70 lines
1.7 KiB
C++
70 lines
1.7 KiB
C++
#ifndef context_hh_INCLUDED
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#define context_hh_INCLUDED
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#include "dynamic_selection_list.hh"
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namespace Kakoune
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{
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class Editor;
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class Window;
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class Buffer;
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class Client;
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class UserInterface;
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class DisplayLine;
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// A Context is used to access non singleton objects for various services
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// in commands.
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//
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// The Context object links an Client, an Editor (which may be a Window),
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// and a UserInterface. It may represent an interactive user window, or
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// a hook execution or a macro replay.
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struct Context
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{
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Context();
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explicit Context(Editor& editor);
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Context(Client& client, Editor& editor);
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~Context();
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Context(const Context&) = delete;
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Context& operator=(const Context&) = delete;
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Buffer& buffer() const;
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bool has_buffer() const { return (bool)m_editor; }
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Editor& editor() const;
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bool has_editor() const { return (bool)m_editor; }
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Window& window() const;
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bool has_window() const;
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Client& client() const;
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bool has_client() const { return (bool)m_client; }
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UserInterface& ui() const;
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bool has_ui() const { return (bool)m_client; }
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void change_editor(Editor& editor);
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OptionManager& options() const;
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HookManager& hooks() const;
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void print_status(DisplayLine status) const;
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void push_jump();
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const DynamicSelectionList& jump_forward();
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const DynamicSelectionList& jump_backward();
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void forget_jumps_to_buffer(Buffer& buffer);
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private:
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safe_ptr<Editor> m_editor;
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safe_ptr<Client> m_client;
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using JumpList = std::vector<DynamicSelectionList>;
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JumpList m_jump_list;
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JumpList::iterator m_current_jump = m_jump_list.begin();
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};
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}
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#endif // context_hh_INCLUDED
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