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char.lua
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char.lua
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local require = require("flash.require")
local Config = require("flash.config")
local Labeler = require("flash.labeler")
local Repeat = require("flash.repeat")
local Util = require("flash.util")
local M = {}
---@alias Flash.Char.Motion "'f'" | "'F'" | "'t'" | "'T'"
M.motion = "f" ---@type Flash.Char.Motion
M.char = nil ---@type string?
M.jumping = false
M.state = nil ---@type Flash.State?
M.jump_labels = false
---@type table<Flash.Char.Motion, Flash.State.Config>
M.motions = {
f = { label = { after = { 0, 0 }, before = false } },
t = {},
F = {
jump = { inclusive = false },
search = { forward = false },
label = { after = { 0, 0 }, before = false },
},
T = {
jump = { inclusive = false },
search = { forward = false },
label = { before = true, after = false },
},
}
function M.new()
local State = require("flash.state")
local opts = Config.get({
mode = "char",
labeler = M.labeler,
search = {
multi_window = false,
mode = M.mode(M.motion),
max_length = 1,
},
prompt = {
enabled = false,
},
}, M.motions[M.motion])
-- never show the current match label
opts.highlight.groups.current = M.motion:lower() == "f" and opts.highlight.groups.label
or opts.highlight.groups.match
-- exclude the motion labels so we can use them for next/prev
opts.labels = opts.labels:gsub(M.motion:lower(), "")
opts.labels = opts.labels:gsub(M.motion:upper(), "")
return State.new(opts)
end
function M.labeler(matches, state)
if M.jump_labels then
if not state._labeler then
state._labeler = Labeler.new(state)
end
state._labeler:update()
else
-- set to empty label, so that the character will just be highlighted
for _, m in ipairs(matches) do
m.label = ""
end
end
end
---@param motion Flash.Char.Motion
function M.mode(motion)
---@param c string
return function(c)
c = c:gsub("\\", "\\\\")
local pattern ---@type string
if motion == "t" then
pattern = "\\m.\\ze\\V" .. c
elseif motion == "T" then
pattern = "\\V" .. c .. "\\zs\\m."
else
pattern = "\\V" .. c
end
if not Config.get("char").multi_line then
local pos = vim.api.nvim_win_get_cursor(0)
pattern = ("\\%%%dl"):format(pos[1]) .. pattern
end
return pattern
end
end
function M.visible()
return M.state and M.state.visible
end
function M.setup()
Repeat.setup()
local keys = {}
for k, v in pairs(Config.modes.char.keys) do
if vim.g.mapleader ~= v and vim.g.maplocalleader ~= v then
keys[type(k) == "number" and v or k] = v
end
end
-- don't override ;, mappings if they exist
for _, key in ipairs({ ";", "," }) do
local mapping = vim.fn.maparg(key, "n", false, false)
if keys[key] == key and mapping ~= "" then
keys[key] = nil
end
end
for _, key in ipairs({ "f", "F", "t", "T", ";", "," }) do
if keys[key] then
vim.keymap.set({ "n", "x", "o" }, keys[key], function()
M.jumping = true
local autohide = Config.get("char").autohide
if Repeat.is_repeat then
M.jump_labels = false -- never show jump labels when repeating
M.state:jump({ count = vim.v.count1 })
M.state:show()
else
M.jump(key)
end
vim.schedule(function()
M.jumping = false
if M.state and autohide then
M.state:hide()
end
end)
end, {
silent = true,
})
end
end
vim.api.nvim_create_autocmd({ "BufLeave", "CursorMoved", "InsertEnter" }, {
group = vim.api.nvim_create_augroup("flash_char", { clear = true }),
callback = function(event)
local hide = event.event == "InsertEnter" or not M.jumping
if hide and M.state then
M.state:hide()
end
end,
})
vim.on_key(function(key)
if M.state and key == Util.ESC and (vim.fn.mode() == "n" or vim.fn.mode() == "v") then
M.state:hide()
end
end)
end
function M.parse(key)
---@class Flash.Char.Parse
local ret = {
jump = M.next,
actions = {}, ---@type table<string, fun()>
getchar = false,
}
-- repeat last search when hitting the same key
-- don't repeat when executing a macro
if M.visible() and vim.fn.reg_executing() == "" and M.motion:lower() == key:lower() then
ret.actions = M.actions(M.motion)
if ret.actions[key] then
ret.jump = ret.actions[key]
return ret
else
-- no action defined, so clear the state
M.motion = ""
end
end
-- different motion, clear the state
if M.motions[key] and M.motion ~= key then
if M.state then
M.state:hide()
end
M.motion = key
end
ret.actions = M.actions(M.motion)
if M.motions[key] then
ret.getchar = true
else -- ;,
ret.jump = ret.actions[key] or M.next
end
return ret
end
---@param motion Flash.Char.Motion
---@return table<string, fun()>
function M.actions(motion)
local ret = Config.get("char").char_actions(motion)
for key, value in pairs(ret) do
ret[key] = M[value]
end
return ret
end
function M.jump(key)
local parsed = M.parse(key)
if not M.motion then
return
end
local is_op = vim.fn.mode(true):sub(1, 2) == "no"
-- always re-calculate when not visible
M.state = M.visible() and M.state or M.new()
-- get a new target
if parsed.getchar or not M.char then
local char = M.state:get_char()
if char then
M.char = char
else
return M.state:hide()
end
end
-- HACK: When the motion is t or T, we need to set the current position as a valid target
-- but only when we are not repeating
M.current = M.motion:lower() == "t" and parsed.getchar
-- update the state when needed
if M.state.pattern:empty() then
M.state:update({ pattern = M.char })
end
local jump = parsed.jump
M.jump_labels = Config.get("char").jump_labels
jump()
M.state:update({ force = true })
if M.jump_labels then
parsed.actions[Util.CR] = function()
return false
end
M.state:loop({
restore = is_op,
abort = function()
Util.exit()
end,
jump_on_max_length = false,
actions = parsed.actions,
})
end
return M.state
end
M.current = false
function M.right()
return M.state.opts.search.forward and M.next() or M.prev()
end
function M.left()
return M.state.opts.search.forward and M.prev() or M.next()
end
function M.next()
M.state:jump({
count = vim.v.count1,
forward = M.state.opts.search.forward,
current = M.current,
})
M.current = false
return true
end
function M.prev()
M.state:jump({
count = vim.v.count1,
forward = not M.state.opts.search.forward,
current = M.current,
})
M.current = false
-- check if we should enable wrapping.
if not M.state.opts.search.wrap then
local before = M.state:find({ count = 1, forward = false })
if before and (before.pos < M.state.pos) == M.state.opts.search.forward then
M.state.opts.search.wrap = true
M.state._labeler = nil
M.state:update({ force = true })
end
end
return true
end
return M