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Terminal.Gui/Terminal.Gui/ConsoleDrivers/ConsoleDriver.cs

944 lines
35 KiB
C#

//
// ConsoleDriver.cs: Base class for Terminal.Gui ConsoleDriver implementations.
//
using System.Diagnostics;
namespace Terminal.Gui;
/// <summary>Base class for Terminal.Gui ConsoleDriver implementations.</summary>
/// <remarks>
/// There are currently four implementations: - <see cref="CursesDriver"/> (for Unix and Mac) -
/// <see cref="WindowsDriver"/> - <see cref="NetDriver"/> that uses the .NET Console API - <see cref="FakeConsole"/>
/// for unit testing.
/// </remarks>
public abstract class ConsoleDriver
{
// As performance is a concern, we keep track of the dirty lines and only refresh those.
// This is in addition to the dirty flag on each cell.
internal bool [] _dirtyLines;
// QUESTION: When non-full screen apps are supported, will this represent the app size, or will that be in Application?
/// <summary>Gets the location and size of the terminal screen.</summary>
public Rectangle Screen => new (0, 0, Cols, Rows);
private Rectangle _clip;
/// <summary>
/// Gets or sets the clip rectangle that <see cref="AddRune(Rune)"/> and <see cref="AddStr(string)"/> are subject
/// to.
/// </summary>
/// <value>The rectangle describing the of <see cref="Clip"/> region.</value>
public Rectangle Clip
{
get => _clip;
set
{
if (_clip == value)
{
return;
}
// Don't ever let Clip be bigger than Screen
_clip = Rectangle.Intersect (Screen, value);
}
}
/// <summary>Get the operating system clipboard.</summary>
public IClipboard Clipboard { get; internal set; }
/// <summary>
/// Gets the column last set by <see cref="Move"/>. <see cref="Col"/> and <see cref="Row"/> are used by
/// <see cref="AddRune(Rune)"/> and <see cref="AddStr"/> to determine where to add content.
/// </summary>
public int Col { get; internal set; }
/// <summary>The number of columns visible in the terminal.</summary>
public virtual int Cols
{
get => _cols;
internal set
{
_cols = value;
ClearContents ();
}
}
/// <summary>
/// The contents of the application output. The driver outputs this buffer to the terminal when
/// <see cref="UpdateScreen"/> is called.
/// <remarks>The format of the array is rows, columns. The first index is the row, the second index is the column.</remarks>
/// </summary>
public Cell [,] Contents { get; internal set; }
/// <summary>The leftmost column in the terminal.</summary>
public virtual int Left { get; internal set; } = 0;
/// <summary>
/// Gets the row last set by <see cref="Move"/>. <see cref="Col"/> and <see cref="Row"/> are used by
/// <see cref="AddRune(Rune)"/> and <see cref="AddStr"/> to determine where to add content.
/// </summary>
public int Row { get; internal set; }
/// <summary>The number of rows visible in the terminal.</summary>
public virtual int Rows
{
get => _rows;
internal set
{
_rows = value;
ClearContents ();
}
}
/// <summary>The topmost row in the terminal.</summary>
public virtual int Top { get; internal set; } = 0;
/// <summary>
/// Set this to true in any unit tests that attempt to test drivers other than FakeDriver.
/// <code>
/// public ColorTests ()
/// {
/// ConsoleDriver.RunningUnitTests = true;
/// }
/// </code>
/// </summary>
internal static bool RunningUnitTests { get; set; }
/// <summary>Adds the specified rune to the display at the current cursor position.</summary>
/// <remarks>
/// <para>
/// When the method returns, <see cref="Col"/> will be incremented by the number of columns
/// <paramref name="rune"/> required, even if the new column value is outside of the <see cref="Clip"/> or screen
/// dimensions defined by <see cref="Cols"/>.
/// </para>
/// <para>
/// If <paramref name="rune"/> requires more than one column, and <see cref="Col"/> plus the number of columns
/// needed exceeds the <see cref="Clip"/> or screen dimensions, the default Unicode replacement character (U+FFFD)
/// will be added instead.
/// </para>
/// </remarks>
/// <param name="rune">Rune to add.</param>
public void AddRune (Rune rune)
{
int runeWidth = -1;
bool validLocation = IsValidLocation (Col, Row);
if (validLocation)
{
rune = rune.MakePrintable ();
runeWidth = rune.GetColumns ();
if (runeWidth == 0 && rune.IsCombiningMark ())
{
// AtlasEngine does not support NON-NORMALIZED combining marks in a way
// compatible with the driver architecture. Any CMs (except in the first col)
// are correctly combined with the base char, but are ALSO treated as 1 column
// width codepoints E.g. `echo "[e`u{0301}`u{0301}]"` will output `[é ]`.
//
// Until this is addressed (see Issue #), we do our best by
// a) Attempting to normalize any CM with the base char to it's left
// b) Ignoring any CMs that don't normalize
if (Col > 0)
{
if (Contents [Row, Col - 1].CombiningMarks.Count > 0)
{
// Just add this mark to the list
Contents [Row, Col - 1].CombiningMarks.Add (rune);
// Ignore. Don't move to next column (let the driver figure out what to do).
}
else
{
// Attempt to normalize the cell to our left combined with this mark
string combined = Contents [Row, Col - 1].Rune + rune.ToString ();
// Normalize to Form C (Canonical Composition)
string normalized = combined.Normalize (NormalizationForm.FormC);
if (normalized.Length == 1)
{
// It normalized! We can just set the Cell to the left with the
// normalized codepoint
Contents [Row, Col - 1].Rune = (Rune)normalized [0];
// Ignore. Don't move to next column because we're already there
}
else
{
// It didn't normalize. Add it to the Cell to left's CM list
Contents [Row, Col - 1].CombiningMarks.Add (rune);
// Ignore. Don't move to next column (let the driver figure out what to do).
}
}
Contents [Row, Col - 1].Attribute = CurrentAttribute;
Contents [Row, Col - 1].IsDirty = true;
}
else
{
// Most drivers will render a combining mark at col 0 as the mark
Contents [Row, Col].Rune = rune;
Contents [Row, Col].Attribute = CurrentAttribute;
Contents [Row, Col].IsDirty = true;
Col++;
}
}
else
{
Contents [Row, Col].Attribute = CurrentAttribute;
Contents [Row, Col].IsDirty = true;
if (Col > 0)
{
// Check if cell to left has a wide glyph
if (Contents [Row, Col - 1].Rune.GetColumns () > 1)
{
// Invalidate cell to left
Contents [Row, Col - 1].Rune = Rune.ReplacementChar;
Contents [Row, Col - 1].IsDirty = true;
}
}
if (runeWidth < 1)
{
Contents [Row, Col].Rune = Rune.ReplacementChar;
}
else if (runeWidth == 1)
{
Contents [Row, Col].Rune = rune;
if (Col < Clip.Right - 1)
{
Contents [Row, Col + 1].IsDirty = true;
}
}
else if (runeWidth == 2)
{
if (Col == Clip.Right - 1)
{
// We're at the right edge of the clip, so we can't display a wide character.
// TODO: Figure out if it is better to show a replacement character or ' '
Contents [Row, Col].Rune = Rune.ReplacementChar;
}
else
{
Contents [Row, Col].Rune = rune;
if (Col < Clip.Right - 1)
{
// Invalidate cell to right so that it doesn't get drawn
// TODO: Figure out if it is better to show a replacement character or ' '
Contents [Row, Col + 1].Rune = Rune.ReplacementChar;
Contents [Row, Col + 1].IsDirty = true;
}
}
}
else
{
// This is a non-spacing character, so we don't need to do anything
Contents [Row, Col].Rune = (Rune)' ';
Contents [Row, Col].IsDirty = false;
}
_dirtyLines [Row] = true;
}
}
if (runeWidth is < 0 or > 0)
{
Col++;
}
if (runeWidth > 1)
{
Debug.Assert (runeWidth <= 2);
if (validLocation && Col < Clip.Right)
{
// This is a double-width character, and we are not at the end of the line.
// Col now points to the second column of the character. Ensure it doesn't
// Get rendered.
Contents [Row, Col].IsDirty = false;
Contents [Row, Col].Attribute = CurrentAttribute;
// TODO: Determine if we should wipe this out (for now now)
//Contents [Row, Col].Rune = (Rune)' ';
}
Col++;
}
}
/// <summary>
/// Adds the specified <see langword="char"/> to the display at the current cursor position. This method is a
/// convenience method that calls <see cref="AddRune(Rune)"/> with the <see cref="Rune"/> constructor.
/// </summary>
/// <param name="c">Character to add.</param>
public void AddRune (char c) { AddRune (new Rune (c)); }
/// <summary>Adds the <paramref name="str"/> to the display at the cursor position.</summary>
/// <remarks>
/// <para>
/// When the method returns, <see cref="Col"/> will be incremented by the number of columns
/// <paramref name="str"/> required, unless the new column value is outside of the <see cref="Clip"/> or screen
/// dimensions defined by <see cref="Cols"/>.
/// </para>
/// <para>If <paramref name="str"/> requires more columns than are available, the output will be clipped.</para>
/// </remarks>
/// <param name="str">String.</param>
public void AddStr (string str)
{
List<Rune> runes = str.EnumerateRunes ().ToList ();
for (var i = 0; i < runes.Count; i++)
{
//if (runes [i].IsCombiningMark()) {
// // Attempt to normalize
// string combined = runes [i-1] + runes [i].ToString();
// // Normalize to Form C (Canonical Composition)
// string normalized = combined.Normalize (NormalizationForm.FormC);
// runes [i-]
//}
AddRune (runes [i]);
}
}
/// <summary>Clears the <see cref="Contents"/> of the driver.</summary>
public void ClearContents ()
{
// TODO: This method is really "Clear Contents" now and should not be abstract (or virtual)
Contents = new Cell [Rows, Cols];
//CONCURRENCY: Unsynchronized access to Clip isn't safe.
// TODO: ClearContents should not clear the clip; it should only clear the contents. Move clearing it elsewhere.
Clip = Screen;
_dirtyLines = new bool [Rows];
lock (Contents)
{
for (var row = 0; row < Rows; row++)
{
for (var c = 0; c < Cols; c++)
{
Contents [row, c] = new Cell
{
Rune = (Rune)' ', Attribute = new Attribute (Color.White, Color.Black), IsDirty = true
};
_dirtyLines [row] = true;
}
}
}
}
/// <summary>Determines if the terminal cursor should be visible or not and sets it accordingly.</summary>
/// <returns><see langword="true"/> upon success</returns>
public abstract bool EnsureCursorVisibility ();
/// <summary>Fills the specified rectangle with the specified rune, using <see cref="CurrentAttribute"/></summary>
/// <remarks>
/// The value of <see cref="Clip"/> is honored. Any parts of the rectangle not in the clip will not be drawn.
/// </remarks>
/// <param name="rect">The Screen-relative rectangle.</param>
/// <param name="rune">The Rune used to fill the rectangle</param>
public void FillRect (Rectangle rect, Rune rune = default)
{
rect = Rectangle.Intersect (rect, Clip);
lock (Contents)
{
for (int r = rect.Y; r < rect.Y + rect.Height; r++)
{
for (int c = rect.X; c < rect.X + rect.Width; c++)
{
Contents [r, c] = new Cell
{
Rune = (rune != default ? rune : (Rune)' '),
Attribute = CurrentAttribute, IsDirty = true
};
_dirtyLines [r] = true;
}
}
}
}
/// <summary>
/// Fills the specified rectangle with the specified <see langword="char"/>. This method is a convenience method
/// that calls <see cref="FillRect(Rectangle, Rune)"/>.
/// </summary>
/// <param name="rect"></param>
/// <param name="c"></param>
public void FillRect (Rectangle rect, char c) { FillRect (rect, new Rune (c)); }
/// <summary>Gets the terminal cursor visibility.</summary>
/// <param name="visibility">The current <see cref="CursorVisibility"/></param>
/// <returns><see langword="true"/> upon success</returns>
public abstract bool GetCursorVisibility (out CursorVisibility visibility);
/// <summary>Returns the name of the driver and relevant library version information.</summary>
/// <returns></returns>
public virtual string GetVersionInfo () { return GetType ().Name; }
/// <summary>Tests if the specified rune is supported by the driver.</summary>
/// <param name="rune"></param>
/// <returns>
/// <see langword="true"/> if the rune can be properly presented; <see langword="false"/> if the driver does not
/// support displaying this rune.
/// </returns>
public virtual bool IsRuneSupported (Rune rune) { return Rune.IsValid (rune.Value); }
/// <summary>Tests whether the specified coordinate are valid for drawing.</summary>
/// <param name="col">The column.</param>
/// <param name="row">The row.</param>
/// <returns>
/// <see langword="false"/> if the coordinate is outside the screen bounds or outside of <see cref="Clip"/>.
/// <see langword="true"/> otherwise.
/// </returns>
public bool IsValidLocation (int col, int row)
{
return col >= 0 && row >= 0 && col < Cols && row < Rows && Clip.Contains (col, row);
}
/// <summary>
/// Updates <see cref="Col"/> and <see cref="Row"/> to the specified column and row in <see cref="Contents"/>.
/// Used by <see cref="AddRune(Rune)"/> and <see cref="AddStr"/> to determine where to add content.
/// </summary>
/// <remarks>
/// <para>This does not move the cursor on the screen, it only updates the internal state of the driver.</para>
/// <para>
/// If <paramref name="col"/> or <paramref name="row"/> are negative or beyond <see cref="Cols"/> and
/// <see cref="Rows"/>, the method still sets those properties.
/// </para>
/// </remarks>
/// <param name="col">Column to move to.</param>
/// <param name="row">Row to move to.</param>
public virtual void Move (int col, int row)
{
Col = col;
Row = row;
}
/// <summary>Called when the terminal size changes. Fires the <see cref="SizeChanged"/> event.</summary>
/// <param name="args"></param>
public void OnSizeChanged (SizeChangedEventArgs args) { SizeChanged?.Invoke (this, args); }
/// <summary>Updates the screen to reflect all the changes that have been done to the display buffer</summary>
public abstract void Refresh ();
/// <summary>Sets the terminal cursor visibility.</summary>
/// <param name="visibility">The wished <see cref="CursorVisibility"/></param>
/// <returns><see langword="true"/> upon success</returns>
public abstract bool SetCursorVisibility (CursorVisibility visibility);
/// <summary>The event fired when the terminal is resized.</summary>
public event EventHandler<SizeChangedEventArgs> SizeChanged;
/// <summary>Suspends the application (e.g. on Linux via SIGTSTP) and upon resume, resets the console driver.</summary>
/// <remarks>This is only implemented in <see cref="CursesDriver"/>.</remarks>
public abstract void Suspend ();
/// <summary>Sets the position of the terminal cursor to <see cref="Col"/> and <see cref="Row"/>.</summary>
public abstract void UpdateCursor ();
/// <summary>Redraws the physical screen with the contents that have been queued up via any of the printing commands.</summary>
public abstract void UpdateScreen ();
#region Setup & Teardown
/// <summary>Initializes the driver</summary>
/// <returns>Returns an instance of <see cref="MainLoop"/> using the <see cref="IMainLoopDriver"/> for the driver.</returns>
internal abstract MainLoop Init ();
/// <summary>Ends the execution of the console driver.</summary>
internal abstract void End ();
#endregion
#region Color Handling
/// <summary>Gets whether the <see cref="ConsoleDriver"/> supports TrueColor output.</summary>
public virtual bool SupportsTrueColor => true;
// TODO: This makes ConsoleDriver dependent on Application, which is not ideal. This should be moved to Application.
/// <summary>
/// Gets or sets whether the <see cref="ConsoleDriver"/> should use 16 colors instead of the default TrueColors.
/// See <see cref="Application.Force16Colors"/> to change this setting via <see cref="ConfigurationManager"/>.
/// </summary>
/// <remarks>
/// <para>
/// Will be forced to <see langword="true"/> if <see cref="ConsoleDriver.SupportsTrueColor"/> is
/// <see langword="false"/>, indicating that the <see cref="ConsoleDriver"/> cannot support TrueColor.
/// </para>
/// </remarks>
internal virtual bool Force16Colors
{
get => Application.Force16Colors || !SupportsTrueColor;
set => Application.Force16Colors = value || !SupportsTrueColor;
}
private Attribute _currentAttribute;
private int _cols;
private int _rows;
/// <summary>
/// The <see cref="Attribute"/> that will be used for the next <see cref="AddRune(Rune)"/> or <see cref="AddStr"/>
/// call.
/// </summary>
public Attribute CurrentAttribute
{
get => _currentAttribute;
set
{
// TODO: This makes ConsoleDriver dependent on Application, which is not ideal. Once Attribute.PlatformColor is removed, this can be fixed.
if (Application.Driver is { })
{
_currentAttribute = new Attribute (value.Foreground, value.Background);
return;
}
_currentAttribute = value;
}
}
/// <summary>Selects the specified attribute as the attribute to use for future calls to AddRune and AddString.</summary>
/// <remarks>Implementations should call <c>base.SetAttribute(c)</c>.</remarks>
/// <param name="c">C.</param>
public Attribute SetAttribute (Attribute c)
{
Attribute prevAttribute = CurrentAttribute;
CurrentAttribute = c;
return prevAttribute;
}
/// <summary>Gets the current <see cref="Attribute"/>.</summary>
/// <returns>The current attribute.</returns>
public Attribute GetAttribute () { return CurrentAttribute; }
// TODO: This is only overridden by CursesDriver. Once CursesDriver supports 24-bit color, this virtual method can be
// removed (and Attribute can lose the platformColor property).
/// <summary>Makes an <see cref="Attribute"/>.</summary>
/// <param name="foreground">The foreground color.</param>
/// <param name="background">The background color.</param>
/// <returns>The attribute for the foreground and background colors.</returns>
public virtual Attribute MakeColor (in Color foreground, in Color background)
{
// Encode the colors into the int value.
return new Attribute (
-1, // only used by cursesdriver!
foreground,
background
);
}
#endregion
#region Mouse and Keyboard
/// <summary>Event fired when a key is pressed down. This is a precursor to <see cref="KeyUp"/>.</summary>
public event EventHandler<Key> KeyDown;
/// <summary>
/// Called when a key is pressed down. Fires the <see cref="KeyDown"/> event. This is a precursor to
/// <see cref="OnKeyUp"/>.
/// </summary>
/// <param name="a"></param>
public void OnKeyDown (Key a) { KeyDown?.Invoke (this, a); }
/// <summary>Event fired when a key is released.</summary>
/// <remarks>
/// Drivers that do not support key release events will fire this event after <see cref="KeyDown"/> processing is
/// complete.
/// </remarks>
public event EventHandler<Key> KeyUp;
/// <summary>Called when a key is released. Fires the <see cref="KeyUp"/> event.</summary>
/// <remarks>
/// Drivers that do not support key release events will calls this method after <see cref="OnKeyDown"/> processing
/// is complete.
/// </remarks>
/// <param name="a"></param>
public void OnKeyUp (Key a) { KeyUp?.Invoke (this, a); }
/// <summary>Event fired when a mouse event occurs.</summary>
public event EventHandler<MouseEvent> MouseEvent;
/// <summary>Called when a mouse event occurs. Fires the <see cref="MouseEvent"/> event.</summary>
/// <param name="a"></param>
public void OnMouseEvent (MouseEvent a) { MouseEvent?.Invoke (this, a); }
/// <summary>Simulates a key press.</summary>
/// <param name="keyChar">The key character.</param>
/// <param name="key">The key.</param>
/// <param name="shift">If <see langword="true"/> simulates the Shift key being pressed.</param>
/// <param name="alt">If <see langword="true"/> simulates the Alt key being pressed.</param>
/// <param name="ctrl">If <see langword="true"/> simulates the Ctrl key being pressed.</param>
public abstract void SendKeys (char keyChar, ConsoleKey key, bool shift, bool alt, bool ctrl);
#endregion
}
/// <summary>Terminal Cursor Visibility settings.</summary>
/// <remarks>
/// Hex value are set as 0xAABBCCDD where : AA stand for the TERMINFO DECSUSR parameter value to be used under
/// Linux and MacOS BB stand for the NCurses curs_set parameter value to be used under Linux and MacOS CC stand for the
/// CONSOLE_CURSOR_INFO.bVisible parameter value to be used under Windows DD stand for the CONSOLE_CURSOR_INFO.dwSize
/// parameter value to be used under Windows
/// </remarks>
public enum CursorVisibility
{
/// <summary>Cursor caret has default</summary>
/// <remarks>
/// Works under Xterm-like terminal otherwise this is equivalent to <see ref="Underscore"/>. This default directly
/// depends of the XTerm user configuration settings so it could be Block, I-Beam, Underline with possible blinking.
/// </remarks>
Default = 0x00010119,
/// <summary>Cursor caret is hidden</summary>
Invisible = 0x03000019,
/// <summary>Cursor caret is normally shown as a blinking underline bar _</summary>
Underline = 0x03010119,
/// <summary>Cursor caret is normally shown as a underline bar _</summary>
/// <remarks>Under Windows, this is equivalent to <see ref="UnderscoreBlinking"/></remarks>
UnderlineFix = 0x04010119,
/// <summary>Cursor caret is displayed a blinking vertical bar |</summary>
/// <remarks>Works under Xterm-like terminal otherwise this is equivalent to <see ref="Underscore"/></remarks>
Vertical = 0x05010119,
/// <summary>Cursor caret is displayed a blinking vertical bar |</summary>
/// <remarks>Works under Xterm-like terminal otherwise this is equivalent to <see ref="Underscore"/></remarks>
VerticalFix = 0x06010119,
/// <summary>Cursor caret is displayed as a blinking block ▉</summary>
Box = 0x01020164,
/// <summary>Cursor caret is displayed a block ▉</summary>
/// <remarks>Works under Xterm-like terminal otherwise this is equivalent to <see ref="Block"/></remarks>
BoxFix = 0x02020164
}
/// <summary>
/// The <see cref="KeyCode"/> enumeration encodes key information from <see cref="ConsoleDriver"/>s and provides a
/// consistent way for application code to specify keys and receive key events.
/// <para>
/// The <see cref="Key"/> class provides a higher-level abstraction, with helper methods and properties for
/// common operations. For example, <see cref="Key.IsAlt"/> and <see cref="Key.IsCtrl"/> provide a convenient way
/// to check whether the Alt or Ctrl modifier keys were pressed when a key was pressed.
/// </para>
/// </summary>
/// <remarks>
/// <para>
/// Lowercase alpha keys are encoded as values between 65 and 90 corresponding to the un-shifted A to Z keys on a
/// keyboard. Enum values are provided for these (e.g. <see cref="KeyCode.A"/>, <see cref="KeyCode.B"/>, etc.).
/// Even though the values are the same as the ASCII values for uppercase characters, these enum values represent
/// *lowercase*, un-shifted characters.
/// </para>
/// <para>
/// Numeric keys are the values between 48 and 57 corresponding to 0 to 9 (e.g. <see cref="KeyCode.D0"/>,
/// <see cref="KeyCode.D1"/>, etc.).
/// </para>
/// <para>
/// The shift modifiers (<see cref="KeyCode.ShiftMask"/>, <see cref="KeyCode.CtrlMask"/>, and
/// <see cref="KeyCode.AltMask"/>) can be combined (with logical or) with the other key codes to represent shifted
/// keys. For example, the <see cref="KeyCode.A"/> enum value represents the un-shifted 'a' key, while
/// <see cref="KeyCode.ShiftMask"/> | <see cref="KeyCode.A"/> represents the 'A' key (shifted 'a' key). Likewise,
/// <see cref="KeyCode.AltMask"/> | <see cref="KeyCode.A"/> represents the 'Alt+A' key combination.
/// </para>
/// <para>
/// All other keys that produce a printable character are encoded as the Unicode value of the character. For
/// example, the <see cref="KeyCode"/> for the '!' character is 33, which is the Unicode value for '!'. Likewise,
/// `â` is 226, `Â` is 194, etc.
/// </para>
/// <para>
/// If the <see cref="SpecialMask"/> is set, then the value is that of the special mask, otherwise, the value is
/// the one of the lower bits (as extracted by <see cref="CharMask"/>).
/// </para>
/// </remarks>
[Flags]
public enum KeyCode : uint
{
/// <summary>
/// Mask that indicates that the key is a unicode codepoint. Values outside this range indicate the key has shift
/// modifiers or is a special key like function keys, arrows keys and so on.
/// </summary>
CharMask = 0x_f_ffff,
/// <summary>
/// If the <see cref="SpecialMask"/> is set, then the value is that of the special mask, otherwise, the value is
/// in the the lower bits (as extracted by <see cref="CharMask"/>).
/// </summary>
SpecialMask = 0x_fff0_0000,
/// <summary>
/// When this value is set, the Key encodes the sequence Shift-KeyValue. The actual value must be extracted by
/// removing the ShiftMask.
/// </summary>
ShiftMask = 0x_1000_0000,
/// <summary>
/// When this value is set, the Key encodes the sequence Alt-KeyValue. The actual value must be extracted by
/// removing the AltMask.
/// </summary>
AltMask = 0x_8000_0000,
/// <summary>
/// When this value is set, the Key encodes the sequence Ctrl-KeyValue. The actual value must be extracted by
/// removing the CtrlMask.
/// </summary>
CtrlMask = 0x_4000_0000,
/// <summary>The key code representing an invalid or empty key.</summary>
Null = 0,
/// <summary>Backspace key.</summary>
Backspace = 8,
/// <summary>The key code for the tab key (forwards tab key).</summary>
Tab = 9,
/// <summary>The key code for the return key.</summary>
Enter = ConsoleKey.Enter,
/// <summary>The key code for the clear key.</summary>
Clear = 12,
/// <summary>The key code for the escape key.</summary>
Esc = 27,
/// <summary>The key code for the space bar key.</summary>
Space = 32,
/// <summary>Digit 0.</summary>
D0 = 48,
/// <summary>Digit 1.</summary>
D1,
/// <summary>Digit 2.</summary>
D2,
/// <summary>Digit 3.</summary>
D3,
/// <summary>Digit 4.</summary>
D4,
/// <summary>Digit 5.</summary>
D5,
/// <summary>Digit 6.</summary>
D6,
/// <summary>Digit 7.</summary>
D7,
/// <summary>Digit 8.</summary>
D8,
/// <summary>Digit 9.</summary>
D9,
/// <summary>The key code for the A key</summary>
A = 65,
/// <summary>The key code for the B key</summary>
B,
/// <summary>The key code for the C key</summary>
C,
/// <summary>The key code for the D key</summary>
D,
/// <summary>The key code for the E key</summary>
E,
/// <summary>The key code for the F key</summary>
F,
/// <summary>The key code for the G key</summary>
G,
/// <summary>The key code for the H key</summary>
H,
/// <summary>The key code for the I key</summary>
I,
/// <summary>The key code for the J key</summary>
J,
/// <summary>The key code for the K key</summary>
K,
/// <summary>The key code for the L key</summary>
L,
/// <summary>The key code for the M key</summary>
M,
/// <summary>The key code for the N key</summary>
N,
/// <summary>The key code for the O key</summary>
O,
/// <summary>The key code for the P key</summary>
P,
/// <summary>The key code for the Q key</summary>
Q,
/// <summary>The key code for the R key</summary>
R,
/// <summary>The key code for the S key</summary>
S,
/// <summary>The key code for the T key</summary>
T,
/// <summary>The key code for the U key</summary>
U,
/// <summary>The key code for the V key</summary>
V,
/// <summary>The key code for the W key</summary>
W,
/// <summary>The key code for the X key</summary>
X,
/// <summary>The key code for the Y key</summary>
Y,
/// <summary>The key code for the Z key</summary>
Z,
///// <summary>
///// The key code for the Delete key.
///// </summary>
//Delete = 127,
// --- Special keys ---
// The values below are common non-alphanum keys. Their values are
// based on the .NET ConsoleKey values, which, in-turn are based on the
// VK_ values from the Windows API.
// We add MaxCodePoint to avoid conflicts with the Unicode values.
/// <summary>The maximum Unicode codepoint value. Used to encode the non-alphanumeric control keys.</summary>
MaxCodePoint = 0x10FFFF,
/// <summary>Cursor up key</summary>
CursorUp = MaxCodePoint + ConsoleKey.UpArrow,
/// <summary>Cursor down key.</summary>
CursorDown = MaxCodePoint + ConsoleKey.DownArrow,
/// <summary>Cursor left key.</summary>
CursorLeft = MaxCodePoint + ConsoleKey.LeftArrow,
/// <summary>Cursor right key.</summary>
CursorRight = MaxCodePoint + ConsoleKey.RightArrow,
/// <summary>Page Up key.</summary>
PageUp = MaxCodePoint + ConsoleKey.PageUp,
/// <summary>Page Down key.</summary>
PageDown = MaxCodePoint + ConsoleKey.PageDown,
/// <summary>Home key.</summary>
Home = MaxCodePoint + ConsoleKey.Home,
/// <summary>End key.</summary>
End = MaxCodePoint + ConsoleKey.End,
/// <summary>Insert (INS) key.</summary>
Insert = MaxCodePoint + ConsoleKey.Insert,
/// <summary>Delete (DEL) key.</summary>
Delete = MaxCodePoint + ConsoleKey.Delete,
/// <summary>Print screen character key.</summary>
PrintScreen = MaxCodePoint + ConsoleKey.PrintScreen,
/// <summary>F1 key.</summary>
F1 = MaxCodePoint + ConsoleKey.F1,
/// <summary>F2 key.</summary>
F2 = MaxCodePoint + ConsoleKey.F2,
/// <summary>F3 key.</summary>
F3 = MaxCodePoint + ConsoleKey.F3,
/// <summary>F4 key.</summary>
F4 = MaxCodePoint + ConsoleKey.F4,
/// <summary>F5 key.</summary>
F5 = MaxCodePoint + ConsoleKey.F5,
/// <summary>F6 key.</summary>
F6 = MaxCodePoint + ConsoleKey.F6,
/// <summary>F7 key.</summary>
F7 = MaxCodePoint + ConsoleKey.F7,
/// <summary>F8 key.</summary>
F8 = MaxCodePoint + ConsoleKey.F8,
/// <summary>F9 key.</summary>
F9 = MaxCodePoint + ConsoleKey.F9,
/// <summary>F10 key.</summary>
F10 = MaxCodePoint + ConsoleKey.F10,
/// <summary>F11 key.</summary>
F11 = MaxCodePoint + ConsoleKey.F11,
/// <summary>F12 key.</summary>
F12 = MaxCodePoint + ConsoleKey.F12,
/// <summary>F13 key.</summary>
F13 = MaxCodePoint + ConsoleKey.F13,
/// <summary>F14 key.</summary>
F14 = MaxCodePoint + ConsoleKey.F14,
/// <summary>F15 key.</summary>
F15 = MaxCodePoint + ConsoleKey.F15,
/// <summary>F16 key.</summary>
F16 = MaxCodePoint + ConsoleKey.F16,
/// <summary>F17 key.</summary>
F17 = MaxCodePoint + ConsoleKey.F17,
/// <summary>F18 key.</summary>
F18 = MaxCodePoint + ConsoleKey.F18,
/// <summary>F19 key.</summary>
F19 = MaxCodePoint + ConsoleKey.F19,
/// <summary>F20 key.</summary>
F20 = MaxCodePoint + ConsoleKey.F20,
/// <summary>F21 key.</summary>
F21 = MaxCodePoint + ConsoleKey.F21,
/// <summary>F22 key.</summary>
F22 = MaxCodePoint + ConsoleKey.F22,
/// <summary>F23 key.</summary>
F23 = MaxCodePoint + ConsoleKey.F23,
/// <summary>F24 key.</summary>
F24 = MaxCodePoint + ConsoleKey.F24
}