manually maintain mouse button press state
[lines.love.git] / edit.lua
blob0e552b71b10ca6dba62a896fccdc3fc0387b14ed
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}
13 Margin_top = 15
14 Margin_left = 25
15 Margin_right = 25
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
23 edit = {}
25 -- run in both tests and a real run
26 function edit.initialize_state(top, left, right, font_height, line_height) -- currently always draws to bottom of screen
27 local result = {
28 -- a line is either text or a drawing
29 -- a text is a table with:
30 -- mode = 'text',
31 -- string data,
32 -- a drawing is a table with:
33 -- mode = 'drawing'
34 -- a (y) coord in pixels (updated while painting screen),
35 -- a (h)eight,
36 -- an array of points, and
37 -- an array of shapes
38 -- a shape is a table containing:
39 -- a mode
40 -- an array points for mode 'freehand' (raw x,y coords; freehand drawings don't pollute the points array of a drawing)
41 -- an array vertices for mode 'polygon', 'rectangle', 'square'
42 -- p1, p2 for mode 'line'
43 -- center, radius for mode 'circle'
44 -- center, radius, start_angle, end_angle for mode 'arc'
45 -- Unless otherwise specified, coord fields are normalized; a drawing is always 256 units wide
46 -- The field names are carefully chosen so that switching modes in midstream
47 -- remembers previously entered points where that makes sense.
48 lines = {{mode='text', data=''}}, -- array of lines
50 -- Lines can be too long to fit on screen, in which case they _wrap_ into
51 -- multiple _screen lines_.
53 -- rendering wrapped text lines needs some additional short-lived data per line:
54 -- startpos, the index of data the line starts rendering from, can only be >1 for topmost line on screen
55 -- starty, the y coord in pixels the line starts rendering from
56 -- fragments: snippets of the line guaranteed to not straddle screen lines
57 -- screen_line_starting_pos: optional array of grapheme indices if it wraps over more than one screen line
58 line_cache = {},
60 -- Given wrapping, any potential location for the text cursor can be described in two ways:
61 -- * schema 1: As a combination of line index and position within a line (in utf8 codepoint units)
62 -- * schema 2: As a combination of line index, screen line index within the line, and a position within the screen line.
64 -- Most of the time we'll only persist positions in schema 1, translating to
65 -- schema 2 when that's convenient.
67 -- Make sure these coordinates are never aliased, so that changing one causes
68 -- action at a distance.
69 screen_top1 = {line=1, pos=1}, -- position of start of screen line at top of screen
70 cursor1 = {line=1, pos=1}, -- position of cursor
71 screen_bottom1 = {line=1, pos=1}, -- position of start of screen line at bottom of screen
73 selection1 = {},
74 -- some extra state to compute selection between mouse press and release
75 old_cursor1 = nil,
76 old_selection1 = nil,
77 mousepress_shift = nil,
79 -- cursor coordinates in pixels
80 cursor_x = 0,
81 cursor_y = 0,
83 current_drawing_mode = 'line', -- one of the available shape modes
84 previous_drawing_mode = nil, -- extra state for some ephemeral modes like moving/deleting/naming points
86 font_height = font_height,
87 line_height = line_height,
89 top = top,
90 left = math.floor(left),
91 right = math.floor(right),
92 width = right-left,
94 filename = love.filesystem.getSourceBaseDirectory()..'/lines.txt', -- '/' should work even on Windows
95 next_save = nil,
97 -- undo
98 history = {},
99 next_history = 1,
101 -- search
102 search_term = nil,
103 search_backup = nil, -- stuff to restore when cancelling search
105 return result
106 end -- App.initialize_state
108 function edit.check_locs(State)
109 -- if State is inconsistent (i.e. file changed by some other program),
110 -- throw away all cursor state entirely
111 if edit.invalid1(State, State.screen_top1)
112 or edit.invalid_cursor1(State)
113 or not edit.cursor_on_text(State)
114 or not Text.le1(State.screen_top1, State.cursor1) then
115 State.screen_top1 = {line=1, pos=1}
116 State.cursor1 = {line=1, pos=1}
117 edit.put_cursor_on_next_text_line(State)
121 function edit.invalid1(State, loc1)
122 if loc1.line > #State.lines then return true end
123 local l = State.lines[loc1.line]
124 if l.mode ~= 'text' then return false end -- pos is irrelevant to validity for a drawing line
125 return loc1.pos > #State.lines[loc1.line].data
128 -- cursor loc in particular differs from other locs in one way:
129 -- pos might occur just after end of line
130 function edit.invalid_cursor1(State)
131 local cursor1 = State.cursor1
132 if cursor1.line > #State.lines then return true end
133 local l = State.lines[cursor1.line]
134 if l.mode ~= 'text' then return false end -- pos is irrelevant to validity for a drawing line
135 return cursor1.pos > #State.lines[cursor1.line].data + 1
138 function edit.cursor_on_text(State)
139 return State.cursor1.line <= #State.lines
140 and State.lines[State.cursor1.line].mode == 'text'
143 function edit.put_cursor_on_next_text_line(State)
144 while true do
145 if State.cursor1.line >= #State.lines then
146 break
148 if State.lines[State.cursor1.line].mode == 'text' then
149 break
151 State.cursor1.line = State.cursor1.line+1
152 State.cursor1.pos = 1
156 -- return y drawn until
157 function edit.draw(State)
158 State.button_handlers = {}
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))
162 State.cursor_x = nil
163 State.cursor_y = nil
164 local y = State.top
165 local screen_bottom1 = {line=nil, pos=nil}
166 --? print('== draw')
167 for line_index = State.screen_top1.line,#State.lines do
168 local line = State.lines[line_index]
169 --? print('draw:', y, line_index, line)
170 if y + State.line_height > App.screen.height then break end
171 screen_bottom1.line = line_index
172 if line.mode == 'text' then
173 --? print('text.draw', y, line_index)
174 local startpos = 1
175 if line_index == State.screen_top1.line then
176 startpos = State.screen_top1.pos
178 if line.data == '' then
179 -- button to insert new drawing
180 button(State, 'draw', {x=State.left-Margin_left+4, y=y+4, w=12,h=12, bg={r=1,g=1,b=0},
181 icon = icon.insert_drawing,
182 onpress1 = function()
183 Drawing.before = snapshot(State, line_index-1, line_index)
184 table.insert(State.lines, line_index, {mode='drawing', y=y, h=256/2, points={}, shapes={}, pending={}})
185 table.insert(State.line_cache, line_index, {})
186 if State.cursor1.line >= line_index then
187 State.cursor1.line = State.cursor1.line+1
189 schedule_save(State)
190 record_undo_event(State, {before=Drawing.before, after=snapshot(State, line_index-1, line_index+1)})
191 end,
194 y, screen_bottom1.pos = Text.draw(State, line_index, y, startpos)
195 --? print('=> y', y)
196 elseif line.mode == 'drawing' then
197 y = y+Drawing_padding_top
198 Drawing.draw(State, line_index, y)
199 y = y + Drawing.pixels(line.h, State.width) + Drawing_padding_bottom
200 else
201 assert(false, ('unknown line mode %s'):format(line.mode))
204 State.screen_bottom1 = screen_bottom1
205 if State.search_term then
206 Text.draw_search_bar(State)
208 return y
211 function edit.update(State, dt)
212 Drawing.update(State, dt)
213 if State.next_save and State.next_save < Current_time then
214 save_to_disk(State)
215 State.next_save = nil
219 function schedule_save(State)
220 if State.next_save == nil then
221 State.next_save = Current_time + 3 -- short enough that you're likely to still remember what you did
225 function edit.quit(State)
226 -- make sure to save before quitting
227 if State.next_save then
228 save_to_disk(State)
229 -- give some time for the OS to flush everything to disk
230 love.timer.sleep(0.1)
234 function edit.mouse_press(State, x,y, mouse_button)
235 if State.search_term then return end
236 State.mouse_down = mouse_button
237 --? print_and_log(('edit.mouse_press: cursor at %d,%d'):format(State.cursor1.line, State.cursor1.pos))
238 if mouse_press_consumed_by_any_button_handler(State, x,y, mouse_button) then
239 -- press on a button and it returned 'true' to short-circuit
240 return
243 if y < State.top then
244 State.old_cursor1 = State.cursor1
245 State.old_selection1 = State.selection1
246 State.mousepress_shift = App.shift_down()
247 State.selection1 = {
248 line=State.screen_top1.line,
249 pos=State.screen_top1.pos,
251 return
254 for line_index,line in ipairs(State.lines) do
255 if line.mode == 'text' then
256 if Text.in_line(State, line_index, x,y) then
257 -- delicate dance between cursor, selection and old cursor/selection
258 -- scenarios:
259 -- regular press+release: sets cursor, clears selection
260 -- shift press+release:
261 -- sets selection to old cursor if not set otherwise leaves it untouched
262 -- sets cursor
263 -- press and hold to start a selection: sets selection on press, cursor on release
264 -- press and hold, then press shift: ignore shift
265 -- i.e. mouse_release should never look at shift state
266 --? print_and_log(('edit.mouse_press: in line %d'):format(line_index))
267 State.old_cursor1 = State.cursor1
268 State.old_selection1 = State.selection1
269 State.mousepress_shift = App.shift_down()
270 State.selection1 = {
271 line=line_index,
272 pos=Text.to_pos_on_line(State, line_index, x, y),
274 return
276 elseif line.mode == 'drawing' then
277 local line_cache = State.line_cache[line_index]
278 if Drawing.in_drawing(line, line_cache, x, y, State.left,State.right) then
279 State.lines.current_drawing_index = line_index
280 State.lines.current_drawing = line
281 Drawing.before = snapshot(State, line_index)
282 Drawing.mouse_press(State, line_index, x,y, mouse_button)
283 return
288 -- still here? mouse press is below all screen lines
289 State.old_cursor1 = State.cursor1
290 State.old_selection1 = State.selection1
291 State.mousepress_shift = App.shift_down()
292 State.selection1 = {
293 line=State.screen_bottom1.line,
294 pos=Text.pos_at_end_of_screen_line(State, State.screen_bottom1),
298 function edit.mouse_release(State, x,y, mouse_button)
299 if State.search_term then return end
300 --? print_and_log(('edit.mouse_release: cursor at %d,%d'):format(State.cursor1.line, State.cursor1.pos))
301 State.mouse_down = nil
302 if State.lines.current_drawing then
303 Drawing.mouse_release(State, x,y, mouse_button)
304 schedule_save(State)
305 if Drawing.before then
306 record_undo_event(State, {before=Drawing.before, after=snapshot(State, State.lines.current_drawing_index)})
307 Drawing.before = nil
309 else
310 --? print_and_log('edit.mouse_release: no current drawing')
311 if y < State.top then
312 State.cursor1 = {line=State.screen_top1.line, pos=State.screen_top1.pos}
313 edit.clean_up_mouse_press(State)
314 return
317 for line_index,line in ipairs(State.lines) do
318 if line.mode == 'text' then
319 if Text.in_line(State, line_index, x,y) then
320 --? print_and_log(('edit.mouse_release: in line %d'):format(line_index))
321 State.cursor1 = {
322 line=line_index,
323 pos=Text.to_pos_on_line(State, line_index, x, y),
325 --? print_and_log(('edit.mouse_release: cursor now %d,%d'):format(State.cursor1.line, State.cursor1.pos))
326 edit.clean_up_mouse_press(State)
327 return
332 -- still here? mouse release is below all screen lines
333 State.cursor1.line, State.cursor1.pos = State.screen_bottom1.line, Text.pos_at_end_of_screen_line(State, State.screen_bottom1)
334 edit.clean_up_mouse_press(State)
335 --? 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))
339 function edit.clean_up_mouse_press(State)
340 if State.mousepress_shift then
341 if State.old_selection1.line == nil then
342 State.selection1 = State.old_cursor1
343 else
344 State.selection1 = State.old_selection1
347 State.old_cursor1, State.old_selection1, State.mousepress_shift = nil
348 if eq(State.cursor1, State.selection1) then
349 State.selection1 = {}
353 function edit.mouse_wheel_move(State, dx,dy)
354 if dy > 0 then
355 State.cursor1 = {line=State.screen_top1.line, pos=State.screen_top1.pos}
356 edit.put_cursor_on_next_text_line(State)
357 for i=1,math.floor(dy) do
358 Text.up(State)
360 elseif dy < 0 then
361 State.cursor1 = {line=State.screen_bottom1.line, pos=State.screen_bottom1.pos}
362 edit.put_cursor_on_next_text_line(State)
363 for i=1,math.floor(-dy) do
364 Text.down(State)
369 function edit.text_input(State, t)
370 --? print('text input', t)
371 if State.search_term then
372 State.search_term = State.search_term..t
373 Text.search_next(State)
374 elseif State.lines.current_drawing and State.current_drawing_mode == 'name' then
375 local before = snapshot(State, State.lines.current_drawing_index)
376 local drawing = State.lines.current_drawing
377 local p = drawing.points[drawing.pending.target_point]
378 p.name = p.name..t
379 record_undo_event(State, {before=before, after=snapshot(State, State.lines.current_drawing_index)})
380 else
381 local drawing_index, drawing = Drawing.current_drawing(State)
382 if drawing_index == nil then
383 for _,line_cache in ipairs(State.line_cache) do line_cache.starty = nil end -- just in case we scroll
384 Text.text_input(State, t)
387 schedule_save(State)
390 function edit.keychord_press(State, chord, key)
391 if State.selection1.line and
392 not State.lines.current_drawing and
393 -- printable character created using shift key => delete selection
394 -- (we're not creating any ctrl-shift- or alt-shift- combinations using regular/printable keys)
395 (not App.shift_down() or utf8.len(key) == 1) and
396 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(chord) then
397 Text.delete_selection(State, State.left, State.right)
399 if State.search_term then
400 for _,line_cache in ipairs(State.line_cache) do line_cache.starty = nil end -- just in case we scroll
401 if chord == 'escape' then
402 State.search_term = nil
403 State.cursor1 = State.search_backup.cursor
404 State.screen_top1 = State.search_backup.screen_top
405 State.search_backup = nil
406 Text.redraw_all(State) -- if we're scrolling, reclaim all fragments to avoid memory leaks
407 elseif chord == 'return' then
408 State.search_term = nil
409 State.search_backup = nil
410 elseif chord == 'backspace' then
411 local len = utf8.len(State.search_term)
412 local byte_offset = Text.offset(State.search_term, len)
413 State.search_term = string.sub(State.search_term, 1, byte_offset-1)
414 elseif chord == 'down' then
415 State.cursor1.pos = State.cursor1.pos+1
416 Text.search_next(State)
417 elseif chord == 'up' then
418 Text.search_previous(State)
420 return
421 elseif chord == 'C-f' then
422 State.search_term = ''
423 State.search_backup = {
424 cursor={line=State.cursor1.line, pos=State.cursor1.pos},
425 screen_top={line=State.screen_top1.line, pos=State.screen_top1.pos},
427 -- zoom
428 elseif chord == 'C-=' then
429 edit.update_font_settings(State, State.font_height+2)
430 Text.redraw_all(State)
431 elseif chord == 'C--' then
432 if State.font_height > 2 then
433 edit.update_font_settings(State, State.font_height-2)
434 Text.redraw_all(State)
436 elseif chord == 'C-0' then
437 edit.update_font_settings(State, 20)
438 Text.redraw_all(State)
439 -- undo
440 elseif chord == 'C-z' then
441 for _,line_cache in ipairs(State.line_cache) do line_cache.starty = nil end -- just in case we scroll
442 local event = undo_event(State)
443 if event then
444 local src = event.before
445 State.screen_top1 = deepcopy(src.screen_top)
446 State.cursor1 = deepcopy(src.cursor)
447 State.selection1 = deepcopy(src.selection)
448 patch(State.lines, event.after, event.before)
449 patch_placeholders(State.line_cache, event.after, event.before)
450 -- invalidate various cached bits of lines
451 State.lines.current_drawing = nil
452 -- if we're scrolling, reclaim all fragments to avoid memory leaks
453 Text.redraw_all(State)
454 schedule_save(State)
456 elseif chord == 'C-y' then
457 for _,line_cache in ipairs(State.line_cache) do line_cache.starty = nil end -- just in case we scroll
458 local event = redo_event(State)
459 if event then
460 local src = event.after
461 State.screen_top1 = deepcopy(src.screen_top)
462 State.cursor1 = deepcopy(src.cursor)
463 State.selection1 = deepcopy(src.selection)
464 patch(State.lines, event.before, event.after)
465 -- invalidate various cached bits of lines
466 State.lines.current_drawing = nil
467 -- if we're scrolling, reclaim all fragments to avoid memory leaks
468 Text.redraw_all(State)
469 schedule_save(State)
471 -- clipboard
472 elseif chord == 'C-a' then
473 State.selection1 = {line=1, pos=1}
474 State.cursor1 = {line=#State.lines, pos=utf8.len(State.lines[#State.lines].data)+1}
475 elseif chord == 'C-c' then
476 local s = Text.selection(State)
477 if s then
478 App.set_clipboard(s)
480 elseif chord == 'C-x' then
481 for _,line_cache in ipairs(State.line_cache) do line_cache.starty = nil end -- just in case we scroll
482 local s = Text.cut_selection(State, State.left, State.right)
483 if s then
484 App.set_clipboard(s)
486 schedule_save(State)
487 elseif chord == 'C-v' then
488 for _,line_cache in ipairs(State.line_cache) do line_cache.starty = nil end -- just in case we scroll
489 -- We don't have a good sense of when to scroll, so we'll be conservative
490 -- and sometimes scroll when we didn't quite need to.
491 local before_line = State.cursor1.line
492 local before = snapshot(State, before_line)
493 local clipboard_data = App.get_clipboard()
494 for _,code in utf8.codes(clipboard_data) do
495 local c = utf8.char(code)
496 if c == '\n' then
497 Text.insert_return(State)
498 else
499 Text.insert_at_cursor(State, c)
502 if Text.cursor_out_of_screen(State) then
503 Text.snap_cursor_to_bottom_of_screen(State, State.left, State.right)
505 schedule_save(State)
506 record_undo_event(State, {before=before, after=snapshot(State, before_line, State.cursor1.line)})
507 -- dispatch to drawing or text
508 elseif App.mouse_down(1) or chord:sub(1,2) == 'C-' then
509 -- DON'T reset line_cache.starty here
510 local drawing_index, drawing = Drawing.current_drawing(State)
511 if drawing_index then
512 local before = snapshot(State, drawing_index)
513 Drawing.keychord_press(State, chord)
514 record_undo_event(State, {before=before, after=snapshot(State, drawing_index)})
515 schedule_save(State)
517 elseif chord == 'escape' and not App.mouse_down(1) then
518 for _,line in ipairs(State.lines) do
519 if line.mode == 'drawing' then
520 line.show_help = false
523 elseif State.lines.current_drawing and State.current_drawing_mode == 'name' then
524 if chord == 'return' then
525 State.current_drawing_mode = State.previous_drawing_mode
526 State.previous_drawing_mode = nil
527 else
528 local before = snapshot(State, State.lines.current_drawing_index)
529 local drawing = State.lines.current_drawing
530 local p = drawing.points[drawing.pending.target_point]
531 if chord == 'escape' then
532 p.name = nil
533 record_undo_event(State, {before=before, after=snapshot(State, State.lines.current_drawing_index)})
534 elseif chord == 'backspace' then
535 local len = utf8.len(p.name)
536 if len > 0 then
537 local byte_offset = Text.offset(p.name, len-1)
538 if len == 1 then byte_offset = 0 end
539 p.name = string.sub(p.name, 1, byte_offset)
540 record_undo_event(State, {before=before, after=snapshot(State, State.lines.current_drawing_index)})
544 schedule_save(State)
545 else
546 for _,line_cache in ipairs(State.line_cache) do line_cache.starty = nil end -- just in case we scroll
547 Text.keychord_press(State, chord)
551 function edit.key_release(State, key, scancode)
554 function edit.update_font_settings(State, font_height)
555 State.font_height = font_height
556 love.graphics.setFont(love.graphics.newFont(State.font_height))
557 State.line_height = math.floor(font_height*1.3)
560 --== some methods for tests
562 -- Insulate tests from some key globals so I don't have to change the vast
563 -- majority of tests when they're modified for the real app.
564 Test_margin_left = 25
565 Test_margin_right = 0
567 function edit.initialize_test_state()
568 -- if you change these values, tests will start failing
569 return edit.initialize_state(
570 15, -- top margin
571 Test_margin_left,
572 App.screen.width - Test_margin_right,
573 14, -- font height assuming default LÖVE font
574 15) -- line height
577 -- all text_input events are also keypresses
578 -- TODO: handle chords of multiple keys
579 function edit.run_after_text_input(State, t)
580 edit.keychord_press(State, t)
581 edit.text_input(State, t)
582 edit.key_release(State, t)
583 App.screen.contents = {}
584 edit.update(State, 0)
585 edit.draw(State)
588 -- not all keys are text_input
589 function edit.run_after_keychord(State, chord)
590 edit.keychord_press(State, chord)
591 edit.key_release(State, chord)
592 App.screen.contents = {}
593 edit.update(State, 0)
594 edit.draw(State)
597 function edit.run_after_mouse_click(State, x,y, mouse_button)
598 App.fake_mouse_press(x,y, mouse_button)
599 edit.mouse_press(State, x,y, mouse_button)
600 App.fake_mouse_release(x,y, mouse_button)
601 edit.mouse_release(State, x,y, mouse_button)
602 App.screen.contents = {}
603 edit.update(State, 0)
604 edit.draw(State)
607 function edit.run_after_mouse_press(State, x,y, mouse_button)
608 App.fake_mouse_press(x,y, mouse_button)
609 edit.mouse_press(State, x,y, mouse_button)
610 App.screen.contents = {}
611 edit.update(State, 0)
612 edit.draw(State)
615 function edit.run_after_mouse_release(State, x,y, mouse_button)
616 App.fake_mouse_release(x,y, mouse_button)
617 edit.mouse_release(State, x,y, mouse_button)
618 App.screen.contents = {}
619 edit.update(State, 0)
620 edit.draw(State)