1c6aa4d109
## Summary of the Pull Request Move `ICoreSettings` and `IControlSettings` from the TerminalSettings project to the TerminalCore and TerminalControl projects respectively. Also entirely removes the TerminalSettings project. The purpose of these interfaces is unchanged. `ICoreSettings` is used to instantiate a terminal. `IControlSettings` (which requires an `ICoreSettings`) is used to instantiate a UWP terminal control. ## References Closes #7140 Related Epic: #885 Related Spec: #6904 ## PR Checklist * [X] Closes #7140 * [X] CLA signed * [X] Tests ~added~/passed (no additional tests necessary) * [X] ~Documentation updated~ * [X] ~Schema updated~ ## Detailed Description of the Pull Request / Additional comments A lot of the work here was having to deal with winmd files across all of these projects. The TerminalCore project now outputs a Microsoft.Terminal.TerminalControl.winmd. Some magic happens in TerminalControl.vcxproj to get this to work properly. ## Validation Steps Performed Deployed Windows Terminal and opened a few new tabs.
185 lines
7 KiB
C++
185 lines
7 KiB
C++
// Copyright (c) Microsoft Corporation.
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// Licensed under the MIT license.
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#include "pch.h"
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#include "Command.h"
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#include "Command.g.cpp"
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#include "Utils.h"
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#include "ActionAndArgs.h"
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#include "JsonUtils.h"
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#include <LibraryResources.h>
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using namespace winrt::TerminalApp;
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using namespace ::TerminalApp;
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static constexpr std::string_view NameKey{ "name" };
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static constexpr std::string_view IconPathKey{ "iconPath" };
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static constexpr std::string_view ActionKey{ "command" };
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static constexpr std::string_view ArgsKey{ "args" };
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namespace winrt::TerminalApp::implementation
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{
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// Function Description:
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// - attempt to get the name of this command from the provided json object.
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// * If the "name" property is a string, return that value.
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// * If the "name" property is an object, attempt to lookup the string
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// resource specified by the "key" property, to support localizable
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// command names.
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// Arguments:
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// - json: The Json::Value representing the command object we should get the name for.
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// Return Value:
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// - the empty string if we couldn't find a name, otherwise the command's name.
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static winrt::hstring _nameFromJson(const Json::Value& json)
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{
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if (const auto name{ json[JsonKey(NameKey)] })
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{
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if (name.isObject())
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{
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if (const auto resourceKey{ JsonUtils::GetValueForKey<std::optional<std::wstring>>(name, "key") })
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{
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if (HasLibraryResourceWithName(*resourceKey))
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{
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return GetLibraryResourceString(*resourceKey);
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}
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}
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}
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else if (name.isString())
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{
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return JsonUtils::GetValue<winrt::hstring>(name);
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}
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}
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return L"";
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}
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// Method Description:
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// - Get the name for the command specified in `json`. If there is no "name"
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// property in the provided json object, then instead generate a name for
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// the provided ActionAndArgs.
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// Arguments:
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// - json: json for the command to generate a name for.
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// - actionAndArgs: An ActionAndArgs object to use to generate a name for,
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// if the json object doesn't contain a "name".
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// Return Value:
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// - The "name" from the json, or the generated name from ActionAndArgs::GenerateName
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static winrt::hstring _nameFromJsonOrAction(const Json::Value& json,
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winrt::com_ptr<ActionAndArgs> actionAndArgs)
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{
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auto manualName = _nameFromJson(json);
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if (!manualName.empty())
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{
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return manualName;
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}
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if (!actionAndArgs)
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{
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return L"";
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}
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return actionAndArgs->GenerateName();
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}
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// Method Description:
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// - Deserialize a Command from the `json` object. The json object should
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// contain a "name" and "action", and optionally an "icon".
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// * "name": string|object - the name of the command to display in the
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// command palette. If this is an object, look for the "key" property,
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// and try to load the string from our resources instead.
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// * "action": string|object - A ShortcutAction, either as a name or as an
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// ActionAndArgs serialization. See ActionAndArgs::FromJson for details.
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// If this is null, we'll remove this command from the list of commands.
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// Arguments:
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// - json: the Json::Value to deserialize into a Command
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// - warnings: If there were any warnings during parsing, they'll be
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// appended to this vector.
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// Return Value:
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// - the newly constructed Command object.
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winrt::com_ptr<Command> Command::FromJson(const Json::Value& json,
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std::vector<::TerminalApp::SettingsLoadWarnings>& warnings)
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{
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auto result = winrt::make_self<Command>();
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// TODO GH#6644: iconPath not implemented quite yet. Can't seem to get
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// the binding quite right. Additionally, do we want it to be an image,
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// or a FontIcon? I've had difficulty binding either/or.
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if (const auto actionJson{ json[JsonKey(ActionKey)] })
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{
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auto actionAndArgs = ActionAndArgs::FromJson(actionJson, warnings);
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if (actionAndArgs)
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{
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result->_setAction(*actionAndArgs);
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}
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else
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{
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// Something like
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// { name: "foo", action: "unbound" }
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// will _remove_ the "foo" command, by returning null here.
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return nullptr;
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}
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result->_setName(_nameFromJsonOrAction(json, actionAndArgs));
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}
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else
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{
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// { name: "foo", action: null } will land in this case, which
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// should also be used for unbinding.
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return nullptr;
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}
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if (result->_Name.empty())
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{
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return nullptr;
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}
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return result;
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}
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// Function Description:
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// - Attempt to parse all the json objects in `json` into new Command
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// objects, and add them to the map of commands.
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// - If any parsed command has
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// the same Name as an existing command in commands, the new one will
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// layer on top of the existing one.
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// Arguments:
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// - commands: a map of Name->Command which new commands should be layered upon.
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// - json: A Json::Value containing an array of serialized commands
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// Return Value:
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// - A vector containing any warnings detected while parsing
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std::vector<::TerminalApp::SettingsLoadWarnings> Command::LayerJson(std::unordered_map<winrt::hstring, winrt::TerminalApp::Command>& commands,
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const Json::Value& json)
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{
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std::vector<::TerminalApp::SettingsLoadWarnings> warnings;
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for (const auto& value : json)
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{
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if (value.isObject())
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{
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try
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{
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auto result = Command::FromJson(value, warnings);
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if (result)
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{
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// Override commands with the same name
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commands.insert_or_assign(result->Name(), *result);
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}
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else
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{
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// If there wasn't a parsed command, then try to get the
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// name from the json blob. If that name currently
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// exists in our list of commands, we should remove it.
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const auto name = _nameFromJson(value);
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if (!name.empty())
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{
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commands.erase(name);
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}
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}
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}
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CATCH_LOG();
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}
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}
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return warnings;
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}
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}
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