terminal/src/cascadia/TerminalApp/Pane.cpp
Schuyler Rosefield b2fd65c601
Try to persist the Pane's working directory if we know what it is. (#11374)
<!-- Enter a brief description/summary of your PR here. What does it fix/what does it change/how was it tested (even manually, if necessary)? -->
## Summary of the Pull Request
Try to save the working directory if we know what it is (just copied what was done in duplicating a pane). I overlooked this in my original implementation that always used the settings StartingDirectory.

<!-- Other than the issue solved, is this relevant to any other issues/existing PRs? --> 
## References
#9800 

<!-- Please review the items on the PR checklist before submitting-->
## PR Checklist
* [ ] Closes #xxx
* [x] CLA signed. If not, go over [here](https://cla.opensource.microsoft.com/microsoft/Terminal) and sign the CLA
* [ ] Tests added/passed
* [ ] Documentation updated. If checked, please file a pull request on [our docs repo](https://github.com/MicrosoftDocs/terminal) and link it here: #xxx
* [ ] Schema updated.
* [ ] I've discussed this with core contributors already. If not checked, I'm ready to accept this work might be rejected in favor of a different grand plan. Issue number where discussion took place: #xxx

<!-- Provide a more detailed description of the PR, other things fixed or any additional comments/features here -->
## Detailed Description of the Pull Request / Additional comments

<!-- Describe how you validated the behavior. Add automated tests wherever possible, but list manual validation steps taken as well -->
## Validation Steps Performed
Tried setting the working directory using the OSC 9;9 escape and confirmed that the directory saves correctly.
2021-10-04 12:39:29 +00:00

3280 lines
129 KiB
C++

// Copyright (c) Microsoft Corporation.
// Licensed under the MIT license.
#include "pch.h"
#include "Pane.h"
#include "AppLogic.h"
#include <Mmsystem.h>
using namespace winrt::Windows::Foundation;
using namespace winrt::Windows::Graphics::Display;
using namespace winrt::Windows::UI;
using namespace winrt::Windows::UI::Xaml;
using namespace winrt::Windows::UI::Core;
using namespace winrt::Windows::UI::Xaml::Media;
using namespace winrt::Microsoft::Terminal::Settings::Model;
using namespace winrt::Microsoft::Terminal::Control;
using namespace winrt::Microsoft::Terminal::TerminalConnection;
using namespace winrt::TerminalApp;
using namespace TerminalApp;
static const int PaneBorderSize = 2;
static const int CombinedPaneBorderSize = 2 * PaneBorderSize;
// WARNING: Don't do this! This won't work
// Duration duration{ std::chrono::milliseconds{ 200 } };
// Instead, make a duration from a TimeSpan from the time in millis
//
// 200ms was chosen because it's quick enough that it doesn't break your
// flow, but not too quick to see
static const int AnimationDurationInMilliseconds = 200;
static const Duration AnimationDuration = DurationHelper::FromTimeSpan(winrt::Windows::Foundation::TimeSpan(std::chrono::milliseconds(AnimationDurationInMilliseconds)));
winrt::Windows::UI::Xaml::Media::SolidColorBrush Pane::s_focusedBorderBrush = { nullptr };
winrt::Windows::UI::Xaml::Media::SolidColorBrush Pane::s_unfocusedBorderBrush = { nullptr };
Pane::Pane(const Profile& profile, const TermControl& control, const bool lastFocused) :
_control{ control },
_lastActive{ lastFocused },
_profile{ profile }
{
_root.Children().Append(_borderFirst);
_borderFirst.Child(_control);
_connectionStateChangedToken = _control.ConnectionStateChanged({ this, &Pane::_ControlConnectionStateChangedHandler });
_warningBellToken = _control.WarningBell({ this, &Pane::_ControlWarningBellHandler });
// On the first Pane's creation, lookup resources we'll use to theme the
// Pane, including the brushed to use for the focused/unfocused border
// color.
if (s_focusedBorderBrush == nullptr || s_unfocusedBorderBrush == nullptr)
{
_SetupResources();
}
// Register an event with the control to have it inform us when it gains focus.
_gotFocusRevoker = _control.GotFocus(winrt::auto_revoke, { this, &Pane::_ControlGotFocusHandler });
_lostFocusRevoker = _control.LostFocus(winrt::auto_revoke, { this, &Pane::_ControlLostFocusHandler });
// When our border is tapped, make sure to transfer focus to our control.
// LOAD-BEARING: This will NOT work if the border's BorderBrush is set to
// Colors::Transparent! The border won't get Tapped events, and they'll fall
// through to something else.
_borderFirst.Tapped([this](auto&, auto& e) {
_FocusFirstChild();
e.Handled(true);
});
_borderSecond.Tapped([this](auto&, auto& e) {
_FocusFirstChild();
e.Handled(true);
});
}
Pane::Pane(std::shared_ptr<Pane> first,
std::shared_ptr<Pane> second,
const SplitState splitState,
const float splitPosition,
const bool lastFocused) :
_firstChild{ first },
_secondChild{ second },
_splitState{ splitState },
_desiredSplitPosition{ splitPosition },
_lastActive{ lastFocused }
{
_CreateRowColDefinitions();
_borderFirst.Child(_firstChild->GetRootElement());
_borderSecond.Child(_secondChild->GetRootElement());
// Use the unfocused border color as the pane background, so an actual color
// appears behind panes as we animate them sliding in.
_root.Background(s_unfocusedBorderBrush);
_root.Children().Append(_borderFirst);
_root.Children().Append(_borderSecond);
_ApplySplitDefinitions();
// Register event handlers on our children to handle their Close events
_SetupChildCloseHandlers();
// When our border is tapped, make sure to transfer focus to our control.
// LOAD-BEARING: This will NOT work if the border's BorderBrush is set to
// Colors::Transparent! The border won't get Tapped events, and they'll fall
// through to something else.
_borderFirst.Tapped([this](auto&, auto& e) {
_FocusFirstChild();
e.Handled(true);
});
_borderSecond.Tapped([this](auto&, auto& e) {
_FocusFirstChild();
e.Handled(true);
});
}
// Method Description:
// - Extract the terminal settings from the current (leaf) pane's control
// to be used to create an equivalent control
// Arguments:
// - <none>
// Return Value:
// - Arguments appropriate for a SplitPane or NewTab action
NewTerminalArgs Pane::GetTerminalArgsForPane() const
{
// Leaves are the only things that have controls
assert(_IsLeaf());
NewTerminalArgs args{};
auto controlSettings = _control.Settings().as<TerminalSettings>();
args.Profile(controlSettings.ProfileName());
// If we know the user's working directory use it instead of the profile.
if (const auto dir = _control.WorkingDirectory(); !dir.empty())
{
args.StartingDirectory(dir);
}
else
{
args.StartingDirectory(controlSettings.StartingDirectory());
}
args.TabTitle(controlSettings.StartingTitle());
args.Commandline(controlSettings.Commandline());
args.SuppressApplicationTitle(controlSettings.SuppressApplicationTitle());
if (controlSettings.TabColor() || controlSettings.StartingTabColor())
{
til::color c;
// StartingTabColor is prioritized over other colors
if (const auto color = controlSettings.StartingTabColor())
{
c = til::color(color.Value());
}
else
{
c = til::color(controlSettings.TabColor().Value());
}
args.TabColor(winrt::Windows::Foundation::IReference<winrt::Windows::UI::Color>(c));
}
if (controlSettings.AppliedColorScheme())
{
auto name = controlSettings.AppliedColorScheme().Name();
// Only save the color scheme if it is different than the profile color
// scheme to not override any other profile appearance choices.
if (_profile.DefaultAppearance().ColorSchemeName() != name)
{
args.ColorScheme(name);
}
}
return args;
}
// Method Description:
// - Serializes the state of this tab as a series of commands that can be
// executed to recreate it.
// - This will always result in the right-most child being the focus
// after the commands finish executing.
// Arguments:
// - currentId: the id to use for the current/first pane
// - nextId: the id to use for a new pane if we split
// Return Value:
// - The state from building the startup actions, includes a vector of commands,
// the original root pane, the id of the focused pane, and the number of panes
// created.
Pane::BuildStartupState Pane::BuildStartupActions(uint32_t currentId, uint32_t nextId)
{
// if we are a leaf then all there is to do is defer to the parent.
if (_IsLeaf())
{
if (_lastActive)
{
return { {}, shared_from_this(), currentId, 0 };
}
return { {}, shared_from_this(), std::nullopt, 0 };
}
auto buildSplitPane = [&](auto newPane) {
ActionAndArgs actionAndArgs;
actionAndArgs.Action(ShortcutAction::SplitPane);
const auto terminalArgs{ newPane->GetTerminalArgsForPane() };
// When creating a pane the split size is the size of the new pane
// and not position.
const auto splitDirection = _splitState == SplitState::Horizontal ? SplitDirection::Down : SplitDirection::Right;
SplitPaneArgs args{ SplitType::Manual, splitDirection, 1. - _desiredSplitPosition, terminalArgs };
actionAndArgs.Args(args);
return actionAndArgs;
};
auto buildMoveFocus = [](auto direction) {
MoveFocusArgs args{ direction };
ActionAndArgs actionAndArgs{};
actionAndArgs.Action(ShortcutAction::MoveFocus);
actionAndArgs.Args(args);
return actionAndArgs;
};
// Handle simple case of a single split (a minor optimization for clarity)
// Here we just create the second child (by splitting) and return the first
// child for the parent to deal with.
if (_firstChild->_IsLeaf() && _secondChild->_IsLeaf())
{
auto actionAndArgs = buildSplitPane(_secondChild);
std::optional<uint32_t> focusedPaneId = std::nullopt;
if (_firstChild->_lastActive)
{
focusedPaneId = currentId;
}
else if (_secondChild->_lastActive)
{
focusedPaneId = nextId;
}
return { { actionAndArgs }, _firstChild, focusedPaneId, 1 };
}
// We now need to execute the commands for each side of the tree
// We've done one split, so the first-most child will have currentId, and the
// one after it will be incremented.
auto firstState = _firstChild->BuildStartupActions(currentId, nextId + 1);
// the next id for the second branch depends on how many splits were in the
// first child.
auto secondState = _secondChild->BuildStartupActions(nextId, nextId + firstState.panesCreated + 1);
std::vector<ActionAndArgs> actions{};
actions.reserve(firstState.args.size() + secondState.args.size() + 3);
// first we make our split
const auto newSplit = buildSplitPane(secondState.firstPane);
actions.emplace_back(std::move(newSplit));
if (firstState.args.size() > 0)
{
// Then move to the first child and execute any actions on the left branch
// then move back
actions.emplace_back(buildMoveFocus(FocusDirection::PreviousInOrder));
actions.insert(actions.end(), std::make_move_iterator(std::begin(firstState.args)), std::make_move_iterator(std::end(firstState.args)));
actions.emplace_back(buildMoveFocus(FocusDirection::NextInOrder));
}
// And if there are any commands to run on the right branch do so
if (secondState.args.size() > 0)
{
actions.insert(actions.end(), std::make_move_iterator(secondState.args.begin()), std::make_move_iterator(secondState.args.end()));
}
// if the tree is well-formed then f1.has_value and f2.has_value are
// mutually exclusive.
const auto focusedPaneId = firstState.focusedPaneId.has_value() ? firstState.focusedPaneId : secondState.focusedPaneId;
return { actions, firstState.firstPane, focusedPaneId, firstState.panesCreated + secondState.panesCreated + 1 };
}
// Method Description:
// - Update the size of this pane. Resizes each of our columns so they have the
// same relative sizes, given the newSize.
// - Because we're just manually setting the row/column sizes in pixels, we have
// to be told our new size, we can't just use our own OnSized event, because
// that _won't fire when we get smaller_.
// Arguments:
// - newSize: the amount of space that this pane has to fill now.
// Return Value:
// - <none>
void Pane::ResizeContent(const Size& newSize)
{
const auto width = newSize.Width;
const auto height = newSize.Height;
_CreateRowColDefinitions();
if (_splitState == SplitState::Vertical)
{
const auto paneSizes = _CalcChildrenSizes(width);
const Size firstSize{ paneSizes.first, height };
const Size secondSize{ paneSizes.second, height };
_firstChild->ResizeContent(firstSize);
_secondChild->ResizeContent(secondSize);
}
else if (_splitState == SplitState::Horizontal)
{
const auto paneSizes = _CalcChildrenSizes(height);
const Size firstSize{ width, paneSizes.first };
const Size secondSize{ width, paneSizes.second };
_firstChild->ResizeContent(firstSize);
_secondChild->ResizeContent(secondSize);
}
}
// Method Description:
// - Recalculates and reapplies sizes of all descendant panes.
// Arguments:
// - <none>
// Return Value:
// - <none>
void Pane::Relayout()
{
ResizeContent(_root.ActualSize());
}
// Method Description:
// - Adjust our child percentages to increase the size of one of our children
// and decrease the size of the other.
// - Adjusts the separation amount by 5%
// - Does nothing if the direction doesn't match our current split direction
// Arguments:
// - direction: the direction to move our separator. If it's down or right,
// we'll be increasing the size of the first of our children. Else, we'll be
// decreasing the size of our first child.
// Return Value:
// - false if we couldn't resize this pane in the given direction, else true.
bool Pane::_Resize(const ResizeDirection& direction)
{
if (!DirectionMatchesSplit(direction, _splitState))
{
return false;
}
float amount = .05f;
if (direction == ResizeDirection::Right || direction == ResizeDirection::Down)
{
amount = -amount;
}
// Make sure we're not making a pane explode here by resizing it to 0 characters.
const bool changeWidth = _splitState == SplitState::Vertical;
const Size actualSize{ gsl::narrow_cast<float>(_root.ActualWidth()),
gsl::narrow_cast<float>(_root.ActualHeight()) };
// actualDimension is the size in DIPs of this pane in the direction we're
// resizing.
const auto actualDimension = changeWidth ? actualSize.Width : actualSize.Height;
_desiredSplitPosition = _ClampSplitPosition(changeWidth, _desiredSplitPosition - amount, actualDimension);
// Resize our columns to match the new percentages.
ResizeContent(actualSize);
return true;
}
// Method Description:
// - Moves the separator between panes, as to resize each child on either size
// of the separator. Tries to move a separator in the given direction. The
// separator moved is the separator that's closest depth-wise to the
// currently focused pane, that's also in the correct direction to be moved.
// If there isn't such a separator, then this method returns false, as we
// couldn't handle the resize.
// Arguments:
// - direction: The direction to move the separator in.
// Return Value:
// - true if we or a child handled this resize request.
bool Pane::ResizePane(const ResizeDirection& direction)
{
// If we're a leaf, do nothing. We can't possibly have a descendant with a
// separator the correct direction.
if (_IsLeaf())
{
return false;
}
// Check if either our first or second child is the currently focused pane.
// If it is, and the requested resize direction matches our separator, then
// we're the pane that needs to adjust its separator.
// If our separator is the wrong direction, then we can't handle it.
const bool firstIsFocused = _firstChild->_lastActive;
const bool secondIsFocused = _secondChild->_lastActive;
if (firstIsFocused || secondIsFocused)
{
return _Resize(direction);
}
// If neither of our children were the focused pane, then recurse into
// our children and see if they can handle the resize.
// For each child, if it has a focused descendant, try having that child
// handle the resize.
// If the child wasn't able to handle the resize, it's possible that
// there were no descendants with a separator the correct direction. If
// our separator _is_ the correct direction, then we should be the pane
// to resize. Otherwise, just return false, as we couldn't handle it
// either.
if ((!_firstChild->_IsLeaf()) && _firstChild->_HasFocusedChild())
{
return _firstChild->ResizePane(direction) || _Resize(direction);
}
if ((!_secondChild->_IsLeaf()) && _secondChild->_HasFocusedChild())
{
return _secondChild->ResizePane(direction) || _Resize(direction);
}
return false;
}
// Method Description:
// - Attempt to navigate from the sourcePane according to direction.
// - If the direction is NextInOrder or PreviousInOrder, the next or previous
// leaf in the tree, respectively, will be returned.
// - If the direction is {Up, Down, Left, Right} then the visually-adjacent
// neighbor (if it exists) will be returned. If there are multiple options
// then the first-most leaf will be selected.
// Arguments:
// - sourcePane: the pane to navigate from
// - direction: which direction to go in
// - mruPanes: the list of most recently used panes, in order
// Return Value:
// - The result of navigating from source according to direction, which may be
// nullptr (i.e. no pane was found in that direction).
std::shared_ptr<Pane> Pane::NavigateDirection(const std::shared_ptr<Pane> sourcePane, const FocusDirection& direction, const std::vector<uint32_t>& mruPanes)
{
// Can't navigate anywhere if we are a leaf
if (_IsLeaf())
{
return nullptr;
}
if (direction == FocusDirection::None)
{
return nullptr;
}
// Check if moving up or down the tree
if (direction == FocusDirection::Parent)
{
if (const auto parent = _FindParentOfPane(sourcePane))
{
// Keep a reference to which child we came from
parent->_parentChildPath = sourcePane->weak_from_this();
return parent;
}
return nullptr;
}
if (direction == FocusDirection::Child)
{
if (!sourcePane->_IsLeaf())
{
auto child = sourcePane->_firstChild;
// If we've recorded path try to go back down it
if (const auto prevFocus = sourcePane->_parentChildPath.lock())
{
child = prevFocus;
}
// clean up references
sourcePane->_parentChildPath.reset();
return child;
}
return nullptr;
}
// Previous movement relies on the last used panes
if (direction == FocusDirection::Previous)
{
// If there is actually a previous pane.
if (mruPanes.size() > 1)
{
// This could return nullptr if the id is not actually in the tree.
return FindPane(mruPanes.at(1));
}
return nullptr;
}
// Check if we in-order traversal is requested
if (direction == FocusDirection::NextInOrder)
{
return NextPane(sourcePane);
}
if (direction == FocusDirection::PreviousInOrder)
{
return PreviousPane(sourcePane);
}
// Fixed movement
if (direction == FocusDirection::First)
{
std::shared_ptr<Pane> firstPane = nullptr;
WalkTree([&](auto p) {
if (p->_IsLeaf())
{
firstPane = p;
return true;
}
return false;
});
// Don't need to do any movement if we are the source and target pane.
if (firstPane == sourcePane)
{
return nullptr;
}
return firstPane;
}
// We are left with directional traversal now
// If the focus direction does not match the split direction, the source pane
// and its neighbor must necessarily be contained within the same child.
if (!DirectionMatchesSplit(direction, _splitState))
{
if (const auto p = _firstChild->NavigateDirection(sourcePane, direction, mruPanes))
{
return p;
}
return _secondChild->NavigateDirection(sourcePane, direction, mruPanes);
}
// Since the direction is the same as our split, it is possible that we must
// move focus from from one child to another child.
// We now must keep track of state while we recurse.
// If we have it, get the size of this pane.
const auto scaleX = _root.ActualWidth() > 0 ? gsl::narrow_cast<float>(_root.ActualWidth()) : 1.f;
const auto scaleY = _root.ActualHeight() > 0 ? gsl::narrow_cast<float>(_root.ActualHeight()) : 1.f;
const auto paneNeighborPair = _FindPaneAndNeighbor(sourcePane, direction, { 0, 0, scaleX, scaleY });
if (paneNeighborPair.source && paneNeighborPair.neighbor)
{
return paneNeighborPair.neighbor;
}
return nullptr;
}
// Method Description:
// - Attempts to find the succeeding pane of the provided pane.
// - NB: If targetPane is not a leaf, then this will return one of its children.
// Arguments:
// - targetPane: The pane to search for.
// Return Value:
// - The next pane in tree order after the target pane (if found)
std::shared_ptr<Pane> Pane::NextPane(const std::shared_ptr<Pane> targetPane)
{
// if we are a leaf pane there is no next pane.
if (_IsLeaf())
{
return nullptr;
}
std::shared_ptr<Pane> firstLeaf = nullptr;
std::shared_ptr<Pane> nextPane = nullptr;
bool foundTarget = false;
auto foundNext = WalkTree([&](auto pane) {
// If we are a parent pane we don't want to move to one of our children
if (foundTarget && targetPane->_HasChild(pane))
{
return false;
}
// In case the target pane is the last pane in the tree, keep a reference
// to the first leaf so we can wrap around.
if (firstLeaf == nullptr && pane->_IsLeaf())
{
firstLeaf = pane;
}
// If we've found the target pane already, get the next leaf pane.
if (foundTarget && pane->_IsLeaf())
{
nextPane = pane;
return true;
}
// Test if we're the target pane so we know to return the next pane.
if (pane == targetPane)
{
foundTarget = true;
}
return false;
});
// If we found the desired pane just return it
if (foundNext)
{
return nextPane;
}
// If we found the target pane, but not the next pane it means we were the
// last leaf in the tree.
if (foundTarget)
{
return firstLeaf;
}
return nullptr;
}
// Method Description:
// - Attempts to find the preceding pane of the provided pane.
// Arguments:
// - targetPane: The pane to search for.
// Return Value:
// - The previous pane in tree order before the target pane (if found)
std::shared_ptr<Pane> Pane::PreviousPane(const std::shared_ptr<Pane> targetPane)
{
// if we are a leaf pane there is no previous pane.
if (_IsLeaf())
{
return nullptr;
}
std::shared_ptr<Pane> lastLeaf = nullptr;
bool foundTarget = false;
WalkTree([&](auto pane) {
if (pane == targetPane)
{
foundTarget = true;
// If we were not the first leaf, then return the previous leaf.
// Otherwise keep walking the tree to get the last pane.
if (lastLeaf != nullptr)
{
return true;
}
}
if (pane->_IsLeaf())
{
lastLeaf = pane;
}
return false;
});
// If we found the target pane then lastLeaf will either be the preceding
// pane or the last pane in the tree if targetPane is the first leaf.
if (foundTarget)
{
return lastLeaf;
}
return nullptr;
}
// Method Description:
// - Attempts to find the parent pane of the provided pane.
// Arguments:
// - pane: The pane to search for.
// Return Value:
// - the parent of `pane` if pane is in this tree.
std::shared_ptr<Pane> Pane::_FindParentOfPane(const std::shared_ptr<Pane> pane)
{
if (_IsLeaf())
{
return nullptr;
}
if (_firstChild == pane || _secondChild == pane)
{
return shared_from_this();
}
if (auto p = _firstChild->_FindParentOfPane(pane))
{
return p;
}
return _secondChild->_FindParentOfPane(pane);
}
// Method Description:
// - Attempts to swap the location of the two given panes in the tree.
// Searches the tree starting at this pane to find the parent pane for each of
// the arguments, and if both parents are found, replaces the appropriate
// child in each.
// Arguments:
// - first: A pointer to the first pane to switch.
// - second: A pointer to the second pane to switch.
// Return Value:
// - true if a swap was performed.
bool Pane::SwapPanes(std::shared_ptr<Pane> first, std::shared_ptr<Pane> second)
{
// If there is nothing to swap, just return.
if (first == second || _IsLeaf())
{
return false;
}
// Similarly don't swap if we have a circular reference
if (first->_HasChild(second) || second->_HasChild(first))
{
return false;
}
std::unique_lock lock{ _createCloseLock };
// Recurse through the tree to find the parent panes of each pane that is
// being swapped.
std::shared_ptr<Pane> firstParent = _FindParentOfPane(first);
std::shared_ptr<Pane> secondParent = _FindParentOfPane(second);
// We should have found either no elements, or both elements.
// If we only found one parent then the pane SwapPane was called on did not
// contain both panes as leaves, as could happen if the tree was modified
// after the pointers were found but before we reached this function.
if (firstParent && secondParent)
{
// Before we swap anything get the borders for the parents so that
// it can be propagated to the swapped child.
firstParent->_borders = firstParent->_GetCommonBorders();
secondParent->_borders = secondParent->_GetCommonBorders();
// Replace the old child with new one, and revoke appropriate event
// handlers.
auto replaceChild = [](auto& parent, auto oldChild, auto newChild) {
// Revoke the old handlers
if (parent->_firstChild == oldChild)
{
parent->_firstChild->Closed(parent->_firstClosedToken);
parent->_firstChild = newChild;
}
else if (parent->_secondChild == oldChild)
{
parent->_secondChild->Closed(parent->_secondClosedToken);
parent->_secondChild = newChild;
}
// Clear now to ensure that we can add the child's grid to us later
parent->_root.Children().Clear();
parent->_borderFirst.Child(nullptr);
parent->_borderSecond.Child(nullptr);
};
// Make sure that the right event handlers are set, and the children
// are placed in the appropriate locations in the grid.
auto updateParent = [](auto& parent) {
// just always revoke the old helpers since we are making new ones.
parent->_firstChild->Closed(parent->_firstClosedToken);
parent->_secondChild->Closed(parent->_secondClosedToken);
parent->_SetupChildCloseHandlers();
parent->_root.Children().Clear();
parent->_borderFirst.Child(nullptr);
parent->_borderSecond.Child(nullptr);
parent->_borderFirst.Child(parent->_firstChild->GetRootElement());
parent->_borderSecond.Child(parent->_secondChild->GetRootElement());
parent->_root.Children().Append(parent->_borderFirst);
parent->_root.Children().Append(parent->_borderSecond);
// reset split definitions to clear any set row/column
parent->_root.ColumnDefinitions().Clear();
parent->_root.RowDefinitions().Clear();
parent->_CreateRowColDefinitions();
};
// If the firstParent and secondParent are the same, then we are just
// swapping the first child and second child of that parent.
if (firstParent == secondParent)
{
firstParent->_firstChild->Closed(firstParent->_firstClosedToken);
firstParent->_secondChild->Closed(firstParent->_secondClosedToken);
std::swap(firstParent->_firstChild, firstParent->_secondChild);
updateParent(firstParent);
firstParent->_ApplySplitDefinitions();
}
else
{
// Replace both children before updating display to ensure
// that the grid elements are not attached to multiple panes
replaceChild(firstParent, first, second);
replaceChild(secondParent, second, first);
updateParent(firstParent);
updateParent(secondParent);
// If one of the two parents is a child of the other we only want
// to apply the split definitions to the greatest parent to make
// sure that all panes get the correct borders. if this is not done
// and the ordering happens to be bad one parent's children will lose
// a border.
if (firstParent->_HasChild(secondParent))
{
firstParent->_ApplySplitDefinitions();
}
else if (secondParent->_HasChild(firstParent))
{
secondParent->_ApplySplitDefinitions();
}
else
{
firstParent->_ApplySplitDefinitions();
secondParent->_ApplySplitDefinitions();
}
}
// Refocus the last pane if there was a pane focused
first->WalkTree([](auto p) {
if (p->_lastActive)
{
p->_Focus();
return true;
}
return false;
});
second->WalkTree([](auto p) {
if (p->_lastActive)
{
p->_Focus();
return true;
}
return false;
});
return true;
}
return false;
}
// Method Description:
// - Given two panes' offsets, test whether the `direction` side of first is adjacent to second.
// Arguments:
// - firstOffset: The offset for the reference pane
// - secondOffset: the offset to test adjacency with.
// - direction: The direction to search in from the reference pane.
// Return Value:
// - true if the two panes are adjacent.
bool Pane::_IsAdjacent(const PanePoint firstOffset,
const PanePoint secondOffset,
const FocusDirection& direction) const
{
// Since float equality is tricky (arithmetic is non-associative, commutative),
// test if the two numbers are within an epsilon distance of each other.
auto floatEqual = [](float left, float right) {
return abs(left - right) < 1e-4F;
};
auto getXMax = [](PanePoint offset) {
return offset.x + offset.scaleX;
};
auto getYMax = [](PanePoint offset) {
return offset.y + offset.scaleY;
};
// When checking containment in a range, the range is half-closed, i.e. [x, x+w).
// If the direction is left test that the left side of the first element is
// next to the right side of the second element, and that the top left
// corner of the first element is within the second element's height
if (direction == FocusDirection::Left)
{
const auto sharesBorders = floatEqual(firstOffset.x, getXMax(secondOffset));
const auto withinHeight = (firstOffset.y >= secondOffset.y) && (firstOffset.y < getYMax(secondOffset));
return sharesBorders && withinHeight;
}
// If the direction is right test that the right side of the first element is
// next to the left side of the second element, and that the top left
// corner of the first element is within the second element's height
else if (direction == FocusDirection::Right)
{
const auto sharesBorders = floatEqual(getXMax(firstOffset), secondOffset.x);
const auto withinHeight = (firstOffset.y >= secondOffset.y) && (firstOffset.y < getYMax(secondOffset));
return sharesBorders && withinHeight;
}
// If the direction is up test that the top side of the first element is
// next to the bottom side of the second element, and that the top left
// corner of the first element is within the second element's width
else if (direction == FocusDirection::Up)
{
const auto sharesBorders = floatEqual(firstOffset.y, getYMax(secondOffset));
const auto withinWidth = (firstOffset.x >= secondOffset.x) && (firstOffset.x < getXMax(secondOffset));
return sharesBorders && withinWidth;
}
// If the direction is down test that the bottom side of the first element is
// next to the top side of the second element, and that the top left
// corner of the first element is within the second element's width
else if (direction == FocusDirection::Down)
{
const auto sharesBorders = floatEqual(getYMax(firstOffset), secondOffset.y);
const auto withinWidth = (firstOffset.x >= secondOffset.x) && (firstOffset.x < getXMax(secondOffset));
return sharesBorders && withinWidth;
}
return false;
}
// Method Description:
// - Gets the offsets for the two children of this parent pane
// - If real dimensions are not available, simulated ones based on the split size
// will be used instead.
// Arguments:
// - parentOffset the location and scale information of this pane.
// Return Value:
// - the two location/scale points for the children panes.
std::pair<Pane::PanePoint, Pane::PanePoint> Pane::_GetOffsetsForPane(const PanePoint parentOffset) const
{
assert(!_IsLeaf());
auto firstOffset = parentOffset;
auto secondOffset = parentOffset;
// Make up fake dimensions using an exponential layout. This is useful
// since we might need to navigate when there are panes not attached to
// the ui tree, such as initialization, command running, and zoom.
// Basically create the tree layout on the fly by partitioning [0,1].
// This could run into issues if the tree depth is >127 (or other
// degenerate splits) as a float's mantissa only has so many bits of
// precision.
if (_splitState == SplitState::Horizontal)
{
secondOffset.y += _desiredSplitPosition * parentOffset.scaleY;
firstOffset.scaleY *= _desiredSplitPosition;
secondOffset.scaleY *= (1 - _desiredSplitPosition);
}
else
{
secondOffset.x += _desiredSplitPosition * parentOffset.scaleX;
firstOffset.scaleX *= _desiredSplitPosition;
secondOffset.scaleX *= (1 - _desiredSplitPosition);
}
return { firstOffset, secondOffset };
}
// Method Description:
// - Given the source pane, and its relative position in the tree, attempt to
// find its visual neighbor within the current pane's tree.
// The neighbor, if it exists, will be a leaf pane.
// Arguments:
// - direction: The direction to search in from the source pane.
// - searchResult: the source pane and its relative position.
// - sourceIsSecondSide: If the source pane is on the "second" side (down/right of split)
// relative to the branch being searched
// - offset: the offset of the current pane
// Return Value:
// - A tuple of Panes, the first being the focused pane if found, and the second
// being the adjacent pane if it exists, and a bool that represents if the move
// goes out of bounds.
Pane::PaneNeighborSearch Pane::_FindNeighborForPane(const FocusDirection& direction,
PaneNeighborSearch searchResult,
const bool sourceIsSecondSide,
const Pane::PanePoint offset)
{
// Test if the move will go out of boundaries. E.g. if the focus is already
// on the second child of some pane and it attempts to move right, there
// can't possibly be a neighbor to be found in the first child.
if ((sourceIsSecondSide && (direction == FocusDirection::Right || direction == FocusDirection::Down)) ||
(!sourceIsSecondSide && (direction == FocusDirection::Left || direction == FocusDirection::Up)))
{
return searchResult;
}
// If we are a leaf node test if we adjacent to the focus node
if (_IsLeaf())
{
if (_IsAdjacent(searchResult.sourceOffset, offset, direction))
{
searchResult.neighbor = shared_from_this();
}
return searchResult;
}
auto [firstOffset, secondOffset] = _GetOffsetsForPane(offset);
auto sourceNeighborSearch = _firstChild->_FindNeighborForPane(direction, searchResult, sourceIsSecondSide, firstOffset);
if (sourceNeighborSearch.neighbor)
{
return sourceNeighborSearch;
}
return _secondChild->_FindNeighborForPane(direction, searchResult, sourceIsSecondSide, secondOffset);
}
// Method Description:
// - Searches the tree to find the source pane, and if it exists, the
// visually adjacent pane by direction.
// Arguments:
// - sourcePane: The pane to find the neighbor of.
// - direction: The direction to search in from the focused pane.
// - offset: The offset, with the top-left corner being (0,0), that the current pane is relative to the root.
// Return Value:
// - The (partial) search result. If the search was successful, the pane and its neighbor will be returned.
// Otherwise, the neighbor will be null and the focus will be null/non-null if it was found.
Pane::PaneNeighborSearch Pane::_FindPaneAndNeighbor(const std::shared_ptr<Pane> sourcePane, const FocusDirection& direction, const Pane::PanePoint offset)
{
// If we are the source pane, return ourselves
if (this == sourcePane.get())
{
return { shared_from_this(), nullptr, offset };
}
if (_IsLeaf())
{
return { nullptr, nullptr, offset };
}
auto [firstOffset, secondOffset] = _GetOffsetsForPane(offset);
auto sourceNeighborSearch = _firstChild->_FindPaneAndNeighbor(sourcePane, direction, firstOffset);
// If we have both the focus element and its neighbor, we are done
if (sourceNeighborSearch.source && sourceNeighborSearch.neighbor)
{
return sourceNeighborSearch;
}
// if we only found the focus, then we search the second branch for the
// neighbor.
if (sourceNeighborSearch.source)
{
// If we can possibly have both sides of a direction, check if the sibling has the neighbor
if (DirectionMatchesSplit(direction, _splitState))
{
return _secondChild->_FindNeighborForPane(direction, sourceNeighborSearch, false, secondOffset);
}
return sourceNeighborSearch;
}
// If we didn't find the focus at all, we need to search the second branch
// for the focus (and possibly its neighbor).
sourceNeighborSearch = _secondChild->_FindPaneAndNeighbor(sourcePane, direction, secondOffset);
// We found both so we are done.
if (sourceNeighborSearch.source && sourceNeighborSearch.neighbor)
{
return sourceNeighborSearch;
}
// We only found the focus, which means that its neighbor might be in the
// first branch.
if (sourceNeighborSearch.source)
{
// If we can possibly have both sides of a direction, check if the sibling has the neighbor
if (DirectionMatchesSplit(direction, _splitState))
{
return _firstChild->_FindNeighborForPane(direction, sourceNeighborSearch, true, firstOffset);
}
return sourceNeighborSearch;
}
return { nullptr, nullptr, offset };
}
// Method Description:
// - Called when our attached control is closed. Triggers listeners to our close
// event, if we're a leaf pane.
// - If this was called, and we became a parent pane (due to work on another
// thread), this function will do nothing (allowing the control's new parent
// to handle the event instead).
// Arguments:
// - <none>
// Return Value:
// - <none>
void Pane::_ControlConnectionStateChangedHandler(const winrt::Windows::Foundation::IInspectable& /*sender*/,
const winrt::Windows::Foundation::IInspectable& /*args*/)
{
std::unique_lock lock{ _createCloseLock };
// It's possible that this event handler started being executed, then before
// we got the lock, another thread created another child. So our control is
// actually no longer _our_ control, and instead could be a descendant.
//
// When the control's new Pane takes ownership of the control, the new
// parent will register it's own event handler. That event handler will get
// fired after this handler returns, and will properly cleanup state.
if (!_IsLeaf())
{
return;
}
const auto newConnectionState = _control.ConnectionState();
const auto previousConnectionState = std::exchange(_connectionState, newConnectionState);
if (newConnectionState < ConnectionState::Closed)
{
// Pane doesn't care if the connection isn't entering a terminal state.
return;
}
if (previousConnectionState < ConnectionState::Connected && newConnectionState >= ConnectionState::Failed)
{
// A failure to complete the connection (before it has _connected_) is not covered by "closeOnExit".
// This is to prevent a misconfiguration (closeOnExit: always, startingDirectory: garbage) resulting
// in Terminal flashing open and immediately closed.
return;
}
if (_profile)
{
const auto mode = _profile.CloseOnExit();
if ((mode == CloseOnExitMode::Always) ||
(mode == CloseOnExitMode::Graceful && newConnectionState == ConnectionState::Closed))
{
Close();
}
}
}
// Method Description:
// - Plays a warning note when triggered by the BEL control character,
// using the sound configured for the "Critical Stop" system event.`
// This matches the behavior of the Windows Console host.
// - Will also flash the taskbar if the bellStyle setting for this profile
// has the 'visual' flag set
// Arguments:
// - <unused>
void Pane::_ControlWarningBellHandler(const winrt::Windows::Foundation::IInspectable& /*sender*/,
const winrt::Windows::Foundation::IInspectable& /*eventArgs*/)
{
if (!_IsLeaf())
{
return;
}
if (_profile)
{
// We don't want to do anything if nothing is set, so check for that first
if (static_cast<int>(_profile.BellStyle()) != 0)
{
if (WI_IsFlagSet(_profile.BellStyle(), winrt::Microsoft::Terminal::Settings::Model::BellStyle::Audible))
{
// Audible is set, play the sound
const auto soundAlias = reinterpret_cast<LPCTSTR>(SND_ALIAS_SYSTEMHAND);
PlaySound(soundAlias, NULL, SND_ALIAS_ID | SND_ASYNC | SND_SENTRY);
}
if (WI_IsFlagSet(_profile.BellStyle(), winrt::Microsoft::Terminal::Settings::Model::BellStyle::Window))
{
_control.BellLightOn();
}
// raise the event with the bool value corresponding to the taskbar flag
_PaneRaiseBellHandlers(nullptr, WI_IsFlagSet(_profile.BellStyle(), winrt::Microsoft::Terminal::Settings::Model::BellStyle::Taskbar));
}
}
}
// Event Description:
// - Called when our control gains focus. We'll use this to trigger our GotFocus
// callback. The tab that's hosting us should have registered a callback which
// can be used to mark us as active.
// Arguments:
// - <unused>
// Return Value:
// - <none>
void Pane::_ControlGotFocusHandler(winrt::Windows::Foundation::IInspectable const& sender,
RoutedEventArgs const& /* args */)
{
FocusState f = FocusState::Programmatic;
if (const auto o = sender.try_as<winrt::Windows::UI::Xaml::Controls::Control>())
{
f = o.FocusState();
}
_GotFocusHandlers(shared_from_this(), f);
}
// Event Description:
// - Called when our control loses focus. We'll use this to trigger our LostFocus
// callback. The tab that's hosting us should have registered a callback which
// can be used to update its own internal focus state
void Pane::_ControlLostFocusHandler(winrt::Windows::Foundation::IInspectable const& /* sender */,
RoutedEventArgs const& /* args */)
{
_LostFocusHandlers(shared_from_this());
}
// Method Description:
// - Fire our Closed event to tell our parent that we should be removed.
// Arguments:
// - <none>
// Return Value:
// - <none>
void Pane::Close()
{
// Fire our Closed event to tell our parent that we should be removed.
_ClosedHandlers(nullptr, nullptr);
}
// Method Description:
// - Prepare this pane to be removed from the UI hierarchy by closing all controls
// and connections beneath it.
void Pane::Shutdown()
{
// Lock the create/close lock so that another operation won't concurrently
// modify our tree
std::unique_lock lock{ _createCloseLock };
if (_IsLeaf())
{
_control.Close();
}
else
{
_firstChild->Shutdown();
_secondChild->Shutdown();
}
}
// Method Description:
// - Get the root UIElement of this pane. There may be a single TermControl as a
// child, or an entire tree of grids and panes as children of this element.
// Arguments:
// - <none>
// Return Value:
// - the Grid acting as the root of this pane.
Controls::Grid Pane::GetRootElement()
{
return _root;
}
// Method Description:
// - If this is the last focused pane, returns itself. Returns nullptr if this
// is a leaf and it's not focused. If it's a parent, it returns nullptr if it nor
// any children of this pane were the last pane to be focused, or the Pane that
// _was_ the last pane to be focused (if there was one).
// - This Pane's control might not currently be focused, if the tab itself is
// not currently focused.
// Return Value:
// - nullptr if we're a leaf and unfocused, or no children were marked
// `_lastActive`, else returns this
std::shared_ptr<Pane> Pane::GetActivePane()
{
if (_lastActive)
{
return shared_from_this();
}
if (_IsLeaf())
{
return nullptr;
}
auto firstFocused = _firstChild->GetActivePane();
if (firstFocused != nullptr)
{
return firstFocused;
}
return _secondChild->GetActivePane();
}
// Method Description:
// - Gets the TermControl of this pane. If this Pane is not a leaf but is
// focused, this will return the control of the last leaf pane that had focus.
// Otherwise, this will return the control of the first child of this pane.
// Arguments:
// - <none>
// Return Value:
// - nullptr if this Pane is an unfocused parent, otherwise the TermControl of this Pane.
TermControl Pane::GetLastFocusedTerminalControl()
{
if (!_IsLeaf())
{
if (_lastActive)
{
std::shared_ptr<Pane> pane = shared_from_this();
while (const auto p = pane->_parentChildPath.lock())
{
if (p->_IsLeaf())
{
return p->_control;
}
pane = p;
}
// We didn't find our child somehow, they might have closed under us.
}
return _firstChild->GetLastFocusedTerminalControl();
}
return _control;
}
// Method Description:
// - Gets the TermControl of this pane. If this Pane is not a leaf this will
// return the nullptr;
// Arguments:
// - <none>
// Return Value:
// - nullptr if this Pane is a parent, otherwise the TermControl of this Pane.
TermControl Pane::GetTerminalControl()
{
return _IsLeaf() ? _control : nullptr;
}
// Method Description:
// - Recursively remove the "Active" state from this Pane and all it's children.
// - Updates our visuals to match our new state, including highlighting our borders.
// Arguments:
// - <none>
// Return Value:
// - <none>
void Pane::ClearActive()
{
_lastActive = false;
if (!_IsLeaf())
{
_firstChild->ClearActive();
_secondChild->ClearActive();
}
UpdateVisuals();
}
// Method Description:
// - Sets the "Active" state on this Pane. Only one Pane in a tree of Panes
// should be "active".
// - Updates our visuals to match our new state, including highlighting our borders.
// Arguments:
// - <none>
// Return Value:
// - <none>
void Pane::SetActive()
{
_lastActive = true;
UpdateVisuals();
}
// Method Description:
// - Returns nullptr if no children of this pane were the last control to be
// focused, or the profile of the last control to be focused (if there was
// one).
// Arguments:
// - <none>
// Return Value:
// - nullptr if no children of this pane were the last control to be
// focused, else the profile of the last control to be focused
Profile Pane::GetFocusedProfile()
{
auto lastFocused = GetActivePane();
return lastFocused ? lastFocused->_profile : nullptr;
}
// Method Description:
// - Returns true if this pane was the last pane to be focused in a tree of panes.
// Arguments:
// - <none>
// Return Value:
// - true iff we were the last pane focused in this tree of panes.
bool Pane::WasLastFocused() const noexcept
{
return _lastActive;
}
// Method Description:
// - Returns true iff this pane has no child panes.
// Arguments:
// - <none>
// Return Value:
// - true iff this pane has no child panes.
bool Pane::_IsLeaf() const noexcept
{
return _splitState == SplitState::None;
}
// Method Description:
// - Returns true if this pane is currently focused, or there is a pane which is
// a child of this pane that is actively focused
// Arguments:
// - <none>
// Return Value:
// - true if the currently focused pane is either this pane, or one of this
// pane's descendants
bool Pane::_HasFocusedChild() const noexcept
{
// We're intentionally making this one giant expression, so the compiler
// will skip the following lookups if one of the lookups before it returns
// true
return (_lastActive) ||
(_firstChild && _firstChild->_HasFocusedChild()) ||
(_secondChild && _secondChild->_HasFocusedChild());
}
// Method Description:
// - Update the focus state of this pane. We'll make sure to colorize our
// borders depending on if we are the active pane or not.
// Arguments:
// - <none>
// Return Value:
// - <none>
void Pane::UpdateVisuals()
{
// If we are the focused pane, but not a leaf we should add borders
if (!_IsLeaf())
{
_UpdateBorders();
}
_borderFirst.BorderBrush(_lastActive ? s_focusedBorderBrush : s_unfocusedBorderBrush);
_borderSecond.BorderBrush(_lastActive ? s_focusedBorderBrush : s_unfocusedBorderBrush);
}
// Method Description:
// - Focus the current pane. Also trigger focus on the control, or if not a leaf
// the control belonging to the last focused leaf.
// This makes sure that focus exists within the tab (since panes aren't proper controls)
// Arguments:
// - <none>
// Return Value:
// - <none>
void Pane::_Focus()
{
_GotFocusHandlers(shared_from_this(), FocusState::Programmatic);
if (const auto& control = GetLastFocusedTerminalControl())
{
control.Focus(FocusState::Programmatic);
}
}
// Method Description:
// - Focuses this control if we're a leaf, or attempts to focus the first leaf
// of our first child, recursively.
// Arguments:
// - <none>
// Return Value:
// - <none>
void Pane::_FocusFirstChild()
{
if (_IsLeaf())
{
// Originally, we would only raise a GotFocus event here when:
//
// if (_root.ActualWidth() == 0 && _root.ActualHeight() == 0)
//
// When these sizes are 0, then the pane might still be in startup,
// and doesn't yet have a real size. In that case, the control.Focus
// event won't be handled until _after_ the startup events are all
// processed. This will lead to the Tab not being notified that the
// focus moved to a different Pane.
//
// However, with the ability to execute multiple actions at a time, in
// already existing windows, we need to always raise this event manually
// here, to correctly inform the Tab that we're now focused. This will
// take care of commandlines like:
//
// `wtd -w 0 mf down ; sp`
// `wtd -w 0 fp -t 1 ; sp`
_Focus();
}
else
{
_firstChild->_FocusFirstChild();
}
}
// Method Description:
// - Updates the settings of this pane, presuming that it is a leaf.
// Arguments:
// - settings: The new TerminalSettings to apply to any matching controls
// - profile: The profile from which these settings originated.
// Return Value:
// - <none>
void Pane::UpdateSettings(const TerminalSettingsCreateResult& settings, const Profile& profile)
{
assert(_IsLeaf());
_profile = profile;
auto controlSettings = _control.Settings().as<TerminalSettings>();
// Update the parent of the control's settings object (and not the object itself) so
// that any overrides made by the control don't get affected by the reload
controlSettings.SetParent(settings.DefaultSettings());
auto unfocusedSettings{ settings.UnfocusedSettings() };
if (unfocusedSettings)
{
// Note: the unfocused settings needs to be entirely unchanged _except_ we need to
// set its parent to the settings object that lives in the control. This is because
// the overrides made by the control live in that settings object, so we want to make
// sure the unfocused settings inherit from that.
unfocusedSettings.SetParent(controlSettings);
}
_control.UnfocusedAppearance(unfocusedSettings);
_control.UpdateSettings();
}
// Method Description:
// - Attempts to add the provided pane as a split of the current pane.
// Arguments:
// - pane: the new pane to add
// - splitType: How the pane should be attached
// Return Value:
// - the new reference to the child created from the current pane.
std::shared_ptr<Pane> Pane::AttachPane(std::shared_ptr<Pane> pane, SplitDirection splitType)
{
// Splice the new pane into the tree
const auto [first, _] = _Split(splitType, .5, pane);
// If the new pane has a child that was the focus, re-focus it
// to steal focus from the currently focused pane.
if (pane->_HasFocusedChild())
{
pane->WalkTree([](auto p) {
if (p->_lastActive)
{
p->_Focus();
return true;
}
return false;
});
}
return first;
}
// Method Description:
// - Attempts to find the parent of the target pane,
// if found remove the pane from the tree and return it.
// - If the removed pane was (or contained the focus) the first sibling will
// gain focus.
// Arguments:
// - pane: the pane to detach
// Return Value:
// - The removed pane, if found.
std::shared_ptr<Pane> Pane::DetachPane(std::shared_ptr<Pane> pane)
{
// We can't remove a pane if we only have a reference to a leaf, even if we
// are the pane.
if (_IsLeaf())
{
return nullptr;
}
// Check if either of our children matches the search
const auto isFirstChild = _firstChild == pane;
const auto isSecondChild = _secondChild == pane;
if (isFirstChild || isSecondChild)
{
// Keep a reference to the child we are removing
auto detached = isFirstChild ? _firstChild : _secondChild;
// Remove the child from the tree, replace the current node with the
// other child.
_CloseChild(isFirstChild, true);
// Update the borders on this pane and any children to match if we have
// no parent.
detached->_borders = Borders::None;
detached->_ApplySplitDefinitions();
// Trigger the detached event on each child
detached->WalkTree([](auto pane) {
pane->_PaneDetachedHandlers(pane);
return false;
});
return detached;
}
if (const auto detached = _firstChild->DetachPane(pane))
{
return detached;
}
return _secondChild->DetachPane(pane);
}
// Method Description:
// - Closes one of our children. In doing so, takes the control from the other
// child, and makes this pane a leaf node again.
// Arguments:
// - closeFirst: if true, the first child should be closed, and the second
// should be preserved, and vice-versa for false.
// - isDetaching: if true, then the pane event handlers for the closed child
// should be kept, this way they don't have to be recreated when it is later
// reattached to a tree somewhere as the control moves with the pane.
// Return Value:
// - <none>
void Pane::_CloseChild(const bool closeFirst, const bool isDetaching)
{
// Lock the create/close lock so that another operation won't concurrently
// modify our tree
std::unique_lock lock{ _createCloseLock };
// If we're a leaf, then chances are both our children closed in close
// succession. We waited on the lock while the other child was closed, so
// now we don't have a child to close anymore. Return here. When we moved
// the non-closed child into us, we also set up event handlers that will be
// triggered when we return from this.
if (_IsLeaf())
{
return;
}
auto closedChild = closeFirst ? _firstChild : _secondChild;
auto remainingChild = closeFirst ? _secondChild : _firstChild;
auto closedChildClosedToken = closeFirst ? _firstClosedToken : _secondClosedToken;
auto remainingChildClosedToken = closeFirst ? _secondClosedToken : _firstClosedToken;
// If we were a parent pane, and we pointed into the now closed child
// clear it. We will set it to something else later if
bool usedToFocusClosedChildsTerminal = false;
if (const auto prev = _parentChildPath.lock())
{
if (closedChild == prev)
{
_parentChildPath.reset();
usedToFocusClosedChildsTerminal = true;
}
}
// If the only child left is a leaf, that means we're a leaf now.
if (remainingChild->_IsLeaf())
{
// Find what borders need to persist after we close the child
_borders = _GetCommonBorders();
// take the control, profile and id of the pane that _wasn't_ closed.
_control = remainingChild->_control;
_connectionState = remainingChild->_connectionState;
_profile = remainingChild->_profile;
_id = remainingChild->Id();
// Add our new event handler before revoking the old one.
_connectionStateChangedToken = _control.ConnectionStateChanged({ this, &Pane::_ControlConnectionStateChangedHandler });
_warningBellToken = _control.WarningBell({ this, &Pane::_ControlWarningBellHandler });
// Revoke the old event handlers. Remove both the handlers for the panes
// themselves closing, and remove their handlers for their controls
// closing. At this point, if the remaining child's control is closed,
// they'll trigger only our event handler for the control's close.
// However, if we are detaching the pane we want to keep its control
// handlers since it is just getting moved.
if (!isDetaching)
{
closedChild->WalkTree([](auto p) {
if (p->_IsLeaf())
{
p->_control.ConnectionStateChanged(p->_connectionStateChangedToken);
p->_control.WarningBell(p->_warningBellToken);
}
return false;
});
}
closedChild->Closed(closedChildClosedToken);
remainingChild->Closed(remainingChildClosedToken);
remainingChild->_control.ConnectionStateChanged(remainingChild->_connectionStateChangedToken);
remainingChild->_control.WarningBell(remainingChild->_warningBellToken);
// If we or either of our children was focused, we want to take that
// focus from them.
_lastActive = _lastActive || _firstChild->_lastActive || _secondChild->_lastActive;
// Remove all the ui elements of the remaining child. This'll make sure
// we can re-attach the TermControl to our Grid.
remainingChild->_root.Children().Clear();
remainingChild->_borderFirst.Child(nullptr);
// Reset our UI:
_root.Children().Clear();
_borderFirst.Child(nullptr);
_borderSecond.Child(nullptr);
_root.ColumnDefinitions().Clear();
_root.RowDefinitions().Clear();
// Reattach the TermControl to our grid.
_root.Children().Append(_borderFirst);
_borderFirst.Child(_control);
// Make sure to set our _splitState before focusing the control. If you
// fail to do this, when the tab handles the GotFocus event and asks us
// what our active control is, we won't technically be a "leaf", and
// GetTerminalControl will return null.
_splitState = SplitState::None;
// re-attach our handler for the control's GotFocus event.
_gotFocusRevoker = _control.GotFocus(winrt::auto_revoke, { this, &Pane::_ControlGotFocusHandler });
_lostFocusRevoker = _control.LostFocus(winrt::auto_revoke, { this, &Pane::_ControlLostFocusHandler });
// If we're inheriting the "last active" state from one of our children,
// focus our control now. This should trigger our own GotFocus event.
if (usedToFocusClosedChildsTerminal || _lastActive)
{
_control.Focus(FocusState::Programmatic);
// See GH#7252
// Manually fire off the GotFocus event. Typically, this is done
// automatically when the control gets focused. However, if we're
// `exit`ing a zoomed pane, then the other sibling isn't in the UI
// tree currently. So the above call to Focus won't actually focus
// the control. Because Tab is relying on GotFocus to know who the
// active pane in the tree is, without this call, _no one_ will be
// the active pane any longer.
_GotFocusHandlers(shared_from_this(), FocusState::Programmatic);
}
_UpdateBorders();
// Release our children.
_firstChild = nullptr;
_secondChild = nullptr;
}
else
{
// Find what borders need to persist after we close the child
auto remainingBorders = _GetCommonBorders();
// Steal all the state from our child
_splitState = remainingChild->_splitState;
_firstChild = remainingChild->_firstChild;
_secondChild = remainingChild->_secondChild;
// Set up new close handlers on the children
_SetupChildCloseHandlers();
// Revoke the old event handlers on our new children
_firstChild->Closed(remainingChild->_firstClosedToken);
_secondChild->Closed(remainingChild->_secondClosedToken);
// Remove the event handlers on the old children
remainingChild->Closed(remainingChildClosedToken);
closedChild->Closed(closedChildClosedToken);
if (!isDetaching)
{
closedChild->WalkTree([](auto p) {
if (p->_IsLeaf())
{
p->_control.ConnectionStateChanged(p->_connectionStateChangedToken);
p->_control.WarningBell(p->_warningBellToken);
}
return false;
});
}
// Reset our UI:
_root.Children().Clear();
_borderFirst.Child(nullptr);
_borderSecond.Child(nullptr);
_root.ColumnDefinitions().Clear();
_root.RowDefinitions().Clear();
// Copy the old UI over to our grid.
// Start by copying the row/column definitions. Iterate over the
// rows/cols, and remove each one from the old grid, and attach it to
// our grid instead.
while (remainingChild->_root.ColumnDefinitions().Size() > 0)
{
auto col = remainingChild->_root.ColumnDefinitions().GetAt(0);
remainingChild->_root.ColumnDefinitions().RemoveAt(0);
_root.ColumnDefinitions().Append(col);
}
while (remainingChild->_root.RowDefinitions().Size() > 0)
{
auto row = remainingChild->_root.RowDefinitions().GetAt(0);
remainingChild->_root.RowDefinitions().RemoveAt(0);
_root.RowDefinitions().Append(row);
}
// Remove the child's UI elements from the child's grid, so we can
// attach them to us instead.
remainingChild->_root.Children().Clear();
remainingChild->_borderFirst.Child(nullptr);
remainingChild->_borderSecond.Child(nullptr);
_borderFirst.Child(_firstChild->GetRootElement());
_borderSecond.Child(_secondChild->GetRootElement());
_root.Children().Append(_borderFirst);
_root.Children().Append(_borderSecond);
// Propagate the new borders down to the children.
_borders = remainingBorders;
_ApplySplitDefinitions();
// If our child had focus and closed, just transfer to the first remaining
// child
if (closedChild->_HasFocusedChild())
{
_FocusFirstChild();
}
// We might not have focus currently, but if our parent does then we
// want to make sure we have a valid path to one of our children.
// We should only update the path if our other child doesn't have focus itself.
else if (usedToFocusClosedChildsTerminal && !_secondChild->_HasFocusedChild())
{
// update our path to our first remaining leaf
_parentChildPath = _firstChild;
_firstChild->WalkTree([](auto p) {
if (p->_IsLeaf())
{
return true;
}
p->_parentChildPath = p->_firstChild;
return false;
});
// This will focus the first terminal, and will set that leaf pane
// to the active pane if we nor one of our parents is not itself focused.
_FocusFirstChild();
}
// Release the pointers that the child was holding.
remainingChild->_firstChild = nullptr;
remainingChild->_secondChild = nullptr;
}
}
winrt::fire_and_forget Pane::_CloseChildRoutine(const bool closeFirst)
{
auto weakThis{ shared_from_this() };
co_await winrt::resume_foreground(_root.Dispatcher());
if (auto pane{ weakThis.get() })
{
// This will query if animations are enabled via the "Show animations in
// Windows" setting in the OS
winrt::Windows::UI::ViewManagement::UISettings uiSettings;
const auto animationsEnabledInOS = uiSettings.AnimationsEnabled();
const auto animationsEnabledInApp = Media::Animation::Timeline::AllowDependentAnimations();
// GH#7252: If either child is zoomed, just skip the animation. It won't work.
const bool eitherChildZoomed = pane->_firstChild->_zoomed || pane->_secondChild->_zoomed;
// If animations are disabled, just skip this and go straight to
// _CloseChild. Curiously, the pane opening animation doesn't need this,
// and will skip straight to Completed when animations are disabled, but
// this one doesn't seem to.
if (!animationsEnabledInOS || !animationsEnabledInApp || eitherChildZoomed)
{
pane->_CloseChild(closeFirst, false);
co_return;
}
// Setup the animation
auto removedChild = closeFirst ? _firstChild : _secondChild;
auto remainingChild = closeFirst ? _secondChild : _firstChild;
const bool splitWidth = _splitState == SplitState::Vertical;
Size removedOriginalSize{
::base::saturated_cast<float>(removedChild->_root.ActualWidth()),
::base::saturated_cast<float>(removedChild->_root.ActualHeight())
};
Size remainingOriginalSize{
::base::saturated_cast<float>(remainingChild->_root.ActualWidth()),
::base::saturated_cast<float>(remainingChild->_root.ActualHeight())
};
// Remove both children from the grid
_borderFirst.Child(nullptr);
_borderSecond.Child(nullptr);
if (_splitState == SplitState::Vertical)
{
Controls::Grid::SetColumn(_borderFirst, 0);
Controls::Grid::SetColumn(_borderSecond, 1);
}
else if (_splitState == SplitState::Horizontal)
{
Controls::Grid::SetRow(_borderFirst, 0);
Controls::Grid::SetRow(_borderSecond, 1);
}
// Create the dummy grid. This grid will be the one we actually animate,
// in the place of the closed pane.
Controls::Grid dummyGrid;
// GH#603 - we can safely add a BG here, as the control is gone right
// away, to fill the space as the rest of the pane expands.
dummyGrid.Background(s_unfocusedBorderBrush);
// It should be the size of the closed pane.
dummyGrid.Width(removedOriginalSize.Width);
dummyGrid.Height(removedOriginalSize.Height);
_borderFirst.Child(closeFirst ? dummyGrid : remainingChild->GetRootElement());
_borderSecond.Child(closeFirst ? remainingChild->GetRootElement() : dummyGrid);
// Set up the rows/cols as auto/auto, so they'll only use the size of
// the elements in the grid.
//
// * For the closed pane, we want to make that row/col "auto" sized, so
// it takes up as much space as is available.
// * For the remaining pane, we'll make that row/col "*" sized, so it
// takes all the remaining space. As the dummy grid is resized down,
// the remaining pane will expand to take the rest of the space.
_root.ColumnDefinitions().Clear();
_root.RowDefinitions().Clear();
if (_splitState == SplitState::Vertical)
{
auto firstColDef = Controls::ColumnDefinition();
auto secondColDef = Controls::ColumnDefinition();
firstColDef.Width(!closeFirst ? GridLengthHelper::FromValueAndType(1, GridUnitType::Star) : GridLengthHelper::Auto());
secondColDef.Width(closeFirst ? GridLengthHelper::FromValueAndType(1, GridUnitType::Star) : GridLengthHelper::Auto());
_root.ColumnDefinitions().Append(firstColDef);
_root.ColumnDefinitions().Append(secondColDef);
}
else if (_splitState == SplitState::Horizontal)
{
auto firstRowDef = Controls::RowDefinition();
auto secondRowDef = Controls::RowDefinition();
firstRowDef.Height(!closeFirst ? GridLengthHelper::FromValueAndType(1, GridUnitType::Star) : GridLengthHelper::Auto());
secondRowDef.Height(closeFirst ? GridLengthHelper::FromValueAndType(1, GridUnitType::Star) : GridLengthHelper::Auto());
_root.RowDefinitions().Append(firstRowDef);
_root.RowDefinitions().Append(secondRowDef);
}
// Animate the dummy grid from its current size down to 0
Media::Animation::DoubleAnimation animation{};
animation.Duration(AnimationDuration);
animation.From(splitWidth ? removedOriginalSize.Width : removedOriginalSize.Height);
animation.To(0.0);
// This easing is the same as the entrance animation.
animation.EasingFunction(Media::Animation::QuadraticEase{});
animation.EnableDependentAnimation(true);
Media::Animation::Storyboard s;
s.Duration(AnimationDuration);
s.Children().Append(animation);
s.SetTarget(animation, dummyGrid);
s.SetTargetProperty(animation, splitWidth ? L"Width" : L"Height");
// Start the animation.
s.Begin();
std::weak_ptr<Pane> weakThis{ shared_from_this() };
// When the animation is completed, reparent the child's content up to
// us, and remove the child nodes from the tree.
animation.Completed([weakThis, closeFirst](auto&&, auto&&) {
if (auto pane{ weakThis.lock() })
{
// We don't need to manually undo any of the above trickiness.
// We're going to re-parent the child's content into us anyways
pane->_CloseChild(closeFirst, false);
}
});
}
}
// Method Description:
// - Adds event handlers to our children to handle their close events.
// Arguments:
// - <none>
// Return Value:
// - <none>
void Pane::_SetupChildCloseHandlers()
{
_firstClosedToken = _firstChild->Closed([this](auto&& /*s*/, auto&& /*e*/) {
_CloseChildRoutine(true);
});
_secondClosedToken = _secondChild->Closed([this](auto&& /*s*/, auto&& /*e*/) {
_CloseChildRoutine(false);
});
}
// Method Description:
// - Sets up row/column definitions for this pane. There are three total
// row/cols. The middle one is for the separator. The first and third are for
// each of the child panes, and are given a size in pixels, based off the
// available space, and the percent of the space they respectively consume,
// which is stored in _desiredSplitPosition
// - Does nothing if our split state is currently set to SplitState::None
// Arguments:
// - <none>
// Return Value:
// - <none>
void Pane::_CreateRowColDefinitions()
{
const auto first = _desiredSplitPosition * 100.0f;
const auto second = 100.0f - first;
if (_splitState == SplitState::Vertical)
{
_root.ColumnDefinitions().Clear();
// Create two columns in this grid: one for each pane
auto firstColDef = Controls::ColumnDefinition();
firstColDef.Width(GridLengthHelper::FromValueAndType(first, GridUnitType::Star));
auto secondColDef = Controls::ColumnDefinition();
secondColDef.Width(GridLengthHelper::FromValueAndType(second, GridUnitType::Star));
_root.ColumnDefinitions().Append(firstColDef);
_root.ColumnDefinitions().Append(secondColDef);
}
else if (_splitState == SplitState::Horizontal)
{
_root.RowDefinitions().Clear();
// Create two rows in this grid: one for each pane
auto firstRowDef = Controls::RowDefinition();
firstRowDef.Height(GridLengthHelper::FromValueAndType(first, GridUnitType::Star));
auto secondRowDef = Controls::RowDefinition();
secondRowDef.Height(GridLengthHelper::FromValueAndType(second, GridUnitType::Star));
_root.RowDefinitions().Append(firstRowDef);
_root.RowDefinitions().Append(secondRowDef);
}
}
// Method Description:
// - Sets the thickness of each side of our borders to match our _borders state.
// Arguments:
// - <none>
// Return Value:
// - <none>
void Pane::_UpdateBorders()
{
double top = 0, bottom = 0, left = 0, right = 0;
Thickness newBorders{ 0 };
// Zoomed panes, and focused parents should have full borders
if (_zoomed || (!_IsLeaf() && _lastActive))
{
top = bottom = right = left = PaneBorderSize;
}
else
{
if (WI_IsFlagSet(_borders, Borders::Top))
{
top = PaneBorderSize;
}
if (WI_IsFlagSet(_borders, Borders::Bottom))
{
bottom = PaneBorderSize;
}
if (WI_IsFlagSet(_borders, Borders::Left))
{
left = PaneBorderSize;
}
if (WI_IsFlagSet(_borders, Borders::Right))
{
right = PaneBorderSize;
}
}
if (_IsLeaf())
{
_borderFirst.BorderThickness(ThicknessHelper::FromLengths(left, top, right, bottom));
}
else
{
// If we are not a leaf we don't want to duplicate the shared border
// between our children.
if (_splitState == SplitState::Vertical)
{
_borderFirst.BorderThickness(ThicknessHelper::FromLengths(left, top, 0, bottom));
_borderSecond.BorderThickness(ThicknessHelper::FromLengths(0, top, right, bottom));
}
else
{
_borderFirst.BorderThickness(ThicknessHelper::FromLengths(left, top, right, 0));
_borderSecond.BorderThickness(ThicknessHelper::FromLengths(left, 0, right, bottom));
}
}
}
// Method Description:
// - Find the borders for the leaf pane, or the shared borders for child panes.
// - This deliberately ignores if a focused parent has borders.
// Arguments:
// - <none>
// Return Value:
// - <none>
Borders Pane::_GetCommonBorders()
{
if (_IsLeaf())
{
return _borders;
}
return _firstChild->_GetCommonBorders() & _secondChild->_GetCommonBorders();
}
// Method Description:
// - Sets the row/column of our child UI elements, to match our current split type.
// - In case the split definition or parent borders were changed, this recursively
// updates the children as well.
// Arguments:
// - <none>
// Return Value:
// - <none>
void Pane::_ApplySplitDefinitions()
{
if (_splitState == SplitState::Vertical)
{
Controls::Grid::SetColumn(_borderFirst, 0);
Controls::Grid::SetColumn(_borderSecond, 1);
_firstChild->_borders = _borders | Borders::Right;
_secondChild->_borders = _borders | Borders::Left;
_borders = Borders::None;
_firstChild->_ApplySplitDefinitions();
_secondChild->_ApplySplitDefinitions();
}
else if (_splitState == SplitState::Horizontal)
{
Controls::Grid::SetRow(_borderFirst, 0);
Controls::Grid::SetRow(_borderSecond, 1);
_firstChild->_borders = _borders | Borders::Bottom;
_secondChild->_borders = _borders | Borders::Top;
_borders = Borders::None;
_firstChild->_ApplySplitDefinitions();
_secondChild->_ApplySplitDefinitions();
}
_UpdateBorders();
}
// Method Description:
// - Create a pair of animations when a new control enters this pane. This
// should _ONLY_ be called in _Split, AFTER the first and second child panes
// have been set up.
void Pane::_SetupEntranceAnimation()
{
// This will query if animations are enabled via the "Show animations in
// Windows" setting in the OS
winrt::Windows::UI::ViewManagement::UISettings uiSettings;
const auto animationsEnabledInOS = uiSettings.AnimationsEnabled();
const auto animationsEnabledInApp = Media::Animation::Timeline::AllowDependentAnimations();
const bool splitWidth = _splitState == SplitState::Vertical;
const auto totalSize = splitWidth ? _root.ActualWidth() : _root.ActualHeight();
// If we don't have a size yet, it's likely that we're in startup, or we're
// being executed as a sequence of actions. In that case, just skip the
// animation.
if (totalSize <= 0 || !animationsEnabledInOS || !animationsEnabledInApp)
{
return;
}
// Use the unfocused border color as the pane background, so an actual color
// appears behind panes as we animate them sliding in.
//
// GH#603 - We set only the background of the new pane, while it animates
// in. Once the animation is done, we'll remove that background, so if the
// user wants vintage opacity, they'll be able to see what's under the
// window.
// * If we don't give it a background, then the BG will be entirely transparent.
// * If we give the parent (us) root BG a color, then a transparent pane
// will flash opaque during the animation, then back to transparent, which
// looks bad.
_secondChild->_root.Background(s_unfocusedBorderBrush);
const auto [firstSize, secondSize] = _CalcChildrenSizes(::base::saturated_cast<float>(totalSize));
// This is safe to capture this, because it's only being called in the
// context of this method (not on another thread)
auto setupAnimation = [&](const auto& size, const bool isFirstChild) {
auto child = isFirstChild ? _firstChild : _secondChild;
auto childGrid = child->_root;
// If we are splitting a parent pane this may be null
auto control = child->_control;
// Build up our animation:
// * it'll take as long as our duration (200ms)
// * it'll change the value of our property from 0 to secondSize
// * it'll animate that value using a quadratic function (like f(t) = t^2)
// * IMPORTANT! We'll manually tell the animation that "yes we know what
// we're doing, we want an animation here."
Media::Animation::DoubleAnimation animation{};
animation.Duration(AnimationDuration);
if (isFirstChild)
{
// If we're animating the first pane, the size should decrease, from
// the full size down to the given size.
animation.From(totalSize);
animation.To(size);
}
else
{
// Otherwise, we want to show the pane getting larger, so animate
// from 0 to the requested size.
animation.From(0.0);
animation.To(size);
}
animation.EasingFunction(Media::Animation::QuadraticEase{});
animation.EnableDependentAnimation(true);
// Now we're going to set up the Storyboard. This is a unit that uses the
// Animation from above, and actually applies it to a property.
// * we'll set it up for the same duration as the animation we have
// * Apply the animation to the grid of the new pane we're adding to the tree.
// * apply the animation to the Width or Height property.
Media::Animation::Storyboard s;
s.Duration(AnimationDuration);
s.Children().Append(animation);
s.SetTarget(animation, childGrid);
s.SetTargetProperty(animation, splitWidth ? L"Width" : L"Height");
// BE TRICKY:
// We're animating the width or height of our child pane's grid.
//
// We DON'T want to change the size of the control itself, because the
// terminal has to reflow the buffer every time the control changes size. So
// what we're going to do there is manually set the control's size to how
// big we _actually know_ the control will be.
//
// We're also going to be changing alignment of our child pane and the
// control. This way, we'll be able to have the control stick to the inside
// of the child pane's grid (the side that's moving), while we also have the
// pane's grid stick to "outside" of the grid (the side that's not moving)
if (splitWidth)
{
// If we're animating the first child, then stick to the top/left of
// the parent pane, otherwise use the bottom/right. This is always
// the "outside" of the parent pane.
childGrid.HorizontalAlignment(isFirstChild ? HorizontalAlignment::Left : HorizontalAlignment::Right);
if (control)
{
control.HorizontalAlignment(HorizontalAlignment::Left);
control.Width(isFirstChild ? totalSize : size);
}
// When the animation is completed, undo the trickiness from before, to
// restore the controls to the behavior they'd usually have.
animation.Completed([childGrid, control, root = _secondChild->_root](auto&&, auto&&) {
childGrid.Width(NAN);
childGrid.HorizontalAlignment(HorizontalAlignment::Stretch);
if (control)
{
control.Width(NAN);
control.HorizontalAlignment(HorizontalAlignment::Stretch);
}
root.Background(nullptr);
});
}
else
{
// If we're animating the first child, then stick to the top/left of
// the parent pane, otherwise use the bottom/right. This is always
// the "outside" of the parent pane.
childGrid.VerticalAlignment(isFirstChild ? VerticalAlignment::Top : VerticalAlignment::Bottom);
if (control)
{
control.VerticalAlignment(VerticalAlignment::Top);
control.Height(isFirstChild ? totalSize : size);
}
// When the animation is completed, undo the trickiness from before, to
// restore the controls to the behavior they'd usually have.
animation.Completed([childGrid, control, root = _secondChild->_root](auto&&, auto&&) {
childGrid.Height(NAN);
childGrid.VerticalAlignment(VerticalAlignment::Stretch);
if (control)
{
control.Height(NAN);
control.VerticalAlignment(VerticalAlignment::Stretch);
}
root.Background(nullptr);
});
}
// Start the animation.
s.Begin();
};
// TODO: GH#7365 - animating the first child right now doesn't _really_ do
// anything. We could do better though.
setupAnimation(firstSize, true);
setupAnimation(secondSize, false);
}
// Method Description:
// - This is a helper to determine if a given Pane can be split, but without
// using the ActualWidth() and ActualHeight() methods. This is used during
// processing of many "split-pane" commands, which could happen _before_ we've
// laid out a Pane for the first time. When this happens, the Pane's don't
// have an actual size yet. However, we'd still like to figure out if the pane
// could be split, once they're all laid out.
// - This method assumes that the Pane we're attempting to split is `target`,
// and this method should be called on the root of a tree of Panes.
// - We'll walk down the tree attempting to find `target`. As we traverse the
// tree, we'll reduce the size passed to each subsequent recursive call. The
// size passed to this method represents how much space this Pane _will_ have
// to use.
// * If this pane is a leaf, and it's the pane we're looking for, use the
// available space to calculate which direction to split in.
// * If this pane is _any other leaf_, then just return nullopt, to indicate
// that the `target` Pane is not down this branch.
// * If this pane is a parent, calculate how much space our children will be
// able to use, and recurse into them.
// Arguments:
// - target: The Pane we're attempting to split.
// - splitType: The direction we're attempting to split in.
// - availableSpace: The theoretical space that's available for this pane to be able to split.
// Return Value:
// - nullopt if `target` is not this pane or a child of this pane, otherwise
// true iff we could split this pane, given `availableSpace`
// Note:
// - This method is highly similar to Pane::PreCalculateAutoSplit
std::optional<bool> Pane::PreCalculateCanSplit(const std::shared_ptr<Pane> target,
SplitDirection splitType,
const float splitSize,
const winrt::Windows::Foundation::Size availableSpace) const
{
if (target.get() == this)
{
const auto firstPercent = 1.0f - splitSize;
const auto secondPercent = splitSize;
// If this pane is a leaf, and it's the pane we're looking for, use
// the available space to calculate which direction to split in.
const Size minSize = _GetMinSize();
if (splitType == SplitDirection::Left || splitType == SplitDirection::Right)
{
const auto widthMinusSeparator = availableSpace.Width - CombinedPaneBorderSize;
const auto newFirstWidth = widthMinusSeparator * firstPercent;
const auto newSecondWidth = widthMinusSeparator * secondPercent;
return { newFirstWidth > minSize.Width && newSecondWidth > minSize.Width };
}
else if (splitType == SplitDirection::Up || splitType == SplitDirection::Down)
{
const auto heightMinusSeparator = availableSpace.Height - CombinedPaneBorderSize;
const auto newFirstHeight = heightMinusSeparator * firstPercent;
const auto newSecondHeight = heightMinusSeparator * secondPercent;
return { newFirstHeight > minSize.Height && newSecondHeight > minSize.Height };
}
}
else if (_IsLeaf())
{
// If this pane is _any other leaf_, then just return nullopt, to
// indicate that the `target` Pane is not down this branch.
return std::nullopt;
}
else
{
// If this pane is a parent, calculate how much space our children will
// be able to use, and recurse into them.
const bool isVerticalSplit = _splitState == SplitState::Vertical;
const float firstWidth = isVerticalSplit ?
(availableSpace.Width * _desiredSplitPosition) - PaneBorderSize :
availableSpace.Width;
const float secondWidth = isVerticalSplit ?
(availableSpace.Width - firstWidth) - PaneBorderSize :
availableSpace.Width;
const float firstHeight = !isVerticalSplit ?
(availableSpace.Height * _desiredSplitPosition) - PaneBorderSize :
availableSpace.Height;
const float secondHeight = !isVerticalSplit ?
(availableSpace.Height - firstHeight) - PaneBorderSize :
availableSpace.Height;
const auto firstResult = _firstChild->PreCalculateCanSplit(target, splitType, splitSize, { firstWidth, firstHeight });
return firstResult.has_value() ? firstResult : _secondChild->PreCalculateCanSplit(target, splitType, splitSize, { secondWidth, secondHeight });
}
// We should not possibly be getting here - both the above branches should
// return a value.
FAIL_FAST();
}
// Method Description:
// - Split the focused pane in our tree of panes, and place the given
// TermControl into the newly created pane. If we're the focused pane, then
// we'll create two new children, and place them side-by-side in our Grid.
// Arguments:
// - splitType: what type of split we want to create.
// - profile: The profile to associate with the newly created pane.
// - control: A TermControl to use in the new pane.
// Return Value:
// - The two newly created Panes, with the original pane first
std::pair<std::shared_ptr<Pane>, std::shared_ptr<Pane>> Pane::Split(SplitDirection splitType,
const float splitSize,
const Profile& profile,
const TermControl& control)
{
if (!_lastActive)
{
if (_firstChild && _firstChild->_HasFocusedChild())
{
return _firstChild->Split(splitType, splitSize, profile, control);
}
else if (_secondChild && _secondChild->_HasFocusedChild())
{
return _secondChild->Split(splitType, splitSize, profile, control);
}
return { nullptr, nullptr };
}
auto newPane = std::make_shared<Pane>(profile, control);
return _Split(splitType, splitSize, newPane);
}
// Method Description:
// - Toggle the split orientation of the currently focused pane
// Arguments:
// - <none>
// Return Value:
// - true if a split was changed
bool Pane::ToggleSplitOrientation()
{
// If we are a leaf there is no split to toggle.
if (_IsLeaf())
{
return false;
}
// If a parent pane is focused, or if one of its children are a leaf and is
// focused then switch the split orientation on the current pane.
const bool firstIsFocused = _firstChild->_IsLeaf() && _firstChild->_lastActive;
const bool secondIsFocused = _secondChild->_IsLeaf() && _secondChild->_lastActive;
if (_lastActive || firstIsFocused || secondIsFocused)
{
// Switch the split orientation
_splitState = _splitState == SplitState::Horizontal ? SplitState::Vertical : SplitState::Horizontal;
// then update the borders and positioning on ourselves and our children.
_borders = _GetCommonBorders();
// Since we changed if we are using rows/columns, make sure we remove the old definitions
_root.ColumnDefinitions().Clear();
_root.RowDefinitions().Clear();
_CreateRowColDefinitions();
_ApplySplitDefinitions();
return true;
}
return _firstChild->ToggleSplitOrientation() || _secondChild->ToggleSplitOrientation();
}
// Method Description:
// - Converts an "automatic" split type into either Vertical or Horizontal,
// based upon the current dimensions of the Pane.
// - Similarly, if Up/Down or Left/Right are provided a Horizontal or Vertical
// split type will be returned.
// Arguments:
// - splitType: The SplitDirection to attempt to convert
// Return Value:
// - One of Horizontal or Vertical
SplitState Pane::_convertAutomaticOrDirectionalSplitState(const SplitDirection& splitType) const
{
// Careful here! If the pane doesn't yet have a size, these dimensions will
// be 0, and we'll always return Vertical.
if (splitType == SplitDirection::Automatic)
{
// If the requested split type was "auto", determine which direction to
// split based on our current dimensions
const Size actualSize{ gsl::narrow_cast<float>(_root.ActualWidth()),
gsl::narrow_cast<float>(_root.ActualHeight()) };
return actualSize.Width >= actualSize.Height ? SplitState::Vertical : SplitState::Horizontal;
}
if (splitType == SplitDirection::Up || splitType == SplitDirection::Down)
{
return SplitState::Horizontal;
}
// All that is left is Left / Right which are vertical splits
return SplitState::Vertical;
}
// Method Description:
// - Does the bulk of the work of creating a new split. Initializes our UI,
// creates a new Pane to host the control, registers event handlers.
// Arguments:
// - splitType: what type of split we should create.
// - splitSize: what fraction of the pane the new pane should get
// - newPane: the pane to add as a child
// Return Value:
// - The two newly created Panes, with the original pane as the first pane.
std::pair<std::shared_ptr<Pane>, std::shared_ptr<Pane>> Pane::_Split(SplitDirection splitType,
const float splitSize,
std::shared_ptr<Pane> newPane)
{
auto actualSplitType = _convertAutomaticOrDirectionalSplitState(splitType);
// Lock the create/close lock so that another operation won't concurrently
// modify our tree
std::unique_lock lock{ _createCloseLock };
if (_IsLeaf())
{
// revoke our handler - the child will take care of the control now.
_control.ConnectionStateChanged(_connectionStateChangedToken);
_connectionStateChangedToken.value = 0;
_control.WarningBell(_warningBellToken);
_warningBellToken.value = 0;
// Remove our old GotFocus handler from the control. We don't want the
// control telling us that it's now focused, we want it telling its new
// parent.
_gotFocusRevoker.revoke();
_lostFocusRevoker.revoke();
}
// Remove any children we currently have. We can't add the existing
// TermControl to a new grid until we do this.
_root.Children().Clear();
_borderFirst.Child(nullptr);
_borderSecond.Child(nullptr);
// Create a new pane from ourself
if (!_IsLeaf())
{
// Since we are a parent we don't have borders normally,
// so set them temporarily for when we update our split definition.
_borders = _GetCommonBorders();
_firstChild->Closed(_firstClosedToken);
_secondChild->Closed(_secondClosedToken);
// If we are not a leaf we should create a new pane that contains our children
auto first = std::make_shared<Pane>(_firstChild, _secondChild, _splitState, _desiredSplitPosition);
_firstChild = first;
}
else
{
// Move our control, guid into the first one.
_firstChild = std::make_shared<Pane>(_profile, _control);
_firstChild->_connectionState = std::exchange(_connectionState, ConnectionState::NotConnected);
_profile = nullptr;
_control = { nullptr };
}
_splitState = actualSplitType;
_desiredSplitPosition = 1.0f - splitSize;
_secondChild = newPane;
// If we want the new pane to be the first child, swap the children
if (splitType == SplitDirection::Up || splitType == SplitDirection::Left)
{
std::swap(_firstChild, _secondChild);
}
_root.ColumnDefinitions().Clear();
_root.RowDefinitions().Clear();
_CreateRowColDefinitions();
_borderFirst.Child(_firstChild->GetRootElement());
_borderSecond.Child(_secondChild->GetRootElement());
_root.Children().Append(_borderFirst);
_root.Children().Append(_borderSecond);
_ApplySplitDefinitions();
// Register event handlers on our children to handle their Close events
_SetupChildCloseHandlers();
_lastActive = false;
_SetupEntranceAnimation();
// Clear out our ID, only leaves should have IDs
_id = {};
// Regardless of which child the new child is, we want to return the
// original one first.
if (splitType == SplitDirection::Up || splitType == SplitDirection::Left)
{
return { _secondChild, _firstChild };
}
return { _firstChild, _secondChild };
}
// Method Description:
// - Recursively attempt to "zoom" the given pane. When the pane is zoomed, it
// won't be displayed as part of the tab tree, instead it'll take up the full
// content of the tab. When we find the given pane, we'll need to remove it
// from the UI tree, so that the caller can re-add it. We'll also set some
// internal state, so the pane can display all of its borders.
// Arguments:
// - zoomedPane: This is the pane which we're attempting to zoom on.
// Return Value:
// - <none>
void Pane::Maximize(std::shared_ptr<Pane> zoomedPane)
{
_zoomed = (zoomedPane == shared_from_this());
_UpdateBorders();
if (!_IsLeaf())
{
if (zoomedPane == _firstChild || zoomedPane == _secondChild)
{
// When we're zooming the pane, we'll need to remove it from our UI
// tree. Easy way: just remove both children. We'll re-attach both
// when we un-zoom.
_root.Children().Clear();
_borderFirst.Child(nullptr);
_borderSecond.Child(nullptr);
}
// Always recurse into both children. If the (un)zoomed pane was one of
// our direct children, we'll still want to update it's borders.
_firstChild->Maximize(zoomedPane);
_secondChild->Maximize(zoomedPane);
}
}
// Method Description:
// - Recursively attempt to "un-zoom" the given pane. This does the opposite of
// Pane::Maximize. When we find the given pane, we should return the pane to our
// UI tree. We'll also clear the internal state, so the pane can display its
// borders correctly.
// - The caller should make sure to have removed the zoomed pane from the UI
// tree _before_ calling this.
// Arguments:
// - zoomedPane: This is the pane which we're attempting to un-zoom.
// Return Value:
// - <none>
void Pane::Restore(std::shared_ptr<Pane> zoomedPane)
{
_zoomed = false;
_UpdateBorders();
if (!_IsLeaf())
{
if (zoomedPane == _firstChild || zoomedPane == _secondChild)
{
// When we're un-zooming the pane, we'll need to re-add it to our UI
// tree where it originally belonged. easy way: just re-add both.
_root.Children().Clear();
_borderFirst.Child(_firstChild->GetRootElement());
_borderSecond.Child(_secondChild->GetRootElement());
_root.Children().Append(_borderFirst);
_root.Children().Append(_borderSecond);
}
// Always recurse into both children. If the (un)zoomed pane was one of
// our direct children, we'll still want to update it's borders.
_firstChild->Restore(zoomedPane);
_secondChild->Restore(zoomedPane);
}
}
// Method Description:
// - Retrieves the ID of this pane
// - NOTE: The caller should make sure that this pane is a leaf,
// otherwise the ID value will not make sense (leaves have IDs, parents do not)
// Return Value:
// - The ID of this pane
std::optional<uint32_t> Pane::Id() noexcept
{
return _id;
}
// Method Description:
// - Sets this pane's ID
// - Panes are given IDs upon creation by TerminalTab
// Arguments:
// - The number to set this pane's ID to
void Pane::Id(uint32_t id) noexcept
{
_id = id;
}
// Method Description:
// - Recursive function that focuses a pane with the given ID
// Arguments:
// - The ID of the pane we want to focus
bool Pane::FocusPane(const uint32_t id)
{
// Always clear the parent child path if we are focusing a leaf
_parentChildPath.reset();
if (_IsLeaf() && id == _id)
{
// Make sure to use _FocusFirstChild here - that'll properly update the
// focus if we're in startup.
_FocusFirstChild();
return true;
}
else
{
if (_firstChild && _secondChild)
{
return _firstChild->FocusPane(id) ||
_secondChild->FocusPane(id);
}
}
return false;
}
// Method Description:
// - Focuses the given pane if it is in the tree.
// - This is different than FocusPane(id) in that it allows focusing
// panes that are not leaves.
// Arguments:
// - the pane to focus
// Return Value:
// - true if focus was set
bool Pane::FocusPane(const std::shared_ptr<Pane> pane)
{
if (this == pane.get())
{
_Focus();
return true;
}
else
{
// clear the parent child path if we are not the pane being focused.
_parentChildPath.reset();
if (_firstChild && _secondChild)
{
return _firstChild->FocusPane(pane) ||
_secondChild->FocusPane(pane);
}
}
return false;
}
// Method Description:
// - Check if this pane contains the the argument as a child anywhere along the tree.
// Arguments:
// - child: the child to search for.
// Return Value:
// - true if the child was found.
bool Pane::_HasChild(const std::shared_ptr<Pane> child)
{
if (_IsLeaf())
{
return false;
}
if (_firstChild == child || _secondChild == child)
{
return true;
}
return _firstChild->_HasChild(child) || _secondChild->_HasChild(child);
}
// Method Description:
// - Recursive function that finds a pane with the given ID
// Arguments:
// - The ID of the pane we want to find
// Return Value:
// - A pointer to the pane with the given ID, if found.
std::shared_ptr<Pane> Pane::FindPane(const uint32_t id)
{
if (_IsLeaf())
{
if (id == _id)
{
return shared_from_this();
}
}
else
{
if (auto pane = _firstChild->FindPane(id))
{
return pane;
}
if (auto pane = _secondChild->FindPane(id))
{
return pane;
}
}
return nullptr;
}
// Method Description:
// - Gets the size in pixels of each of our children, given the full size they
// should fill. Since these children own their own separators (borders), this
// size is their portion of our _entire_ size. If specified size is lower than
// required then children will be of minimum size. Snaps first child to grid
// but not the second.
// Arguments:
// - fullSize: the amount of space in pixels that should be filled by our
// children and their separators. Can be arbitrarily low.
// Return Value:
// - a pair with the size of our first child and the size of our second child,
// respectively.
std::pair<float, float> Pane::_CalcChildrenSizes(const float fullSize) const
{
const auto widthOrHeight = _splitState == SplitState::Vertical;
const auto snappedSizes = _CalcSnappedChildrenSizes(widthOrHeight, fullSize).lower;
// Keep the first pane snapped and give the second pane all remaining size
return {
snappedSizes.first,
fullSize - snappedSizes.first
};
}
// Method Description:
// - Gets the size in pixels of each of our children, given the full size they should
// fill. Each child is snapped to char grid as close as possible. If called multiple
// times with fullSize argument growing, then both returned sizes are guaranteed to be
// non-decreasing (it's a monotonically increasing function). This is important so that
// user doesn't get any pane shrank when they actually expand the window or parent pane.
// That is also required by the layout algorithm.
// Arguments:
// - widthOrHeight: if true, operates on width, otherwise on height.
// - fullSize: the amount of space in pixels that should be filled by our children and
// their separator. Can be arbitrarily low.
// Return Value:
// - a structure holding the result of this calculation. The 'lower' field represents the
// children sizes that would fit in the fullSize, but might (and usually do) not fill it
// completely. The 'higher' field represents the size of the children if they slightly exceed
// the fullSize, but are snapped. If the children can be snapped and also exactly match
// the fullSize, then both this fields have the same value that represent this situation.
Pane::SnapChildrenSizeResult Pane::_CalcSnappedChildrenSizes(const bool widthOrHeight, const float fullSize) const
{
if (_IsLeaf())
{
THROW_HR(E_FAIL);
}
// First we build a tree of nodes corresponding to the tree of our descendant panes.
// Each node represents a size of given pane. At the beginning, each node has the minimum
// size that the corresponding pane can have; so has the our (root) node. We then gradually
// expand our node (which in turn expands some of the child nodes) until we hit the desired
// size. Since each expand step (done in _AdvanceSnappedDimension()) guarantees that all the
// sizes will be snapped, our return values is also snapped.
// Why do we do it this, iterative way? Why can't we just split the given size by
// _desiredSplitPosition and snap it latter? Because it's hardly doable, if possible, to also
// fulfill the monotonicity requirement that way. As the fullSize increases, the proportional
// point that separates children panes also moves and cells sneak in the available area in
// unpredictable way, regardless which child has the snap priority or whether we snap them
// upward, downward or to nearest.
// With present way we run the same sequence of actions regardless to the fullSize value and
// only just stop at various moments when the built sizes reaches it. Eventually, this could
// be optimized for simple cases like when both children are both leaves with the same character
// size, but it doesn't seem to be beneficial.
auto sizeTree = _CreateMinSizeTree(widthOrHeight);
LayoutSizeNode lastSizeTree{ sizeTree };
while (sizeTree.size < fullSize)
{
lastSizeTree = sizeTree;
_AdvanceSnappedDimension(widthOrHeight, sizeTree);
if (sizeTree.size == fullSize)
{
// If we just hit exactly the requested value, then just return the
// current state of children.
return { { sizeTree.firstChild->size, sizeTree.secondChild->size },
{ sizeTree.firstChild->size, sizeTree.secondChild->size } };
}
}
// We exceeded the requested size in the loop above, so lastSizeTree will have
// the last good sizes (so that children fit in) and sizeTree has the next possible
// snapped sizes. Return them as lower and higher snap possibilities.
return { { lastSizeTree.firstChild->size, lastSizeTree.secondChild->size },
{ sizeTree.firstChild->size, sizeTree.secondChild->size } };
}
// Method Description:
// - Adjusts given dimension (width or height) so that all descendant terminals
// align with their character grids as close as possible. Snaps to closes match
// (either upward or downward). Also makes sure to fit in minimal sizes of the panes.
// Arguments:
// - widthOrHeight: if true operates on width, otherwise on height
// - dimension: a dimension (width or height) to snap
// Return Value:
// - A value corresponding to the next closest snap size for this Pane, either upward or downward
float Pane::CalcSnappedDimension(const bool widthOrHeight, const float dimension) const
{
const auto [lower, higher] = _CalcSnappedDimension(widthOrHeight, dimension);
return dimension - lower < higher - dimension ? lower : higher;
}
// Method Description:
// - Adjusts given dimension (width or height) so that all descendant terminals
// align with their character grids as close as possible. Also makes sure to
// fit in minimal sizes of the panes.
// Arguments:
// - widthOrHeight: if true operates on width, otherwise on height
// - dimension: a dimension (width or height) to be snapped
// Return Value:
// - pair of floats, where first value is the size snapped downward (not greater then
// requested size) and second is the size snapped upward (not lower than requested size).
// If requested size is already snapped, then both returned values equal this value.
Pane::SnapSizeResult Pane::_CalcSnappedDimension(const bool widthOrHeight, const float dimension) const
{
if (_IsLeaf())
{
// If we're a leaf pane, align to the grid of controlling terminal
const auto minSize = _GetMinSize();
const auto minDimension = widthOrHeight ? minSize.Width : minSize.Height;
if (dimension <= minDimension)
{
return { minDimension, minDimension };
}
float lower = _control.SnapDimensionToGrid(widthOrHeight, dimension);
if (widthOrHeight)
{
lower += WI_IsFlagSet(_borders, Borders::Left) ? PaneBorderSize : 0;
lower += WI_IsFlagSet(_borders, Borders::Right) ? PaneBorderSize : 0;
}
else
{
lower += WI_IsFlagSet(_borders, Borders::Top) ? PaneBorderSize : 0;
lower += WI_IsFlagSet(_borders, Borders::Bottom) ? PaneBorderSize : 0;
}
if (lower == dimension)
{
// If we happen to be already snapped, then just return this size
// as both lower and higher values.
return { lower, lower };
}
else
{
const auto cellSize = _control.CharacterDimensions();
const auto higher = lower + (widthOrHeight ? cellSize.Width : cellSize.Height);
return { lower, higher };
}
}
else if (_splitState == (widthOrHeight ? SplitState::Horizontal : SplitState::Vertical))
{
// If we're resizing along separator axis, snap to the closest possibility
// given by our children panes.
const auto firstSnapped = _firstChild->_CalcSnappedDimension(widthOrHeight, dimension);
const auto secondSnapped = _secondChild->_CalcSnappedDimension(widthOrHeight, dimension);
return {
std::max(firstSnapped.lower, secondSnapped.lower),
std::min(firstSnapped.higher, secondSnapped.higher)
};
}
else
{
// If we're resizing perpendicularly to separator axis, calculate the sizes
// of child panes that would fit the given size. We use same algorithm that
// is used for real resize routine, but exclude the remaining empty space that
// would appear after the second pane. This will be the 'downward' snap possibility,
// while the 'upward' will be given as a side product of the layout function.
const auto childSizes = _CalcSnappedChildrenSizes(widthOrHeight, dimension);
return {
childSizes.lower.first + childSizes.lower.second,
childSizes.higher.first + childSizes.higher.second
};
}
}
// Method Description:
// - Increases size of given LayoutSizeNode to match next possible 'snap'. In case of leaf
// pane this means the next cell of the terminal. Otherwise it means that one of its children
// advances (recursively). It expects the given node and its descendants to have either
// already snapped or minimum size.
// Arguments:
// - widthOrHeight: if true operates on width, otherwise on height.
// - sizeNode: a layout size node that corresponds to this pane.
// Return Value:
// - <none>
void Pane::_AdvanceSnappedDimension(const bool widthOrHeight, LayoutSizeNode& sizeNode) const
{
if (_IsLeaf())
{
// We're a leaf pane, so just add one more row or column (unless isMinimumSize
// is true, see below).
if (sizeNode.isMinimumSize)
{
// If the node is of its minimum size, this size might not be snapped (it might
// be, say, half a character, or fixed 10 pixels), so snap it upward. It might
// however be already snapped, so add 1 to make sure it really increases
// (not strictly necessary but to avoid surprises).
sizeNode.size = _CalcSnappedDimension(widthOrHeight, sizeNode.size + 1).higher;
}
else
{
const auto cellSize = _control.CharacterDimensions();
sizeNode.size += widthOrHeight ? cellSize.Width : cellSize.Height;
}
}
else
{
// We're a parent pane, so we have to advance dimension of our children panes. In
// fact, we advance only one child (chosen later) to keep the growth fine-grained.
// To choose which child pane to advance, we actually need to know their advanced sizes
// in advance (oh), to see which one would 'fit' better. Often, this is already cached
// by the previous invocation of this function in nextFirstChild and nextSecondChild
// fields of given node. If not, we need to calculate them now.
if (sizeNode.nextFirstChild == nullptr)
{
sizeNode.nextFirstChild = std::make_unique<LayoutSizeNode>(*sizeNode.firstChild);
_firstChild->_AdvanceSnappedDimension(widthOrHeight, *sizeNode.nextFirstChild);
}
if (sizeNode.nextSecondChild == nullptr)
{
sizeNode.nextSecondChild = std::make_unique<LayoutSizeNode>(*sizeNode.secondChild);
_secondChild->_AdvanceSnappedDimension(widthOrHeight, *sizeNode.nextSecondChild);
}
const auto nextFirstSize = sizeNode.nextFirstChild->size;
const auto nextSecondSize = sizeNode.nextSecondChild->size;
// Choose which child pane to advance.
bool advanceFirstOrSecond;
if (_splitState == (widthOrHeight ? SplitState::Horizontal : SplitState::Vertical))
{
// If we're growing along separator axis, choose the child that
// wants to be smaller than the other, so that the resulting size
// will be the smallest.
advanceFirstOrSecond = nextFirstSize < nextSecondSize;
}
else
{
// If we're growing perpendicularly to separator axis, choose a
// child so that their size ratio is closer to that we're trying
// to maintain (this is, the relative separator position is closer
// to the _desiredSplitPosition field).
const auto firstSize = sizeNode.firstChild->size;
const auto secondSize = sizeNode.secondChild->size;
// Because we rely on equality check, these calculations have to be
// immune to floating point errors. In common situation where both panes
// have the same character sizes and _desiredSplitPosition is 0.5 (or
// some simple fraction) both ratios will often be the same, and if so
// we always take the left child. It could be right as well, but it's
// important that it's consistent: that it would always go
// 1 -> 2 -> 1 -> 2 -> 1 -> 2 and not like 1 -> 1 -> 2 -> 2 -> 2 -> 1
// which would look silly to the user but which occur if there was
// a non-floating-point-safe math.
const auto deviation1 = nextFirstSize - (nextFirstSize + secondSize) * _desiredSplitPosition;
const auto deviation2 = -1 * (firstSize - (firstSize + nextSecondSize) * _desiredSplitPosition);
advanceFirstOrSecond = deviation1 <= deviation2;
}
// Here we advance one of our children. Because we already know the appropriate
// (advanced) size that given child would need to have, we simply assign that size
// to it. We then advance its 'next*' size (nextFirstChild or nextSecondChild) so
// the invariant holds (as it will likely be used by the next invocation of this
// function). The other child's next* size remains unchanged because its size
// haven't changed either.
if (advanceFirstOrSecond)
{
*sizeNode.firstChild = *sizeNode.nextFirstChild;
_firstChild->_AdvanceSnappedDimension(widthOrHeight, *sizeNode.nextFirstChild);
}
else
{
*sizeNode.secondChild = *sizeNode.nextSecondChild;
_secondChild->_AdvanceSnappedDimension(widthOrHeight, *sizeNode.nextSecondChild);
}
// Since the size of one of our children has changed we need to update our size as well.
if (_splitState == (widthOrHeight ? SplitState::Horizontal : SplitState::Vertical))
{
sizeNode.size = std::max(sizeNode.firstChild->size, sizeNode.secondChild->size);
}
else
{
sizeNode.size = sizeNode.firstChild->size + sizeNode.secondChild->size;
}
}
// Because we have grown, we're certainly no longer of our
// minimal size (if we've ever been).
sizeNode.isMinimumSize = false;
}
// Method Description:
// - Get the absolute minimum size that this pane can be resized to and still
// have 1x1 character visible, in each of its children. If we're a leaf, we'll
// include the space needed for borders _within_ us.
// Arguments:
// - <none>
// Return Value:
// - The minimum size that this pane can be resized to and still have a visible
// character.
Size Pane::_GetMinSize() const
{
if (_IsLeaf())
{
auto controlSize = _control.MinimumSize();
auto newWidth = controlSize.Width;
auto newHeight = controlSize.Height;
newWidth += WI_IsFlagSet(_borders, Borders::Left) ? PaneBorderSize : 0;
newWidth += WI_IsFlagSet(_borders, Borders::Right) ? PaneBorderSize : 0;
newHeight += WI_IsFlagSet(_borders, Borders::Top) ? PaneBorderSize : 0;
newHeight += WI_IsFlagSet(_borders, Borders::Bottom) ? PaneBorderSize : 0;
return { newWidth, newHeight };
}
else
{
const auto firstSize = _firstChild->_GetMinSize();
const auto secondSize = _secondChild->_GetMinSize();
const auto minWidth = _splitState == SplitState::Vertical ?
firstSize.Width + secondSize.Width :
std::max(firstSize.Width, secondSize.Width);
const auto minHeight = _splitState == SplitState::Horizontal ?
firstSize.Height + secondSize.Height :
std::max(firstSize.Height, secondSize.Height);
return { minWidth, minHeight };
}
}
// Method Description:
// - Builds a tree of LayoutSizeNode that matches the tree of panes. Each node
// has minimum size that the corresponding pane can have.
// Arguments:
// - widthOrHeight: if true operates on width, otherwise on height
// Return Value:
// - Root node of built tree that matches this pane.
Pane::LayoutSizeNode Pane::_CreateMinSizeTree(const bool widthOrHeight) const
{
const auto size = _GetMinSize();
LayoutSizeNode node(widthOrHeight ? size.Width : size.Height);
if (!_IsLeaf())
{
node.firstChild = std::make_unique<LayoutSizeNode>(_firstChild->_CreateMinSizeTree(widthOrHeight));
node.secondChild = std::make_unique<LayoutSizeNode>(_secondChild->_CreateMinSizeTree(widthOrHeight));
}
return node;
}
// Method Description:
// - Adjusts split position so that no child pane is smaller then its
// minimum size
// Arguments:
// - widthOrHeight: if true, operates on width, otherwise on height.
// - requestedValue: split position value to be clamped
// - totalSize: size (width or height) of the parent pane
// Return Value:
// - split position (value in range <0.0, 1.0>)
float Pane::_ClampSplitPosition(const bool widthOrHeight, const float requestedValue, const float totalSize) const
{
const auto firstMinSize = _firstChild->_GetMinSize();
const auto secondMinSize = _secondChild->_GetMinSize();
const auto firstMinDimension = widthOrHeight ? firstMinSize.Width : firstMinSize.Height;
const auto secondMinDimension = widthOrHeight ? secondMinSize.Width : secondMinSize.Height;
const auto minSplitPosition = firstMinDimension / totalSize;
const auto maxSplitPosition = 1.0f - (secondMinDimension / totalSize);
return std::clamp(requestedValue, minSplitPosition, maxSplitPosition);
}
// Function Description:
// - Attempts to load some XAML resources that the Pane will need. This includes:
// * The Color we'll use for active Panes's borders - SystemAccentColor
// * The Brush we'll use for inactive Panes - TabViewBackground (to match the
// color of the titlebar)
// Arguments:
// - <none>
// Return Value:
// - <none>
void Pane::_SetupResources()
{
const auto res = Application::Current().Resources();
const auto accentColorKey = winrt::box_value(L"SystemAccentColor");
if (res.HasKey(accentColorKey))
{
const auto colorFromResources = res.Lookup(accentColorKey);
// If SystemAccentColor is _not_ a Color for some reason, use
// Transparent as the color, so we don't do this process again on
// the next pane (by leaving s_focusedBorderBrush nullptr)
auto actualColor = winrt::unbox_value_or<Color>(colorFromResources, Colors::Black());
s_focusedBorderBrush = SolidColorBrush(actualColor);
}
else
{
// DON'T use Transparent here - if it's "Transparent", then it won't
// be able to hittest for clicks, and then clicking on the border
// will eat focus.
s_focusedBorderBrush = SolidColorBrush{ Colors::Black() };
}
const auto unfocusedBorderBrushKey = winrt::box_value(L"UnfocusedBorderBrush");
if (res.HasKey(unfocusedBorderBrushKey))
{
winrt::Windows::Foundation::IInspectable obj = res.Lookup(unfocusedBorderBrushKey);
s_unfocusedBorderBrush = obj.try_as<winrt::Windows::UI::Xaml::Media::SolidColorBrush>();
}
else
{
// DON'T use Transparent here - if it's "Transparent", then it won't
// be able to hittest for clicks, and then clicking on the border
// will eat focus.
s_unfocusedBorderBrush = SolidColorBrush{ Colors::Black() };
}
}
int Pane::GetLeafPaneCount() const noexcept
{
return _IsLeaf() ? 1 : (_firstChild->GetLeafPaneCount() + _secondChild->GetLeafPaneCount());
}
// Method Description:
// - This is a helper to determine which direction an "Automatic" split should
// happen in for a given pane, but without using the ActualWidth() and
// ActualHeight() methods. This is used during the initialization of the
// Terminal, when we could be processing many "split-pane" commands _before_
// we've ever laid out the Terminal for the first time. When this happens, the
// Pane's don't have an actual size yet. However, we'd still like to figure
// out how to do an "auto" split when these Panes are all laid out.
// - This method assumes that the Pane we're attempting to split is `target`,
// and this method should be called on the root of a tree of Panes.
// - We'll walk down the tree attempting to find `target`. As we traverse the
// tree, we'll reduce the size passed to each subsequent recursive call. The
// size passed to this method represents how much space this Pane _will_ have
// to use.
// * If this pane is a leaf, and it's the pane we're looking for, use the
// available space to calculate which direction to split in.
// * If this pane is _any other leaf_, then just return nullopt, to indicate
// that the `target` Pane is not down this branch.
// * If this pane is a parent, calculate how much space our children will be
// able to use, and recurse into them.
// Arguments:
// - target: The Pane we're attempting to split.
// - availableSpace: The theoretical space that's available for this pane to be able to split.
// Return Value:
// - nullopt if `target` is not this pane or a child of this pane, otherwise the
// SplitDirection that `target` would use for an `Automatic` split given
// `availableSpace`
std::optional<SplitDirection> Pane::PreCalculateAutoSplit(const std::shared_ptr<Pane> target,
const winrt::Windows::Foundation::Size availableSpace) const
{
if (target.get() == this)
{
// If this pane is the pane we are looking for, use the available space
// to calculate which direction to split in.
return availableSpace.Width > availableSpace.Height ? SplitDirection::Right : SplitDirection::Down;
}
else if (_IsLeaf())
{
// If this pane is _any other leaf_, then just return nullopt, to
// indicate that the `target` Pane is not down this branch.
return std::nullopt;
}
else
{
// If this pane is a parent, calculate how much space our children will
// be able to use, and recurse into them.
const bool isVerticalSplit = _splitState == SplitState::Vertical;
const float firstWidth = isVerticalSplit ? (availableSpace.Width * _desiredSplitPosition) : availableSpace.Width;
const float secondWidth = isVerticalSplit ? (availableSpace.Width - firstWidth) : availableSpace.Width;
const float firstHeight = !isVerticalSplit ? (availableSpace.Height * _desiredSplitPosition) : availableSpace.Height;
const float secondHeight = !isVerticalSplit ? (availableSpace.Height - firstHeight) : availableSpace.Height;
const auto firstResult = _firstChild->PreCalculateAutoSplit(target, { firstWidth, firstHeight });
return firstResult.has_value() ? firstResult : _secondChild->PreCalculateAutoSplit(target, { secondWidth, secondHeight });
}
// We should not possibly be getting here - both the above branches should
// return a value.
FAIL_FAST();
}
// Method Description:
// - Returns true if the pane or one of its descendants is read-only
bool Pane::ContainsReadOnly() const
{
return _IsLeaf() ? _control.ReadOnly() : (_firstChild->ContainsReadOnly() || _secondChild->ContainsReadOnly());
}
// Method Description:
// - If we're a parent, place the taskbar state for all our leaves into the
// provided vector.
// - If we're a leaf, place our own state into the vector.
// Arguments:
// - states: a vector that will receive all the states of all leaves in the tree
// Return Value:
// - <none>
void Pane::CollectTaskbarStates(std::vector<winrt::TerminalApp::TaskbarState>& states)
{
if (_IsLeaf())
{
auto tbState{ winrt::make<winrt::TerminalApp::implementation::TaskbarState>(_control.TaskbarState(),
_control.TaskbarProgress()) };
states.push_back(tbState);
}
else
{
_firstChild->CollectTaskbarStates(states);
_secondChild->CollectTaskbarStates(states);
}
}
DEFINE_EVENT(Pane, GotFocus, _GotFocusHandlers, Pane::gotFocusArgs);
DEFINE_EVENT(Pane, LostFocus, _LostFocusHandlers, winrt::delegate<std::shared_ptr<Pane>>);
DEFINE_EVENT(Pane, PaneRaiseBell, _PaneRaiseBellHandlers, winrt::Windows::Foundation::EventHandler<bool>);
DEFINE_EVENT(Pane, Detached, _PaneDetachedHandlers, winrt::delegate<std::shared_ptr<Pane>>);