home/src/context.hh

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#ifndef context_hh_INCLUDED
#define context_hh_INCLUDED
#include "dynamic_selection_list.hh"
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namespace Kakoune
{
class Editor;
class Window;
class Buffer;
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class Client;
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class InputHandler;
class UserInterface;
class DisplayLine;
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class KeymapManager;
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// A Context is used to access non singleton objects for various services
// in commands.
//
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// The Context object links an Client, an Editor (which may be a Window),
// and a UserInterface. It may represent an interactive user window, or
// a hook execution or a macro replay.
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class Context
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{
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public:
Context();
Context(InputHandler& input_handler, Editor& editor, String name = "");
~Context();
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Context(const Context&) = delete;
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Context& operator=(const Context&) = delete;
Buffer& buffer() const;
bool has_buffer() const { return (bool)m_editor; }
Editor& editor() const;
bool has_editor() const { return (bool)m_editor; }
Window& window() const;
bool has_window() const;
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Client& client() const;
bool has_client() const { return (bool)m_client; }
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InputHandler& input_handler() const;
bool has_input_handler() const { return (bool)m_input_handler; }
UserInterface& ui() const;
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bool has_ui() const { return has_client(); }
SelectionList& selections();
const SelectionList& selections() const;
void change_editor(Editor& editor);
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void set_client(Client& client);
OptionManager& options() const;
HookManager& hooks() const;
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KeymapManager& keymaps() const;
void print_status(DisplayLine status) const;
void push_jump();
const DynamicSelectionList& jump_forward();
const DynamicSelectionList& jump_backward();
void forget_jumps_to_buffer(Buffer& buffer);
const String& name() const { return m_name; }
void set_name(String name) { m_name = std::move(name); }
bool is_editing() const { return m_edition_level!= 0; }
void disable_undo_handling() { ++m_edition_level; }
private:
void begin_edition();
void end_edition();
int m_edition_level = 0;
friend struct ScopedEdition;
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safe_ptr<Editor> m_editor;
safe_ptr<InputHandler> m_input_handler;
safe_ptr<Client> m_client;
String m_name;
using JumpList = std::vector<DynamicSelectionList>;
JumpList m_jump_list;
JumpList::iterator m_current_jump = m_jump_list.begin();
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};
struct ScopedEdition
{
ScopedEdition(Context& context)
: m_context(context)
{ m_context.begin_edition(); }
~ScopedEdition()
{ m_context.end_edition(); }
Context& context() const { return m_context; }
private:
Context& m_context;
};
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}
#endif // context_hh_INCLUDED