// Scintilla source code edit control /** @file CellBuffer.cxx ** Manages a buffer of cells. **/ // Copyright 1998-2001 by Neil Hodgson // The License.txt file describes the conditions under which this software may be distributed. #include #include #include #include #include "Platform.h" #include "Scintilla.h" #include "SplitVector.h" #include "Partitioning.h" #include "CellBuffer.h" #ifdef SCI_NAMESPACE using namespace Scintilla; #endif LineVector::LineVector() : starts(256), perLine(0) { Init(); } LineVector::~LineVector() { starts.DeleteAll(); } void LineVector::Init() { starts.DeleteAll(); if (perLine) { perLine->Init(); } } void LineVector::SetPerLine(PerLine *pl) { perLine = pl; } void LineVector::InsertText(int line, int delta) { starts.InsertText(line, delta); } void LineVector::InsertLine(int line, int position, bool lineStart) { starts.InsertPartition(line, position); if (perLine) { if ((line > 0) && lineStart) line--; perLine->InsertLine(line); } } void LineVector::SetLineStart(int line, int position) { starts.SetPartitionStartPosition(line, position); } void LineVector::RemoveLine(int line) { starts.RemovePartition(line); if (perLine) { perLine->RemoveLine(line); } } int LineVector::LineFromPosition(int pos) const { return starts.PartitionFromPosition(pos); } Action::Action() { at = startAction; position = 0; data = 0; lenData = 0; mayCoalesce = false; } Action::~Action() { Destroy(); } void Action::Create(actionType at_, int position_, char *data_, int lenData_, bool mayCoalesce_) { delete []data; position = position_; at = at_; data = data_; lenData = lenData_; mayCoalesce = mayCoalesce_; } void Action::Destroy() { delete []data; data = 0; } void Action::Grab(Action *source) { delete []data; position = source->position; at = source->at; data = source->data; lenData = source->lenData; mayCoalesce = source->mayCoalesce; // Ownership of source data transferred to this source->position = 0; source->at = startAction; source->data = 0; source->lenData = 0; source->mayCoalesce = true; } // The undo history stores a sequence of user operations that represent the user's view of the // commands executed on the text. // Each user operation contains a sequence of text insertion and text deletion actions. // All the user operations are stored in a list of individual actions with 'start' actions used // as delimiters between user operations. // Initially there is one start action in the history. // As each action is performed, it is recorded in the history. The action may either become // part of the current user operation or may start a new user operation. If it is to be part of the // current operation, then it overwrites the current last action. If it is to be part of a new // operation, it is appended after the current last action. // After writing the new action, a new start action is appended at the end of the history. // The decision of whether to start a new user operation is based upon two factors. If a // compound operation has been explicitly started by calling BeginUndoAction and no matching // EndUndoAction (these calls nest) has been called, then the action is coalesced into the current // operation. If there is no outstanding BeginUndoAction call then a new operation is started // unless it looks as if the new action is caused by the user typing or deleting a stream of text. // Sequences that look like typing or deletion are coalesced into a single user operation. UndoHistory::UndoHistory() { lenActions = 100; actions = new Action[lenActions]; maxAction = 0; currentAction = 0; undoSequenceDepth = 0; savePoint = 0; actions[currentAction].Create(startAction); } UndoHistory::~UndoHistory() { delete []actions; actions = 0; } void UndoHistory::EnsureUndoRoom() { // Have to test that there is room for 2 more actions in the array // as two actions may be created by the calling function if (currentAction >= (lenActions - 2)) { // Run out of undo nodes so extend the array int lenActionsNew = lenActions * 2; Action *actionsNew = new Action[lenActionsNew]; for (int act = 0; act <= currentAction; act++) actionsNew[act].Grab(&actions[act]); delete []actions; lenActions = lenActionsNew; actions = actionsNew; } } void UndoHistory::AppendAction(actionType at, int position, char *data, int lengthData, bool &startSequence, bool mayCoalesce) { EnsureUndoRoom(); //Platform::DebugPrintf("%% %d action %d %d %d\n", at, position, lengthData, currentAction); //Platform::DebugPrintf("^ %d action %d %d\n", actions[currentAction - 1].at, // actions[currentAction - 1].position, actions[currentAction - 1].lenData); if (currentAction < savePoint) { savePoint = -1; } int oldCurrentAction = currentAction; if (currentAction >= 1) { if (0 == undoSequenceDepth) { // Top level actions may not always be coalesced int targetAct = -1; const Action *actPrevious = &(actions[currentAction + targetAct]); // Container actions may forward the coalesce state of Scintilla Actions. while ((actPrevious->at == containerAction) && actPrevious->mayCoalesce) { targetAct--; actPrevious = &(actions[currentAction + targetAct]); } // See if current action can be coalesced into previous action // Will work if both are inserts or deletes and position is same if (currentAction == savePoint) { currentAction++; } else if (!actions[currentAction].mayCoalesce) { // Not allowed to coalesce if this set currentAction++; } else if (!mayCoalesce || !actPrevious->mayCoalesce) { currentAction++; } else if (at == containerAction || actions[currentAction].at == containerAction) { ; // A coalescible containerAction } else if ((at != actPrevious->at) && (actPrevious->at != startAction)) { currentAction++; } else if ((at == insertAction) && (position != (actPrevious->position + actPrevious->lenData))) { // Insertions must be immediately after to coalesce currentAction++; } else if (at == removeAction) { if ((lengthData == 1) || (lengthData == 2)) { if ((position + lengthData) == actPrevious->position) { ; // Backspace -> OK } else if (position == actPrevious->position) { ; // Delete -> OK } else { // Removals must be at same position to coalesce currentAction++; } } else { // Removals must be of one character to coalesce currentAction++; } } else { // Action coalesced. } } else { // Actions not at top level are always coalesced unless this is after return to top level if (!actions[currentAction].mayCoalesce) currentAction++; } } else { currentAction++; } startSequence = oldCurrentAction != currentAction; actions[currentAction].Create(at, position, data, lengthData, mayCoalesce); currentAction++; actions[currentAction].Create(startAction); maxAction = currentAction; } void UndoHistory::BeginUndoAction() { EnsureUndoRoom(); if (undoSequenceDepth == 0) { if (actions[currentAction].at != startAction) { currentAction++; actions[currentAction].Create(startAction); maxAction = currentAction; } actions[currentAction].mayCoalesce = false; } undoSequenceDepth++; } void UndoHistory::EndUndoAction() { PLATFORM_ASSERT(undoSequenceDepth > 0); EnsureUndoRoom(); undoSequenceDepth--; if (0 == undoSequenceDepth) { if (actions[currentAction].at != startAction) { currentAction++; actions[currentAction].Create(startAction); maxAction = currentAction; } actions[currentAction].mayCoalesce = false; } } void UndoHistory::DropUndoSequence() { undoSequenceDepth = 0; } void UndoHistory::DeleteUndoHistory() { for (int i = 1; i < maxAction; i++) actions[i].Destroy(); maxAction = 0; currentAction = 0; actions[currentAction].Create(startAction); savePoint = 0; } void UndoHistory::SetSavePoint() { savePoint = currentAction; } bool UndoHistory::IsSavePoint() const { return savePoint == currentAction; } bool UndoHistory::CanUndo() const { return (currentAction > 0) && (maxAction > 0); } int UndoHistory::StartUndo() { // Drop any trailing startAction if (actions[currentAction].at == startAction && currentAction > 0) currentAction--; // Count the steps in this action int act = currentAction; while (actions[act].at != startAction && act > 0) { act--; } return currentAction - act; } const Action &UndoHistory::GetUndoStep() const { return actions[currentAction]; } void UndoHistory::CompletedUndoStep() { currentAction--; } bool UndoHistory::CanRedo() const { return maxAction > currentAction; } int UndoHistory::StartRedo() { // Drop any leading startAction if (actions[currentAction].at == startAction && currentAction < maxAction) currentAction++; // Count the steps in this action int act = currentAction; while (actions[act].at != startAction && act < maxAction) { act++; } return act - currentAction; } const Action &UndoHistory::GetRedoStep() const { return actions[currentAction]; } void UndoHistory::CompletedRedoStep() { currentAction++; } CellBuffer::CellBuffer() { readOnly = false; collectingUndo = true; } CellBuffer::~CellBuffer() { } char CellBuffer::CharAt(int position) const { return substance.ValueAt(position); } void CellBuffer::GetCharRange(char *buffer, int position, int lengthRetrieve) const { if (lengthRetrieve < 0) return; if (position < 0) return; if ((position + lengthRetrieve) > substance.Length()) { Platform::DebugPrintf("Bad GetCharRange %d for %d of %d\n", position, lengthRetrieve, substance.Length()); return; } for (int i=0; i((curVal & ~mask) | styleValue)); return true; } else { return false; } } bool CellBuffer::SetStyleFor(int position, int lengthStyle, char styleValue, char mask) { bool changed = false; PLATFORM_ASSERT(lengthStyle == 0 || (lengthStyle > 0 && lengthStyle + position <= style.Length())); while (lengthStyle--) { char curVal = style.ValueAt(position); if ((curVal & mask) != styleValue) { style.SetValueAt(position, static_cast((curVal & ~mask) | styleValue)); changed = true; } position++; } return changed; } // The char* returned is to an allocation owned by the undo history const char *CellBuffer::DeleteChars(int position, int deleteLength, bool &startSequence) { // InsertString and DeleteChars are the bottleneck though which all changes occur PLATFORM_ASSERT(deleteLength > 0); char *data = 0; if (!readOnly) { if (collectingUndo) { // Save into the undo/redo stack, but only the characters - not the formatting data = new char[deleteLength]; for (int i = 0; i < deleteLength; i++) { data[i] = substance.ValueAt(position + i); } uh.AppendAction(removeAction, position, data, deleteLength, startSequence); } BasicDeleteChars(position, deleteLength); } return data; } int CellBuffer::Length() const { return substance.Length(); } void CellBuffer::Allocate(int newSize) { substance.ReAllocate(newSize); style.ReAllocate(newSize); } void CellBuffer::SetPerLine(PerLine *pl) { lv.SetPerLine(pl); } int CellBuffer::Lines() const { return lv.Lines(); } int CellBuffer::LineStart(int line) const { if (line < 0) return 0; else if (line >= Lines()) return Length(); else return lv.LineStart(line); } bool CellBuffer::IsReadOnly() const { return readOnly; } void CellBuffer::SetReadOnly(bool set) { readOnly = set; } void CellBuffer::SetSavePoint() { uh.SetSavePoint(); } bool CellBuffer::IsSavePoint() { return uh.IsSavePoint(); } // Without undo void CellBuffer::InsertLine(int line, int position, bool lineStart) { lv.InsertLine(line, position, lineStart); } void CellBuffer::RemoveLine(int line) { lv.RemoveLine(line); } void CellBuffer::BasicInsertString(int position, const char *s, int insertLength) { if (insertLength == 0) return; PLATFORM_ASSERT(insertLength > 0); substance.InsertFromArray(position, s, 0, insertLength); style.InsertValue(position, insertLength, 0); int lineInsert = lv.LineFromPosition(position) + 1; bool atLineStart = lv.LineStart(lineInsert-1) == position; // Point all the lines after the insertion point further along in the buffer lv.InsertText(lineInsert-1, insertLength); char chPrev = substance.ValueAt(position - 1); char chAfter = substance.ValueAt(position + insertLength); if (chPrev == '\r' && chAfter == '\n') { // Splitting up a crlf pair at position InsertLine(lineInsert, position, false); lineInsert++; } char ch = ' '; for (int i = 0; i < insertLength; i++) { ch = s[i]; if (ch == '\r') { InsertLine(lineInsert, (position + i) + 1, atLineStart); lineInsert++; } else if (ch == '\n') { if (chPrev == '\r') { // Patch up what was end of line lv.SetLineStart(lineInsert - 1, (position + i) + 1); } else { InsertLine(lineInsert, (position + i) + 1, atLineStart); lineInsert++; } } chPrev = ch; } // Joining two lines where last insertion is cr and following substance starts with lf if (chAfter == '\n') { if (ch == '\r') { // End of line already in buffer so drop the newly created one RemoveLine(lineInsert - 1); } } } void CellBuffer::BasicDeleteChars(int position, int deleteLength) { if (deleteLength == 0) return; if ((position == 0) && (deleteLength == substance.Length())) { // If whole buffer is being deleted, faster to reinitialise lines data // than to delete each line. lv.Init(); } else { // Have to fix up line positions before doing deletion as looking at text in buffer // to work out which lines have been removed int lineRemove = lv.LineFromPosition(position) + 1; lv.InsertText(lineRemove-1, - (deleteLength)); char chPrev = substance.ValueAt(position - 1); char chBefore = chPrev; char chNext = substance.ValueAt(position); bool ignoreNL = false; if (chPrev == '\r' && chNext == '\n') { // Move back one lv.SetLineStart(lineRemove, position); lineRemove++; ignoreNL = true; // First \n is not real deletion } char ch = chNext; for (int i = 0; i < deleteLength; i++) { chNext = substance.ValueAt(position + i + 1); if (ch == '\r') { if (chNext != '\n') { RemoveLine(lineRemove); } } else if (ch == '\n') { if (ignoreNL) { ignoreNL = false; // Further \n are real deletions } else { RemoveLine(lineRemove); } } ch = chNext; } // May have to fix up end if last deletion causes cr to be next to lf // or removes one of a crlf pair char chAfter = substance.ValueAt(position + deleteLength); if (chBefore == '\r' && chAfter == '\n') { // Using lineRemove-1 as cr ended line before start of deletion RemoveLine(lineRemove - 1); lv.SetLineStart(lineRemove - 1, position + 1); } } substance.DeleteRange(position, deleteLength); style.DeleteRange(position, deleteLength); } bool CellBuffer::SetUndoCollection(bool collectUndo) { collectingUndo = collectUndo; uh.DropUndoSequence(); return collectingUndo; } bool CellBuffer::IsCollectingUndo() const { return collectingUndo; } void CellBuffer::BeginUndoAction() { uh.BeginUndoAction(); } void CellBuffer::EndUndoAction() { uh.EndUndoAction(); } void CellBuffer::AddUndoAction(int token, bool mayCoalesce) { bool startSequence; uh.AppendAction(containerAction, token, 0, 0, startSequence, mayCoalesce); } void CellBuffer::DeleteUndoHistory() { uh.DeleteUndoHistory(); } bool CellBuffer::CanUndo() { return uh.CanUndo(); } int CellBuffer::StartUndo() { return uh.StartUndo(); } const Action &CellBuffer::GetUndoStep() const { return uh.GetUndoStep(); } void CellBuffer::PerformUndoStep() { const Action &actionStep = uh.GetUndoStep(); if (actionStep.at == insertAction) { BasicDeleteChars(actionStep.position, actionStep.lenData); } else if (actionStep.at == removeAction) { BasicInsertString(actionStep.position, actionStep.data, actionStep.lenData); } uh.CompletedUndoStep(); } bool CellBuffer::CanRedo() { return uh.CanRedo(); } int CellBuffer::StartRedo() { return uh.StartRedo(); } const Action &CellBuffer::GetRedoStep() const { return uh.GetRedoStep(); } void CellBuffer::PerformRedoStep() { const Action &actionStep = uh.GetRedoStep(); if (actionStep.at == insertAction) { BasicInsertString(actionStep.position, actionStep.data, actionStep.lenData); } else if (actionStep.at == removeAction) { BasicDeleteChars(actionStep.position, actionStep.lenData); } uh.CompletedRedoStep(); }