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before, calling vim.schedule() from inside an event would execute the scheduled callback immediately after this event without checking for user input in between. Break event processing whenever user input or an interrupt is available.
198 lines
5.1 KiB
C
198 lines
5.1 KiB
C
// This is an open source non-commercial project. Dear PVS-Studio, please check
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// it. PVS-Studio Static Code Analyzer for C, C++ and C#: http://www.viva64.com
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#include <assert.h>
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#include "nvim/lib/kvec.h"
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#include "nvim/ascii.h"
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#include "nvim/log.h"
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#include "nvim/state.h"
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#include "nvim/vim.h"
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#include "nvim/main.h"
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#include "nvim/getchar.h"
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#include "nvim/option_defs.h"
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#include "nvim/ui.h"
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#include "nvim/os/input.h"
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#include "nvim/ex_docmd.h"
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#include "nvim/edit.h"
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#ifdef INCLUDE_GENERATED_DECLARATIONS
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# include "state.c.generated.h"
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#endif
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void state_enter(VimState *s)
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{
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for (;;) {
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int check_result = s->check ? s->check(s) : 1;
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if (!check_result) {
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break; // Terminate this state.
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} else if (check_result == -1) {
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continue; // check() again.
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}
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// Execute this state.
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int key;
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getkey:
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if (char_avail() || using_script() || input_available()) {
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// Don't block for events if there's a character already available for
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// processing. Characters can come from mappings, scripts and other
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// sources, so this scenario is very common.
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key = safe_vgetc();
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} else if (!multiqueue_empty(main_loop.events)) {
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// Event was made available after the last multiqueue_process_events call
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key = K_EVENT;
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} else {
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// Flush screen updates before blocking
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ui_flush();
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// Call `os_inchar` directly to block for events or user input without
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// consuming anything from `input_buffer`(os/input.c) or calling the
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// mapping engine.
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(void)os_inchar(NULL, 0, -1, 0, main_loop.events);
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// If an event was put into the queue, we send K_EVENT directly.
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key = !multiqueue_empty(main_loop.events)
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? K_EVENT
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: safe_vgetc();
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}
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if (key == K_EVENT) {
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may_sync_undo();
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}
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#if MIN_LOG_LEVEL <= DEBUG_LOG_LEVEL
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log_key(DEBUG_LOG_LEVEL, key);
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#endif
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int execute_result = s->execute(s, key);
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if (!execute_result) {
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break;
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} else if (execute_result == -1) {
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goto getkey;
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}
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}
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}
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/// process events on main_loop, but interrupt if input is available
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///
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/// This should be used to handle K_EVENT in states accepting input
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/// otherwise bursts of events can block break checking indefinitely.
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void state_handle_k_event(void)
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{
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while (true) {
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Event event = multiqueue_get(main_loop.events);
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if (event.handler) {
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event.handler(event.argv);
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}
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if (multiqueue_empty(main_loop.events)) {
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// don't breakcheck before return, caller should return to main-loop
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// and handle input already.
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return;
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}
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// TODO(bfredl): as an further micro-optimization, we could check whether
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// event.handler already checked input.
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os_breakcheck();
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if (input_available() || got_int) {
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return;
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}
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}
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}
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/// Return true if in the current mode we need to use virtual.
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bool virtual_active(void)
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{
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// While an operator is being executed we return "virtual_op", because
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// VIsual_active has already been reset, thus we can't check for "block"
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// being used.
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if (virtual_op != kNone) {
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return virtual_op;
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}
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return ve_flags == VE_ALL
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|| ((ve_flags & VE_BLOCK) && VIsual_active && VIsual_mode == Ctrl_V)
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|| ((ve_flags & VE_INSERT) && (State & INSERT));
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}
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/// VISUAL, SELECTMODE and OP_PENDING State are never set, they are equal to
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/// NORMAL State with a condition. This function returns the real State.
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int get_real_state(void)
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{
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if (State & NORMAL) {
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if (VIsual_active) {
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if (VIsual_select) {
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return SELECTMODE;
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}
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return VISUAL;
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} else if (finish_op) {
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return OP_PENDING;
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}
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}
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return State;
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}
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/// @returns[allocated] mode string
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char *get_mode(void)
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{
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char *buf = xcalloc(4, sizeof(char));
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if (VIsual_active) {
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if (VIsual_select) {
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buf[0] = (char)(VIsual_mode + 's' - 'v');
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} else {
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buf[0] = (char)VIsual_mode;
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}
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} else if (State == HITRETURN || State == ASKMORE || State == SETWSIZE
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|| State == CONFIRM) {
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buf[0] = 'r';
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if (State == ASKMORE) {
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buf[1] = 'm';
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} else if (State == CONFIRM) {
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buf[1] = '?';
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}
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} else if (State == EXTERNCMD) {
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buf[0] = '!';
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} else if (State & INSERT) {
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if (State & VREPLACE_FLAG) {
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buf[0] = 'R';
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buf[1] = 'v';
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} else {
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if (State & REPLACE_FLAG) {
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buf[0] = 'R';
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} else {
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buf[0] = 'i';
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}
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if (ins_compl_active()) {
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buf[1] = 'c';
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} else if (ctrl_x_mode_not_defined_yet()) {
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buf[1] = 'x';
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}
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}
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} else if ((State & CMDLINE) || exmode_active) {
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buf[0] = 'c';
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if (exmode_active == EXMODE_VIM) {
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buf[1] = 'v';
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} else if (exmode_active == EXMODE_NORMAL) {
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buf[1] = 'e';
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}
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} else if (State & TERM_FOCUS) {
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buf[0] = 't';
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} else {
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buf[0] = 'n';
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if (finish_op) {
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buf[1] = 'o';
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// to be able to detect force-linewise/blockwise/charwise operations
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buf[2] = (char)motion_force;
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} else if (restart_edit == 'I' || restart_edit == 'R'
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|| restart_edit == 'V') {
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buf[1] = 'i';
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buf[2] = (char)restart_edit;
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}
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}
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return buf;
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}
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