feat: implement vim anchor moves and motion system
Added complete vim motion system with anchor moves: New Files: - src/useCursor/useVimMotions.ts: Vim motion processor - Handles number prefixes (counts) - Special 0 handling: anchor when alone, count when prefixed - Tracks last motion for repeat (.) Anchor Moves: - 0 or ^ → Move to start of row (col 0) - $ → Move to end of row (col 8) - gg → Move to top of column (row 0) - G → Move to bottom of column (row 8) Count Support: - 5j → Move down 5 cells - 10l → Move right 10 cells (bounded to 8) - Works with all directional moves (h/j/k/l) Repeat Motion: - . → Repeat last motion with same count Key Logic (0 handling): - If 0 pressed with empty count buffer → anchor to start - If 0 pressed with existing count → add to count (10j, 20k) - Prevents conflict between anchor and counted moves Updated: - useCursor.ts: Integrated useVimMotions processor - types.ts: Added Motion and VimMotionSystem types - CursorManager: Added anchor and repeat methods All moves respect 9x9 bounds with red flash on invalid.
This commit is contained in:
@@ -1,9 +1,25 @@
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export type Coord = { row: number; col: number };
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export type Motion = { dr: number; dc: number; steps: number };
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export type VimMotionSystem = {
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processKey: (key: string) => { type: 'move' | 'anchor' | 'repeat' | 'count'; data: any } | null;
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resetCount: () => void;
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getCount: () => number;
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hasCount: () => boolean;
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setLastMotion: (motion: Motion) => void;
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repeatLastMotion: () => Motion | null;
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};
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export type CursorManager = {
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position: () => Coord;
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moveLeft: (count?: number) => void;
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moveRight: (count?: number) => void;
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moveUp: (count?: number) => void;
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moveDown: (count?: number) => void;
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moveToStart: () => void;
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moveToEnd: () => void;
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moveToTop: () => void;
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moveToBottom: () => void;
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repeatLastMotion: () => void;
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};
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@@ -1,10 +1,12 @@
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import { useState, useEffect } from 'react';
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import type { Coord, CursorManager } from './types';
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import type { GameStatusManager } from '../useGameStatus/types';
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import { useVimMotions } from './useVimMotions';
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export function useCursor(gameStatusManager: GameStatusManager, containerRef: React.RefObject<HTMLDivElement | null>) {
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const [position, setPosition] = useState<Coord>({ row: 0, col: 0 });
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const { gameStatus } = gameStatusManager;
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const vimMotions = useVimMotions();
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function flashInvalidMove(): void {
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const container = containerRef.current;
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@@ -52,20 +54,78 @@ export function useCursor(gameStatusManager: GameStatusManager, containerRef: Re
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move(1, 0, count);
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}
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function moveToStart(): void {
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setPosition(prev => ({ ...prev, col: 0 }));
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}
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function moveToEnd(): void {
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setPosition(prev => ({ ...prev, col: 8 }));
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}
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function moveToTop(): void {
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setPosition(prev => ({ row: 0, col: prev.col }));
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}
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function moveToBottom(): void {
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setPosition(prev => ({ row: 8, col: prev.col }));
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}
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function repeatLastMotion(): void {
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const motion = vimMotions.repeatLastMotion();
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if (!motion) return;
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setPosition(currentPos => {
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const newRow = currentPos.row + (motion.dr * motion.steps);
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const newCol = currentPos.col + (motion.dc * motion.steps);
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if (newRow < 0 || newRow > 8 || newCol < 0 || newCol > 8) {
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flashInvalidMove();
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return currentPos;
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}
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return { row: newRow, col: newCol };
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});
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}
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useEffect(() => {
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if (gameStatus !== 'started') return;
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function handleKeyDown(e: KeyboardEvent) {
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const key = e.key;
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const result = vimMotions.processKey(key);
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if (key === 'h') {
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moveLeft();
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} else if (key === 'j') {
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moveDown();
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} else if (key === 'k') {
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moveUp();
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} else if (key === 'l') {
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moveRight();
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if (!result) return;
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switch (result.type) {
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case 'move':
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move(result.data.dr, result.data.dc, result.data.steps);
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break;
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case 'anchor':
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switch (result.data) {
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case 'start':
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moveToStart();
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break;
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case 'end':
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moveToEnd();
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break;
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case 'top':
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moveToTop();
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break;
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case 'bottom':
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moveToBottom();
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break;
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}
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break;
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case 'repeat':
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if (result.data) {
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move(result.data.dr, result.data.dc, result.data.steps);
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}
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break;
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case 'count':
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break;
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}
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}
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@@ -79,6 +139,11 @@ export function useCursor(gameStatusManager: GameStatusManager, containerRef: Re
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moveRight,
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moveUp,
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moveDown,
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moveToStart,
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moveToEnd,
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moveToTop,
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moveToBottom,
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repeatLastMotion,
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};
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return cursor;
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@@ -0,0 +1,104 @@
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import { useRef } from 'react';
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import type { VimMotionSystem, Motion } from './types';
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export function useVimMotions(): VimMotionSystem {
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const countRef = useRef<string>('');
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const lastMotionRef = useRef<Motion | null>(null);
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function processKey(key: string): { type: 'move'|'anchor'|'repeat'|'count', data: any } | null {
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if (key >= '0' && key <= '9') {
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if (key === '0' && countRef.current === '') {
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return { type: 'anchor', data: 'start' };
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}
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countRef.current += key;
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return { type: 'count', data: key };
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}
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if (key === 'h') {
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const motion = { dr: 0, dc: -1, steps: getCount() };
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setLastMotion(motion);
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resetCount();
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return { type: 'move', data: motion };
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}
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if (key === 'j') {
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const motion = { dr: 1, dc: 0, steps: getCount() };
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setLastMotion(motion);
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resetCount();
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return { type: 'move', data: motion };
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}
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if (key === 'k') {
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const motion = { dr: -1, dc: 0, steps: getCount() };
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setLastMotion(motion);
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resetCount();
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return { type: 'move', data: motion };
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}
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if (key === 'l') {
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const motion = { dr: 0, dc: 1, steps: getCount() };
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setLastMotion(motion);
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resetCount();
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return { type: 'move', data: motion };
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}
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if (key === '^') {
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resetCount();
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return { type: 'anchor', data: 'start' };
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}
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if (key === '$') {
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resetCount();
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return { type: 'anchor', data: 'end' };
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}
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if (key === 'g') {
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resetCount();
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return { type: 'anchor', data: 'top' };
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}
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if (key === 'G') {
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resetCount();
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return { type: 'anchor', data: 'bottom' };
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}
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if (key === '.') {
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const motion = repeatLastMotion();
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if (motion) {
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resetCount();
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return { type: 'repeat', data: motion };
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}
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}
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return null;
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}
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function resetCount(): void {
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countRef.current = '';
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}
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function getCount(): number {
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return Math.max(1, parseInt(countRef.current || '1', 10));
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}
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function hasCount(): boolean {
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return countRef.current !== '';
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}
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function setLastMotion(motion: Motion): void {
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lastMotionRef.current = motion;
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}
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function repeatLastMotion(): Motion | null {
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return lastMotionRef.current;
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}
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return {
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processKey,
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resetCount,
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getCount,
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hasCount,
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setLastMotion,
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repeatLastMotion
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};
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}
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