Text_color = {r=0, g=0, b=0} Foreground_color = {r=0, g=0, b=0}
Cursor_color = {r=1, g=0, b=0}
Highlight_color = {r=0.7, g=0.7, b=0.9, a=0.4} Line_number_color = {r=0.4, g=0.4, b=0.4}
Margin_top = 15
Margin_left = 25
Margin_right = 25
utf8 = require 'utf8'
require 'file'
require 'text'
require 'colorize'
edit = {}
function edit.initialize_state(top, bottom, left, right, font, font_height, line_height)
local result = {
lines = {{data=''}},
line_cache = {},
screen_top1 = {line=1, pos=1}, cursor1 = {line=1, pos=1},
selection1 = {},
old_cursor1 = nil,
old_selection1 = nil,
mousepress_shift = nil,
cursor_x = 0,
cursor_y = 0,
font = font,
font_height = font_height,
line_height = line_height,
top = top,
bottom = bottom or App.screen.height,
left = math.floor(left),
right = math.floor(right),
width = right-left,
filename = love.filesystem.getSourceBaseDirectory()..'/lines.txt', next_save = nil,
history = {},
next_history = 1,
search_term = nil,
search_backup = nil, }
return result
end
function edit.check_locs(State)
if edit.invalid1(State, State.screen_top1)
or edit.invalid_cursor1(State)
or not Text.le1(State.screen_top1, State.cursor1) then
State.screen_top1 = {line=1, pos=1}
State.cursor1 = {line=1, pos=1}
end
end
function edit.invalid1(State, loc1)
if loc1.line > #State.lines then return true end
local l = State.lines[loc1.line]
if l.mode ~= 'text' then return false end return loc1.pos > #State.lines[loc1.line].data
end
function edit.invalid_cursor1(State)
local cursor1 = State.cursor1
if cursor1.line > #State.lines then return true end
local l = State.lines[cursor1.line]
if l.mode ~= 'text' then return false end return cursor1.pos > #State.lines[cursor1.line].data + 1
end
function edit.draw(State, fg, hide_cursor, show_line_numbers)
love.graphics.setFont(State.font)
assert(#State.lines == #State.line_cache, ('line_cache is out of date; %d elements when it should be %d'):format(#State.line_cache, #State.lines))
State.cursor_x = nil
State.cursor_y = nil
local y = State.top
for line_index = State.screen_top1.line,#State.lines do
local line = State.lines[line_index]
if y + State.line_height > State.bottom then break end
local startpos = 1
if line_index == State.screen_top1.line then
startpos = State.screen_top1.pos
end
y = Text.draw(State, line_index, y, startpos, fg, hide_cursor, show_line_numbers)
end
if State.search_term then
Text.draw_search_bar(State, hide_cursor)
end
end
function edit.update(State, dt)
if State.next_save and State.next_save < Current_time then
save_to_disk(State)
end
end
function schedule_save(State)
if State.next_save == nil then
State.next_save = Current_time + 3 end
end
function edit.quit(State)
if State.next_save then
save_to_disk(State)
love.timer.sleep(0.1)
end
end
function edit.mouse_press(State, x,y, mouse_button)
if State.search_term then return end
State.mouse_down = mouse_button
if y < State.top then
State.old_cursor1 = State.cursor1
State.old_selection1 = State.selection1
State.mousepress_shift = App.shift_down()
State.selection1 = {
line=State.screen_top1.line,
pos=State.screen_top1.pos,
}
return
end
for line_index,line in ipairs(State.lines) do
if Text.in_line(State, line_index, x,y) then
State.old_cursor1 = State.cursor1
State.old_selection1 = State.selection1
State.mousepress_shift = App.shift_down()
State.selection1 = {
line=line_index,
pos=Text.to_pos_on_line(State, line_index, x, y),
}
if not State.mousepress_shift then
State.cursor1 = {line=State.selection1.line, pos=State.selection1.pos}
end
return
end
end
State.old_cursor1 = State.cursor1
State.old_selection1 = State.selection1
State.mousepress_shift = App.shift_down()
State.selection1 = Text.final_loc_on_screen(State)
end
function edit.mouse_release(State, x,y, mouse_button)
if State.search_term then return end
State.mouse_down = nil
State.mouse_down = nil
if y < State.top then
State.cursor1 = deepcopy(State.screen_top1)
edit.clean_up_mouse_press(State)
return
end
for line_index,line in ipairs(State.lines) do
if Text.in_line(State, line_index, x,y) then
State.cursor1 = {
line=line_index,
pos=Text.to_pos_on_line(State, line_index, x, y),
}
edit.clean_up_mouse_press(State)
return
end
end
State.cursor1 = Text.final_loc_on_screen(State)
edit.clean_up_mouse_press(State)
end
function edit.clean_up_mouse_press(State)
if State.mousepress_shift then
if State.old_selection1.line == nil then
State.selection1 = State.old_cursor1
else
State.selection1 = State.old_selection1
end
end
State.old_cursor1, State.old_selection1, State.mousepress_shift = nil
if eq(State.cursor1, State.selection1) then
State.selection1 = {}
end
end
function edit.mouse_wheel_move(State, dx,dy)
if dy > 0 then
State.cursor1 = deepcopy(State.screen_top1)
for i=1,math.floor(dy) do
Text.up(State)
end
elseif dy < 0 then
State.cursor1 = Text.screen_bottom1(State)
for i=1,math.floor(-dy) do
Text.down(State)
end
end
end
function edit.text_input(State, t, readonly)
if State.search_term then
State.search_term = State.search_term..t
Text.search_next(State)
elseif not readonly then
if utf8.len(t) == 1 then
Text.text_input(State, t)
else
Text.insert_text(State, t)
end
end
schedule_save(State)
end
function edit.keychord_press(State, chord, key, readonly)
if not readonly and State.selection1.line and
(not App.shift_down() or utf8.len(key) == 1) and
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(key) then
Text.delete_selection_and_record_undo_event(State)
end
if State.search_term then
if chord == 'escape' then
State.search_term = nil
State.cursor1 = State.search_backup.cursor
State.screen_top1 = State.search_backup.screen_top
State.search_backup = nil
Text.redraw_all(State) elseif chord == 'return' then
State.search_term = nil
State.search_backup = nil
elseif chord == 'backspace' then
local len = utf8.len(State.search_term)
local byte_offset = Text.offset(State.search_term, len)
State.search_term = string.sub(State.search_term, 1, byte_offset-1)
State.cursor = deepcopy(State.search_backup.cursor)
State.screen_top = deepcopy(State.search_backup.screen_top)
Text.search_next(State)
elseif chord == 'down' then
if #State.search_term > 0 then
Text.right(State)
Text.search_next(State)
end
elseif chord == 'up' then
Text.search_previous(State)
end
return
elseif chord == 'C-f' then
State.search_term = ''
State.search_backup = {
cursor={line=State.cursor1.line, pos=State.cursor1.pos},
screen_top={line=State.screen_top1.line, pos=State.screen_top1.pos},
}
elseif chord == 'C-=' then
edit.update_font_settings(State, State.font_height+2)
Text.redraw_all(State)
elseif chord == 'C--' then
if State.font_height > 2 then
edit.update_font_settings(State, State.font_height-2)
Text.redraw_all(State)
end
elseif chord == 'C-0' then
edit.update_font_settings(State, 20)
Text.redraw_all(State)
elseif not readonly and chord == 'C-z' then
local event = undo_event(State)
if event then
local src = event.before
State.screen_top1 = deepcopy(src.screen_top)
State.cursor1 = deepcopy(src.cursor)
State.selection1 = deepcopy(src.selection)
patch(State.lines, event.after, event.before)
Text.redraw_all(State) schedule_save(State)
end
elseif not readonly and chord == 'C-y' then
local event = redo_event(State)
if event then
local src = event.after
State.screen_top1 = deepcopy(src.screen_top)
State.cursor1 = deepcopy(src.cursor)
State.selection1 = deepcopy(src.selection)
patch(State.lines, event.before, event.after)
Text.redraw_all(State) schedule_save(State)
end
elseif chord == 'C-a' then
State.selection1 = {line=1, pos=1}
State.cursor1 = {line=#State.lines, pos=utf8.len(State.lines[#State.lines].data)+1}
elseif chord == 'C-c' then
local s = Text.selection(State)
if s then
App.set_clipboard(s)
end
elseif not readonly and chord == 'C-x' then
local s = Text.cut_selection_and_record_undo_event(State)
if s then
App.set_clipboard(s)
end
schedule_save(State)
elseif not readonly and chord == 'C-v' then
local before_line = State.cursor1.line
local before = snapshot(State, before_line)
local clipboard_data = App.get_clipboard()
Text.insert_text(State, clipboard_data)
record_undo_event(State, {before=before, after=snapshot(State, before_line, State.cursor1.line)})
schedule_save(State)
else
Text.keychord_press(State, chord, readonly)
end
end
function Text.insert_text(State, d)
for _,code in utf8.codes(d) do
local c = utf8.char(code)
if c == '\n' then
Text.insert_return(State)
else
Text.insert_at_cursor(State, c)
end
end
if Text.cursor_out_of_screen(State) then
Text.snap_cursor_to_bottom_of_screen(State, State.left, State.right)
end
end
function edit.clear(State)
State.lines = {{data=''}}
Text.redraw_all(State)
State.cursor1 = {line=1, pos=1}
State.screen_top1 = {line=1, pos=1}
State.selection1 = {}
end
function edit.key_release(State, key, scancode)
end
function edit.update_font_settings(State, font_height, font)
State.font_height = font_height
State.font = font or love.graphics.newFont(State.font_height)
State.line_height = math.floor(font_height*1.3)
end
Test_margin_left = 25
Test_margin_right = 0
function edit.initialize_test_state()
return edit.initialize_state(
15, nil, Test_margin_left,
App.screen.width - Test_margin_right,
love.graphics.getFont(),
14,
15) end
function edit.run_after_text_input(State, t)
edit.keychord_press(State, t)
edit.text_input(State, t)
edit.key_release(State, t)
App.screen.contents = {}
edit.update(State, 0)
edit.draw(State, Text_color)
end
function edit.run_after_keychord(State, chord, key)
edit.keychord_press(State, chord, key)
edit.key_release(State, key)
App.screen.contents = {}
edit.update(State, 0)
edit.draw(State, Text_color)
end
function edit.run_after_mouse_click(State, x,y, mouse_button)
App.fake_mouse_press(x,y, mouse_button)
edit.mouse_press(State, x,y, mouse_button)
edit.draw(State, Text_color)
App.fake_mouse_release(x,y, mouse_button)
edit.mouse_release(State, x,y, mouse_button)
App.screen.contents = {}
edit.update(State, 0)
edit.draw(State, Text_color)
end
function edit.run_after_mouse_press(State, x,y, mouse_button)
App.fake_mouse_press(x,y, mouse_button)
edit.mouse_press(State, x,y, mouse_button)
App.screen.contents = {}
edit.update(State, 0)
edit.draw(State, Text_color)
end
function edit.run_after_mouse_release(State, x,y, mouse_button)
App.fake_mouse_release(x,y, mouse_button)
edit.mouse_release(State, x,y, mouse_button)
App.screen.contents = {}
edit.update(State, 0)
edit.draw(State, Text_color)
end