terminal/src/host/selection.cpp
James Holderness bb71179a24
Consolidate the color palette APIs (#11784)
This PR merges the default colors and cursor color into the main color
table, enabling us to simplify the `ConGetSet` and `ITerminalApi`
interfaces, with just two methods required for getting and setting any
form of color palette entry.

The is a follow-up to the color table standardization in #11602, and a
another small step towards de-duplicating `AdaptDispatch` and
`TerminalDispatch` for issue #3849. It should also make it easier to
support color queries (#3718) and a configurable bold color (#5682) in
the future.

On the conhost side, default colors could originally be either indexed
positions in the 16-color table, or separate standalone RGB values. With
the new system, the default colors will always be in the color table, so
we just need to track their index positions.

To make this work, those positions need to be calculated at startup
based on the loaded registry/shortcut settings, and updated when
settings are changed (this is handled in
`CalculateDefaultColorIndices`). But the plus side is that it's now much
easier to lookup the default color values for rendering.

For now the default colors in Windows Terminal use hardcoded positions,
because it doesn't need indexed default colors like conhost. But in the
future I'd like to extend the index handling to both terminals, so we
can eventually support the VT525 indexed color operations.

As for the cursor color, that was previously stored in the `Cursor`
class, which meant that it needed to be copied around in various places
where cursors were being instantiated. Now that it's managed separately
in the color table, a lot of that code is no longer required.

## Validation
Some of the unit test initialization code needed to be updated to setup
the color table and default index values as required for the new system.
There were also some adjustments needed to account for API changes, in
particular for methods that now take index values for the default colors
in place of COLORREFs. But for the most part, the essential behavior of
the tests remains unchanged.

I've also run a variety of manual tests looking at the legacy console
APIs as well as the various VT color sequences, and checking that
everything works as expected when color schemes are changed, both in
Windows Terminal and conhost, and in the latter case with both indexed
colors and RGB values.

Closes #11768
2021-11-23 18:28:55 +00:00

614 lines
22 KiB
C++

// Copyright (c) Microsoft Corporation.
// Licensed under the MIT license.
#include "precomp.h"
#include "_output.h"
#include "stream.h"
#include "scrolling.hpp"
#include "../interactivity/inc/ServiceLocator.hpp"
using namespace Microsoft::Console::Interactivity;
using namespace Microsoft::Console::Types;
Selection::Selection() :
_fSelectionVisible(false),
_ulSavedCursorSize(0),
_fSavedCursorVisible(false),
_savedCursorType(CursorType::Legacy),
_dwSelectionFlags(0),
_fLineSelection(true),
_fUseAlternateSelection(false),
_allowMouseDragSelection{ true }
{
ZeroMemory((void*)&_srSelectionRect, sizeof(_srSelectionRect));
ZeroMemory((void*)&_coordSelectionAnchor, sizeof(_coordSelectionAnchor));
ZeroMemory((void*)&_coordSavedCursorPosition, sizeof(_coordSavedCursorPosition));
}
Selection& Selection::Instance()
{
static std::unique_ptr<Selection> _instance{ new Selection() };
return *_instance;
}
// Routine Description:
// - Determines the line-by-line selection rectangles based on global selection state.
// Arguments:
// - <none> - Uses internal state to know what area is selected already.
// Return Value:
// - Returns a vector where each SMALL_RECT is one Row worth of the area to be selected.
// - Returns empty vector if no rows are selected.
// - Throws exceptions for out of memory issues
std::vector<SMALL_RECT> Selection::GetSelectionRects() const
{
if (!_fSelectionVisible)
{
return std::vector<SMALL_RECT>();
}
const auto& gci = ServiceLocator::LocateGlobals().getConsoleInformation();
const auto& screenInfo = gci.GetActiveOutputBuffer();
// _coordSelectionAnchor is at one of the corners of _srSelectionRects
// endSelectionAnchor is at the exact opposite corner
COORD endSelectionAnchor;
endSelectionAnchor.X = (_coordSelectionAnchor.X == _srSelectionRect.Left) ? _srSelectionRect.Right : _srSelectionRect.Left;
endSelectionAnchor.Y = (_coordSelectionAnchor.Y == _srSelectionRect.Top) ? _srSelectionRect.Bottom : _srSelectionRect.Top;
const auto blockSelection = !IsLineSelection();
return screenInfo.GetTextBuffer().GetTextRects(_coordSelectionAnchor, endSelectionAnchor, blockSelection, false);
}
// Routine Description:
// - Shows the selection area in the window if one is available and not already showing.
// Arguments:
// <none>
// Return Value:
// <none>
void Selection::ShowSelection()
{
_SetSelectionVisibility(true);
}
// Routine Description:
// - Hides the selection area in the window if one is available and already showing.
// Arguments:
// <none>
// Return Value:
// <none>
void Selection::HideSelection()
{
_SetSelectionVisibility(false);
}
// Routine Description:
// - Changes the visibility of the selection area on the screen.
// - Used to turn the selection area on or off.
// Arguments:
// - fMakeVisible - If TRUE, we're turning the selection ON.
// - If FALSE, we're turning the selection OFF.
// Return Value:
// <none>
void Selection::_SetSelectionVisibility(const bool fMakeVisible)
{
if (IsInSelectingState() && IsAreaSelected())
{
if (fMakeVisible == _fSelectionVisible)
{
return;
}
_fSelectionVisible = fMakeVisible;
_PaintSelection();
}
LOG_IF_FAILED(ServiceLocator::LocateConsoleWindow()->SignalUia(UIA_Text_TextSelectionChangedEventId));
}
// Routine Description:
// - Inverts the selected region on the current screen buffer.
// - Reads the selected area, selection mode, and active screen buffer
// from the global properties and dispatches a GDI invert on the selected text area.
// Arguments:
// - <none>
// Return Value:
// - <none>
void Selection::_PaintSelection() const
{
if (ServiceLocator::LocateGlobals().pRender != nullptr)
{
ServiceLocator::LocateGlobals().pRender->TriggerSelection();
}
}
// Routine Description:
// - Starts the selection with the given initial position
// Arguments:
// - coordBufferPos - Position in which user started a selection
// Return Value:
// - <none>
void Selection::InitializeMouseSelection(const COORD coordBufferPos)
{
Scrolling::s_ClearScroll();
// set flags
_SetSelectingState(true);
_dwSelectionFlags = CONSOLE_MOUSE_SELECTION | CONSOLE_SELECTION_NOT_EMPTY;
// store anchor and rectangle of selection
_coordSelectionAnchor = coordBufferPos;
// since we've started with just a point, the rectangle is 1x1 on the point given
_srSelectionRect.Left = coordBufferPos.X;
_srSelectionRect.Right = coordBufferPos.X;
_srSelectionRect.Top = coordBufferPos.Y;
_srSelectionRect.Bottom = coordBufferPos.Y;
// Check for ALT-Mouse Down "use alternate selection"
// If in box mode, use line mode. If in line mode, use box mode.
CheckAndSetAlternateSelection();
// set window title to mouse selection mode
IConsoleWindow* const pWindow = ServiceLocator::LocateConsoleWindow();
if (pWindow != nullptr)
{
pWindow->UpdateWindowText();
LOG_IF_FAILED(pWindow->SignalUia(UIA_Text_TextSelectionChangedEventId));
}
// Fire off an event to let accessibility apps know the selection has changed.
auto pNotifier = ServiceLocator::LocateAccessibilityNotifier();
if (pNotifier)
{
pNotifier->NotifyConsoleCaretEvent(IAccessibilityNotifier::ConsoleCaretEventFlags::CaretSelection, PACKCOORD(coordBufferPos));
}
}
// Routine Description:
// - Modifies both ends of the current selection.
// - Intended for use with functions that help auto-complete a selection area (e.g. double clicking)
// Arguments:
// - coordSelectionStart - Replaces the selection anchor, a.k.a. where the selection started from originally.
// - coordSelectionEnd - The linear final position or opposite corner of the anchor to represent the complete selection area.
// Return Value:
// - <none>
void Selection::AdjustSelection(const COORD coordSelectionStart, const COORD coordSelectionEnd)
{
// modify the anchor and then just use extend to adjust the other portion of the selection rectangle
_coordSelectionAnchor = coordSelectionStart;
ExtendSelection(coordSelectionEnd);
_allowMouseDragSelection = false;
}
// Routine Description:
// - Extends the selection out to the given position from the initial anchor point.
// This means that a coordinate farther away will make the rectangle larger and a closer one will shrink it.
// Arguments:
// - coordBufferPos - Position to extend/contract the current selection up to.
// Return Value:
// - <none>
void Selection::ExtendSelection(_In_ COORD coordBufferPos)
{
CONSOLE_INFORMATION& gci = ServiceLocator::LocateGlobals().getConsoleInformation();
SCREEN_INFORMATION& screenInfo = gci.GetActiveOutputBuffer();
_allowMouseDragSelection = true;
// ensure position is within buffer bounds. Not less than 0 and not greater than the screen buffer size.
try
{
screenInfo.GetTerminalBufferSize().Clamp(coordBufferPos);
}
CATCH_LOG_RETURN();
if (!IsAreaSelected())
{
// we should only be extending a selection that has no area yet if we're coming from mark mode.
// if not, just return.
if (IsMouseInitiatedSelection())
{
return;
}
// scroll if necessary to make cursor visible.
screenInfo.MakeCursorVisible(coordBufferPos, false);
_dwSelectionFlags |= CONSOLE_SELECTION_NOT_EMPTY;
_srSelectionRect.Left = _srSelectionRect.Right = _coordSelectionAnchor.X;
_srSelectionRect.Top = _srSelectionRect.Bottom = _coordSelectionAnchor.Y;
ShowSelection();
}
else
{
// scroll if necessary to make cursor visible.
screenInfo.MakeCursorVisible(coordBufferPos, false);
}
// remember previous selection rect
SMALL_RECT srNewSelection = _srSelectionRect;
// update selection rect
// this adjusts the rectangle dimensions based on which way the move was requested
// in respect to the original selection position (the anchor)
if (coordBufferPos.X <= _coordSelectionAnchor.X)
{
srNewSelection.Left = coordBufferPos.X;
srNewSelection.Right = _coordSelectionAnchor.X;
}
else if (coordBufferPos.X > _coordSelectionAnchor.X)
{
srNewSelection.Right = coordBufferPos.X;
srNewSelection.Left = _coordSelectionAnchor.X;
}
if (coordBufferPos.Y <= _coordSelectionAnchor.Y)
{
srNewSelection.Top = coordBufferPos.Y;
srNewSelection.Bottom = _coordSelectionAnchor.Y;
}
else if (coordBufferPos.Y > _coordSelectionAnchor.Y)
{
srNewSelection.Bottom = coordBufferPos.Y;
srNewSelection.Top = _coordSelectionAnchor.Y;
}
// This function is called on WM_MOUSEMOVE.
// Prevent triggering an invalidation just because the mouse moved
// in the same cell without changing the actual (visible) selection.
if (_srSelectionRect == srNewSelection)
{
return;
}
// call special update method to modify the displayed selection in-place
// NOTE: Using HideSelection, editing the rectangle, then ShowSelection will cause flicker.
//_PaintUpdateSelection(&srNewSelection);
_srSelectionRect = srNewSelection;
_PaintSelection();
// Fire off an event to let accessibility apps know the selection has changed.
auto pNotifier = ServiceLocator::LocateAccessibilityNotifier();
if (pNotifier)
{
pNotifier->NotifyConsoleCaretEvent(IAccessibilityNotifier::ConsoleCaretEventFlags::CaretSelection, PACKCOORD(coordBufferPos));
}
LOG_IF_FAILED(ServiceLocator::LocateConsoleWindow()->SignalUia(UIA_Text_TextSelectionChangedEventId));
}
// Routine Description:
// - Cancels any mouse selection state to return to normal mode.
// Arguments:
// - <none> (Uses global state)
// Return Value:
// - <none>
void Selection::_CancelMouseSelection()
{
CONSOLE_INFORMATION& gci = ServiceLocator::LocateGlobals().getConsoleInformation();
SCREEN_INFORMATION& ScreenInfo = gci.GetActiveOutputBuffer();
// invert old select rect. if we're selecting by mouse, we
// always have a selection rect.
HideSelection();
// turn off selection flag
_SetSelectingState(false);
IConsoleWindow* const pWindow = ServiceLocator::LocateConsoleWindow();
if (pWindow != nullptr)
{
pWindow->UpdateWindowText();
}
// Mark the cursor position as changed so we'll fire off a win event.
ScreenInfo.GetTextBuffer().GetCursor().SetHasMoved(true);
}
// Routine Description:
// - Cancels any mark mode selection state to return to normal mode.
// Arguments:
// - <none>
// Return Value:
// - <none>
void Selection::_CancelMarkSelection()
{
CONSOLE_INFORMATION& gci = ServiceLocator::LocateGlobals().getConsoleInformation();
SCREEN_INFORMATION& ScreenInfo = gci.GetActiveOutputBuffer();
// Hide existing selection, if we have one.
if (IsAreaSelected())
{
HideSelection();
}
// Turn off selection flag.
_SetSelectingState(false);
IConsoleWindow* const pWindow = ServiceLocator::LocateConsoleWindow();
if (pWindow != nullptr)
{
pWindow->UpdateWindowText();
}
// restore text cursor
_RestoreDataToCursor(ScreenInfo.GetTextBuffer().GetCursor());
}
// Routine Description:
// - If a selection exists, clears it and restores the state.
// Will also unblock a blocked write if one exists.
// Arguments:
// - <none> (Uses global state)
// Return Value:
// - <none>
void Selection::ClearSelection()
{
ClearSelection(false);
}
// Routine Description:
// - If a selection exists, clears it and restores the state.
// - Will only unblock a write if not starting a new selection.
// Arguments:
// - fStartingNewSelection - If we're going to start another selection right away, we'll keep the write blocked.
// Return Value:
// - <none>
void Selection::ClearSelection(const bool fStartingNewSelection)
{
if (IsInSelectingState())
{
if (IsMouseInitiatedSelection())
{
_CancelMouseSelection();
}
else
{
_CancelMarkSelection();
}
LOG_IF_FAILED(ServiceLocator::LocateConsoleWindow()->SignalUia(UIA_Text_TextSelectionChangedEventId));
_dwSelectionFlags = 0;
// If we were using alternate selection, cancel it here before starting a new area.
_fUseAlternateSelection = false;
// Only unblock if we're not immediately starting a new selection. Otherwise stay blocked.
if (!fStartingNewSelection)
{
UnblockWriteConsole(CONSOLE_SELECTING);
}
}
}
// Routine Description:
// - Colors all text in the given rectangle with the color attribute provided.
// - This does not validate whether there is a valid selection right now or not.
// It is assumed to already be in a proper selecting state and the given rectangle should be highlighted with the given color unconditionally.
// Arguments:
// - psrRect - Rectangular area to fill with color
// - attr - The color attributes to apply
void Selection::ColorSelection(const SMALL_RECT& srRect, const TextAttribute attr)
{
CONSOLE_INFORMATION& gci = ServiceLocator::LocateGlobals().getConsoleInformation();
// Read selection rectangle, assumed already clipped to buffer.
SCREEN_INFORMATION& screenInfo = gci.GetActiveOutputBuffer();
COORD coordTargetSize;
coordTargetSize.X = CalcWindowSizeX(srRect);
coordTargetSize.Y = CalcWindowSizeY(srRect);
COORD coordTarget;
coordTarget.X = srRect.Left;
coordTarget.Y = srRect.Top;
// Now color the selection a line at a time.
for (; (coordTarget.Y < srRect.Top + coordTargetSize.Y); ++coordTarget.Y)
{
const size_t cchWrite = gsl::narrow<size_t>(coordTargetSize.X);
try
{
screenInfo.Write(OutputCellIterator(attr, cchWrite), coordTarget);
}
CATCH_LOG();
}
}
// Routine Description:
// - Given two points in the buffer space, color the selection between the two with the given attribute.
// - This will create an internal selection rectangle covering the two points, assume a line selection,
// and use the first point as the anchor for the selection (as if the mouse click started at that point)
// Arguments:
// - coordSelectionStart - Anchor point (start of selection) for the region to be colored
// - coordSelectionEnd - Other point referencing the rectangle inscribing the selection area
// - attr - Color to apply to region.
void Selection::ColorSelection(const COORD coordSelectionStart, const COORD coordSelectionEnd, const TextAttribute attr)
{
// Extract row-by-row selection rectangles for the selection area.
try
{
const auto& gci = ServiceLocator::LocateGlobals().getConsoleInformation();
const auto& screenInfo = gci.GetActiveOutputBuffer();
const auto rectangles = screenInfo.GetTextBuffer().GetTextRects(coordSelectionStart, coordSelectionEnd, false, true);
for (const auto& rect : rectangles)
{
ColorSelection(rect, attr);
}
}
CATCH_LOG();
}
// Routine Description:
// - Enters mark mode selection. Prepares the cursor to move around to select a region and sets up state variables.
// Arguments:
// - <none>
// Return Value:
// - <none>
void Selection::InitializeMarkSelection()
{
CONSOLE_INFORMATION& gci = ServiceLocator::LocateGlobals().getConsoleInformation();
// clear any existing selection.
ClearSelection(true);
Scrolling::s_ClearScroll();
// set flags
_SetSelectingState(true);
_dwSelectionFlags = 0;
// save old cursor position and make console cursor into selection cursor.
SCREEN_INFORMATION& screenInfo = gci.GetActiveOutputBuffer();
const auto& cursor = screenInfo.GetTextBuffer().GetCursor();
_SaveCursorData(cursor);
screenInfo.SetCursorInformation(100, TRUE);
const COORD coordPosition = cursor.GetPosition();
LOG_IF_FAILED(screenInfo.SetCursorPosition(coordPosition, true));
// set the cursor position as the anchor position
// it will get updated as the cursor moves for mark mode,
// but it serves to prepare us for the inevitable start of the selection with Shift+Arrow Key
_coordSelectionAnchor = coordPosition;
// set frame title text
IConsoleWindow* const pWindow = ServiceLocator::LocateConsoleWindow();
if (pWindow != nullptr)
{
pWindow->UpdateWindowText();
LOG_IF_FAILED(pWindow->SignalUia(UIA_Text_TextSelectionChangedEventId));
}
}
// Routine Description:
// - Resets the current selection and selects a new region from the start to end coordinates
// Arguments:
// - coordStart - Position to start selection area from
// - coordEnd - Position to select up to
// Return Value:
// - <none>
void Selection::SelectNewRegion(const COORD coordStart, const COORD coordEnd)
{
// clear existing selection if applicable
ClearSelection();
// initialize selection
InitializeMouseSelection(coordStart);
ShowSelection();
// extend selection
ExtendSelection(coordEnd);
}
// Routine Description:
// - Creates a new selection region of "all" available text.
// The meaning of "all" can vary. If we have input text, then "all" is just the input text.
// If we have no input text, "all" is the entire valid screen buffer (output text and the prompt)
// Arguments:
// - <none> (Uses global state)
// Return Value:
// - <none>
void Selection::SelectAll()
{
CONSOLE_INFORMATION& gci = ServiceLocator::LocateGlobals().getConsoleInformation();
// save the old window position
SCREEN_INFORMATION& screenInfo = gci.GetActiveOutputBuffer();
COORD coordWindowOrigin = screenInfo.GetViewport().Origin();
// Get existing selection rectangle parameters
const bool fOldSelectionExisted = IsAreaSelected();
const SMALL_RECT srOldSelection = _srSelectionRect;
const COORD coordOldAnchor = _coordSelectionAnchor;
// Attempt to get the boundaries of the current input line.
COORD coordInputStart;
COORD coordInputEnd;
const bool fHasInputArea = s_GetInputLineBoundaries(&coordInputStart, &coordInputEnd);
// These variables will be used to specify the new selection area when we're done
COORD coordNewSelStart;
COORD coordNewSelEnd;
// Now evaluate conditions and attempt to assign a new selection area.
if (!fHasInputArea)
{
// If there's no input area, just select the entire valid text region.
GetValidAreaBoundaries(&coordNewSelStart, &coordNewSelEnd);
}
else
{
if (!fOldSelectionExisted)
{
// Temporary workaround until MSFT: 614579 is completed.
const auto bufferSize = screenInfo.GetBufferSize();
COORD coordOneAfterEnd = coordInputEnd;
bufferSize.IncrementInBounds(coordOneAfterEnd);
if (s_IsWithinBoundaries(screenInfo.GetTextBuffer().GetCursor().GetPosition(), coordInputStart, coordInputEnd))
{
// If there was no previous selection and the cursor is within the input line, select the input line only
coordNewSelStart = coordInputStart;
coordNewSelEnd = coordInputEnd;
}
else if (s_IsWithinBoundaries(screenInfo.GetTextBuffer().GetCursor().GetPosition(), coordOneAfterEnd, coordOneAfterEnd))
{
// Temporary workaround until MSFT: 614579 is completed.
// Select only the input line if the cursor is one after the final position of the input line.
coordNewSelStart = coordInputStart;
coordNewSelEnd = coordInputEnd;
}
else
{
// otherwise if the cursor is elsewhere, select everything
GetValidAreaBoundaries(&coordNewSelStart, &coordNewSelEnd);
}
}
else
{
// This is the complex case. We had an existing selection and we have an input area.
// To figure this out, we need the anchor (the point where the selection starts) and its opposite corner
COORD coordOldAnchorOpposite = Utils::s_GetOppositeCorner(srOldSelection, coordOldAnchor);
// Check if both anchor and opposite corner fall within the input line
const bool fIsOldSelWithinInput =
s_IsWithinBoundaries(coordOldAnchor, coordInputStart, coordInputEnd) &&
s_IsWithinBoundaries(coordOldAnchorOpposite, coordInputStart, coordInputEnd);
// Check if both anchor and opposite corner are exactly the bounds of the input line
const bool fAllInputSelected =
((Utils::s_CompareCoords(coordInputStart, coordOldAnchor) == 0 && Utils::s_CompareCoords(coordInputEnd, coordOldAnchorOpposite) == 0) ||
(Utils::s_CompareCoords(coordInputStart, coordOldAnchorOpposite) == 0 && Utils::s_CompareCoords(coordInputEnd, coordOldAnchor) == 0));
if (fIsOldSelWithinInput && !fAllInputSelected)
{
// If it's within the input area and the whole input is not selected, then select just the input
coordNewSelStart = coordInputStart;
coordNewSelEnd = coordInputEnd;
}
else
{
// Otherwise just select the whole valid area
GetValidAreaBoundaries(&coordNewSelStart, &coordNewSelEnd);
}
}
}
// If we're in box selection, adjust end coordinate to end of line and start coordinate to start of line
// or it won't be selecting all the text.
if (!IsLineSelection())
{
coordNewSelStart.X = 0;
coordNewSelEnd.X = screenInfo.GetBufferSize().RightInclusive();
}
SelectNewRegion(coordNewSelStart, coordNewSelEnd);
// restore the old window position
LOG_IF_FAILED(screenInfo.SetViewportOrigin(true, coordWindowOrigin, true));
}