kakoune/src/context.hh

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#ifndef context_hh_INCLUDED
#define context_hh_INCLUDED
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#include "window.hh"
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#include "input_handler.hh"
#include "user_interface.hh"
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namespace Kakoune
{
// A Context is used to access non singleton objects for various services
// in commands.
//
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// The Context object links an InputHandler, 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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struct Context
{
Context() {}
explicit Context(Editor& editor)
: m_editor(&editor) {}
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Context(InputHandler& input_handler, Editor& editor, UserInterface& ui)
: m_input_handler(&input_handler), m_editor(&editor), m_ui(&ui) {}
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// to allow func(Context(Editor(...)))
// make sure the context will not survive the next ';'
explicit Context(Editor&& editor)
: m_editor(&editor) {}
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Context(const Context&) = delete;
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Context(Context&&) = default;
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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<Window*>(m_editor.get());
}
bool has_window() const { return (bool)m_editor and dynamic_cast<Window*>(m_editor.get()); }
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InputHandler& input_handler() const
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{
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if (not has_input_handler())
throw runtime_error("no input handler in context");
return *m_input_handler;
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}
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bool has_input_handler() const { return (bool)m_input_handler; }
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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; }
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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();
}
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void print_status(const String& status) const
{
if (has_ui())
ui().print_status(status);
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}
using Insertion = std::pair<InsertMode, std::vector<Key>>;
Insertion& last_insert() { return m_last_insert; }
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int& numeric_param() { return m_numeric_param; }
private:
safe_ptr<Editor> m_editor;
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safe_ptr<InputHandler> m_input_handler;
safe_ptr<UserInterface> m_ui;
Insertion m_last_insert = {InsertMode::Insert, {}};
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int m_numeric_param = 0;
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};
}
#endif // context_hh_INCLUDED