#ifndef context_hh_INCLUDED #define context_hh_INCLUDED #include "dynamic_selection_list.hh" namespace Kakoune { class Editor; class Window; class Buffer; class Client; class UserInterface; class DisplayLine; class KeymapManager; // A Context is used to access non singleton objects for various services // in commands. // // 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. struct Context { Context(); explicit Context(Editor& editor); Context(Client& client, Editor& editor); ~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; Client& client() const; bool has_client() const { return (bool)m_client; } UserInterface& ui() const; bool has_ui() const { return (bool)m_client; } void change_editor(Editor& editor); OptionManager& options() const; HookManager& hooks() const; 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); private: safe_ptr m_editor; safe_ptr m_client; using JumpList = std::vector; JumpList m_jump_list; JumpList::iterator m_current_jump = m_jump_list.begin(); }; } #endif // context_hh_INCLUDED