Files
terminal-microsoft/src/cascadia/TerminalSettingsModel/ActionMap.cpp
Carlos Zamora 0a9cbd09d8 Track and log changes to settings (#17678)
Adds functionality throughout the settings model to keep track of which
settings have been set.

There are two entry points:
- AppLogic.cpp: this is where we perform a settings reload by loading
the JSON
- MainPage.cpp: this is where the Save button is clicked in the settings
UI

Both of these entry points call into
`CascadiaSettings::LogSettingChanges()` where we aggregate the list of
changes (specifically, _which_ settings changed, not _what_ their value
is).

Just about all of the settings model objects now have a
`LogSettingChanges(std::set& changes, std::string_view context)` on
them.
- `changes` is where we aggregate all of the changes to. In it being a
set, we don't need to worry about duplicates and can do things like
iterate across all of the profiles.
- `context` prepends a string to the setting. This'll allow us to better
identify where a setting was changes (i.e. "global.X" are global
settings). We also use this to distinguish between settings set in the
~base layer~ profile defaults vs individual profiles.

The change log in each object is modified via two ways:
- `LayerJson()` changes: this is useful for detecting JSON changes! All
we're doing is checking if the setting has a value (due to inheritance,
just about everything is an optional here!). If the value is set, we add
the json key to the change log
- `INHERITABLE_SETTING_WITH_LOGGING` in IInheritable.h: we already use
this macro to define getters and setters. This new macro updates the
setter to check if the value was set to something different. If so, log
it!

 Other notes:
- We're not distinguishing between `defaultAppearance` and
`unfocusedAppearance`
- We are distinguishing between `profileDefaults` and `profile` (any
other profile)
- New Tab Menu Customization:
- we really just care about the entry types. Handled in
`GlobalAppSettings`
- Font:
- We still have support for legacy values here. We still want to track
them, but just use the modern keys.
- `Theme`:
- We don't do inheritance here, so we have to approach it differently.
During the JSON load, we log each setting. However, we don't have
`LayerJson`! So instead, do the work in `CascadiaSettings` and store the
changes there. Note that we don't track any changes made via setters.
This is fine for now since themes aren't even in the settings UI, so we
wouldn't get much use out of it anyways.
- Actions:
- Actions are weird because we can have nested and iterable actions too,
but `ActionsAndArgs` as a whole add a ton of functionality. I handled it
over in `Command::LogSettingChanges` and we generally just serialize it
to JSON to get the keys. It's a lot easier than dealing with the object
model.

Epic: #10000
Auto-Save (ish): #12424
2024-08-23 12:28:19 -07:00

992 lines
40 KiB
C++

// Copyright (c) Microsoft Corporation.
// Licensed under the MIT license.
#include "pch.h"
#include "AllShortcutActions.h"
#include "ActionMap.h"
#include "Command.h"
#include "AllShortcutActions.h"
#include <LibraryResources.h>
#include <til/io.h>
#include "ActionMap.g.cpp"
using namespace winrt::Microsoft::Terminal::Settings::Model;
using namespace winrt::Microsoft::Terminal::Control;
using namespace winrt::Windows::Foundation::Collections;
namespace winrt::Microsoft::Terminal::Settings::Model::implementation
{
static InternalActionID Hash(const Model::ActionAndArgs& actionAndArgs)
{
til::hasher hasher;
// action will be hashed last.
// This allows us to first seed a til::hasher
// with the return value of IActionArgs::Hash().
const auto action = actionAndArgs.Action();
if (const auto args = actionAndArgs.Args())
{
hasher = til::hasher{ gsl::narrow_cast<size_t>(args.Hash()) };
}
else
{
size_t hash = 0;
// Args are not defined.
// Check if the ShortcutAction supports args.
switch (action)
{
#define ON_ALL_ACTIONS_WITH_ARGS(action) \
case ShortcutAction::action: \
{ \
/* If it does, hash the default values for the args. */ \
static const auto cachedHash = gsl::narrow_cast<size_t>( \
winrt::make_self<implementation::action##Args>()->Hash()); \
hash = cachedHash; \
break; \
}
ALL_SHORTCUT_ACTIONS_WITH_ARGS
INTERNAL_SHORTCUT_ACTIONS_WITH_ARGS
#undef ON_ALL_ACTIONS_WITH_ARGS
default:
break;
}
hasher = til::hasher{ hash };
}
hasher.write(action);
return hasher.finalize();
}
// Method Description:
// - Detects if any of the user's actions are identical to the inbox actions,
// and if so, deletes them and redirects their keybindings to the inbox actions
// - We have to do this here instead of when loading since we don't actually have
// any parents while loading the user settings, the parents are added after
void ActionMap::_FinalizeInheritance()
{
// first, gather the inbox actions from the relevant parent
std::unordered_map<InternalActionID, Model::Command> inboxActions;
winrt::com_ptr<implementation::ActionMap> foundParent{ nullptr };
for (const auto& parent : _parents)
{
const auto parentMap = parent->_ActionMap;
if (parentMap.begin() != parentMap.end() && parentMap.begin()->second.Origin() == OriginTag::InBox)
{
// only one parent contains all the inbox actions and that parent contains only inbox actions,
// so if we found an inbox action we know this is the parent we are looking for
foundParent = parent;
break;
}
}
if (foundParent)
{
for (const auto& [_, cmd] : foundParent->_ActionMap)
{
inboxActions.emplace(Hash(cmd.ActionAndArgs()), cmd);
}
}
std::unordered_map<KeyChord, winrt::hstring, KeyChordHash, KeyChordEquality> keysToReassign;
// now, look through our _ActionMap for commands that
// - had an ID generated for them
// - do not have a name/icon path
// - have a hash that matches a command in the inbox actions
std::erase_if(_ActionMap, [&](const auto& pair) {
const auto userCmdImpl{ get_self<Command>(pair.second) };
if (userCmdImpl->IDWasGenerated() && !userCmdImpl->HasName() && userCmdImpl->IconPath().empty())
{
const auto userActionHash = Hash(userCmdImpl->ActionAndArgs());
if (const auto inboxCmd = inboxActions.find(userActionHash); inboxCmd != inboxActions.end())
{
for (const auto& [key, cmdID] : _KeyMap)
{
// for any of our keys that point to the user action, point them to the inbox action instead
if (cmdID == pair.first)
{
keysToReassign.insert_or_assign(key, inboxCmd->second.ID());
}
}
// remove this pair
return true;
}
}
return false;
});
for (const auto [key, cmdID] : keysToReassign)
{
_KeyMap.insert_or_assign(key, cmdID);
}
}
bool ActionMap::FixupsAppliedDuringLoad() const
{
return _fixupsAppliedDuringLoad;
}
// Method Description:
// - Retrieves the Command referred to be the given ID
// - Will recurse through parents if we don't find it in this layer
// Arguments:
// - actionID: the internal ID associated with a Command
// Return Value:
// - The command if it exists in this layer, otherwise nullptr
Model::Command ActionMap::_GetActionByID(const winrt::hstring& actionID) const
{
// Check current layer
const auto actionMapPair{ _ActionMap.find(actionID) };
if (actionMapPair != _ActionMap.end())
{
auto& cmd{ actionMapPair->second };
// ActionMap should never point to nullptr
FAIL_FAST_IF_NULL(cmd);
return cmd;
}
for (const auto& parent : _parents)
{
if (const auto inheritedCmd = parent->_GetActionByID(actionID))
{
return inheritedCmd;
}
}
// We don't have an answer
return nullptr;
}
static void RegisterShortcutAction(ShortcutAction shortcutAction, std::unordered_map<hstring, Model::ActionAndArgs>& list, std::unordered_set<InternalActionID>& visited)
{
const auto actionAndArgs{ make_self<ActionAndArgs>(shortcutAction) };
/*We have a valid action.*/
/*Check if the action was already added.*/
if (visited.find(Hash(*actionAndArgs)) == visited.end())
{
/*This is an action that wasn't added!*/
/*Let's add it if it has a name.*/
if (const auto name{ actionAndArgs->GenerateName() }; !name.empty())
{
list.insert({ name, *actionAndArgs });
}
}
}
// Method Description:
// - Retrieves a map of actions that can be bound to a key
IMapView<hstring, Model::ActionAndArgs> ActionMap::AvailableActions()
{
if (!_AvailableActionsCache)
{
// populate _AvailableActionsCache
std::unordered_map<hstring, Model::ActionAndArgs> availableActions;
std::unordered_set<InternalActionID> visitedActionIDs;
_PopulateAvailableActionsWithStandardCommands(availableActions, visitedActionIDs);
// now add any ShortcutActions that we might have missed
#define ON_ALL_ACTIONS(action) RegisterShortcutAction(ShortcutAction::action, availableActions, visitedActionIDs);
ALL_SHORTCUT_ACTIONS
// Don't include internal actions here
#undef ON_ALL_ACTIONS
_AvailableActionsCache = single_threaded_map(std::move(availableActions));
}
return _AvailableActionsCache.GetView();
}
void ActionMap::_PopulateAvailableActionsWithStandardCommands(std::unordered_map<hstring, Model::ActionAndArgs>& availableActions, std::unordered_set<InternalActionID>& visitedActionIDs) const
{
// Update AvailableActions and visitedActionIDs with our current layer
for (const auto& [_, cmd] : _ActionMap)
{
// Only populate AvailableActions with actions that haven't been visited already.
const auto actionID = Hash(cmd.ActionAndArgs());
if (!visitedActionIDs.contains(actionID))
{
const auto name{ cmd.Name() };
if (!name.empty())
{
// Update AvailableActions.
const auto actionAndArgsImpl{ get_self<ActionAndArgs>(cmd.ActionAndArgs()) };
availableActions.insert_or_assign(name, *actionAndArgsImpl->Copy());
}
// Record that we already handled adding this action to the NameMap.
visitedActionIDs.insert(actionID);
}
}
// Update NameMap and visitedActionIDs with our parents
for (const auto& parent : _parents)
{
parent->_PopulateAvailableActionsWithStandardCommands(availableActions, visitedActionIDs);
}
}
// Method Description:
// - Retrieves a map of command names to the commands themselves
// - These commands should not be modified directly because they may result in
// an invalid state for the `ActionMap`
IMapView<hstring, Model::Command> ActionMap::NameMap()
{
if (!_NameMapCache)
{
if (_CumulativeIDToActionMapCache.empty())
{
_RefreshKeyBindingCaches();
}
// populate _NameMapCache
std::unordered_map<hstring, Model::Command> nameMap{};
_PopulateNameMapWithSpecialCommands(nameMap);
_PopulateNameMapWithStandardCommands(nameMap);
_NameMapCache = single_threaded_map(std::move(nameMap));
}
return _NameMapCache.GetView();
}
// Method Description:
// - Populates the provided nameMap with all of our special commands and our parent's special commands.
// - Special commands include nested and iterable commands.
// - Performs a top-down approach by going to the root first, then recursively adding the nested commands layer-by-layer.
// Arguments:
// - nameMap: the nameMap we're populating. This maps the name (hstring) of a command to the command itself.
void ActionMap::_PopulateNameMapWithSpecialCommands(std::unordered_map<hstring, Model::Command>& nameMap) const
{
// Update NameMap with our parents.
// Starting with this means we're doing a top-down approach.
for (const auto& parent : _parents)
{
parent->_PopulateNameMapWithSpecialCommands(nameMap);
}
// Add NestedCommands to NameMap _after_ we handle our parents.
// This allows us to override whatever our parents tell us.
for (const auto& [name, cmd] : _NestedCommands)
{
if (cmd.HasNestedCommands())
{
// add a valid cmd
nameMap.insert_or_assign(name, cmd);
}
else
{
// remove the invalid cmd
nameMap.erase(name);
}
}
// Add IterableCommands to NameMap
for (const auto& cmd : _IterableCommands)
{
nameMap.insert_or_assign(cmd.Name(), cmd);
}
}
// Method Description:
// - Populates the provided nameMap with all of our actions and our parents actions
// while omitting the actions that were already added before
// Arguments:
// - nameMap: the nameMap we're populating, this maps the name (hstring) of a command to the command itself
void ActionMap::_PopulateNameMapWithStandardCommands(std::unordered_map<hstring, Model::Command>& nameMap) const
{
for (const auto& [_, cmd] : _CumulativeIDToActionMapCache)
{
const auto& name{ cmd.Name() };
if (!name.empty())
{
// there might be a collision here, where there could be 2 different commands with the same name
// in this case, prioritize the user's action
// TODO GH #17166: we should no longer use Command.Name to identify commands anywhere
if (!nameMap.contains(name) || cmd.Origin() == OriginTag::User)
{
// either a command with this name does not exist, or this is a user-defined command with a name
// in either case, update the name map with the command (if this is a user-defined command with
// the same name as an existing command, the existing one will get overwritten)
nameMap.insert_or_assign(name, cmd);
}
}
}
}
// Method Description:
// - Recursively populate keyToActionMap with ours and our parents' key -> id pairs
// - Recursively populate actionToKeyMap with ours and our parents' id -> key pairs
// - This is a bottom-up approach
// - Child's pairs override parents' pairs
void ActionMap::_PopulateCumulativeKeyMaps(std::unordered_map<Control::KeyChord, winrt::hstring, KeyChordHash, KeyChordEquality>& keyToActionMap, std::unordered_map<winrt::hstring, Control::KeyChord>& actionToKeyMap)
{
for (const auto& [keys, cmdID] : _KeyMap)
{
if (!keyToActionMap.contains(keys))
{
keyToActionMap.emplace(keys, cmdID);
}
if (!actionToKeyMap.contains(cmdID))
{
actionToKeyMap.emplace(cmdID, keys);
}
}
for (const auto& parent : _parents)
{
parent->_PopulateCumulativeKeyMaps(keyToActionMap, actionToKeyMap);
}
}
// Method Description:
// - Recursively populate actionMap with ours and our parents' id -> command pairs
// - This is a bottom-up approach
// - Actions of the parents are overridden by the children
void ActionMap::_PopulateCumulativeActionMap(std::unordered_map<hstring, Model::Command>& actionMap)
{
for (const auto& [cmdID, cmd] : _ActionMap)
{
if (!actionMap.contains(cmdID))
{
actionMap.emplace(cmdID, cmd);
}
}
for (const auto& parent : _parents)
{
parent->_PopulateCumulativeActionMap(actionMap);
}
}
IMapView<Control::KeyChord, Model::Command> ActionMap::GlobalHotkeys()
{
if (!_GlobalHotkeysCache)
{
_RefreshKeyBindingCaches();
}
return _GlobalHotkeysCache.GetView();
}
IMapView<Control::KeyChord, Model::Command> ActionMap::KeyBindings()
{
if (!_ResolvedKeyToActionMapCache)
{
_RefreshKeyBindingCaches();
}
return _ResolvedKeyToActionMapCache.GetView();
}
void ActionMap::_RefreshKeyBindingCaches()
{
_CumulativeKeyToActionMapCache.clear();
_CumulativeIDToActionMapCache.clear();
_CumulativeActionToKeyMapCache.clear();
std::unordered_map<KeyChord, Model::Command, KeyChordHash, KeyChordEquality> globalHotkeys;
std::unordered_map<KeyChord, Model::Command, KeyChordHash, KeyChordEquality> resolvedKeyToActionMap;
_PopulateCumulativeKeyMaps(_CumulativeKeyToActionMapCache, _CumulativeActionToKeyMapCache);
_PopulateCumulativeActionMap(_CumulativeIDToActionMapCache);
for (const auto& [keys, cmdID] : _CumulativeKeyToActionMapCache)
{
if (const auto idCmdPair = _CumulativeIDToActionMapCache.find(cmdID); idCmdPair != _CumulativeIDToActionMapCache.end())
{
resolvedKeyToActionMap.emplace(keys, idCmdPair->second);
// Only populate GlobalHotkeys with actions whose
// ShortcutAction is GlobalSummon or QuakeMode
if (idCmdPair->second.ActionAndArgs().Action() == ShortcutAction::GlobalSummon || idCmdPair->second.ActionAndArgs().Action() == ShortcutAction::QuakeMode)
{
globalHotkeys.emplace(keys, idCmdPair->second);
}
}
}
_ResolvedKeyToActionMapCache = single_threaded_map(std::move(resolvedKeyToActionMap));
_GlobalHotkeysCache = single_threaded_map(std::move(globalHotkeys));
}
com_ptr<ActionMap> ActionMap::Copy() const
{
auto actionMap{ make_self<ActionMap>() };
// KeyChord --> ID
actionMap->_KeyMap = _KeyMap;
// ID --> Command
actionMap->_ActionMap.reserve(_ActionMap.size());
for (const auto& [actionID, cmd] : _ActionMap)
{
actionMap->_ActionMap.emplace(actionID, *winrt::get_self<Command>(cmd)->Copy());
}
// Name --> Command
actionMap->_NestedCommands.reserve(_NestedCommands.size());
for (const auto& [name, cmd] : _NestedCommands)
{
actionMap->_NestedCommands.emplace(name, *winrt::get_self<Command>(cmd)->Copy());
}
actionMap->_IterableCommands.reserve(_IterableCommands.size());
for (const auto& cmd : _IterableCommands)
{
actionMap->_IterableCommands.emplace_back(*winrt::get_self<Command>(cmd)->Copy());
}
actionMap->_parents.reserve(_parents.size());
for (const auto& parent : _parents)
{
actionMap->_parents.emplace_back(parent->Copy());
}
return actionMap;
}
// Method Description:
// - Adds a command to the ActionMap
// Arguments:
// - cmd: the command we're adding
void ActionMap::AddAction(const Model::Command& cmd, const Control::KeyChord& keys)
{
// _Never_ add null to the ActionMap
if (!cmd)
{
return;
}
// invalidate caches
_CumulativeKeyToActionMapCache.clear();
_CumulativeIDToActionMapCache.clear();
_CumulativeActionToKeyMapCache.clear();
_NameMapCache = nullptr;
_GlobalHotkeysCache = nullptr;
_ResolvedKeyToActionMapCache = nullptr;
// Handle nested commands
const auto cmdImpl{ get_self<Command>(cmd) };
if (cmdImpl->IsNestedCommand())
{
// But check if it actually has a name to bind to first
const auto name{ cmd.Name() };
if (!name.empty())
{
_NestedCommands.emplace(name, cmd);
}
return;
}
// Handle iterable commands
if (cmdImpl->IterateOn() != ExpandCommandType::None)
{
_IterableCommands.emplace_back(cmd);
return;
}
// General Case:
// Add the new command to the _ActionMap
// Add the new keybinding to the _KeyMap
_TryUpdateActionMap(cmd);
_TryUpdateKeyChord(cmd, keys);
}
// Method Description:
// - Try to add the new command to _ActionMap
// Arguments:
// - cmd: the action we're trying to register
void ActionMap::_TryUpdateActionMap(const Model::Command& cmd)
{
// if the shortcut action is invalid, then this is for unbinding and _TryUpdateKeyChord will handle that
if (cmd.ActionAndArgs().Action() != ShortcutAction::Invalid)
{
const auto cmdImpl{ get_self<implementation::Command>(cmd) };
if (cmd.Origin() == OriginTag::User && cmd.ID().empty())
{
// the user did not define an ID for their non-nested, non-iterable, valid command - generate one for them
cmdImpl->GenerateID();
}
// only add to the _ActionMap if there is an ID
if (auto cmdID = cmd.ID(); !cmdID.empty())
{
// in the legacy scenario, a user might have several of the same action but only one of them has defined an icon or a name
// eg. { "command": "paste", "name": "myPaste", "keys":"ctrl+a" }
// { "command": "paste", "keys": "ctrl+b" }
// once they port over to the new implementation, we will reduce it to just one Command object with a generated ID
// but several key binding entries, like so
// { "command": "newTab", "id": "User.paste" } -> in the actions map
// { "keys": "ctrl+a", "id": "User.paste" } -> in the keybindings map
// { "keys": "ctrl+b", "id": "User.paste" } -> in the keybindings map
// however, we have to make sure that we preserve the icon/name that might have been there in one of the command objects
// to do that, we check if this command we're adding had an ID that was generated
// if so, we check if there already exists a command with that generated ID, and if there is we port over any name/icon there might be
// (this may cause us to overwrite in scenarios where the user has an existing command that has the same generated ID but
// performs a different action or has different args, but that falls under "play stupid games")
if (cmdImpl->IDWasGenerated())
{
if (const auto foundCmd{ _GetActionByID(cmdID) })
{
const auto foundCmdImpl{ get_self<implementation::Command>(foundCmd) };
if (foundCmdImpl->HasName() && !cmdImpl->HasName())
{
cmdImpl->Name(foundCmdImpl->Name());
}
if (!foundCmdImpl->IconPath().empty() && cmdImpl->IconPath().empty())
{
cmdImpl->IconPath(foundCmdImpl->IconPath());
}
}
}
_ActionMap.insert_or_assign(cmdID, cmd);
}
}
}
// Method Description:
// - Update our internal state with the key chord of the newly registered action
// Arguments:
// - cmd: the action we're trying to register
void ActionMap::_TryUpdateKeyChord(const Model::Command& cmd, const Control::KeyChord& keys)
{
// Example (this is a legacy case, where the keys are provided in the same block as the command):
// { "command": "copy", "keys": "ctrl+c" } --> we are registering a new key chord
// { "name": "foo", "command": "copy" } --> no change to keys, exit early
if (!keys)
{
// the user is not trying to update the keys.
return;
}
// Assign the new action in the _KeyMap
// However, there's a strange edge case here - since we're parsing a legacy or modern block,
// the user might have { "command": null, "id": "someID", "keys": "ctrl+c" }
// i.e. they provided an ID for a null command (which they really shouldn't, there's no purpose)
// in this case, we do _not_ want to use the id they provided, we want to use an empty id
// (empty id in the _KeyMap indicates the keychord was explicitly unbound)
const auto action = cmd.ActionAndArgs().Action();
const auto id = action == ShortcutAction::Invalid ? hstring{} : cmd.ID();
_KeyMap.insert_or_assign(keys, id);
_changeLog.emplace(KeysKey);
}
// Method Description:
// - Determines whether the given key chord is explicitly unbound
// Arguments:
// - keys: the key chord to check
// Return value:
// - true if the keychord is explicitly unbound
// - false if either the keychord is bound, or not bound at all
bool ActionMap::IsKeyChordExplicitlyUnbound(const Control::KeyChord& keys) const
{
// We use the fact that the ..Internal call returns nullptr for explicitly unbound
// key chords, and nullopt for keychord that are not bound - it allows us to distinguish
// between unbound and lack of binding.
return _GetActionByKeyChordInternal(keys) == nullptr;
}
// Method Description:
// - Retrieves the assigned command that can be invoked with the given key chord
// Arguments:
// - keys: the key chord of the command to search for
// Return Value:
// - the command with the given key chord
// - nullptr if the key chord doesn't exist
Model::Command ActionMap::GetActionByKeyChord(const Control::KeyChord& keys) const
{
return _GetActionByKeyChordInternal(keys).value_or(nullptr);
}
Model::Command ActionMap::GetActionByID(const winrt::hstring& cmdID) const
{
return _GetActionByID(cmdID);
}
// Method Description:
// - Retrieves the assigned command ID with the given key chord.
// - Can return nullopt to differentiate explicit unbinding vs lack of binding.
// Arguments:
// - keys: the key chord of the command to search for
// Return Value:
// - the command ID with the given key chord
// - an empty string if the key chord is explicitly unbound
// - nullopt if it is not bound
std::optional<winrt::hstring> ActionMap::_GetActionIdByKeyChordInternal(const Control::KeyChord& keys) const
{
if (const auto keyIDPair = _KeyMap.find(keys); keyIDPair != _KeyMap.end())
{
// the keychord is defined in this layer, return the ID
return keyIDPair->second;
}
// search through our parents
for (const auto& parent : _parents)
{
if (const auto foundCmdID = parent->_GetActionIdByKeyChordInternal(keys))
{
return foundCmdID;
}
}
// we did not find the keychord anywhere, it's not bound and not explicitly unbound either
return std::nullopt;
}
// Method Description:
// - Retrieves the assigned command with the given key chord.
// - Can return nullopt to differentiate explicit unbinding vs lack of binding.
// Arguments:
// - keys: the key chord of the command to search for
// Return Value:
// - the command with the given key chord
// - nullptr if the key chord is explicitly unbound
// - nullopt if it is not bound
std::optional<Model::Command> ActionMap::_GetActionByKeyChordInternal(const Control::KeyChord& keys) const
{
if (const auto actionIDOptional = _GetActionIdByKeyChordInternal(keys))
{
if (!actionIDOptional->empty())
{
// there is an ID associated with these keys, find the command
if (const auto foundCmd = _GetActionByID(*actionIDOptional))
{
return foundCmd;
}
}
// the ID is an empty string, these keys are explicitly unbound
return nullptr;
}
return std::nullopt;
}
// Method Description:
// - Retrieves the key chord for the provided action
// Arguments:
// - cmdID: the ID of the command we're looking for
// Return Value:
// - the key chord that executes the given action
// - nullptr if the action is not bound to a key chord
Control::KeyChord ActionMap::GetKeyBindingForAction(const winrt::hstring& cmdID)
{
if (!_ResolvedKeyToActionMapCache)
{
_RefreshKeyBindingCaches();
}
if (_CumulativeActionToKeyMapCache.contains(cmdID))
{
return _CumulativeActionToKeyMapCache.at(cmdID);
}
// This key binding does not exist
return nullptr;
}
// Method Description:
// - Rebinds a key binding to a new key chord
// Arguments:
// - oldKeys: the key binding that we are rebinding
// - newKeys: the new key chord that is being used to replace oldKeys
// Return Value:
// - true, if successful. False, otherwise.
bool ActionMap::RebindKeys(const Control::KeyChord& oldKeys, const Control::KeyChord& newKeys)
{
const auto cmd{ GetActionByKeyChord(oldKeys) };
if (!cmd)
{
// oldKeys must be bound. Otherwise, we don't know what action to bind.
return false;
}
if (auto oldKeyPair = _KeyMap.find(oldKeys); oldKeyPair != _KeyMap.end())
{
// oldKeys is bound in our layer, replace it with newKeys
_KeyMap.insert_or_assign(newKeys, cmd.ID());
_KeyMap.erase(oldKeyPair);
}
else
{
// oldKeys is bound in some other layer, set newKeys to cmd in this layer, and oldKeys to unbound in this layer
_KeyMap.insert_or_assign(newKeys, cmd.ID());
_KeyMap.insert_or_assign(oldKeys, L"");
}
return true;
}
// Method Description:
// - Unbind a key chord
// Arguments:
// - keys: the key chord that is being unbound
// Return Value:
// - <none>
void ActionMap::DeleteKeyBinding(const KeyChord& keys)
{
if (auto keyPair = _KeyMap.find(keys); keyPair != _KeyMap.end())
{
// this keychord is bound in our layer, delete it
_KeyMap.erase(keyPair);
}
// either the keychord was never in this layer or we just deleted it above,
// if GetActionByKeyChord still returns a command that means the keychord is bound in another layer
if (GetActionByKeyChord(keys))
{
// set to unbound in this layer
_KeyMap.emplace(keys, L"");
}
}
// Method Description:
// - Add a new key binding
// - If the key chord is already in use, the conflicting command is overwritten.
// Arguments:
// - keys: the key chord that is being bound
// - action: the action that the keys are being bound to
// Return Value:
// - <none>
void ActionMap::RegisterKeyBinding(Control::KeyChord keys, Model::ActionAndArgs action)
{
auto cmd{ make_self<Command>() };
cmd->ActionAndArgs(action);
cmd->GenerateID();
AddAction(*cmd, keys);
}
// This is a helper to aid in sorting commands by their `Name`s, alphabetically.
static bool _compareSchemeNames(const ColorScheme& lhs, const ColorScheme& rhs)
{
std::wstring leftName{ lhs.Name() };
std::wstring rightName{ rhs.Name() };
return leftName.compare(rightName) < 0;
}
void ActionMap::ExpandCommands(const IVectorView<Model::Profile>& profiles,
const IMapView<winrt::hstring, Model::ColorScheme>& schemes)
{
// TODO in review - It's a little weird to stash the expanded commands
// into a separate map. Is it possible to just replace the name map with
// the post-expanded commands?
//
// WHILE also making sure that upon re-saving the commands, we don't
// actually serialize the results of the expansion. I don't think it is.
std::vector<Model::ColorScheme> sortedSchemes;
sortedSchemes.reserve(schemes.Size());
for (const auto& nameAndScheme : schemes)
{
sortedSchemes.push_back(nameAndScheme.Value());
}
std::sort(sortedSchemes.begin(),
sortedSchemes.end(),
_compareSchemeNames);
auto copyOfCommands = winrt::single_threaded_map<winrt::hstring, Model::Command>();
const auto& commandsToExpand{ NameMap() };
for (auto nameAndCommand : commandsToExpand)
{
copyOfCommands.Insert(nameAndCommand.Key(), nameAndCommand.Value());
}
implementation::Command::ExpandCommands(copyOfCommands,
profiles,
winrt::param::vector_view<Model::ColorScheme>{ sortedSchemes });
_ExpandedCommandsCache = winrt::single_threaded_vector<Model::Command>();
for (const auto& [_, command] : copyOfCommands)
{
_ExpandedCommandsCache.Append(command);
}
}
IVector<Model::Command> ActionMap::ExpandedCommands()
{
return _ExpandedCommandsCache;
}
#pragma region Snippets
std::vector<Model::Command> _filterToSnippets(IMapView<hstring, Model::Command> nameMap,
winrt::hstring currentCommandline,
const std::vector<Model::Command>& localCommands)
{
std::vector<Model::Command> results{};
const auto numBackspaces = currentCommandline.size();
// Helper to clone a sendInput command into a new Command, with the
// input trimmed to account for the currentCommandline
auto createInputAction = [&](const Model::Command& command) -> Model::Command {
winrt::com_ptr<implementation::Command> cmdImpl;
cmdImpl.copy_from(winrt::get_self<implementation::Command>(command));
const auto inArgs{ command.ActionAndArgs().Args().try_as<Model::SendInputArgs>() };
const auto inputString{ inArgs ? inArgs.Input() : L"" };
auto args = winrt::make_self<SendInputArgs>(
winrt::hstring{ fmt::format(FMT_COMPILE(L"{:\x7f^{}}{}"),
L"",
numBackspaces,
inputString) });
Model::ActionAndArgs actionAndArgs{ ShortcutAction::SendInput, *args };
auto copy = cmdImpl->Copy();
copy->ActionAndArgs(actionAndArgs);
if (!copy->HasName())
{
// Here, we want to manually generate a send input name, but
// without visualizing space and backspace
//
// This is exactly the body of SendInputArgs::GenerateName, but
// with visualize_nonspace_control_codes instead of
// visualize_control_codes, to make filtering in the suggestions
// UI easier.
const auto escapedInput = til::visualize_nonspace_control_codes(std::wstring{ inputString });
const auto name = RS_fmt(L"SendInputCommandKey", escapedInput);
copy->Name(winrt::hstring{ name });
}
return *copy;
};
// Helper to copy this command into a snippet-styled command, and any
// nested commands
const auto addCommand = [&](auto& command) {
// If this is not a nested command, and it's a sendInput command...
if (!command.HasNestedCommands() &&
command.ActionAndArgs().Action() == ShortcutAction::SendInput)
{
// copy it into the results.
results.push_back(createInputAction(command));
}
// If this is nested...
else if (command.HasNestedCommands())
{
// Look for any sendInput commands nested underneath us
std::vector<Model::Command> empty{};
auto innerResults = winrt::single_threaded_vector<Model::Command>(_filterToSnippets(command.NestedCommands(), currentCommandline, empty));
if (innerResults.Size() > 0)
{
// This command did have at least one sendInput under it
// Create a new Command, which is a copy of this Command,
// which only has SendInputs in it
winrt::com_ptr<implementation::Command> cmdImpl;
cmdImpl.copy_from(winrt::get_self<implementation::Command>(command));
auto copy = cmdImpl->Copy();
copy->NestedCommands(innerResults.GetView());
results.push_back(*copy);
}
}
};
// iterate over all the commands in all our actions...
for (auto&& [_, command] : nameMap)
{
addCommand(command);
}
// ... and all the local commands passed in here
for (const auto& command : localCommands)
{
addCommand(command);
}
return results;
}
void ActionMap::AddSendInputAction(winrt::hstring name, winrt::hstring input, const Control::KeyChord keys)
{
auto newAction = winrt::make<ActionAndArgs>();
newAction.Action(ShortcutAction::SendInput);
auto sendInputArgs = winrt::make<SendInputArgs>(input);
newAction.Args(sendInputArgs);
auto cmd{ make_self<Command>() };
if (!name.empty())
{
cmd->Name(name);
}
cmd->ActionAndArgs(newAction);
cmd->GenerateID();
AddAction(*cmd, keys);
}
// Update ActionMap's cache of actions for this directory. We'll look for a
// .wt.json in this directory. If it exists, we'll read it, parse it's JSON,
// then take all the sendInput actions in it and store them in our
// _cwdLocalSnippetsCache
std::vector<Model::Command> ActionMap::_updateLocalSnippetCache(winrt::hstring currentWorkingDirectory)
{
// This returns an empty string if we fail to load the file.
std::filesystem::path localSnippetsPath{ std::wstring_view{ currentWorkingDirectory + L"\\.wt.json" } };
const auto data = til::io::read_file_as_utf8_string_if_exists(localSnippetsPath);
if (data.empty())
{
return {};
}
Json::Value root;
std::string errs;
const std::unique_ptr<Json::CharReader> reader{ Json::CharReaderBuilder{}.newCharReader() };
if (!reader->parse(data.data(), data.data() + data.size(), &root, &errs))
{
// In the real settings parser, we'd throw here:
// throw winrt::hresult_error(WEB_E_INVALID_JSON_STRING, winrt::to_hstring(errs));
//
// That seems overly aggressive for something that we don't
// really own. Instead, just bail out.
return {};
}
auto result = std::vector<Model::Command>();
if (auto actions{ root[JsonKey("snippets")] })
{
for (const auto& json : actions)
{
result.push_back(*Command::FromSnippetJson(json));
}
}
return result;
}
winrt::Windows::Foundation::IAsyncOperation<IVector<Model::Command>> ActionMap::FilterToSnippets(
winrt::hstring currentCommandline,
winrt::hstring currentWorkingDirectory)
{
{
// Check if there are any cached commands in this directory.
const auto& cache{ _cwdLocalSnippetsCache.lock_shared() };
const auto cacheIterator = cache->find(currentWorkingDirectory);
if (cacheIterator != cache->end())
{
// We found something in the cache! return it.
co_return winrt::single_threaded_vector<Model::Command>(_filterToSnippets(NameMap(),
currentCommandline,
cacheIterator->second));
}
} // release the lock on the cache
// Don't do I/O on the main thread
co_await winrt::resume_background();
auto result = _updateLocalSnippetCache(currentWorkingDirectory);
if (!result.empty())
{
// We found something! Add it to the cache
auto cache{ _cwdLocalSnippetsCache.lock() };
cache->insert_or_assign(currentWorkingDirectory, result);
}
co_return winrt::single_threaded_vector<Model::Command>(_filterToSnippets(NameMap(),
currentCommandline,
result));
}
#pragma endregion
}