local utf8 = require 'utf8'
require 'app'
require 'test'
require 'keychord'
require 'file'
require 'button'
local Text = require 'text'
local Drawing = require 'drawing'
local geom = require 'geom'
require 'help'
require 'icons'
local mri = require 'MemoryReferenceInfo'
-- run in both tests and a real run
function App.initialize_globals()
-- a line is either text or a drawing
-- a text is a table with:
-- mode = 'text',
-- string data,
-- a (y) coord in pixels (updated while painting screen),
-- some cached data that's blown away and recomputed when data changes:
-- fragments: snippets of rendered love.graphics.Text, guaranteed to not wrap
-- screen_line_starting_pos: optional array of grapheme indices if it wraps over more than one screen line
-- a drawing is a table with:
-- mode = 'drawing'
-- a (y) coord in pixels (updated while painting screen),
-- a (h)eight,
-- an array of points, and
-- an array of shapes
-- a shape is a table containing:
-- a mode
-- an array points for mode 'freehand' (raw x,y coords; freehand drawings don't pollute the points array of a drawing)
-- an array vertices for mode 'polygon', 'rectangle', 'square'
-- p1, p2 for mode 'line'
-- p1, p2, arrow-mode for mode 'arrow-line'
-- center, radius for mode 'circle'
-- center, radius, start_angle, end_angle for mode 'arc'
-- Unless otherwise specified, coord fields are normalized; a drawing is always 256 units wide
-- The field names are carefully chosen so that switching modes in midstream
-- remembers previously entered points where that makes sense.
Lines = {{mode='text', data=''}}
-- Lines can be too long to fit on screen, in which case they _wrap_ into
-- multiple _screen lines_.
--
-- Therefore, any potential location for the cursor can be described in two ways:
-- * schema 1: As a combination of line index and position within a line (in utf8 codepoint units)
-- * schema 2: As a combination of line index, screen line index within the line, and a position within the screen line.
--
-- Most of the time we'll only persist positions in schema 1, translating to
-- schema 2 when that's convenient.
Screen_top1 = {line=1, pos=1} -- position of start of screen line at top of screen
Cursor1 = {line=1, pos=1} -- position of cursor
Screen_bottom1 = {line=1, pos=1} -- position of start of screen line at bottom of screen
Selection1 = {}
Old_cursor1, Old_selection1, Mousepress_shift = nil -- some extra state to compute selection between mousepress and mouserelease
Recent_mouse = {} -- when selecting text, avoid recomputing some state on every single frame
Cursor_x, Cursor_y = 0, 0 -- in pixels
Current_drawing_mode = 'line'
Previous_drawing_mode = nil
-- values for tests
Font_height = 14
Line_height = 15
Margin_top = 15
Filename = love.filesystem.getUserDirectory()..'/lines.txt'
-- undo
History = {}
Next_history = 1
-- search
Search_term = nil
Search_text = nil
Search_backup = nil -- stuff to restore when cancelling search
-- resize
Last_resize_time = nil
-- blinking cursor
Cursor_time = 0
Initialize_done = false
Before_done = false
mri.m_cConfig.m_bAllMemoryRefFileAddTime = false
end -- App.initialize_globals
function App.initialize(arg)
love.keyboard.setTextInput(true) -- bring up keyboard on touch screen
love.keyboard.setKeyRepeat(true)
if arg[1] == '-geometry' then
initialize_window_geometry(arg[2])
table.remove(arg, 2)
table.remove(arg, 1)
else
initialize_window_geometry()
end
initialize_font_settings(20)
if #arg > 0 then
Filename = arg[1]
end
print('init', collectgarbage('count'))
Lines = load_from_disk(Filename)
print('load_from_disk', collectgarbage('count'))
for i,line in ipairs(Lines) do
if line.mode == 'text' then
Cursor1.line = i
break
end
end
love.window.setTitle('lines.love - '..Filename)
if #arg > 1 then
print('ignoring commandline args after '..arg[1])
end
Initialize_done = true
--? if rawget(_G, 'jit') then
--? jit.off()
--? jit.flush()
--? end
end -- App.initialize
function initialize_window_geometry(geometry_spec)
local geometry_initialized
if geometry_spec then
geometry_initialized = parse_geometry_spec(geometry_spec)
end
if not geometry_initialized then
-- maximize window
love.window.setMode(0, 0) -- maximize
App.screen.width, App.screen.height, App.screen.flags = love.window.getMode()
-- shrink slightly to account for window decoration
App.screen.width = App.screen.width-100
App.screen.height = App.screen.height-100
end
App.screen.flags.resizable = true
App.screen.flags.minwidth = math.min(App.screen.width, 200)
App.screen.flags.minheight = math.min(App.screen.width, 200)
love.window.updateMode(App.screen.width, App.screen.height, App.screen.flags)
end
function parse_geometry_spec(geometry_spec)
local width, height, x, y = geometry_spec:match('(%d+)x(%d+)%+(%d+)%+(%d+)')
if width == nil then
print('invalid geometry spec: '..geometry_spec)
print('expected format: {width}x{height}+{x}+{y}')
return false
end
App.screen.width = math.floor(tonumber(width))
App.screen.height = math.floor(tonumber(height))
App.screen.flags = {x=math.floor(tonumber(x)), y=math.floor(tonumber(y))}
return true
end
function love.resize(w, h)
--? print(("Window resized to width: %d and height: %d."):format(w, h))
App.screen.width, App.screen.height = w, h
Line_width = math.min(40*App.width(Em), App.screen.width-50)
Text.redraw_all()
Last_resize_time = love.timer.getTime()
end
function initialize_font_settings(font_height)
Font_height = font_height
love.graphics.setFont(love.graphics.newFont(Font_height))
Line_height = math.floor(font_height*1.3)
-- maximum width available to either text or drawings, in pixels
Em = App.newText(love.graphics.getFont(), 'm')
-- readable text width is 50-75 chars
Line_width = math.min(40*App.width(Em), App.screen.width-50)
end
function App.filedropped(file)
App.initialize_globals() -- in particular, forget all undo history
Filename = file:getFilename()
file:open('r')
Lines = load_from_file(file)
file:close()
for i,line in ipairs(Lines) do
if line.mode == 'text' then
Cursor1.line = i
break
end
end
love.window.setTitle('Text with Lines - '..Filename)
end
frame_index = 0
function App.draw()
frame_index = frame_index+1
if frame_index % 10 == 0 then
print(frame_index)
end
Button_handlers = {}
love.graphics.setColor(1, 1, 1)
love.graphics.rectangle('fill', 0, 0, App.screen.width-1, App.screen.height-1)
love.graphics.setColor(0, 0, 0)
-- some hysteresis while resizing
if Last_resize_time then
if love.timer.getTime() - Last_resize_time < 0.1 then
return
else
Last_resize_time = nil
end
end
assert(Text.le1(Screen_top1, Cursor1))
local y = Margin_top
--? print('== draw')
for line_index,line in ipairs(Lines) do
--? print('draw:', y, line_index, line)
if y + Line_height > App.screen.height then break end
--? print('a')
if line_index >= Screen_top1.line then
Screen_bottom1.line = line_index
if line.mode == 'text' and line.data == '' then
line.y = y
button('draw', {x=4,y=y+4, w=12,h=12, color={1,1,0},
icon = icon.insert_drawing,
onpress1 = function()
Drawing.before = snapshot()
table.insert(Lines, line_index, {mode='drawing', y=y, h=256/2, points={}, shapes={}, pending={}})
if Cursor1.line >= line_index then
Cursor1.line = Cursor1.line+1
end
end})
if Search_term == nil then
if line_index == Cursor1.line then
Text.draw_cursor(25, y)
end
end
Screen_bottom1.pos = Screen_top1.pos
y = y + Line_height
elseif line.mode == 'drawing' then
y = y+10 -- padding
line.y = y
Drawing.draw(line)
y = y + Drawing.pixels(line.h) + 10 -- padding
else
--? print('text')
line.y = y
y, Screen_bottom1.pos = Text.draw(line, Line_width, line_index)
y = y + Line_height
--? print('=> y', y)
end
end
end
--? print('screen bottom: '..tostring(Screen_bottom1.pos)..' in '..tostring(Lines[Screen_bottom1.line].data))
if Search_term then
Text.draw_search_bar()
end
if Initialize_done then
if not Before_done then
Before_done = true
print('before', collectgarbage('count'))
collectgarbage('collect')
mri.m_cMethods.DumpMemorySnapshot('./', '0', -1)
frame_index = 0
elseif frame_index == 1000 then
print('after', collectgarbage('count'))
collectgarbage('collect')
mri.m_cMethods.DumpMemorySnapshot('./', '1', -1)
mri.m_cMethods.DumpMemorySnapshotComparedFile("./", "Compared", -1,
"./LuaMemRefInfo-All-[0].txt",
"./LuaMemRefInfo-All-[1].txt")
os.exit(1)
end
end
end
function App.update(dt)
Cursor_time = Cursor_time + dt
-- some hysteresis while resizing
if Last_resize_time then
if love.timer.getTime() - Last_resize_time < 0.1 then
return
else
Last_resize_time = nil
end
end
Drawing.update(dt)
end
function App.mousepressed(x,y, mouse_button)
if Search_term then return end
propagate_to_button_handlers(x,y, mouse_button)
for line_index,line in ipairs(Lines) do
if line.mode == 'text' then
if Text.in_line(line, x,y) then
-- delicate dance between cursor, selection and old cursor
-- manual tests:
-- regular press+release: sets cursor, clears selection
-- shift press+release:
-- sets selection to old cursor if not set otherwise leaves it untouched
-- sets cursor
-- press and hold to start a selection: sets selection on press, cursor on release
-- press and hold, then press shift: ignore shift
-- i.e. mousereleased should never look at shift state
Old_cursor1 = Cursor1
Old_selection1 = Selection1
Mousepress_shift = App.shift_down()
Selection1 = {line=line_index, pos=Text.to_pos_on_line(line, x, y)}
end
elseif line.mode == 'drawing' then
if Drawing.in_drawing(line, x, y) then
Drawing.mouse_pressed(line, x,y, button)
end
end
end
end
function App.mousereleased(x,y, button)
if Search_term then return end
if Lines.current_drawing then
Drawing.mouse_released(x,y, button)
else
for line_index,line in ipairs(Lines) do
if line.mode == 'text' then
if Text.in_line(line, x,y) then
Cursor1 = {line=line_index, pos=Text.to_pos_on_line(line, x, y)}
if Mousepress_shift then
if Old_selection1.line == nil then
Selection1 = Old_cursor1
else
Selection1 = Old_selection1
end
end
Old_cursor1, Old_selection1, Mousepress_shift = nil
end
end
end
--? print('select:', Selection1.line, Selection1.pos)
end
end
function App.textinput(t)
for _,line in ipairs(Lines) do line.y = nil end -- just in case we scroll
if Search_term then
Search_term = Search_term..t
Search_text = nil
Text.search_next()
elseif Current_drawing_mode == 'name' then
local drawing = Lines.current_drawing
local p = drawing.points[drawing.pending.target_point]
p.name = p.name..t
else
Text.textinput(t)
end
save_to_disk(Lines, Filename)
end
function App.keychord_pressed(chord)
if Search_term then
if chord == 'escape' then
Search_term = nil
Search_text = nil
Cursor1 = Search_backup.cursor
Screen_top1 = Search_backup.screen_top
Search_backup = nil
Text.redraw_all() -- if we're scrolling, reclaim all fragments to avoid memory leaks
elseif chord == 'return' then
Search_term = nil
Search_text = nil
Search_backup = nil
elseif chord == 'backspace' then
local len = utf8.len(Search_term)
local byte_offset = utf8.offset(Search_term, len)
Search_term = string.sub(Search_term, 1, byte_offset-1)
Search_text = nil
elseif chord == 'down' then
Cursor1.pos = Cursor1.pos+1
Text.search_next()
elseif chord == 'up' then
Text.search_previous()
end
return
elseif chord == 'C-f' then
Search_term = ''
Search_backup = {cursor={line=Cursor1.line, pos=Cursor1.pos}, screen_top={line=Screen_top1.line, pos=Screen_top1.pos}}
assert(Search_text == nil)
elseif chord == 'C-=' then
initialize_font_settings(Font_height+2)
Text.redraw_all()
elseif chord == 'C--' then
initialize_font_settings(Font_height-2)
Text.redraw_all()
elseif chord == 'C-0' then
initialize_font_settings(20)
Text.redraw_all()
elseif chord == 'C-z' then
for _,line in ipairs(Lines) do line.y = nil end -- just in case we scroll
local event = undo_event()
if event then
local src = event.before
Screen_top1 = deepcopy(src.screen_top)
Cursor1 = deepcopy(src.cursor)
Selection1 = deepcopy(src.selection)
patch(Lines, event.after, event.before)
Text.redraw_all() -- if we're scrolling, reclaim all fragments to avoid memory leaks
end
elseif chord == 'C-y' then
for _,line in ipairs(Lines) do line.y = nil end -- just in case we scroll
local event = redo_event()
if event then
local src = event.after
Screen_top1 = deepcopy(src.screen_top)
Cursor1 = deepcopy(src.cursor)
Selection1 = deepcopy(src.selection)
patch(Lines, event.before, event.after)
Text.redraw_all() -- if we're scrolling, reclaim all fragments to avoid memory leaks
end
-- clipboard
elseif chord == 'C-c' then
print('C-c', collectgarbage('count'))
for _,line in ipairs(Lines) do line.y = nil end -- just in case we scroll
local s = Text.selection()
if s then
App.setClipboardText(s)
end
elseif chord == 'C-x' then
for _,line in ipairs(Lines) do line.y = nil end -- just in case we scroll
local s = Text.cut_selection()
if s then
App.setClipboardText(s)
end
save_to_disk(Lines, Filename)
elseif chord == 'C-v' then
for _,line in ipairs(Lines) do line.y = nil end -- just in case we scroll
-- We don't have a good sense of when to scroll, so we'll be conservative
-- and sometimes scroll when we didn't quite need to.
local before_line = Cursor1.line
local before = snapshot(before_line)
local clipboard_data = App.getClipboardText()
local num_newlines = 0 -- hack 1
for _,code in utf8.codes(clipboard_data) do
local c = utf8.char(code)
if c == '\n' then
Text.insert_return()
num_newlines = num_newlines+1
else
Text.insert_at_cursor(c)
end
end
-- hack 1: if we have too many newlines we definitely need to scroll
for i=before_line,Cursor1.line do
Lines[i].screen_line_starting_pos = nil
Text.populate_screen_line_starting_pos(i)
end
if Cursor1.line-Screen_top1.line+1 + num_newlines > App.screen.height/Line_height then
Text.snap_cursor_to_bottom_of_screen()
end
-- hack 2: if we have too much text wrapping we definitely need to scroll
local clipboard_text = App.newText(love.graphics.getFont(), clipboard_data)
local clipboard_width = App.width(clipboard_text)
--? print(Cursor_y, Cursor_y*Line_width, Cursor_y*Line_width+Cursor_x, Cursor_y*Line_width+Cursor_x+clipboard_width, Line_width*App.screen.height/Line_height)
if Cursor_y*Line_width+Cursor_x + clipboard_width > Line_width*App.screen.height/Line_height then
Text.snap_cursor_to_bottom_of_screen()
end
save_to_disk(Lines, Filename)
record_undo_event({before=before, after=snapshot(before_line, Cursor1.line)})
-- dispatch to drawing or text
elseif love.mouse.isDown('1') or chord:sub(1,2) == 'C-' then
-- DON'T reset line.y here
Drawing.keychord_pressed(chord)
elseif chord == 'escape' and love.mouse.isDown('1') then
local drawing = Drawing.current_drawing()
if drawing then
drawing.pending = {}
end
elseif chord == 'escape' and not love.mouse.isDown('1') then
for _,line in ipairs(Lines) do
if line.mode == 'drawing' then
line.show_help = false
end
end
elseif Current_drawing_mode == 'name' then
if chord == 'return' then
Current_drawing_mode = Previous_drawing_mode
Previous_drawing_mode = nil
else
local drawing = Lines.current_drawing
local p = drawing.points[drawing.pending.target_point]
if chord == 'escape' then
p.name = nil
elseif chord == 'backspace' then
local len = utf8.len(p.name)
local byte_offset = utf8.offset(p.name, len-1)
p.name = string.sub(p.name, 1, byte_offset)
end
end
save_to_disk(Lines, Filename)
else
for _,line in ipairs(Lines) do line.y = nil end -- just in case we scroll
Text.keychord_pressed(chord)
end
end
function App.keyreleased(key, scancode)
end