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//! This is a WINDOWS specific implementation for input related action. use std::{ char, io, sync::{ atomic::{AtomicBool, Ordering}, mpsc::{self, Receiver, Sender}, Arc, Mutex, }, thread, time::Duration, }; use crossterm_utils::Result; use winapi::um::{ wincon::{ LEFT_ALT_PRESSED, LEFT_CTRL_PRESSED, RIGHT_ALT_PRESSED, RIGHT_CTRL_PRESSED, SHIFT_PRESSED, }, winnt::INT, winuser::{ VK_BACK, VK_CONTROL, VK_DELETE, VK_DOWN, VK_END, VK_ESCAPE, VK_F1, VK_F10, VK_F11, VK_F12, VK_F2, VK_F3, VK_F4, VK_F5, VK_F6, VK_F7, VK_F8, VK_F9, VK_HOME, VK_INSERT, VK_LEFT, VK_MENU, VK_NEXT, VK_PRIOR, VK_RETURN, VK_RIGHT, VK_SHIFT, VK_UP, }, }; use crossterm_winapi::{ ButtonState, Console, ConsoleMode, EventFlags, Handle, InputEventType, KeyEventRecord, MouseEvent, ScreenBuffer, }; use lazy_static::lazy_static; use crate::{input::Input, InputEvent, KeyEvent, MouseButton}; const ENABLE_MOUSE_MODE: u32 = 0x0010 | 0x0080 | 0x0008; lazy_static! { static ref ORIGINAL_CONSOLE_MODE: Mutex<Option<u32>> = Mutex::new(None); } /// Initializes the default console color. It will will be skipped if it has already been initialized. fn init_original_console_mode(original_mode: u32) { let mut lock = ORIGINAL_CONSOLE_MODE.lock().unwrap(); if lock.is_none() { *lock = Some(original_mode); } } /// Returns the original console color, make sure to call `init_console_color` before calling this function. Otherwise this function will panic. fn original_console_mode() -> u32 { // safe unwrap, initial console color was set with `init_console_color` in `WinApiColor::new()` ORIGINAL_CONSOLE_MODE .lock() .unwrap() .expect("Original console mode not set") } pub(crate) struct WindowsInput; impl WindowsInput { pub fn new() -> WindowsInput { WindowsInput } } impl Input for WindowsInput { fn read_char(&self) -> Result<char> { // _getwch is without echo and _getwche is with echo let pressed_char = unsafe { _getwche() }; // we could return error but maybe option to keep listening until valid character is inputted. if pressed_char == 0 || pressed_char == 0xe0 { Err(io::Error::new( io::ErrorKind::Other, "Given input char is not a valid char, mostly occurs when pressing special keys", ))?; } let ch = char::from_u32(pressed_char as u32).ok_or_else(|| { io::Error::new(io::ErrorKind::Other, "Could not parse given input to char") })?; Ok(ch) } fn read_async(&self) -> AsyncReader { AsyncReader::new(Box::new(move |event_tx, cancellation_token| loop { for i in read_input_events().unwrap().1 { if event_tx.send(i).is_err() { return; } } if cancellation_token.load(Ordering::SeqCst) { return; } thread::sleep(Duration::from_millis(1)); })) } fn read_until_async(&self, delimiter: u8) -> AsyncReader { AsyncReader::new(Box::new(move |event_tx, cancellation_token| loop { for event in read_input_events().unwrap().1 { if let InputEvent::Keyboard(KeyEvent::Char(key)) = event { if (key as u8) == delimiter { return; } } if cancellation_token.load(Ordering::SeqCst) { return; } else { if event_tx.send(event).is_err() { return; } } thread::sleep(Duration::from_millis(1)); } })) } fn read_sync(&self) -> SyncReader { SyncReader } fn enable_mouse_mode(&self) -> Result<()> { let mode = ConsoleMode::from(Handle::current_in_handle()?); init_original_console_mode(mode.mode()?); mode.set_mode(ENABLE_MOUSE_MODE)?; Ok(()) } fn disable_mouse_mode(&self) -> Result<()> { let mode = ConsoleMode::from(Handle::current_in_handle()?); mode.set_mode(original_console_mode())?; Ok(()) } } /// A synchronous input reader (blocking). /// /// `SyncReader` implements the [`Iterator`](https://doc.rust-lang.org/std/iter/index.html#iterator) /// trait. Documentation says: /// /// > An iterator has a method, `next`, which when called, returns an `Option<Item>`. `next` will return /// > `Some(Item)` as long as there are elements, and once they've all been exhausted, will return `None` /// > to indicate that iteration is finished. Individual iterators may choose to resume iteration, and /// > so calling `next` again may or may not eventually start returning `Some(Item)` again at some point. /// /// `SyncReader` is an individual iterator and it doesn't use `None` to indicate that the iteration is /// finished. You can expect additional `Some(InputEvent)` after calling `next` even if you have already /// received `None`. Unfortunately, `None` means that an error occurred, but you're free to call `next` /// again. This behavior will be changed in the future to avoid errors consumption. /// /// # Notes /// /// * It requires enabled raw mode (see the /// [`crossterm_screen`](https://docs.rs/crossterm_screen/) crate documentation to learn more). /// * See the [`AsyncReader`](struct.AsyncReader.html) if you want a non blocking reader. /// /// # Examples /// /// ```no_run /// use std::{thread, time::Duration}; /// /// use crossterm_input::{input, InputEvent, KeyEvent, RawScreen}; /// /// fn main() { /// println!("Press 'ESC' to quit."); /// /// // Enable raw mode and keep the `_raw` around otherwise the raw mode will be disabled /// let _raw = RawScreen::into_raw_mode(); /// /// // Create an input from our screen /// let input = input(); /// /// // Create a sync reader /// let mut reader = input.read_sync(); /// /// loop { /// if let Some(event) = reader.next() { // Blocking call /// match event { /// InputEvent::Keyboard(KeyEvent::Esc) => { /// println!("Program closing ..."); /// break; /// } /// InputEvent::Mouse(event) => { /* Mouse event */ } /// _ => { /* Other events */ } /// } /// } /// thread::sleep(Duration::from_millis(50)); /// } /// } // `_raw` dropped <- raw mode disabled /// ``` pub struct SyncReader; impl Iterator for SyncReader { type Item = InputEvent; /// Tries to read the next input event (blocking). /// /// `None` doesn't mean that the iteration is finished. See the /// [`SyncReader`](struct.SyncReader.html) documentation for more information. fn next(&mut self) -> Option<Self::Item> { // This synces the behaviour with the unix::SyncReader (& documentation) where // None is returned in case of error. read_single_event().unwrap_or(None) } } /// An asynchronous input reader (not blocking). /// /// `AsyncReader` implements the [`Iterator`](https://doc.rust-lang.org/std/iter/index.html#iterator) /// trait. Documentation says: /// /// > An iterator has a method, `next`, which when called, returns an `Option<Item>`. `next` will return /// > `Some(Item)` as long as there are elements, and once they've all been exhausted, will return `None` /// > to indicate that iteration is finished. Individual iterators may choose to resume iteration, and /// > so calling `next` again may or may not eventually start returning `Some(Item)` again at some point. /// /// `AsyncReader` is an individual iterator and it doesn't use `None` to indicate that the iteration is /// finished. You can expect additional `Some(InputEvent)` after calling `next` even if you have already /// received `None`. /// /// # Notes /// /// * It requires enabled raw mode (see the /// [`crossterm_screen`](https://docs.rs/crossterm_screen/) crate documentation to learn more). /// * A thread is spawned to read the input. /// * The reading thread is cleaned up when you drop the `AsyncReader`. /// * See the [`SyncReader`](struct.SyncReader.html) if you want a blocking, /// or a less resource hungry reader. /// /// # Examples /// /// ```no_run /// use std::{thread, time::Duration}; /// /// use crossterm_input::{input, InputEvent, KeyEvent, RawScreen}; /// /// fn main() { /// println!("Press 'ESC' to quit."); /// /// // Enable raw mode and keep the `_raw` around otherwise the raw mode will be disabled /// let _raw = RawScreen::into_raw_mode(); /// /// // Create an input from our screen /// let input = input(); /// /// // Create an async reader /// let mut reader = input.read_async(); /// /// loop { /// if let Some(event) = reader.next() { // Not a blocking call /// match event { /// InputEvent::Keyboard(KeyEvent::Esc) => { /// println!("Program closing ..."); /// break; /// } /// InputEvent::Mouse(event) => { /* Mouse event */ } /// _ => { /* Other events */ } /// } /// } /// thread::sleep(Duration::from_millis(50)); /// } /// } // `reader` dropped <- thread cleaned up, `_raw` dropped <- raw mode disabled /// ``` pub struct AsyncReader { event_rx: Receiver<InputEvent>, shutdown: Arc<AtomicBool>, } impl AsyncReader { // TODO Should the new() really be public? /// Creates a new `AsyncReader`. /// /// # Notes /// /// * A thread is spawned to read the input. /// * The reading thread is cleaned up when you drop the `AsyncReader`. pub fn new(function: Box<dyn Fn(&Sender<InputEvent>, &Arc<AtomicBool>) + Send>) -> AsyncReader { let shutdown_handle = Arc::new(AtomicBool::new(false)); let (event_tx, event_rx) = mpsc::channel(); let thread_shutdown = shutdown_handle.clone(); thread::spawn(move || loop { function(&event_tx, &thread_shutdown); }); AsyncReader { event_rx, shutdown: shutdown_handle, } } // TODO If we we keep the Drop semantics, do we really need this in the public API? It's useless as // there's no `start`, etc. /// Stops the input reader. /// /// # Notes /// /// * The reading thread is cleaned up. /// * You don't need to call this method, because it will be automatically called when the /// `AsyncReader` is dropped. pub fn stop(&mut self) { self.shutdown.store(true, Ordering::SeqCst); } } impl Drop for AsyncReader { fn drop(&mut self) { self.stop(); } } impl Iterator for AsyncReader { type Item = InputEvent; /// Tries to read the next input event (not blocking). /// /// `None` doesn't mean that the iteration is finished. See the /// [`AsyncReader`](struct.AsyncReader.html) documentation for more information. fn next(&mut self) -> Option<Self::Item> { let mut iterator = self.event_rx.try_iter(); iterator.next() } } extern "C" { fn _getwche() -> INT; } fn read_single_event() -> Result<Option<InputEvent>> { let console = Console::from(Handle::current_in_handle()?); let input = console.read_single_input_event()?; match input.event_type { InputEventType::KeyEvent => { handle_key_event(unsafe { KeyEventRecord::from(*input.event.KeyEvent()) }) } InputEventType::MouseEvent => { handle_mouse_event(unsafe { MouseEvent::from(*input.event.MouseEvent()) }) } // NOTE (@imdaveho): ignore below InputEventType::WindowBufferSizeEvent => return Ok(None), // TODO implement terminal resize event InputEventType::FocusEvent => Ok(None), InputEventType::MenuEvent => Ok(None), } } /// partially inspired by: https://github.com/retep998/wio-rs/blob/master/src/console.rs#L130 fn read_input_events() -> Result<(u32, Vec<InputEvent>)> { let console = Console::from(Handle::current_in_handle()?); let result = console.read_console_input()?; let mut input_events = Vec::with_capacity(result.0 as usize); for input in result.1 { match input.event_type { InputEventType::KeyEvent => { if let Ok(Some(event)) = handle_key_event(unsafe { KeyEventRecord::from(*input.event.KeyEvent()) }) { input_events.push(event) } } InputEventType::MouseEvent => { if let Ok(Some(event)) = handle_mouse_event(unsafe { MouseEvent::from(*input.event.MouseEvent()) }) { input_events.push(event) } } // NOTE (@imdaveho): ignore below InputEventType::WindowBufferSizeEvent => (), // TODO implement terminal resize event InputEventType::FocusEvent => (), InputEventType::MenuEvent => (), } } return Ok((result.0, input_events)); } fn handle_mouse_event(mouse_event: MouseEvent) -> Result<Option<InputEvent>> { if let Ok(Some(event)) = parse_mouse_event_record(&mouse_event) { return Ok(Some(InputEvent::Mouse(event))); } Ok(None) } fn handle_key_event(key_event: KeyEventRecord) -> Result<Option<InputEvent>> { if key_event.key_down { if let Some(event) = parse_key_event_record(&key_event) { return Ok(Some(InputEvent::Keyboard(event))); } } return Ok(None); } fn parse_key_event_record(key_event: &KeyEventRecord) -> Option<KeyEvent> { let key_code = key_event.virtual_key_code as i32; match key_code { VK_SHIFT | VK_CONTROL | VK_MENU => None, VK_BACK => Some(KeyEvent::Backspace), VK_ESCAPE => Some(KeyEvent::Esc), VK_RETURN => Some(KeyEvent::Enter), VK_F1 | VK_F2 | VK_F3 | VK_F4 | VK_F5 | VK_F6 | VK_F7 | VK_F8 | VK_F9 | VK_F10 | VK_F11 | VK_F12 => Some(KeyEvent::F((key_event.virtual_key_code - 111) as u8)), VK_LEFT | VK_UP | VK_RIGHT | VK_DOWN => { // Modifier Keys (Ctrl, Shift) Support let key_state = &key_event.control_key_state; let ctrl_pressed = key_state.has_state(RIGHT_CTRL_PRESSED | LEFT_CTRL_PRESSED); let shift_pressed = key_state.has_state(SHIFT_PRESSED); let event = match key_code { VK_LEFT => { if ctrl_pressed { Some(KeyEvent::CtrlLeft) } else if shift_pressed { Some(KeyEvent::ShiftLeft) } else { Some(KeyEvent::Left) } } VK_UP => { if ctrl_pressed { Some(KeyEvent::CtrlUp) } else if shift_pressed { Some(KeyEvent::ShiftUp) } else { Some(KeyEvent::Up) } } VK_RIGHT => { if ctrl_pressed { Some(KeyEvent::CtrlRight) } else if shift_pressed { Some(KeyEvent::ShiftRight) } else { Some(KeyEvent::Right) } } VK_DOWN => { if ctrl_pressed { Some(KeyEvent::CtrlDown) } else if shift_pressed { Some(KeyEvent::ShiftDown) } else { Some(KeyEvent::Down) } } _ => None, }; event } VK_PRIOR | VK_NEXT => { if key_code == VK_PRIOR { Some(KeyEvent::PageUp) } else if key_code == VK_NEXT { Some(KeyEvent::PageDown) } else { None } } VK_END | VK_HOME => { if key_code == VK_HOME { Some(KeyEvent::Home) } else if key_code == VK_END { Some(KeyEvent::End) } else { None } } VK_DELETE => Some(KeyEvent::Delete), VK_INSERT => Some(KeyEvent::Insert), _ => { // Modifier Keys (Ctrl, Alt, Shift) Support let character_raw = { (unsafe { *key_event.u_char.UnicodeChar() } as u16) }; if character_raw < 255 { let character = character_raw as u8 as char; let key_state = &key_event.control_key_state; if key_state.has_state(LEFT_ALT_PRESSED | RIGHT_ALT_PRESSED) { // If the ALT key is held down, pressing the A key produces ALT+A, which the system does not treat as a character at all, but rather as a system command. // The pressed command is stored in `virtual_key_code`. let command = key_event.virtual_key_code as u8 as char; if (command).is_alphabetic() { Some(KeyEvent::Alt(command)) } else { None } } else if key_state.has_state(LEFT_CTRL_PRESSED | RIGHT_CTRL_PRESSED) { match character_raw as u8 { c @ b'\x01'..=b'\x1A' => { Some(KeyEvent::Ctrl((c as u8 - 0x1 + b'a') as char)) } c @ b'\x1C'..=b'\x1F' => { Some(KeyEvent::Ctrl((c as u8 - 0x1C + b'4') as char)) } _ => None, } } else if key_state.has_state(SHIFT_PRESSED) && character == '\t' { Some(KeyEvent::BackTab) } else { if character == '\t' { Some(KeyEvent::Tab) } else { // Shift + key press, essentially the same as single key press // Separating to be explicit about the Shift press. Some(KeyEvent::Char(character)) } } } else { None } } } } fn parse_mouse_event_record(event: &MouseEvent) -> Result<Option<crate::MouseEvent>> { // NOTE (@imdaveho): xterm emulation takes the digits of the coords and passes them // individually as bytes into a buffer; the below cxbs and cybs replicates that and // mimicks the behavior; additionally, in xterm, mouse move is only handled when a // mouse button is held down (ie. mouse drag) let window_size = ScreenBuffer::current()?.info()?.terminal_window(); let xpos = event.mouse_position.x; let mut ypos = event.mouse_position.y; // The 'y' position of a mouse event is not relative to the window but absolute to screen buffer. // This means that when the mouse cursor is at the top left it will be x: 0, y: 2295 (e.g. y = number of cells counting from the absolute buffer height) instead of relative x: 0, y: 0 to the window. ypos = ypos - window_size.top; Ok(match event.event_flags { EventFlags::PressOrRelease => { // Single click match event.button_state { ButtonState::Release => Some(crate::MouseEvent::Release(xpos as u16, ypos as u16)), ButtonState::FromLeft1stButtonPressed => { // left click Some(crate::MouseEvent::Press( MouseButton::Left, xpos as u16, ypos as u16, )) } ButtonState::RightmostButtonPressed => { // right click Some(crate::MouseEvent::Press( MouseButton::Right, xpos as u16, ypos as u16, )) } ButtonState::FromLeft2ndButtonPressed => { // middle click Some(crate::MouseEvent::Press( MouseButton::Middle, xpos as u16, ypos as u16, )) } _ => None, } } EventFlags::MouseMoved => { // Click + Move // NOTE (@imdaveho) only register when mouse is not released if event.button_state != ButtonState::Release { Some(crate::MouseEvent::Hold(xpos as u16, ypos as u16)) } else { None } } EventFlags::MouseWheeled => { // Vertical scroll // NOTE (@imdaveho) from https://docs.microsoft.com/en-us/windows/console/mouse-event-record-str // if `button_state` is negative then the wheel was rotated backward, toward the user. if event.button_state != ButtonState::Negative { Some(crate::MouseEvent::Press( MouseButton::WheelUp, xpos as u16, ypos as u16, )) } else { Some(crate::MouseEvent::Press( MouseButton::WheelDown, xpos as u16, ypos as u16, )) } } EventFlags::DoubleClick => None, // NOTE (@imdaveho): double click not supported by unix terminals EventFlags::MouseHwheeled => None, // NOTE (@imdaveho): horizontal scroll not supported by unix terminals // TODO: Handle Ctrl + Mouse, Alt + Mouse, etc. }) }