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// Licensed under the MIT License.
using System;
using System.Management.Automation;
using System.Management.Automation.Host;
using Dbg = System.Management.Automation.Diagnostics;
namespace Microsoft.PowerShell
{
/// <summary>
/// ProgressPane is a class that represents the "window" in which outstanding activities for which the host has received
/// progress updates are shown.
///
/// </summary>
internal
class ProgressPane
{
/// <summary>
/// Constructs a new instance.
/// </summary>
/// <param name="ui">
/// An implementation of the PSHostRawUserInterface with which the pane will be shown and hidden.
/// </param>
internal
ProgressPane(ConsoleHostUserInterface ui)
{
ArgumentNullException.ThrowIfNull(ui);
_ui = ui;
_rawui = ui.RawUI;
}
/// <summary>
/// Indicates whether the pane is visible on the screen buffer or not.
/// </summary>
/// <value>
/// true if the pane is visible, false if not.
///
/// </value>
internal
bool
IsShowing
{
get
{
return (_savedRegion != null);
}
}
/// <summary>
/// Shows the pane in the screen buffer. Saves off the content of the region of the buffer that will be overwritten so
/// that it can be restored again.
/// </summary>
internal
void
Show()
{
if (!IsShowing)
{
// Get temporary reference to the progress region since it can be
// changed at any time by a call to WriteProgress.
BufferCell[,] tempProgressRegion = _progressRegion;
if (tempProgressRegion == null)
{
return;
}
// The location where we show ourselves is always relative to the screen buffer's current window position.
int rows = tempProgressRegion.GetLength(0);
int cols = tempProgressRegion.GetLength(1);
if (ProgressNode.IsMinimalProgressRenderingEnabled())
{
rows = _content.Length;
cols = PSStyle.Instance.Progress.MaxWidth;
if (cols > _bufSize.Width)
{
cols = _bufSize.Width;
}
}
_savedCursor = _rawui.CursorPosition;
_location.X = 0;
if (!Platform.IsWindows || ProgressNode.IsMinimalProgressRenderingEnabled())
{
_location.Y = _rawui.CursorPosition.Y;
// if cursor is not on left edge already move down one line
if (_rawui.CursorPosition.X != 0)
{
_location.Y++;
_rawui.CursorPosition = _location;
}
// if the cursor is at the bottom, create screen buffer space by scrolling
int scrollRows = rows - ((_rawui.BufferSize.Height - 1) - _location.Y);
if (scrollRows > 0)
{
// Scroll the console screen up by 'scrollRows'
var bottomLocation = _location;
bottomLocation.Y = _rawui.BufferSize.Height - 1;
_rawui.CursorPosition = bottomLocation;
for (int i = 0; i < scrollRows; i++)
{
Console.Out.Write('\n');
}
_location.Y -= scrollRows;
_savedCursor.Y -= scrollRows;
}
// create cleared region to clear progress bar later
_savedRegion = tempProgressRegion;
if (PSStyle.Instance.Progress.View != ProgressView.Minimal)
{
for (int row = 0; row < rows; row++)
{
for (int col = 0; col < cols; col++)
{
_savedRegion[row, col].Character = ' ';
}
}
}
// put cursor back to where output should be
_rawui.CursorPosition = _location;
}
else
{
_location = _rawui.WindowPosition;
// We have to show the progress pane in the first column, as the screen buffer at any point might contain
// a CJK double-cell characters, which makes it impractical to try to find a position where the pane would
// not slice a character. Column 0 is the only place where we know for sure we can place the pane.
_location.Y = Math.Min(_location.Y + 2, _bufSize.Height);
// Save off the current contents of the screen buffer in the region that we will occupy
_savedRegion =
_rawui.GetBufferContents(
new Rectangle(_location.X, _location.Y, _location.X + cols - 1, _location.Y + rows - 1));
}
if (ProgressNode.IsMinimalProgressRenderingEnabled())
{
WriteContent();
}
else
{
// replace the saved region in the screen buffer with our progress display
_rawui.SetBufferContents(_location, tempProgressRegion);
}
}
}
/// <summary>
/// Hides the pane by restoring the saved contents of the region of the buffer that the pane occupies. If the pane is
/// not showing, then does nothing.
/// </summary>
internal
void
Hide()
{
if (IsShowing)
{
if (ProgressNode.IsMinimalProgressRenderingEnabled())
{
_rawui.CursorPosition = _location;
int maxWidth = PSStyle.Instance.Progress.MaxWidth;
if (maxWidth > _bufSize.Width)
{
maxWidth = _bufSize.Width;
}
for (int i = 0; i < _savedRegion.GetLength(1); i++)
{
if (i < _savedRegion.GetLength(1) - 1)
{
Console.Out.WriteLine(string.Empty.PadRight(maxWidth));
}
else
{
Console.Out.Write(string.Empty.PadRight(maxWidth));
}
}
}
else
{
// It would be nice if we knew that the saved region could be kept for the next time Show is called, but alas,
// we have no way of knowing if the screen buffer has changed since we were hidden. By "no good way" I mean that
// detecting a change would be at least as expensive as chucking the savedRegion and rebuilding it. And it would
// be very complicated.
_rawui.SetBufferContents(_location, _savedRegion);
}
_savedRegion = null;
_rawui.CursorPosition = _savedCursor;
}
}
/// <summary>
/// Updates the pane with the rendering of the supplied PendingProgress, and shows it.
/// </summary>
/// <param name="pendingProgress">
/// A PendingProgress instance that represents the outstanding activities that should be shown.
/// </param>
internal
void
Show(PendingProgress pendingProgress)
{
Dbg.Assert(pendingProgress != null, "pendingProgress may not be null");
_bufSize = _rawui.BufferSize;
// In order to keep from slicing any CJK double-cell characters that might be present in the screen buffer,
// we use the full width of the buffer.
int maxWidth = _bufSize.Width;
int maxHeight = Math.Max(5, _rawui.WindowSize.Height / 3);
_content = pendingProgress.Render(maxWidth, maxHeight, _rawui);
if (_content == null)
{
// There's nothing to show.
Hide();
_progressRegion = null;
return;
}
BufferCell[,] newRegion;
if (ProgressNode.IsMinimalProgressRenderingEnabled())
{
// Legacy progress rendering relies on a BufferCell which defines a character, foreground color, and background color
// per cell. This model doesn't work with ANSI escape sequences. However, there is existing logic on rendering that
// relies on the existence of the BufferCell to know if something has been rendered previously. Here we are creating
// an empty BufferCell, but using the second dimension to capture the number of rows so that we can clear that many
// elsewhere in Hide().
newRegion = new BufferCell[0, _content.Length];
}
else
{
newRegion = _rawui.NewBufferCellArray(_content, _ui.ProgressForegroundColor, _ui.ProgressBackgroundColor);
}
Dbg.Assert(newRegion != null, "NewBufferCellArray has failed!");
if (_progressRegion == null)
{
// we've never shown this pane before.
_progressRegion = newRegion;
Show();
}
else
{
// We have shown the pane before. We have to be smart about when we restore the saved region to minimize
// flicker. We need to decide if the new contents will change the dimensions of the progress pane
// currently being shown. If it will, then restore the saved region, and show the new one. Otherwise,
// just blast the new one on top of the last one shown.
// We're only checking size, not content, as we assume that the content will always change upon receipt
// of a new ProgressRecord. That's not guaranteed, of course, but it's a good bet. So checking content
// would usually result in detection of a change, so why bother?
bool sizeChanged =
(newRegion.GetLength(0) != _progressRegion.GetLength(0))
|| (newRegion.GetLength(1) != _progressRegion.GetLength(1));
_progressRegion = newRegion;
if (sizeChanged)
{
if (IsShowing)
{
Hide();
}
Show();
}
else
{
if (ProgressNode.IsMinimalProgressRenderingEnabled())
{
WriteContent();
}
else
{
_rawui.SetBufferContents(_location, _progressRegion);
}
}
}
}
private void WriteContent()
{
if (_content is not null)
{
// On Windows, we can check if the cursor is currently visible and not change it to visible
// if it is intentionally hidden. On Unix, it is not currently supported to read the cursor visibility.
#if UNIX
Console.CursorVisible = false;
#else
bool currentCursorVisible = Console.CursorVisible;
if (currentCursorVisible)
{
Console.CursorVisible = false;
}
#endif
var currentPosition = _rawui.CursorPosition;
_rawui.CursorPosition = _location;
for (int i = 0; i < _content.Length; i++)
{
if (i < _content.Length - 1)
{
Console.Out.WriteLine(_content[i]);
}
else
{
Console.Out.Write(_content[i]);
}
}
_rawui.CursorPosition = currentPosition;
#if UNIX
Console.CursorVisible = true;
#else
Console.CursorVisible = currentCursorVisible;
#endif
}
}
private Coordinates _location = new Coordinates(0, 0);
private Coordinates _savedCursor;
private Size _bufSize;
private BufferCell[,] _savedRegion;
private BufferCell[,] _progressRegion;
private string[] _content;
private readonly PSHostRawUserInterface _rawui;
private readonly ConsoleHostUserInterface _ui;
}
} // namespace
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