_yet another_ bugfix to the version check X-(
[view.love.git] / source_edit.lua
blob40af2e87aa719b38f7cfc1127bbd840d98026555
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 Hyperlink_decoration_color = {r=0.4, g=0.4, b=1}
5 Stroke_color = {r=0, g=0, b=0}
6 Current_stroke_color = {r=0.7, g=0.7, b=0.7} -- in process of being drawn
7 Current_name_background_color = {r=1, g=0, b=0, a=0.1} -- name currently being edited
8 Focus_stroke_color = {r=1, g=0, b=0} -- what mouse is hovering over
9 Highlight_color = {r=0.7, g=0.7, b=0.9} -- selected text
10 Line_number_color = {r=0.6, g=0.6, b=0.6}
11 Icon_color = {r=0.7, g=0.7, b=0.7} -- color of current mode icon in drawings
12 Help_color = {r=0, g=0.5, b=0}
13 Help_background_color = {r=0, g=0.5, b=0, a=0.1}
15 Margin_top = 15
16 Margin_left = 25
17 Margin_right = 25
19 Drawing_padding_top = 10
20 Drawing_padding_bottom = 10
21 Drawing_padding_height = Drawing_padding_top + Drawing_padding_bottom
23 Same_point_distance = 4 -- pixel distance at which two points are considered the same
25 edit = {}
27 -- run in both tests and a real run
28 function edit.initialize_state(top, left, right, font_height, line_height) -- currently always draws to bottom of screen
29 local result = {
30 -- a line is either text or a drawing
31 -- a text is a table with:
32 -- mode = 'text',
33 -- string data,
34 -- a drawing is a table with:
35 -- mode = 'drawing'
36 -- a (y) coord in pixels (updated while painting screen),
37 -- a (h)eight,
38 -- an array of points, and
39 -- an array of shapes
40 -- a shape is a table containing:
41 -- a mode
42 -- an array points for mode 'freehand' (raw x,y coords; freehand drawings don't pollute the points array of a drawing)
43 -- an array vertices for mode 'polygon', 'rectangle', 'square'
44 -- p1, p2 for mode 'line'
45 -- center, radius for mode 'circle'
46 -- center, radius, start_angle, end_angle for mode 'arc'
47 -- Unless otherwise specified, coord fields are normalized; a drawing is always 256 units wide
48 -- The field names are carefully chosen so that switching modes in midstream
49 -- remembers previously entered points where that makes sense.
50 lines = {{mode='text', data=''}}, -- array of lines
52 -- Lines can be too long to fit on screen, in which case they _wrap_ into
53 -- multiple _screen lines_.
55 -- rendering wrapped text lines needs some additional short-lived data per line:
56 -- startpos, the index of data the line starts rendering from, can only be >1 for topmost line on screen
57 -- starty, the y coord in pixels the line starts rendering from
58 -- fragments: snippets of the line guaranteed to not straddle screen lines
59 -- screen_line_starting_pos: optional array of grapheme indices if it wraps over more than one screen line
60 line_cache = {},
62 -- Given wrapping, any potential location for the text cursor can be described in two ways:
63 -- * schema 1: As a combination of line index and position within a line (in utf8 codepoint units)
64 -- * schema 2: As a combination of line index, screen line index within the line, and a position within the screen line.
66 -- Most of the time we'll only persist positions in schema 1, translating to
67 -- schema 2 when that's convenient.
69 -- Make sure these coordinates are never aliased, so that changing one causes
70 -- action at a distance.
71 screen_top1 = {line=1, pos=1}, -- position of start of screen line at top of screen
72 cursor1 = {line=1, pos=1}, -- position of cursor
73 screen_bottom1 = {line=1, pos=1}, -- position of start of screen line at bottom of screen
75 selection1 = {},
76 -- some extra state to compute selection between mouse press and release
77 old_cursor1 = nil,
78 old_selection1 = nil,
79 mousepress_shift = nil,
81 -- cursor coordinates in pixels
82 cursor_x = 0,
83 cursor_y = 0,
85 current_drawing_mode = 'line',
86 previous_drawing_mode = nil, -- extra state for some ephemeral modes like moving/deleting/naming points
88 font_height = font_height,
89 line_height = line_height,
91 top = top,
92 left = math.floor(left), -- left margin for text; line numbers go to the left of this
93 right = math.floor(right),
94 width = right-left,
96 filename = love.filesystem.getSourceBaseDirectory()..'/lines.txt', -- '/' should work even on Windows
97 next_save = nil,
99 -- undo
100 history = {},
101 next_history = 1,
103 -- search
104 search_term = nil,
105 search_backup = nil, -- stuff to restore when cancelling search
107 return result
108 end -- App.initialize_state
110 function edit.check_locs(State)
111 -- if State is inconsistent (i.e. file changed by some other program),
112 -- throw away all cursor state entirely
113 if edit.invalid1(State, State.screen_top1)
114 or edit.invalid_cursor1(State)
115 or not edit.cursor_on_text(State)
116 or not Text.le1(State.screen_top1, State.cursor1) then
117 State.screen_top1 = {line=1, pos=1}
118 State.cursor1 = {line=1, pos=1}
119 edit.put_cursor_on_next_text_line(State)
123 function edit.invalid1(State, loc1)
124 if loc1.line > #State.lines then return true end
125 local l = State.lines[loc1.line]
126 if l.mode ~= 'text' then return false end -- pos is irrelevant to validity for a drawing line
127 return loc1.pos > #State.lines[loc1.line].data
130 -- cursor loc in particular differs from other locs in one way:
131 -- pos might occur just after end of line
132 function edit.invalid_cursor1(State)
133 local cursor1 = State.cursor1
134 if cursor1.line > #State.lines then return true end
135 local l = State.lines[cursor1.line]
136 if l.mode ~= 'text' then return false end -- pos is irrelevant to validity for a drawing line
137 return cursor1.pos > #State.lines[cursor1.line].data + 1
140 function edit.cursor_on_text(State)
141 return State.cursor1.line <= #State.lines
142 and State.lines[State.cursor1.line].mode == 'text'
145 function edit.put_cursor_on_next_text_line(State)
146 while true do
147 if State.cursor1.line >= #State.lines then
148 break
150 if State.lines[State.cursor1.line].mode == 'text' then
151 break
153 State.cursor1.line = State.cursor1.line+1
154 State.cursor1.pos = 1
158 function edit.draw(State, hide_cursor, show_line_numbers)
159 State.button_handlers = {}
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))
163 State.cursor_x = nil
164 State.cursor_y = nil
165 local y = State.top
166 local screen_bottom1 = {line=nil, pos=nil}
167 --? print('== draw')
168 for line_index = State.screen_top1.line,#State.lines do
169 local line = State.lines[line_index]
170 --? print('draw:', y, line_index, line)
171 if y + State.line_height > App.screen.height then break end
172 screen_bottom1.line = line_index
173 if line.mode == 'text' then
174 --? print('text.draw', y, line_index)
175 local startpos = 1
176 if line_index == State.screen_top1.line then
177 startpos = State.screen_top1.pos
179 if line.data == '' then
180 -- button to insert new drawing
181 local buttonx = State.left-Margin_left+4
182 if show_line_numbers then
183 buttonx = 4 -- HACK: position draw buttons at a fixed x on screen
185 button(State, 'draw', {x=buttonx, y=y+4, w=12,h=12, bg={r=1,g=1,b=0},
186 icon = icon.insert_drawing,
187 onpress1 = function()
188 Drawing.before = snapshot(State, line_index-1, line_index)
189 table.insert(State.lines, line_index, {mode='drawing', y=y, h=256/2, points={}, shapes={}, pending={}})
190 table.insert(State.line_cache, line_index, {})
191 if State.cursor1.line >= line_index then
192 State.cursor1.line = State.cursor1.line+1
194 schedule_save(State)
195 record_undo_event(State, {before=Drawing.before, after=snapshot(State, line_index-1, line_index+1)})
196 end,
199 y, screen_bottom1.pos = Text.draw(State, line_index, y, startpos, hide_cursor, show_line_numbers)
200 --? print('=> y', y)
201 elseif line.mode == 'drawing' then
202 y = y+Drawing_padding_top
203 Drawing.draw(State, line_index, y)
204 y = y + Drawing.pixels(line.h, State.width) + Drawing_padding_bottom
205 else
206 assert(false, ('unknown line mode %s'):format(line.mode))
209 State.screen_bottom1 = screen_bottom1
210 if State.search_term then
211 Text.draw_search_bar(State)
215 function edit.update(State, dt)
216 Drawing.update(State, dt)
217 if State.next_save and State.next_save < Current_time then
218 save_to_disk(State)
219 State.next_save = nil
223 function schedule_save(State)
224 if State.next_save == nil then
225 State.next_save = Current_time + 3 -- short enough that you're likely to still remember what you did
229 function edit.quit(State)
230 -- make sure to save before quitting
231 if State.next_save then
232 save_to_disk(State)
233 -- give some time for the OS to flush everything to disk
234 love.timer.sleep(0.1)
238 function edit.mouse_press(State, x,y, mouse_button)
239 if State.search_term then return end
240 State.mouse_down = mouse_button
241 --? print_and_log(('edit.mouse_press: cursor at %d,%d'):format(State.cursor1.line, State.cursor1.pos))
242 if mouse_press_consumed_by_any_button_handler(State, x,y, mouse_button) then
243 -- press on a button and it returned 'true' to short-circuit
244 return
247 if y < State.top then
248 State.old_cursor1 = State.cursor1
249 State.old_selection1 = State.selection1
250 State.mousepress_shift = App.shift_down()
251 State.selection1 = {
252 line=State.screen_top1.line,
253 pos=State.screen_top1.pos,
255 return
258 for line_index,line in ipairs(State.lines) do
259 if line.mode == 'text' then
260 if Text.in_line(State, line_index, x,y) then
261 -- delicate dance between cursor, selection and old cursor/selection
262 -- scenarios:
263 -- regular press+release: sets cursor, clears selection
264 -- shift press+release:
265 -- sets selection to old cursor if not set otherwise leaves it untouched
266 -- sets cursor
267 -- press and hold to start a selection: sets selection on press, cursor on release
268 -- press and hold, then press shift: ignore shift
269 -- i.e. mouse_release should never look at shift state
270 --? print_and_log(('edit.mouse_press: in line %d'):format(line_index))
271 State.old_cursor1 = State.cursor1
272 State.old_selection1 = State.selection1
273 State.mousepress_shift = App.shift_down()
274 State.selection1 = {
275 line=line_index,
276 pos=Text.to_pos_on_line(State, line_index, x, y),
278 return
280 elseif line.mode == 'drawing' then
281 local line_cache = State.line_cache[line_index]
282 if Drawing.in_drawing(line, line_cache, x, y, State.left,State.right) then
283 State.lines.current_drawing_index = line_index
284 State.lines.current_drawing = line
285 Drawing.before = snapshot(State, line_index)
286 Drawing.mouse_press(State, line_index, x,y, mouse_button)
287 return
292 -- still here? mouse press is below all screen lines
293 State.old_cursor1 = State.cursor1
294 State.old_selection1 = State.selection1
295 State.mousepress_shift = App.shift_down()
296 State.selection1 = {
297 line=State.screen_bottom1.line,
298 pos=Text.pos_at_end_of_screen_line(State, State.screen_bottom1),
302 function edit.mouse_release(State, x,y, mouse_button)
303 if State.search_term then return end
304 --? print_and_log(('edit.mouse_release: cursor at %d,%d'):format(State.cursor1.line, State.cursor1.pos))
305 State.mouse_down = nil
306 if State.lines.current_drawing then
307 Drawing.mouse_release(State, x,y, mouse_button)
308 schedule_save(State)
309 if Drawing.before then
310 record_undo_event(State, {before=Drawing.before, after=snapshot(State, State.lines.current_drawing_index)})
311 Drawing.before = nil
313 else
314 --? print_and_log('edit.mouse_release: no current drawing')
315 if y < State.top then
316 State.cursor1 = {line=State.screen_top1.line, pos=State.screen_top1.pos}
317 edit.clean_up_mouse_press(State)
318 return
321 for line_index,line in ipairs(State.lines) do
322 if line.mode == 'text' then
323 if Text.in_line(State, line_index, x,y) then
324 --? print_and_log(('edit.mouse_release: in line %d'):format(line_index))
325 State.cursor1 = {
326 line=line_index,
327 pos=Text.to_pos_on_line(State, line_index, x, y),
329 --? print_and_log(('edit.mouse_release: cursor now %d,%d'):format(State.cursor1.line, State.cursor1.pos))
330 edit.clean_up_mouse_press(State)
331 return
336 -- still here? mouse release is below all screen lines
337 State.cursor1.line, State.cursor1.pos = State.screen_bottom1.line, Text.pos_at_end_of_screen_line(State, State.screen_bottom1)
338 edit.clean_up_mouse_press(State)
339 --? 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))
343 function edit.clean_up_mouse_press(State)
344 if State.mousepress_shift then
345 if State.old_selection1.line == nil then
346 State.selection1 = State.old_cursor1
347 else
348 State.selection1 = State.old_selection1
351 State.old_cursor1, State.old_selection1, State.mousepress_shift = nil
352 if eq(State.cursor1, State.selection1) then
353 State.selection1 = {}
357 function edit.mouse_wheel_move(State, dx,dy)
358 if dy > 0 then
359 State.cursor1 = {line=State.screen_top1.line, pos=State.screen_top1.pos}
360 edit.put_cursor_on_next_text_line(State)
361 for i=1,math.floor(dy) do
362 Text.up(State)
364 elseif dy < 0 then
365 State.cursor1 = {line=State.screen_bottom1.line, pos=State.screen_bottom1.pos}
366 edit.put_cursor_on_next_text_line(State)
367 for i=1,math.floor(-dy) do
368 Text.down(State)
373 function edit.text_input(State, t)
374 --? print('text input', t)
375 if State.search_term then
376 State.search_term = State.search_term..t
377 Text.search_next(State)
378 elseif State.lines.current_drawing and State.current_drawing_mode == 'name' then
379 local before = snapshot(State, State.lines.current_drawing_index)
380 local drawing = State.lines.current_drawing
381 local p = drawing.points[drawing.pending.target_point]
382 p.name = p.name..t
383 record_undo_event(State, {before=before, after=snapshot(State, State.lines.current_drawing_index)})
384 else
385 local drawing_index, drawing = Drawing.current_drawing(State)
386 if drawing_index == nil then
387 Text.text_input(State, t)
390 schedule_save(State)
393 function edit.keychord_press(State, chord, key)
394 if State.selection1.line and
395 not State.lines.current_drawing and
396 -- printable character created using shift key => delete selection
397 -- (we're not creating any ctrl-shift- or alt-shift- combinations using regular/printable keys)
398 (not App.shift_down() or utf8.len(key) == 1) and
399 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
400 Text.delete_selection(State, State.left, State.right)
402 if State.search_term then
403 for _,line_cache in ipairs(State.line_cache) do line_cache.starty = nil end -- just in case we scroll
404 if chord == 'escape' then
405 State.search_term = nil
406 State.cursor1 = State.search_backup.cursor
407 State.screen_top1 = State.search_backup.screen_top
408 State.search_backup = nil
409 Text.redraw_all(State) -- if we're scrolling, reclaim all fragments to avoid memory leaks
410 elseif chord == 'return' then
411 State.search_term = nil
412 State.search_backup = nil
413 elseif chord == 'backspace' then
414 local len = utf8.len(State.search_term)
415 local byte_offset = Text.offset(State.search_term, len)
416 State.search_term = string.sub(State.search_term, 1, byte_offset-1)
417 elseif chord == 'down' then
418 State.cursor1.pos = State.cursor1.pos+1
419 Text.search_next(State)
420 elseif chord == 'up' then
421 Text.search_previous(State)
423 return
424 elseif chord == 'C-f' then
425 State.search_term = ''
426 State.search_backup = {
427 cursor={line=State.cursor1.line, pos=State.cursor1.pos},
428 screen_top={line=State.screen_top1.line, pos=State.screen_top1.pos},
430 -- zoom
431 elseif chord == 'C-=' then
432 edit.update_font_settings(State, State.font_height+2)
433 Text.redraw_all(State)
434 elseif chord == 'C--' then
435 if State.font_height > 2 then
436 edit.update_font_settings(State, State.font_height-2)
437 Text.redraw_all(State)
439 elseif chord == 'C-0' then
440 edit.update_font_settings(State, 20)
441 Text.redraw_all(State)
442 -- undo
443 elseif chord == 'C-z' then
444 local event = undo_event(State)
445 if event then
446 local src = event.before
447 State.screen_top1 = deepcopy(src.screen_top)
448 State.cursor1 = deepcopy(src.cursor)
449 State.selection1 = deepcopy(src.selection)
450 patch(State.lines, event.after, event.before)
451 patch_placeholders(State.line_cache, event.after, event.before)
452 -- invalidate various cached bits of lines
453 State.lines.current_drawing = nil
454 -- if we're scrolling, reclaim all fragments to avoid memory leaks
455 Text.redraw_all(State)
456 schedule_save(State)
458 elseif chord == 'C-y' then
459 local event = redo_event(State)
460 if event then
461 local src = event.after
462 State.screen_top1 = deepcopy(src.screen_top)
463 State.cursor1 = deepcopy(src.cursor)
464 State.selection1 = deepcopy(src.selection)
465 patch(State.lines, event.before, event.after)
466 -- invalidate various cached bits of lines
467 State.lines.current_drawing = nil
468 -- if we're scrolling, reclaim all fragments to avoid memory leaks
469 Text.redraw_all(State)
470 schedule_save(State)
472 -- clipboard
473 elseif chord == 'C-a' then
474 State.selection1 = {line=1, pos=1}
475 State.cursor1 = {line=#State.lines, pos=utf8.len(State.lines[#State.lines].data)+1}
476 elseif chord == 'C-c' then
477 local s = Text.selection(State)
478 if s then
479 App.set_clipboard(s)
481 elseif chord == 'C-x' then
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 -- We don't have a good sense of when to scroll, so we'll be conservative
489 -- and sometimes scroll when we didn't quite need to.
490 local before_line = State.cursor1.line
491 local before = snapshot(State, before_line)
492 local clipboard_data = App.get_clipboard()
493 for _,code in utf8.codes(clipboard_data) do
494 local c = utf8.char(code)
495 if c == '\n' then
496 Text.insert_return(State)
497 else
498 Text.insert_at_cursor(State, c)
501 if Text.cursor_out_of_screen(State) then
502 Text.snap_cursor_to_bottom_of_screen(State, State.left, State.right)
504 schedule_save(State)
505 record_undo_event(State, {before=before, after=snapshot(State, before_line, State.cursor1.line)})
506 -- dispatch to drawing or text
507 elseif App.mouse_down(1) or chord:sub(1,2) == 'C-' then
508 -- DON'T reset line_cache.starty here
509 local drawing_index, drawing = Drawing.current_drawing(State)
510 if drawing_index then
511 local before = snapshot(State, drawing_index)
512 Drawing.keychord_press(State, chord)
513 record_undo_event(State, {before=before, after=snapshot(State, drawing_index)})
514 schedule_save(State)
516 elseif chord == 'escape' and not App.mouse_down(1) then
517 for _,line in ipairs(State.lines) do
518 if line.mode == 'drawing' then
519 line.show_help = false
522 elseif State.lines.current_drawing and State.current_drawing_mode == 'name' then
523 if chord == 'return' then
524 State.current_drawing_mode = State.previous_drawing_mode
525 State.previous_drawing_mode = nil
526 else
527 local before = snapshot(State, State.lines.current_drawing_index)
528 local drawing = State.lines.current_drawing
529 local p = drawing.points[drawing.pending.target_point]
530 if chord == 'escape' then
531 p.name = nil
532 record_undo_event(State, {before=before, after=snapshot(State, State.lines.current_drawing_index)})
533 elseif chord == 'backspace' then
534 local len = utf8.len(p.name)
535 if len > 0 then
536 local byte_offset = Text.offset(p.name, len-1)
537 if len == 1 then byte_offset = 0 end
538 p.name = string.sub(p.name, 1, byte_offset)
539 record_undo_event(State, {before=before, after=snapshot(State, State.lines.current_drawing_index)})
543 schedule_save(State)
544 else
545 for _,line_cache in ipairs(State.line_cache) do line_cache.starty = nil end -- just in case we scroll
546 Text.keychord_press(State, chord)
550 function edit.key_release(State, key, scancode)
553 function edit.update_font_settings(State, font_height)
554 State.font_height = font_height
555 love.graphics.setFont(love.graphics.newFont(State.font_height))
556 State.line_height = math.floor(font_height*1.3)
559 --== some methods for tests
561 -- Insulate tests from some key globals so I don't have to change the vast
562 -- majority of tests when they're modified for the real app.
563 Test_margin_left = 25
564 Test_margin_right = 0
566 function edit.initialize_test_state()
567 -- if you change these values, tests will start failing
568 return edit.initialize_state(
569 15, -- top margin
570 Test_margin_left,
571 App.screen.width - Test_margin_right,
572 14, -- font height assuming default LÖVE font
573 15) -- line height
576 -- all text_input events are also keypresses
577 -- TODO: handle chords of multiple keys
578 function edit.run_after_text_input(State, t)
579 edit.keychord_press(State, t)
580 edit.text_input(State, t)
581 edit.key_release(State, t)
582 App.screen.contents = {}
583 edit.update(State, 0)
584 edit.draw(State)
587 -- not all keys are text_input
588 function edit.run_after_keychord(State, chord)
589 edit.keychord_press(State, chord)
590 edit.key_release(State, chord)
591 App.screen.contents = {}
592 edit.update(State, 0)
593 edit.draw(State)
596 function edit.run_after_mouse_click(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.fake_mouse_release(x,y, mouse_button)
600 edit.mouse_release(State, x,y, mouse_button)
601 App.screen.contents = {}
602 edit.update(State, 0)
603 edit.draw(State)
606 function edit.run_after_mouse_press(State, x,y, mouse_button)
607 App.fake_mouse_press(x,y, mouse_button)
608 edit.mouse_press(State, x,y, mouse_button)
609 App.screen.contents = {}
610 edit.update(State, 0)
611 edit.draw(State)
614 function edit.run_after_mouse_release(State, x,y, mouse_button)
615 App.fake_mouse_release(x,y, mouse_button)
616 edit.mouse_release(State, x,y, mouse_button)
617 App.screen.contents = {}
618 edit.update(State, 0)
619 edit.draw(State)