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📄 cellbuffer.cxx

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	if (undoSequenceDepth == 0) {
		if (actions[currentAction].at != startAction) {
			currentAction++;
			actions[currentAction].Create(startAction);
			maxAction = currentAction;
		}
		actions[currentAction].mayCoalesce = false;
	}
	undoSequenceDepth++;
}

void UndoHistory::EndUndoAction() {
	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) {
	return substance.ValueAt(position);
}

void CellBuffer::GetCharRange(char *buffer, int position, int lengthRetrieve) {
	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<lengthRetrieve; i++) {
		*buffer++ = substance.ValueAt(position + i);
	}
}

char CellBuffer::StyleAt(int position) {
	return style.ValueAt(position);
}

// The char* returned is to an allocation owned by the undo history
const char *CellBuffer::InsertString(int position, const char *s, int insertLength, bool &startSequence) {
	char *data = 0;
	// InsertString and DeleteChars are the bottleneck though which all changes occur
	if (!readOnly) {
		if (collectingUndo) {
			// Save into the undo/redo stack, but only the characters - not the formatting
			// This takes up about half load time
			data = new char[insertLength];
			for (int i = 0; i < insertLength; i++) {
				data[i] = s[i];
			}
			uh.AppendAction(insertAction, position, data, insertLength, startSequence);
		}

		BasicInsertString(position, s, insertLength);
	}
	return data;
}

bool CellBuffer::SetStyleAt(int position, char styleValue, char mask) {
	styleValue &= mask;
	char curVal = style.ValueAt(position);
	if ((curVal & mask) != styleValue) {
		style.SetValueAt(position, static_cast<char>((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<char>((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() {
	return substance.Length();
}

void CellBuffer::Allocate(int newSize) {
	substance.ReAllocate(newSize);
	style.ReAllocate(newSize);
}

int CellBuffer::Lines() {
	return lv.Lines();
}

int CellBuffer::LineStart(int line) {
	if (line < 0)
		return 0;
	else if (line >= Lines())
		return Length();
	else
		return lv.LineStart(line);
}

bool CellBuffer::IsReadOnly() {
	return readOnly;
}

void CellBuffer::SetReadOnly(bool set) {
	readOnly = set;
}

void CellBuffer::SetSavePoint() {
	uh.SetSavePoint();
}

bool CellBuffer::IsSavePoint() {
	return uh.IsSavePoint();
}

int CellBuffer::AddMark(int line, int markerNum) {
	if ((line >= 0) && (line < Lines())) {
		return lv.AddMark(line, markerNum);
	}
	return - 1;
}

void CellBuffer::DeleteMark(int line, int markerNum) {
	if ((line >= 0) && (line < Lines())) {
		lv.DeleteMark(line, markerNum, false);
	}
}

void CellBuffer::DeleteMarkFromHandle(int markerHandle) {
	lv.DeleteMarkFromHandle(markerHandle);
}

int CellBuffer::GetMark(int line) {
	if ((line >= 0) && (line < Lines()))
		return lv.MarkValue(line);
	return 0;
}

void CellBuffer::DeleteAllMarks(int markerNum) {
	for (int line = 0; line < Lines(); line++) {
		lv.DeleteMark(line, markerNum, true);
	}
}

int CellBuffer::LineFromHandle(int markerHandle) {
	return lv.LineFromHandle(markerHandle);
}

// Without undo

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;
	// 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
		lv.InsertLine(lineInsert, position);
		lineInsert++;
	}
	char ch = ' ';
	for (int i = 0; i < insertLength; i++) {
		ch = s[i];
		if (ch == '\r') {
			lv.InsertLine(lineInsert, (position + i) + 1);
			lineInsert++;
		} else if (ch == '\n') {
			if (chPrev == '\r') {
				// Patch up what was end of line
				lv.SetLineStart(lineInsert - 1, (position + i) + 1);
			} else {
				lv.InsertLine(lineInsert, (position + i) + 1);
				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
			lv.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') {
					lv.RemoveLine(lineRemove);
				}
			} else if (ch == '\n') {
				if (ignoreNL) {
					ignoreNL = false; 	// Further \n are real deletions
				} else {
					lv.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
			lv.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() {
	return collectingUndo;
}

void CellBuffer::BeginUndoAction() {
	uh.BeginUndoAction();
}

void CellBuffer::EndUndoAction() {
	uh.EndUndoAction();
}

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();
}

int CellBuffer::SetLineState(int line, int state) {
	int stateOld = lineStates[line];
	lineStates[line] = state;
	return stateOld;
}

int CellBuffer::GetLineState(int line) {
	return lineStates[line];
}

int CellBuffer::GetMaxLineState() {
	return lineStates.Length();
}

int CellBuffer::SetLevel(int line, int level) {
	return lv.SetLevel(line, level);
}

int CellBuffer::GetLevel(int line) {
	return lv.GetLevel(line);
}

void CellBuffer::ClearLevels() {
	lv.ClearLevels();
}

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