Exemple #1
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 def run(self, inclusive=False):
     state = VintageState(self.view)
     if inclusive:
         state.motion = 'vi_inclusive_text_object'
     else:
         state.motion = 'vi_exclusive_text_object'
     state.expecting_user_input = True
 def run(self, inclusive=False):
     state = VintageState(self.view)
     if inclusive:
         state.motion = 'vi_inclusive_text_object'
     else:
         state.motion = 'vi_exclusive_text_object'
     state.expecting_user_input = True
Exemple #3
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 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()
Exemple #4
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 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, 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()
Exemple #7
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 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()
Exemple #8
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 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 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()
Exemple #10
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    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()
Exemple #12
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    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()
Exemple #13
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 def run(self, edit, motion, action):
     state = VintageState(self.view)
     state.motion = motion
     state.action = action
     state.run()
 def run(self):
     state = VintageState(self.view)
     state.motion = 'vi_big_f'
     state.expecting_user_input = True
 def run(self, edit, character=None):
     state = VintageState(self.view)
     state.motion = 'vi_quote'
     state.expecting_user_input = True
Exemple #16
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 def run(self):
     state = VintageState(self.view)
     state.motion = 'vi_big_f'
     state.expecting_user_input = True
 def run(self, motion):
     state = VintageState(self.view)
     state.motion = motion
     state.eval()
Exemple #18
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 def run(self, inclusive=False):
     state = VintageState(self.view)
     if inclusive:
         state.motion = 'vi_inclusive_text_object'
     else:
         state.motion = 'vi_exclusive_text_object'
Exemple #19
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 def run(self, motion):
     state = VintageState(self.view)
     state.motion = motion
     state.eval()
Exemple #20
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 def run(self, inclusive=False):
     state = VintageState(self.view)
     if inclusive:
         state.motion = 'vi_inclusive_text_object'
     else:
         state.motion = 'vi_exclusive_text_object'
 def run(self, edit, character=None):
     state = VintageState(self.view)
     state.motion = 'vi_quote'
     state.expecting_user_input = True