− pmx,pmy = px(mx), py(my)
− local shape = drawing.pending
− if shape.mode == nil then
− -- nothing pending
− elseif shape.mode == 'freehand' then
− local shape_copy = deepcopy(shape)
− Drawing.smoothen(shape_copy)
− Drawing.draw_shape(drawing, shape_copy, top, left,right)
− elseif shape.mode == 'line' then
− if mx < 0 or mx >= 256 or my < 0 or my >= drawing.h then
− return
− end
− local p1 = drawing.points[shape.p1]
− love.graphics.line(px(p1.x),py(p1.y), pmx,pmy)
− elseif shape.mode == 'manhattan' then
− if mx < 0 or mx >= 256 or my < 0 or my >= drawing.h then
− return
− end
− local p1 = drawing.points[shape.p1]
− if math.abs(mx-p1.x) > math.abs(my-p1.y) then
− love.graphics.line(px(p1.x),py(p1.y), pmx, py(p1.y))
− else
− love.graphics.line(px(p1.x),py(p1.y), px(p1.x),pmy)
− end
− elseif shape.mode == 'polygon' then
− -- don't close the loop on a pending polygon
− local prev = nil
− for _,point in ipairs(shape.vertices) do
− local curr = drawing.points[point]
− if prev then
− love.graphics.line(px(prev.x),py(prev.y), px(curr.x),py(curr.y))
− end
− prev = curr
− end
− love.graphics.line(px(prev.x),py(prev.y), pmx,pmy)
− elseif shape.mode == 'rectangle' then
− local first = drawing.points[shape.vertices[1]]
− if #shape.vertices == 1 then
− love.graphics.line(px(first.x),py(first.y), pmx,pmy)
− return
− end
− local second = drawing.points[shape.vertices[2]]
− local thirdx,thirdy, fourthx,fourthy = Drawing.complete_rectangle(first.x,first.y, second.x,second.y, mx,my)
− love.graphics.line(px(first.x),py(first.y), px(second.x),py(second.y))
− love.graphics.line(px(second.x),py(second.y), px(thirdx),py(thirdy))
− love.graphics.line(px(thirdx),py(thirdy), px(fourthx),py(fourthy))
− love.graphics.line(px(fourthx),py(fourthy), px(first.x),py(first.y))
− elseif shape.mode == 'square' then
− local first = drawing.points[shape.vertices[1]]
− if #shape.vertices == 1 then
− love.graphics.line(px(first.x),py(first.y), pmx,pmy)
− return
− end
− local second = drawing.points[shape.vertices[2]]
− local thirdx,thirdy, fourthx,fourthy = Drawing.complete_square(first.x,first.y, second.x,second.y, mx,my)
− love.graphics.line(px(first.x),py(first.y), px(second.x),py(second.y))
− love.graphics.line(px(second.x),py(second.y), px(thirdx),py(thirdy))
− love.graphics.line(px(thirdx),py(thirdy), px(fourthx),py(fourthy))
− love.graphics.line(px(fourthx),py(fourthy), px(first.x),py(first.y))
− elseif shape.mode == 'circle' then
− local center = drawing.points[shape.center]
− if mx < 0 or mx >= 256 or my < 0 or my >= drawing.h then
− return
− end
− local cx,cy = px(center.x), py(center.y)
− elseif shape.mode == 'arc' then
− local center = drawing.points[shape.center]
− if mx < 0 or mx >= 256 or my < 0 or my >= drawing.h then
− return
− end
− shape.end_angle = geom.angle_with_hint(center.x,center.y, mx,my, shape.end_angle)
− local cx,cy = px(center.x), py(center.y)
− love.graphics.arc('line', 'open', cx,cy, Drawing.pixels(shape.radius, width), shape.start_angle, shape.end_angle, 360)
− elseif shape.mode == 'move' then
− -- nothing pending; changes are immediately committed
− elseif shape.mode == 'name' then
− -- nothing pending; changes are immediately committed
− else
− end
− end
−
− end
−
− function Drawing.mouse_press(State, drawing_index, x,y, mouse_button, is_touch, presses)
− local drawing = State.lines[drawing_index]
− local cx = Drawing.coord(x-State.left, State.width)
− if State.current_drawing_mode == 'freehand' then
− drawing.pending = {mode=State.current_drawing_mode, points={{x=cx, y=cy}}}
− elseif State.current_drawing_mode == 'line' or State.current_drawing_mode == 'manhattan' then
− local j = Drawing.find_or_insert_point(drawing.points, cx, cy, State.width)
− drawing.pending = {mode=State.current_drawing_mode, p1=j}
− elseif State.current_drawing_mode == 'polygon' or State.current_drawing_mode == 'rectangle' or State.current_drawing_mode == 'square' then
− local j = Drawing.find_or_insert_point(drawing.points, cx, cy, State.width)
− drawing.pending = {mode=State.current_drawing_mode, vertices={j}}
− elseif State.current_drawing_mode == 'circle' then
− local j = Drawing.find_or_insert_point(drawing.points, cx, cy, State.width)
− drawing.pending = {mode=State.current_drawing_mode, center=j}
− elseif State.current_drawing_mode == 'move' then
− elseif State.current_drawing_mode == 'name' then
− -- nothing
− else
− end
− end
−
− -- a couple of operations on drawings need to constantly check the state of the mouse
− function Drawing.update(State)
− if State.lines.current_drawing == nil then return end
− local drawing = State.lines.current_drawing
− local pmx, pmy = App.mouse_x(), App.mouse_y()
− local mx = Drawing.coord(pmx-State.left, State.width)
− if App.mouse_down(1) then
− if drawing.pending.mode == 'freehand' then
− table.insert(drawing.pending.points, {x=mx, y=my})
− elseif drawing.pending.mode == 'move' then
− drawing.pending.target_point.x = mx
− drawing.pending.target_point.y = my
− Drawing.relax_constraints(drawing, drawing.pending.target_point_index)
− end
− end
− elseif State.current_drawing_mode == 'move' then
− drawing.pending.target_point.x = mx
− drawing.pending.target_point.y = my
− Drawing.relax_constraints(drawing, drawing.pending.target_point_index)
− end
− else
− -- do nothing
− end
− end
−
− function Drawing.relax_constraints(drawing, p)
− for _,shape in ipairs(drawing.shapes) do
− if shape.mode == 'manhattan' then
− if shape.p1 == p then
− shape.mode = 'line'
− elseif shape.p2 == p then
− shape.mode = 'line'
− end
− elseif shape.mode == 'rectangle' or shape.mode == 'square' then
− for _,v in ipairs(shape.vertices) do
− if v == p then
− shape.mode = 'polygon'
− end
− end
− end
− end
− end
−
− function Drawing.mouse_release(State, x,y, mouse_button, is_touch, presses)
− if State.current_drawing_mode == 'move' then
− State.current_drawing_mode = State.previous_drawing_mode
− State.previous_drawing_mode = nil
− if State.lines.current_drawing then
− State.lines.current_drawing.pending = {}
− State.lines.current_drawing = nil
− end
− elseif State.lines.current_drawing then
− local drawing = State.lines.current_drawing
− if drawing.pending then
− if drawing.pending.mode == nil then
− -- nothing pending
− elseif drawing.pending.mode == 'freehand' then
− -- the last point added during update is good enough
− Drawing.smoothen(drawing.pending)
− table.insert(drawing.shapes, drawing.pending)
− elseif drawing.pending.mode == 'line' then
− if mx >= 0 and mx < 256 and my >= 0 and my < drawing.h then
− drawing.pending.p2 = Drawing.find_or_insert_point(drawing.points, mx,my, State.width)
− table.insert(drawing.shapes, drawing.pending)
− end
− elseif drawing.pending.mode == 'manhattan' then
− local p1 = drawing.points[drawing.pending.p1]
− if mx >= 0 and mx < 256 and my >= 0 and my < drawing.h then
− if math.abs(mx-p1.x) > math.abs(my-p1.y) then
− drawing.pending.p2 = Drawing.find_or_insert_point(drawing.points, mx, p1.y, State.width)
− else
− drawing.pending.p2 = Drawing.find_or_insert_point(drawing.points, p1.x, my, State.width)
− end
− local p2 = drawing.points[drawing.pending.p2]
− table.insert(drawing.shapes, drawing.pending)
− end
− elseif drawing.pending.mode == 'polygon' then
− if mx >= 0 and mx < 256 and my >= 0 and my < drawing.h then
− table.insert(drawing.pending.vertices, Drawing.find_or_insert_point(drawing.points, mx,my, State.width))
− table.insert(drawing.shapes, drawing.pending)
− end
− elseif drawing.pending.mode == 'rectangle' then
− if #drawing.pending.vertices == 2 then
− if mx >= 0 and mx < 256 and my >= 0 and my < drawing.h then
− local first = drawing.points[drawing.pending.vertices[1]]
− local second = drawing.points[drawing.pending.vertices[2]]
− local thirdx,thirdy, fourthx,fourthy = Drawing.complete_rectangle(first.x,first.y, second.x,second.y, mx,my)
− table.insert(drawing.pending.vertices, Drawing.find_or_insert_point(drawing.points, thirdx,thirdy, State.width))
− table.insert(drawing.pending.vertices, Drawing.find_or_insert_point(drawing.points, fourthx,fourthy, State.width))
− table.insert(drawing.shapes, drawing.pending)
− end
− else
− -- too few points; draw nothing
− end
− elseif drawing.pending.mode == 'square' then
− if #drawing.pending.vertices == 2 then
− if mx >= 0 and mx < 256 and my >= 0 and my < drawing.h then
− local first = drawing.points[drawing.pending.vertices[1]]
− local second = drawing.points[drawing.pending.vertices[2]]
− local thirdx,thirdy, fourthx,fourthy = Drawing.complete_square(first.x,first.y, second.x,second.y, mx,my)
− table.insert(drawing.pending.vertices, Drawing.find_or_insert_point(drawing.points, thirdx,thirdy, State.width))
− table.insert(drawing.pending.vertices, Drawing.find_or_insert_point(drawing.points, fourthx,fourthy, State.width))
− table.insert(drawing.shapes, drawing.pending)
− end
− end
− elseif drawing.pending.mode == 'circle' then
− if mx >= 0 and mx < 256 and my >= 0 and my < drawing.h then
− local center = drawing.points[drawing.pending.center]
− drawing.pending.radius = round(geom.dist(center.x,center.y, mx,my))
− table.insert(drawing.shapes, drawing.pending)
− end
− elseif drawing.pending.mode == 'arc' then
− if mx >= 0 and mx < 256 and my >= 0 and my < drawing.h then
− local center = drawing.points[drawing.pending.center]
− drawing.pending.end_angle = geom.angle_with_hint(center.x,center.y, mx,my, drawing.pending.end_angle)
− table.insert(drawing.shapes, drawing.pending)
− end
− elseif drawing.pending.mode == 'name' then
− -- drop it
− else
− end
− State.lines.current_drawing.pending = {}
− State.lines.current_drawing = nil
− end
− end
− end
−
− function Drawing.keychord_press(State, chord, key, scancode, is_repeat)
− if chord == 'C-p' and not App.mouse_down(1) then
− State.current_drawing_mode = 'freehand'
− elseif App.mouse_down(1) and chord == 'l' then
− State.current_drawing_mode = 'line'
− local _,drawing = Drawing.current_drawing(State)
− if drawing.pending.mode == 'freehand' then
− drawing.pending.p1 = Drawing.find_or_insert_point(drawing.points, drawing.pending.points[1].x, drawing.pending.points[1].y, State.width)
− elseif drawing.pending.mode == 'polygon' or drawing.pending.mode == 'rectangle' or drawing.pending.mode == 'square' then
− drawing.pending.p1 = drawing.pending.vertices[1]
− elseif drawing.pending.mode == 'circle' or drawing.pending.mode == 'arc' then
− drawing.pending.p1 = drawing.pending.center
− end
− drawing.pending.mode = 'line'
− elseif chord == 'C-l' and not App.mouse_down(1) then
− State.current_drawing_mode = 'line'
− elseif App.mouse_down(1) and chord == 'm' then
− State.current_drawing_mode = 'manhattan'
− local drawing = Drawing.select_drawing_at_mouse(State)
− if drawing.pending.mode == 'freehand' then
− drawing.pending.p1 = Drawing.find_or_insert_point(drawing.points, drawing.pending.points[1].x, drawing.pending.points[1].y, State.width)
− elseif drawing.pending.mode == 'line' then
− -- do nothing
− elseif drawing.pending.mode == 'polygon' or drawing.pending.mode == 'rectangle' or drawing.pending.mode == 'square' then
− drawing.pending.p1 = drawing.pending.vertices[1]
− elseif drawing.pending.mode == 'circle' or drawing.pending.mode == 'arc' then
− drawing.pending.p1 = drawing.pending.center
− end
− drawing.pending.mode = 'manhattan'
− elseif chord == 'C-m' and not App.mouse_down(1) then
− State.current_drawing_mode = 'manhattan'
− elseif chord == 'C-g' and not App.mouse_down(1) then
− State.current_drawing_mode = 'polygon'
− elseif App.mouse_down(1) and chord == 'g' then
− State.current_drawing_mode = 'polygon'
− local _,drawing = Drawing.current_drawing(State)
− if drawing.pending.mode == 'freehand' then
− drawing.pending.vertices = {Drawing.find_or_insert_point(drawing.points, drawing.pending.points[1].x, drawing.pending.points[1].y, State.width)}
− elseif drawing.pending.mode == 'line' or drawing.pending.mode == 'manhattan' then
− if drawing.pending.vertices == nil then
− drawing.pending.vertices = {drawing.pending.p1}
− end
− elseif drawing.pending.mode == 'rectangle' or drawing.pending.mode == 'square' then
− -- reuse existing vertices
− elseif drawing.pending.mode == 'circle' or drawing.pending.mode == 'arc' then
− drawing.pending.vertices = {drawing.pending.center}
− end
− drawing.pending.mode = 'polygon'
− elseif chord == 'C-r' and not App.mouse_down(1) then
− State.current_drawing_mode = 'rectangle'
− elseif App.mouse_down(1) and chord == 'r' then
− State.current_drawing_mode = 'rectangle'
− local _,drawing = Drawing.current_drawing(State)
− if drawing.pending.mode == 'freehand' then
− drawing.pending.vertices = {Drawing.find_or_insert_point(drawing.points, drawing.pending.points[1].x, drawing.pending.points[1].y, State.width)}
− elseif drawing.pending.mode == 'line' or drawing.pending.mode == 'manhattan' then
− if drawing.pending.vertices == nil then
− drawing.pending.vertices = {drawing.pending.p1}
− end
− elseif drawing.pending.mode == 'polygon' or drawing.pending.mode == 'square' then
− -- reuse existing (1-2) vertices
− elseif drawing.pending.mode == 'circle' or drawing.pending.mode == 'arc' then
− drawing.pending.vertices = {drawing.pending.center}
− end
− drawing.pending.mode = 'rectangle'
− elseif chord == 'C-s' and not App.mouse_down(1) then
− State.current_drawing_mode = 'square'
− elseif App.mouse_down(1) and chord == 's' then
− State.current_drawing_mode = 'square'
− local _,drawing = Drawing.current_drawing(State)
− if drawing.pending.mode == 'freehand' then
− drawing.pending.vertices = {Drawing.find_or_insert_point(drawing.points, drawing.pending.points[1].x, drawing.pending.points[1].y, State.width)}
− elseif drawing.pending.mode == 'line' or drawing.pending.mode == 'manhattan' then
− if drawing.pending.vertices == nil then
− drawing.pending.vertices = {drawing.pending.p1}
− end
− elseif drawing.pending.mode == 'polygon' then
− while #drawing.pending.vertices > 2 do
− table.remove(drawing.pending.vertices)
− end
− elseif drawing.pending.mode == 'rectangle' then
− -- reuse existing (1-2) vertices
− elseif drawing.pending.mode == 'circle' or drawing.pending.mode == 'arc' then
− drawing.pending.vertices = {drawing.pending.center}
− end
− drawing.pending.mode = 'square'
− elseif App.mouse_down(1) and chord == 'p' and State.current_drawing_mode == 'polygon' then
− local j = Drawing.find_or_insert_point(drawing.points, mx,my, State.width)
− table.insert(drawing.pending.vertices, j)
− elseif App.mouse_down(1) and chord == 'p' and (State.current_drawing_mode == 'rectangle' or State.current_drawing_mode == 'square') then
− local j = Drawing.find_or_insert_point(drawing.points, mx,my, State.width)
− while #drawing.pending.vertices >= 2 do
− table.remove(drawing.pending.vertices)
− end
− table.insert(drawing.pending.vertices, j)
− elseif chord == 'C-o' and not App.mouse_down(1) then
− State.current_drawing_mode = 'circle'
− elseif App.mouse_down(1) and chord == 'a' and State.current_drawing_mode == 'circle' then
− drawing.pending.mode = 'arc'
− local center = drawing.points[drawing.pending.center]
− drawing.pending.radius = round(geom.dist(center.x,center.y, mx,my))
− drawing.pending.start_angle = geom.angle(center.x,center.y, mx,my)
− elseif App.mouse_down(1) and chord == 'o' then
− State.current_drawing_mode = 'circle'
− local _,drawing = Drawing.current_drawing(State)
− if drawing.pending.mode == 'freehand' then
− drawing.pending.center = Drawing.find_or_insert_point(drawing.points, drawing.pending.points[1].x, drawing.pending.points[1].y, State.width)
− elseif drawing.pending.mode == 'line' or drawing.pending.mode == 'manhattan' then
− drawing.pending.center = drawing.pending.p1
− elseif drawing.pending.mode == 'polygon' or drawing.pending.mode == 'rectangle' or drawing.pending.mode == 'square' then
− drawing.pending.center = drawing.pending.vertices[1]
− end
− drawing.pending.mode = 'circle'
− elseif chord == 'C-u' and not App.mouse_down(1) then
− if drawing then
− if State.previous_drawing_mode == nil then
− State.previous_drawing_mode = State.current_drawing_mode
− end
− State.current_drawing_mode = 'move'
− drawing.pending = {mode=State.current_drawing_mode, target_point=p, target_point_index=i}
− State.lines.current_drawing_index = drawing_index
− State.lines.current_drawing = drawing
− end
− elseif chord == 'C-n' and not App.mouse_down(1) then
− if drawing then
− if State.previous_drawing_mode == nil then
− -- don't clobber
− State.previous_drawing_mode = State.current_drawing_mode
− end
− State.current_drawing_mode = 'name'
− p.name = ''
− drawing.pending = {mode=State.current_drawing_mode, target_point=point_index}
− State.lines.current_drawing_index = drawing_index
− State.lines.current_drawing = drawing
− end
− elseif chord == 'C-d' and not App.mouse_down(1) then
− local _,drawing,_,i,p = Drawing.select_point_at_mouse(State)
− if drawing then
− for _,shape in ipairs(drawing.shapes) do
− if Drawing.contains_point(shape, i) then
− if shape.mode == 'polygon' then
− local idx = table.find(shape.vertices, i)
− table.remove(shape.vertices, idx)
− if #shape.vertices < 3 then
− shape.mode = 'deleted'
− end
− else
− shape.mode = 'deleted'
− end
− end
− end
− drawing.points[i].deleted = true
− end
− local drawing,_,_,shape = Drawing.select_shape_at_mouse(State)
− if drawing then
− shape.mode = 'deleted'
− end
− elseif chord == 'C-h' and not App.mouse_down(1) then
− local drawing = Drawing.select_drawing_at_mouse(State)
− if drawing then
− drawing.show_help = true
− end
− elseif chord == 'escape' and App.mouse_down(1) then
− local _,drawing = Drawing.current_drawing(State)
− drawing.pending = {}
− end
− end
−
− function Drawing.complete_rectangle(firstx,firsty, secondx,secondy, x,y)
− if firstx == secondx then
− return x,secondy, x,firsty
− end
− if firsty == secondy then
− return secondx,y, firstx,y
− end
− local first_slope = (secondy-firsty)/(secondx-firstx)
− -- slope of second edge:
− -- -1/first_slope
− -- equation of line containing the second edge:
− -- y-secondy = -1/first_slope*(x-secondx)
− -- => 1/first_slope*x + y + (- secondy - secondx/first_slope) = 0
− -- now we want to find the point on this line that's closest to the mouse pointer.
− -- https://en.wikipedia.org/wiki/Distance_from_a_point_to_a_line#Line_defined_by_an_equation
− local a = 1/first_slope
− local c = -secondy - secondx/first_slope
− local thirdx = round(((x-a*y) - a*c) / (a*a + 1))
− local thirdy = round((a*(-x + a*y) - c) / (a*a + 1))
− -- slope of third edge = first_slope
− -- equation of line containing third edge:
− -- y - thirdy = first_slope*(x-thirdx)
− -- => -first_slope*x + y + (-thirdy + thirdx*first_slope) = 0
− -- now we want to find the point on this line that's closest to the first point
− local a = -first_slope
− local c = -thirdy + thirdx*first_slope
− local fourthx = round(((firstx-a*firsty) - a*c) / (a*a + 1))
− local fourthy = round((a*(-firstx + a*firsty) - c) / (a*a + 1))
− return thirdx,thirdy, fourthx,fourthy
− end
−
− function Drawing.complete_square(firstx,firsty, secondx,secondy, x,y)
− -- use x,y only to decide which side of the first edge to complete the square on
− local deltax = secondx-firstx
− local deltay = secondy-firsty
− local thirdx = secondx+deltay
− local thirdy = secondy-deltax
− if not geom.same_side(firstx,firsty, secondx,secondy, thirdx,thirdy, x,y) then
− deltax = -deltax
− deltay = -deltay
− thirdx = secondx+deltay
− thirdy = secondy-deltax
− end
− local fourthx = firstx+deltay
− local fourthy = firsty-deltax
− return thirdx,thirdy, fourthx,fourthy
− end
−
− function Drawing.current_drawing(State)
− local x, y = App.mouse_x(), App.mouse_y()
− for drawing_index,drawing in ipairs(State.lines) do
− if drawing.mode == 'drawing' then
− end
− end
− end
− return nil
− end
−
− function Drawing.select_shape_at_mouse(State)
− for drawing_index,drawing in ipairs(State.lines) do
− if drawing.mode == 'drawing' then
− local x, y = App.mouse_x(), App.mouse_y()
− for i,shape in ipairs(drawing.shapes) do
− if geom.on_shape(mx,my, drawing, shape) then
− end
− end
− end
− end
− end
− end
−
− function Drawing.select_point_at_mouse(State)
− for drawing_index,drawing in ipairs(State.lines) do
− if drawing.mode == 'drawing' then
− local x, y = App.mouse_x(), App.mouse_y()
− for i,point in ipairs(drawing.points) do
− if Drawing.near(point, mx,my, State.width) then
− end
− end
− end
− end
− end
− end
−
− function Drawing.select_drawing_at_mouse(State)
− for drawing_index,drawing in ipairs(State.lines) do
− if drawing.mode == 'drawing' then
− local x, y = App.mouse_x(), App.mouse_y()
− return drawing
− end
− end
− end
− end
−
− function Drawing.contains_point(shape, p)
− if shape.mode == 'freehand' then
− -- not supported
− elseif shape.mode == 'line' or shape.mode == 'manhattan' then
− return shape.p1 == p or shape.p2 == p
− elseif shape.mode == 'polygon' or shape.mode == 'rectangle' or shape.mode == 'square' then
− return table.find(shape.vertices, p)
− elseif shape.mode == 'circle' then
− return shape.center == p
− elseif shape.mode == 'arc' then
− return shape.center == p
− -- ugh, how to support angles
− elseif shape.mode == 'deleted' then
− -- already done
− else
− end
− end
−
− function Drawing.smoothen(shape)
− for _=1,7 do
− for i=2,#shape.points-1 do
− local a = shape.points[i-1]
− local b = shape.points[i]
− local c = shape.points[i+1]
− b.x = round((a.x + b.x + c.x)/3)
− b.y = round((a.y + b.y + c.y)/3)
− end
− end
− end
−
− function round(num)
− return math.floor(num+.5)
− end
−
− function Drawing.find_or_insert_point(points, x,y, width)
− -- check if UI would snap the two points together
− for i,point in ipairs(points) do
− if Drawing.near(point, x,y, width) then
− return i
− end
− end
− table.insert(points, {x=x, y=y})
− return #points
− end
−
− function Drawing.near(point, x,y, width)
− local px,py = Drawing.pixels(x, width),Drawing.pixels(y, width)
− local cx,cy = Drawing.pixels(point.x, width), Drawing.pixels(point.y, width)
− return (cx-px)*(cx-px) + (cy-py)*(cy-py) < Same_point_distance*Same_point_distance
− end
−
− function Drawing.pixels(n, width) -- parts to pixels
− return math.floor(n*width/256)
− end
− function Drawing.coord(n, width) -- pixels to parts
− return math.floor(n*256/width)
− end
−
− function table.find(h, x)
− for k,v in pairs(h) do
− if v == x then
− return k
− end
− end
− end
−