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- #nullable enable
- namespace Terminal.Gui;
- internal class AnsiResponseParser
- {
- private readonly StringBuilder held = new ();
- private readonly List<(string terminator, Action<string> response)> expectedResponses = new ();
- private readonly List<Func<string, bool>> _ignorers = new ();
- // Enum to manage the parser's state
- private enum ParserState
- {
- Normal,
- ExpectingBracket,
- InResponse
- }
- // Current state of the parser
- private ParserState currentState = ParserState.Normal;
- private readonly HashSet<string> _knownTerminators = new ();
- /*
- * ANSI Input Sequences
- *
- * \x1B[A // Up Arrow key pressed
- * \x1B[B // Down Arrow key pressed
- * \x1B[C // Right Arrow key pressed
- * \x1B[D // Left Arrow key pressed
- * \x1B[3~ // Delete key pressed
- * \x1B[2~ // Insert key pressed
- * \x1B[5~ // Page Up key pressed
- * \x1B[6~ // Page Down key pressed
- * \x1B[1;5D // Ctrl + Left Arrow
- * \x1B[1;5C // Ctrl + Right Arrow
- * \x1B[0;10;20M // Mouse button pressed at position (10, 20)
- * \x1B[0c // Device Attributes Response (e.g., terminal identification)
- */
- public AnsiResponseParser ()
- {
- // These all are valid terminators on ansi responses,
- // see CSI in https://invisible-island.net/xterm/ctlseqs/ctlseqs.html#h3-Functions-using-CSI-_-ordered-by-the-final-character_s
- _knownTerminators.Add ("@");
- _knownTerminators.Add ("A");
- _knownTerminators.Add ("B");
- _knownTerminators.Add ("C");
- _knownTerminators.Add ("D");
- _knownTerminators.Add ("E");
- _knownTerminators.Add ("F");
- _knownTerminators.Add ("G");
- _knownTerminators.Add ("G");
- _knownTerminators.Add ("H");
- _knownTerminators.Add ("I");
- _knownTerminators.Add ("J");
- _knownTerminators.Add ("K");
- _knownTerminators.Add ("L");
- _knownTerminators.Add ("M");
- // No - N or O
- _knownTerminators.Add ("P");
- _knownTerminators.Add ("Q");
- _knownTerminators.Add ("R");
- _knownTerminators.Add ("S");
- _knownTerminators.Add ("T");
- _knownTerminators.Add ("W");
- _knownTerminators.Add ("X");
- _knownTerminators.Add ("Z");
- _knownTerminators.Add ("^");
- _knownTerminators.Add ("`");
- _knownTerminators.Add ("~");
- _knownTerminators.Add ("a");
- _knownTerminators.Add ("b");
- _knownTerminators.Add ("c");
- _knownTerminators.Add ("d");
- _knownTerminators.Add ("e");
- _knownTerminators.Add ("f");
- _knownTerminators.Add ("g");
- _knownTerminators.Add ("h");
- _knownTerminators.Add ("i");
- _knownTerminators.Add ("l");
- _knownTerminators.Add ("m");
- _knownTerminators.Add ("n");
- _knownTerminators.Add ("p");
- _knownTerminators.Add ("q");
- _knownTerminators.Add ("r");
- _knownTerminators.Add ("s");
- _knownTerminators.Add ("t");
- _knownTerminators.Add ("u");
- _knownTerminators.Add ("v");
- _knownTerminators.Add ("w");
- _knownTerminators.Add ("x");
- _knownTerminators.Add ("y");
- _knownTerminators.Add ("z");
- // Add more common ANSI sequences to be ignored
- _ignorers.Add (s => s.StartsWith ("\x1B[<") && s.EndsWith ("M")); // Mouse event
- // Add more if necessary
- }
- /// <summary>
- /// Processes input which may be a single character or multiple.
- /// Returns what should be passed on to any downstream input processing
- /// (i.e., removes expected ANSI responses from the input stream).
- /// </summary>
- public string ProcessInput (string input)
- {
- var output = new StringBuilder (); // Holds characters that should pass through
- var index = 0; // Tracks position in the input string
- while (index < input.Length)
- {
- char currentChar = input [index];
- switch (currentState)
- {
- case ParserState.Normal:
- if (currentChar == '\x1B')
- {
- // Escape character detected, move to ExpectingBracket state
- currentState = ParserState.ExpectingBracket;
- held.Append (currentChar); // Hold the escape character
- index++;
- }
- else
- {
- // Normal character, append to output
- output.Append (currentChar);
- index++;
- }
- break;
- case ParserState.ExpectingBracket:
- if (currentChar == '[')
- {
- // Detected '[' , transition to InResponse state
- currentState = ParserState.InResponse;
- held.Append (currentChar); // Hold the '['
- index++;
- }
- else
- {
- // Invalid sequence, release held characters and reset to Normal
- output.Append (held.ToString ());
- output.Append (currentChar); // Add current character
- ResetState ();
- index++;
- }
- break;
- case ParserState.InResponse:
- held.Append (currentChar);
- // Check if the held content should be released
- string handled = HandleHeldContent ();
- if (!string.IsNullOrEmpty (handled))
- {
- output.Append (handled);
- ResetState (); // Exit response mode and reset
- }
- index++;
- break;
- }
- }
- return output.ToString (); // Return all characters that passed through
- }
- /// <summary>
- /// Resets the parser's state when a response is handled or finished.
- /// </summary>
- private void ResetState ()
- {
- currentState = ParserState.Normal;
- held.Clear ();
- }
- /// <summary>
- /// Checks the current `held` content to decide whether it should be released, either as an expected or unexpected
- /// response.
- /// </summary>
- private string HandleHeldContent ()
- {
- var cur = held.ToString ();
- // Check for expected responses
- (string terminator, Action<string> response) matchingResponse = expectedResponses.FirstOrDefault (r => cur.EndsWith (r.terminator));
- if (matchingResponse.response != null)
- {
- DispatchResponse (matchingResponse.response);
- expectedResponses.Remove (matchingResponse);
- return string.Empty;
- }
- if (_knownTerminators.Any (cur.EndsWith) && cur.StartsWith (EscSeqUtils.CSI))
- {
- // Detected a response that we were not expecting
- return held.ToString ();
- }
- // Handle common ANSI sequences (such as mouse input or arrow keys)
- if (_ignorers.Any (m => m.Invoke (held.ToString ())))
- {
- // Detected mouse input, release it without triggering the delegate
- return held.ToString ();
- }
- // Add more cases here for other standard sequences (like arrow keys, function keys, etc.)
- // If no match, continue accumulating characters
- return string.Empty;
- }
- private void DispatchResponse (Action<string> response)
- {
- // If it matches the expected response, invoke the callback and return nothing for output
- response?.Invoke (held.ToString ());
- ResetState ();
- }
- /// <summary>
- /// Registers a new expected ANSI response with a specific terminator and a callback for when the response is
- /// completed.
- /// </summary>
- public void ExpectResponse (string terminator, Action<string> response) { expectedResponses.Add ((terminator, response)); }
- }
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