#ifndef context_hh_INCLUDED #define context_hh_INCLUDED #include "window.hh" #include "client.hh" #include "user_interface.hh" namespace Kakoune { // A Context is used to access non singleton objects for various services // in commands. // // The Context object links a 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. struct Context { Context() {} explicit Context(Editor& editor) : m_editor(&editor) {} explicit Context(Client& client) : m_client(&client) {} // to allow func(Context(Editor(...))) // make sure the context will not survive the next ';' explicit Context(Editor&& editor) : m_editor(&editor) {} Context(const Context&) = delete; Context& operator=(const Context&) = delete; Buffer& buffer() const { if (not has_buffer()) throw runtime_error("no buffer in context"); return m_editor->buffer(); } bool has_buffer() const { return (bool)m_editor; } Editor& editor() const { if (not has_editor()) throw runtime_error("no editor in context"); return *m_editor.get(); } bool has_editor() const { return (bool)m_editor; } Window& window() const { if (not has_window()) throw runtime_error("no window in context"); return *dynamic_cast(m_editor.get()); } bool has_window() const { return (bool)m_editor and dynamic_cast(m_editor.get()); } Client& client() const { if (not has_client()) throw runtime_error("no client in context"); return *m_client; } bool has_client() const { return (bool)m_client; } UserInterface& ui() const { if (not has_ui()) throw runtime_error("no user interface in context"); return *m_ui; } bool has_ui() const { return (bool)m_ui; } void change_editor(Editor& editor) { m_editor.reset(&editor); } void change_ui(UserInterface& ui) { m_ui.reset(&ui); } OptionManager& option_manager() const { if (has_window()) return window().option_manager(); if (has_buffer()) return buffer().option_manager(); return GlobalOptionManager::instance(); } void draw_ifn() const { if (has_ui() and has_window()) ui().draw_window(window()); } void print_status(const String& status) const { if (has_ui()) ui().print_status(status); } using Insertion = std::pair>; Insertion& last_insert() { return m_last_insert; } int& numeric_param() { return m_numeric_param; } private: safe_ptr m_editor; safe_ptr m_client; safe_ptr m_ui; Insertion m_last_insert = {InsertMode::Insert, {}}; int m_numeric_param = 0; }; } #endif // context_hh_INCLUDED