#nullable enable
//
// ConsoleDriver.cs: Base class for Terminal.Gui ConsoleDriver implementations.
//
using System.Diagnostics;
namespace Terminal.Gui;
/// Base class for Terminal.Gui ConsoleDriver implementations.
///
/// There are currently four implementations: - (for Unix and Mac) -
/// - that uses the .NET Console API -
/// for unit testing.
///
public abstract class ConsoleDriver
{
// As performance is a concern, we keep track of the dirty lines and only refresh those.
// This is in addition to the dirty flag on each cell.
internal bool []? _dirtyLines;
// QUESTION: When non-full screen apps are supported, will this represent the app size, or will that be in Application?
/// Gets the location and size of the terminal screen.
internal Rectangle Screen => new (0, 0, Cols, Rows);
private Rectangle _clip;
///
/// Gets or sets the clip rectangle that and are subject
/// to.
///
/// The rectangle describing the of region.
public Rectangle Clip
{
get => _clip;
set
{
if (_clip == value)
{
return;
}
// Don't ever let Clip be bigger than Screen
_clip = Rectangle.Intersect (Screen, value);
}
}
/// Get the operating system clipboard.
public IClipboard? Clipboard { get; internal set; }
///
/// Gets the column last set by . and are used by
/// and to determine where to add content.
///
public int Col { get; internal set; }
/// The number of columns visible in the terminal.
public virtual int Cols
{
get => _cols;
internal set
{
_cols = value;
ClearContents ();
}
}
///
/// The contents of the application output. The driver outputs this buffer to the terminal when
/// is called.
/// The format of the array is rows, columns. The first index is the row, the second index is the column.
///
public Cell [,]? Contents { get; internal set; }
/// The leftmost column in the terminal.
public virtual int Left { get; internal set; } = 0;
///
/// Gets the row last set by . and are used by
/// and to determine where to add content.
///
public int Row { get; internal set; }
/// The number of rows visible in the terminal.
public virtual int Rows
{
get => _rows;
internal set
{
_rows = value;
ClearContents ();
}
}
/// The topmost row in the terminal.
public virtual int Top { get; internal set; } = 0;
///
/// Set this to true in any unit tests that attempt to test drivers other than FakeDriver.
///
/// public ColorTests ()
/// {
/// ConsoleDriver.RunningUnitTests = true;
/// }
///
///
internal static bool RunningUnitTests { get; set; }
/// Adds the specified rune to the display at the current cursor position.
///
///
/// When the method returns, will be incremented by the number of columns
/// required, even if the new column value is outside of the or screen
/// dimensions defined by .
///
///
/// If requires more than one column, and plus the number of columns
/// needed exceeds the or screen dimensions, the default Unicode replacement character (U+FFFD)
/// will be added instead.
///
///
/// Rune to add.
public void AddRune (Rune rune)
{
int runeWidth = -1;
bool validLocation = IsValidLocation (Col, Row);
if (Contents is null)
{
return;
}
if (validLocation)
{
rune = rune.MakePrintable ();
runeWidth = rune.GetColumns ();
lock (Contents)
{
if (runeWidth == 0 && rune.IsCombiningMark ())
{
// AtlasEngine does not support NON-NORMALIZED combining marks in a way
// compatible with the driver architecture. Any CMs (except in the first col)
// are correctly combined with the base char, but are ALSO treated as 1 column
// width codepoints E.g. `echo "[e`u{0301}`u{0301}]"` will output `[é ]`.
//
// Until this is addressed (see Issue #), we do our best by
// a) Attempting to normalize any CM with the base char to it's left
// b) Ignoring any CMs that don't normalize
if (Col > 0)
{
if (Contents [Row, Col - 1].CombiningMarks.Count > 0)
{
// Just add this mark to the list
Contents [Row, Col - 1].CombiningMarks.Add (rune);
// Ignore. Don't move to next column (let the driver figure out what to do).
}
else
{
// Attempt to normalize the cell to our left combined with this mark
string combined = Contents [Row, Col - 1].Rune + rune.ToString ();
// Normalize to Form C (Canonical Composition)
string normalized = combined.Normalize (NormalizationForm.FormC);
if (normalized.Length == 1)
{
// It normalized! We can just set the Cell to the left with the
// normalized codepoint
Contents [Row, Col - 1].Rune = (Rune)normalized [0];
// Ignore. Don't move to next column because we're already there
}
else
{
// It didn't normalize. Add it to the Cell to left's CM list
Contents [Row, Col - 1].CombiningMarks.Add (rune);
// Ignore. Don't move to next column (let the driver figure out what to do).
}
}
Contents [Row, Col - 1].Attribute = CurrentAttribute;
Contents [Row, Col - 1].IsDirty = true;
}
else
{
// Most drivers will render a combining mark at col 0 as the mark
Contents [Row, Col].Rune = rune;
Contents [Row, Col].Attribute = CurrentAttribute;
Contents [Row, Col].IsDirty = true;
Col++;
}
}
else
{
Contents [Row, Col].Attribute = CurrentAttribute;
Contents [Row, Col].IsDirty = true;
if (Col > 0)
{
// Check if cell to left has a wide glyph
if (Contents [Row, Col - 1].Rune.GetColumns () > 1)
{
// Invalidate cell to left
Contents [Row, Col - 1].Rune = Rune.ReplacementChar;
Contents [Row, Col - 1].IsDirty = true;
}
}
if (runeWidth < 1)
{
Contents [Row, Col].Rune = Rune.ReplacementChar;
}
else if (runeWidth == 1)
{
Contents [Row, Col].Rune = rune;
if (Col < Clip.Right - 1)
{
Contents [Row, Col + 1].IsDirty = true;
}
}
else if (runeWidth == 2)
{
if (Col == Clip.Right - 1)
{
// We're at the right edge of the clip, so we can't display a wide character.
// TODO: Figure out if it is better to show a replacement character or ' '
Contents [Row, Col].Rune = Rune.ReplacementChar;
}
else
{
Contents [Row, Col].Rune = rune;
if (Col < Clip.Right - 1)
{
// Invalidate cell to right so that it doesn't get drawn
// TODO: Figure out if it is better to show a replacement character or ' '
Contents [Row, Col + 1].Rune = Rune.ReplacementChar;
Contents [Row, Col + 1].IsDirty = true;
}
}
}
else
{
// This is a non-spacing character, so we don't need to do anything
Contents [Row, Col].Rune = (Rune)' ';
Contents [Row, Col].IsDirty = false;
}
_dirtyLines! [Row] = true;
}
}
}
if (runeWidth is < 0 or > 0)
{
Col++;
}
if (runeWidth > 1)
{
Debug.Assert (runeWidth <= 2);
if (validLocation && Col < Clip.Right)
{
lock (Contents!)
{
// This is a double-width character, and we are not at the end of the line.
// Col now points to the second column of the character. Ensure it doesn't
// Get rendered.
Contents [Row, Col].IsDirty = false;
Contents [Row, Col].Attribute = CurrentAttribute;
// TODO: Determine if we should wipe this out (for now now)
//Contents [Row, Col].Rune = (Rune)' ';
}
}
Col++;
}
}
///
/// Adds the specified to the display at the current cursor position. This method is a
/// convenience method that calls with the constructor.
///
/// Character to add.
public void AddRune (char c) { AddRune (new Rune (c)); }
/// Adds the to the display at the cursor position.
///
///
/// When the method returns, will be incremented by the number of columns
/// required, unless the new column value is outside of the or screen
/// dimensions defined by .
///
/// If requires more columns than are available, the output will be clipped.
///
/// String.
public void AddStr (string str)
{
List runes = str.EnumerateRunes ().ToList ();
for (var i = 0; i < runes.Count; i++)
{
AddRune (runes [i]);
}
}
/// Clears the of the driver.
public void ClearContents ()
{
Contents = new Cell [Rows, Cols];
//CONCURRENCY: Unsynchronized access to Clip isn't safe.
// TODO: ClearContents should not clear the clip; it should only clear the contents. Move clearing it elsewhere.
Clip = Screen;
_dirtyLines = new bool [Rows];
lock (Contents)
{
for (var row = 0; row < Rows; row++)
{
for (var c = 0; c < Cols; c++)
{
Contents [row, c] = new Cell
{
Rune = (Rune)' ',
Attribute = new Attribute (Color.White, Color.Black),
IsDirty = true
};
}
_dirtyLines [row] = true;
}
}
ClearedContents?.Invoke (this, EventArgs.Empty);
}
///
/// Raised each time is called. For benchmarking.
///
public event EventHandler? ClearedContents;
///
/// Sets as dirty for situations where views
/// don't need layout and redrawing, but just refresh the screen.
///
public void SetContentsAsDirty ()
{
lock (Contents!)
{
for (var row = 0; row < Rows; row++)
{
for (var c = 0; c < Cols; c++)
{
Contents [row, c].IsDirty = true;
}
_dirtyLines! [row] = true;
}
}
}
/// Determines if the terminal cursor should be visible or not and sets it accordingly.
/// upon success
public abstract bool EnsureCursorVisibility ();
/// Fills the specified rectangle with the specified rune, using
///
/// The value of is honored. Any parts of the rectangle not in the clip will not be drawn.
///
/// The Screen-relative rectangle.
/// The Rune used to fill the rectangle
public void FillRect (Rectangle rect, Rune rune = default)
{
rect = Rectangle.Intersect (rect, Clip);
lock (Contents!)
{
for (int r = rect.Y; r < rect.Y + rect.Height; r++)
{
for (int c = rect.X; c < rect.X + rect.Width; c++)
{
Contents [r, c] = new Cell
{
Rune = (rune != default ? rune : (Rune)' '),
Attribute = CurrentAttribute, IsDirty = true
};
_dirtyLines! [r] = true;
}
}
}
}
///
/// Fills the specified rectangle with the specified . This method is a convenience method
/// that calls .
///
///
///
public void FillRect (Rectangle rect, char c) { FillRect (rect, new Rune (c)); }
/// Gets the terminal cursor visibility.
/// The current
/// upon success
public abstract bool GetCursorVisibility (out CursorVisibility visibility);
/// Returns the name of the driver and relevant library version information.
///
public virtual string GetVersionInfo () { return GetType ().Name; }
/// Tests if the specified rune is supported by the driver.
///
///
/// if the rune can be properly presented; if the driver does not
/// support displaying this rune.
///
public virtual bool IsRuneSupported (Rune rune) { return Rune.IsValid (rune.Value); }
/// Tests whether the specified coordinate are valid for drawing.
/// The column.
/// The row.
///
/// if the coordinate is outside the screen bounds or outside of .
/// otherwise.
///
public bool IsValidLocation (int col, int row)
{
return col >= 0 && row >= 0 && col < Cols && row < Rows && Clip.Contains (col, row);
}
///
/// Updates and to the specified column and row in .
/// Used by and to determine where to add content.
///
///
/// This does not move the cursor on the screen, it only updates the internal state of the driver.
///
/// If or are negative or beyond and
/// , the method still sets those properties.
///
///
/// Column to move to.
/// Row to move to.
public virtual void Move (int col, int row)
{
//Debug.Assert (col >= 0 && row >= 0 && col < Contents.GetLength(1) && row < Contents.GetLength(0));
Col = col;
Row = row;
}
/// Called when the terminal size changes. Fires the event.
///
public void OnSizeChanged (SizeChangedEventArgs args) { SizeChanged?.Invoke (this, args); }
/// Updates the screen to reflect all the changes that have been done to the display buffer
public void Refresh ()
{
bool updated = UpdateScreen ();
UpdateCursor ();
Refreshed?.Invoke (this, new EventArgs (in updated));
}
///
/// Raised each time is called. For benchmarking.
///
public event EventHandler>? Refreshed;
/// Sets the terminal cursor visibility.
/// The wished
/// upon success
public abstract bool SetCursorVisibility (CursorVisibility visibility);
/// The event fired when the terminal is resized.
public event EventHandler? SizeChanged;
/// Suspends the application (e.g. on Linux via SIGTSTP) and upon resume, resets the console driver.
/// This is only implemented in .
public abstract void Suspend ();
/// Sets the position of the terminal cursor to and .
public abstract void UpdateCursor ();
/// Redraws the physical screen with the contents that have been queued up via any of the printing commands.
/// if any updates to the screen were made.
public abstract bool UpdateScreen ();
#region Setup & Teardown
/// Initializes the driver
/// Returns an instance of using the for the driver.
internal abstract MainLoop Init ();
/// Ends the execution of the console driver.
internal abstract void End ();
#endregion
#region Color Handling
/// Gets whether the supports TrueColor output.
public virtual bool SupportsTrueColor => true;
// TODO: This makes ConsoleDriver dependent on Application, which is not ideal. This should be moved to Application.
// BUGBUG: Application.Force16Colors should be bool? so if SupportsTrueColor and Application.Force16Colors == false, this doesn't override
///
/// Gets or sets whether the should use 16 colors instead of the default TrueColors.
/// See to change this setting via .
///
///
///
/// Will be forced to if is
/// , indicating that the cannot support TrueColor.
///
///
internal virtual bool Force16Colors
{
get => Application.Force16Colors || !SupportsTrueColor;
set => Application.Force16Colors = value || !SupportsTrueColor;
}
private Attribute _currentAttribute;
private int _cols;
private int _rows;
///
/// The that will be used for the next or
/// call.
///
public Attribute CurrentAttribute
{
get => _currentAttribute;
set
{
// TODO: This makes ConsoleDriver dependent on Application, which is not ideal. Once Attribute.PlatformColor is removed, this can be fixed.
if (Application.Driver is { })
{
_currentAttribute = new Attribute (value.Foreground, value.Background);
return;
}
_currentAttribute = value;
}
}
/// Selects the specified attribute as the attribute to use for future calls to AddRune and AddString.
/// Implementations should call base.SetAttribute(c).
/// C.
internal Attribute SetAttribute (Attribute c)
{
Attribute prevAttribute = CurrentAttribute;
CurrentAttribute = c;
return prevAttribute;
}
/// Gets the current .
/// The current attribute.
internal Attribute GetAttribute () { return CurrentAttribute; }
// TODO: This is only overridden by CursesDriver. Once CursesDriver supports 24-bit color, this virtual method can be
// removed (and Attribute can lose the platformColor property).
/// Makes an .
/// The foreground color.
/// The background color.
/// The attribute for the foreground and background colors.
public virtual Attribute MakeColor (in Color foreground, in Color background)
{
// Encode the colors into the int value.
return new Attribute (
-1, // only used by cursesdriver!
foreground,
background
);
}
#endregion
#region Mouse and Keyboard
/// Event fired when a key is pressed down. This is a precursor to .
public event EventHandler? KeyDown;
///
/// Called when a key is pressed down. Fires the event. This is a precursor to
/// .
///
///
public void OnKeyDown (Key a) { KeyDown?.Invoke (this, a); }
/// Event fired when a key is released.
///
/// Drivers that do not support key release events will fire this event after processing is
/// complete.
///
public event EventHandler? KeyUp;
/// Called when a key is released. Fires the event.
///
/// Drivers that do not support key release events will call this method after processing
/// is complete.
///
///
public void OnKeyUp (Key a) { KeyUp?.Invoke (this, a); }
/// Event fired when a mouse event occurs.
public event EventHandler? MouseEvent;
/// Called when a mouse event occurs. Fires the event.
///
public void OnMouseEvent (MouseEventArgs a)
{
// Ensure ScreenPosition is set
a.ScreenPosition = a.Position;
MouseEvent?.Invoke (this, a);
}
/// Simulates a key press.
/// The key character.
/// The key.
/// If simulates the Shift key being pressed.
/// If simulates the Alt key being pressed.
/// If simulates the Ctrl key being pressed.
public abstract void SendKeys (char keyChar, ConsoleKey key, bool shift, bool alt, bool ctrl);
#endregion
}
///
/// The enumeration encodes key information from s and provides a
/// consistent way for application code to specify keys and receive key events.
///
/// The class provides a higher-level abstraction, with helper methods and properties for
/// common operations. For example, and provide a convenient way
/// to check whether the Alt or Ctrl modifier keys were pressed when a key was pressed.
///
///
///
///
/// Lowercase alpha keys are encoded as values between 65 and 90 corresponding to the un-shifted A to Z keys on a
/// keyboard. Enum values are provided for these (e.g. , , etc.).
/// Even though the values are the same as the ASCII values for uppercase characters, these enum values represent
/// *lowercase*, un-shifted characters.
///
///
/// Numeric keys are the values between 48 and 57 corresponding to 0 to 9 (e.g. ,
/// , etc.).
///
///
/// The shift modifiers (, , and
/// ) can be combined (with logical or) with the other key codes to represent shifted
/// keys. For example, the enum value represents the un-shifted 'a' key, while
/// | represents the 'A' key (shifted 'a' key). Likewise,
/// | represents the 'Alt+A' key combination.
///
///
/// All other keys that produce a printable character are encoded as the Unicode value of the character. For
/// example, the for the '!' character is 33, which is the Unicode value for '!'. Likewise,
/// `â` is 226, `Â` is 194, etc.
///
///
/// If the is set, then the value is that of the special mask, otherwise, the value is
/// the one of the lower bits (as extracted by ).
///
///
[Flags]
public enum KeyCode : uint
{
///
/// Mask that indicates that the key is a unicode codepoint. Values outside this range indicate the key has shift
/// modifiers or is a special key like function keys, arrows keys and so on.
///
CharMask = 0x_f_ffff,
///
/// If the is set, then the value is that of the special mask, otherwise, the value is
/// in the lower bits (as extracted by ).
///
SpecialMask = 0x_fff0_0000,
///
/// When this value is set, the Key encodes the sequence Shift-KeyValue. The actual value must be extracted by
/// removing the ShiftMask.
///
ShiftMask = 0x_1000_0000,
///
/// When this value is set, the Key encodes the sequence Alt-KeyValue. The actual value must be extracted by
/// removing the AltMask.
///
AltMask = 0x_8000_0000,
///
/// When this value is set, the Key encodes the sequence Ctrl-KeyValue. The actual value must be extracted by
/// removing the CtrlMask.
///
CtrlMask = 0x_4000_0000,
/// The key code representing an invalid or empty key.
Null = 0,
/// Backspace key.
Backspace = 8,
/// The key code for the tab key (forwards tab key).
Tab = 9,
/// The key code for the return key.
Enter = ConsoleKey.Enter,
/// The key code for the clear key.
Clear = 12,
/// The key code for the escape key.
Esc = 27,
/// The key code for the space bar key.
Space = 32,
/// Digit 0.
D0 = 48,
/// Digit 1.
D1,
/// Digit 2.
D2,
/// Digit 3.
D3,
/// Digit 4.
D4,
/// Digit 5.
D5,
/// Digit 6.
D6,
/// Digit 7.
D7,
/// Digit 8.
D8,
/// Digit 9.
D9,
/// The key code for the A key
A = 65,
/// The key code for the B key
B,
/// The key code for the C key
C,
/// The key code for the D key
D,
/// The key code for the E key
E,
/// The key code for the F key
F,
/// The key code for the G key
G,
/// The key code for the H key
H,
/// The key code for the I key
I,
/// The key code for the J key
J,
/// The key code for the K key
K,
/// The key code for the L key
L,
/// The key code for the M key
M,
/// The key code for the N key
N,
/// The key code for the O key
O,
/// The key code for the P key
P,
/// The key code for the Q key
Q,
/// The key code for the R key
R,
/// The key code for the S key
S,
/// The key code for the T key
T,
/// The key code for the U key
U,
/// The key code for the V key
V,
/// The key code for the W key
W,
/// The key code for the X key
X,
/// The key code for the Y key
Y,
/// The key code for the Z key
Z,
/////
///// The key code for the Delete key.
/////
//Delete = 127,
// --- Special keys ---
// The values below are common non-alphanum keys. Their values are
// based on the .NET ConsoleKey values, which, in-turn are based on the
// VK_ values from the Windows API.
// We add MaxCodePoint to avoid conflicts with the Unicode values.
/// The maximum Unicode codepoint value. Used to encode the non-alphanumeric control keys.
MaxCodePoint = 0x10FFFF,
/// Cursor up key
CursorUp = MaxCodePoint + ConsoleKey.UpArrow,
/// Cursor down key.
CursorDown = MaxCodePoint + ConsoleKey.DownArrow,
/// Cursor left key.
CursorLeft = MaxCodePoint + ConsoleKey.LeftArrow,
/// Cursor right key.
CursorRight = MaxCodePoint + ConsoleKey.RightArrow,
/// Page Up key.
PageUp = MaxCodePoint + ConsoleKey.PageUp,
/// Page Down key.
PageDown = MaxCodePoint + ConsoleKey.PageDown,
/// Home key.
Home = MaxCodePoint + ConsoleKey.Home,
/// End key.
End = MaxCodePoint + ConsoleKey.End,
/// Insert (INS) key.
Insert = MaxCodePoint + ConsoleKey.Insert,
/// Delete (DEL) key.
Delete = MaxCodePoint + ConsoleKey.Delete,
/// Print screen character key.
PrintScreen = MaxCodePoint + ConsoleKey.PrintScreen,
/// F1 key.
F1 = MaxCodePoint + ConsoleKey.F1,
/// F2 key.
F2 = MaxCodePoint + ConsoleKey.F2,
/// F3 key.
F3 = MaxCodePoint + ConsoleKey.F3,
/// F4 key.
F4 = MaxCodePoint + ConsoleKey.F4,
/// F5 key.
F5 = MaxCodePoint + ConsoleKey.F5,
/// F6 key.
F6 = MaxCodePoint + ConsoleKey.F6,
/// F7 key.
F7 = MaxCodePoint + ConsoleKey.F7,
/// F8 key.
F8 = MaxCodePoint + ConsoleKey.F8,
/// F9 key.
F9 = MaxCodePoint + ConsoleKey.F9,
/// F10 key.
F10 = MaxCodePoint + ConsoleKey.F10,
/// F11 key.
F11 = MaxCodePoint + ConsoleKey.F11,
/// F12 key.
F12 = MaxCodePoint + ConsoleKey.F12,
/// F13 key.
F13 = MaxCodePoint + ConsoleKey.F13,
/// F14 key.
F14 = MaxCodePoint + ConsoleKey.F14,
/// F15 key.
F15 = MaxCodePoint + ConsoleKey.F15,
/// F16 key.
F16 = MaxCodePoint + ConsoleKey.F16,
/// F17 key.
F17 = MaxCodePoint + ConsoleKey.F17,
/// F18 key.
F18 = MaxCodePoint + ConsoleKey.F18,
/// F19 key.
F19 = MaxCodePoint + ConsoleKey.F19,
/// F20 key.
F20 = MaxCodePoint + ConsoleKey.F20,
/// F21 key.
F21 = MaxCodePoint + ConsoleKey.F21,
/// F22 key.
F22 = MaxCodePoint + ConsoleKey.F22,
/// F23 key.
F23 = MaxCodePoint + ConsoleKey.F23,
/// F24 key.
F24 = MaxCodePoint + ConsoleKey.F24
}