In the process I've also switched to a separate channel for run-time errors. Now the driver won't struggle to get bindings out of the app while it's throwing errors.
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Text.redraw_all(Editor_state)
Editor_state.selection1 = {} -- no support for shift drag while we're resizing
Editor_state.right = App.screen.width-Margin_right
Editor_state.width = Editor_state.right-Editor_state.left
Text.tweak_screen_top_and_cursor(Editor_state, Editor_state.left, Editor_state.right)
-- from https://love2d.org/wiki/love.run
function live.try_run()
if love.event then
love.event.pump()
for name, a,b,c,d,e,f in love.event.poll() do
if name == 'quit' then
if not love.quit() then
return a or 0
end
end
love.handlers[name](a,b,c,d,e,f)
end
end
-- update
dt = love.timer.step()
love.update(dt)
-- draw before update to give it a chance to mutate state
love.graphics.origin()
love.graphics.clear(love.graphics.getBackgroundColor())
love.draw()
love.graphics.present()
love.timer.sleep(0.001)
-- returning nil continues the loop
end
-- return nil to continue the event loop, non-nil to quit