and y < drawing.y + pixels(drawing.h) and x >= 16 and x < 16+drawingw then
        if current_mode == 'freehand' then
          drawing.pending = {mode=current_mode, points={x=coord(x-16), y=coord(y-drawing.y)}}
        elseif current_mode == 'line' or current_mode == 'manhattan' then
          local j = insert_point(drawing.points, coord(x-16), coord(y-drawing.y))
          drawing.pending = {mode=current_mode, p1=j}
        elseif current_mode == 'polygon' then
          local j = insert_point(drawing.points, coord(x-16), coord(y-drawing.y))
          drawing.pending = {mode=current_mode, vertices={j}}
        elseif current_mode == 'circle' then
          local j = insert_point(drawing.points, coord(x-16), coord(y-drawing.y))
          drawing.pending = {mode=current_mode, center=j}
        end
        lines.current = drawing
      end
    end
  end
end

function insert_point(points, x,y)
  for i,point in ipairs(points) do
    if near(point, x,y) then
      return i
    end
  end
  table.insert(points, {x=x, y=y})
  return #points
end

function near(point, x,y)
  local px,py = pixels(x),pixels(y)
  local cx,cy = pixels(point.x), pixels(point.y)
  return (cx-px)*(cx-px) + (cy-py)*(cy-py) < 16
end

function draw_shape(left,top, drawing, shape)
  if shape.mode == 'freehand' then
    local prev = nil
    for _,point in ipairs(shape.points) do
      if prev then
        love.graphics.line(pixels(prev.x)+left,pixels(prev.y)+top, pixels(point.x)+left,pixels(point.y)+top)
      end
      prev = point
    end
  elseif shape.mode == 'line' or shape.mode == 'manhattan' then
    local p1 = drawing.points[shape.p1]
    local p2 = drawing.points[shape.p2]
    love.graphics.line(pixels(p1.x)+left,pixels(p1.y)+top, pixels(p2.x)+left,pixels(p2.y)+top)
  elseif shape.mode == 'polygon' then
    local prev = nil
    for _,point in ipairs(shape.vertices) do
      local curr = drawing.points[point]
      if prev then
        love.graphics.line(pixels(prev.x)+left,pixels(prev.y)+top, pixels(curr.x)+left,pixels(curr.y)+top)
      end
      prev = curr
    end
    -- close the loop
    local curr = drawing.points[shape.vertices[1]]
    love.graphics.line(pixels(prev.x)+left,pixels(prev.y)+top, pixels(curr.x)+left,pixels(curr.y)+top)
  elseif shape.mode == 'circle' then
    local center = drawing.points[shape.center]
    love.graphics.circle('line', pixels(center.x)+left,pixels(center.y)+top, pixels(shape.radius))
  elseif shape.mode == 'arc' then
    local center = drawing.points[shape.center]
    love.graphics.arc('line', 'open', pixels(center.x)+left,pixels(center.y)+top, pixels(shape.radius), shape.start_angle, shape.end_angle, 360)
  elseif shape.mode == 'deleted' then
  else
    print(shape.mode)
    assert(false)
  end
end

function draw_pending_shape(left,top, drawing)
  local shape = drawing.pending
  if shape.mode == 'freehand' then
    draw_shape(left,top, drawing, shape)
  elseif shape.mode == 'line' then
    local p1 = drawing.points[shape.p1]
    local mx,my = coord(love.mouse.getX()-16), coord(love.mouse.getY()-drawing.y)
    if mx < 0 or mx >= 256 or my < 0 or my >= drawing.h then
      return
    end
    love.graphics.line(pixels(p1.x)+left,pixels(p1.y)+top, pixels(mx)+left,pixels(my)+top)
  elseif shape.mode == 'manhattan' then
    local p1 = drawing.points[shape.p1]
    local mx,my = coord(love.mouse.getX()-16), coord(love.mouse.getY()-drawing.y)
    if mx < 0 or mx >= 256 or my < 0 or my >= drawing.h then
      return
    end
    if math.abs(mx-p1.x) > math.abs(my-p1.y) then
      love.graphics.line(pixels(p1.x)+left,pixels(p1.y)+top, pixels(mx)+left,pixels(p1.y)+top)
    else
      love.graphics.line(pixels(p1.x)+left,pixels(p1.y)+top, pixels(p1.x)+left,pixels(my)+top)
    end
  elseif shape.mode == 'polygon' then
    -- don't close the loop on a pending polygon
    local prev = nil
    for _,point in ipairs(shape.vertices) do
      local curr = drawing.points[point]
      if prev then
        love.graphics.line(pixels(prev.x)+left,pixels(prev.y)+top, pixels(curr.x)+left,pixels(curr.y)+top)
      end
      prev = curr
    end
    love.graphics.line(pixels(prev.x)+left,pixels(prev.y)+top, love.mouse.getX(),love.mouse.getY())
  elseif shape.mode == 'circle' then
    local center = drawing.points[shape.center]
    local mx,my = coord(love.mouse.getX()-16), coord(love.mouse.getY()-drawing.y)
    if mx < 0 or mx >= 256 or my < 0 or my >= drawing.h then
      return
    end
    local cx,cy = pixels(center.x)+left, pixels(center.y)+top
    love.graphics.circle('line', cx,cy, math.dist(cx,cy, love.mouse.getX(),love.mouse.getY()))
  elseif shape.mode == 'arc' then
    local center = drawing.points[shape.center]
    local mx,my = coord(love.mouse.getX()-16), coord(love.mouse.getY()-drawing.y)
    if mx < 0 or mx >= 256 or my < 0 or my >= drawing.h then
      return
    end
    shape.end_angle = angle_with_hint(center.x,center.y, mx,my, shape.end_angle)
    local cx,cy = pixels(center.x)+left, pixels(center.y)+top
    love.graphics.arc('line', 'open', cx,cy, pixels(shape.radius), shape.start_angle, shape.end_angle, 360)
  end
end

function on_shape(x,y, drawing, shape)
  if shape.mode == 'freehand' then
    return on_freehand(x,y, drawing, shape)
  elseif shape.mode == 'line' then
    return on_line(x,y, drawing, shape)
  elseif shape.mode == 'manhattan' then
    return x == drawing.points[shape.p1].x or y == drawing.points[shape.p1].y
  elseif shape.mode == 'polygon' then
    return on_polygon(x,y, drawing, shape)
  elseif shape.mode == 'circle' then
    local center = drawing.points[shape.center]
    return math.dist(center.x,center.y, x,y) == shape.radius
  elseif shape.mode == 'arc' then
    local center = drawing.points[shape.center]
    local dist = math.dist(center.x,center.y, x,y)
    if dist < shape.radius*0.95 or dist > shape.radius*1.05 then
      return false
    end
    return angle_between(center.x,center.y, x,y, shape.start_angle,shape.end_angle)
  elseif shape.mode == 'deleted' then
  else
    print(shape.mode)
    assert(false)
  end
end

function on_freehand(x,y, drawing, shape)
  local prev
  for _,p in ipairs(shape.points) do
    if prev then
      if on_line(x,y, drawing, {p1=prev, p2=p}) then
        return true
      end
    end
    prev = p
  end
  return false
end

function on_line(x,y, drawing, shape)
  local p1,p2
  if type(shape.p1) == 'number' then
    p1 = drawing.points[shape.p1]
    p2 = drawing.points[shape.p2]
  else
    p1 = shape.p1
    p2 = shape.p2
  end
  if p1.x == p2.x then
    if math.abs(p1.x-x) > 5 then
      return false
    end
    local y1,y2 = p1.y,p2.y
    if y1 > y2 then
      y1,y2 = y2,y1
    end
    return y >= y1 and y <= y2
  end
  -- has the right slope and intercept
  local m = (p2.y - p1.y) / (p2.x - p1.x)
  local yp = p1.y + m*(x-p1.x)
  if yp < 0.95*y or yp > 1.05*y then
    return false
  end
  -- between endpoints
  local k = (x-p1.x) / (p2.x-p1.x)
  return k > -0.05 and k < 1.05
end

function on_polygon(x,y, drawing, shape)
  local prev
  for _,p in ipairs(shape.vertices) do
    if prev then
      if on_line(x,y, drawing, {p1=prev, p2=p}) then
        return true
      end
    end
    prev = p
  end
  return on_line(x,y, drawing, {p1=shape.vertices[1], p2=shape.vertices[#shape.vertices]})
end

function angle_between(x1,y1, x2,y2, s,e)
  local angle = math.angle(x1,y1, x2,y2)
--?   print(s,e, angle-math.pi*2, angle, angle+math.pi*2)
  if s > e then
    s,e = e,s
  end
  -- I'm not sure this is right or ideal..
  angle = angle-math.pi*2
  if s <= angle and angle <= e then
    return true
  end
  angle = angle+math.pi*2
  if s <= angle and angle <= e then
    return true
  end
  angle = angle+math.pi*2
  return s <= angle and angle <= e
end

function love.textinput(t)
  if love.mouse.isDown('1') then return end
  if in_drawing() then return end
  lines[#lines] = lines[#lines]..t
end

function keychord_pressed(chord)
  -- Don't handle any keys here that would trigger love.textinput above.
  if chord == 'return' then
    table.insert(lines, '')
  elseif chord == 'backspace' then
    if #lines > 1 and lines[#lines] == '' then
      table.remove(lines)
    else
      local byteoffset = utf8.offset(lines[#lines], -1)
      if byteoffset then
        lines[#lines] = string.sub(lines[#lines], 1, byteoffset-1)
      end
    end
  elseif chord == 'C-r' then
    lines[#lines+1] = eval(lines[#lines])[1]
    lines[#lines+1] = ''
  elseif chord == 'C-x' then
    parse_into_exec_payload(lines[#lines])
  elseif chord == 'C-f' and not love.mouse.isDown('1') then
    current_mode = 'freehand'
  elseif chord == 'C-g' and not love.mouse.isDown('1') then
    current_mode = 'polygon'
  elseif love.mouse.isDown('1') and chord == 'g' then
    current_mode = 'polygon'
    local drawing = current_drawing()
    if drawing.pending.mode == 'line' then
      drawing.pending.vertices = {drawing.pending.p1}
    elseif drawing.pending.mode == 'circle' or drawing.pending.mode == 'arc' then
      drawing.pending.vertices = {drawing.pending.center}
    end
    drawing.pending.mode = 'polygon'
  elseif love.mouse.isDown('1') and chord == 'p' and current_mode == 'polygon' then
    local drawing = current_drawing()
    local mx,my = coord(love.mouse.getX()-16), coord(love.mouse.getY()-drawing.y)
    local j = insert_point(drawing.points, mx,my)
    table.insert(drawing.pending.vertices, j)
  elseif chord == 'C-c' and not love.mouse.isDown('1') then
    current_mode = 'circle'
  elseif love.mouse.isDown('1') and chord == 'a' and current_mode == 'circle' then
    local drawing = current_drawing()
    drawing.pending.mode = 'arc'
    local mx,my = coord(love.mouse.getX()-16), coord(love.mouse.getY()-drawing.y)
    local j = insert_point(drawing.points, mx,my)
    local center = drawing.points[drawing.pending.center]
    drawing.pending.radius = math.dist(center.x,center.y, mx,my)
    drawing.pending.start_angle = math.angle(center.x,center.y, mx,my)
  elseif love.mouse.isDown('1') and chord == 'c' then
    current_mode = 'circle'
    local drawing = current_drawing()
    if drawing.pending.mode == 'line' then
      drawing.pending.center = drawing.pending.p1
    elseif drawing.pending.mode == 'polygon' then
      drawing.pending.center = drawing.pending.vertices[1]
    end
    drawing.pending.mode = 'circle'
  elseif love.mouse.isDown('1') and chord == 'l' then
    current_mode = 'line'
    local drawing = current_drawing()
    if drawing.pending.mode == 'freehand' then
      drawing.pending.p1 = insert_point(drawing.points, drawing.pending.points[1].x, drawing.pending.points[1].y)
    elseif drawing.pending.mode == 'circle' or drawing.pending.mode == 'arc' then
      drawing.pending.p1 = drawing.pending.center
    end
    drawing.pending.mode = 'line'
  elseif chord == 'C-l' then
    current_mode = 'line'
    local drawing,i,shape = select_shape_at_mouse()
    if drawing then
      convert_line(drawing, shape)
    end
  elseif love.mouse.isDown('1') and chord == 'm' then
    current_mode = 'manhattan'
    local drawing = select_drawing_at_mouse()
    if drawing.pending.mode == 'line' then
      -- do nothing
    elseif drawing.pending.mode == 'polygon' then
      drawing.pending.p1 = drawing.pending.vertices[1]
    elseif drawing.pending.mode == 'circle' or drawing.pending.mode == 'arc' then
      drawing.pending.p1 = drawing.pending.center
    end
    drawing.pending.mode = 'manhattan'
  elseif chord == 'C-m' and not love.mouse.isDown('1') then
    current_mode = 'manhattan'
    local drawing,i,shape = select_shape_at_mouse()
    if drawing then
      convert_horvert(drawing, shape)
    end
  elseif chord == 'C-s' and not love.mouse.isDown('1') then
    local drawing,i,shape = select_shape_at_mouse()
    if drawing then
      smoothen(shape)
    end
  elseif chord == 'C-v' and not love.mouse.isDown('1') then
    local drawing,_,p = select_point_at_mouse()
    if drawing then
      previous_mode = current_mode
      current_mode = 'move'
      drawing.pending = {mode=current_mode, target_point=p}
      lines.current = drawing
    end
  elseif love.mouse.isDown('1') and chord == 'v' then
    local drawing,_,p = select_point_at_mouse()
    if drawing then
      previous_mode = current_mode
      current_mode = 'move'
      drawing.pending = {mode=current_mode, target_point=p}
      lines.current = drawing
    end
  elseif chord == 'C-d' and not love.mouse.isDown('1') then
    local drawing,i,p = select_point_at_mouse()
    if drawing then
      for _,shape in ipairs(drawing.shapes) do
        if contains_point(shape, i) then
          if shape.mode == 'polygon' then
            local idx = table.find(shape.vertices, i)
            assert(idx)
            table.remove(shape.vertices, idx)
            if #shape.vertices < 3 then
              shape.mode = 'deleted'
            end
          else
            shape.mode = 'deleted'
          end
        end
      end
      drawing.points[i].deleted = true
    end
    local drawing,i,shape = select_shape_at_mouse()
    if drawing then
      shape.mode = 'deleted'
    end
  end
end

function in_drawing()
  local x, y = love.mouse.getX(), love.mouse.getY()
  for _,drawing in ipairs(lines) do
    if type(drawing) == 'table' then
      if y >= drawing.y and y < drawing.y + pixels(drawing.h) and x >= 16 and x < 16+drawingw then
        return true
      end
    end
  end
  return false
end

function current_drawing()
  local x, y = love.mouse.getX(), love.mouse.getY()
  for _,drawing in ipairs(lines) do
    if type(drawing) == 'table' then
      if y >= drawing.y and y < drawing.y + pixels(drawing.h) and x >= 16 and x < 16+drawingw then
        return drawing
      end
    end
  end
  return nil
end

function select_shape_at_mouse()
  for _,drawing in ipairs(lines) do
    if type(drawing) == 'table' then
      local x, y = love.mouse.getX(), love.mouse.getY()
      if y >= drawing.y and y < drawing.y + pixels(drawing.h) and x >= 16 and x < 16+drawingw then
        local mx,my = coord(love.mouse.getX()-16), coord(love.mouse.getY()-drawing.y)
        for i,shape in ipairs(drawing.shapes) do
          assert(shape)
          if on_shape(mx,my, drawing, shape) then
            return drawing,i,shape
          end
        end
      end
    end
  end
end

function select_point_at_mouse()
  for _,drawing in ipairs(lines) do
    if type(drawing) == 'table' then
      local x, y = love.mouse.getX(), love.mouse.getY()
      if y >= drawing.y and y < drawing.y + pixels(drawing.h) and x >= 16 and x < 16+drawingw then
        local mx,my = coord(love.mouse.getX()-16), coord(love.mouse.getY()-drawing.y)
        for i,point in ipairs(drawing.points) do
          assert(point)
          if near(point, mx,my) then
            return drawing,i,point
          end
        end
      end
    end
  end
end

function select_drawing_at_mouse()
  for _,drawing in ipairs(lines) do
    if type(drawing) == 'table' then
      local x, y = love.mouse.getX(), love.mouse.getY()
      if y >= drawing.y and y < drawing.y + pixels(drawing.h) and x >= 16 and x < 16+drawingw then
        return drawing
      end
    end
  end
end

function contains_point(shape, p)
  if shape.mode == 'freehand' then
    -- not supported
  elseif shape.mode == 'line' then
    return shape.p1 == p or shape.p2 == p
  elseif shape.mode == 'polygon' then
    return table.find(shape.vertices, p)
  elseif shape.mode == 'circle' then
    return shape.center == p
  elseif shape.mode == 'arc' then
    return shape.center == p
    -- ugh, how to support angles
  elseif shape.mode == 'deleted' then
    -- already done
  else
    assert(false)
  end
end

function convert_line(drawing, shape)
  -- Perhaps we should do a more sophisticated "simple linear regression"
  -- here:
  --   https://en.wikipedia.org/wiki/Linear_regression#Simple_and_multiple_linear_regression
  -- But this works well enough for close-to-linear strokes.
  assert(shape.mode == 'freehand')
  shape.mode = 'line'
  shape.p1 = insert_point(drawing.points, shape.points[1].x, shape.points[1].y)
  local n = #shape.points
  shape.p2 = insert_point(drawing.points, shape.points[n].x, shape.points[n].y)
end

-- turn a line either horizontal or vertical
function convert_horvert(drawing, shape)
  if shape.mode == 'freehand' then
    convert_line(shape)
  end
  assert(shape.mode == 'line')
  local p1 = drawing.points[shape.p1]
  local p2 = drawing.points[shape.p2]
  if math.abs(p1.x-p2.x) > math.abs(p1.y-p2.y) then
    p2.y = p1.y
  else
    p2.x = p1.x
  end
end

function smoothen(shape)
  assert(shape.mode == 'freehand')
  for _=1,7 do
    for i=2,#shape.points-1 do
      local a = shape.points[i-1]
      local b = shape.points[i]
      local c = shape.points[i+1]
      b.x = (a.x + b.x + c.x)/3
      b.y = (a.y + b.y + c.y)/3
    end
  end
end

function love.keyreleased(key, scancode)
end

function table.find(h, x)
  for k,v in pairs(h) do
    if v == x then
      return k
    end
  end
end

function angle_with_hint(x1, y1, x2, y2, hint)
  local result = math.angle(x1,y1, x2,y2)
  if hint then
    -- Smooth the discontinuity where angle goes from positive to negative.
    -- The hint is a memory of which way we drew it last time.
    while result > hint+math.pi/10 do
      result = result-math.pi*2
    end
    while result < hint-math.pi/10 do
      result = result+math.pi*2
    end
  end
  return result
end

-- result is from -π/2 to 3π/2, approximately adding math.atan2 from Lua 5.3
-- (LÖVE is Lua 5.1)
function math.angle(x1,y1, x2,y2)
  local result = math.atan((y2-y1)/(x2-x1))
  if x2 < x1 then
    result = result+math.pi
  end
  return result
end

function math.dist(x1,y1, x2,y2) return ((x2-x1)^2+(y2-y1)^2)^0.5 end