#include #include "nvim/lib/kvec.h" #include "nvim/ascii.h" #include "nvim/state.h" #include "nvim/vim.h" #include "nvim/main.h" #include "nvim/getchar.h" #include "nvim/option_defs.h" #include "nvim/ui.h" #include "nvim/os/input.h" #ifdef INCLUDE_GENERATED_DECLARATIONS # include "state.c.generated.h" #endif void state_enter(VimState *s) { for (;;) { int check_result = s->check ? s->check(s) : 1; if (!check_result) { break; } else if (check_result == -1) { continue; } int key; getkey: if (char_avail() || using_script() || input_available()) { // Don't block for events if there's a character already available for // processing. Characters can come from mappings, scripts and other // sources, so this scenario is very common. key = safe_vgetc(); } else if (!multiqueue_empty(main_loop.events)) { // Event was made available after the last multiqueue_process_events call key = K_EVENT; } else { input_enable_events(); // Flush screen updates before blocking ui_flush(); // Call `os_inchar` directly to block for events or user input without // consuming anything from `input_buffer`(os/input.c) or calling the // mapping engine. If an event was put into the queue, we send K_EVENT // directly. (void)os_inchar(NULL, 0, -1, 0); input_disable_events(); key = !multiqueue_empty(main_loop.events) ? K_EVENT : safe_vgetc(); } if (key == K_EVENT) { may_sync_undo(); } int execute_result = s->execute(s, key); if (!execute_result) { break; } else if (execute_result == -1) { goto getkey; } } } /// Return TRUE if in the current mode we need to use virtual. int virtual_active(void) { // While an operator is being executed we return "virtual_op", because // VIsual_active has already been reset, thus we can't check for "block" // being used. if (virtual_op != MAYBE) { return virtual_op; } return ve_flags == VE_ALL || ((ve_flags & VE_BLOCK) && VIsual_active && VIsual_mode == Ctrl_V) || ((ve_flags & VE_INSERT) && (State & INSERT)); } /// VISUAL, SELECTMODE and OP_PENDING State are never set, they are equal to /// NORMAL State with a condition. This function returns the real State. int get_real_state(void) { if (State & NORMAL) { if (VIsual_active) { if (VIsual_select) { return SELECTMODE; } return VISUAL; } else if (finish_op) { return OP_PENDING; } } return State; }