573 lines
15 KiB
VimL
573 lines
15 KiB
VimL
" EasyMotion - Vim motions on speed!
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"
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" Author: Kim Silkebækken <kim.silkebaekken+vim@gmail.com>
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" Source repository: https://github.com/Lokaltog/vim-easymotion
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" Default configuration functions {{{
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function! EasyMotion#InitOptions(options) " {{{
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for [key, value] in items(a:options)
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if ! exists('g:EasyMotion_' . key)
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exec 'let g:EasyMotion_' . key . ' = ' . string(value)
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endif
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endfor
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endfunction " }}}
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function! EasyMotion#InitHL(group, colors) " {{{
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let group_default = a:group . 'Default'
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" Prepare highlighting variables
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let guihl = printf('guibg=%s guifg=%s gui=%s', a:colors.gui[0], a:colors.gui[1], a:colors.gui[2])
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if !exists('g:CSApprox_loaded')
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let ctermhl = &t_Co == 256
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\ ? printf('ctermbg=%s ctermfg=%s cterm=%s', a:colors.cterm256[0], a:colors.cterm256[1], a:colors.cterm256[2])
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\ : printf('ctermbg=%s ctermfg=%s cterm=%s', a:colors.cterm[0], a:colors.cterm[1], a:colors.cterm[2])
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else
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let ctermhl = ''
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endif
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" Create default highlighting group
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execute printf('hi default %s %s %s', group_default, guihl, ctermhl)
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" Check if the hl group exists
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if hlexists(a:group)
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redir => hlstatus | exec 'silent hi ' . a:group | redir END
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" Return if the group isn't cleared
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if hlstatus !~ 'cleared'
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return
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endif
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endif
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" No colors are defined for this group, link to defaults
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execute printf('hi default link %s %s', a:group, group_default)
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endfunction " }}}
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function! EasyMotion#InitMappings(motions) "{{{
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for motion in keys(a:motions)
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call EasyMotion#InitOptions({ 'mapping_' . motion : g:EasyMotion_leader_key . motion })
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endfor
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if g:EasyMotion_do_mapping
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for [motion, fn] in items(a:motions)
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if empty(g:EasyMotion_mapping_{motion})
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continue
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endif
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silent exec 'nnoremap <silent> ' . g:EasyMotion_mapping_{motion} . ' :call EasyMotion#' . fn.name . '(0, ' . fn.dir . ')<CR>'
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silent exec 'onoremap <silent> ' . g:EasyMotion_mapping_{motion} . ' :call EasyMotion#' . fn.name . '(0, ' . fn.dir . ')<CR>'
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silent exec 'vnoremap <silent> ' . g:EasyMotion_mapping_{motion} . ' :<C-U>call EasyMotion#' . fn.name . '(1, ' . fn.dir . ')<CR>'
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endfor
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endif
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endfunction "}}}
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" }}}
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" Motion functions {{{
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function! EasyMotion#F(visualmode, direction) " {{{
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let char = s:GetSearchChar(a:visualmode)
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if empty(char)
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return
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endif
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let re = '\C' . escape(char, '.$^~')
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call s:EasyMotion(re, a:direction, a:visualmode ? visualmode() : '', mode(1))
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endfunction " }}}
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function! EasyMotion#T(visualmode, direction) " {{{
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let char = s:GetSearchChar(a:visualmode)
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if empty(char)
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return
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endif
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if a:direction == 1
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let re = '\C' . escape(char, '.$^~') . '\zs.'
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else
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let re = '\C.' . escape(char, '.$^~')
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endif
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call s:EasyMotion(re, a:direction, a:visualmode ? visualmode() : '', mode(1))
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endfunction " }}}
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function! EasyMotion#WB(visualmode, direction) " {{{
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call s:EasyMotion('\(\<.\|^$\)', a:direction, a:visualmode ? visualmode() : '', '')
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endfunction " }}}
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function! EasyMotion#WBW(visualmode, direction) " {{{
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call s:EasyMotion('\(\(^\|\s\)\@<=\S\|^$\)', a:direction, a:visualmode ? visualmode() : '', '')
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endfunction " }}}
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function! EasyMotion#E(visualmode, direction) " {{{
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call s:EasyMotion('\(.\>\|^$\)', a:direction, a:visualmode ? visualmode() : '', mode(1))
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endfunction " }}}
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function! EasyMotion#EW(visualmode, direction) " {{{
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call s:EasyMotion('\(\S\(\s\|$\)\|^$\)', a:direction, a:visualmode ? visualmode() : '', mode(1))
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endfunction " }}}
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function! EasyMotion#JK(visualmode, direction) " {{{
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call s:EasyMotion('^\(\w\|\s*\zs\|$\)', a:direction, a:visualmode ? visualmode() : '', '')
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endfunction " }}}
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function! EasyMotion#Search(visualmode, direction) " {{{
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call s:EasyMotion(@/, a:direction, a:visualmode ? visualmode() : '', '')
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endfunction " }}}
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" }}}
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" Helper functions {{{
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function! s:Message(message) " {{{
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echo 'EasyMotion: ' . a:message
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endfunction " }}}
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function! s:Prompt(message) " {{{
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echohl Question
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echo a:message . ': '
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echohl None
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endfunction " }}}
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function! s:VarReset(var, ...) " {{{
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if ! exists('s:var_reset')
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let s:var_reset = {}
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endif
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let buf = bufname("")
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if a:0 == 0 && has_key(s:var_reset, a:var)
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" Reset var to original value
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call setbufvar(buf, a:var, s:var_reset[a:var])
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elseif a:0 == 1
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let new_value = a:0 == 1 ? a:1 : ''
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" Store original value
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let s:var_reset[a:var] = getbufvar(buf, a:var)
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" Set new var value
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call setbufvar(buf, a:var, new_value)
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endif
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endfunction " }}}
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function! s:SetLines(lines, key) " {{{
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try
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" Try to join changes with previous undo block
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undojoin
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catch
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endtry
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for [line_num, line] in a:lines
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call setline(line_num, line[a:key])
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endfor
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endfunction " }}}
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function! s:GetChar() " {{{
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let char = getchar()
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if char == 27
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" Escape key pressed
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redraw
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call s:Message('Cancelled')
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return ''
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endif
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return nr2char(char)
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endfunction " }}}
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function! s:GetSearchChar(visualmode) " {{{
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call s:Prompt('Search for character')
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let char = s:GetChar()
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" Check that we have an input char
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if empty(char)
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" Restore selection
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if ! empty(a:visualmode)
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silent exec 'normal! gv'
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endif
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return ''
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endif
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return char
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endfunction " }}}
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" }}}
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" Grouping algorithms {{{
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let s:grouping_algorithms = {
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\ 1: 'SCTree'
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\ , 2: 'Original'
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\ }
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" Single-key/closest target priority tree {{{
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" This algorithm tries to assign one-key jumps to all the targets closest to the cursor.
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" It works recursively and will work correctly with as few keys as two.
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function! s:GroupingAlgorithmSCTree(targets, keys)
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" Prepare variables for working
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let targets_len = len(a:targets)
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let keys_len = len(a:keys)
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let groups = {}
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let keys = reverse(copy(a:keys))
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" Semi-recursively count targets {{{
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" We need to know exactly how many child nodes (targets) this branch will have
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" in order to pass the correct amount of targets to the recursive function.
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" Prepare sorted target count list {{{
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" This is horrible, I know. But dicts aren't sorted in vim, so we need to
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" work around that. That is done by having one sorted list with key counts,
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" and a dict which connects the key with the keys_count list.
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let keys_count = []
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let keys_count_keys = {}
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let i = 0
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for key in keys
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call add(keys_count, 0)
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let keys_count_keys[key] = i
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let i += 1
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endfor
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" }}}
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let targets_left = targets_len
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let level = 0
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let i = 0
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while targets_left > 0
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" Calculate the amount of child nodes based on the current level
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let childs_len = (level == 0 ? 1 : (keys_len - 1) )
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for key in keys
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" Add child node count to the keys_count array
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let keys_count[keys_count_keys[key]] += childs_len
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" Subtract the child node count
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let targets_left -= childs_len
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if targets_left <= 0
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" Subtract the targets left if we added too many too
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" many child nodes to the key count
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let keys_count[keys_count_keys[key]] += targets_left
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break
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endif
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let i += 1
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endfor
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let level += 1
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endwhile
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" }}}
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" Create group tree {{{
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let i = 0
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let key = 0
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call reverse(keys_count)
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for key_count in keys_count
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if key_count > 1
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" We need to create a subgroup
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" Recurse one level deeper
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let groups[a:keys[key]] = s:GroupingAlgorithmSCTree(a:targets[i : i + key_count - 1], a:keys)
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elseif key_count == 1
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" Assign single target key
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let groups[a:keys[key]] = a:targets[i]
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else
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" No target
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continue
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endif
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let key += 1
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let i += key_count
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endfor
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" }}}
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" Finally!
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return groups
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endfunction
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" }}}
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" Original {{{
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function! s:GroupingAlgorithmOriginal(targets, keys)
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" Split targets into groups (1 level)
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let targets_len = len(a:targets)
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let keys_len = len(a:keys)
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let groups = {}
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let i = 0
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let root_group = 0
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try
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while root_group < targets_len
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let groups[a:keys[root_group]] = {}
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for key in a:keys
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let groups[a:keys[root_group]][key] = a:targets[i]
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let i += 1
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endfor
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let root_group += 1
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endwhile
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catch | endtry
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" Flatten the group array
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if len(groups) == 1
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let groups = groups[a:keys[0]]
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endif
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return groups
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endfunction
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" }}}
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" Coord/key dictionary creation {{{
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function! s:CreateCoordKeyDict(groups, ...)
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" Dict structure:
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" 1,2 : a
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" 2,3 : b
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let sort_list = []
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let coord_keys = {}
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let group_key = a:0 == 1 ? a:1 : ''
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for [key, item] in items(a:groups)
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let key = ( ! empty(group_key) ? group_key : key)
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if type(item) == 3
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" Destination coords
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" The key needs to be zero-padded in order to
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" sort correctly
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let dict_key = printf('%05d,%05d', item[0], item[1])
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let coord_keys[dict_key] = key
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" We need a sorting list to loop correctly in
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" PromptUser, dicts are unsorted
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call add(sort_list, dict_key)
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else
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" Item is a dict (has children)
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let coord_key_dict = s:CreateCoordKeyDict(item, key)
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" Make sure to extend both the sort list and the
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" coord key dict
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call extend(sort_list, coord_key_dict[0])
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call extend(coord_keys, coord_key_dict[1])
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endif
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unlet item
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endfor
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return [sort_list, coord_keys]
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endfunction
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" }}}
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" }}}
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" Core functions {{{
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function! s:PromptUser(groups) "{{{
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" If only one possible match, jump directly to it {{{
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let group_values = values(a:groups)
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if len(group_values) == 1
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redraw
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return group_values[0]
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endif
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" }}}
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" Prepare marker lines {{{
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let lines = {}
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let hl_coords = []
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let coord_key_dict = s:CreateCoordKeyDict(a:groups)
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for dict_key in sort(coord_key_dict[0])
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let target_key = coord_key_dict[1][dict_key]
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let [line_num, col_num] = split(dict_key, ',')
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let line_num = str2nr(line_num)
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let col_num = str2nr(col_num)
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" Add original line and marker line
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if ! has_key(lines, line_num)
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let current_line = getline(line_num)
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let lines[line_num] = { 'orig': current_line, 'marker': current_line, 'mb_compensation': 0 }
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endif
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" Compensate for byte difference between marker
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" character and target character
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"
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" This has to be done in order to match the correct
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" column; \%c matches the byte column and not display
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" column.
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let target_char_len = strlen(matchstr(lines[line_num]['marker'], '\%' . col_num . 'c.'))
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let target_key_len = strlen(target_key)
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" Solve multibyte issues by matching the byte column
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" number instead of the visual column
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let col_num -= lines[line_num]['mb_compensation']
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if strlen(lines[line_num]['marker']) > 0
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" Substitute marker character if line length > 0
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let lines[line_num]['marker'] = substitute(lines[line_num]['marker'], '\%' . col_num . 'c.', target_key, '')
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else
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" Set the line to the marker character if the line is empty
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let lines[line_num]['marker'] = target_key
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endif
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" Add highlighting coordinates
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call add(hl_coords, '\%' . line_num . 'l\%' . col_num . 'c')
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" Add marker/target lenght difference for multibyte
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" compensation
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let lines[line_num]['mb_compensation'] += (target_char_len - target_key_len)
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endfor
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let lines_items = items(lines)
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" }}}
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" Highlight targets {{{
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let target_hl_id = matchadd(g:EasyMotion_hl_group_target, join(hl_coords, '\|'), 1)
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" }}}
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try
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" Set lines with markers
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call s:SetLines(lines_items, 'marker')
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redraw
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" Get target character {{{
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call s:Prompt('Target key')
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let char = s:GetChar()
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" }}}
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finally
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" Restore original lines
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call s:SetLines(lines_items, 'orig')
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" Un-highlight targets {{{
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if exists('target_hl_id')
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call matchdelete(target_hl_id)
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endif
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" }}}
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redraw
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endtry
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" Check if we have an input char {{{
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if empty(char)
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throw 'Cancelled'
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endif
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" }}}
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" Check if the input char is valid {{{
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if ! has_key(a:groups, char)
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throw 'Invalid target'
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endif
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" }}}
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let target = a:groups[char]
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if type(target) == 3
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" Return target coordinates
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return target
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else
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" Prompt for new target character
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return s:PromptUser(target)
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endif
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endfunction "}}}
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function! s:EasyMotion(regexp, direction, visualmode, mode) " {{{
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let orig_pos = [line('.'), col('.')]
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let targets = []
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try
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" Reset properties {{{
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call s:VarReset('&scrolloff', 0)
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call s:VarReset('&modified', 0)
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call s:VarReset('&modifiable', 1)
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call s:VarReset('&readonly', 0)
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call s:VarReset('&spell', 0)
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call s:VarReset('&virtualedit', '')
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" }}}
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" Find motion targets {{{
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let search_direction = (a:direction == 1 ? 'b' : '')
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let search_stopline = line(a:direction == 1 ? 'w0' : 'w$')
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while 1
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let pos = searchpos(a:regexp, search_direction, search_stopline)
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" Reached end of search range
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if pos == [0, 0]
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break
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endif
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" Skip folded lines
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if foldclosed(pos[0]) != -1
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continue
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endif
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call add(targets, pos)
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endwhile
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let targets_len = len(targets)
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if targets_len == 0
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throw 'No matches'
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endif
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" }}}
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let GroupingFn = function('s:GroupingAlgorithm' . s:grouping_algorithms[g:EasyMotion_grouping])
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let groups = GroupingFn(targets, split(g:EasyMotion_keys, '\zs'))
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" Shade inactive source {{{
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if g:EasyMotion_do_shade
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let shade_hl_pos = '\%' . orig_pos[0] . 'l\%'. orig_pos[1] .'c'
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if a:direction == 1
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" Backward
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let shade_hl_re = '\%'. line('w0') .'l\_.*' . shade_hl_pos
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else
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" Forward
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let shade_hl_re = shade_hl_pos . '\_.*\%'. line('w$') .'l'
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endif
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let shade_hl_id = matchadd(g:EasyMotion_hl_group_shade, shade_hl_re, 0)
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endif
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" }}}
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" Prompt user for target group/character
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let coords = s:PromptUser(groups)
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" Update selection {{{
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if ! empty(a:visualmode)
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keepjumps call cursor(orig_pos[0], orig_pos[1])
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exec 'normal! ' . a:visualmode
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endif
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" }}}
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" Handle operator-pending mode {{{
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if a:mode == 'no'
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" This mode requires that we eat one more
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" character to the right if we're using
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" a forward motion
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if a:direction != 1
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let coords[1] += 1
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endif
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endif
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" }}}
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" Update cursor position
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call cursor(orig_pos[0], orig_pos[1])
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mark '
|
|
call cursor(coords[0], coords[1])
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|
|
|
call s:Message('Jumping to [' . coords[0] . ', ' . coords[1] . ']')
|
|
catch
|
|
redraw
|
|
|
|
" Show exception message
|
|
call s:Message(v:exception)
|
|
|
|
" Restore original cursor position/selection {{{
|
|
if ! empty(a:visualmode)
|
|
silent exec 'normal! gv'
|
|
else
|
|
keepjumps call cursor(orig_pos[0], orig_pos[1])
|
|
endif
|
|
" }}}
|
|
finally
|
|
" Restore properties {{{
|
|
call s:VarReset('&scrolloff')
|
|
call s:VarReset('&modified')
|
|
call s:VarReset('&modifiable')
|
|
call s:VarReset('&readonly')
|
|
call s:VarReset('&spell')
|
|
call s:VarReset('&virtualedit')
|
|
" }}}
|
|
" Remove shading {{{
|
|
if g:EasyMotion_do_shade && exists('shade_hl_id')
|
|
call matchdelete(shade_hl_id)
|
|
endif
|
|
" }}}
|
|
endtry
|
|
endfunction " }}}
|
|
" }}}
|
|
|
|
" vim: fdm=marker:noet:ts=4:sw=4:sts=4
|