WindowsInputProcessor.cs 4.8 KB

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  1. #nullable enable
  2. using System.Collections.Concurrent;
  3. using static Terminal.Gui.WindowsConsole;
  4. namespace Terminal.Gui;
  5. using InputRecord = InputRecord;
  6. /// <summary>
  7. /// Input processor for <see cref="WindowsInput"/>, deals in <see cref="WindowsConsole.InputRecord"/> stream.
  8. /// </summary>
  9. internal class WindowsInputProcessor : InputProcessor<InputRecord>
  10. {
  11. private readonly bool [] _lastWasPressed = new bool[4];
  12. /// <inheritdoc/>
  13. public WindowsInputProcessor (ConcurrentQueue<InputRecord> inputBuffer) : base (inputBuffer, new WindowsKeyConverter ()) { }
  14. /// <inheritdoc/>
  15. protected override void Process (InputRecord inputEvent)
  16. {
  17. switch (inputEvent.EventType)
  18. {
  19. case EventType.Key:
  20. // TODO: For now ignore keyup because ANSI comes in as down+up which is confusing to try and parse/pair these things up
  21. if (!inputEvent.KeyEvent.bKeyDown)
  22. {
  23. return;
  24. }
  25. foreach (Tuple<char, InputRecord> released in Parser.ProcessInput (Tuple.Create (inputEvent.KeyEvent.UnicodeChar, inputEvent)))
  26. {
  27. ProcessAfterParsing (released.Item2);
  28. }
  29. /*
  30. if (inputEvent.KeyEvent.wVirtualKeyCode == (VK)ConsoleKey.Packet)
  31. {
  32. // Used to pass Unicode characters as if they were keystrokes.
  33. // The VK_PACKET key is the low word of a 32-bit
  34. // Virtual Key value used for non-keyboard input methods.
  35. inputEvent.KeyEvent = FromVKPacketToKeyEventRecord (inputEvent.KeyEvent);
  36. }
  37. WindowsConsole.ConsoleKeyInfoEx keyInfo = ToConsoleKeyInfoEx (inputEvent.KeyEvent);
  38. //Debug.WriteLine ($"event: KBD: {GetKeyboardLayoutName()} {inputEvent.ToString ()} {keyInfo.ToString (keyInfo)}");
  39. KeyCode map = MapKey (keyInfo);
  40. if (map == KeyCode.Null)
  41. {
  42. break;
  43. }
  44. */
  45. // This follows convention in NetDriver
  46. break;
  47. case EventType.Mouse:
  48. MouseEventArgs me = ToDriverMouse (inputEvent.MouseEvent);
  49. OnMouseEvent (me);
  50. break;
  51. }
  52. }
  53. /// <inheritdoc/>
  54. protected override void ProcessAfterParsing (InputRecord input)
  55. {
  56. var key = KeyConverter.ToKey (input);
  57. if (key != (Key)0)
  58. {
  59. OnKeyDown (key!);
  60. OnKeyUp (key!);
  61. }
  62. }
  63. public MouseEventArgs ToDriverMouse (MouseEventRecord e)
  64. {
  65. var mouseFlags = MouseFlags.ReportMousePosition;
  66. mouseFlags = UpdateMouseFlags (mouseFlags, e.ButtonState, ButtonState.Button1Pressed, MouseFlags.Button1Pressed, MouseFlags.Button1Released, 0);
  67. mouseFlags = UpdateMouseFlags (mouseFlags, e.ButtonState, ButtonState.Button2Pressed, MouseFlags.Button2Pressed, MouseFlags.Button2Released, 1);
  68. mouseFlags = UpdateMouseFlags (mouseFlags, e.ButtonState, ButtonState.Button4Pressed, MouseFlags.Button4Pressed, MouseFlags.Button4Released, 3);
  69. // Deal with button 3 separately because it is considered same as 'rightmost button'
  70. if (e.ButtonState.HasFlag (ButtonState.Button3Pressed) || e.ButtonState.HasFlag (ButtonState.RightmostButtonPressed))
  71. {
  72. mouseFlags |= MouseFlags.Button3Pressed;
  73. _lastWasPressed [2] = true;
  74. }
  75. else
  76. {
  77. if (_lastWasPressed [2])
  78. {
  79. mouseFlags |= MouseFlags.Button3Released;
  80. _lastWasPressed [2] = false;
  81. }
  82. }
  83. if (e.EventFlags == EventFlags.MouseWheeled)
  84. {
  85. switch ((int)e.ButtonState)
  86. {
  87. case > 0:
  88. mouseFlags = MouseFlags.WheeledUp;
  89. break;
  90. case < 0:
  91. mouseFlags = MouseFlags.WheeledDown;
  92. break;
  93. }
  94. }
  95. var result = new MouseEventArgs
  96. {
  97. Position = new (e.MousePosition.X, e.MousePosition.Y),
  98. Flags = mouseFlags
  99. };
  100. // TODO: Return keys too
  101. return result;
  102. }
  103. private MouseFlags UpdateMouseFlags (
  104. MouseFlags current,
  105. ButtonState newState,
  106. ButtonState pressedState,
  107. MouseFlags pressedFlag,
  108. MouseFlags releasedFlag,
  109. int buttonIndex
  110. )
  111. {
  112. if (newState.HasFlag (pressedState))
  113. {
  114. current |= pressedFlag;
  115. _lastWasPressed [buttonIndex] = true;
  116. }
  117. else
  118. {
  119. if (_lastWasPressed [buttonIndex])
  120. {
  121. current |= releasedFlag;
  122. _lastWasPressed [buttonIndex] = false;
  123. }
  124. }
  125. return current;
  126. }
  127. }