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#include <assert.h>
#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;
}
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