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local drawing_index, drawing = Drawing.current_drawing(State)
if drawing_index == nil then
for _,line_cache in ipairs(State.line_cache) do line_cache.starty = nil end -- just in case we scroll
Text.textinput(State, t)
end
for _,line_cache in ipairs(State.line_cache) do line_cache.starty = nil end -- just in case we scroll
Text.textinput(State, t)
edit.run_after_textinput(Editor_state, 'o')
edit.run_after_textinput(Editor_state, 'a') -- arc mode
edit.run_after_textinput(Editor_state, 'g') -- polygon mode
edit.run_after_textinput(Editor_state, 'p') -- add point
edit.run_after_textinput(Editor_state, 'r') -- rectangle mode
edit.run_after_textinput(Editor_state, 'p')
edit.run_after_textinput(Editor_state, 'p')
edit.run_after_textinput(Editor_state, 'r') -- rectangle mode
edit.run_after_textinput(Editor_state, 'p')
edit.run_after_textinput(Editor_state, 'p')
edit.run_after_textinput(Editor_state, 's') -- square mode
edit.run_after_textinput(Editor_state, 'p')
edit.run_after_textinput(Editor_state, 'p')
edit.run_after_textinput(Editor_state, 'g') -- polygon mode
edit.run_after_textinput(Editor_state, 'p') -- add point
edit.run_after_textinput(Editor_state, 'p') -- add point
edit.run_after_textinput(Editor_state, 'g') -- polygon mode
edit.run_after_textinput(Editor_state, 'p') -- add point