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globals.c
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#include <stdbool.h>
#include <stdlib.h>
// NOTE We could parse this file line by line to get the default
// value of globals and their annotation (dumb way)
// double mouseX; NOTE Moved
// double mouseY; NOTE Moved
bool dragging = false;
double initialMouseX = 0;
double initialMouseY = 0;
double dragThreshold = 5; // Threshold in pixels to start dragging
bool eatchar = false; // NOTE Keychords could be implemented in scheme using this very simple approach
bool electric_pair_mode = true; // TODO Wrap selection for () [] {} '' ""
bool auto_text_scale_mode = false;
bool blink_cursor_mode = true;
float blink_cursor_delay = 0.5; // Seconds of idle time before the first blink of the cursor.
float blink_cursor_interval = 0.5; // Lenght of cursor blink interval in seconds.
int blink_cursor_blinks = 10; // How many times to blink before stopping.
double lastBlinkTime = 0.0; // Last time the cursor state changed
bool cursorVisible = true; // Initial state of the cursor visibility
int blinkCount = 0; // Counter for number of blinks
int indentation = 4;
bool show_paren_mode = true;
float show_paren_delay = 0.125; // TODO Time in seconds to delay before showing a matching paren.
int kill_ring_max = 120; // Maximum length of kill ring before oldest elements are thrown away.
bool electric_indent_mode = true; // TRUE if you want glemax to electric your indent style
bool rainbow_mode = true; // TRUE if you are gae
bool crystal_cursor_mode = true; // Make the cursor crystal clear
float mouse_wheel_scroll_amount = 2; // TODO make it a vec2f for vertical and horizontal scrolling
bool color_fringe_mode = true;
bool hide_region_mode = false;
bool minimap_mode = true;
bool minimap_cursor = true;
float minimap_width = 110;
bool minimap_padding_mode = true; // Weather the minimap should have padding
size_t minimap_left_padding = 8; // Width in pexels
bool fringe_mode = true;
size_t fringe = 8; // Width in pexels
char *first_theme_name = "dark";
bool hl_scope_mode = true;
float hl_scope_base_brightness = 0.8f;
float hl_scope_brightness_step = 0.1f; // How muchg lighter/darker per level
bool theme_lerp_mode = true;
float theme_lerp_speed = 0.01f;
float theme_lerp_threshold = 1.0f;