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ldd-CC/workspace.lua

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-- Workspaces for ComputerCraft
-- by LDDestroier
local tArg = {...}
-- higher number means faster workspace movement animation, caps at 1
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local workspaceMoveSpeed = 0.1
-- amount of time (seconds) until workspace indicator disappears
local workspaceIndicatorDuration = 0.6
-- if held down while moving workspace, will swap positions
local swapKey = keys.tab
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-- x,y size of workspace grid
local gridWidth = math.max(1, tonumber(tArg[1]) or 3)
local gridHeight = math.max(1, tonumber(tArg[2]) or 3)
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local scr_x, scr_y = term.getSize()
local windowWidth = scr_x
local windowHeight = scr_y
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local doDrawWorkspaceIndicator = false
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-- program that will start up for workspaces
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local defaultProgram = "rom/programs/shell.lua"
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local scroll = {0,0} -- change this value when scrolling
local realScroll = {0,0} -- this value changes depending on scroll for smoothness purposes
local focus = {1,1} -- currently focused instance
local instances = {}
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if _G.currentlyRunningWorkspace then
print("Workspace is already running.")
return
else
_G.currentlyRunningWorkspace = true
end
local isRunning = true
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local cwrite = function(text, y, terminal)
terminal = terminal or term.current()
local cx, cy = terminal.getCursorPos()
local sx, sy = terminal.getSize()
terminal.setCursorPos(sx / 2 - #text / 2, y or (sy / 2))
terminal.write(text)
end
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-- start up lddterm
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local lddterm = {}
lddterm.alwaysRender = false -- renders after any and all screen-changing functions.
lddterm.useColors = true -- normal computers do not allow color, but this variable doesn't do anything yet
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lddterm.baseTerm = term.current() -- will draw to this terminal
lddterm.transformation = nil -- will modify the current buffer as an NFT image before rendering
lddterm.cursorTransformation = nil -- will modify the cursor position
lddterm.drawFunction = nil -- will draw using this function instead of basic NFT drawing
lddterm.adjustX = 0 -- moves entire screen X
lddterm.adjustY = 0 -- moves entire screen Y
lddterm.selectedWindow = 1 -- determines which window controls the cursor
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lddterm.windows = {}
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local drawWorkspaceIndicator = function(terminal)
terminal = terminal or lddterm.baseTerm
for y = 0, gridHeight + 1 do
for x = 0, gridWidth + 1 do
term.setCursorPos(x + scr_x / 2 - gridWidth / 2, y + scr_y / 2 - gridHeight / 2)
if instances[y] then
if instances[y][x] then
if focus[1] == x and focus[2] == y then
term.blit(" ", "8", "8")
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elseif instances[y][x].active then
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term.blit(" ", "7", "7")
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else
term.blit(" ", "f", "f")
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end
else
term.blit(" ", "0", "0")
end
else
term.blit(" ", "0", "0")
end
end
end
end
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-- converts hex colors to colors api, and back
local to_colors, to_blit = {
[' '] = 0,
['0'] = 1,
['1'] = 2,
['2'] = 4,
['3'] = 8,
['4'] = 16,
['5'] = 32,
['6'] = 64,
['7'] = 128,
['8'] = 256,
['9'] = 512,
['a'] = 1024,
['b'] = 2048,
['c'] = 4096,
['d'] = 8192,
['e'] = 16384,
['f'] = 32768,
}, {}
for k,v in pairs(to_colors) do
to_blit[v] = k
end
-- separates string into table based on divider
local explode = function(div, str, replstr, includeDiv)
if (div == '') then
return false
end
local pos, arr = 0, {}
for st, sp in function() return string.find(str, div, pos, false) end do
table.insert(arr, string.sub(replstr or str, pos, st - 1 + (includeDiv and #div or 0)))
pos = sp + 1
end
table.insert(arr, string.sub(replstr or str, pos))
return arr
end
-- determines the size of the terminal before rendering always
local determineScreenSize = function()
scr_x, scr_y = lddterm.baseTerm.getSize()
lddterm.screenWidth = scr_x
lddterm.screenHeight = scr_y
end
determineScreenSize()
-- takes two or more windows and checks if the first of them overlap the other(s)
lddterm.checkWindowOverlap = function(window, ...)
if #lddterm.windows < 2 then
return false
end
local list, win = {...}
for i = 1, #list do
win = list[i]
if win ~= window then
if (
window.x < win.x + win.width and
win.x < window.x + window.width and
window.y < win.y + win.height and
win.y < window.y + window.height
) then
return true
end
end
end
return false
end
local fixCursorPos = function()
local cx, cy
if lddterm.windows[lddterm.selectedWindow] then
if lddterm.cursorTransformation then
cx, cy = lddterm.cursorTransformation(
lddterm.windows[lddterm.selectedWindow].cursor[1],
lddterm.windows[lddterm.selectedWindow].cursor[2]
)
lddterm.baseTerm.setCursorPos(
cx + lddterm.windows[lddterm.selectedWindow].x - 1,
cy + lddterm.windows[lddterm.selectedWindow].y - 1
)
else
lddterm.baseTerm.setCursorPos(
-1 + lddterm.windows[lddterm.selectedWindow].cursor[1] + lddterm.windows[lddterm.selectedWindow].x,
lddterm.windows[lddterm.selectedWindow].cursor[2] + lddterm.windows[lddterm.selectedWindow].y - 1
)
end
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lddterm.baseTerm.setCursorBlink(lddterm.windows[lddterm.selectedWindow].blink)
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end
end
-- renders the screen with optional transformation function
lddterm.render = function(transformation, drawFunction)
-- determine new screen size and change lddterm screen to fit
old_scr_x, old_scr_y = scr_x, scr_y
determineScreenSize()
if old_scr_x ~= scr_x or old_scr_y ~= scr_y then
lddterm.baseTerm.clear()
end
local image = lddterm.screenshot()
if type(transformation) == "function" then
image = transformation(image)
end
if drawFunction then
drawFunction(image, lddterm.baseTerm)
else
for y = 1, #image[1] do
lddterm.baseTerm.setCursorPos(1 + lddterm.adjustX, y + lddterm.adjustY)
lddterm.baseTerm.blit(image[1][y], image[2][y], image[3][y])
end
end
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if doDrawWorkspaceIndicator then
drawWorkspaceIndicator()
end
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fixCursorPos()
end
lddterm.newWindow = function(width, height, x, y, meta)
meta = meta or {}
local window = {
width = math.floor(width),
height = math.floor(height),
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blink = true,
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cursor = meta.cursor or {1, 1},
colors = meta.colors or {"0", "f"},
clearChar = meta.clearChar or " ",
visible = meta.visible or true,
x = math.floor(x) or 1,
y = math.floor(y) or 1,
buffer = {{},{},{}},
}
for y = 1, height do
window.buffer[1][y] = {}
window.buffer[2][y] = {}
window.buffer[3][y] = {}
for x = 1, width do
window.buffer[1][y][x] = window.clearChar
window.buffer[2][y][x] = window.colors[1]
window.buffer[3][y][x] = window.colors[2]
end
end
window.handle = {}
window.handle.setCursorPos = function(x, y)
window.cursor = {x, y}
fixCursorPos()
end
window.handle.getCursorPos = function()
return window.cursor[1], window.cursor[2]
end
window.handle.setCursorBlink = function(blink)
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window.blink = blink or false
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end
window.handle.getCursorBlink = function()
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return window.blink
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end
window.handle.scroll = function(amount)
if amount > 0 then
for i = 1, amount do
for c = 1, 3 do
table.remove(window.buffer[c], 1)
window.buffer[c][window.height] = {}
for xx = 1, width do
window.buffer[c][window.height][xx] = (
c == 1 and window.clearChar or
c == 2 and window.colors[1] or
c == 3 and window.colors[2]
)
end
end
end
elseif amount < 0 then
for i = 1, -amount do
for c = 1, 3 do
window.buffer[c][window.height] = nil
table.insert(window.buffer[c], 1, {})
for xx = 1, width do
window.buffer[c][1][xx] = (
c == 1 and window.clearChar or
c == 2 and window.colors[1] or
c == 3 and window.colors[2]
)
end
end
end
end
if lddterm.alwaysRender then
lddterm.render(lddterm.transformation, lddterm.drawFunction)
end
end
window.handle.scrollX = function(amount)
if amount > 0 then
for i = 1, amount do
for c = 1, 3 do
for y = 1, window.height do
table.remove(window.buffer[c][y], 1)
window.buffer[c][y][window.width] = (
c == 1 and window.clearChar or
c == 2 and window.colors[1] or
c == 3 and window.colors[2]
)
end
end
end
elseif amount < 0 then
for i = 1, -amount do
for c = 1, 3 do
for y = 1, window.height do
window.buffer[c][y][window.width] = nil
table.insert(window.buffer[c][y], 1, (
c == 1 and window.clearChar or
c == 2 and window.colors[1] or
c == 3 and window.colors[2]
))
end
end
end
end
if lddterm.alwaysRender then
lddterm.render(lddterm.transformation, lddterm.drawFunction)
end
end
window.handle.write = function(text, x, y, ignoreAlwaysRender)
assert(text ~= nil, "expected string 'text'")
text = tostring(text)
local cx = math.floor(tonumber(x) or window.cursor[1])
local cy = math.floor(tonumber(y) or window.cursor[2])
text = text:sub(math.max(0, -cx - 1))
for i = 1, #text do
if cx >= 1 and cx <= window.width and cy >= 1 and cy <= window.height then
window.buffer[1][cy][cx] = text:sub(i,i)
window.buffer[2][cy][cx] = window.colors[1]
window.buffer[3][cy][cx] = window.colors[2]
end
cx = math.min(cx + 1, window.width + 1)
end
window.cursor = {cx, cy}
if lddterm.alwaysRender and not ignoreAlwaysRender then
lddterm.render(lddterm.transformation, lddterm.drawFunction)
end
end
window.handle.writeWrap = function(text, x, y, ignoreAlwaysRender)
local words = explode(" ", text, nil, true)
local cx, cy = x or window.cursor[1], y or window.cursor[2]
for i = 1, #words do
if cx + #words[i] > window.width + 1 then
cx = 1
if cy >= window.height then
window.handle.scroll(1)
cy = window.height
else
cy = cy + 1
end
end
window.handle.write(words[i], cx, cy, true)
cx = cx + #words[i]
end
if lddterm.alwaysRender and not ignoreAlwaysRender then
lddterm.render(lddterm.transformation, lddterm.drawFunction)
end
end
window.handle.blit = function(char, textCol, backCol, x, y)
if type(char) == "number" then
char = tostring(char)
end
if type(textCol) == "number" then
textCol = tostring(textCol)
end
if type(backCol) == "number" then
backCol = tostring(backCol)
end
assert(char ~= nil, "expected string 'char'")
local cx = math.floor(tonumber(x) or window.cursor[1])
local cy = math.floor(tonumber(y) or window.cursor[2])
char = char:sub(math.max(0, -cx - 1))
for i = 1, #char do
if cx >= 1 and cx <= window.width and cy >= 1 and cy <= window.height then
window.buffer[1][cy][cx] = char:sub(i,i)
window.buffer[2][cy][cx] = textCol:sub(i,i)
window.buffer[3][cy][cx] = backCol:sub(i,i)
end
cx = cx + 1
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end
window.cursor = {cx, cy}
if lddterm.alwaysRender and not ignoreAlwaysRender then
lddterm.render(lddterm.transformation, lddterm.drawFunction)
end
end
window.handle.print = function(text, x, y)
text = text and tostring(text)
window.handle.write(text, x, y, true)
window.cursor[1] = 1
if window.cursor[2] >= window.height then
window.handle.scroll(1)
else
window.cursor[2] = window.cursor[2] + 1
if lddterm.alwaysRender then
lddterm.render(lddterm.transformation, lddterm.drawFunction)
end
end
end
window.handle.clear = function(char, ignoreAlwaysRender)
local cx = 1
for y = 1, window.height do
for x = 1, window.width do
if char then
cx = (x % #char) + 1
end
window.buffer[1][y][x] = char and char:sub(cx, cx) or window.clearChar
window.buffer[2][y][x] = window.colors[1]
window.buffer[3][y][x] = window.colors[2]
end
end
if lddterm.alwaysRender and not ignoreAlwaysRender then
lddterm.render(lddterm.transformation, lddterm.drawFunction)
end
end
window.handle.clearLine = function(cy, char, ignoreAlwaysRender)
cy = math.floor(cy or window.cursor[2])
local cx = 1
for x = 1, window.width do
if char then
cx = (x % #char) + 1
end
window.buffer[1][cy or window.cursor[2]][x] = char and char:sub(cx, cx) or window.clearChar
window.buffer[2][cy or window.cursor[2]][x] = window.colors[1]
window.buffer[3][cy or window.cursor[2]][x] = window.colors[2]
end
if lddterm.alwaysRender and not ignoreAlwaysRender then
lddterm.render(lddterm.transformation, lddterm.drawFunction)
end
end
window.handle.clearColumn = function(cx, char, ignoreAlwaysRender)
cx = math.floor(cx)
char = char and char:sub(1,1)
for y = 1, window.height do
window.buffer[1][y][cx or window.cursor[1]] = char and char or window.clearChar
window.buffer[2][y][cx or window.cursor[1]] = window.colors[1]
window.buffer[3][y][cx or window.cursor[1]] = window.colors[2]
end
if lddterm.alwaysRender and not ignoreAlwaysRender then
lddterm.render(lddterm.transformation, lddterm.drawFunction)
end
end
window.handle.getSize = function()
return window.width, window.height
end
window.handle.isColor = function()
return lddterm.useColors
end
window.handle.isColour = window.handle.isColor
window.handle.setTextColor = function(color)
if to_blit[color] then
window.colors[1] = to_blit[color]
end
end
window.handle.setTextColour = window.handle.setTextColor
window.handle.setBackgroundColor = function(color)
if to_blit[color] then
window.colors[2] = to_blit[color]
end
end
window.handle.setBackgroundColour = window.handle.setBackgroundColor
window.handle.getTextColor = function()
return to_colors[window.colors[1]] or colors.white
end
window.handle.getTextColour = window.handle.getTextColor
window.handle.getBackgroundColor = function()
return to_colors[window.colors[2]] or colors.black
end
window.handle.getBackgroundColour = window.handle.getBackgroundColor
window.handle.reposition = function(x, y)
window.x = math.floor(x or window.x)
window.y = math.floor(y or window.y)
if lddterm.alwaysRender then
lddterm.render(lddterm.transformation, lddterm.drawFunction)
end
end
window.handle.setPaletteColor = function(...)
return lddterm.baseTerm.setPaletteColor(...)
end
window.handle.setPaletteColour = window.handle.setPaletteColor
window.handle.getPaletteColor = function(...)
return lddterm.baseTerm.getPaletteColor(...)
end
window.handle.getPaletteColour = window.handle.getPaletteColor
window.handle.getPosition = function()
return window.x, window.y
end
window.handle.restoreCursor = function()
lddterm.baseTerm.setCursorPos(
-1 + window.cursor[1] + window.x,
window.cursor[2] + window.y - 1
)
end
window.handle.setVisible = function(visible)
window.visible = visible or false
end
window.handle.redraw = lddterm.render
window.handle.current = window.handle
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window.layer = #lddterm.windows + 1
lddterm.windows[window.layer] = window
return window, window.layer
end
lddterm.setLayer = function(window, _layer)
local layer = math.max(1, math.min(#lddterm.windows, _layer))
local win = window
table.remove(lddterm.windows, win.layer)
table.insert(lddterm.windows, layer, win)
if lddterm.alwaysRender then
lddterm.render(lddterm.transformation, lddterm.drawFunction)
end
return true
end
local old_scr_x, old_scr_y
-- gets screenshot of whole lddterm desktop, OR a single window
lddterm.screenshot = function(window)
local output = {{},{},{}}
local line
if window then
for y = 1, #window.buffer do
line = {"","",""}
for x = 1, #window.buffer do
line = {
line[1] .. window.buffer[1][y][x],
line[2] .. window.buffer[2][y][x],
line[3] .. window.buffer[3][y][x]
}
end
output[1][y] = line[1]
output[2][y] = line[2]
output[3][y] = line[3]
end
else
for y = 1, scr_y do
line = {"","",""}
for x = 1, scr_x do
c = "."
lt, lb = t, b
t, b = "0", "f"
for l = 1, #lddterm.windows do
if lddterm.windows[l].visible then
sx = 1 + x - lddterm.windows[l].x
sy = 1 + y - lddterm.windows[l].y
if lddterm.windows[l].buffer[1][sy] then
if lddterm.windows[l].buffer[1][sy][sx] then
c = lddterm.windows[l].buffer[1][sy][sx] or c
t = lddterm.windows[l].buffer[2][sy][sx] or t
b = lddterm.windows[l].buffer[3][sy][sx] or b
break
end
end
end
end
line = {
line[1] .. c,
line[2] .. t,
line[3] .. b
}
end
output[1][y] = line[1]
output[2][y] = line[2]
output[3][y] = line[3]
end
end
return output
end
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local keysDown = {}
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local defaultProgram = "rom/programs/shell.lua"
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local newInstance = function(x, y, program, initialStart)
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x, y = math.floor(x), math.floor(y)
for yy = 1, y do
instances[yy] = instances[yy] or {}
end
for xx = 1, x do
instances[y][xx] = instances[y][xx] or false
end
local window = lddterm.newWindow(windowWidth, windowHeight, 1, 1)
instances[y][x] = {
x = x,
y = y,
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active = initialStart,
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co = coroutine.create(function()
term.redirect(window.handle)
local evt
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while true do
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if initialStart then
if not program or type(program) == "string" then
shell.run(program or defaultProgram)
elseif type(program) == "function" then
program()
end
end
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instances[y][x].active = false
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term.clear()
term.setCursorBlink(false)
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cwrite("This workspace is inactive.", 0 + scr_y / 2)
cwrite("Press SPACE to start the workspace.", 1 + scr_y / 2)
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repeat
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evt = {os.pullEventRaw()}
until (evt[1] == "key" and evt[2] == keys.space) or evt[1] == "terminate"
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sleep(0)
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if evt[1] == "terminate" then
isRunning = false
return
end
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term.setCursorPos(1,1)
term.clear()
term.setCursorBlink(true)
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instances[y][x].active = true
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if not initialStart then
if not program or type(program) == "string" then
shell.run(program or defaultProgram)
elseif type(program) == "function" then
program()
end
end
end
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end),
window = window
}
end
-- prevents wiseassed-ness
workspaceMoveSpeed = math.min(math.max(workspaceMoveSpeed, 0.01), 1)
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local scrollWindows = function()
local changed = false
if realScroll[1] < scroll[1] then
realScroll[1] = math.min(realScroll[1] + workspaceMoveSpeed, scroll[1])
changed = true
elseif realScroll[1] > scroll[1] then
realScroll[1] = math.max(realScroll[1] - workspaceMoveSpeed, scroll[1])
changed = true
end
if realScroll[2] < scroll[2] then
realScroll[2] = math.min(realScroll[2] + workspaceMoveSpeed, scroll[2])
changed = true
elseif realScroll[2] > scroll[2] then
realScroll[2] = math.max(realScroll[2] - workspaceMoveSpeed, scroll[2])
changed = true
end
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for y = 1, #instances do
if instances[y] then
for x = 1, #instances[y] do
if instances[y][x] then
instances[y][x].window.x = math.floor(1 + (instances[y][x].x + realScroll[1] - 1) * scr_x)
instances[y][x].window.y = math.floor(1 + (instances[y][x].y + realScroll[2] - 1) * scr_y)
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end
end
end
end
return changed
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end
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local swapInstances = function(xmod, ymod)
instances[focus[2]][focus[1]].co, instances[focus[2] + ymod][focus[1] + xmod].co = instances[focus[2] + ymod][focus[1] + xmod].co, instances[focus[2]][focus[1]].co
instances[focus[2]][focus[1]].window, instances[focus[2] + ymod][focus[1] + xmod].window = instances[focus[2] + ymod][focus[1] + xmod].window, instances[focus[2]][focus[1]].window
end
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local inputEvt = {
key = true,
key_up = true,
char = true,
mouse_click = true,
mouse_scroll = true,
mouse_drag = true,
mouse_up = true,
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paste = true,
terminate = true
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}
local main = function()
local enteringCommand
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local justStarted = true
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local tID, wID
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for y = 1, gridHeight do
for x = 1, gridWidth do
newInstance(x, y, defaultProgram, x == focus[1] and y == focus[2])
end
end
scrollWindows()
term.clear()
cwrite("Use CTRL+SHIFT+ARROW to switch workspace.", 0 + scr_y / 2)
cwrite("Terminate on an inactive workspace to exit.", 1 + scr_y / 2)
sleep(0.1)
os.pullEvent("key")
os.queueEvent("mouse_click", 0, 0, 0)
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while isRunning do
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local evt = {os.pullEventRaw()}
enteringCommand = false
if evt[1] == "key" then
keysDown[evt[2]] = true
elseif evt[1] == "key_up" then
keysDown[evt[2]] = nil
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elseif evt[1] == "timer" then
if evt[2] == wID then
enteringCommand = true
doDrawWorkspaceIndicator = false
elseif evt[2] == tID then
enteringCommand = true
end
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end
if scrollWindows() then
tID = os.startTimer(0.05)
end
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if (keysDown[keys.leftCtrl] or keysDown[keys.rightCtrl]) and (keysDown[keys.leftShift] or keysDown[keys.rightShift]) then
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if keysDown[keys.left] then
if instances[focus[2]][focus[1] - 1] then
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if keysDown[swapKey] then
swapInstances(-1, 0)
end
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focus[1] = focus[1] - 1
scroll[1] = scroll[1] + 1
keysDown[keys.left] = false
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enteringCommand = true
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doDrawWorkspaceIndicator = true
wID = os.startTimer(workspaceIndicatorDuration)
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end
end
if keysDown[keys.right] then
if instances[focus[2]][focus[1] + 1] then
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if keysDown[swapKey] then
swapInstances(1, 0)
end
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focus[1] = focus[1] + 1
scroll[1] = scroll[1] - 1
keysDown[keys.right] = false
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enteringCommand = true
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doDrawWorkspaceIndicator = true
wID = os.startTimer(workspaceIndicatorDuration)
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end
end
if keysDown[keys.up] then
if instances[focus[2] - 1] then
if instances[focus[2] - 1][focus[1]] then
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if keysDown[swapKey] then
swapInstances(0, -1)
end
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focus[2] = focus[2] - 1
scroll[2] = scroll[2] + 1
keysDown[keys.up] = false
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enteringCommand = true
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doDrawWorkspaceIndicator = true
wID = os.startTimer(workspaceIndicatorDuration)
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end
end
end
if keysDown[keys.down] then
if instances[focus[2] + 1] then
if instances[focus[2] + 1][focus[1]] then
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if keysDown[swapKey] then
swapInstances(0, 1)
end
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focus[2] = focus[2] + 1
scroll[2] = scroll[2] - 1
keysDown[keys.down] = false
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enteringCommand = true
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doDrawWorkspaceIndicator = true
wID = os.startTimer(workspaceIndicatorDuration)
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end
end
end
end
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if not enteringCommand then
for y = 1, #instances do
if instances[y] then
for x = 1, #instances[y] do
if instances[y][x] then
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if justStarted or (not inputEvt[evt[1]]) or (x == focus[1] and y == focus[2]) then
local previousTerm = term.redirect(instances[y][x].window.handle)
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coroutine.resume(instances[y][x].co, table.unpack(evt))
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term.redirect(previousTerm)
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end
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end
end
end
end
end
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lddterm.selectedWindow = instances[focus[2]][focus[1]].window.layer
lddterm.render()
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justStarted = false
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end
end
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local result, message = pcall(main)
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_G.currentlyRunningWorkspace = false
term.clear()
term.setCursorPos(1,1)
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if result then
print("Thanks for using Workspace!")
else
print("There was an error, and Workspace had to stop.")
print("The error goes as follows:\n")
print(message)
end