screen_y = @cursor.y - @wrap2.scrollTop
scroll_amount = @wrap2_height - breathing_room
lowest_scrollpos = @wrap2.scrollHeight - @wrap2_height
+ if @wrap2.scrollTop is lowest_scrollpos # already at bottom
+ return unless @cursor?
+ # move cursor to bottom
+ new_cursor = last_cursor_position @tree
+ if new_cursor?
+ if new_cursor.n isnt @cursor.n or new_cursor.i isnt @cursor.i
+ @move_cursor new_cursor
+ return
@wrap2.scrollTop = Math.min lowest_scrollpos, @wrap2.scrollTop + scroll_amount
if @cursor?
@move_cursor_into_view screen_y + @wrap2.scrollTop
move_cursor_into_view: (y_target) ->
return if y_target is @cursor.y
was = @cursor
- y_min = @wrap2.scrollTop + breathing_room
- y_max = @wrap2.scrollTop + @wrap2_height - 2 * breathing_room
+ y_min = @wrap2.scrollTop
+ unless @wrap2.scrollTop is 0
+ y_min += breathing_room
+ y_max = @wrap2.scrollTop + @wrap2_height
+ unless @wrap2.scrollTop is @wrap2.scrollHeight - @wrap2_height # downmost
+ y_max -= breathing_room
y_target = Math.min y_target, y_max
y_target = Math.max y_target, y_min
if y_target < @cursor.y
finder = find_up_cursor_position
- far_enough = (a, b) ->
- return a <= b
+ far_enough = (cur, target_y) ->
+ return cur.y + cur.h <= target_y
else
finder = find_down_cursor_position
- far_enough = (a, b) ->
- return a >= b
+ far_enough = (cur, y_target) ->
+ return cur.y >= y_target
loop
cur = finder @tree, was, @cursor_ideal_x
break unless cur?
- break if far_enough cur.y, y_target
+ break if far_enough cur, y_target
was = cur
if was is @cursor
was = null
if was?
- if was.y > y_max
+ if was.y + was.h > y_max
was = null
else if was.y < y_min
was = null
if cur?
- if cur.y > y_max
+ if cur.y + cur.h > y_max
cur = null
else if cur.y < y_min
cur = null
# both valid, pick best
if cur.y < y_min
new_cursor = was
- else if was.y > y_max
+ else if was.y + was.h > y_max
new_cursor = cur
else if cur.y - y_target < y_target - was.y
new_cursor = cur