c0973075fa
ClientManager now stores only the free windows, clients take ownership of its own.
101 lines
2.6 KiB
C++
101 lines
2.6 KiB
C++
#ifndef input_handler_hh_INCLUDED
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#define input_handler_hh_INCLUDED
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#include "color.hh"
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#include "completion.hh"
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#include "context.hh"
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#include "normal.hh"
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#include "keys.hh"
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#include "string.hh"
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#include "utils.hh"
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namespace Kakoune
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{
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class Editor;
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enum class MenuEvent
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{
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Select,
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Abort,
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Validate
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};
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using MenuCallback = std::function<void (int, MenuEvent, Context&)>;
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enum class PromptEvent
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{
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Change,
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Abort,
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Validate
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};
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using PromptCallback = std::function<void (const String&, PromptEvent, Context&)>;
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using KeyCallback = std::function<void (Key, Context&)>;
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class InputMode;
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enum class InsertMode : unsigned;
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class InputHandler : public SafeCountable
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{
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public:
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InputHandler(Buffer& buffer, SelectionList selections, String name = "");
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~InputHandler();
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// switch to insert mode
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void insert(InsertMode mode);
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// repeat last insert mode key sequence
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void repeat_last_insert();
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// enter prompt mode, callback is called on each change,
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// abort or validation with corresponding PromptEvent value
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// returns to normal mode after validation if callback does
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// not change the mode itself
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void prompt(const String& prompt, ColorPair prompt_colors,
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Completer completer, PromptCallback callback);
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void set_prompt_colors(ColorPair prompt_colors);
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// enter menu mode, callback is called on each selection change,
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// abort or validation with corresponding MenuEvent value
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// returns to normal mode after validation if callback does
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// not change the mode itself
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void menu(memoryview<String> choices,
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MenuCallback callback);
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// execute callback on next keypress and returns to normal mode
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// if callback does not change the mode itself
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void on_next_key(KeyCallback callback);
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// process the given key
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void handle_key(Key key);
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void start_recording(char reg);
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bool is_recording() const;
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void stop_recording();
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char recording_reg() const { return m_recording_reg; }
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void reset_normal_mode();
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Context& context() { return m_context; }
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const Context& context() const { return m_context; }
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String mode_string() const;
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void clear_mode_trash();
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private:
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Context m_context;
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friend class InputMode;
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std::unique_ptr<InputMode> m_mode;
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std::vector<std::unique_ptr<InputMode>> m_mode_trash;
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void change_input_mode(InputMode* new_mode);
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using Insertion = std::pair<InsertMode, std::vector<Key>>;
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Insertion m_last_insert = {InsertMode::Insert, {}};
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char m_recording_reg = 0;
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String m_recorded_keys;
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};
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}
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#endif // input_handler_hh_INCLUDED
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