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kakoune/src/context.hh

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