module System.Console.ANSI.Windows.Emulator ( #include "Exports-Include.hs" ) where import System.Console.ANSI.Types import qualified System.Console.ANSI.Unix as Unix import System.Console.ANSI.Windows.Foreign import System.Console.ANSI.Windows.Emulator.Codes import System.IO import Control.Exception (catchJust) import Data.Colour (Colour) import Data.Colour.Names (black, blue, cyan, green, grey, lime, magenta, maroon, navy, olive, purple, red, silver, teal, white, yellow) import Data.Colour.SRGB (RGB (..), toSRGB) import Data.Bits import Data.List #include "Common-Include.hs" withHandle :: Handle -> (HANDLE -> IO a) -> IO a withHandle handle action = do -- It's VERY IMPORTANT that we flush before issuing any sort of Windows API call to change the console -- because on Windows the arrival of API-initiated state changes is not necessarily synchronised with that -- of the text they are attempting to modify. hFlush handle withHandleToHANDLE handle action -- Unfortunately, the emulator is not perfect. In particular, it has a tendency to die with exceptions about -- invalid handles when it is used with certain Windows consoles (e.g. mintty, terminator, or cygwin sshd). -- -- This happens because in those environments the stdout family of handles are not actually associated with -- a real console. -- -- My observation is that every time I've seen this in practice, the handle we have instead of the actual console -- handle is there so that the terminal supports ANSI escape codes. So 99% of the time, the correct thing to do is -- just to fall back on the Unix module to output the ANSI codes and hope for the best. emulatorFallback :: IO a -> IO a -> IO a emulatorFallback fallback first_try = catchJust invalidHandle first_try (const fallback) where invalidHandle (ConsoleException 6) = Just () -- 6 is the Windows error code for invalid handles invalidHandle (_) = Nothing adjustCursorPosition :: HANDLE -> (SHORT -> SHORT -> SHORT) -> (SHORT -> SHORT -> SHORT) -> IO () adjustCursorPosition handle change_x change_y = do screen_buffer_info <- getConsoleScreenBufferInfo handle let window = csbi_window screen_buffer_info (COORD x y) = csbi_cursor_position screen_buffer_info cursor_pos' = COORD (change_x (rect_left window) x) (change_y (rect_top window) y) setConsoleCursorPosition handle cursor_pos' hCursorUp h n = emulatorFallback (Unix.hCursorUp h n) $ withHandle h $ \handle -> adjustCursorPosition handle (\_ x -> x) (\_ y -> y - fromIntegral n) hCursorDown h n = emulatorFallback (Unix.hCursorDown h n) $ withHandle h $ \handle -> adjustCursorPosition handle (\_ x -> x) (\_ y -> y + fromIntegral n) hCursorForward h n = emulatorFallback (Unix.hCursorForward h n) $ withHandle h $ \handle -> adjustCursorPosition handle (\_ x -> x + fromIntegral n) (\_ y -> y) hCursorBackward h n = emulatorFallback (Unix.hCursorBackward h n) $ withHandle h $ \handle -> adjustCursorPosition handle (\_ x -> x - fromIntegral n) (\_ y -> y) adjustLine :: HANDLE -> (SHORT -> SHORT -> SHORT) -> IO () adjustLine handle change_y = adjustCursorPosition handle (\window_left _ -> window_left) change_y hCursorDownLine h n = emulatorFallback (Unix.hCursorDownLine h n) $ withHandle h $ \handle -> adjustLine handle (\_ y -> y + fromIntegral n) hCursorUpLine h n = emulatorFallback (Unix.hCursorUpLine h n) $ withHandle h $ \handle -> adjustLine handle (\_ y -> y - fromIntegral n) hSetCursorColumn h x = emulatorFallback (Unix.hSetCursorColumn h x) $ withHandle h $ \handle -> adjustCursorPosition handle (\window_left _ -> window_left + fromIntegral x) (\_ y -> y) hSetCursorPosition h y x = emulatorFallback (Unix.hSetCursorPosition h y x) $ withHandle h $ \handle -> adjustCursorPosition handle (\window_left _ -> window_left + fromIntegral x) (\window_top _ -> window_top + fromIntegral y) clearChar :: WCHAR clearChar = charToWCHAR ' ' clearAttribute :: WORD clearAttribute = 0 hClearScreenFraction :: HANDLE -> (SMALL_RECT -> COORD -> (DWORD, COORD)) -> IO () hClearScreenFraction handle fraction_finder = do screen_buffer_info <- getConsoleScreenBufferInfo handle let window = csbi_window screen_buffer_info cursor_pos = csbi_cursor_position screen_buffer_info (fill_length, fill_cursor_pos) = fraction_finder window cursor_pos fillConsoleOutputCharacter handle clearChar fill_length fill_cursor_pos fillConsoleOutputAttribute handle clearAttribute fill_length fill_cursor_pos return () hClearFromCursorToScreenEnd h = emulatorFallback (Unix.hClearFromCursorToScreenEnd h) $ withHandle h $ \handle -> hClearScreenFraction handle go where go window cursor_pos = (fromIntegral fill_length, cursor_pos) where size_x = rect_width window size_y = rect_bottom window - coord_y cursor_pos line_remainder = size_x - coord_x cursor_pos fill_length = size_x * size_y + line_remainder hClearFromCursorToScreenBeginning h = emulatorFallback (Unix.hClearFromCursorToScreenBeginning h) $ withHandle h $ \handle -> hClearScreenFraction handle go where go window cursor_pos = (fromIntegral fill_length, rect_top_left window) where size_x = rect_width window size_y = coord_y cursor_pos - rect_top window line_remainder = coord_x cursor_pos fill_length = size_x * size_y + line_remainder hClearScreen h = emulatorFallback (Unix.hClearScreen h) $ withHandle h $ \handle -> hClearScreenFraction handle go where go window _ = (fromIntegral fill_length, rect_top_left window) where size_x = rect_width window size_y = rect_height window fill_length = size_x * size_y hClearFromCursorToLineEnd h = emulatorFallback (Unix.hClearFromCursorToLineEnd h) $ withHandle h $ \handle -> hClearScreenFraction handle go where go window cursor_pos = (fromIntegral (rect_right window - coord_x cursor_pos), cursor_pos) hClearFromCursorToLineBeginning h = emulatorFallback (Unix.hClearFromCursorToLineBeginning h) $ withHandle h $ \handle -> hClearScreenFraction handle go where go window cursor_pos = (fromIntegral (coord_x cursor_pos), cursor_pos { coord_x = rect_left window }) hClearLine h = emulatorFallback (Unix.hClearLine h) $ withHandle h $ \handle -> hClearScreenFraction handle go where go window cursor_pos = (fromIntegral (rect_width window), cursor_pos { coord_x = rect_left window }) hScrollPage :: HANDLE -> Int -> IO () hScrollPage handle new_origin_y = do screen_buffer_info <- getConsoleScreenBufferInfo handle let fill = CHAR_INFO clearChar clearAttribute window = csbi_window screen_buffer_info origin = COORD (rect_left window) (rect_top window + fromIntegral new_origin_y) scrollConsoleScreenBuffer handle window Nothing origin fill hScrollPageUp h n = emulatorFallback (Unix.hScrollPageUp h n) $ withHandle h $ \handle -> hScrollPage handle (negate n) hScrollPageDown h n = emulatorFallback (Unix.hScrollPageDown h n) $ withHandle h $ \handle -> hScrollPage handle n {-# INLINE applyANSIColorToAttribute #-} applyANSIColorToAttribute :: WORD -> WORD -> WORD -> Color -> WORD -> WORD applyANSIColorToAttribute rED gREEN bLUE color attribute = case color of Black -> attribute' Red -> attribute' .|. rED Green -> attribute' .|. gREEN Yellow -> attribute' .|. rED .|. gREEN Blue -> attribute' .|. bLUE Magenta -> attribute' .|. rED .|. bLUE Cyan -> attribute' .|. gREEN .|. bLUE White -> attribute' .|. wHITE where wHITE = rED .|. gREEN .|. bLUE attribute' = attribute .&. (complement wHITE) applyForegroundANSIColorToAttribute, applyBackgroundANSIColorToAttribute :: Color -> WORD -> WORD applyForegroundANSIColorToAttribute = applyANSIColorToAttribute fOREGROUND_RED fOREGROUND_GREEN fOREGROUND_BLUE applyBackgroundANSIColorToAttribute = applyANSIColorToAttribute bACKGROUND_RED bACKGROUND_GREEN bACKGROUND_BLUE swapForegroundBackgroundColors :: WORD -> WORD swapForegroundBackgroundColors attribute = clean_attribute .|. foreground_attribute' .|. background_attribute' where foreground_attribute = attribute .&. fOREGROUND_INTENSE_WHITE background_attribute = attribute .&. bACKGROUND_INTENSE_WHITE clean_attribute = attribute .&. complement (fOREGROUND_INTENSE_WHITE .|. bACKGROUND_INTENSE_WHITE) foreground_attribute' = background_attribute `shiftR` 4 background_attribute' = foreground_attribute `shiftL` 4 applyANSISGRToAttribute :: SGR -> WORD -> WORD applyANSISGRToAttribute sgr attribute = case sgr of Reset -> fOREGROUND_WHITE SetConsoleIntensity intensity -> case intensity of BoldIntensity -> attribute .|. iNTENSITY FaintIntensity -> attribute .&. (complement iNTENSITY) -- Not supported NormalIntensity -> attribute .&. (complement iNTENSITY) SetItalicized _ -> attribute -- Not supported SetUnderlining underlining -> case underlining of NoUnderline -> attribute .&. (complement cOMMON_LVB_UNDERSCORE) _ -> attribute .|. cOMMON_LVB_UNDERSCORE -- Not supported, since cOMMON_LVB_UNDERSCORE seems to have no effect SetBlinkSpeed _ -> attribute -- Not supported SetVisible _ -> attribute -- Not supported -- The cOMMON_LVB_REVERSE_VIDEO doesn't actually appear to have any affect on the colors being displayed, so the emulator -- just uses it to carry information and implements the color-swapping behaviour itself. Bit of a hack, I guess :-) SetSwapForegroundBackground True -> -- Check if the color-swapping flag is already set if attribute .&. cOMMON_LVB_REVERSE_VIDEO /= 0 then attribute else swapForegroundBackgroundColors attribute .|. cOMMON_LVB_REVERSE_VIDEO SetSwapForegroundBackground False -> -- Check if the color-swapping flag is already not set if attribute .&. cOMMON_LVB_REVERSE_VIDEO == 0 then attribute else swapForegroundBackgroundColors attribute .&. (complement cOMMON_LVB_REVERSE_VIDEO) SetColor Foreground Dull color -> applyForegroundANSIColorToAttribute color (attribute .&. (complement fOREGROUND_INTENSITY)) SetColor Foreground Vivid color -> applyForegroundANSIColorToAttribute color (attribute .|. fOREGROUND_INTENSITY) SetColor Background Dull color -> applyBackgroundANSIColorToAttribute color (attribute .&. (complement bACKGROUND_INTENSITY)) SetColor Background Vivid color -> applyBackgroundANSIColorToAttribute color (attribute .|. bACKGROUND_INTENSITY) SetRGBColor Foreground color -> let (colorIntensity, aNSIColor) = toANSIColor color attribute' = case colorIntensity of Dull -> attribute .&. complement fOREGROUND_INTENSITY Vivid -> attribute .|. fOREGROUND_INTENSITY in applyForegroundANSIColorToAttribute aNSIColor attribute' SetRGBColor Background color -> let (colorIntensity, aNSIColor) = toANSIColor color attribute' = case colorIntensity of Dull -> attribute .&. complement bACKGROUND_INTENSITY Vivid -> attribute .|. bACKGROUND_INTENSITY in applyBackgroundANSIColorToAttribute aNSIColor attribute' where iNTENSITY = fOREGROUND_INTENSITY hSetSGR h sgr = emulatorFallback (Unix.hSetSGR h sgr) $ withHandle h $ \handle -> do screen_buffer_info <- getConsoleScreenBufferInfo handle let attribute = csbi_attributes screen_buffer_info attribute' = foldl' (flip applyANSISGRToAttribute) attribute -- make [] equivalent to [Reset], as documented (if null sgr then [Reset] else sgr) setConsoleTextAttribute handle attribute' hChangeCursorVisibility :: HANDLE -> Bool -> IO () hChangeCursorVisibility handle cursor_visible = do cursor_info <- getConsoleCursorInfo handle setConsoleCursorInfo handle (cursor_info { cci_cursor_visible = cursor_visible }) hHideCursor h = emulatorFallback (Unix.hHideCursor h) $ withHandle h $ \handle -> hChangeCursorVisibility handle False hShowCursor h = emulatorFallback (Unix.hShowCursor h) $ withHandle h $ \handle -> hChangeCursorVisibility handle True -- Windows only supports setting the terminal title on a process-wide basis, so for now we will -- assume that that is what the user intended. This will fail if they are sending the command -- over e.g. a network link... but that's not really what I'm designing for. hSetTitle h title = emulatorFallback (Unix.hSetTitle h title) $ withTString title $ setConsoleTitle aNSIColors :: [((ColorIntensity, Color), Colour Float)] aNSIColors = [ ((Dull, Black), black) , ((Dull, Blue), navy) , ((Dull, Green), green) , ((Dull, Cyan), teal) , ((Dull, Red), maroon) , ((Dull, Magenta), purple) , ((Dull, Yellow), olive) , ((Dull, White), silver) , ((Vivid, Black), grey) , ((Vivid, Blue), blue) , ((Vivid, Green), lime) , ((Vivid, Cyan), cyan) , ((Vivid, Red), red) , ((Vivid, Magenta), magenta) , ((Vivid, Yellow), yellow) , ((Vivid, White), white) ] toANSIColor :: Colour Float -> (ColorIntensity, Color) toANSIColor color = fst $ minimumBy order aNSIColors where RGB r g b = toSRGB color order (_, c1) (_, c2) = compare (dist c1) (dist c2) dist c = let RGB r' g' b' = toSRGB c dr = r' - r dg = g' - g db = b' - b in dr * dr + dg * dg + db * db