- 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
243 lines
10 KiB
Markdown
243 lines
10 KiB
Markdown
# Editor Implementation Plan
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## 1. Design Principles
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- **Single-Owner Pattern**: The logic goroutine is the exclusive authority for modifying the editor buffer, cursor, and selection state.
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- **Asynchronous I/O**: File saving and loading operations are delegated to the worker pool. The UI never blocks on disk operations.
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- **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.
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- **Event-Driven**: Keyboard input, mouse interactions, and menu actions are passed through the existing `inputChan` to the logic goroutine.
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## 2. Core State Structure
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The `State` struct in `internal/editor/state.go` will be extended to track active editing session data:
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```go
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type EditorState struct {
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Buffer string // Document content (or gap buffer)
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CursorPosition int // Byte offset
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SelectionStart int // -1 if no selection
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SelectionEnd int // -1 if no selection
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UndoStack []EditCommand // For undo/redo
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Dirty bool // Needs save
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}
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```
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## 3. Implementation Phases
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### Phase 1: Basic Buffer Management & Cursor
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- [ ] Define `EditorState` (Cursor, Selection, Dirty flag, GlyphLayout).
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- [ ] Implement `GlyphLayout` capture in `drawWrappedText` and feedback via `layoutChan`.
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- [ ] Implement cursor navigation (Arrow keys: Left, Right, Up, Down) using GlyphLayout.
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- [ ] Implement basic buffer updates (Insert character, Delete/Backspace).
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- [ ] Implement cursor display and blink animation.
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- [ ] Update `EditorLayout` to position cursor from GlyphLayout (no fixed-width approximation).
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### Phase 2: File IO Integration
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- [ ] Implement `SaveFile` handler: Dispatch `WriteFileTask` to worker pool.
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- [ ] Implement `LoadFile` handler: Dispatch `ReadFileTask` to worker pool (existing in `logic.go`).
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- [ ] Status bar integration: Show "Saving..." indicator, "Modified" status.
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### Phase 3: Text Editing Operations
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- [ ] Implement Cut/Copy/Paste interactions.
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- [ ] Implement multi-line text navigation (Home/End, PageUp/PageDown).
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- [ ] Implement text selection display and mouse interaction.
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- [ ] Implement soft-wrap toggle (already exists, need to verify logic).
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### Phase 4: Polish & Advanced Features
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- [ ] Undo/Redo stack implementation.
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- [ ] Performance testing with large files (>1MB).
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---
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## 4. Interaction Flow (Example: Keyboard/Mouse Input)
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1. **User** performs an action (types a character, taps an icon).
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2. **UI (Renderer)** registers the element's interaction (`event.Op` for keys, `gesture.Add` for mouse) within its clip context.
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3. **Main Loop** captures the event (using `key.Filter` for keys, `gesture.Update` for mouse).
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4. **Main Loop** generates an `InputEvent` and sends it to `inputChan`.
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5. **Logic Goroutine** receives the event, triggers the corresponding `Handler` in `TheState`.
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6. **Logic Goroutine** modifies state, and sends updated elements back through `frameChan`.
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7. **Renderer** paints the new frame.
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---
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## 5. Performance Targets
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| Operation | Target | Mechanism |
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|---|---|---|
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| Typing latency | < 16ms | Single-owner logic update, immediate frame redraw |
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| File Load (1MB) | < 100ms | Async worker pool read, background loading |
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| File Save | < 100ms | Async worker pool write |
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| Undo/Redo | < 10ms | O(1) or O(N) memory-based buffer update |
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---
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## 7. Input Handling Mechanism
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### 7.1 Mouse/Touch Input
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- Uses `gesture.Click` and `gesture.Scroll`.
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- Registered via `event.Op` and gesture `Add()` within the clip context of the element.
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- Processed by `Renderer.CheckGestures` and dispatched via `InputEvent` to the logic goroutine.
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### 7.2 Keyboard Input
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- **Registration**: Elements register as input handlers using `event.Op(gtx.Ops, elementID)`. This tags the current clip context for input routing.
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- **Focus**: Focus is managed by the logic goroutine. When an element is focused, `key.FocusCmd{Tag: elementID}` is submitted to the operation stack.
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- **Filtering**: Keyboard events are processed in the main loop using `key.Filter{Focus: focusedElementID}` to ensure events are only routed to the active element.
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- **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.
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---
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## 8. Glyph Layout Architecture
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### 8.1 Problem
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The editor must know the exact screen position of every character after shaping and word wrapping. This is required for:
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- Accurate cursor rendering (no fixed-width approximation)
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- Correct cursor navigation (arrow keys respect visual line boundaries)
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- Scroll-aware positioning (cursor follows text when viewport changes)
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- Screen resize resilience (cursor tracks text as wrap points shift)
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- Future features: mouse click-to-place, text selection, search highlight positioning
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### 8.2 Core Principle
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**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.
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### 8.3 Data Structure
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```go
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type GlyphLayout struct {
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ByteOffsets []int // byte offset of each glyph in the buffer
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X []Dp // screen X (Dp) of each glyph, relative to text region origin
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Y []Dp // screen Y (Dp) of each glyph, relative to text region origin
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Advance []Dp // advance width (Dp) of each glyph
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}
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```
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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).
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**Derived values:**
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- `LastLineY` = `Y[len(Y)-1]` (last glyph's baseline Y) — replaces the separate `lastLineY` feedback
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- Visual line breaks = any index `i` where `Y[i] > Y[i-1]`
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- Cursor at byte offset `b` → binary search `ByteOffsets` for exact match, then read `(X[idx], Y[idx])`
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Storing all X advances is not expensive — a single page of text is a tiny amount of memory.
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### 8.4 Capture Point
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`Renderer.drawWrappedText` already iterates every glyph via `r.shp.NextGlyph()`. It captures layout data during that loop and returns it:
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```go
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func (r *Renderer) drawWrappedText(...) GlyphLayout {
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// ... existing shaping setup ...
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r.shp.LayoutString(params, str)
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var layout GlyphLayout
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byteOffset := 0
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for g, ok := r.shp.NextGlyph(); ok; g, ok = r.shp.NextGlyph() {
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glyphX := Dp(float32(g.Xdot >> 6)) - scrollOffset
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glyphY := Dp(float32(g.Ydot))
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layout.ByteOffsets = append(layout.ByteOffsets, byteOffset)
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layout.X = append(layout.X, glyphX)
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layout.Y = append(layout.Y, glyphY)
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layout.Advance = append(layout.Advance, Dp(float32(g.Advance >> 6)))
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byteOffset += utf8.RuneLen(runeAtThisGlyph)
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// ... existing draw logic ...
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}
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r.lastLineY = layout.Y[len(layout.Y)-1] // derived, not separate
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return layout
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}
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```
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`TextField.Draw` stores the returned layout on the renderer for the main loop to pick up.
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### 8.5 Feedback Path
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A new channel carries the full layout from renderer to logic:
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```go
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layoutChan chan GlyphLayout // in Logic struct
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```
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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]`.
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### 8.6 Editor State Consumption
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`EditorState` gains the layout field:
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```go
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type EditorState struct {
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Buffer string
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CursorPosition int
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GlyphLayout GlyphLayout
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// ...
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}
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```
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**Cursor rendering** in `EditorLayout`:
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```go
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func EditorLayout(...) []ui.Element {
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layout := TheState.Editor.GlyphLayout
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pos := TheState.Editor.CursorPosition
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idx := sort.Search(len(layout.ByteOffsets), func(i int) bool {
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return layout.ByteOffsets[i] >= pos
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})
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var cursorX, cursorY Dp
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if idx < len(layout.ByteOffsets) {
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cursorX = editorRegion.X + layout.X[idx]
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cursorY = editorRegion.Y + layout.Y[idx]
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} else {
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// cursor at end of buffer — place after last glyph
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cursorX = editorRegion.X + layout.X[len(layout.X)-1] + layout.Advance[len(layout.Advance)-1]
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cursorY = editorRegion.Y + layout.Y[len(layout.Y)-1]
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}
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// ... create cursor element ...
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}
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```
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**Cursor movement** (`HandleCursorMove`):
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```go
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func HandleCursorMove(delta int) {
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layout := TheState.Editor.GlyphLayout
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pos := TheState.Editor.CursorPosition
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idx := findGlyphIndex(layout, pos) // binary search ByteOffsets
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if delta > 0 {
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idx++ // next glyph
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} else {
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idx-- // previous glyph
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}
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if idx >= 0 && idx < len(layout.ByteOffsets) {
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TheState.Editor.CursorPosition = layout.ByteOffsets[idx]
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}
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}
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```
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**Arrow-up / arrow-down** (future): find current glyph's Y, search for the glyph with the closest X on the target Y line.
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### 8.7 Correctness Guarantees
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| Scenario | How it works |
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| **Word wrap** | Shaper's `WrapHeuristically` produces different Y values at wrap points. Layout captures them exactly. |
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| **Screen resize** | Next frame → new `wrapWidth` → shaper produces new layout → main loop sends new layout → cursor follows text. |
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| **Editing** | Buffer changes → layout re-computed on next frame → `ByteOffsets` reflect new positions. |
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| **Scroll** | Y values are computed minus `scrollOffset` → cursor Y tracks naturally. |
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| **LastLineY** | Derived from `layout.Y[len-1]` — no separate tracking needed. |
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| **Non-fixed-width fonts** | `Advance` comes from actual glyph metrics, not approximation. |
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| **Empty buffer** | Layout is empty (`len == 0`). Cursor rendering handles this as the "after last glyph" case. |
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### 8.8 Summary of Changes
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| File | Change |
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| `internal/ui/unit.go` | Add `GlyphLayout` struct |
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| `internal/ui/render.go` | `drawWrappedText` returns `GlyphLayout`; derive `lastLineY` from it; expose via `r.GlyphLayout()` |
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| `internal/ui/element.go` | `TextField.Draw` stores returned layout on renderer |
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| `internal/editor/logic.go` | Add `layoutChan`; handle it in `Run()` loop; remove `lastLineYChan` |
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| `internal/editor/state.go` | `EditorState.GlyphLayout` field; `EditorLayout` uses it for cursor positioning; `HandleCursorMove` uses it for navigation |
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| `cmd/pad/main.go` | Main loop sends `r.GlyphLayout()` on `layoutChan` after draw; remove `lastLineYChan` usage |
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