📄 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 "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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