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// @TODO: page up, page down (buffer_page_up, buffer_page_down)
#include "base.h"
no_warn_start
#if _WIN32
#include <SDL.h>
#else
#include <SDL2/SDL.h>
#endif
no_warn_end
#include <GL/gl.h>
#include <locale.h>
#include <wctype.h>
#include "command.h"
#include "util.c"
#include "colors.c"
typedef struct {
u32 colors[COLOR_COUNT];
} Settings;
#include "time.c"
#include "unicode.h"
#define MATH_GL
#include "math.c"
#include "text.h"
#include "string32.c"
#include "arr.c"
#include "buffer.c"
#include "ted-base.c"
#include "command.c"
#include "config.c"
static void die(char const *fmt, ...) {
char buf[256] = {0};
va_list args;
va_start(args, fmt);
vsnprintf(buf, sizeof buf - 1, fmt, args);
va_end(args);
// show a message box, and if that fails, print it
if (SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Error", buf, NULL) < 0) {
debug_println("%s\n", buf);
}
exit(EXIT_FAILURE);
}
#if _WIN32
INT WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance,
PSTR lpCmdLine, INT nCmdShow) {
#else
int main(void) {
#endif
setlocale(LC_ALL, ""); // allow unicode
SDL_SetHint(SDL_HINT_NO_SIGNAL_HANDLERS, "1"); // if this program is sent a SIGTERM/SIGINT, don't turn it into a quit event
if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER) < 0)
die("%s", SDL_GetError());
SDL_Window *window = SDL_CreateWindow("ted", SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED, 1280, 720, SDL_WINDOW_SHOWN|SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);
if (!window)
die("%s", SDL_GetError());
{ // set icon
SDL_Surface *icon = SDL_LoadBMP("assets/icon.bmp");
SDL_SetWindowIcon(window, icon);
SDL_FreeSurface(icon);
}
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
SDL_GLContext *glctx = SDL_GL_CreateContext(window);
if (!glctx) {
die("%s", SDL_GetError());
}
SDL_GL_SetSwapInterval(1); // vsync
Font *font = text_font_load("assets/font.ttf", 16);
if (!font) {
die("Couldn't load font: %s", text_get_err());
}
Ted *ted = calloc(1, sizeof *ted);
if (!ted) {
die("Not enough memory available to run ted.");
}
Settings *settings = &ted->settings;
config_read(ted, "ted.cfg");
if (ted_haserr(ted)) {
die("Error reading config: %s", ted_geterr(ted));
}
TextBuffer text_buffer;
TextBuffer *buffer = &text_buffer;
buffer_create(buffer, font, settings);
ted->active_buffer = buffer;
if (!buffer_load_file(buffer, "buffer.c"))
die("Error loading file: %s", buffer_geterr(buffer));
Uint32 time_at_last_frame = SDL_GetTicks();
bool quit = false;
while (!quit) {
#if DEBUG
//printf("\033[H\033[2J");
#endif
SDL_Event event;
Uint8 const *keyboard_state = SDL_GetKeyboardState(NULL);
bool ctrl = keyboard_state[SDL_SCANCODE_LCTRL] || keyboard_state[SDL_SCANCODE_RCTRL];
bool shift = keyboard_state[SDL_SCANCODE_LSHIFT] || keyboard_state[SDL_SCANCODE_RSHIFT];
bool alt = keyboard_state[SDL_SCANCODE_LALT] || keyboard_state[SDL_SCANCODE_RALT];
(void)ctrl; (void)shift; (void)alt;
while (SDL_PollEvent(&event)) {
// @TODO: make a function to handle text buffer events
switch (event.type) {
case SDL_QUIT:
quit = true;
break;
case SDL_MOUSEWHEEL: {
// scroll with mouse wheel
Sint32 dx = event.wheel.x, dy = -event.wheel.y;
double scroll_speed = 2.5;
buffer_scroll(buffer, dx * scroll_speed, dy * scroll_speed);
} break;
case SDL_MOUSEBUTTONDOWN:
switch (event.button.button) {
case SDL_BUTTON_LEFT: {
BufferPos pos;
if (buffer_pixels_to_pos(buffer, V2((float)event.button.x, (float)event.button.y), &pos))
buffer_cursor_move_to_pos(buffer, pos);
} break;
}
break;
case SDL_KEYDOWN: {
SDL_Scancode scancode = event.key.keysym.scancode;
SDL_Keymod modifier = event.key.keysym.mod;
u32 key_combo = (u32)scancode << 3 |
(u32)((modifier & (KMOD_LCTRL|KMOD_RCTRL)) != 0) << KEY_MODIFIER_CTRL_BIT |
(u32)((modifier & (KMOD_LSHIFT|KMOD_RSHIFT)) != 0) << KEY_MODIFIER_SHIFT_BIT |
(u32)((modifier & (KMOD_LALT|KMOD_RALT)) != 0) << KEY_MODIFIER_ALT_BIT;
if (key_combo < KEY_COMBO_COUNT) {
KeyAction *action = &ted->key_actions[key_combo];
if (action->command) {
command_execute(ted, action->command, action->argument);
} else switch (event.key.keysym.sym) {
case SDLK_RETURN:
buffer_insert_char_at_cursor(buffer, U'\n');
break;
case SDLK_TAB:
buffer_insert_char_at_cursor(buffer, U'\t');
break;
}
}
} break;
case SDL_TEXTINPUT: {
char *text = event.text.text;
buffer_insert_utf8_at_cursor(buffer, text);
} break;
}
}
double frame_dt;
{
Uint32 time_this_frame = SDL_GetTicks();
frame_dt = 0.001 * (time_this_frame - time_at_last_frame);
time_at_last_frame = time_this_frame;
}
if (alt) {
// alt + arrow keys to scroll
double scroll_speed = 20.0;
double scroll_amount_x = scroll_speed * frame_dt * 1.5; // characters are taller than they are wide
double scroll_amount_y = scroll_speed * frame_dt;
if (keyboard_state[SDL_SCANCODE_UP])
buffer_scroll(buffer, 0, -scroll_amount_y);
if (keyboard_state[SDL_SCANCODE_DOWN])
buffer_scroll(buffer, 0, +scroll_amount_y);
if (keyboard_state[SDL_SCANCODE_LEFT])
buffer_scroll(buffer, -scroll_amount_x, 0);
if (keyboard_state[SDL_SCANCODE_RIGHT])
buffer_scroll(buffer, +scroll_amount_x, 0);
}
int window_width = 0, window_height = 0;
SDL_GetWindowSize(window, &window_width, &window_height);
float window_widthf = (float)window_width, window_heightf = (float)window_height;
// set up GL
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glViewport(0, 0, window_width, window_height);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// pixel coordinates; down is positive y
glOrtho(0, window_width, window_height, 0, -1, +1);
{ // clear (background)
float bg_color[4];
rgba_u32_to_floats(settings->colors[COLOR_BG], bg_color);
glClearColor(bg_color[0], bg_color[1], bg_color[2], bg_color[3]);
}
glClear(GL_COLOR_BUFFER_BIT);
{
float x1 = 50, y1 = 50, x2 = window_widthf-50, y2 = window_heightf-50;
buffer_render(buffer, x1, y1, x2, y2);
if (text_has_err()) {
debug_println("Text error: %s\n", text_get_err());
break;
}
}
#if DEBUG
//buffer_print_debug(buffer);
buffer_check_valid(buffer);
//buffer_print_undo_history(buffer);
#endif
SDL_GL_SwapWindow(window);
}
SDL_GL_DeleteContext(glctx);
SDL_DestroyWindow(window);
SDL_Quit();
buffer_free(buffer);
text_font_free(font);
free(ted);
return 0;
}
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