terminal/src/terminal/parser/InputStateMachineEngine.cpp
2021-08-15 22:46:20 +02:00

1198 lines
46 KiB
C++

// Copyright (c) Microsoft Corporation.
// Licensed under the MIT license.
#include "precomp.h"
#include "stateMachine.hpp"
#include "InputStateMachineEngine.hpp"
#include "../../inc/unicode.hpp"
#include "ascii.hpp"
#ifdef BUILD_ONECORE_INTERACTIVITY
#include "../../interactivity/inc/VtApiRedirection.hpp"
#endif
using namespace Microsoft::Console::VirtualTerminal;
struct CsiToVkey
{
CsiActionCodes action;
short vkey;
};
static constexpr std::array<CsiToVkey, 10> s_csiMap = {
CsiToVkey{ CsiActionCodes::ArrowUp, VK_UP },
CsiToVkey{ CsiActionCodes::ArrowDown, VK_DOWN },
CsiToVkey{ CsiActionCodes::ArrowRight, VK_RIGHT },
CsiToVkey{ CsiActionCodes::ArrowLeft, VK_LEFT },
CsiToVkey{ CsiActionCodes::Home, VK_HOME },
CsiToVkey{ CsiActionCodes::End, VK_END },
CsiToVkey{ CsiActionCodes::CSI_F1, VK_F1 },
CsiToVkey{ CsiActionCodes::CSI_F2, VK_F2 },
CsiToVkey{ CsiActionCodes::CSI_F3, VK_F3 },
CsiToVkey{ CsiActionCodes::CSI_F4, VK_F4 }
};
static bool operator==(const CsiToVkey& pair, const VTID id) noexcept
{
return pair.action == id;
}
struct GenericToVkey
{
GenericKeyIdentifiers identifier;
short vkey;
};
static constexpr std::array<GenericToVkey, 14> s_genericMap = {
GenericToVkey{ GenericKeyIdentifiers::GenericHome, VK_HOME },
GenericToVkey{ GenericKeyIdentifiers::Insert, VK_INSERT },
GenericToVkey{ GenericKeyIdentifiers::Delete, VK_DELETE },
GenericToVkey{ GenericKeyIdentifiers::GenericEnd, VK_END },
GenericToVkey{ GenericKeyIdentifiers::Prior, VK_PRIOR },
GenericToVkey{ GenericKeyIdentifiers::Next, VK_NEXT },
GenericToVkey{ GenericKeyIdentifiers::F5, VK_F5 },
GenericToVkey{ GenericKeyIdentifiers::F6, VK_F6 },
GenericToVkey{ GenericKeyIdentifiers::F7, VK_F7 },
GenericToVkey{ GenericKeyIdentifiers::F8, VK_F8 },
GenericToVkey{ GenericKeyIdentifiers::F9, VK_F9 },
GenericToVkey{ GenericKeyIdentifiers::F10, VK_F10 },
GenericToVkey{ GenericKeyIdentifiers::F11, VK_F11 },
GenericToVkey{ GenericKeyIdentifiers::F12, VK_F12 },
};
static bool operator==(const GenericToVkey& pair, const GenericKeyIdentifiers identifier) noexcept
{
return pair.identifier == identifier;
}
struct Ss3ToVkey
{
Ss3ActionCodes action;
short vkey;
};
static constexpr std::array<Ss3ToVkey, 10> s_ss3Map = {
Ss3ToVkey{ Ss3ActionCodes::ArrowUp, VK_UP },
Ss3ToVkey{ Ss3ActionCodes::ArrowDown, VK_DOWN },
Ss3ToVkey{ Ss3ActionCodes::ArrowRight, VK_RIGHT },
Ss3ToVkey{ Ss3ActionCodes::ArrowLeft, VK_LEFT },
Ss3ToVkey{ Ss3ActionCodes::End, VK_END },
Ss3ToVkey{ Ss3ActionCodes::Home, VK_HOME },
Ss3ToVkey{ Ss3ActionCodes::SS3_F1, VK_F1 },
Ss3ToVkey{ Ss3ActionCodes::SS3_F2, VK_F2 },
Ss3ToVkey{ Ss3ActionCodes::SS3_F3, VK_F3 },
Ss3ToVkey{ Ss3ActionCodes::SS3_F4, VK_F4 },
};
static bool operator==(const Ss3ToVkey& pair, const Ss3ActionCodes code) noexcept
{
return pair.action == code;
}
InputStateMachineEngine::InputStateMachineEngine(std::unique_ptr<IInteractDispatch> pDispatch) :
InputStateMachineEngine(std::move(pDispatch), false)
{
}
InputStateMachineEngine::InputStateMachineEngine(std::unique_ptr<IInteractDispatch> pDispatch, const bool lookingForDSR) :
_pDispatch(std::move(pDispatch)),
_lookingForDSR(lookingForDSR),
_pfnFlushToInputQueue(nullptr),
_doubleClickTime(std::chrono::milliseconds(GetDoubleClickTime()))
{
THROW_HR_IF_NULL(E_INVALIDARG, _pDispatch.get());
}
// Method Description:
// - Triggers the Execute action to indicate that the listener should
// immediately respond to a C0 control character.
// Arguments:
// - wch - Character to dispatch.
// Return Value:
// - true iff we successfully dispatched the sequence.
bool InputStateMachineEngine::ActionExecute(const wchar_t wch)
{
return _DoControlCharacter(wch, false);
}
// Routine Description:
// - Writes a control character into the buffer. Think characters like tab, backspace, etc.
// Arguments:
// - wch - The character to write
// - writeAlt - Pass in the alt-state information here as it's not embedded
// Return Value:
// - True if successfully generated and written. False otherwise.
bool InputStateMachineEngine::_DoControlCharacter(const wchar_t wch, const bool writeAlt)
{
bool success = false;
if (wch == UNICODE_ETX && !writeAlt)
{
// This is Ctrl+C, which is handled specially by the host.
const auto [keyDown, keyUp] = KeyEvent::MakePair(1, 'C', 0, UNICODE_ETX, LEFT_CTRL_PRESSED);
success = _pDispatch->WriteCtrlKey(keyDown) && _pDispatch->WriteCtrlKey(keyUp);
}
else if (wch >= '\x0' && wch < '\x20')
{
// This is a C0 Control Character.
// This should be translated as Ctrl+(wch+x40)
wchar_t actualChar = wch;
bool writeCtrl = true;
short vkey = 0;
DWORD modifierState = 0;
switch (wch)
{
case L'\b':
// Process Ctrl+Bksp to delete whole words
actualChar = '\x7f';
success = _GenerateKeyFromChar(actualChar, vkey, modifierState);
modifierState = 0;
break;
case L'\r':
writeCtrl = false;
success = _GenerateKeyFromChar(wch, vkey, modifierState);
modifierState = 0;
break;
case L'\x1b':
// Translate escape as the ESC key, NOT C-[.
// This means that C-[ won't insert ^[ into the buffer anymore,
// which isn't the worst tradeoff.
vkey = VK_ESCAPE;
writeCtrl = false;
success = true;
break;
case L'\t':
writeCtrl = false;
success = _GenerateKeyFromChar(actualChar, vkey, modifierState);
break;
default:
success = _GenerateKeyFromChar(actualChar, vkey, modifierState);
break;
}
if (success)
{
if (writeCtrl)
{
WI_SetFlag(modifierState, LEFT_CTRL_PRESSED);
}
if (writeAlt)
{
WI_SetFlag(modifierState, LEFT_ALT_PRESSED);
}
success = _WriteSingleKey(actualChar, vkey, modifierState);
}
}
else if (wch == '\x7f')
{
// Note:
// The windows telnet expects to send x7f as DELETE, not backspace.
// However, the windows telnetd also wouldn't let you move the
// cursor back into the input line, so it wasn't possible to
// "delete" any input at all, only backspace.
// Because of this, we're treating x7f as backspace, like most
// terminals do.
success = _WriteSingleKey('\x8', VK_BACK, writeAlt ? LEFT_ALT_PRESSED : 0);
}
else
{
success = ActionPrint(wch);
}
return success;
}
// Routine Description:
// - Triggers the Execute action to indicate that the listener should
// immediately respond to a C0 control character.
// This is called from the Escape state in the state machine, indicating the
// immediately previous character was an 0x1b.
// We need to override this method to properly treat 0x1b + C0 strings as
// Ctrl+Alt+<char> input sequences.
// Arguments:
// - wch - Character to dispatch.
// Return Value:
// - true iff we successfully dispatched the sequence.
bool InputStateMachineEngine::ActionExecuteFromEscape(const wchar_t wch)
{
if (_pDispatch->IsVtInputEnabled() && _pfnFlushToInputQueue)
{
return _pfnFlushToInputQueue();
}
return _DoControlCharacter(wch, true);
}
// Method Description:
// - Triggers the Print action to indicate that the listener should render the
// character given.
// Arguments:
// - wch - Character to dispatch.
// Return Value:
// - true iff we successfully dispatched the sequence.
bool InputStateMachineEngine::ActionPrint(const wchar_t wch)
{
short vkey = 0;
DWORD modifierState = 0;
bool success = _GenerateKeyFromChar(wch, vkey, modifierState);
if (success)
{
success = _WriteSingleKey(wch, vkey, modifierState);
}
return success;
}
// Method Description:
// - Triggers the Print action to indicate that the listener should render the
// string of characters given.
// Arguments:
// - string - string to dispatch.
// Return Value:
// - true iff we successfully dispatched the sequence.
bool InputStateMachineEngine::ActionPrintString(const std::wstring_view string)
{
if (string.empty())
{
return true;
}
return _pDispatch->WriteString(string);
}
// Method Description:
// - Triggers the Print action to indicate that the listener should render the
// string of characters given.
// Arguments:
// - string - string to dispatch.
// Return Value:
// - true iff we successfully dispatched the sequence.
bool InputStateMachineEngine::ActionPassThroughString(const std::wstring_view string)
{
if (_pDispatch->IsVtInputEnabled())
{
// Synthesize string into key events that we'll write to the buffer
// similar to TerminalInput::_SendInputSequence
if (!string.empty())
{
try
{
std::deque<std::unique_ptr<IInputEvent>> inputEvents;
for (const auto& wch : string)
{
inputEvents.push_back(std::make_unique<KeyEvent>(true, 1ui16, 0ui16, 0ui16, wch, 0));
}
return _pDispatch->WriteInput(inputEvents);
}
catch (...)
{
LOG_HR(wil::ResultFromCaughtException());
}
}
}
return ActionPrintString(string);
}
// Method Description:
// - Triggers the EscDispatch action to indicate that the listener should handle
// a simple escape sequence. These sequences traditionally start with ESC
// and a simple letter. No complicated parameters.
// Arguments:
// - id - Identifier of the escape sequence to dispatch.
// Return Value:
// - true iff we successfully dispatched the sequence.
bool InputStateMachineEngine::ActionEscDispatch(const VTID id)
{
if (_pDispatch->IsVtInputEnabled() && _pfnFlushToInputQueue)
{
return _pfnFlushToInputQueue();
}
bool success = false;
// There are no intermediates, so the id is effectively the final char.
const wchar_t wch = gsl::narrow_cast<wchar_t>(id);
// 0x7f is DEL, which we treat effectively the same as a ctrl character.
if (wch == 0x7f)
{
success = _DoControlCharacter(wch, true);
}
else
{
DWORD modifierState = 0;
short vk = 0;
success = _GenerateKeyFromChar(wch, vk, modifierState);
if (success)
{
// Alt is definitely pressed in the esc+key case.
modifierState = WI_SetFlag(modifierState, LEFT_ALT_PRESSED);
success = _WriteSingleKey(wch, vk, modifierState);
}
}
return success;
}
// Method Description:
// - Triggers the Vt52EscDispatch action to indicate that the listener should handle
// a VT52 escape sequence. These sequences start with ESC and a single letter,
// sometimes followed by parameters.
// Arguments:
// - id - Identifier of the VT52 sequence to dispatch.
// - parameters - Set of parameters collected while parsing the sequence.
// Return Value:
// - true iff we successfully dispatched the sequence.
bool InputStateMachineEngine::ActionVt52EscDispatch(const VTID /*id*/, const VTParameters /*parameters*/) noexcept
{
// VT52 escape sequences are not used in the input state machine.
return false;
}
// Method Description:
// - Triggers the CsiDispatch action to indicate that the listener should handle
// a control sequence. These sequences perform various API-type commands
// that can include many parameters.
// Arguments:
// - id - Identifier of the control sequence to dispatch.
// - parameters - set of numeric parameters collected while parsing the sequence.
// Return Value:
// - true iff we successfully dispatched the sequence.
bool InputStateMachineEngine::ActionCsiDispatch(const VTID id, const VTParameters parameters)
{
// GH#4999 - If the client was in VT input mode, but we received a
// win32-input-mode sequence, then _don't_ passthrough the sequence to the
// client. It's impossibly unlikely that the client actually wanted
// win32-input-mode, and if they did, then we'll just translate the
// INPUT_RECORD back to the same sequence we say here later on, when the
// client reads it.
if (_pDispatch->IsVtInputEnabled() &&
_pfnFlushToInputQueue &&
id != CsiActionCodes::Win32KeyboardInput)
{
return _pfnFlushToInputQueue();
}
DWORD modifierState = 0;
short vkey = 0;
bool success = false;
switch (id)
{
case CsiActionCodes::MouseDown:
case CsiActionCodes::MouseUp:
{
DWORD buttonState = 0;
DWORD eventFlags = 0;
const size_t firstParameter = parameters.at(0).value_or(0);
const til::point uiPos{ parameters.at(1).value_or(0) - 1, parameters.at(2).value_or(0) - 1 };
modifierState = _GetSGRMouseModifierState(firstParameter);
success = _UpdateSGRMouseButtonState(id, firstParameter, buttonState, eventFlags, uiPos);
success = success && _WriteMouseEvent(uiPos, buttonState, modifierState, eventFlags);
break;
}
// case CsiActionCodes::DSR_DeviceStatusReportResponse:
case CsiActionCodes::CSI_F3:
// The F3 case is special - it shares a code with the DeviceStatusResponse.
// If we're looking for that response, then do that, and break out.
// Else, fall though to the _GetCursorKeysModifierState handler.
if (_lookingForDSR)
{
success = _pDispatch->MoveCursor(parameters.at(0), parameters.at(1));
// Right now we're only looking for on initial cursor
// position response. After that, only look for F3.
_lookingForDSR = false;
break;
}
[[fallthrough]];
case CsiActionCodes::ArrowUp:
case CsiActionCodes::ArrowDown:
case CsiActionCodes::ArrowRight:
case CsiActionCodes::ArrowLeft:
case CsiActionCodes::Home:
case CsiActionCodes::End:
case CsiActionCodes::CSI_F1:
case CsiActionCodes::CSI_F2:
case CsiActionCodes::CSI_F4:
success = _GetCursorKeysVkey(id, vkey);
modifierState = _GetCursorKeysModifierState(parameters, id);
success = success && _WriteSingleKey(vkey, modifierState);
break;
case CsiActionCodes::Generic:
success = _GetGenericVkey(parameters.at(0), vkey);
modifierState = _GetGenericKeysModifierState(parameters);
success = success && _WriteSingleKey(vkey, modifierState);
break;
case CsiActionCodes::CursorBackTab:
success = _WriteSingleKey(VK_TAB, SHIFT_PRESSED);
break;
case CsiActionCodes::DTTERM_WindowManipulation:
success = _pDispatch->WindowManipulation(parameters.at(0), parameters.at(1), parameters.at(2));
break;
case CsiActionCodes::Win32KeyboardInput:
{
// Use WriteCtrlKey here, even for keys that _aren't_ control keys,
// because that will take extra steps to make sure things like
// Ctrl+C, Ctrl+Break are handled correctly.
const auto key = _GenerateWin32Key(parameters);
success = _pDispatch->WriteCtrlKey(key);
break;
}
default:
success = false;
break;
}
return success;
}
// Routine Description:
// - Triggers the DcsDispatch action to indicate that the listener should handle
// a control sequence. Returns the handler function that is to be used to
// process the subsequent data string characters in the sequence.
// Arguments:
// - id - Identifier of the control sequence to dispatch.
// - parameters - set of numeric parameters collected while parsing the sequence.
// Return Value:
// - the data string handler function or nullptr if the sequence is not supported
IStateMachineEngine::StringHandler InputStateMachineEngine::ActionDcsDispatch(const VTID /*id*/, const VTParameters /*parameters*/) noexcept
{
// DCS escape sequences are not used in the input state machine.
return nullptr;
}
// Routine Description:
// - Triggers the Ss3Dispatch action to indicate that the listener should handle
// a control sequence. These sequences perform various API-type commands
// that can include many parameters.
// Arguments:
// - wch - Character to dispatch.
// - parameters - set of numeric parameters collected while parsing the sequence.
// Return Value:
// - true iff we successfully dispatched the sequence.
bool InputStateMachineEngine::ActionSs3Dispatch(const wchar_t wch, const VTParameters /*parameters*/)
{
if (_pDispatch->IsVtInputEnabled() && _pfnFlushToInputQueue)
{
return _pfnFlushToInputQueue();
}
// Ss3 sequence keys aren't modified.
// When F1-F4 *are* modified, they're sent as CSI sequences, not SS3's.
const DWORD modifierState = 0;
short vkey = 0;
bool success = _GetSs3KeysVkey(wch, vkey);
if (success)
{
success = _WriteSingleKey(vkey, modifierState);
}
return success;
}
// Method Description:
// - Triggers the Clear action to indicate that the state machine should erase
// all internal state.
// Arguments:
// - <none>
// Return Value:
// - true iff we successfully dispatched the sequence.
bool InputStateMachineEngine::ActionClear() noexcept
{
return true;
}
// Method Description:
// - Triggers the Ignore action to indicate that the state machine should eat
// this character and say nothing.
// Arguments:
// - <none>
// Return Value:
// - true iff we successfully dispatched the sequence.
bool InputStateMachineEngine::ActionIgnore() noexcept
{
return true;
}
// Method Description:
// - Triggers the OscDispatch action to indicate that the listener should handle a control sequence.
// These sequences perform various API-type commands that can include many parameters.
// Arguments:
// - wch - Character to dispatch. This will be a BEL or ST char.
// - parameter - identifier of the OSC action to perform
// - string - OSC string we've collected. NOT null terminated.
// Return Value:
// - true if we handled the dispatch.
bool InputStateMachineEngine::ActionOscDispatch(const wchar_t /*wch*/,
const size_t /*parameter*/,
const std::wstring_view /*string*/) noexcept
{
return false;
}
// Method Description:
// - Writes a sequence of keypresses to the buffer based on the wch,
// vkey and modifiers passed in. Will create both the appropriate key downs
// and ups for that key for writing to the input. Will also generate
// keypresses for pressing the modifier keys while typing that character.
// If rgInput isn't big enough, then it will stop writing when it's filled.
// Arguments:
// - wch - the character to write to the input callback.
// - vkey - the VKEY of the key to write to the input callback.
// - modifierState - the modifier state to write with the key.
// - input - the buffer of characters to write the keypresses to. Can write
// up to 8 records to this buffer.
// Return Value:
// - the number of records written, or 0 if the buffer wasn't big enough.
void InputStateMachineEngine::_GenerateWrappedSequence(const wchar_t wch,
const short vkey,
const DWORD modifierState,
std::vector<INPUT_RECORD>& input)
{
input.reserve(input.size() + 8);
// TODO: Reuse the clipboard functions for generating input for characters
// that aren't on the current keyboard.
// MSFT:13994942
const bool shift = WI_IsFlagSet(modifierState, SHIFT_PRESSED);
const bool ctrl = WI_IsFlagSet(modifierState, LEFT_CTRL_PRESSED);
const bool alt = WI_IsFlagSet(modifierState, LEFT_ALT_PRESSED);
INPUT_RECORD next{ 0 };
DWORD currentModifiers = 0;
if (shift)
{
WI_SetFlag(currentModifiers, SHIFT_PRESSED);
next.EventType = KEY_EVENT;
next.Event.KeyEvent.bKeyDown = TRUE;
next.Event.KeyEvent.dwControlKeyState = currentModifiers;
next.Event.KeyEvent.wRepeatCount = 1;
next.Event.KeyEvent.wVirtualKeyCode = VK_SHIFT;
next.Event.KeyEvent.wVirtualScanCode = gsl::narrow_cast<WORD>(MapVirtualKey(VK_SHIFT, MAPVK_VK_TO_VSC));
next.Event.KeyEvent.uChar.UnicodeChar = 0x0;
input.push_back(next);
}
if (alt)
{
WI_SetFlag(currentModifiers, LEFT_ALT_PRESSED);
next.EventType = KEY_EVENT;
next.Event.KeyEvent.bKeyDown = TRUE;
next.Event.KeyEvent.dwControlKeyState = currentModifiers;
next.Event.KeyEvent.wRepeatCount = 1;
next.Event.KeyEvent.wVirtualKeyCode = VK_MENU;
next.Event.KeyEvent.wVirtualScanCode = gsl::narrow_cast<WORD>(MapVirtualKey(VK_MENU, MAPVK_VK_TO_VSC));
next.Event.KeyEvent.uChar.UnicodeChar = 0x0;
input.push_back(next);
}
if (ctrl)
{
WI_SetFlag(currentModifiers, LEFT_CTRL_PRESSED);
next.EventType = KEY_EVENT;
next.Event.KeyEvent.bKeyDown = TRUE;
next.Event.KeyEvent.dwControlKeyState = currentModifiers;
next.Event.KeyEvent.wRepeatCount = 1;
next.Event.KeyEvent.wVirtualKeyCode = VK_CONTROL;
next.Event.KeyEvent.wVirtualScanCode = gsl::narrow_cast<WORD>(MapVirtualKey(VK_CONTROL, MAPVK_VK_TO_VSC));
next.Event.KeyEvent.uChar.UnicodeChar = 0x0;
input.push_back(next);
}
// Use modifierState instead of currentModifiers here.
// This allows other modifiers like ENHANCED_KEY to get
// through on the KeyPress.
_GetSingleKeypress(wch, vkey, modifierState, input);
if (ctrl)
{
WI_ClearFlag(currentModifiers, LEFT_CTRL_PRESSED);
next.EventType = KEY_EVENT;
next.Event.KeyEvent.bKeyDown = FALSE;
next.Event.KeyEvent.dwControlKeyState = currentModifiers;
next.Event.KeyEvent.wRepeatCount = 1;
next.Event.KeyEvent.wVirtualKeyCode = VK_CONTROL;
next.Event.KeyEvent.wVirtualScanCode = gsl::narrow_cast<WORD>(MapVirtualKey(VK_CONTROL, MAPVK_VK_TO_VSC));
next.Event.KeyEvent.uChar.UnicodeChar = 0x0;
input.push_back(next);
}
if (alt)
{
WI_ClearFlag(currentModifiers, LEFT_ALT_PRESSED);
next.EventType = KEY_EVENT;
next.Event.KeyEvent.bKeyDown = FALSE;
next.Event.KeyEvent.dwControlKeyState = currentModifiers;
next.Event.KeyEvent.wRepeatCount = 1;
next.Event.KeyEvent.wVirtualKeyCode = VK_MENU;
next.Event.KeyEvent.wVirtualScanCode = gsl::narrow_cast<WORD>(MapVirtualKey(VK_MENU, MAPVK_VK_TO_VSC));
next.Event.KeyEvent.uChar.UnicodeChar = 0x0;
input.push_back(next);
}
if (shift)
{
WI_ClearFlag(currentModifiers, SHIFT_PRESSED);
next.EventType = KEY_EVENT;
next.Event.KeyEvent.bKeyDown = FALSE;
next.Event.KeyEvent.dwControlKeyState = currentModifiers;
next.Event.KeyEvent.wRepeatCount = 1;
next.Event.KeyEvent.wVirtualKeyCode = VK_SHIFT;
next.Event.KeyEvent.wVirtualScanCode = gsl::narrow_cast<WORD>(MapVirtualKey(VK_SHIFT, MAPVK_VK_TO_VSC));
next.Event.KeyEvent.uChar.UnicodeChar = 0x0;
input.push_back(next);
}
}
// Method Description:
// - Writes a single character keypress to the input buffer. This writes both
// the keydown and keyup events.
// Arguments:
// - wch - the character to write to the buffer.
// - vkey - the VKEY of the key to write to the buffer.
// - modifierState - the modifier state to write with the key.
// - input - the buffer of characters to write the keypress to. Will always
// write to the first two positions in the buffer.
// Return Value:
// - the number of input records written.
void InputStateMachineEngine::_GetSingleKeypress(const wchar_t wch,
const short vkey,
const DWORD modifierState,
std::vector<INPUT_RECORD>& input)
{
input.reserve(input.size() + 2);
INPUT_RECORD rec;
rec.EventType = KEY_EVENT;
rec.Event.KeyEvent.bKeyDown = TRUE;
rec.Event.KeyEvent.dwControlKeyState = modifierState;
rec.Event.KeyEvent.wRepeatCount = 1;
rec.Event.KeyEvent.wVirtualKeyCode = vkey;
rec.Event.KeyEvent.wVirtualScanCode = gsl::narrow_cast<WORD>(MapVirtualKey(vkey, MAPVK_VK_TO_VSC));
rec.Event.KeyEvent.uChar.UnicodeChar = wch;
input.push_back(rec);
rec.Event.KeyEvent.bKeyDown = FALSE;
input.push_back(rec);
}
// Method Description:
// - Writes a sequence of keypresses to the input callback based on the wch,
// vkey and modifiers passed in. Will create both the appropriate key downs
// and ups for that key for writing to the input. Will also generate
// keypresses for pressing the modifier keys while typing that character.
// Arguments:
// - wch - the character to write to the input callback.
// - vkey - the VKEY of the key to write to the input callback.
// - modifierState - the modifier state to write with the key.
// Return Value:
// - true iff we successfully wrote the keypress to the input callback.
bool InputStateMachineEngine::_WriteSingleKey(const wchar_t wch, const short vkey, const DWORD modifierState)
{
// At most 8 records - 2 for each of shift,ctrl,alt up and down, and 2 for the actual key up and down.
std::vector<INPUT_RECORD> input;
_GenerateWrappedSequence(wch, vkey, modifierState, input);
std::deque<std::unique_ptr<IInputEvent>> inputEvents = IInputEvent::Create(gsl::make_span(input));
return _pDispatch->WriteInput(inputEvents);
}
// Method Description:
// - Helper for writing a single key to the input when you only know the vkey.
// Will automatically get the wchar_t associated with that vkey.
// Arguments:
// - vkey - the VKEY of the key to write to the input callback.
// - modifierState - the modifier state to write with the key.
// Return Value:
// - true iff we successfully wrote the keypress to the input callback.
bool InputStateMachineEngine::_WriteSingleKey(const short vkey, const DWORD modifierState)
{
const wchar_t wch = gsl::narrow_cast<wchar_t>(MapVirtualKey(vkey, MAPVK_VK_TO_CHAR));
return _WriteSingleKey(wch, vkey, modifierState);
}
// Method Description:
// - Writes a Mouse Event Record to the input callback based on the state of the mouse.
// Arguments:
// - column - the X/Column position on the viewport (0 = left-most)
// - line - the Y/Line/Row position on the viewport (0 = top-most)
// - buttonState - the mouse buttons that are being modified
// - modifierState - the modifier state to write mouse record.
// - eventFlags - the type of mouse event to write to the mouse record.
// Return Value:
// - true iff we successfully wrote the keypress to the input callback.
bool InputStateMachineEngine::_WriteMouseEvent(const til::point uiPos, const DWORD buttonState, const DWORD controlKeyState, const DWORD eventFlags)
{
INPUT_RECORD rgInput;
rgInput.EventType = MOUSE_EVENT;
rgInput.Event.MouseEvent.dwMousePosition = uiPos;
rgInput.Event.MouseEvent.dwButtonState = buttonState;
rgInput.Event.MouseEvent.dwControlKeyState = controlKeyState;
rgInput.Event.MouseEvent.dwEventFlags = eventFlags;
// pack and write input record
// 1 record - the modifiers don't get their own events
std::deque<std::unique_ptr<IInputEvent>> inputEvents = IInputEvent::Create(gsl::make_span(&rgInput, 1));
return _pDispatch->WriteInput(inputEvents);
}
// Method Description:
// - Retrieves the modifier state from a set of parameters for a cursor keys
// sequence. This is for Arrow keys, Home, End, etc.
// Arguments:
// - parameters - the set of parameters to get the modifier state from.
// - id - the identifier for the sequence we're operating on.
// Return Value:
// - the INPUT_RECORD compatible modifier state.
DWORD InputStateMachineEngine::_GetCursorKeysModifierState(const VTParameters parameters, const VTID id) noexcept
{
DWORD modifiers = _GetModifier(parameters.at(1));
// Enhanced Keys (from https://docs.microsoft.com/en-us/windows/console/key-event-record-str):
// Enhanced keys for the IBM 101- and 102-key keyboards are the INS, DEL,
// HOME, END, PAGE UP, PAGE DOWN, and direction keys in the clusters to the left
// of the keypad; and the divide (/) and ENTER keys in the keypad.
// This snippet detects the direction keys + HOME + END
// actionCode should be one of the above, so just make sure it's not a CSI_F# code
if (id < CsiActionCodes::CSI_F1 || id > CsiActionCodes::CSI_F4)
{
WI_SetFlag(modifiers, ENHANCED_KEY);
}
return modifiers;
}
// Method Description:
// - Retrieves the modifier state from a set of parameters for a "Generic"
// keypress - one who's sequence is terminated with a '~'.
// Arguments:
// - parameters - the set of parameters to get the modifier state from.
// Return Value:
// - the INPUT_RECORD compatible modifier state.
DWORD InputStateMachineEngine::_GetGenericKeysModifierState(const VTParameters parameters) noexcept
{
DWORD modifiers = _GetModifier(parameters.at(1));
// Enhanced Keys (from https://docs.microsoft.com/en-us/windows/console/key-event-record-str):
// Enhanced keys for the IBM 101- and 102-key keyboards are the INS, DEL,
// HOME, END, PAGE UP, PAGE DOWN, and direction keys in the clusters to the left
// of the keypad; and the divide (/) and ENTER keys in the keypad.
// This snippet detects the non-direction keys
const GenericKeyIdentifiers identifier = parameters.at(0);
if (identifier <= GenericKeyIdentifiers::Next)
{
modifiers = WI_SetFlag(modifiers, ENHANCED_KEY);
}
return modifiers;
}
// Method Description:
// - Retrieves the modifier state from the first parameter of an SGR
// Mouse Sequence - one who's sequence is terminated with an 'M' or 'm'.
// Arguments:
// - modifierParam - the first parameter to get the modifier state from.
// Return Value:
// - the INPUT_RECORD compatible modifier state.
DWORD InputStateMachineEngine::_GetSGRMouseModifierState(const size_t modifierParam) noexcept
{
DWORD modifiers = 0;
// The first parameter of mouse events is encoded as the following two bytes:
// BBDM'MMBB
// Where each of the bits mean the following
// BB__'__BB - which button was pressed/released
// MMM - Control, Alt, Shift state (respectively)
// D - flag signifying a drag event
// This retrieves the modifier state from bits [5..3] ('M' above)
WI_SetFlagIf(modifiers, SHIFT_PRESSED, WI_IsFlagSet(modifierParam, CsiMouseModifierCodes::Shift));
WI_SetFlagIf(modifiers, LEFT_ALT_PRESSED, WI_IsFlagSet(modifierParam, CsiMouseModifierCodes::Meta));
WI_SetFlagIf(modifiers, LEFT_CTRL_PRESSED, WI_IsFlagSet(modifierParam, CsiMouseModifierCodes::Ctrl));
return modifiers;
}
// Method Description:
// - Converts a VT encoded modifier param into a INPUT_RECORD compatible one.
// Arguments:
// - modifierParam - the VT modifier value to convert
// Return Value:
// - The equivalent INPUT_RECORD modifier value.
DWORD InputStateMachineEngine::_GetModifier(const size_t modifierParam) noexcept
{
// VT Modifiers are 1+(modifier flags)
const auto vtParam = modifierParam - 1;
DWORD modifierState = 0;
WI_SetFlagIf(modifierState, ENHANCED_KEY, modifierParam > 0);
WI_SetFlagIf(modifierState, SHIFT_PRESSED, WI_IsFlagSet(vtParam, VT_SHIFT));
WI_SetFlagIf(modifierState, LEFT_ALT_PRESSED, WI_IsFlagSet(vtParam, VT_ALT));
WI_SetFlagIf(modifierState, LEFT_CTRL_PRESSED, WI_IsFlagSet(vtParam, VT_CTRL));
return modifierState;
}
// Method Description:
// - Synthesize the button state for the Mouse Input Record from an SGR VT Sequence
// - Here, we refer to and maintain the global state of our mouse.
// - Mouse wheel events are added at the end to keep them out of the global state
// Arguments:
// - id: the sequence identifier representing whether the button was pressed or released
// - sgrEncoding: the first parameter, encoding the button and drag state
// - buttonState: Receives the button state for the record
// - eventFlags: Receives the special mouse events for the record
// Return Value:
// true iff we were able to synthesize buttonState
bool InputStateMachineEngine::_UpdateSGRMouseButtonState(const VTID id,
const size_t sgrEncoding,
DWORD& buttonState,
DWORD& eventFlags,
const til::point uiPos)
{
// Starting with the state from the last mouse event we received
buttonState = _mouseButtonState;
eventFlags = 0;
// The first parameter of mouse events is encoded as the following two bytes:
// BBDM'MMBB
// Where each of the bits mean the following
// BB__'__BB - which button was pressed/released
// MMM - Control, Alt, Shift state (respectively)
// D - flag signifying a drag event
// This retrieves the 2 MSBs and concatenates them to the 2 LSBs to create BBBB in binary
// This represents which button had a change in state
const auto buttonID = (sgrEncoding & 0x3) | ((sgrEncoding & 0xC0) >> 4);
const auto currentTime = std::chrono::steady_clock::now();
// Step 1: Translate which button was affected
// NOTE: if scrolled, having buttonFlag = 0 means
// we don't actually update the buttonState
DWORD buttonFlag = 0;
switch (buttonID)
{
case CsiMouseButtonCodes::Left:
buttonFlag = FROM_LEFT_1ST_BUTTON_PRESSED;
break;
case CsiMouseButtonCodes::Right:
buttonFlag = RIGHTMOST_BUTTON_PRESSED;
break;
case CsiMouseButtonCodes::Middle:
buttonFlag = FROM_LEFT_2ND_BUTTON_PRESSED;
break;
case CsiMouseButtonCodes::ScrollBack:
{
// set high word to proper scroll direction
// scroll intensity is assumed to be constant value
buttonState |= SCROLL_DELTA_BACKWARD;
eventFlags |= MOUSE_WHEELED;
break;
}
case CsiMouseButtonCodes::ScrollForward:
{
// set high word to proper scroll direction
// scroll intensity is assumed to be constant value
buttonState |= SCROLL_DELTA_FORWARD;
eventFlags |= MOUSE_WHEELED;
break;
}
case CsiMouseButtonCodes::Released:
// hover event, we still want to send these but we don't
// need to do anything special here, so just break
break;
default:
// no detectable buttonID, so we can't update the state
return false;
}
// Step 2: Decide whether to set or clear that button's bit
// NOTE: WI_SetFlag/WI_ClearFlag can't be used here because buttonFlag would have to be a compile-time constant
switch (id)
{
case CsiActionCodes::MouseDown:
// set flag
// NOTE: scroll events have buttonFlag = 0
// so this intentionally does nothing
buttonState |= buttonFlag;
// Check if this mouse down is a double click
// and also update our trackers for last clicked position, time and button
if (_lastMouseClickPos && _lastMouseClickTime && _lastMouseClickButton &&
uiPos == _lastMouseClickPos &&
(currentTime - _lastMouseClickTime.value()) < _doubleClickTime &&
buttonID == _lastMouseClickButton)
{
// This was a double click, set the flag and reset our trackers
// for last clicked position, time and button (this is so we don't send
// another double click on a third click)
eventFlags |= DOUBLE_CLICK;
_lastMouseClickPos.reset();
_lastMouseClickTime.reset();
_lastMouseClickButton.reset();
}
else if (buttonID == CsiMouseButtonCodes::Left ||
buttonID == CsiMouseButtonCodes::Right ||
buttonID == CsiMouseButtonCodes::Middle)
{
// This was a single click, update our trackers for last
// clicked position and time
_lastMouseClickPos = uiPos;
_lastMouseClickTime = currentTime;
_lastMouseClickButton = buttonID;
}
break;
case CsiActionCodes::MouseUp:
// clear flag
buttonState &= (~buttonFlag);
break;
default:
// no detectable change of state, so we can't update the state
return false;
}
// Step 3: check if mouse moved
if (WI_IsFlagSet(sgrEncoding, CsiMouseModifierCodes::Drag))
{
eventFlags |= MOUSE_MOVED;
}
// Step 4: update internal state before returning, even if we couldn't fully understand this
// only take LOWORD here because HIWORD is reserved for mouse wheel delta and release events for the wheel buttons are not reported
_mouseButtonState = LOWORD(buttonState);
return true;
}
// Method Description:
// - Gets the Vkey form the generic keys table associated with a particular
// identifier code.
// Arguments:
// - identifier: the identifier of the key we're looking for.
// - vkey: Receives the vkey
// Return Value:
// true iff we found the key
bool InputStateMachineEngine::_GetGenericVkey(const GenericKeyIdentifiers identifier, short& vkey) const
{
vkey = 0;
const auto mapping = std::find(s_genericMap.cbegin(), s_genericMap.cend(), identifier);
if (mapping != s_genericMap.end())
{
vkey = mapping->vkey;
return true;
}
return false;
}
// Method Description:
// - Gets the Vkey from the CSI codes table associated with a particular character.
// Arguments:
// - id: the sequence identifier to get the mapped vkey of.
// - vkey: Receives the vkey
// Return Value:
// true iff we found the key
bool InputStateMachineEngine::_GetCursorKeysVkey(const VTID id, short& vkey) const
{
vkey = 0;
const auto mapping = std::find(s_csiMap.cbegin(), s_csiMap.cend(), id);
if (mapping != s_csiMap.end())
{
vkey = mapping->vkey;
return true;
}
return false;
}
// Method Description:
// - Gets the Vkey from the SS3 codes table associated with a particular character.
// Arguments:
// - wch: the wchar_t to get the mapped vkey of.
// - pVkey: Receives the vkey
// Return Value:
// true iff we found the key
bool InputStateMachineEngine::_GetSs3KeysVkey(const wchar_t wch, short& vkey) const
{
vkey = 0;
const auto mapping = std::find(s_ss3Map.cbegin(), s_ss3Map.cend(), (Ss3ActionCodes)wch);
if (mapping != s_ss3Map.end())
{
vkey = mapping->vkey;
return true;
}
return false;
}
// Method Description:
// - Gets the Vkey and modifier state that's associated with a particular char.
// Arguments:
// - wch: the wchar_t to get the vkey and modifier state of.
// - vkey: Receives the vkey
// - modifierState: Receives the modifier state
// Return Value:
// <none>
bool InputStateMachineEngine::_GenerateKeyFromChar(const wchar_t wch,
short& vkey,
DWORD& modifierState) noexcept
{
// Low order byte is key, high order is modifiers
const short keyscan = VkKeyScanW(wch);
short key = LOBYTE(keyscan);
const short keyscanModifiers = HIBYTE(keyscan);
if (key == -1 && keyscanModifiers == -1)
{
return false;
}
// Because of course, these are not the same flags.
short modifierFlags = 0 |
(WI_IsFlagSet(keyscanModifiers, KEYSCAN_SHIFT) ? SHIFT_PRESSED : 0) |
(WI_IsFlagSet(keyscanModifiers, KEYSCAN_CTRL) ? LEFT_CTRL_PRESSED : 0) |
(WI_IsFlagSet(keyscanModifiers, KEYSCAN_ALT) ? LEFT_ALT_PRESSED : 0);
vkey = key;
modifierState = modifierFlags;
return true;
}
// Method Description:
// - Returns true if the engine should attempt to parse a control sequence
// following an SS3 escape prefix.
// If this is false, an SS3 escape sequence should be dispatched as soon
// as it is encountered.
// Return Value:
// - True iff we should parse a control sequence following an SS3.
bool InputStateMachineEngine::ParseControlSequenceAfterSs3() const noexcept
{
return true;
}
// Method Description:
// - Returns true if the engine should dispatch on the last character of a string
// always, even if the sequence hasn't normally dispatched.
// If this is false, the engine will persist its state across calls to
// ProcessString, and dispatch only at the end of the sequence.
// Return Value:
// - True iff we should manually dispatch on the last character of a string.
bool InputStateMachineEngine::FlushAtEndOfString() const noexcept
{
return true;
}
// Routine Description:
// - Returns true if the engine should dispatch control characters in the Escape
// state. Typically, control characters are immediately executed in the
// Escape state without returning to ground. If this returns true, the
// state machine will instead call ActionExecuteFromEscape and then enter
// the Ground state when a control character is encountered in the escape
// state.
// Return Value:
// - True iff we should return to the Ground state when the state machine
// encounters a Control (C0) character in the Escape state.
bool InputStateMachineEngine::DispatchControlCharsFromEscape() const noexcept
{
return true;
}
// Routine Description:
// - Returns false if the engine wants to be able to collect intermediate
// characters in the Escape state. We do _not_ want to buffer any characters
// as intermediates, because we use ESC as a prefix to indicate a key was
// pressed while Alt was pressed.
// Return Value:
// - True iff we should dispatch in the Escape state when we encounter a
// Intermediate character.
bool InputStateMachineEngine::DispatchIntermediatesFromEscape() const noexcept
{
return true;
}
// Method Description:
// - Sets us up for vt input passthrough.
// We'll set a couple members, and if they aren't null, when we get a
// sequence we don't understand, we'll pass it along to the app
// instead of eating it ourselves.
// Arguments:
// - pfnFlushToInputQueue: This is a callback to the underlying state machine to
// trigger it to call ActionPassThroughString with whatever sequence it's
// currently processing.
// Return Value:
// - <none>
void InputStateMachineEngine::SetFlushToInputQueueCallback(std::function<bool()> pfnFlushToInputQueue)
{
_pfnFlushToInputQueue = pfnFlushToInputQueue;
}
// Method Description:
// - Retrieves the type of window manipulation operation from the parameter pool
// stored during Param actions.
// This is kept separate from the output version, as there may be
// codes that are supported in one direction but not the other.
// Arguments:
// - parameters - Array of parameters collected
// - function - Receives the function type
// Return Value:
// - True iff we successfully pulled the function type from the parameters
bool InputStateMachineEngine::_GetWindowManipulationType(const gsl::span<const size_t> parameters,
unsigned int& function) const noexcept
{
bool success = false;
function = DispatchTypes::WindowManipulationType::Invalid;
if (!parameters.empty())
{
switch (til::at(parameters, 0))
{
case DispatchTypes::WindowManipulationType::RefreshWindow:
function = DispatchTypes::WindowManipulationType::RefreshWindow;
success = true;
break;
case DispatchTypes::WindowManipulationType::ResizeWindowInCharacters:
function = DispatchTypes::WindowManipulationType::ResizeWindowInCharacters;
success = true;
break;
default:
success = false;
}
}
return success;
}
// Method Description:
// - Attempt to parse our parameters into a win32-input-mode serialized KeyEvent.
// Arguments:
// - parameters: the list of numbers to parse into values for the KeyEvent.
// Return Value:
// - The deserialized KeyEvent.
KeyEvent InputStateMachineEngine::_GenerateWin32Key(const VTParameters parameters)
{
// Sequences are formatted as follows:
//
// ^[ [ Vk ; Sc ; Uc ; Kd ; Cs ; Rc _
//
// Vk: the value of wVirtualKeyCode - any number. If omitted, defaults to '0'.
// Sc: the value of wVirtualScanCode - any number. If omitted, defaults to '0'.
// Uc: the decimal value of UnicodeChar - for example, NUL is "0", LF is
// "10", the character 'A' is "65". If omitted, defaults to '0'.
// Kd: the value of bKeyDown - either a '0' or '1'. If omitted, defaults to '0'.
// Cs: the value of dwControlKeyState - any number. If omitted, defaults to '0'.
// Rc: the value of wRepeatCount - any number. If omitted, defaults to '1'.
auto key = KeyEvent();
key.SetVirtualKeyCode(::base::saturated_cast<WORD>(parameters.at(0).value_or(0)));
key.SetVirtualScanCode(::base::saturated_cast<WORD>(parameters.at(1).value_or(0)));
key.SetCharData(::base::saturated_cast<wchar_t>(parameters.at(2).value_or(0)));
key.SetKeyDown(parameters.at(3).value_or(0));
key.SetActiveModifierKeys(::base::saturated_cast<DWORD>(parameters.at(4).value_or(0)));
key.SetRepeatCount(::base::saturated_cast<WORD>(parameters.at(5).value_or(1)));
return key;
}