⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 cellbuffer.cxx

📁 最强源代码编辑控件
💻 CXX
📖 第 1 页 / 共 2 页
字号:
// Scintilla source code edit control
/** @file CellBuffer.cxx
 ** Manages a buffer of cells.
 **/
// Copyright 1998-2001 by Neil Hodgson <neilh@scintilla.org>
// The License.txt file describes the conditions under which this software may be distributed.

#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <stdarg.h>

#include "Platform.h"

#include "Scintilla.h"
#include "SVector.h"
#include "SplitVector.h"
#include "Partitioning.h"
#include "CellBuffer.h"

MarkerHandleSet::MarkerHandleSet() {
	root = 0;
}

MarkerHandleSet::~MarkerHandleSet() {
	MarkerHandleNumber *mhn = root;
	while (mhn) {
		MarkerHandleNumber *mhnToFree = mhn;
		mhn = mhn->next;
		delete mhnToFree;
	}
	root = 0;
}

int MarkerHandleSet::Length() const {
	int c = 0;
	MarkerHandleNumber *mhn = root;
	while (mhn) {
		c++;
		mhn = mhn->next;
	}
	return c;
}

int MarkerHandleSet::NumberFromHandle(int handle) const {
	MarkerHandleNumber *mhn = root;
	while (mhn) {
		if (mhn->handle == handle) {
			return mhn->number;
		}
		mhn = mhn->next;
	}
	return - 1;
}

int MarkerHandleSet::MarkValue() const {
	unsigned int m = 0;
	MarkerHandleNumber *mhn = root;
	while (mhn) {
		m |= (1 << mhn->number);
		mhn = mhn->next;
	}
	return m;
}

bool MarkerHandleSet::Contains(int handle) const {
	MarkerHandleNumber *mhn = root;
	while (mhn) {
		if (mhn->handle == handle) {
			return true;
		}
		mhn = mhn->next;
	}
	return false;
}

bool MarkerHandleSet::InsertHandle(int handle, int markerNum) {
	MarkerHandleNumber *mhn = new MarkerHandleNumber;
	if (!mhn)
		return false;
	mhn->handle = handle;
	mhn->number = markerNum;
	mhn->next = root;
	root = mhn;
	return true;
}

void MarkerHandleSet::RemoveHandle(int handle) {
	MarkerHandleNumber **pmhn = &root;
	while (*pmhn) {
		MarkerHandleNumber *mhn = *pmhn;
		if (mhn->handle == handle) {
			*pmhn = mhn->next;
			delete mhn;
			return;
		}
		pmhn = &((*pmhn)->next);
	}
}

bool MarkerHandleSet::RemoveNumber(int markerNum) {
	bool performedDeletion = false;
	MarkerHandleNumber **pmhn = &root;
	while (*pmhn) {
		MarkerHandleNumber *mhn = *pmhn;
		if (mhn->number == markerNum) {
			*pmhn = mhn->next;
			delete mhn;
			performedDeletion = true;
		} else {
			pmhn = &((*pmhn)->next);
		}
	}
	return performedDeletion;
}

void MarkerHandleSet::CombineWith(MarkerHandleSet *other) {
	MarkerHandleNumber **pmhn = &root;
	while (*pmhn) {
		pmhn = &((*pmhn)->next);
	}
	*pmhn = other->root;
	other->root = 0;
}

LineVector::LineVector() : starts(256) {
	handleCurrent = 1;

	Init();
}

LineVector::~LineVector() {
	starts.DeleteAll();
	for (int line = 0; line < markers.Length(); line++) {
		delete markers[line];
		markers[line] = 0;
	}
	markers.DeleteAll();
	levels.DeleteAll();
}

void LineVector::Init() {
	starts.DeleteAll();
	for (int line = 0; line < markers.Length(); line++) {
		delete markers[line];
		markers[line] = 0;
	}
	markers.DeleteAll();
	levels.DeleteAll();
}

void LineVector::ExpandLevels(int sizeNew) {
	levels.InsertValue(levels.Length(), sizeNew - levels.Length(), SC_FOLDLEVELBASE);
}

void LineVector::ClearLevels() {
	levels.DeleteAll();
}

int LineVector::SetLevel(int line, int level) {
	int prev = 0;
	if ((line >= 0) && (line < Lines())) {
		if (!levels.Length()) {
			ExpandLevels(Lines() + 1);
		}
		prev = levels[line];
		if (prev != level) {
			levels[line] = level;
		}
	}
	return prev;
}

int LineVector::GetLevel(int line) {
	if (levels.Length() && (line >= 0) && (line < Lines())) {
		return levels[line];
	} else {
		return SC_FOLDLEVELBASE;
	}
}

void LineVector::InsertText(int line, int delta) {
	starts.InsertText(line, delta);
}

void LineVector::InsertLine(int line, int position) {
	starts.InsertPartition(line, position);
	if (markers.Length()) {
		markers.Insert(line, 0);
	}
	if (levels.Length()) {
		int level = SC_FOLDLEVELBASE;
		if ((line > 0) && (line < Lines())) {
			level = levels[line-1] & ~SC_FOLDLEVELWHITEFLAG;
		}
		levels.InsertValue(line, 1, level);
	}
}

void LineVector::SetLineStart(int line, int position) {
	starts.SetPartitionStartPosition(line, position);
}

void LineVector::RemoveLine(int line) {
	starts.RemovePartition(line);
	// Retain the markers from the deleted line by oring them into the previous line
	if (markers.Length()) {
		if (line > 0) {
			MergeMarkers(line - 1);
		}
		markers.Delete(line);
	}
	if (levels.Length()) {
		// Move up following lines but merge header flag from this line
		// to line before to avoid a temporary disappearence causing expansion.
		int firstHeader = levels[line] & SC_FOLDLEVELHEADERFLAG;
		levels.Delete(line);
		if (line > 0)
			levels[line-1] |= firstHeader;
	}
}

int LineVector::LineFromPosition(int pos) {
	return starts.PartitionFromPosition(pos);
}

int LineVector::MarkValue(int line) {
	if (markers.Length() && markers[line])
		return markers[line]->MarkValue();
	else
		return 0;
}

int LineVector::AddMark(int line, int markerNum) {
	handleCurrent++;
	if (!markers.Length()) {
		// No existing markers so allocate one element per line
		markers.InsertValue(0, Lines(), 0);
	}
	if (!markers[line]) {
		// Need new structure to hold marker handle
		markers[line] = new MarkerHandleSet();
		if (!markers[line])
			return - 1;
	}
	markers[line]->InsertHandle(handleCurrent, markerNum);

	return handleCurrent;
}

void LineVector::MergeMarkers(int pos) {
	if (markers[pos + 1] != NULL) {
		if (markers[pos] == NULL)
			markers[pos] = new MarkerHandleSet;
		markers[pos]->CombineWith(markers[pos + 1]);
		delete markers[pos + 1];
		markers[pos + 1] = NULL;
	}
}

void LineVector::DeleteMark(int line, int markerNum, bool all) {
	if (markers.Length() && markers[line]) {
		if (markerNum == -1) {
			delete markers[line];
			markers[line] = NULL;
		} else {
			bool performedDeletion = markers[line]->RemoveNumber(markerNum);
			while (all && performedDeletion) {
				performedDeletion = markers[line]->RemoveNumber(markerNum);
			}
			if (markers[line]->Length() == 0) {
				delete markers[line];
				markers[line] = NULL;
			}
		}
	}
}

void LineVector::DeleteMarkFromHandle(int markerHandle) {
	int line = LineFromHandle(markerHandle);
	if (line >= 0) {
		markers[line]->RemoveHandle(markerHandle);
		if (markers[line]->Length() == 0) {
			delete markers[line];
			markers[line] = NULL;
		}
	}
}

int LineVector::LineFromHandle(int markerHandle) {
	if (markers.Length()) {
		for (int line = 0; line < Lines(); line++) {
			if (markers[line]) {
				if (markers[line]->Contains(markerHandle)) {
					return line;
				}
			}
		}
	}
	return -1;
}

Action::Action() {
	at = startAction;
	position = 0;
	data = 0;
	lenData = 0;
}

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];
		if (!actionsNew)
			return;
		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) {
	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
			Action &actPrevious = actions[currentAction - 1];
			// See if current action can be coalesced into previous action
			// Will work if both are inserts or deletes and position is same
			if (at != actPrevious.at) {
				currentAction++;
			} else if (currentAction == savePoint) {
				currentAction++;
			} else if ((at == insertAction) &&
			           (position != (actPrevious.position + actPrevious.lenData))) {
				// Insertions must be immediately after to coalesce
				currentAction++;
			} else if (!actions[currentAction].mayCoalesce) {
				// Not allowed to coalesce if this set
				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);
	currentAction++;
	actions[currentAction].Create(startAction);
	maxAction = currentAction;
}

void UndoHistory::BeginUndoAction() {
	EnsureUndoRoom();

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -