bedit: Cursor can now scroll
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+46
-13
@@ -61,8 +61,8 @@ gpu.setBackground(0x000000)
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gpu.set(4, resY, "Exit")
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gpu.set(13, resY, "Save")
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local textOffsetX = 0
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local textOffsetY = 0
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local scrollX = 0
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local scrollY = 0
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local cursorX = 1 -- Absolute position, not accounting for scrolling
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local cursorY = 1
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local cursorWhite = true
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@@ -73,8 +73,11 @@ while true do
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-- Handle events
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local previousCursorX -- Used for blackening the previous cursor location when the cursor is moved
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local previousCursorY
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coroutine.yield()
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local eventArgs = {}
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repeat
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local eventArgs = {event.pull("key_down", 0.05)}
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eventArgs = {event.pull("key_down", 0)}
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-- The logical solution here for flashing the cursor would be to set the timeout to 0.5, and, if the timeout is reached, change the color.
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-- However, that makes scrolling freeze the screen up completely.
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-- Thus, for flashing the cursor, a timer is needed.
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@@ -99,43 +102,73 @@ while true do
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end
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if keyboard.keys[eventArgs[4]] == "up" and cursorY > 1 then
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if cursorY - scrollY <= 1 then
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renderBufferFlag = true
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scrollY = scrollY - 1
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else
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if not previousCursorX and not previousCursorY then
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previousCursorX = cursorX
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previousCursorY = cursorY
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end
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end
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cursorY = cursorY - 1
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-- The cursor absolute position still has to be moved, even if on-screen it won't move
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end
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if keyboard.keys[eventArgs[4]] == "down" then
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if cursorY - scrollY >= resY - 1 then
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renderBufferFlag = true
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scrollY = scrollY + 1
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else
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if not previousCursorX and not previousCursorY then
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previousCursorX = cursorX
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previousCursorY = cursorY
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end
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end
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cursorY = cursorY + 1
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end
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if keyboard.keys[eventArgs[4]] == "left" and cursorX > 1 then
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if cursorX - scrollX <= 1 then
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renderBufferFlag = true
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scrollX = scrollX - 1
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else
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if not previousCursorX and not previousCursorY then
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previousCursorX = cursorX
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previousCursorY = cursorY
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end
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end
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cursorX = cursorX - 1
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end
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if keyboard.keys[eventArgs[4]] == "right" then
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if cursorX - scrollX >= resX then
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renderBufferFlag = true
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scrollX = scrollX + 1
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else
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if not previousCursorX and not previousCursorY then
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previousCursorX = cursorX
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previousCursorY = cursorY
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end
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end
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cursorX = cursorX + 1
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end
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end
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until not next(eventArgs)
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until next(eventArgs) == nil
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local displayedCursorX = cursorX - scrollX
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local displayedCursorY = cursorY - scrollY
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local previousDisplayedCursorX -- What a mouthful
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local previousDisplayedCursorY
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if previousCursorX and previousCursorY then
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previousDisplayedCursorX = previousCursorX - scrollX
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previousDisplayedCursorY = previousCursorY - scrollY
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end
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if renderBufferFlag then
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renderText(textOffsetX, textOffsetY)
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renderText(scrollX, scrollY)
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if cursorWhite then
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-- If the cursor is black, then there's no need to do anything because there is no cursor after calling renderText().
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gpu.setForeground(0x000000)
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gpu.setBackground(0xFFFFFF)
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local letter = gpu.get(cursorX, cursorY)
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gpu.set(cursorX, cursorY, letter)
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local letter = gpu.get(displayedCursorX, displayedCursorY)
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gpu.set(displayedCursorX, displayedCursorY, letter)
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-- TODO: Account for scrolling
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end
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else
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@@ -144,20 +177,20 @@ while true do
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-- Remove old cursor
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gpu.setForeground(0xFFFFFF)
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gpu.setBackground(0x000000)
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local letter = gpu.get(previousCursorX, previousCursorY)
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gpu.set(previousCursorX, previousCursorY, letter)
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local letter = gpu.get(previousDisplayedCursorX, previousDisplayedCursorY)
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gpu.set(previousDisplayedCursorX, previousDisplayedCursorY, letter)
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end
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gpu.setForeground(0x000000)
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gpu.setBackground(0xFFFFFF)
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local letter = gpu.get(cursorX, cursorY)
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gpu.set(cursorX, cursorY, letter)
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local letter = gpu.get(displayedCursorX, displayedCursorY)
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gpu.set(displayedCursorX, displayedCursorY, letter)
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else
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-- If renderText() hasn't been called, the cursor may still be white and need to be turned black.
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gpu.setForeground(0xFFFFFF)
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gpu.setBackground(0x000000)
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local letter = gpu.get(cursorX, cursorY)
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gpu.set(cursorX, cursorY, letter)
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local letter = gpu.get(displayedCursorX, displayedCursorY)
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gpu.set(displayedCursorX, displayedCursorY, letter)
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end
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end
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end
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