1 -- some constants people might like to tweak
2 Text_color
= {r
=0, g
=0, b
=0}
3 Cursor_color
= {r
=1, g
=0, b
=0}
4 Stroke_color
= {r
=0, g
=0, b
=0}
5 Current_stroke_color
= {r
=0.7, g
=0.7, b
=0.7} -- in process of being drawn
6 Current_name_background_color
= {r
=1, g
=0, b
=0, a
=0.1} -- name currently being edited
7 Focus_stroke_color
= {r
=1, g
=0, b
=0} -- what mouse is hovering over
8 Highlight_color
= {r
=0.7, g
=0.7, b
=0.9} -- selected text
9 Icon_color
= {r
=0.7, g
=0.7, b
=0.7} -- color of current mode icon in drawings
10 Help_color
= {r
=0, g
=0.5, b
=0}
11 Help_background_color
= {r
=0, g
=0.5, b
=0, a
=0.1}
17 Drawing_padding_top
= 10
18 Drawing_padding_bottom
= 10
19 Drawing_padding_height
= Drawing_padding_top
+ Drawing_padding_bottom
21 Same_point_distance
= 4 -- pixel distance at which two points are considered the same
25 -- run in both tests and a real run
26 function edit
.initialize_state(top
, left
, right
, font
, font_height
, line_height
) -- currently always draws to bottom of screen
28 -- a line is either text or a drawing
29 -- a text is a table with:
32 -- a drawing is a table with:
35 -- an array of points, and
37 -- a shape is a table containing:
39 -- an array points for mode 'freehand' (raw x,y coords; freehand drawings don't pollute the points array of a drawing)
40 -- an array vertices for mode 'polygon', 'rectangle', 'square'
41 -- p1, p2 for mode 'line'
42 -- center, radius for mode 'circle'
43 -- center, radius, start_angle, end_angle for mode 'arc'
44 -- Unless otherwise specified, coord fields are normalized; a drawing is always 256 units wide
45 -- The field names are carefully chosen so that switching modes in midstream
46 -- remembers previously entered points where that makes sense.
47 lines
= {{mode
='text', data
=''}}, -- array of lines
49 -- Lines can be too long to fit on screen, in which case they _wrap_ into
50 -- multiple _screen lines_.
52 -- rendering wrapped text lines needs some additional short-lived data per line:
53 -- startpos, the index of data the line starts rendering from, can only be >1 for topmost line on screen
54 -- screen_line_starting_pos: optional array of codepoint indices if it wraps over more than one screen line
57 -- Given wrapping, any potential location for the text cursor can be described in two ways:
58 -- * schema 1: As a combination of line index and position within a line (in utf8 codepoint units)
59 -- * schema 2: As a combination of line index, screen line index within the line, and a position within the screen line.
61 -- Most of the time we'll only persist positions in schema 1, translating to
62 -- schema 2 when that's convenient.
64 -- Make sure these coordinates are never aliased, so that changing one causes
65 -- action at a distance.
67 -- On lines that are drawings, pos will be nil.
68 screen_top1
= {line
=1, pos
=1}, -- position of start of screen line at top of screen
69 cursor1
= {line
=1, pos
=1}, -- position of cursor; must be on a text line
72 -- some extra state to compute selection between mouse press and release
75 mousepress_shift
= nil,
77 -- cursor coordinates in pixels
81 current_drawing_mode
= 'line', -- one of the available shape modes
82 previous_drawing_mode
= nil, -- extra state for some ephemeral modes like moving/deleting/naming points
85 font_height
= font_height
,
86 line_height
= line_height
,
89 left
= math
.floor(left
),
90 right
= math
.floor(right
),
93 filename
= love
.filesystem
.getSourceBaseDirectory()..'/lines.txt', -- '/' should work even on Windows
102 search_backup
= nil, -- stuff to restore when cancelling search
105 end -- edit.initialize_state
107 function edit
.check_locs(State
)
108 -- if State is inconsistent (i.e. file changed by some other program),
109 -- throw away all cursor state entirely
110 if edit
.invalid1(State
, State
.screen_top1
)
111 or edit
.invalid_cursor1(State
)
112 or not edit
.cursor_on_text(State
)
113 or not Text
.le1(State
.screen_top1
, State
.cursor1
) then
114 State
.screen_top1
= {line
=1, pos
=1}
115 State
.cursor1
= {line
=1, pos
=1}
116 edit
.put_cursor_on_next_text_line(State
)
120 function edit
.invalid1(State
, loc1
)
121 if loc1
.line
> #State
.lines
then return true end
122 local l
= State
.lines
[loc1
.line
]
123 if l
.mode
~= 'text' then return false end -- pos is irrelevant to validity for a drawing line
124 return loc1
.pos
> #State
.lines
[loc1
.line
].data
127 -- cursor loc in particular differs from other locs in one way:
128 -- pos might occur just after end of line
129 function edit
.invalid_cursor1(State
)
130 local cursor1
= State
.cursor1
131 if cursor1
.line
> #State
.lines
then return true end
132 local l
= State
.lines
[cursor1
.line
]
133 if l
.mode
~= 'text' then return false end -- pos is irrelevant to validity for a drawing line
134 return cursor1
.pos
> #State
.lines
[cursor1
.line
].data
+ 1
137 function edit
.cursor_on_text(State
)
138 return State
.cursor1
.line
<= #State
.lines
139 and State
.lines
[State
.cursor1
.line
].mode
== 'text'
142 function edit
.put_cursor_on_next_text_line(State
)
144 if State
.cursor1
.line
>= #State
.lines
then
147 if State
.lines
[State
.cursor1
.line
].mode
== 'text' then
150 State
.cursor1
.line
= State
.cursor1
.line
+1
151 State
.cursor1
.pos
= 1
155 -- return y drawn until
156 function edit
.draw(State
)
157 State
.button_handlers
= {}
158 love
.graphics
.setFont(State
.font
)
159 App
.color(Text_color
)
160 assert(#State
.lines
== #State
.line_cache
, ('line_cache is out of date; %d elements when it should be %d'):format(#State
.line_cache
, #State
.lines
))
161 assert(Text
.le1(State
.screen_top1
, State
.cursor1
), ('screen_top (line=%d,pos=%d) is below cursor (line=%d,pos=%d)'):format(State
.screen_top1
.line
, State
.screen_top1
.pos
, State
.cursor1
.line
, State
.cursor1
.pos
))
166 for line_index
= State
.screen_top1
.line
,#State
.lines
do
167 local line
= State
.lines
[line_index
]
168 --? print('draw:', y, line_index, line)
169 if y
+ State
.line_height
> App
.screen
.height
then break end
170 if line
.mode
== 'text' then
171 --? print('text.draw', y, line_index)
173 if line_index
== State
.screen_top1
.line
then
174 startpos
= State
.screen_top1
.pos
176 if line
.data
== '' then
177 -- button to insert new drawing
178 button(State
, 'draw', {x
=State
.left
-Margin_left
+4, y
=y
+4, w
=12,h
=12, bg
={r
=1,g
=1,b
=0},
179 icon
= icon
.insert_drawing
,
180 onpress1
= function()
181 Drawing
.before
= snapshot(State
, line_index
-1, line_index
)
182 table.insert(State
.lines
, line_index
, {mode
='drawing', y
=y
, h
=256/2, points
={}, shapes
={}, pending
={}})
183 table.insert(State
.line_cache
, line_index
, {})
184 if State
.cursor1
.line
>= line_index
then
185 State
.cursor1
.line
= State
.cursor1
.line
+1
187 record_undo_event(State
, {before
=Drawing
.before
, after
=snapshot(State
, line_index
-1, line_index
+1)})
192 y
= Text
.draw(State
, line_index
, y
, startpos
)
194 elseif line
.mode
== 'drawing' then
195 y
= y
+Drawing_padding_top
196 Drawing
.draw(State
, line_index
, y
)
197 y
= y
+ Drawing
.pixels(line
.h
, State
.width
) + Drawing_padding_bottom
199 assert(false, ('unknown line mode %s'):format(line
.mode
))
202 if State
.search_term
then
203 Text
.draw_search_bar(State
)
208 function edit
.update(State
, dt
)
209 Drawing
.update(State
, dt
)
210 if State
.next_save
and State
.next_save
< Current_time
then
212 State
.next_save
= nil
216 function schedule_save(State
)
217 if State
.next_save
== nil then
218 State
.next_save
= Current_time
+ 3 -- short enough that you're likely to still remember what you did
222 function edit
.quit(State
)
223 -- make sure to save before quitting
224 if State
.next_save
then
226 -- give some time for the OS to flush everything to disk
227 love
.timer
.sleep(0.1)
231 function edit
.mouse_press(State
, x
,y
, mouse_button
)
232 love
.keyboard
.setTextInput(true) -- bring up keyboard on touch screen
233 if State
.search_term
then return end
234 State
.mouse_down
= mouse_button
235 --? print_and_log(('edit.mouse_press: cursor at %d,%d'):format(State.cursor1.line, State.cursor1.pos))
236 if mouse_press_consumed_by_any_button(State
, x
,y
, mouse_button
) then
237 -- press on a button and it returned 'true' to short-circuit
241 if y
< State
.top
then
242 State
.old_cursor1
= State
.cursor1
243 State
.old_selection1
= State
.selection1
244 State
.mousepress_shift
= App
.shift_down()
246 line
=State
.screen_top1
.line
,
247 pos
=State
.screen_top1
.pos
,
252 for line_index
,line
in ipairs(State
.lines
) do
253 if line
.mode
== 'text' then
254 if Text
.in_line(State
, line_index
, x
,y
) then
255 -- delicate dance between cursor, selection and old cursor/selection
257 -- regular press+release: sets cursor, clears selection
258 -- shift press+release:
259 -- sets selection to old cursor if not set otherwise leaves it untouched
261 -- press and hold to start a selection: sets selection on press, cursor on release
262 -- press and hold, then press shift: ignore shift
263 -- i.e. mouse_release should never look at shift state
264 --? print_and_log(('edit.mouse_press: in line %d'):format(line_index))
265 State
.old_cursor1
= State
.cursor1
266 State
.old_selection1
= State
.selection1
267 State
.mousepress_shift
= App
.shift_down()
270 pos
=Text
.to_pos_on_line(State
, line_index
, x
, y
),
274 elseif line
.mode
== 'drawing' then
275 if Drawing
.in_drawing(State
, line_index
, x
, y
, State
.left
,State
.right
) then
276 State
.lines
.current_drawing_index
= line_index
277 State
.lines
.current_drawing
= line
278 Drawing
.before
= snapshot(State
, line_index
)
279 Drawing
.mouse_press(State
, line_index
, x
,y
, mouse_button
)
285 -- still here? mouse press is below all screen lines
286 State
.old_cursor1
= State
.cursor1
287 State
.old_selection1
= State
.selection1
288 State
.mousepress_shift
= App
.shift_down()
289 State
.selection1
= Text
.final_text_loc_on_screen(State
)
292 function edit
.mouse_release(State
, x
,y
, mouse_button
)
293 if State
.search_term
then return end
294 --? print_and_log(('edit.mouse_release: cursor at %d,%d'):format(State.cursor1.line, State.cursor1.pos))
295 State
.mouse_down
= nil
296 if State
.lines
.current_drawing
then
297 Drawing
.mouse_release(State
, x
,y
, mouse_button
)
298 if Drawing
.before
then
299 record_undo_event(State
, {before
=Drawing
.before
, after
=snapshot(State
, State
.lines
.current_drawing_index
)})
304 --? print_and_log('edit.mouse_release: no current drawing')
305 if y
< State
.top
then
306 State
.cursor1
= deepcopy(State
.screen_top1
)
307 edit
.clean_up_mouse_press(State
)
311 for line_index
,line
in ipairs(State
.lines
) do
312 if line
.mode
== 'text' then
313 if Text
.in_line(State
, line_index
, x
,y
) then
314 --? print_and_log(('edit.mouse_release: in line %d'):format(line_index))
317 pos
=Text
.to_pos_on_line(State
, line_index
, x
, y
),
319 --? print_and_log(('edit.mouse_release: cursor now %d,%d'):format(State.cursor1.line, State.cursor1.pos))
320 edit
.clean_up_mouse_press(State
)
326 -- still here? mouse release is below all screen lines
327 State
.cursor1
= Text
.final_text_loc_on_screen(State
)
328 edit
.clean_up_mouse_press(State
)
329 --? print_and_log(('edit.mouse_release: finally selection %s,%s cursor %d,%d'):format(tostring(State.selection1.line), tostring(State.selection1.pos), State.cursor1.line, State.cursor1.pos))
333 function edit
.clean_up_mouse_press(State
)
334 if State
.mousepress_shift
then
335 if State
.old_selection1
.line
== nil then
336 State
.selection1
= State
.old_cursor1
338 State
.selection1
= State
.old_selection1
341 State
.old_cursor1
, State
.old_selection1
, State
.mousepress_shift
= nil
342 if eq(State
.cursor1
, State
.selection1
) then
343 State
.selection1
= {}
347 function edit
.mouse_wheel_move(State
, dx
,dy
)
349 State
.cursor1
= deepcopy(State
.screen_top1
)
350 edit
.put_cursor_on_next_text_line(State
)
351 for i
=1,math
.floor(dy
) do
355 State
.cursor1
= Text
.screen_bottom1(State
)
356 edit
.put_cursor_on_next_text_line(State
)
357 for i
=1,math
.floor(-dy
) do
363 function edit
.text_input(State
, t
)
364 --? print('text input', t)
365 if State
.search_term
then
366 State
.search_term
= State
.search_term
..t
367 Text
.search_next(State
)
368 elseif State
.lines
.current_drawing
and State
.current_drawing_mode
== 'name' then
369 local before
= snapshot(State
, State
.lines
.current_drawing_index
)
370 local drawing
= State
.lines
.current_drawing
371 local p
= drawing
.points
[drawing
.pending
.target_point
]
373 record_undo_event(State
, {before
=before
, after
=snapshot(State
, State
.lines
.current_drawing_index
)})
375 local drawing_index
, drawing
= Drawing
.current_drawing(State
)
376 if drawing_index
== nil then
377 Text
.text_input(State
, t
)
383 function edit
.keychord_press(State
, chord
, key
)
384 if State
.selection1
.line
and
385 not State
.lines
.current_drawing
and
386 -- printable character created using shift key => delete selection
387 -- (we're not creating any ctrl-shift- or alt-shift- combinations using regular/printable keys)
388 (not App
.shift_down() or utf8
.len(key
) == 1) and
389 chord
~= 'C-a' and chord
~= 'C-c' and chord
~= 'C-x' and chord
~= 'backspace' and chord
~= 'delete' and chord
~= 'C-z' and chord
~= 'C-y' and not App
.is_cursor_movement(key
) then
390 Text
.delete_selection(State
, State
.left
, State
.right
)
392 if State
.search_term
then
393 if chord
== 'escape' then
394 State
.search_term
= nil
395 State
.cursor1
= State
.search_backup
.cursor
396 State
.screen_top1
= State
.search_backup
.screen_top
397 State
.search_backup
= nil
398 Text
.redraw_all(State
) -- if we're scrolling, reclaim all line caches to avoid memory leaks
399 elseif chord
== 'return' then
400 State
.search_term
= nil
401 State
.search_backup
= nil
402 elseif chord
== 'backspace' then
403 local len
= utf8
.len(State
.search_term
)
404 local byte_offset
= Text
.offset(State
.search_term
, len
)
405 State
.search_term
= string.sub(State
.search_term
, 1, byte_offset
-1)
406 State
.cursor
= deepcopy(State
.search_backup
.cursor
)
407 State
.screen_top
= deepcopy(State
.search_backup
.screen_top
)
408 Text
.search_next(State
)
409 elseif chord
== 'down' then
410 State
.cursor1
.pos
= State
.cursor1
.pos
+1
411 Text
.search_next(State
)
412 elseif chord
== 'up' then
413 Text
.search_previous(State
)
416 elseif chord
== 'C-f' then
417 State
.search_term
= ''
418 State
.search_backup
= {
419 cursor
={line
=State
.cursor1
.line
, pos
=State
.cursor1
.pos
},
420 screen_top
={line
=State
.screen_top1
.line
, pos
=State
.screen_top1
.pos
},
423 elseif chord
== 'C-=' then
424 edit
.update_font_settings(State
, State
.font_height
+2)
425 Text
.redraw_all(State
)
426 elseif chord
== 'C--' then
427 if State
.font_height
> 2 then
428 edit
.update_font_settings(State
, State
.font_height
-2)
429 Text
.redraw_all(State
)
431 elseif chord
== 'C-0' then
432 edit
.update_font_settings(State
, 20)
433 Text
.redraw_all(State
)
435 elseif chord
== 'C-z' then
436 local event
= undo_event(State
)
438 local src
= event
.before
439 State
.screen_top1
= deepcopy(src
.screen_top
)
440 State
.cursor1
= deepcopy(src
.cursor
)
441 State
.selection1
= deepcopy(src
.selection
)
442 patch(State
.lines
, event
.after
, event
.before
)
443 -- invalidate various cached bits of lines
444 State
.lines
.current_drawing
= nil
445 Text
.redraw_all(State
) -- if we're scrolling, reclaim all line caches to avoid memory leaks
448 elseif chord
== 'C-y' then
449 local event
= redo_event(State
)
451 local src
= event
.after
452 State
.screen_top1
= deepcopy(src
.screen_top
)
453 State
.cursor1
= deepcopy(src
.cursor
)
454 State
.selection1
= deepcopy(src
.selection
)
455 patch(State
.lines
, event
.before
, event
.after
)
456 -- invalidate various cached bits of lines
457 State
.lines
.current_drawing
= nil
458 Text
.redraw_all(State
) -- if we're scrolling, reclaim all line caches to avoid memory leaks
462 elseif chord
== 'C-a' then
463 State
.selection1
= {line
=1, pos
=1}
464 State
.cursor1
= {line
=#State
.lines
, pos
=utf8
.len(State
.lines
[#State
.lines
].data
)+1}
465 elseif chord
== 'C-c' then
466 local s
= Text
.selection(State
)
470 elseif chord
== 'C-x' then
471 local s
= Text
.cut_selection(State
, State
.left
, State
.right
)
476 elseif chord
== 'C-v' then
477 -- We don't have a good sense of when to scroll, so we'll be conservative
478 -- and sometimes scroll when we didn't quite need to.
479 local before_line
= State
.cursor1
.line
480 local before
= snapshot(State
, before_line
)
481 local clipboard_data
= App
.get_clipboard()
482 for _
,code
in utf8
.codes(clipboard_data
) do
483 local c
= utf8
.char(code
)
485 Text
.insert_return(State
)
487 Text
.insert_at_cursor(State
, c
)
490 if Text
.cursor_out_of_screen(State
) then
491 Text
.snap_cursor_to_bottom_of_screen(State
, State
.left
, State
.right
)
493 record_undo_event(State
, {before
=before
, after
=snapshot(State
, before_line
, State
.cursor1
.line
)})
495 -- dispatch to drawing or text
496 elseif App
.mouse_down(1) or chord
:sub(1,2) == 'C-' then
497 local drawing_index
, drawing
= Drawing
.current_drawing(State
)
498 if drawing_index
then
499 local before
= snapshot(State
, drawing_index
)
500 Drawing
.keychord_press(State
, chord
)
501 record_undo_event(State
, {before
=before
, after
=snapshot(State
, drawing_index
)})
504 elseif chord
== 'escape' and not App
.mouse_down(1) then
505 for _
,line
in ipairs(State
.lines
) do
506 if line
.mode
== 'drawing' then
507 line
.show_help
= false
510 elseif State
.lines
.current_drawing
and State
.current_drawing_mode
== 'name' then
511 if chord
== 'return' then
512 State
.current_drawing_mode
= State
.previous_drawing_mode
513 State
.previous_drawing_mode
= nil
515 local before
= snapshot(State
, State
.lines
.current_drawing_index
)
516 local drawing
= State
.lines
.current_drawing
517 local p
= drawing
.points
[drawing
.pending
.target_point
]
518 if chord
== 'escape' then
520 record_undo_event(State
, {before
=before
, after
=snapshot(State
, State
.lines
.current_drawing_index
)})
521 elseif chord
== 'backspace' then
522 local len
= utf8
.len(p
.name
)
524 local byte_offset
= Text
.offset(p
.name
, len
-1)
525 if len
== 1 then byte_offset
= 0 end
526 p
.name
= string.sub(p
.name
, 1, byte_offset
)
527 record_undo_event(State
, {before
=before
, after
=snapshot(State
, State
.lines
.current_drawing_index
)})
533 Text
.keychord_press(State
, chord
)
537 function edit
.key_release(State
, key
, scancode
)
540 function edit
.update_font_settings(State
, font_height
, font
)
541 State
.font_height
= font_height
542 State
.font
= font
or love
.graphics
.newFont(State
.font_height
)
543 State
.line_height
= math
.floor(font_height
*1.3)
546 --== some methods for tests
548 -- Insulate tests from some key globals so I don't have to change the vast
549 -- majority of tests when they're modified for the real app.
550 Test_margin_left
= 25
551 Test_margin_right
= 0
553 function edit
.initialize_test_state()
554 -- if you change these values, tests will start failing
555 return edit
.initialize_state(
558 App
.screen
.width
- Test_margin_right
,
559 love
.graphics
.getFont(),
564 -- all text_input events are also keypresses
565 -- TODO: handle chords of multiple keys
566 function edit
.run_after_text_input(State
, t
)
567 edit
.keychord_press(State
, t
)
568 edit
.text_input(State
, t
)
569 edit
.key_release(State
, t
)
570 App
.screen
.contents
= {}
571 edit
.update(State
, 0)
575 -- not all keys are text_input
576 function edit
.run_after_keychord(State
, chord
, key
)
577 edit
.keychord_press(State
, chord
, key
)
578 edit
.key_release(State
, key
)
579 App
.screen
.contents
= {}
580 edit
.update(State
, 0)
584 function edit
.run_after_mouse_click(State
, x
,y
, mouse_button
)
585 App
.fake_mouse_press(x
,y
, mouse_button
)
586 edit
.mouse_press(State
, x
,y
, mouse_button
)
588 App
.fake_mouse_release(x
,y
, mouse_button
)
589 edit
.mouse_release(State
, x
,y
, mouse_button
)
590 App
.screen
.contents
= {}
591 edit
.update(State
, 0)
595 function edit
.run_after_mouse_press(State
, x
,y
, mouse_button
)
596 App
.fake_mouse_press(x
,y
, mouse_button
)
597 edit
.mouse_press(State
, x
,y
, mouse_button
)
598 App
.screen
.contents
= {}
599 edit
.update(State
, 0)
603 function edit
.run_after_mouse_release(State
, x
,y
, mouse_button
)
604 App
.fake_mouse_release(x
,y
, mouse_button
)
605 edit
.mouse_release(State
, x
,y
, mouse_button
)
606 App
.screen
.contents
= {}
607 edit
.update(State
, 0)