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EasyMotion.vim
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EasyMotion.vim
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" EasyMotion - Vim motions on speed!
"
" Author: Kim Silkebækken <kim.silkebaekken+vim@gmail.com>
" Source repository: https://github.com/Lokaltog/vim-easymotion
" Default configuration functions {{{
function! EasyMotion#InitOptions(options) " {{{
for [key, value] in items(a:options)
if ! exists('g:EasyMotion_' . key)
exec 'let g:EasyMotion_' . key . ' = ' . string(value)
endif
endfor
endfunction " }}}
function! EasyMotion#InitHL(group, colors) " {{{
let group_default = a:group . 'Default'
" Prepare highlighting variables
let guihl = printf('guibg=%s guifg=%s gui=%s', a:colors.gui[0], a:colors.gui[1], a:colors.gui[2])
if !exists('g:CSApprox_loaded')
let ctermhl = &t_Co == 256
\ ? printf('ctermbg=%s ctermfg=%s cterm=%s', a:colors.cterm256[0], a:colors.cterm256[1], a:colors.cterm256[2])
\ : printf('ctermbg=%s ctermfg=%s cterm=%s', a:colors.cterm[0], a:colors.cterm[1], a:colors.cterm[2])
else
let ctermhl = ''
endif
" Create default highlighting group
execute printf('hi default %s %s %s', group_default, guihl, ctermhl)
" Check if the hl group exists
if hlexists(a:group)
redir => hlstatus | exec 'silent hi ' . a:group | redir END
" Return if the group isn't cleared
if hlstatus !~ 'cleared'
return
endif
endif
" No colors are defined for this group, link to defaults
execute printf('hi default link %s %s', a:group, group_default)
endfunction " }}}
function! EasyMotion#InitMappings(motions) "{{{
for motion in keys(a:motions)
call EasyMotion#InitOptions({ 'mapping_' . motion : g:EasyMotion_leader_key . motion })
endfor
if g:EasyMotion_do_mapping
for [motion, fn] in items(a:motions)
if empty(g:EasyMotion_mapping_{motion})
continue
endif
silent exec 'nnoremap <silent> ' . g:EasyMotion_mapping_{motion} . ' :call EasyMotion#' . fn.name . '(0, ' . fn.dir . ')<CR>'
silent exec 'onoremap <silent> ' . g:EasyMotion_mapping_{motion} . ' :call EasyMotion#' . fn.name . '(0, ' . fn.dir . ')<CR>'
silent exec 'vnoremap <silent> ' . g:EasyMotion_mapping_{motion} . ' :<C-U>call EasyMotion#' . fn.name . '(1, ' . fn.dir . ')<CR>'
endfor
endif
endfunction "}}}
" }}}
" Motion functions {{{
function! EasyMotion#F(visualmode, direction) " {{{
let char = s:GetSearchChar(a:visualmode)
if empty(char)
return
endif
let re = '\C' . escape(char, '.$^~')
call s:EasyMotion(re, a:direction, a:visualmode ? visualmode() : '', mode(1))
endfunction " }}}
function! EasyMotion#T(visualmode, direction) " {{{
let char = s:GetSearchChar(a:visualmode)
if empty(char)
return
endif
if a:direction == 1
let re = '\C' . escape(char, '.$^~') . '\zs.'
else
let re = '\C.' . escape(char, '.$^~')
endif
call s:EasyMotion(re, a:direction, a:visualmode ? visualmode() : '', mode(1))
endfunction " }}}
function! EasyMotion#WB(visualmode, direction) " {{{
call s:EasyMotion('\(\<.\|^$\)', a:direction, a:visualmode ? visualmode() : '', '')
endfunction " }}}
function! EasyMotion#WBW(visualmode, direction) " {{{
call s:EasyMotion('\(\(^\|\s\)\@<=\S\|^$\)', a:direction, a:visualmode ? visualmode() : '', '')
endfunction " }}}
function! EasyMotion#E(visualmode, direction) " {{{
call s:EasyMotion('\(.\>\|^$\)', a:direction, a:visualmode ? visualmode() : '', mode(1))
endfunction " }}}
function! EasyMotion#EW(visualmode, direction) " {{{
call s:EasyMotion('\(\S\(\s\|$\)\|^$\)', a:direction, a:visualmode ? visualmode() : '', mode(1))
endfunction " }}}
function! EasyMotion#JK(visualmode, direction) " {{{
call s:EasyMotion('^\(\w\|\s*\zs\|$\)', a:direction, a:visualmode ? visualmode() : '', '')
endfunction " }}}
function! EasyMotion#Search(visualmode, direction) " {{{
call s:EasyMotion(@/, a:direction, a:visualmode ? visualmode() : '', '')
endfunction " }}}
" }}}
" Helper functions {{{
function! s:Message(message) " {{{
echo 'EasyMotion: ' . a:message
endfunction " }}}
function! s:Prompt(message) " {{{
echohl Question
echo a:message . ': '
echohl None
endfunction " }}}
function! s:VarReset(var, ...) " {{{
if ! exists('s:var_reset')
let s:var_reset = {}
endif
let buf = bufname("")
if a:0 == 0 && has_key(s:var_reset, a:var)
" Reset var to original value
call setbufvar(buf, a:var, s:var_reset[a:var])
elseif a:0 == 1
let new_value = a:0 == 1 ? a:1 : ''
" Store original value
let s:var_reset[a:var] = getbufvar(buf, a:var)
" Set new var value
call setbufvar(buf, a:var, new_value)
endif
endfunction " }}}
function! s:SetLines(lines, key) " {{{
try
" Try to join changes with previous undo block
undojoin
catch
endtry
for [line_num, line] in a:lines
call setline(line_num, line[a:key])
endfor
endfunction " }}}
function! s:GetChar() " {{{
let char = getchar()
if char == 27
" Escape key pressed
redraw
call s:Message('Cancelled')
return ''
endif
return nr2char(char)
endfunction " }}}
function! s:GetSearchChar(visualmode) " {{{
call s:Prompt('Search for character')
let char = s:GetChar()
" Check that we have an input char
if empty(char)
" Restore selection
if ! empty(a:visualmode)
silent exec 'normal! gv'
endif
return ''
endif
return char
endfunction " }}}
" }}}
" Grouping algorithms {{{
let s:grouping_algorithms = {
\ 1: 'SCTree'
\ , 2: 'Original'
\ }
" Single-key/closest target priority tree {{{
" This algorithm tries to assign one-key jumps to all the targets closest to the cursor.
" It works recursively and will work correctly with as few keys as two.
function! s:GroupingAlgorithmSCTree(targets, keys)
" Prepare variables for working
let targets_len = len(a:targets)
let keys_len = len(a:keys)
let groups = {}
let keys = reverse(copy(a:keys))
" Semi-recursively count targets {{{
" We need to know exactly how many child nodes (targets) this branch will have
" in order to pass the correct amount of targets to the recursive function.
" Prepare sorted target count list {{{
" This is horrible, I know. But dicts aren't sorted in vim, so we need to
" work around that. That is done by having one sorted list with key counts,
" and a dict which connects the key with the keys_count list.
let keys_count = []
let keys_count_keys = {}
let i = 0
for key in keys
call add(keys_count, 0)
let keys_count_keys[key] = i
let i += 1
endfor
" }}}
let targets_left = targets_len
let level = 0
let i = 0
while targets_left > 0
" Calculate the amount of child nodes based on the current level
let childs_len = (level == 0 ? 1 : (keys_len - 1) )
for key in keys
" Add child node count to the keys_count array
let keys_count[keys_count_keys[key]] += childs_len
" Subtract the child node count
let targets_left -= childs_len
if targets_left <= 0
" Subtract the targets left if we added too many too
" many child nodes to the key count
let keys_count[keys_count_keys[key]] += targets_left
break
endif
let i += 1
endfor
let level += 1
endwhile
" }}}
" Create group tree {{{
let i = 0
let key = 0
call reverse(keys_count)
for key_count in keys_count
if key_count > 1
" We need to create a subgroup
" Recurse one level deeper
let groups[a:keys[key]] = s:GroupingAlgorithmSCTree(a:targets[i : i + key_count - 1], a:keys)
elseif key_count == 1
" Assign single target key
let groups[a:keys[key]] = a:targets[i]
else
" No target
continue
endif
let key += 1
let i += key_count
endfor
" }}}
" Finally!
return groups
endfunction
" }}}
" Original {{{
function! s:GroupingAlgorithmOriginal(targets, keys)
" Split targets into groups (1 level)
let targets_len = len(a:targets)
let keys_len = len(a:keys)
let groups = {}
let i = 0
let root_group = 0
try
while root_group < targets_len
let groups[a:keys[root_group]] = {}
for key in a:keys
let groups[a:keys[root_group]][key] = a:targets[i]
let i += 1
endfor
let root_group += 1
endwhile
catch | endtry
" Flatten the group array
if len(groups) == 1
let groups = groups[a:keys[0]]
endif
return groups
endfunction
" }}}
" Coord/key dictionary creation {{{
function! s:CreateCoordKeyDict(groups, ...)
" Dict structure:
" 1,2 : a
" 2,3 : b
let sort_list = []
let coord_keys = {}
let group_key = a:0 == 1 ? a:1 : ''
for [key, item] in items(a:groups)
let key = ( ! empty(group_key) ? group_key : key)
if type(item) == 3
" Destination coords
" The key needs to be zero-padded in order to
" sort correctly
let dict_key = printf('%05d,%05d', item[0], item[1])
let coord_keys[dict_key] = key
" We need a sorting list to loop correctly in
" PromptUser, dicts are unsorted
call add(sort_list, dict_key)
else
" Item is a dict (has children)
let coord_key_dict = s:CreateCoordKeyDict(item, key)
" Make sure to extend both the sort list and the
" coord key dict
call extend(sort_list, coord_key_dict[0])
call extend(coord_keys, coord_key_dict[1])
endif
unlet item
endfor
return [sort_list, coord_keys]
endfunction
" }}}
" }}}
" Core functions {{{
function! s:PromptUser(groups) "{{{
" If only one possible match, jump directly to it {{{
let group_values = values(a:groups)
if len(group_values) == 1
redraw
return group_values[0]
endif
" }}}
" Prepare marker lines {{{
let lines = {}
let hl_coords = []
let coord_key_dict = s:CreateCoordKeyDict(a:groups)
for dict_key in sort(coord_key_dict[0])
let target_key = coord_key_dict[1][dict_key]
let [line_num, col_num] = split(dict_key, ',')
let line_num = str2nr(line_num)
let col_num = str2nr(col_num)
" Add original line and marker line
if ! has_key(lines, line_num)
let current_line = getline(line_num)
let lines[line_num] = { 'orig': current_line, 'marker': current_line, 'mb_compensation': 0 }
endif
" Compensate for byte difference between marker
" character and target character
"
" This has to be done in order to match the correct
" column; \%c matches the byte column and not display
" column.
let target_char_len = strlen(matchstr(lines[line_num]['marker'], '\%' . col_num . 'c.'))
let target_key_len = strlen(target_key)
" Solve multibyte issues by matching the byte column
" number instead of the visual column
let col_num -= lines[line_num]['mb_compensation']
if strlen(lines[line_num]['marker']) > 0
" Substitute marker character if line length > 0
let lines[line_num]['marker'] = substitute(lines[line_num]['marker'], '\%' . col_num . 'c.', target_key, '')
else
" Set the line to the marker character if the line is empty
let lines[line_num]['marker'] = target_key
endif
" Add highlighting coordinates
call add(hl_coords, '\%' . line_num . 'l\%' . col_num . 'c')
" Add marker/target lenght difference for multibyte
" compensation
let lines[line_num]['mb_compensation'] += (target_char_len - target_key_len)
endfor
let lines_items = items(lines)
" }}}
" Highlight targets {{{
let target_hl_id = matchadd(g:EasyMotion_hl_group_target, join(hl_coords, '\|'), 1)
" }}}
try
" Set lines with markers
call s:SetLines(lines_items, 'marker')
redraw
" Get target character {{{
call s:Prompt('Target key')
let char = s:GetChar()
" }}}
finally
" Restore original lines
call s:SetLines(lines_items, 'orig')
" Un-highlight targets {{{
if exists('target_hl_id')
call matchdelete(target_hl_id)
endif
" }}}
redraw
endtry
" Check if we have an input char {{{
if empty(char)
throw 'Cancelled'
endif
" }}}
" Check if the input char is valid {{{
if ! has_key(a:groups, char)
throw 'Invalid target'
endif
" }}}
let target = a:groups[char]
if type(target) == 3
" Return target coordinates
return target
else
" Prompt for new target character
return s:PromptUser(target)
endif
endfunction "}}}
function! s:EasyMotion(regexp, direction, visualmode, mode) " {{{
let orig_pos = [line('.'), col('.')]
let targets = []
try
" Reset properties {{{
call s:VarReset('&scrolloff', 0)
call s:VarReset('&modified', 0)
call s:VarReset('&modifiable', 1)
call s:VarReset('&readonly', 0)
call s:VarReset('&spell', 0)
call s:VarReset('&virtualedit', '')
" }}}
" Find motion targets {{{
let search_direction = (a:direction == 1 ? 'b' : '')
let search_stopline = line(a:direction == 1 ? 'w0' : 'w$')
while 1
let pos = searchpos(a:regexp, search_direction, search_stopline)
" Reached end of search range
if pos == [0, 0]
break
endif
" Skip folded lines
if foldclosed(pos[0]) != -1
continue
endif
call add(targets, pos)
endwhile
let targets_len = len(targets)
if targets_len == 0
throw 'No matches'
endif
" }}}
let GroupingFn = function('s:GroupingAlgorithm' . s:grouping_algorithms[g:EasyMotion_grouping])
let groups = GroupingFn(targets, split(g:EasyMotion_keys, '\zs'))
" Shade inactive source {{{
if g:EasyMotion_do_shade
let shade_hl_pos = '\%' . orig_pos[0] . 'l\%'. orig_pos[1] .'c'
if a:direction == 1
" Backward
let shade_hl_re = '\%'. line('w0') .'l\_.*' . shade_hl_pos
else
" Forward
let shade_hl_re = shade_hl_pos . '\_.*\%'. line('w$') .'l'
endif
let shade_hl_id = matchadd(g:EasyMotion_hl_group_shade, shade_hl_re, 0)
endif
" }}}
" Prompt user for target group/character
let coords = s:PromptUser(groups)
" Update selection {{{
if ! empty(a:visualmode)
keepjumps call cursor(orig_pos[0], orig_pos[1])
exec 'normal! ' . a:visualmode
endif
" }}}
" Handle operator-pending mode {{{
if a:mode == 'no'
" This mode requires that we eat one more
" character to the right if we're using
" a forward motion
if a:direction != 1
let coords[1] += 1
endif
endif
" }}}
" Update cursor position
call cursor(orig_pos[0], orig_pos[1])
mark '
call cursor(coords[0], coords[1])
call s:Message('Jumping to [' . coords[0] . ', ' . coords[1] . ']')
catch
redraw
" Show exception message
call s:Message(v:exception)
" Restore original cursor position/selection {{{
if ! empty(a:visualmode)
silent exec 'normal! gv'
else
keepjumps call cursor(orig_pos[0], orig_pos[1])
endif
" }}}
finally
" Restore properties {{{
call s:VarReset('&scrolloff')
call s:VarReset('&modified')
call s:VarReset('&modifiable')
call s:VarReset('&readonly')
call s:VarReset('&spell')
call s:VarReset('&virtualedit')
" }}}
" Remove shading {{{
if g:EasyMotion_do_shade && exists('shade_hl_id')
call matchdelete(shade_hl_id)
endif
" }}}
endtry
endfunction " }}}
" }}}
" vim: fdm=marker:noet:ts=4:sw=4:sts=4