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 -- fragments: snippets of the line guaranteed to not straddle screen lines
55 -- screen_line_starting_pos: optional array of grapheme indices if it wraps over more than one screen line
58 -- Given wrapping, any potential location for the text cursor can be described in two ways:
59 -- * schema 1: As a combination of line index and position within a line (in utf8 codepoint units)
60 -- * schema 2: As a combination of line index, screen line index within the line, and a position within the screen line.
62 -- Most of the time we'll only persist positions in schema 1, translating to
63 -- schema 2 when that's convenient.
65 -- Make sure these coordinates are never aliased, so that changing one causes
66 -- action at a distance.
68 -- On lines that are drawings, pos will be nil.
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; must be on a text line
73 -- some extra state to compute selection between mouse press and release
76 mousepress_shift
= nil,
78 -- cursor coordinates in pixels
82 current_drawing_mode
= 'line', -- one of the available shape modes
83 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
,
90 left
= math
.floor(left
),
91 right
= math
.floor(right
),
94 filename
= love
.filesystem
.getSourceBaseDirectory()..'/lines.txt', -- '/' should work even on Windows
103 search_backup
= nil, -- stuff to restore when cancelling search
106 end -- edit.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
)
145 if State
.cursor1
.line
>= #State
.lines
then
148 if State
.lines
[State
.cursor1
.line
].mode
== 'text' then
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 love
.graphics
.setFont(State
.font
)
160 App
.color(Text_color
)
161 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
))
162 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
))
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 if line
.mode
== 'text' then
172 --? print('text.draw', y, line_index)
174 if line_index
== State
.screen_top1
.line
then
175 startpos
= State
.screen_top1
.pos
177 if line
.data
== '' then
178 -- button to insert new drawing
179 button(State
, 'draw', {x
=State
.left
-Margin_left
+4, y
=y
+4, w
=12,h
=12, bg
={r
=1,g
=1,b
=0},
180 icon
= icon
.insert_drawing
,
181 onpress1
= function()
182 Drawing
.before
= snapshot(State
, line_index
-1, line_index
)
183 table.insert(State
.lines
, line_index
, {mode
='drawing', y
=y
, h
=256/2, points
={}, shapes
={}, pending
={}})
184 table.insert(State
.line_cache
, line_index
, {})
185 if State
.cursor1
.line
>= line_index
then
186 State
.cursor1
.line
= State
.cursor1
.line
+1
189 record_undo_event(State
, {before
=Drawing
.before
, after
=snapshot(State
, line_index
-1, line_index
+1)})
193 y
= Text
.draw(State
, line_index
, y
, startpos
)
195 elseif line
.mode
== 'drawing' then
196 y
= y
+Drawing_padding_top
197 Drawing
.draw(State
, line_index
, y
)
198 y
= y
+ Drawing
.pixels(line
.h
, State
.width
) + Drawing_padding_bottom
200 assert(false, ('unknown line mode %s'):format(line
.mode
))
203 if State
.search_term
then
204 Text
.draw_search_bar(State
)
209 function edit
.update(State
, dt
)
210 Drawing
.update(State
, dt
)
211 if State
.next_save
and State
.next_save
< Current_time
then
213 State
.next_save
= nil
217 function schedule_save(State
)
218 if State
.next_save
== nil then
219 State
.next_save
= Current_time
+ 3 -- short enough that you're likely to still remember what you did
223 function edit
.quit(State
)
224 -- make sure to save before quitting
225 if State
.next_save
then
227 -- give some time for the OS to flush everything to disk
228 love
.timer
.sleep(0.1)
232 function edit
.mouse_press(State
, x
,y
, mouse_button
)
233 love
.keyboard
.setTextInput(true) -- bring up keyboard on touch screen
234 if State
.search_term
then return end
235 State
.mouse_down
= mouse_button
236 --? print_and_log(('edit.mouse_press: cursor at %d,%d'):format(State.cursor1.line, State.cursor1.pos))
237 if mouse_press_consumed_by_any_button(State
, x
,y
, mouse_button
) then
238 -- press on a button and it returned 'true' to short-circuit
242 if y
< State
.top
then
243 State
.old_cursor1
= State
.cursor1
244 State
.old_selection1
= State
.selection1
245 State
.mousepress_shift
= App
.shift_down()
247 line
=State
.screen_top1
.line
,
248 pos
=State
.screen_top1
.pos
,
253 for line_index
,line
in ipairs(State
.lines
) do
254 if line
.mode
== 'text' then
255 if Text
.in_line(State
, line_index
, x
,y
) then
256 -- delicate dance between cursor, selection and old cursor/selection
258 -- regular press+release: sets cursor, clears selection
259 -- shift press+release:
260 -- sets selection to old cursor if not set otherwise leaves it untouched
262 -- press and hold to start a selection: sets selection on press, cursor on release
263 -- press and hold, then press shift: ignore shift
264 -- i.e. mouse_release should never look at shift state
265 --? print_and_log(('edit.mouse_press: in line %d'):format(line_index))
266 State
.old_cursor1
= State
.cursor1
267 State
.old_selection1
= State
.selection1
268 State
.mousepress_shift
= App
.shift_down()
271 pos
=Text
.to_pos_on_line(State
, line_index
, x
, y
),
275 elseif line
.mode
== 'drawing' then
276 if Drawing
.in_drawing(State
, line_index
, x
, y
, State
.left
,State
.right
) then
277 State
.lines
.current_drawing_index
= line_index
278 State
.lines
.current_drawing
= line
279 Drawing
.before
= snapshot(State
, line_index
)
280 Drawing
.mouse_press(State
, line_index
, x
,y
, mouse_button
)
286 -- still here? mouse press is below all screen lines
287 State
.old_cursor1
= State
.cursor1
288 State
.old_selection1
= State
.selection1
289 State
.mousepress_shift
= App
.shift_down()
290 State
.selection1
= Text
.final_text_loc_on_screen(State
)
293 function edit
.mouse_release(State
, x
,y
, mouse_button
)
294 if State
.search_term
then return end
295 --? print_and_log(('edit.mouse_release: cursor at %d,%d'):format(State.cursor1.line, State.cursor1.pos))
296 State
.mouse_down
= nil
297 if State
.lines
.current_drawing
then
298 Drawing
.mouse_release(State
, x
,y
, mouse_button
)
300 if Drawing
.before
then
301 record_undo_event(State
, {before
=Drawing
.before
, after
=snapshot(State
, State
.lines
.current_drawing_index
)})
305 --? print_and_log('edit.mouse_release: no current drawing')
306 if y
< State
.top
then
307 State
.cursor1
= {line
=State
.screen_top1
.line
, pos
=State
.screen_top1
.pos
}
308 edit
.clean_up_mouse_press(State
)
312 for line_index
,line
in ipairs(State
.lines
) do
313 if line
.mode
== 'text' then
314 if Text
.in_line(State
, line_index
, x
,y
) then
315 --? print_and_log(('edit.mouse_release: in line %d'):format(line_index))
318 pos
=Text
.to_pos_on_line(State
, line_index
, x
, y
),
320 --? print_and_log(('edit.mouse_release: cursor now %d,%d'):format(State.cursor1.line, State.cursor1.pos))
321 edit
.clean_up_mouse_press(State
)
327 -- still here? mouse release is below all screen lines
328 State
.cursor1
= Text
.final_text_loc_on_screen(State
)
329 edit
.clean_up_mouse_press(State
)
330 --? 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))
334 function edit
.clean_up_mouse_press(State
)
335 if State
.mousepress_shift
then
336 if State
.old_selection1
.line
== nil then
337 State
.selection1
= State
.old_cursor1
339 State
.selection1
= State
.old_selection1
342 State
.old_cursor1
, State
.old_selection1
, State
.mousepress_shift
= nil
343 if eq(State
.cursor1
, State
.selection1
) then
344 State
.selection1
= {}
348 function edit
.mouse_wheel_move(State
, dx
,dy
)
350 State
.cursor1
= {line
=State
.screen_top1
.line
, pos
=State
.screen_top1
.pos
}
351 edit
.put_cursor_on_next_text_line(State
)
352 for i
=1,math
.floor(dy
) do
356 State
.cursor1
= Text
.screen_bottom1(State
)
357 edit
.put_cursor_on_next_text_line(State
)
358 for i
=1,math
.floor(-dy
) do
364 function edit
.text_input(State
, t
)
365 --? print('text input', t)
366 if State
.search_term
then
367 State
.search_term
= State
.search_term
..t
368 Text
.search_next(State
)
369 elseif State
.lines
.current_drawing
and State
.current_drawing_mode
== 'name' then
370 local before
= snapshot(State
, State
.lines
.current_drawing_index
)
371 local drawing
= State
.lines
.current_drawing
372 local p
= drawing
.points
[drawing
.pending
.target_point
]
374 record_undo_event(State
, {before
=before
, after
=snapshot(State
, State
.lines
.current_drawing_index
)})
376 local drawing_index
, drawing
= Drawing
.current_drawing(State
)
377 if drawing_index
== nil then
378 Text
.text_input(State
, t
)
384 function edit
.keychord_press(State
, chord
, key
)
385 if State
.selection1
.line
and
386 not State
.lines
.current_drawing
and
387 -- printable character created using shift key => delete selection
388 -- (we're not creating any ctrl-shift- or alt-shift- combinations using regular/printable keys)
389 (not App
.shift_down() or utf8
.len(key
) == 1) and
390 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
391 Text
.delete_selection(State
, State
.left
, State
.right
)
393 if State
.search_term
then
394 if chord
== 'escape' then
395 State
.search_term
= nil
396 State
.cursor1
= State
.search_backup
.cursor
397 State
.screen_top1
= State
.search_backup
.screen_top
398 State
.search_backup
= nil
399 Text
.redraw_all(State
) -- if we're scrolling, reclaim all fragments to avoid memory leaks
400 elseif chord
== 'return' then
401 State
.search_term
= nil
402 State
.search_backup
= nil
403 elseif chord
== 'backspace' then
404 local len
= utf8
.len(State
.search_term
)
405 local byte_offset
= Text
.offset(State
.search_term
, len
)
406 State
.search_term
= string.sub(State
.search_term
, 1, byte_offset
-1)
407 elseif chord
== 'down' then
408 State
.cursor1
.pos
= State
.cursor1
.pos
+1
409 Text
.search_next(State
)
410 elseif chord
== 'up' then
411 Text
.search_previous(State
)
414 elseif chord
== 'C-f' then
415 State
.search_term
= ''
416 State
.search_backup
= {
417 cursor
={line
=State
.cursor1
.line
, pos
=State
.cursor1
.pos
},
418 screen_top
={line
=State
.screen_top1
.line
, pos
=State
.screen_top1
.pos
},
421 elseif chord
== 'C-=' then
422 edit
.update_font_settings(State
, State
.font_height
+2)
423 Text
.redraw_all(State
)
424 elseif chord
== 'C--' then
425 if State
.font_height
> 2 then
426 edit
.update_font_settings(State
, State
.font_height
-2)
427 Text
.redraw_all(State
)
429 elseif chord
== 'C-0' then
430 edit
.update_font_settings(State
, 20)
431 Text
.redraw_all(State
)
433 elseif chord
== 'C-z' then
434 local event
= undo_event(State
)
436 local src
= event
.before
437 State
.screen_top1
= deepcopy(src
.screen_top
)
438 State
.cursor1
= deepcopy(src
.cursor
)
439 State
.selection1
= deepcopy(src
.selection
)
440 patch(State
.lines
, event
.after
, event
.before
)
441 patch_placeholders(State
.line_cache
, event
.after
, event
.before
)
442 -- invalidate various cached bits of lines
443 State
.lines
.current_drawing
= nil
444 -- if we're scrolling, reclaim all fragments to avoid memory leaks
445 Text
.redraw_all(State
)
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 -- if we're scrolling, reclaim all fragments to avoid memory leaks
459 Text
.redraw_all(State
)
463 elseif chord
== 'C-a' then
464 State
.selection1
= {line
=1, pos
=1}
465 State
.cursor1
= {line
=#State
.lines
, pos
=utf8
.len(State
.lines
[#State
.lines
].data
)+1}
466 elseif chord
== 'C-c' then
467 local s
= Text
.selection(State
)
471 elseif chord
== 'C-x' then
472 local s
= Text
.cut_selection(State
, State
.left
, State
.right
)
477 elseif chord
== 'C-v' then
478 -- We don't have a good sense of when to scroll, so we'll be conservative
479 -- and sometimes scroll when we didn't quite need to.
480 local before_line
= State
.cursor1
.line
481 local before
= snapshot(State
, before_line
)
482 local clipboard_data
= App
.get_clipboard()
483 for _
,code
in utf8
.codes(clipboard_data
) do
484 local c
= utf8
.char(code
)
486 Text
.insert_return(State
)
488 Text
.insert_at_cursor(State
, c
)
491 if Text
.cursor_out_of_screen(State
) then
492 Text
.snap_cursor_to_bottom_of_screen(State
, State
.left
, State
.right
)
495 record_undo_event(State
, {before
=before
, after
=snapshot(State
, before_line
, State
.cursor1
.line
)})
496 -- dispatch to drawing or text
497 elseif App
.mouse_down(1) or chord
:sub(1,2) == 'C-' then
498 local drawing_index
, drawing
= Drawing
.current_drawing(State
)
499 if drawing_index
then
500 local before
= snapshot(State
, drawing_index
)
501 Drawing
.keychord_press(State
, chord
)
502 record_undo_event(State
, {before
=before
, after
=snapshot(State
, drawing_index
)})
505 elseif chord
== 'escape' and not App
.mouse_down(1) then
506 for _
,line
in ipairs(State
.lines
) do
507 if line
.mode
== 'drawing' then
508 line
.show_help
= false
511 elseif State
.lines
.current_drawing
and State
.current_drawing_mode
== 'name' then
512 if chord
== 'return' then
513 State
.current_drawing_mode
= State
.previous_drawing_mode
514 State
.previous_drawing_mode
= nil
516 local before
= snapshot(State
, State
.lines
.current_drawing_index
)
517 local drawing
= State
.lines
.current_drawing
518 local p
= drawing
.points
[drawing
.pending
.target_point
]
519 if chord
== 'escape' then
521 record_undo_event(State
, {before
=before
, after
=snapshot(State
, State
.lines
.current_drawing_index
)})
522 elseif chord
== 'backspace' then
523 local len
= utf8
.len(p
.name
)
525 local byte_offset
= Text
.offset(p
.name
, len
-1)
526 if len
== 1 then byte_offset
= 0 end
527 p
.name
= string.sub(p
.name
, 1, byte_offset
)
528 record_undo_event(State
, {before
=before
, after
=snapshot(State
, State
.lines
.current_drawing_index
)})
534 Text
.keychord_press(State
, chord
)
538 function edit
.key_release(State
, key
, scancode
)
541 function edit
.update_font_settings(State
, font_height
)
542 State
.font_height
= font_height
543 State
.font
= love
.graphics
.newFont(State
.font_height
)
544 State
.line_height
= math
.floor(font_height
*1.3)
547 --== some methods for tests
549 -- Insulate tests from some key globals so I don't have to change the vast
550 -- majority of tests when they're modified for the real app.
551 Test_margin_left
= 25
552 Test_margin_right
= 0
554 function edit
.initialize_test_state()
555 -- if you change these values, tests will start failing
556 return edit
.initialize_state(
559 App
.screen
.width
- Test_margin_right
,
560 love
.graphics
.getFont(),
565 -- all text_input events are also keypresses
566 -- TODO: handle chords of multiple keys
567 function edit
.run_after_text_input(State
, t
)
568 edit
.keychord_press(State
, t
)
569 edit
.text_input(State
, t
)
570 edit
.key_release(State
, t
)
571 App
.screen
.contents
= {}
572 edit
.update(State
, 0)
576 -- not all keys are text_input
577 function edit
.run_after_keychord(State
, chord
, key
)
578 edit
.keychord_press(State
, chord
, key
)
579 edit
.key_release(State
, key
)
580 App
.screen
.contents
= {}
581 edit
.update(State
, 0)
585 function edit
.run_after_mouse_click(State
, x
,y
, mouse_button
)
586 App
.fake_mouse_press(x
,y
, mouse_button
)
587 edit
.mouse_press(State
, x
,y
, mouse_button
)
589 App
.fake_mouse_release(x
,y
, mouse_button
)
590 edit
.mouse_release(State
, x
,y
, mouse_button
)
591 App
.screen
.contents
= {}
592 edit
.update(State
, 0)
596 function edit
.run_after_mouse_press(State
, x
,y
, mouse_button
)
597 App
.fake_mouse_press(x
,y
, mouse_button
)
598 edit
.mouse_press(State
, x
,y
, mouse_button
)
599 App
.screen
.contents
= {}
600 edit
.update(State
, 0)
604 function edit
.run_after_mouse_release(State
, x
,y
, mouse_button
)
605 App
.fake_mouse_release(x
,y
, mouse_button
)
606 edit
.mouse_release(State
, x
,y
, mouse_button
)
607 App
.screen
.contents
= {}
608 edit
.update(State
, 0)