def on_done(self, s): state = VintageState(self.view) state.motion = 'vi_question_mark' state.user_input = s # Equivalent to ?<CR>, which must repeat the last search. if s == '': state.user_input = state.last_buffer_search if s != '': state.last_buffer_search = s state.eval()
def on_done(self, s): self.view.erase_regions('vi_inc_search') state = VintageState(self.view) state.motion = 'vi_question_mark' state.user_input = s # Equivalent to ?<CR>, which must repeat the last search. if s == '': state.user_input = state.last_buffer_search if s != '': state.last_buffer_search = s state.eval()
def on_done(self, s): self.view.erase_regions("vi_inc_search") state = VintageState(self.view) state.motion = "vi_question_mark" state.user_input = s # Equivalent to ?<CR>, which must repeat the last search. if s == "": state.user_input = state.last_buffer_search if s != "": state.last_buffer_search = s state.eval()
def on_done(self, s): self.view.erase_regions('vi_inc_search') state = VintageState(self.view) state.motion = 'vi_forward_slash' state.user_input = s # Equivalent to /<CR>, which must repeat the last search. if s == '': state.user_input = state.last_buffer_search if s != '': state.last_buffer_search = s state.eval()
def on_done(self, s): # FIXME: Sublime Text seems to reset settings between the .run() call above and this # .on_done() method. An issue has been filed about this. Awaiting response. state = VintageState(self.view) state.motion = 'vi_forward_slash' state.user_input = s state.last_buffer_search = s state.run()
def run(self, character=None): state = VintageState(self.view) if character is None: state.motion = 'vi_big_t' state.expecting_user_input = True else: state.user_input = character state.expecting_user_input = False state.eval()
def run(self, character=None): state = VintageState(self.view) if character is None: state.motion = 'vi_t' state.expecting_user_input = True else: state.user_input = character state.expecting_user_input= False state.run()
def run(self, edit, character=None): state = VintageState(self.view) if character is None: state.motion = 'vi_f' state.expecting_user_input = True else: # FIXME: Dead code? state.user_input = character state.expecting_user_input = False state.eval()
def run(self, edit, character=None): state = VintageState(self.view) if character is None: state.motion = 'vi_f' state.expecting_user_input = True else: # FIXME: Dead code? state.user_input = character state.expecting_user_input= False state.run()
def run(self, character=None): state = VintageState(self.view) if character is None: state.motion = 'vi_big_t' # XXX: Maybe we should simply use ["t", "<character>"] in the key map and be done # with this. state.expecting_user_input = True else: state.user_input = character state.expecting_user_input= False state.run()
def run(self, character=None): state = VintageState(self.view) state.user_input = character state.expecting_user_input = False state.eval()
def run(self, character=None): state = VintageState(self.view) state.user_input = character state.expecting_user_input= False state.run()