terminal/src/cascadia/TerminalSettingsModel/Command.cpp
Carlos Zamora 2608e94822
Introduce TerminalSettingsModel project (#7667)
Introduces a new TerminalSettingsModel (TSM) project. This project is
responsible for (de)serializing and exposing Windows Terminal's settings
as WinRT objects.

## References
#885: TSM epic
#1564: Settings UI is dependent on this for data binding and settings access
#6904: TSM Spec

In the process of ripping out TSM from TerminalApp, a few other changes
were made to make this possible:
1. AppLogic's `ApplicationDisplayName` and `ApplicationVersion` was
   moved to `CascadiaSettings`
   - These are defined as static functions. They also no longer check if
     `AppLogic::Current()` is nullptr.
2. `enum LaunchMode` was moved from TerminalApp to TSM
3. `AzureConnectionType` and `TelnetConnectionType` were moved from the
   profile generators to their respective TerminalConnections
4. CascadiaSettings' `SettingsPath` and `DefaultSettingsPath` are
   exposed as `hstring` instead of `std::filesystem::path`
5. `Command::ExpandCommands()` was exposed via the IDL
   - This required some of the warnings to be saved to an `IVector`
     instead of `std::vector`, among some other small changes.
6. The localization resources had to be split into two halves.
   - Resource file linked in init.cpp. Verified at runtime thanks to the
     StaticResourceLoader.
7. Added constructors to some `ActionArgs`
8. Utils.h/cpp were moved to `cascadia/inc`. `JsonKey()` was moved to
   `JsonUtils`. Both TermApp and TSM need access to Utils.h/cpp.

A large amount of work includes moving to the new namespace
(`TerminalApp` --> `Microsoft::Terminal::Settings::Model`).

Fixing the tests had its own complications. Testing required us to split
up TSM into a DLL and LIB, similar to TermApp. Discussion on creating a
non-local test variant can be found in #7743.

Closes #885
2020-10-06 09:56:59 -07:00

448 lines
19 KiB
C++

// Copyright (c) Microsoft Corporation.
// Licensed under the MIT license.
#include "pch.h"
#include "Command.h"
#include "Command.g.cpp"
#include "ActionAndArgs.h"
#include "JsonUtils.h"
#include <LibraryResources.h>
#include "TerminalSettingsSerializationHelpers.h"
using namespace winrt::Microsoft::Terminal::Settings::Model;
using namespace winrt::Windows::Foundation::Collections;
using namespace ::Microsoft::Terminal::Settings::Model;
namespace winrt
{
namespace MUX = Microsoft::UI::Xaml;
namespace WUX = Windows::UI::Xaml;
}
static constexpr std::string_view NameKey{ "name" };
static constexpr std::string_view IconKey{ "icon" };
static constexpr std::string_view ActionKey{ "command" };
static constexpr std::string_view ArgsKey{ "args" };
static constexpr std::string_view IterateOnKey{ "iterateOn" };
static constexpr std::string_view CommandsKey{ "commands" };
static constexpr std::string_view ProfileNameToken{ "${profile.name}" };
static constexpr std::string_view ProfileIconToken{ "${profile.icon}" };
static constexpr std::string_view SchemeNameToken{ "${scheme.name}" };
namespace winrt::Microsoft::Terminal::Settings::Model::implementation
{
Command::Command()
{
_setAction(nullptr);
}
IMapView<winrt::hstring, Model::Command> Command::NestedCommands()
{
return _subcommands ? _subcommands.GetView() : nullptr;
}
bool Command::HasNestedCommands()
{
return _subcommands ? _subcommands.Size() > 0 : false;
}
// Function Description:
// - attempt to get the name of this command from the provided json object.
// * If the "name" property is a string, return that value.
// * If the "name" property is an object, attempt to lookup the string
// resource specified by the "key" property, to support localizable
// command names.
// Arguments:
// - json: The Json::Value representing the command object we should get the name for.
// Return Value:
// - the empty string if we couldn't find a name, otherwise the command's name.
static winrt::hstring _nameFromJson(const Json::Value& json)
{
if (const auto name{ json[JsonKey(NameKey)] })
{
if (name.isObject())
{
if (const auto resourceKey{ JsonUtils::GetValueForKey<std::optional<std::wstring>>(name, "key") })
{
if (HasLibraryResourceWithName(*resourceKey))
{
return GetLibraryResourceString(*resourceKey);
}
}
}
else if (name.isString())
{
return JsonUtils::GetValue<winrt::hstring>(name);
}
}
return L"";
}
// Method Description:
// - Get the name for the command specified in `json`. If there is no "name"
// property in the provided json object, then instead generate a name for
// the provided ActionAndArgs.
// Arguments:
// - json: json for the command to generate a name for.
// - actionAndArgs: An ActionAndArgs object to use to generate a name for,
// if the json object doesn't contain a "name".
// Return Value:
// - The "name" from the json, or the generated name from ActionAndArgs::GenerateName
static winrt::hstring _nameFromJsonOrAction(const Json::Value& json,
winrt::com_ptr<ActionAndArgs> actionAndArgs)
{
auto manualName = _nameFromJson(json);
if (!manualName.empty())
{
return manualName;
}
if (!actionAndArgs)
{
return L"";
}
return actionAndArgs->GenerateName();
}
// Method Description:
// - Deserialize a Command from the `json` object. The json object should
// contain a "name" and "action", and optionally an "icon".
// * "name": string|object - the name of the command to display in the
// command palette. If this is an object, look for the "key" property,
// and try to load the string from our resources instead.
// * "action": string|object - A ShortcutAction, either as a name or as an
// ActionAndArgs serialization. See ActionAndArgs::FromJson for details.
// If this is null, we'll remove this command from the list of commands.
// Arguments:
// - json: the Json::Value to deserialize into a Command
// - warnings: If there were any warnings during parsing, they'll be
// appended to this vector.
// Return Value:
// - the newly constructed Command object.
winrt::com_ptr<Command> Command::FromJson(const Json::Value& json,
std::vector<SettingsLoadWarnings>& warnings)
{
auto result = winrt::make_self<Command>();
bool nested = false;
JsonUtils::GetValueForKey(json, IterateOnKey, result->_IterateOn);
// For iterable commands, we'll make another pass at parsing them once
// the json is patched. So ignore parsing sub-commands for now. Commands
// will only be marked iterable on the first pass.
if (const auto nestedCommandsJson{ json[JsonKey(CommandsKey)] })
{
// Initialize our list of subcommands.
result->_subcommands = winrt::single_threaded_map<winrt::hstring, Model::Command>();
auto nestedWarnings = Command::LayerJson(result->_subcommands, nestedCommandsJson);
// It's possible that the nested commands have some warnings
warnings.insert(warnings.end(), nestedWarnings.begin(), nestedWarnings.end());
nested = true;
}
else if (json.isMember(JsonKey(CommandsKey)))
{
// { "name": "foo", "commands": null } will land in this case, which
// should also be used for unbinding.
return nullptr;
}
// Only get the icon path right now. The icon needs to be resolved into
// an IconSource on the UI thread, which will be done by RefreshIcon.
JsonUtils::GetValueForKey(json, IconKey, result->_IconPath);
// If we're a nested command, we can ignore the current action.
if (!nested)
{
if (const auto actionJson{ json[JsonKey(ActionKey)] })
{
auto actionAndArgs = ActionAndArgs::FromJson(actionJson, warnings);
if (actionAndArgs)
{
result->_setAction(*actionAndArgs);
}
else
{
// Something like
// { name: "foo", action: "unbound" }
// will _remove_ the "foo" command, by returning null here.
return nullptr;
}
// If an iterable command doesn't have a name set, we'll still just
// try and generate a fake name for the command give the string we
// currently have. It'll probably generate something like "New tab,
// profile: ${profile.name}". This string will only be temporarily
// used internally, so there's no problem.
result->_setName(_nameFromJsonOrAction(json, actionAndArgs));
}
else
{
// { name: "foo", action: null } will land in this case, which
// should also be used for unbinding.
return nullptr;
}
}
else
{
result->_setName(_nameFromJson(json));
}
// Stash the original json value in this object. If the command is
// iterable, we'll need to re-parse it later, once we know what all the
// values we can iterate on are.
result->_originalJson = json;
if (result->_Name.empty())
{
return nullptr;
}
return result;
}
// Function Description:
// - Attempt to parse all the json objects in `json` into new Command
// objects, and add them to the map of commands.
// - If any parsed command has
// the same Name as an existing command in commands, the new one will
// layer on top of the existing one.
// Arguments:
// - commands: a map of Name->Command which new commands should be layered upon.
// - json: A Json::Value containing an array of serialized commands
// Return Value:
// - A vector containing any warnings detected while parsing
std::vector<SettingsLoadWarnings> Command::LayerJson(IMap<winrt::hstring, Model::Command>& commands,
const Json::Value& json)
{
std::vector<SettingsLoadWarnings> warnings;
for (const auto& value : json)
{
if (value.isObject())
{
try
{
auto result = Command::FromJson(value, warnings);
if (result)
{
// Override commands with the same name
commands.Insert(result->Name(), *result);
}
else
{
// If there wasn't a parsed command, then try to get the
// name from the json blob. If that name currently
// exists in our list of commands, we should remove it.
const auto name = _nameFromJson(value);
if (!name.empty())
{
commands.Remove(name);
}
}
}
CATCH_LOG();
}
}
return warnings;
}
// Function Description:
// - Helper to escape a string as a json string. This function will also
// trim off the leading and trailing double-quotes, so the output string
// can be inserted directly into another json blob.
// Arguments:
// - input: the string to JSON escape.
// Return Value:
// - the input string escaped properly to be inserted into another json blob.
std::string _escapeForJson(const std::string& input)
{
Json::Value inJson{ input };
Json::StreamWriterBuilder builder;
builder.settings_["indentation"] = "";
std::string out{ Json::writeString(builder, inJson) };
if (out.size() >= 2)
{
// trim off the leading/trailing '"'s
auto ss{ out.substr(1, out.size() - 2) };
return ss;
}
return out;
}
// Method Description:
// - Iterate over all the provided commands, and recursively expand any
// commands with `iterateOn` set. If we successfully generated expanded
// commands for them, then we'll remove the original command, and add all
// the newly generated commands.
// - For more specific implementation details, see _expandCommand.
// Arguments:
// - commands: a map of commands to expand. Newly created commands will be
// inserted into the map to replace the expandable commands.
// - profiles: A list of all the profiles that this command should be expanded on.
// - warnings: If there were any warnings during parsing, they'll be
// appended to this vector.
// Return Value:
// - <none>
void Command::ExpandCommands(IMap<winrt::hstring, Model::Command> commands,
IVectorView<Model::Profile> profiles,
IVectorView<Model::ColorScheme> schemes,
IVector<SettingsLoadWarnings> warnings)
{
std::vector<winrt::hstring> commandsToRemove;
std::vector<Model::Command> commandsToAdd;
// First, collect up all the commands that need replacing.
for (const auto& nameAndCmd : commands)
{
auto cmd{ get_self<implementation::Command>(nameAndCmd.Value()) };
auto newCommands = _expandCommand(cmd, profiles, schemes, warnings);
if (newCommands.size() > 0)
{
commandsToRemove.push_back(nameAndCmd.Key());
commandsToAdd.insert(commandsToAdd.end(), newCommands.begin(), newCommands.end());
}
}
// Second, remove all the commands that need to be removed.
for (auto& name : commandsToRemove)
{
commands.Remove(name);
}
// Finally, add all the new commands.
for (auto& cmd : commandsToAdd)
{
commands.Insert(cmd.Name(), cmd);
}
}
// Function Description:
// - Attempts to expand the given command into many commands, if the command
// has `"iterateOn": "profiles"` set.
// - If it doesn't, this function will do
// nothing and return an empty vector.
// - If it does, we're going to attempt to build a new set of commands using
// the given command as a prototype. We'll attempt to create a new command
// for each and every profile, to replace the original command.
// * For the new commands, we'll replace any instance of "${profile.name}"
// in the original json used to create this action with the name of the
// given profile.
// - If we encounter any errors while re-parsing the json with the replaced
// name, we'll just return immediately.
// - At the end, we'll return all the new commands we've build for the given command.
// Arguments:
// - expandable: the Command to potentially turn into more commands
// - profiles: A list of all the profiles that this command should be expanded on.
// - warnings: If there were any warnings during parsing, they'll be
// appended to this vector.
// Return Value:
// - and empty vector if the command wasn't expandable, otherwise a list of
// the newly-created commands.
std::vector<Model::Command> Command::_expandCommand(Command* const expandable,
IVectorView<Model::Profile> profiles,
IVectorView<Model::ColorScheme> schemes,
IVector<SettingsLoadWarnings>& warnings)
{
std::vector<Model::Command> newCommands;
if (expandable->HasNestedCommands())
{
ExpandCommands(expandable->_subcommands, profiles, schemes, warnings);
}
if (expandable->_IterateOn == ExpandCommandType::None)
{
return newCommands;
}
std::string errs; // This string will receive any error text from failing to parse.
std::unique_ptr<Json::CharReader> reader{ Json::CharReaderBuilder::CharReaderBuilder().newCharReader() };
// First, get a string for the original Json::Value
auto oldJsonString = expandable->_originalJson.toStyledString();
auto reParseJson = [&](const auto& newJsonString) -> bool {
// - Now, re-parse the modified value.
Json::Value newJsonValue;
const auto actualDataStart = newJsonString.data();
const auto actualDataEnd = newJsonString.data() + newJsonString.size();
if (!reader->parse(actualDataStart, actualDataEnd, &newJsonValue, &errs))
{
warnings.Append(SettingsLoadWarnings::FailedToParseCommandJson);
// If we encounter a re-parsing error, just stop processing the rest of the commands.
return false;
}
// Pass the new json back though FromJson, to get the new expanded value.
std::vector<SettingsLoadWarnings> newWarnings;
if (auto newCmd{ Command::FromJson(newJsonValue, newWarnings) })
{
newCommands.push_back(*newCmd);
}
std::for_each(newWarnings.begin(), newWarnings.end(), [warnings](auto& warn) { warnings.Append(warn); });
return true;
};
if (expandable->_IterateOn == ExpandCommandType::Profiles)
{
for (const auto& p : profiles)
{
// For each profile, create a new command. This command will have:
// * the icon path and keychord text of the original command
// * the Name will have any instances of "${profile.name}"
// replaced with the profile's name
// * for the action, we'll take the original json, replace any
// instances of "${profile.name}" with the profile's name,
// then re-attempt to parse the action and args.
// Replace all the keywords in the original json, and try and parse that
// - Escape the profile name for JSON appropriately
auto escapedProfileName = _escapeForJson(til::u16u8(p.Name()));
auto escapedProfileIcon = _escapeForJson(til::u16u8(p.ExpandedIconPath()));
auto newJsonString = til::replace_needle_in_haystack(oldJsonString,
ProfileNameToken,
escapedProfileName);
til::replace_needle_in_haystack_inplace(newJsonString,
ProfileIconToken,
escapedProfileIcon);
// If we encounter a re-parsing error, just stop processing the rest of the commands.
if (!reParseJson(newJsonString))
{
break;
}
}
}
else if (expandable->_IterateOn == ExpandCommandType::ColorSchemes)
{
for (const auto& s : schemes)
{
// For each scheme, create a new command. We'll take the
// original json, replace any instances of "${scheme.name}" with
// the scheme's name, then re-attempt to parse the action and
// args.
// - Escape the profile name for JSON appropriately
auto escapedSchemeName = _escapeForJson(til::u16u8(s.Name()));
auto newJsonString = til::replace_needle_in_haystack(oldJsonString,
SchemeNameToken,
escapedSchemeName);
// If we encounter a re-parsing error, just stop processing the rest of the commands.
if (!reParseJson(newJsonString))
{
break;
}
}
}
return newCommands;
}
}