about summary refs log tree commit diff stats
Commit message (Collapse)AuthorAgeFilesLines
* better, final iconsDavid2016-03-092-0/+0
|
* Use a folder to add iconsDavid2016-03-076-7/+39
| | | | | NOTE: it is not working in this release, I have to get how to retrieve icons from folder.
* better iconsDavid2016-03-072-0/+0
|
* Introduce Tray Icon for ProfanityDavid2016-03-069-5/+142
| | | | | Add tray icon for profanity based on Gtk StatusIcon. Different icon is displayed in case the user has unread messages.
* Updated LICENSE.txtJames Booth2016-02-141-1/+1
|
* Updated copyrightJames Booth2016-02-14100-102/+102
|
* Fixed memory deallocationsJames Booth2016-02-142-1/+4
|
* Fix memory leaksJames Booth2016-02-142-0/+2
|
* Fixed theme defaults memory releaseJames Booth2016-02-141-1/+1
|
* Added missing prefs_free_string()James Booth2016-02-141-0/+1
|
* Highlight longer triggers firstJames Booth2016-02-131-1/+21
|
* Highlight room trigger termsJames Booth2016-02-1324-9/+93
|
* Added roommention.term theme optionJames Booth2016-02-1021-3/+55
|
* Added mention and trigger themes for consoleJames Booth2016-02-1020-4/+46
|
* Updated boothj5 themeJames Booth2016-02-101-1/+1
|
* Fixed /role and /affiliation helpJames Booth2016-02-071-2/+2
|
* Fix room notification remindersJames Booth2016-02-076-13/+42
|
* Added /roster show|hide unsubscribedJames Booth2016-02-0714-0/+186
|
* Don't show notification reminders for messages the user does not want ↵James Booth2016-02-048-49/+57
| | | | notifications for
* Tidy notify_room_message()James Booth2016-02-042-18/+12
|
* Tidy notify_message()James Booth2016-02-043-31/+12
|
* Tidy prefs_do_chat_notify()James Booth2016-02-041-13/+7
|
* Removed unused arg: prefs_do_chat_notify()James Booth2016-02-047-7/+7
|
* Implemented /console private settingJames Booth2016-02-0313-130/+169
|
* Implemented /console chat settingJames Booth2016-02-034-9/+21
|
* Added console.chat preferenceJames Booth2016-02-039-3/+24
|
* Added /console chat autocompletionJames Booth2016-02-031-11/+20
|
* Update autocompleters on roster nick change/clearJames Booth2016-02-033-0/+37
| | | | fixes #720
* Fixed help formattingJames Booth2016-02-031-2/+2
|
* Fixed testsJames Booth2016-02-031-0/+2
|
* Handle self leaving room in private winsJames Booth2016-02-036-0/+154
|
* Handle occupant nick change in private winsJames Booth2016-02-023-0/+27
|
* Handle occupant kicked/banned in private chat winsJames Booth2016-02-024-1/+71
|
* Show message in private windows when user offlineJames Booth2016-02-027-4/+60
|
* Updated themesJames Booth2016-02-014-20/+23
|
* Allow splitting roster rooms by conference serverJames Booth2016-02-0110-26/+154
|
* Colour private chats by presence in roster panelJames Booth2016-01-312-17/+36
|
* Roster panel colour fixesJames Booth2016-01-311-7/+13
|
* Fixed /pref ui formattingJames Booth2016-01-311-110/+110
|
* Added roster.rooms.private.char settingJames Booth2016-01-3110-42/+119
|
* Show orphaned private chatsJames Booth2016-01-311-5/+31
|
* Only add private chats to Rooms unread count in roster when room activeJames Booth2016-01-311-12/+15
|
* Show offline contacts with unread messages in rosterJames Booth2016-01-311-36/+14
|
* Removed unused arg from roster_get_ functionsJames Booth2016-01-317-38/+26
|
* Added filter functions to rosterJames Booth2016-01-311-24/+129
|
* Added functions for rooms and private chat headersJames Booth2016-01-311-84/+111
|
* Added _rosterwin_contacts_header functionJames Booth2016-01-301-131/+58
|
* Reorganise rosterwin.cJames Booth2016-01-301-410/+429
|
* Added _rosterwin_contacts_all functionJames Booth2016-01-301-65/+71
|
* Fixed assertion errors in testsJames Booth2016-01-301-1/+3
|
'#n798'>798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027
-- text editor, particularly text drawing, horizontal wrap, vertical scrolling
Text = {}

-- draw a line starting from startpos to screen at y between State.left and State.right
-- return the final y, and position of start of final screen line drawn
function Text.draw(State, line_index, y, startpos)
  local line = State.lines[line_index]
  local line_cache = State.line_cache[line_index]
  line_cache.starty = y
  line_cache.startpos = startpos
  -- wrap long lines
  local x = State.left
  local pos = 1
  local screen_line_starting_pos = startpos
  Text.compute_fragments(State, line_index)
  for _, f in ipairs(line_cache.fragments) do
    App.color(Text_color)
    local frag, frag_text = f.data, f.text
    local frag_len = utf8.len(frag)
--?     print('text.draw:', frag, 'at', line_index,pos, 'after', x,y)
    if pos < startpos then
      -- render nothing
--?       print('skipping', frag)
    else
      -- render fragment
      local frag_width = App.width(frag_text)
      if x + frag_width > State.right then
        assert(x > State.left)  -- no overfull lines
        y = y + State.line_height
        if y + State.line_height > App.screen.height then
          return y, screen_line_starting_pos
        end
        screen_line_starting_pos = pos
        x = State.left
      end
      if State.selection1.line then
        local lo, hi = Text.clip_selection(State, line_index, pos, pos+frag_len)
        Text.draw_highlight(State, line, x,y, pos, lo,hi)
      end
      App.screen.draw(frag_text, x,y)
      -- render cursor if necessary
      if line_index == State.cursor1.line then
        if pos <= State.cursor1.pos and pos + frag_len > State.cursor1.pos then
          if State.search_term then
            if State.lines[State.cursor1.line].data:sub(State.cursor1.pos, State.cursor1.pos+utf8.len(State.search_term)-1) == State.search_term then
              local lo_px = Text.draw_highlight(State, line, x,y, pos, State.cursor1.pos, State.cursor1.pos+utf8.len(State.search_term))
              App.color(Text_color)
              love.graphics.print(State.search_term, x+lo_px,y)
            end
          else
            Text.draw_cursor(State, x+Text.x(frag, State.cursor1.pos-pos+1), y)
          end
        end
      end
      x = x + frag_width
    end
    pos = pos + frag_len
  end
  if State.search_term == nil then
    if line_index == State.cursor1.line and State.cursor1.pos == pos then
      Text.draw_cursor(State, x, y)
    end
  end
  return y, screen_line_starting_pos
end

function Text.draw_cursor(State, x, y)
  -- blink every 0.5s
  if math.floor(Cursor_time*2)%2 == 0 then
    App.color(Cursor_color)
    love.graphics.rectangle('fill', x,y, 3,State.line_height)
    App.color(Text_color)
  end
  State.cursor_x = x
  State.cursor_y = y+State.line_height
end

function Text.populate_screen_line_starting_pos(State, line_index)
  local line = State.lines[line_index]
  if line.mode ~= 'text' then return end
  local line_cache = State.line_cache[line_index]
  if line_cache.screen_line_starting_pos then
    return
  end
  -- duplicate some logic from Text.draw
  Text.compute_fragments(State, line_index)
  line_cache.screen_line_starting_pos = {1}
  local x = State.left
  local pos = 1
  for _, f in ipairs(line_cache.fragments) do
    local frag, frag_text = f.data, f.text
    -- render fragment
    local frag_width = App.width(frag_text)
    if x + frag_width > State.right then
      x = State.left
      table.insert(line_cache.screen_line_starting_pos, pos)
    end
    x = x + frag_width
    local frag_len = utf8.len(frag)
    pos = pos + frag_len
  end
end

function Text.compute_fragments(State, line_index)
--?   print('compute_fragments', line_index, 'between', State.left, State.right)
  local line = State.lines[line_index]
  if line.mode ~= 'text' then return end
  local line_cache = State.line_cache[line_index]
  if line_cache.fragments then
    return
  end
  line_cache.fragments = {}
  local x = State.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)..'; frag_width: '..tostring(frag_width)..'; '..tostring(State.right-x)..'px to go')
    while x + frag_width > State.right do
--?       print(('checking whether to split fragment ^%s$ of width %d when rendering from %d'):format(frag, frag_width, x))
      if (x-State.left) < 0.8 * (State.right-State.left) then
--?         print('splitting')
        -- long word; chop it at some letter
        -- We're not going to reimplement TeX here.
        local bpos = Text.nearest_pos_less_than(frag, State.right - x)
--?         print('bpos', bpos)
        if bpos == 0 then break end  -- 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-1)..' 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('extracting ^'..frag1..'$ of width '..tostring(frag1_width)..'px')
        assert(x + frag1_width <= State.right)
        table.insert(line_cache.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 = State.left  -- new line
    end
    if #frag > 0 then
--?       print('inserting ^'..frag..'$ of width '..tostring(frag_width)..'px')
      table.insert(line_cache.fragments, {data=frag, text=frag_text})
    end
    x = x + frag_width
  end
end

function Text.text_input(State, t)
  if App.mouse_down(1) then return end
  if App.ctrl_down() or App.alt_down() or App.cmd_down() then return end
  local before = snapshot(State, State.cursor1.line)
--?   print(State.screen_top1.line, State.screen_top1.pos, State.cursor1.line, State.cursor1.pos, State.screen_bottom1.line, State.screen_bottom1.pos)
  Text.insert_at_cursor(State, t)
  if State.cursor_y > App.screen.height - State.line_height then
    Text.populate_screen_line_starting_pos(State, State.cursor1.line)
    Text.snap_cursor_to_bottom_of_screen(State, State.left, State.right)
--?     print('=>', State.screen_top1.line, State.screen_top1.pos, State.cursor1.line, State.cursor1.pos, State.screen_bottom1.line, State.screen_bottom1.pos)
  end
  record_undo_event(State, {before=before, after=snapshot(State, State.cursor1.line)})
end

function Text.insert_at_cursor(State, t)
  local byte_offset = Text.offset(State.lines[State.cursor1.line].data, State.cursor1.pos)
  State.lines[State.cursor1.line].data = string.sub(State.lines[State.cursor1.line].data, 1, byte_offset-1)..t..string.sub(State.lines[State.cursor1.line].data, byte_offset)
  Text.clear_screen_line_cache(State, State.cursor1.line)
  State.cursor1.pos = State.cursor1.pos+1
end

-- Don't handle any keys here that would trigger text_input above.
function Text.keychord_press(State, chord)
--?   print('chord', chord, State.selection1.line, State.selection1.pos)
  --== shortcuts that mutate text
  if chord == 'return' then
    local before_line = State.cursor1.line
    local before = snapshot(State, before_line)
    Text.insert_return(State)
    State.selection1 = {}
    if State.cursor_y > App.screen.height - State.line_height 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)})
  elseif chord == 'tab' then
    local before = snapshot(State, State.cursor1.line)
--?     print(State.screen_top1.line, State.screen_top1.pos, State.cursor1.line, State.cursor1.pos, State.screen_bottom1.line, State.screen_bottom1.pos)
    Text.insert_at_cursor(State, '\t')
    if State.cursor_y > App.screen.height - State.line_height then
      Text.populate_screen_line_starting_pos(State, State.cursor1.line)
      Text.snap_cursor_to_bottom_of_screen(State, State.left, State.right)
--?       print('=>', State.screen_top1.line, State.screen_top1.pos, State.cursor1.line, State.cursor1.pos, State.screen_bottom1.line, State.screen_bottom1.pos)
    end
    schedule_save(State)
    record_undo_event(State, {before=before, after=snapshot(State, State.cursor1.line)})
  elseif chord == 'backspace' then
    if State.selection1.line then
      Text.delete_selection(State, State.left, State.right)
      schedule_save(State)
      return
    end
    local before
    if State.cursor1.pos > 1 then
      before = snapshot(State, State.cursor1.line)
      local byte_start = utf8.offset(State.lines[State.cursor1.line].data, State.cursor1.pos-1)
      local byte_end = utf8.offset(State.lines[State.cursor1.line].data, State.cursor1.pos)
      if byte_start then
        if byte_end then
          State.lines[State.cursor1.line].data = string.sub(State.lines[State.cursor1.line].data, 1, byte_start-1)..string.sub(State.lines[State.cursor1.line].data, byte_end)
        else
          State.lines[State.cursor1.line].data = string.sub(State.lines[State.cursor1.line].data, 1, byte_start-1)
        end
        State.cursor1.pos = State.cursor1.pos-1
      end
    elseif State.cursor1.line > 1 then
      before = snapshot(State, State.cursor1.line-1, State.cursor1.line)
      if State.lines[State.cursor1.line-1].mode == 'drawing' then
        table.remove(State.lines, State.cursor1.line-1)
        table.remove(State.line_cache, State.cursor1.line-1)
      else
        -- join lines
        State.cursor1.pos = utf8.len(State.lines[State.cursor1.line-1].data)+1
        State.lines[State.cursor1.line-1].data = State.lines[State.cursor1.line-1].data..State.lines[State.cursor1.line].data
        table.remove(State.lines, State.cursor1.line)
        table.remove(State.line_cache, State.cursor1.line)
      end
      State.cursor1.line = State.cursor1.line-1
    end
    if State.screen_top1.line > #State.lines then
      Text.populate_screen_line_starting_pos(State, #State.lines)
      local line_cache = State.line_cache[#State.line_cache]
      State.screen_top1 = {line=#State.lines, pos=line_cache.screen_line_starting_pos[#line_cache.screen_line_starting_pos]}
    elseif Text.lt1(State.cursor1, State.screen_top1) then
      local top2 = Text.to2(State, State.screen_top1)
      top2 = Text.previous_screen_line(State, top2, State.left, State.right)
      State.screen_top1 = Text.to1(State, top2)
      Text.redraw_all(State)  -- if we're scrolling, reclaim all fragments to avoid memory leaks
    end
    Text.clear_screen_line_cache(State, State.cursor1.line)
    assert(Text.le1(State.screen_top1, State.cursor1))
    schedule_save(State)
    record_undo_event(State, {before=before, after=snapshot(State, State.cursor1.line)})
  elseif chord == 'delete' then
    if State.selection1.line then
      Text.delete_selection(State, State.left, State.right)
      schedule_save(State)
      return
    end
    local before
    if State.cursor1.pos <= utf8.len(State.lines[State.cursor1.line].data) then
      before = snapshot(State, State.cursor1.line)
    else
      before = snapshot(State, State.cursor1.line, State.cursor1.line+1)
    end
    if State.cursor1.pos <= utf8.len(State.lines[State.cursor1.line].data) then
      local byte_start = utf8.offset(State.lines[State.cursor1.line].data, State.cursor1.pos)
      local byte_end = utf8.offset(State.lines[State.cursor1.line].data, State.cursor1.pos+1)
      if byte_start then
        if byte_end then
          State.lines[State.cursor1.line].data = string.sub(State.lines[State.cursor1.line].data, 1, byte_start-1)..string.sub(State.lines[State.cursor1.line].data, byte_end)
        else
          State.lines[State.cursor1.line].data = string.sub(State.lines[State.cursor1.line].data, 1, byte_start-1)
        end
        -- no change to State.cursor1.pos
      end
    elseif State.cursor1.line < #State.lines then
      if State.lines[State.cursor1.line+1].mode == 'text' then
        -- join lines
        State.lines[State.cursor1.line].data = State.lines[State.cursor1.line].data..State.lines[State.cursor1.line+1].data
      end
      table.remove(State.lines, State.cursor1.line+1)
      table.remove(State.line_cache, State.cursor1.line+1)
    end
    Text.clear_screen_line_cache(State, State.cursor1.line)
    schedule_save(State)
    record_undo_event(State, {before=before, after=snapshot(State, State.cursor1.line)})
  --== shortcuts that move the cursor
  elseif chord == 'left' then
    Text.left(State)
    State.selection1 = {}
  elseif chord == 'right' then
    Text.right(State)
    State.selection1 = {}
  elseif chord == 'S-left' then
    if State.selection1.line == nil then
      State.selection1 = {line=State.cursor1.line, pos=State.cursor1.pos}
    end
    Text.left(State)
  elseif chord == 'S-right' then
    if State.selection1.line == nil then
      State.selection1 = {line=State.cursor1.line, pos=State.cursor1.pos}
    end
    Text.right(State)
  -- C- hotkeys reserved for drawings, so we'll use M-
  elseif chord == 'M-left' then
    Text.word_left(State)
    State.selection1 = {}
  elseif chord == 'M-right' then
    Text.word_right(State)
    State.selection1 = {}
  elseif chord == 'M-S-left' then
    if State.selection1.line == nil then
      State.selection1 = {line=State.cursor1.line, pos=State.cursor1.pos}
    end
    Text.word_left(State)
  elseif chord == 'M-S-right' then
    if State.selection1.line == nil then
      State.selection1 = {line=State.cursor1.line, pos=State.cursor1.pos}
    end
    Text.word_right(State)
  elseif chord == 'home' then
    Text.start_of_line(State)
    State.selection1 = {}
  elseif chord == 'end' then
    Text.end_of_line(State)
    State.selection1 = {}
  elseif chord == 'S-home' then
    if State.selection1.line == nil then
      State.selection1 = {line=State.cursor1.line, pos=State.cursor1.pos}
    end
    Text.start_of_line(State)
  elseif chord == 'S-end' then
    if State.selection1.line == nil then
      State.selection1 = {line=State.cursor1.line, pos=State.cursor1.pos}
    end
    Text.end_of_line(State)
  elseif chord == 'up' then
    Text.up(State)
    State.selection1 = {}
  elseif chord == 'down' then
    Text.down(State)
    State.selection1 = {}
  elseif chord == 'S-up' then
    if State.selection1.line == nil then
      State.selection1 = {line=State.cursor1.line, pos=State.cursor1.pos}
    end
    Text.up(State)
  elseif chord == 'S-down' then
    if State.selection1.line == nil then
      State.selection1 = {line=State.cursor1.line, pos=State.cursor1.pos}
    end
    Text.down(State)
  elseif chord == 'pageup' then
    Text.pageup(State)
    State.selection1 = {}
  elseif chord == 'pagedown' then
    Text.pagedown(State)
    State.selection1 = {}
  elseif chord == 'S-pageup' then
    if State.selection1.line == nil then
      State.selection1 = {line=State.cursor1.line, pos=State.cursor1.pos}
    end
    Text.pageup(State)
  elseif chord == 'S-pagedown' then
    if State.selection1.line == nil then
      State.selection1 = {line=State.cursor1.line, pos=State.cursor1.pos}
    end
    Text.pagedown(State)
  end
end

function Text.insert_return(State)
  local byte_offset = Text.offset(State.lines[State.cursor1.line].data, State.cursor1.pos)
  table.insert(State.lines, State.cursor1.line+1, {mode='text', data=string.sub(State.lines[State.cursor1.line].data, byte_offset)})
  table.insert(State.line_cache, State.cursor1.line+1, {})
  State.lines[State.cursor1.line].data = string.sub(State.lines[State.cursor1.line].data, 1, byte_offset-1)
  Text.clear_screen_line_cache(State, State.cursor1.line)
  State.cursor1 = {line=State.cursor1.line+1, pos=1}
end

function Text.pageup(State)
--?   print('pageup')
  -- duplicate some logic from love.draw
  local top2 = Text.to2(State, State.screen_top1)
--?   print(App.screen.height)
  local y = App.screen.height - State.line_height
  while y >= State.top do
--?     print(y, top2.line, top2.screen_line, top2.screen_pos)
    if State.screen_top1.line == 1 and State.screen_top1.pos == 1 then break end
    if State.lines[State.screen_top1.line].mode == 'text' then
      y = y - State.line_height
    elseif State.lines[State.screen_top1.line].mode == 'drawing' then
      y = y - Drawing_padding_height - Drawing.pixels(State.lines[State.screen_top1.line].h, State.width)
    end
    top2 = Text.previous_screen_line(State, top2)
  end
  State.screen_top1 = Text.to1(State, top2)
  State.cursor1 = {line=State.screen_top1.line, pos=State.screen_top1.pos}
  Text.move_cursor_down_to_next_text_line_while_scrolling_again_if_necessary(State)
--?   print(State.cursor1.line, State.cursor1.pos, State.screen_top1.line, State.screen_top1.pos)
--?   print('pageup end')
end

function Text.pagedown(State)
--?   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 bot2 = Text.to2(State, State.screen_bottom1)
  if bot2.screen_line > 1 then
    bot2.screen_line = math.max(bot2.screen_line-10, 1)
  end
  local new_top1 = Text.to1(State, bot2)
  if Text.lt1(State.screen_top1, new_top1) then
    State.screen_top1 = new_top1
  else
    State.screen_top1 = {line=State.screen_bottom1.line, pos=State.screen_bottom1.pos}
  end
--?   print('setting top to', State.screen_top1.line, State.screen_top1.pos)
  State.cursor1 = {line=State.screen_top1.line, pos=State.screen_top1.pos}
  Text.move_cursor_down_to_next_text_line_while_scrolling_again_if_necessary(State)
--?   print('top now', State.screen_top1.line)
  Text.redraw_all(State)  -- if we're scrolling, reclaim all fragments to avoid memory leaks
--?   print('pagedown end')
end

function Text.up(State)
  assert(State.lines[State.cursor1.line].mode == 'text')
--?   print('up', State.cursor1.line, State.cursor1.pos, State.screen_top1.line, State.screen_top1.pos)
  local screen_line_starting_pos, screen_line_index = Text.pos_at_start_of_screen_line(State, State.cursor1)
  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 = State.cursor1.line
    while new_cursor_line > 1 do
      new_cursor_line = new_cursor_line-1
      if State.lines[new_cursor_line].mode == 'text' then
--?         print('found previous text line')
        State.cursor1 = {line=State.cursor1.line-1, pos=nil}
        Text.populate_screen_line_starting_pos(State, State.cursor1.line)
        -- previous text line found, pick its final screen line
--?         print('has multiple screen lines')
        local screen_line_starting_pos = State.line_cache[State.cursor1.line].screen_line_starting_pos
--?         print(#screen_line_starting_pos)
        screen_line_starting_pos = screen_line_starting_pos[#screen_line_starting_pos]
        local screen_line_starting_byte_offset = Text.offset(State.lines[State.cursor1.line].data, screen_line_starting_pos)
        local s = string.sub(State.lines[State.cursor1.line].data, screen_line_starting_byte_offset)
        State.cursor1.pos = screen_line_starting_pos + Text.nearest_cursor_pos(s, State.cursor_x, State.left) - 1
        break
      end
    end
  else
    -- move up one screen line in current line
    assert(screen_line_index > 1)
    local new_screen_line_starting_pos = State.line_cache[State.cursor1.line].screen_line_starting_pos[screen_line_index-1]
    local new_screen_line_starting_byte_offset = Text.offset(State.lines[State.cursor1.line].data, new_screen_line_starting_pos)
    local s = string.sub(State.lines[State.cursor1.line].data, new_screen_line_starting_byte_offset)
    State.cursor1.pos = new_screen_line_starting_pos + Text.nearest_cursor_pos(s, State.cursor_x, State.left) - 1
--?     print('cursor pos is now '..tostring(State.cursor1.pos))
  end
  if Text.lt1(State.cursor1, State.screen_top1) then
    local top2 = Text.to2(State, State.screen_top1)
    top2 = Text.previous_screen_line(State, top2)
    State.screen_top1 = Text.to1(State, top2)
  end
end

function Text.down(State)
  assert(State.lines[State.cursor1.line].mode == 'text')
--?   print('down', State.cursor1.line, State.cursor1.pos, State.screen_top1.line, State.screen_top1.pos, State.screen_bottom1.line, State.screen_bottom1.pos)
  if Text.cursor_at_final_screen_line(State) then
    -- line is done, skip to next text line
--?     print('cursor at final screen line of its line')
    local new_cursor_line = State.cursor1.line
    while new_cursor_line < #State.lines do
      new_cursor_line = new_cursor_line+1
      if State.lines[new_cursor_line].mode == 'text' then
        State.cursor1 = {
          line = new_cursor_line,
          pos = Text.nearest_cursor_pos(State.lines[new_cursor_line].data, State.cursor_x, State.left),
        }
--?         print(State.cursor1.pos)
        break
      end
    end
    if State.cursor1.line > State.screen_bottom1.line then
--?       print('screen top before:', State.screen_top1.line, State.screen_top1.pos)
--?       print('scroll up preserving cursor')
      Text.snap_cursor_to_bottom_of_screen(State)
--?       print('screen top after:', State.screen_top1.line, State.screen_top1.pos)
    end
  else
    -- move down one screen line in current line
    local scroll_down = Text.le1(State.screen_bottom1, State.cursor1)
--?     print('cursor is NOT at final screen line of its line')
    local screen_line_starting_pos, screen_line_index = Text.pos_at_start_of_screen_line(State, State.cursor1)
    Text.populate_screen_line_starting_pos(State, State.cursor1.line)
    local new_screen_line_starting_pos = State.line_cache[State.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(State.lines[State.cursor1.line].data, new_screen_line_starting_pos)
    local s = string.sub(State.lines[State.cursor1.line].data, new_screen_line_starting_byte_offset)
    State.cursor1.pos = new_screen_line_starting_pos + Text.nearest_cursor_pos(s, State.cursor_x, State.left) - 1
--?     print('cursor pos is now', State.cursor1.line, State.cursor1.pos)
    if scroll_down then
--?       print('scroll up preserving cursor')
      Text.snap_cursor_to_bottom_of_screen(State)
--?       print('screen top after:', State.screen_top1.line, State.screen_top1.pos)
    end
  end
--?   print('=>', State.cursor1.line, State.cursor1.pos, State.screen_top1.line, State.screen_top1.pos, State.screen_bottom1.line, State.screen_bottom1.pos)
end

function Text.start_of_line(State)
  State.cursor1.pos = 1
  if Text.lt1(State.cursor1, State.screen_top1) then
    State.screen_top1 = {line=State.cursor1.line, pos=State.cursor1.pos}  -- copy
  end
end

function Text.end_of_line(State)
  State.cursor1.pos = utf8.len(State.lines[State.cursor1.line].data) + 1
  if Text.cursor_out_of_screen(State) then
    Text.snap_cursor_to_bottom_of_screen(State)
  end
end

function Text.word_left(State)
  -- skip some whitespace
  while true do
    if State.cursor1.pos == 1 then
      break
    end
    if Text.match(State.lines[State.cursor1.line].data, State.cursor1.pos-1, '%S') then
      break
    end
    Text.left(State)
  end
  -- skip some non-whitespace
  while true do
    Text.left(State)
    if State.cursor1.pos == 1 then
      break
    end
    assert(State.cursor1.pos > 1)
    if Text.match(State.lines[State.cursor1.line].data, State.cursor1.pos-1, '%s') then
      break
    end
  end
end

function Text.word_right(State)
  -- skip some whitespace
  while true do
    if State.cursor1.pos > utf8.len(State.lines[State.cursor1.line].data) then
      break
    end
    if Text.match(State.lines[State.cursor1.line].data, State.cursor1.pos, '%S') then
      break
    end
    Text.right_without_scroll(State)
  end
  while true do
    Text.right_without_scroll(State)
    if State.cursor1.pos > utf8.len(State.lines[State.cursor1.line].data) then
      break
    end
    if Text.match(State.lines[State.cursor1.line].data, State.cursor1.pos, '%s') then
      break
    end
  end
  if Text.cursor_out_of_screen(State) then
    Text.snap_cursor_to_bottom_of_screen(State)
  end
end

function Text.match(s, pos, pat)
  local start_offset = Text.offset(s, pos)
  assert(start_offset)
  local end_offset = Text.offset(s, pos+1)
  assert(end_offset > start_offset)
  local curr = s:sub(start_offset, end_offset-1)
  return curr:match(pat)
end

function Text.left(State)
  assert(State.lines[State.cursor1.line].mode == 'text')
  if State.cursor1.pos > 1 then
    State.cursor1.pos = State.cursor1.pos-1
  else
    local new_cursor_line = State.cursor1.line
    while new_cursor_line > 1 do
      new_cursor_line = new_cursor_line-1
      if State.lines[new_cursor_line].mode == 'text' then
        State.cursor1 = {
          line = new_cursor_line,
          pos = utf8.len(State.lines[new_cursor_line].data) + 1,
        }
        break
      end
    end
  end
  if Text.lt1(State.cursor1, State.screen_top1) then
    local top2 = Text.to2(State, State.screen_top1)
    top2 = Text.previous_screen_line(State, top2)
    State.screen_top1 = Text.to1(State, top2)
  end
end

function Text.right(State)
  Text.right_without_scroll(State)
  if Text.cursor_out_of_screen(State) then
    Text.snap_cursor_to_bottom_of_screen(State)
  end
end

function Text.right_without_scroll(State)
  assert(State.lines[State.cursor1.line].mode == 'text')
  if State.cursor1.pos <= utf8.len(State.lines[State.cursor1.line].data) then
    State.cursor1.pos = State.cursor1.pos+1
  else
    local new_cursor_line = State.cursor1.line
    while new_cursor_line <= #State.lines-1 do
      new_cursor_line = new_cursor_line+1
      if State.lines[new_cursor_line].mode == 'text' then
        State.cursor1 = {line=new_cursor_line, pos=1}
        break
      end
    end
  end
end

function Text.pos_at_start_of_screen_line(State, loc1)
  Text.populate_screen_line_starting_pos(State, loc1.line)
  local line_cache = State.line_cache[loc1.line]
  for i=#line_cache.screen_line_starting_pos,1,-1 do
    local spos = line_cache.screen_line_starting_pos[i]
    if spos <= loc1.pos then
      return spos,i
    end
  end
  assert(false)
end

function Text.cursor_at_final_screen_line(State)
  Text.populate_screen_line_starting_pos(State, State.cursor1.line)
  local screen_lines = State.line_cache[State.cursor1.line].screen_line_starting_pos
--?   print(screen_lines[#screen_lines], State.cursor1.pos)
  return screen_lines[#screen_lines] <= State.cursor1.pos
end

function Text.move_cursor_down_to_next_text_line_while_scrolling_again_if_necessary(State)
  local y = State.top
  while State.cursor1.line <= #State.lines do
    if State.lines[State.cursor1.line].mode == 'text' then
      break
    end
--?     print('cursor skips', State.cursor1.line)
    y = y + Drawing_padding_height + Drawing.pixels(State.lines[State.cursor1.line].h, State.width)
    State.cursor1.line = State.cursor1.line + 1
  end
  -- hack: insert a text line at bottom of file if necessary
  if State.cursor1.line > #State.lines then
    assert(State.cursor1.line == #State.lines+1)
    table.insert(State.lines, {mode='text', data=''})
    table.insert(State.line_cache, {})
  end
--?   print(y, App.screen.height, App.screen.height-State.line_height)
  if y > App.screen.height - State.line_height then
--?     print('scroll up')
    Text.snap_cursor_to_bottom_of_screen(State)
  end
end

-- should never modify State.cursor1
function Text.snap_cursor_to_bottom_of_screen(State)
--?   print('to2:', State.cursor1.line, State.cursor1.pos)
  local top2 = Text.to2(State, State.cursor1)
--?   print('to2: =>', top2.line, top2.screen_line, top2.screen_pos)
  -- slide to start of screen line
  top2.screen_pos = 1  -- start of screen line
--?   print('snap', State.screen_top1.line, State.screen_top1.pos, State.screen_top1.posB, State.cursor1.line, State.cursor1.pos, State.screen_bottom1.line, State.screen_bottom1.pos)
--?   print('cursor pos '..tostring(State.cursor1.pos)..' is on the #'..tostring(top2.screen_line)..' screen line down')
  local y = App.screen.height - State.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 State.lines[top2.line-1].mode == 'text' then
      local h = State.line_height
      if y - h < State.top then
        break
      end
      y = y - h
    else
      assert(top2.line > 1)
      assert(State.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(State.lines[top2.line-1].h, State.width)
      if y - h < State.top then
        break
      end
--?       print('skipping drawing of height', h)
      y = y - h
    end
    top2 = Text.previous_screen_line(State, top2)
  end
--?   print('top2 finally:', top2.line, top2.screen_line, top2.screen_pos)
  State.screen_top1 = Text.to1(State, top2)
--?   print('top1 finally:', State.screen_top1.line, State.screen_top1.pos)
--?   print('snap =>', State.screen_top1.line, State.screen_top1.pos, State.cursor1.line, State.cursor1.pos, State.screen_bottom1.line, State.screen_bottom1.pos)
  Text.redraw_all(State)  -- if we're scrolling, reclaim all fragments to avoid memory leaks
end

function Text.in_line(State, line_index, x,y)
  local line = State.lines[line_index]
  local line_cache = State.line_cache[line_index]
  if line_cache.starty == nil then return false end  -- outside current page
  if y < line_cache.starty then return false end
  Text.populate_screen_line_starting_pos(State, line_index)
  return y < line_cache.starty + State.line_height*(#line_cache.screen_line_starting_pos - Text.screen_line_index(line_cache.screen_line_starting_pos, line_cache.startpos) + 1)
end

-- convert mx,my in pixels to schema-1 coordinates
function Text.to_pos_on_line(State, line_index, mx, my)
  local line = State.lines[line_index]
  local line_cache = State.line_cache[line_index]
  assert(my >= line_cache.starty)
  -- duplicate some logic from Text.draw
  local y = line_cache.starty
  local start_screen_line_index = Text.screen_line_index(line_cache.screen_line_starting_pos, line_cache.startpos)
  for screen_line_index = start_screen_line_index,#line_cache.screen_line_starting_pos do
    local screen_line_starting_pos = line_cache.screen_line_starting_pos[screen_line_index]
    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 + State.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 screen_line_index < #line_cache.screen_line_starting_pos and mx > State.left + Text.screen_line_width(State, line_index, screen_line_index) then
--?         print('past end of non-final line; return')
        return line_cache.screen_line_starting_pos[screen_line_index+1]-1
      end
      local s = string.sub(line.data, screen_line_starting_byte_offset)
--?       print('return', mx, Text.nearest_cursor_pos(s, mx, State.left), '=>', screen_line_starting_pos + Text.nearest_cursor_pos(s, mx, State.left) - 1)
      return screen_line_starting_pos + Text.nearest_cursor_pos(s, mx, State.left) - 1
    end
    y = nexty
  end
  assert(false)
end

function Text.screen_line_width(State, line_index, i)
  local line = State.lines[line_index]
  local line_cache = State.line_cache[line_index]
  local start_pos = line_cache.screen_line_starting_pos[i]
  local start_offset = Text.offset(line.data, start_pos)
  local screen_line
  if i < #line_cache.screen_line_starting_pos then
    local past_end_pos = line_cache.screen_line_starting_pos[i+1]
    local past_end_offset = Text.offset(line.data, past_end_pos)
    screen_line = string.sub(line.data, start_offset, past_end_offset-1)
  else
    screen_line = string.sub(line.data, start_pos)
  end
  local screen_line_text = App.newText(love.graphics.getFont(), screen_line)
  return App.width(screen_line_text)
end

function Text.screen_line_index(screen_line_starting_pos, pos)
  for i = #screen_line_starting_pos,1,-1 do
    if screen_line_starting_pos[i] <= pos then
      return i
    end
  end
end

-- convert x pixel coordinate to pos
-- oblivious to wrapping
-- result: 1 to len+1
function Text.nearest_cursor_pos(line, x, left)
  if x < left then
    return 1
  end
  local len = utf8.len(line)
  local max_x = left+Text.x(line, len+1)
  if x > max_x then
    return len+1
  end
  local leftpos, rightpos = 1, len+1
--?   print('-- nearest', x)
  while true do
--?     print('nearest', x, '^'..line..'$', leftpos, rightpos)
    if leftpos == rightpos then
      return leftpos
    end
    local curr = math.floor((leftpos+rightpos)/2)
    local currxmin = left+Text.x(line, curr)
    local currxmax = left+Text.x(line, curr+1)
--?     print('nearest', x, leftpos, rightpos, 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 leftpos >= rightpos-1 then
      return rightpos
    end
    if currxmin > x then
      rightpos = curr
    else
      leftpos = curr
    end
  end
  assert(false)
end

-- return the nearest index of line (in utf8 code points) which lies entirely
-- within x pixels of the left margin
-- result: 0 to len+1
function Text.nearest_pos_less_than(line, x)
--?   print('', '-- nearest_pos_less_than', line, x)
  local len = utf8.len(line)
  local max_x = Text.x_after(line, len)
  if x > max_x then
    return len+1
  end
  local left, right = 0, len+1
  while true do
    local curr = math.floor((left+right)/2)
    local currxmin = Text.x_after(line, curr+1)
    local currxmax = Text.x_after(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_after(s, pos)
  local offset = Text.offset(s, math.min(pos+1, #s+1))
  local s_before = s:sub(1, offset-1)
--?   print('^'..s_before..'$')
  local text_before = App.newText(love.graphics.getFont(), s_before)
  return App.width(text_before)
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(State, loc1)
  if State.lines[loc1.line].mode == 'drawing' then
    return {line=loc1.line, screen_line=1, screen_pos=1}
  end
  local result = {line=loc1.line}
  local line_cache = State.line_cache[loc1.line]
  Text.populate_screen_line_starting_pos(State, loc1.line)
  for i=#line_cache.screen_line_starting_pos,1,-1 do
    local spos = line_cache.screen_line_starting_pos[i]
    if spos <= loc1.pos then
      result.screen_line = i
      result.screen_pos = loc1.pos - spos + 1
      break
    end
  end
  assert(result.screen_pos)
  return result
end

function Text.to1(State, loc2)
  local result = {line=loc2.line, pos=loc2.screen_pos}
  if loc2.screen_line > 1 then
    result.pos = State.line_cache[loc2.line].screen_line_starting_pos[loc2.screen_line] + loc2.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(pos1, #s, s)
  end
  assert(result)
  return result
end

function Text.previous_screen_line(State, loc2)
  if loc2.screen_line > 1 then
    return {line=loc2.line, screen_line=loc2.screen_line-1, screen_pos=1}
  elseif loc2.line == 1 then
    return loc2
  elseif State.lines[loc2.line-1].mode == 'drawing' then
    return {line=loc2.line-1, screen_line=1, screen_pos=1}
  else
    local l = State.lines[loc2.line-1]
    Text.populate_screen_line_starting_pos(State, loc2.line-1)
    return {line=loc2.line-1, screen_line=#State.line_cache[loc2.line-1].screen_line_starting_pos, screen_pos=1}
  end
end

-- resize helper
function Text.tweak_screen_top_and_cursor(State)
  if State.screen_top1.pos == 1 then return end
  Text.populate_screen_line_starting_pos(State, State.screen_top1.line)
  local line = State.lines[State.screen_top1.line]
  local line_cache = State.line_cache[State.screen_top1.line]
  for i=2,#line_cache.screen_line_starting_pos do
    local pos = line_cache.screen_line_starting_pos[i]
    if pos == State.screen_top1.pos then
      break
    end
    if pos > State.screen_top1.pos then
      -- make sure screen top is at start of a screen line
      local prev = line_cache.screen_line_starting_pos[i-1]
      if State.screen_top1.pos - prev < pos - State.screen_top1.pos then
        State.screen_top1.pos = prev
      else
        State.screen_top1.pos = pos
      end
      break
    end
  end
  -- make sure cursor is on screen
  if Text.lt1(State.cursor1, State.screen_top1) then
    State.cursor1 = {line=State.screen_top1.line, pos=State.screen_top1.pos}
  elseif State.cursor1.line >= State.screen_bottom1.line then
--?     print('too low')
    if Text.cursor_out_of_screen(State) then
--?       print('tweak')
      State.cursor1 = {
          line=State.screen_bottom1.line,
          pos=Text.to_pos_on_line(State, State.screen_bottom1.line, State.right-5, App.screen.height-5),
      }
    end
  end
end

-- slightly expensive since it redraws the screen
function Text.cursor_out_of_screen(State)
  App.draw()
  return State.cursor_y == nil
  -- this approach is cheaper and almost works, except on the final screen
  -- where file ends above bottom of screen
--?   local botpos = Text.pos_at_start_of_screen_line(State, State.cursor1)
--?   local botline1 = {line=State.cursor1.line, pos=botpos}
--?   return Text.lt1(State.screen_bottom1, botline1)
end

function Text.redraw_all(State)
--?   print('clearing fragments')
  State.line_cache = {}
  for i=1,#State.lines do
    State.line_cache[i] = {}
  end
end

function Text.clear_screen_line_cache(State, line_index)
  State.line_cache[line_index].fragments = nil
  State.line_cache[line_index].screen_line_starting_pos = nil
end

function trim(s)
  return s:gsub('^%s+', ''):gsub('%s+$', '')
end

function ltrim(s)
  return s:gsub('^%s+', '')
end

function rtrim(s)
  return s:gsub('%s+$', '')
end

function starts_with(s, prefix)
  if #s < #prefix then
    return false
  end
  for i=1,#prefix do
    if s:sub(i,i) ~= prefix:sub(i,i) then
      return false
    end
  end
  return true
end

function ends_with(s, suffix)
  if #s < #suffix then
    return false
  end
  for i=0,#suffix-1 do
    if s:sub(#s-i,#s-i) ~= suffix:sub(#suffix-i,#suffix-i) then
      return false
    end
  end
  return true
end