#ifndef context_hh_INCLUDED #define context_hh_INCLUDED #include "window.hh" #include "user_interface.hh" namespace Kakoune { class InputHandler; // 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) : m_editor(&editor) {} Context(InputHandler& input_handler, UserInterface& ui) : m_input_handler(&input_handler), m_ui(&ui) {} 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()); } InputHandler& input_handler() const { if (not has_input_handler()) throw runtime_error("no input handler in context"); return *m_input_handler; } bool has_input_handler() const { return (bool)m_input_handler; } 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); if (has_window()) { if (has_ui()) window().set_dimensions(ui().dimensions()); window().hooks().run_hook("WinDisplay", buffer().name(), *this); } } OptionManager& options() const { if (has_window()) return window().options(); if (has_buffer()) return buffer().options(); return GlobalOptions::instance(); } HookManager& hooks() const { if (has_window()) return window().hooks(); if (has_buffer()) return buffer().hooks(); return GlobalHooks::instance(); } void print_status(const String& status) const { if (has_ui()) ui().print_status(status); } void push_jump() { const SelectionList& jump = editor().selections(); if (m_current_jump != m_jump_list.end()) { auto begin = m_current_jump; if (&editor().buffer() != &begin->buffer() or (const SelectionList&)(*begin) != jump) ++begin; m_jump_list.erase(begin, m_jump_list.end()); } m_jump_list.push_back({editor().buffer(), jump}); m_current_jump = m_jump_list.end(); } const SelectionList& jump_forward() { if (m_current_jump != m_jump_list.end() and m_current_jump + 1 != m_jump_list.end()) return *++m_current_jump; throw runtime_error("no next jump"); } const SelectionList& jump_backward() { if (m_current_jump != m_jump_list.begin()) { if (m_current_jump == m_jump_list.end()) { push_jump(); --m_current_jump; } return *--m_current_jump; } throw runtime_error("no previous jump"); } void forget_jumps_to_buffer(Buffer& buffer) { for (auto it = m_jump_list.begin(); it != m_jump_list.end();) { if (&it->buffer() == &buffer) { if (it < m_current_jump) --m_current_jump; else if (it == m_current_jump) m_current_jump = m_jump_list.end()-1; it = m_jump_list.erase(it); } else ++it; } } int& numeric_param() { return m_numeric_param; } private: safe_ptr m_editor; InputHandler* m_input_handler = nullptr; 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