#ifndef context_hh_INCLUDED #define context_hh_INCLUDED #include "dynamic_selection_list.hh" namespace Kakoune { class Editor; class Window; class Buffer; class InputHandler; class UserInterface; class DisplayLine; // A Context is used to access non singleton objects for various services // in commands. // // 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. struct Context { Context(); explicit Context(Editor& editor); Context(InputHandler& input_handler, UserInterface& ui); ~Context(); Context(const Context&) = delete; 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; InputHandler& input_handler() const; bool has_input_handler() const { return (bool)m_input_handler; } UserInterface& ui() const; bool has_ui() const { return (bool)m_ui; } void change_editor(Editor& editor); OptionManager& options() const; HookManager& hooks() const; void print_status(const DisplayLine& status) const; void push_jump(); const DynamicSelectionList& jump_forward(); const DynamicSelectionList& jump_backward(); void forget_jumps_to_buffer(Buffer& buffer); int& numeric_param() { return m_numeric_param; } private: safe_ptr m_editor; safe_ptr m_input_handler; safe_ptr m_ui; int m_numeric_param = 0; using JumpList = std::vector; JumpList m_jump_list; JumpList::iterator m_current_jump = m_jump_list.begin(); }; } #endif // context_hh_INCLUDED