📄 cellbuffer.cxx
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// 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();
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