Pad/doc/editor_implementation_plan.md
Greg Pomerantz 1609731ca1 doc(editor): add GlyphLayout architecture for cursor placement tracking
- Add Section 8 describing GlyphLayout data structure and feedback path
- Renderer captures byte offsets, X/Y positions, and advance widths during shaping
- Layout flows via layoutChan to logic goroutine, replacing lastLineYChan
- Editor uses layout for accurate cursor rendering and navigation
- Handles word wrap, screen resize, editing, scroll, and non-fixed-width fonts
2026-06-03 11:07:12 -04:00

10 KiB

Editor Implementation Plan

1. Design Principles

  • Single-Owner Pattern: The logic goroutine is the exclusive authority for modifying the editor buffer, cursor, and selection state.
  • Asynchronous I/O: File saving and loading operations are delegated to the worker pool. The UI never blocks on disk operations.
  • Buffer-Based Editing: For performance, the editor will eventually utilize a gap buffer or rope data structure. For MVP, string manipulation is acceptable if performance targets are met.
  • Event-Driven: Keyboard input, mouse interactions, and menu actions are passed through the existing inputChan to the logic goroutine.

2. Core State Structure

The State struct in internal/editor/state.go will be extended to track active editing session data:

type EditorState struct {
    Buffer          string        // Document content (or gap buffer)
    CursorPosition  int           // Byte offset
    SelectionStart  int           // -1 if no selection
    SelectionEnd    int           // -1 if no selection
    UndoStack       []EditCommand // For undo/redo
    Dirty           bool          // Needs save
}

3. Implementation Phases

Phase 1: Basic Buffer Management & Cursor

  • Define EditorState (Cursor, Selection, Dirty flag, GlyphLayout).
  • Implement GlyphLayout capture in drawWrappedText and feedback via layoutChan.
  • Implement cursor navigation (Arrow keys: Left, Right, Up, Down) using GlyphLayout.
  • Implement basic buffer updates (Insert character, Delete/Backspace).
  • Implement cursor display and blink animation.
  • Update EditorLayout to position cursor from GlyphLayout (no fixed-width approximation).

Phase 2: File IO Integration

  • Implement SaveFile handler: Dispatch WriteFileTask to worker pool.
  • Implement LoadFile handler: Dispatch ReadFileTask to worker pool (existing in logic.go).
  • Status bar integration: Show "Saving..." indicator, "Modified" status.

Phase 3: Text Editing Operations

  • Implement Cut/Copy/Paste interactions.
  • Implement multi-line text navigation (Home/End, PageUp/PageDown).
  • Implement text selection display and mouse interaction.
  • Implement soft-wrap toggle (already exists, need to verify logic).

Phase 4: Polish & Advanced Features

  • Undo/Redo stack implementation.
  • Performance testing with large files (>1MB).

4. Interaction Flow (Example: Keyboard/Mouse Input)

  1. User performs an action (types a character, taps an icon).
  2. UI (Renderer) registers the element's interaction (event.Op for keys, gesture.Add for mouse) within its clip context.
  3. Main Loop captures the event (using key.Filter for keys, gesture.Update for mouse).
  4. Main Loop generates an InputEvent and sends it to inputChan.
  5. Logic Goroutine receives the event, triggers the corresponding Handler in TheState.
  6. Logic Goroutine modifies state, and sends updated elements back through frameChan.
  7. Renderer paints the new frame.

5. Performance Targets

Operation Target Mechanism
Typing latency < 16ms Single-owner logic update, immediate frame redraw
File Load (1MB) < 100ms Async worker pool read, background loading
File Save < 100ms Async worker pool write
Undo/Redo < 10ms O(1) or O(N) memory-based buffer update

7. Input Handling Mechanism

7.1 Mouse/Touch Input

  • Uses gesture.Click and gesture.Scroll.
  • Registered via event.Op and gesture Add() within the clip context of the element.
  • Processed by Renderer.CheckGestures and dispatched via InputEvent to the logic goroutine.

7.2 Keyboard Input

  • Registration: Elements register as input handlers using event.Op(gtx.Ops, elementID). This tags the current clip context for input routing.
  • Focus: Focus is managed by the logic goroutine. When an element is focused, key.FocusCmd{Tag: elementID} is submitted to the operation stack.
  • Filtering: Keyboard events are processed in the main loop using key.Filter{Focus: focusedElementID} to ensure events are only routed to the active element.
  • Routing: key.Event (for key presses) and key.EditEvent (for text input) are converted into InputEvent structs and sent to the logic goroutine via inputChan for state updates.

8. Glyph Layout Architecture

8.1 Problem

The editor must know the exact screen position of every character after shaping and word wrapping. This is required for:

  • Accurate cursor rendering (no fixed-width approximation)
  • Correct cursor navigation (arrow keys respect visual line boundaries)
  • Scroll-aware positioning (cursor follows text when viewport changes)
  • Screen resize resilience (cursor tracks text as wrap points shift)
  • Future features: mouse click-to-place, text selection, search highlight positioning

8.2 Core Principle

The renderer is the single source of truth for where characters appear on screen. Logic never guesses positions — it reads the layout the renderer already computed during the draw pass.

8.3 Data Structure

type GlyphLayout struct {
    ByteOffsets []int  // byte offset of each glyph in the buffer
    X           []Dp   // screen X (Dp) of each glyph, relative to text region origin
    Y           []Dp   // screen Y (Dp) of each glyph, relative to text region origin
    Advance     []Dp   // advance width (Dp) of each glyph
}

Each index i represents one glyph. ByteOffsets[i] is the byte position in the buffer, (X[i], Y[i]) is its screen location, and Advance[i] is its width. The slice length equals the total number of glyphs (one per rune).

Derived values:

  • LastLineY = Y[len(Y)-1] (last glyph's baseline Y) — replaces the separate lastLineY feedback
  • Visual line breaks = any index i where Y[i] > Y[i-1]
  • Cursor at byte offset b → binary search ByteOffsets for exact match, then read (X[idx], Y[idx])

Storing all X advances is not expensive — a single page of text is a tiny amount of memory.

8.4 Capture Point

Renderer.drawWrappedText already iterates every glyph via r.shp.NextGlyph(). It captures layout data during that loop and returns it:

func (r *Renderer) drawWrappedText(...) GlyphLayout {
    // ... existing shaping setup ...
    r.shp.LayoutString(params, str)

    var layout GlyphLayout
    byteOffset := 0
    for g, ok := r.shp.NextGlyph(); ok; g, ok = r.shp.NextGlyph() {
        glyphX := Dp(float32(g.Xdot >> 6)) - scrollOffset
        glyphY := Dp(float32(g.Ydot))

        layout.ByteOffsets = append(layout.ByteOffsets, byteOffset)
        layout.X = append(layout.X, glyphX)
        layout.Y = append(layout.Y, glyphY)
        layout.Advance = append(layout.Advance, Dp(float32(g.Advance >> 6)))

        byteOffset += utf8.RuneLen(runeAtThisGlyph)
        // ... existing draw logic ...
    }
    r.lastLineY = layout.Y[len(layout.Y)-1] // derived, not separate
    return layout
}

TextField.Draw stores the returned layout on the renderer for the main loop to pick up.

8.5 Feedback Path

A new channel carries the full layout from renderer to logic:

layoutChan chan GlyphLayout  // in Logic struct

Main loop sends r.GlyphLayout() after each draw frame. Logic stores it in State.Editor.GlyphLayout. The old lastLineYChan is removed — LastLineY is derived from GlyphLayout.Y[len-1].

8.6 Editor State Consumption

EditorState gains the layout field:

type EditorState struct {
    Buffer         string
    CursorPosition int
    GlyphLayout    GlyphLayout
    // ...
}

Cursor rendering in EditorLayout:

func EditorLayout(...) []ui.Element {
    layout := TheState.Editor.GlyphLayout
    pos := TheState.Editor.CursorPosition

    idx := sort.Search(len(layout.ByteOffsets), func(i int) bool {
        return layout.ByteOffsets[i] >= pos
    })

    var cursorX, cursorY Dp
    if idx < len(layout.ByteOffsets) {
        cursorX = editorRegion.X + layout.X[idx]
        cursorY = editorRegion.Y + layout.Y[idx]
    } else {
        // cursor at end of buffer — place after last glyph
        cursorX = editorRegion.X + layout.X[len(layout.X)-1] + layout.Advance[len(layout.Advance)-1]
        cursorY = editorRegion.Y + layout.Y[len(layout.Y)-1]
    }
    // ... create cursor element ...
}

Cursor movement (HandleCursorMove):

func HandleCursorMove(delta int) {
    layout := TheState.Editor.GlyphLayout
    pos := TheState.Editor.CursorPosition

    idx := findGlyphIndex(layout, pos) // binary search ByteOffsets

    if delta > 0 {
        idx++ // next glyph
    } else {
        idx-- // previous glyph
    }

    if idx >= 0 && idx < len(layout.ByteOffsets) {
        TheState.Editor.CursorPosition = layout.ByteOffsets[idx]
    }
}

Arrow-up / arrow-down (future): find current glyph's Y, search for the glyph with the closest X on the target Y line.

8.7 Correctness Guarantees

Scenario How it works
Word wrap Shaper's WrapHeuristically produces different Y values at wrap points. Layout captures them exactly.
Screen resize Next frame → new wrapWidth → shaper produces new layout → main loop sends new layout → cursor follows text.
Editing Buffer changes → layout re-computed on next frame → ByteOffsets reflect new positions.
Scroll Y values are computed minus scrollOffset → cursor Y tracks naturally.
LastLineY Derived from layout.Y[len-1] — no separate tracking needed.
Non-fixed-width fonts Advance comes from actual glyph metrics, not approximation.
Empty buffer Layout is empty (len == 0). Cursor rendering handles this as the "after last glyph" case.

8.8 Summary of Changes

File Change
internal/ui/unit.go Add GlyphLayout struct
internal/ui/render.go drawWrappedText returns GlyphLayout; derive lastLineY from it; expose via r.GlyphLayout()
internal/ui/element.go TextField.Draw stores returned layout on renderer
internal/editor/logic.go Add layoutChan; handle it in Run() loop; remove lastLineYChan
internal/editor/state.go EditorState.GlyphLayout field; EditorLayout uses it for cursor positioning; HandleCursorMove uses it for navigation
cmd/pad/main.go Main loop sends r.GlyphLayout() on layoutChan after draw; remove lastLineYChan usage