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with FLTK.Text_Buffers;
with Ada.Strings.Unbounded; use Ada.Strings.Unbounded;
use type FLTK.Text_Buffers.Modification;
use type FLTK.Text_Buffers.Position;


with Ada.Text_IO;


package body Change_Vectors is


    procedure Push
           (This : in out Change_Vector;
            Item : in     Change)
    is
        procedure App (Ch : in out Change) is
        begin
            Ch.Length := Ch.Length + 1;
            Append (Ch.Text, Item.Text);
        end App;
        procedure Pre (Ch : in out Change) is
        begin
            Ch.Length := Ch.Length + 1;
            Ch.Text := Item.Text & Ch.Text;
            Ch.Place := Ch.Place - 1;
        end Pre;
    begin
        if Item.Action = FLTK.Text_Buffers.Insert then
            if This.Near > 0 and then
                This.List.Element (This.Near).Action = FLTK.Text_Buffers.Insert and then
                Integer (This.List.Element (This.Near).Place) + This.List.Element (This.Near).Length = Integer (Item.Place) and then
                Item.Length = 1 and then
                (Element (This.List.Element (This.Near).Text, This.List.Element (This.Near).Length) /= ' ' or else
                    Element (Item.Text, (1)) = ' ') then
                This.List.Update_Element (This.Near, App'Access);
            else
                This.Near := This.Near + 1;
                This.List.Insert (This.Near, Item);
            end if;
        elsif Item.Action = FLTK.Text_Buffers.Delete then
            if This.Near > 0 then
                if This.List.Element (This.Near).Action = FLTK.Text_Buffers.Delete and then
                    This.List.Element (This.Near).Place = Item.Place and then Item.Length = 1 then
                    This.List.Update_Element (This.Near, App'Access);
                elsif This.List.Element (This.Near).Action = FLTK.Text_Buffers.Delete and then
                    This.List.Element (This.Near).Place = Item.Place + 1 and then Item.Length = 1 then
                    This.List.Update_Element (This.Near, Pre'Access);
                else
                    This.Near := This.Near + 1;
                    This.List.Insert (This.Near, Item);
                end if;
            end if;
        end if;
        This.Far := This.Near;
        while Integer (This.List.Length) > This.Far loop
            This.List.Delete_Last;
        end loop;
    end Push;




    function Pop
           (This : in out Change_Vector)
        return Boolean is
    begin
        if This.Near > 0 then
            This.Near := This.Near - 1;
            return True;
        else
            return False;
        end if;
    end Pop;




    procedure Pop
           (This : in out Change_Vector) is
    begin
        if This.Near > 0 then
            This.Near := This.Near - 1;
        end if;
    end Pop;




    function Peek
           (This : in     Change_Vector;
            Item :    out Change)
        return Boolean is
    begin
        if This.Near > 0 then
            Item := This.List.Element (This.Near);
            return True;
        else
            return False;
        end if;
    end Peek;




    procedure Peek
           (This : in     Change_Vector;
            Item :    out Change) is
    begin
        if This.Near > 0 then
            Item := This.List.Element (This.Near);
        end if;
    end Peek;




    function Re_Push
           (This : in out Change_Vector)
        return Boolean is
    begin
        if This.Near < This.Far then
            This.Near := This.Near + 1;
            return True;
        else
            return False;
        end if;
    end Re_Push;




    procedure Re_Push
           (This : in out Change_Vector) is
    begin
        if This.Near < This.Far then
            This.Near := This.Near + 1;
        end if;
    end Re_Push;




    function At_Start
           (This : in Change_Vector)
        return Boolean is
    begin
        return This.Near = 0;
    end At_Start;




    function At_End
           (This : in Change_Vector)
        return Boolean is
    begin
        return This.Near >= This.Far;
    end At_End;


end Change_Vectors;