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📄 cellbuffer.cxx

📁 porting scintilla to qt
💻 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 "SplitVector.h"#include "Partitioning.h"#include "CellBuffer.h"#ifdef SCI_NAMESPACEusing namespace Scintilla;#endifMarkerHandleSet::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();	if (undoSequenceDepth == 0) {		if (actions[currentAction].at != startAction) {			currentAction++;			actions[currentAction].Create(startAction);			maxAction = currentAction;		}		actions[currentAction].mayCoalesce = false;

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