terminal/src/cascadia/TerminalControl/ControlInteractivity.idl
Mike Griese 7f3bc3cb04
Only access ControlInteractivity through the projection (#10051)
## Summary of the Pull Request

This forces the `TermControl` to only use `ControlCore` and `ControlInteractivity` via their WinRT projections. We want this, because WinRT projections can be used across process boundaries. In the future, `ControlCore` and `ControlInteractivity` are going to be living in a different process entirely from `TermControl`. By enforcing this boundary now, we can make sure that they will work seamlessly in the future.

## References
* Tear-out: #1256
* Megathread: #5000
* Project: https://github.com/microsoft/terminal/projects/5

## PR Checklist
* [x] Closes https://github.com/microsoft/terminal/projects/5#card-50760270
* [x] I work here
* [x] Tests added/passed
* [n/a] Requires documentation to be updated

## Detailed Description of the Pull Request / Additional comments

Most all this was just converting pure c++ types to winrt types when possible. I've added a couple helper projections with `til` converters, which made most of this really easy.

The "`MouseButtonState` needs to be composed of `Int32`s instead of `bool`s" is MENTAL. I have no idea why this is, but when I had the control OOP in the sample, that would crash when trying to de-marshal the bools. BODGY.

The biggest changes are in the way the UIA stuff is hooked up. The UiaEngine needs to be attached directly to the `Renderer`, and it can't be easily projected, so it needs to live next to the `ControlCore`. But the `TermControlAutomationPeer` needed the `UiaEngine` to help implement some interfaces.

Now, there's a new layer we've introduced. `InteractivityAutomationPeer` does the `ITextProvider`, `IControlAccessibilityInfo` and the `IUiaEventDispatcher` thing. `TermControlAutomationPeer` now has a 
`InteractivityAutomationPeer` stashed inside itself, so that it can ask the interactivity layer to do the real work. We still need the `TermControlAutomationPeer` though, to be able to attach to the real UI tree.

## Validation Steps Performed

The terminal behaves basically the same as before.

Most importantly, I whipped out Accessibility Insights, and the Terminal looks the same as before.
2021-07-19 11:59:30 -05:00

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// Copyright (c) Microsoft Corporation.
// Licensed under the MIT license.
import "ICoreState.idl";
import "IControlSettings.idl";
import "ControlCore.idl";
import "EventArgs.idl";
import "InteractivityAutomationPeer.idl";
namespace Microsoft.Terminal.Control
{
[default_interface] runtimeclass ControlInteractivity
{
ControlInteractivity(IControlSettings settings,
Microsoft.Terminal.TerminalConnection.ITerminalConnection connection);
ControlCore Core { get; };
void UpdateSettings();
void Initialize();
void GotFocus();
void LostFocus();
InteractivityAutomationPeer OnCreateAutomationPeer();
Boolean CopySelectionToClipboard(Boolean singleLine, Windows.Foundation.IReference<CopyFormat> formats);
void RequestPasteTextFromClipboard();
void SetEndSelectionPoint(Microsoft.Terminal.Core.Point point);
void PointerPressed(MouseButtonState buttonState,
UInt32 pointerUpdateKind,
UInt64 timestamp,
Microsoft.Terminal.Core.ControlKeyStates modifiers,
Microsoft.Terminal.Core.Point pixelPosition);
void TouchPressed(Microsoft.Terminal.Core.Point contactPoint);
void PointerMoved(MouseButtonState buttonState,
UInt32 pointerUpdateKind,
Microsoft.Terminal.Core.ControlKeyStates modifiers,
Boolean focused,
Microsoft.Terminal.Core.Point pixelPosition);
void TouchMoved(Microsoft.Terminal.Core.Point newTouchPoint,
Boolean focused);
void PointerReleased(MouseButtonState buttonState,
UInt32 pointerUpdateKind,
Microsoft.Terminal.Core.ControlKeyStates modifiers,
Microsoft.Terminal.Core.Point pixelPosition);
void TouchReleased();
Boolean MouseWheel(Microsoft.Terminal.Core.ControlKeyStates modifiers,
Int32 delta,
Microsoft.Terminal.Core.Point pixelPosition,
MouseButtonState state);
void UpdateScrollbar(Double newValue);
event Windows.Foundation.TypedEventHandler<Object, OpenHyperlinkEventArgs> OpenHyperlink;
event Windows.Foundation.TypedEventHandler<Object, ScrollPositionChangedArgs> ScrollPositionChanged;
event Windows.Foundation.TypedEventHandler<Object, PasteFromClipboardEventArgs> PasteFromClipboard;
};
}