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_big_t' state.expecting_user_input = True else: 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.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.eval()
def run(self, character=None): state = VintageState(self.view) state.user_input = character state.expecting_user_input = False state.eval()
def run(self, motion): state = VintageState(self.view) state.motion = motion state.eval()
def run(self, action): state = VintageState(self.view) state.action = action state.eval()
def run(self, character=None): state = VintageState(self.view) state.user_input += character # The .user_input setter handles resetting the following property. if not state.expecting_user_input: state.eval()
def run(self, character=None): state = VintageState(self.view) state.user_input = character state.expecting_user_input= False state.eval()
def run(self, edit, motion, action): state = VintageState(self.view) state.motion = motion state.action = action state.eval()