Continuing hook refactor
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@@ -1609,7 +1609,6 @@ void CMD_SearchProject(HookParam param) {
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Buffer *search_project_buffer = GetBuffer(SearchProjectBufferID);
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View *view = WindowOpenBufferView(main.window, search_project_buffer->name);
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view->special = true;
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view->kind = ViewKind_ActiveSearch;
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AddCommand(&view->hooks, "Open", "ctrl-q | enter | f12", [](HookParam param) {
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BSet active = GetBSet(ActiveWindowID);
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BSet main = GetBSet(PrimaryWindowID);
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@@ -64,22 +64,23 @@ enum HookKind {
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HookKind_AppUpdate,
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HookKind_AppQuit,
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// Should we have commands like PostCommand, PreCommand? what would be the purpose?
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HookKind_Command,
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HookKind_BeforeLayoutWindow,
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HookKind_LayoutWindow,
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HookKind_AfterLayoutWindow,
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HookKind_BeforeRenderWindow,
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HookKind_HandleRenderWindow,
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HookKind_AfterRenderWindow,
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// Currently we are only basically allowing control over non-layouted windows.
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// How can this be expanded?
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// - Changing the layout algorithm: this seems like a decent one
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// - What beside that?
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HookKind_LayoutWindow,
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HookKind_RenderWindow
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HookKind_BeforeBufferSave,
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HookKind_HandleBufferSave,
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HookKind_BufferSave,
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HookKind_AfterBufferSave,
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HookKind_BeforeBufferOpen,
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HookKind_HandleBufferOpen,
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HookKind_BufferOpen,
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HookKind_AfterBufferOpen,
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HookKind_ViewUpdate,
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@@ -108,16 +109,9 @@ struct Hook {
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struct Trigger *trigger;
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};
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enum ViewKind {
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ViewKind_Normal,
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ViewKind_FuzzySearch,
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ViewKind_ActiveSearch,
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};
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struct View {
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ViewID id;
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BufferID active_buffer;
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ViewKind kind;
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Vec2I scroll;
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Array<Caret> carets;
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@@ -209,7 +209,6 @@ void UpdateFuzzySearchView(HookParam param) {
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}
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void SetFuzzy(View *view) {
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view->kind = ViewKind_FuzzySearch;
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AddCommand(&view->hooks, "Open", "ctrl-q | enter | f12", [](HookParam){
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BSet active = GetBSet(ActiveWindowID);
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BSet main = GetBSet(PrimaryWindowID);
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