#![allow(dead_code)] use std::cmp::min; use buffer::Buffer; // Maximum graphemes in a line before a soft line break is forced. // This is necessary to prevent pathological formatting cases which // could slow down the editor arbitrarily for arbitrarily long // lines. pub const LINE_BLOCK_LENGTH: usize = 4096; #[derive(Copy, Clone, PartialEq)] pub enum RoundingBehavior { Round, Floor, Ceiling, } pub trait LineFormatter { fn single_line_height(&self) -> usize; /// Returns the 2d visual dimensions of the given text when formatted /// by the formatter. /// The text to be formatted is passed as a grapheme iterator. fn dimensions<'a, T>(&'a self, g_iter: T) -> (usize, usize) where T: Iterator; /// Converts a grapheme index within a text into a visual 2d position. /// The text to be formatted is passed as a grapheme iterator. fn index_to_v2d<'a, T>(&'a self, g_iter: T, index: usize) -> (usize, usize) where T: Iterator; /// Converts a visual 2d position into a grapheme index within a text. /// The text to be formatted is passed as a grapheme iterator. fn v2d_to_index<'a, T>(&'a self, g_iter: T, v2d: (usize, usize), rounding: (RoundingBehavior, RoundingBehavior)) -> usize where T: Iterator; fn index_to_horizontal_v2d(&self, buf: &Buffer, index: usize) -> usize { let (line_i, col_i) = buf.index_to_line_col(index); let line = buf.get_line(line_i); // Find the right block in the line, and the index within that block let (line_block, col_i_adjusted) = block_index_and_offset(col_i); // Get an iter into the right block let a = line_block * LINE_BLOCK_LENGTH; let b = min(line.grapheme_count(), (line_block + 1) * LINE_BLOCK_LENGTH); let g_iter = line.grapheme_iter_between_indices(a, b); return self.index_to_v2d(g_iter, col_i_adjusted).1; } /// Takes a grapheme index and a visual vertical offset, and returns the grapheme /// index after that visual offset is applied. fn index_offset_vertical_v2d(&self, buf: &Buffer, index: usize, offset: isize, rounding: (RoundingBehavior, RoundingBehavior)) -> usize { // TODO: handle rounding modes // TODO: do this with bidirectional line iterator // Get the line and block index of the given index let (mut line_i, mut col_i) = buf.index_to_line_col(index); // Find the right block in the line, and the index within that block let (line_block, col_i_adjusted) = block_index_and_offset(col_i); let mut line = buf.get_line(line_i); let (mut y, x) = self.index_to_v2d(line.grapheme_iter_between_indices(line_block * LINE_BLOCK_LENGTH, min(line.grapheme_count(), (line_block + 1) * LINE_BLOCK_LENGTH)), col_i_adjusted); // First, find the right line while keeping track of the vertical offset let mut new_y = y as isize + offset; let mut block_index: usize = line_block; loop { line = buf.get_line(line_i); let (h, _) = self.dimensions(line.grapheme_iter_between_indices(block_index * LINE_BLOCK_LENGTH, min(line.grapheme_count(), (block_index + 1) * LINE_BLOCK_LENGTH))); if new_y >= 0 && new_y < h as isize { y = new_y as usize; break; } else { if new_y > 0 { let is_last_block = block_index >= last_block_index(line.grapheme_count()); // Check for off-the-end if is_last_block && (line_i + 1) >= buf.line_count() { return buf.grapheme_count(); } if is_last_block { line_i += 1; block_index = 0; } else { block_index += 1; } new_y -= h as isize; } else if new_y < 0 { // Check for off-the-end if block_index == 0 && line_i == 0 { return 0; } if block_index == 0 { line_i -= 1; line = buf.get_line(line_i); block_index = last_block_index(line.grapheme_count()); } else { block_index -= 1; } let (h, _) = self.dimensions(line.grapheme_iter_between_indices(block_index * LINE_BLOCK_LENGTH, min(line.grapheme_count(), (block_index+1) * LINE_BLOCK_LENGTH))); new_y += h as isize; } else { unreachable!(); } } } // Next, convert the resulting coordinates back into buffer-wide // coordinates. let block_slice = line.slice(block_index * LINE_BLOCK_LENGTH, min(line.grapheme_count(), (block_index + 1) * LINE_BLOCK_LENGTH)); let block_col_i = min(self.v2d_to_index(block_slice.grapheme_iter(), (y, x), rounding), LINE_BLOCK_LENGTH - 1); col_i = (block_index * LINE_BLOCK_LENGTH) + block_col_i; return buf.line_col_to_index((line_i, col_i)); } /// Takes a grapheme index and a desired visual horizontal position, and /// returns a grapheme index on the same visual line as the given index, /// but offset to have the desired horizontal position. fn index_set_horizontal_v2d(&self, buf: &Buffer, index: usize, horizontal: usize, rounding: RoundingBehavior) -> usize { let (line_i, col_i) = buf.index_to_line_col(index); let line = buf.get_line(line_i); // Find the right block in the line, and the index within that block let (line_block, col_i_adjusted) = block_index_and_offset(col_i); let start_index = line_block * LINE_BLOCK_LENGTH; let end_index = min(line.grapheme_count(), start_index + LINE_BLOCK_LENGTH); // Calculate the horizontal position let (v, _) = self.index_to_v2d(line.grapheme_iter_between_indices(start_index, end_index), col_i_adjusted); let block_col_i = self.v2d_to_index(line.grapheme_iter_between_indices(start_index, end_index), (v, horizontal), (RoundingBehavior::Floor, rounding)); let mut new_col_i = start_index + min(block_col_i, LINE_BLOCK_LENGTH - 1); // Make sure we're not pushing the index off the end of the line if (line_i + 1) < buf.line_count() && new_col_i >= line.grapheme_count() && line.grapheme_count() > 0 { new_col_i = line.grapheme_count() - 1; } return (index + new_col_i) - col_i; } } pub fn block_index_and_offset(index: usize) -> (usize, usize) { (index / LINE_BLOCK_LENGTH, index % LINE_BLOCK_LENGTH) } pub fn last_block_index(gc: usize) -> usize { let mut block_count = gc / LINE_BLOCK_LENGTH; if (gc % LINE_BLOCK_LENGTH) > 0 { block_count += 1; } if block_count > 0 { return block_count - 1; } else { return 0; } }