In which we give Lokaltog/vim-easymotion a streak of malevolence.
Suppose you're a proud user of
evil, but you have a nasty habit: when you want to move ten lines down, you hit j ten times in a row instead of using the ergonomically superior 10j. With
evil-easymotion you can invoke SPCj, and this plugin will put a target character on every possible position. Type the character on the target and wham! you have teleported there.
Currently most motions are supported, and it's easy to define your own easymotions. Easymotions can also be composed with operators e.g. dSPCj to delete a bunch of lines.
evil-easymotion API has changed to use keyword arguments. The required changes (if any) to your config should be pretty self-explanatory. This should allow me to add more options in the future without breaking your config.
evil-easymotion comes with predefined easymotions for all basic motions that evil defines by default, and provides key bindings for these using the standard evil keys in the built-in keymap
evilem-map. To make these available for use, bind this keymap to a prefix:
This binds all motions under the prefix SPC in
evil-motion-state-map. Type SPCj to give it a try.
For motions defined manually, you need to bind the keys yourself, for instance using
(evilem-define (kbd "SPC w") 'evil-forward-word-begin)
(This is just an example; this functionality is already available by default.)
You can always drop by the wiki for more tips.
Building Your Own Motions
collectors is used as the motion specification for generating jump points. It may be an (optionally sharp) quoted function name, a lambda, or a list of any of the above. If multiple functions are provided, the collected points are merged and presented at once.
evil-easymotion provides four user-facing macros:
(evilem-make-motion-plain name collectors &key ...)
Produce a function, named
(evilem-make-motion name collectors &key ...)
evilem-make-motion-plain, but produce an evil motion produced with
evil-define-motioninstead of a plain
(evilem-create-plain collectors &key ...)
evil-make-motion-plain, but with an automatically generated
(evilem-create collectors &key ...)
(evilem-define key collectors)
evilem-create, but also bind the generated function to
keyin the relevant maps (either
evil-motion-state, depending on other flags).
In addition, various keyword arguments may be used to modify the behavior of the easymotion.
Code to run before the easymotion executes.
exprmay either be an (optionally sharp) quoted function name, a lambda, or a bare sexp, which is implictly wrapped in a lambda.
:pre-hook expr, but code is run after the motion finishes.
A list of forms to bind around the entire easymotion.
formsmay be any bindings accepted by
An object to limit the scope of an easymotion.
objectmay be any thing understood by
thing-at-point. In practice,
objectwill often be
nil, the motion will be executed in all visible windows simultaneously. Because evil motions do not make sense across windows,
evil-define-commandis used instead of
evil-normal-state-mapis used instead of
(goto-char (funcall callable))is run before the motion is executed. For example, use this to jump to the BOL of each line as in easymotion with
:initial-position #'point-at-bol. Unlike in
callableis run once per window when
nil, the motion will push to the
eviljump list before jumping. This defaults to
twhen the motion is un
callableis called on the collected list of points (which is of the form
((point window)...)). Otherwise, the default function, which sorts the points in order of increasing distance from
(point), is used.
nil, the motion will not skip over invisible overlays. This may be required for motions that generate dramatically different sets of points if they are started at different locations. This defaults to
I'm deeply indebted to: