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input: activate/deactivate key table binding actions
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@@ -5569,6 +5569,49 @@ pub fn performBindingAction(self: *Surface, action: input.Binding.Action) !bool
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{},
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),
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inline .activate_key_table,
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.activate_key_table_once,
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=> |name, tag| {
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// Look up the table in our config
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const set = self.config.keybind.tables.getPtr(name) orelse
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return false;
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// If this is the same table as is currently active, then
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// do nothing.
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if (self.keyboard.table_stack.items.len > 0) {
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const items = self.keyboard.table_stack.items;
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const active = items[items.len - 1];
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if (active == set) return false;
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}
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// Add the table to the stack.
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try self.keyboard.table_stack.append(self.alloc, set);
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// TODO: once
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_ = tag;
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},
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.deactivate_key_table => switch (self.keyboard.table_stack.items.len) {
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// No key table active. This does nothing.
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0 => return false,
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// Final key table active, clear our state.
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1 => self.keyboard.table_stack.clearAndFree(self.alloc),
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// Restore the prior key table. We don't free any memory in
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// this case because we assume it will be freed later when
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// we finish our key table.
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else => _ = self.keyboard.table_stack.pop(),
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},
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.deactivate_all_key_tables => switch (self.keyboard.table_stack.items.len) {
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// No key table active. This does nothing.
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0 => return false,
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// Clear the entire table stack.
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else => self.keyboard.table_stack.clearAndFree(self.alloc),
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},
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.crash => |location| switch (location) {
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.main => @panic("crash binding action, crashing intentionally"),
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