Paste Text from Clipboard feature
Posted: Sun Dec 28, 2025 12:13 am
Hi, apologies if this shouldn't be under Bugs, I thought about putting it under New Features, but decided the latter is for not-yet-implemented stuff, whereas this has now been implemented, so belongs here.
This is a great feature, and is 99% of the way there to being usable.
It obviously does special handling for line breaks (Ascii codes 13 and 10, either separately or together in a certain order),
in order to know when to wrap to a new line, e.g.:




















































































However it also places a question mark text element to represent a line break, but I think it should not do this,
that is to say,
it should wrap the line but NOT place a question mark text element,
instead it should leave whatever element was there already, as is.
Secondly Tab characters (Ascii code 9) also get translated to a question mark text element.
I think they should just be ignored, i.e. leave whatever element was there already, as is.
Forn the two situations:
- 1. Line breaks, Ascii 13 and 10, either on their own or as 13 followed by 10,
- 2. Tabs, Ascii 9,
The difference between how I would see them being handled under my proposal, is:
For the first case, the 'active insertion point' moves vertically down a row and back to the first column in which text entry occurred;
Whereas in the second case, the 'active insertion point' moves horizontally to the right by one column.
In both cases, whatever element was there to start with, would not be overwritten.
Thinking about this, I cannot see any difference between what I am asking for the Tab character above, and what I would also ask for Space characters,
i.e. I would like to map Space characters not to the Space text element, but to 'skip and move right',
i.e. leaving what is there already.
(I think we talked about this in the post 'Changing between 2 kinds of text elements'.)
But I can see other people might want different,
or even sometimes I might want to overwrite existing elements, rather than skip over them.
So maybe it could be handled by an option?
Even under the 'Editor' tab in the Config for a level
But I appreciate this would be a bit of work.
In fact, taking my suggestions above to the logical extreme, I suggest that the 'keep existing and skip rightwards' behaviour be extended from Ascii code 9 to ALL Ascii codes from 0 to 32 (Space char), except for 13 and 10.
This would enable the use of mucky bits of text from unusual sources [such as a RnD level opened in certain text editors, or a byte editor
]
And Ascii code 127, which I think is Backspace, could be used to 'reverse' the 'active insertion point one column to the left?
But [more] seriously, the most important thing is to get rid of the multitude of question mark text elements that flood the level when I use this feature, and also cause an increase in entropy, because there is no way of retrospectively distinguishing between question mark text elements that have been legitimately added [i.e. are derived from question marks in the source text] and those that simply indicate 'couldn't be mapped'.
I tried to do it myself, by setting the Replace feature to 100% and only replace question mark text elements, but this destabilizes RnD, first it replaces all instances of Empty Space in the palette with a wierd element [looks like normal wall but isn't], and then when I click on some buttons, eg Test, it causes RnD to instant-quit
John
This is a great feature, and is 99% of the way there to being usable.
It obviously does special handling for line breaks (Ascii codes 13 and 10, either separately or together in a certain order),
in order to know when to wrap to a new line, e.g.:




















































































However it also places a question mark text element to represent a line break, but I think it should not do this,
that is to say,
it should wrap the line but NOT place a question mark text element,
instead it should leave whatever element was there already, as is.
Secondly Tab characters (Ascii code 9) also get translated to a question mark text element.
I think they should just be ignored, i.e. leave whatever element was there already, as is.
Forn the two situations:
- 1. Line breaks, Ascii 13 and 10, either on their own or as 13 followed by 10,
- 2. Tabs, Ascii 9,
The difference between how I would see them being handled under my proposal, is:
For the first case, the 'active insertion point' moves vertically down a row and back to the first column in which text entry occurred;
Whereas in the second case, the 'active insertion point' moves horizontally to the right by one column.
In both cases, whatever element was there to start with, would not be overwritten.
Thinking about this, I cannot see any difference between what I am asking for the Tab character above, and what I would also ask for Space characters,
i.e. I would like to map Space characters not to the Space text element, but to 'skip and move right',
i.e. leaving what is there already.
(I think we talked about this in the post 'Changing between 2 kinds of text elements'.)
But I can see other people might want different,
or even sometimes I might want to overwrite existing elements, rather than skip over them.
So maybe it could be handled by an option?
Even under the 'Editor' tab in the Config for a level
But I appreciate this would be a bit of work.
In fact, taking my suggestions above to the logical extreme, I suggest that the 'keep existing and skip rightwards' behaviour be extended from Ascii code 9 to ALL Ascii codes from 0 to 32 (Space char), except for 13 and 10.
This would enable the use of mucky bits of text from unusual sources [such as a RnD level opened in certain text editors, or a byte editor
And Ascii code 127, which I think is Backspace, could be used to 'reverse' the 'active insertion point one column to the left?
But [more] seriously, the most important thing is to get rid of the multitude of question mark text elements that flood the level when I use this feature, and also cause an increase in entropy, because there is no way of retrospectively distinguishing between question mark text elements that have been legitimately added [i.e. are derived from question marks in the source text] and those that simply indicate 'couldn't be mapped'.
I tried to do it myself, by setting the Replace feature to 100% and only replace question mark text elements, but this destabilizes RnD, first it replaces all instances of Empty Space in the palette with a wierd element [looks like normal wall but isn't], and then when I click on some buttons, eg Test, it causes RnD to instant-quit
John

















