package tea import ( "errors" "fmt" "io" "unicode/utf8" ) // KeyMsg contains information about a keypress. KeyMsgs are always sent to // the program's update function. There are a couple general patterns you could // use to check for keypresses: // // // Switch on the string representation of the key (shorter) // switch msg := msg.(type) { // case KeyMsg: // switch msg.String() { // case "enter": // fmt.Println("you pressed enter!") // case "a": // fmt.Println("you pressed a!") // } // } // // // Switch on the key type (more foolproof) // switch msg := msg.(type) { // case KeyMsg: // switch msg.Type { // case KeyEnter: // fmt.Println("you pressed enter!") // case KeyRunes: // switch string(msg.Runes) { // case "a": // fmt.Println("you pressed a!") // } // } // } // // Note that Key.Runes will always contain at least one character, so you can // always safely call Key.Runes[0]. In most cases Key.Runes will only contain // one character, though certain input method editors (most notably Chinese // IMEs) can input multiple runes at once. type KeyMsg Key // String returns a friendly name for a key. // // k := KeyType{Type: KeyEnter} // fmt.Println(k) // // Output: enter func (k *KeyMsg) String() (str string) { if k.Alt { str += "alt+" } if k.Type == KeyRunes { str += string(k.Runes) return str } else if s, ok := keyNames[int(k.Type)]; ok { str += s return str } return "" } // Key contains information about a keypress. type Key struct { Type KeyType Runes []rune Alt bool } // KeyType indicates the key pressed, such as KeyEnter or KeyBreak or // KeyCtrlC. All other keys will be type KeyRunes. To get the rune value, check // the Rune method on a Key struct, or use the Key.String() method: // // k := Key{Type: KeyRunes, Runes: []rune{'a'}, Alt: true} // if k.Type == KeyRunes { // // fmt.Println(k.Runes) // // Output: a // // fmt.Println(k.String()) // // Output: alt+a // // } type KeyType int // Control keys. I know we could do this with an iota, but the values are very // specific, so we set the values explicitly to avoid any confusion. // // See also: // https://en.wikipedia.org/wiki/C0_and_C1_control_codes const ( keyNUL = 0 // null, \0 keySOH = 1 // start of heading keySTX = 2 // start of text keyETX = 3 // break, ctrl+c keyEOT = 4 // end of transmission keyENQ = 5 // enquiry keyACK = 6 // acknowledge keyBEL = 7 // bell, \a keyBS = 8 // backspace keyHT = 9 // horizontal tabulation, \t keyLF = 10 // line feed, \n keyVT = 11 // vertical tabulation \v keyFF = 12 // form feed \f keyCR = 13 // carriage return, \r keySO = 14 // shift out keySI = 15 // shift in keyDLE = 16 // data link escape keyDC1 = 17 // device control one keyDC2 = 18 // device control two keyDC3 = 19 // device control three keyDC4 = 20 // device control four keyNAK = 21 // negative acknowledge keySYN = 22 // synchronous idle keyETB = 23 // end of transmission block keyCAN = 24 // cancel keyEM = 25 // end of medium keySUB = 26 // substitution keyESC = 27 // escape, \e keyFS = 28 // file separator keyGS = 29 // group separator keyRS = 30 // record separator keyUS = 31 // unit separator keySP = 32 // space keyDEL = 127 // delete. on most systems this is mapped to backspace, I hear ) // Control key aliases. const ( KeyNull = keyNUL KeyBreak = keyETX KeyEnter = keyCR KeyBackspace = keyDEL KeyTab = keyHT KeySpace = keySP KeyEsc = keyESC KeyEscape = keyESC KeyCtrlAt = keyNUL // ctrl+@ KeyCtrlA = keySOH KeyCtrlB = keySTX KeyCtrlC = keyETX KeyCtrlD = keyEOT KeyCtrlE = keyENQ KeyCtrlF = keyACK KeyCtrlG = keyBEL KeyCtrlH = keyBS KeyCtrlI = keyHT KeyCtrlJ = keyLF KeyCtrlK = keyVT KeyCtrlL = keyFF KeyCtrlM = keyCR KeyCtrlN = keySO KeyCtrlO = keySI KeyCtrlP = keyDLE KeyCtrlQ = keyDC1 KeyCtrlR = keyDC2 KeyCtrlS = keyDC3 KeyCtrlT = keyDC4 KeyCtrlU = keyNAK KeyCtrlV = keySYN KeyCtrlW = keyETB KeyCtrlX = keyCAN KeyCtrlY = keyEM KeyCtrlZ = keySUB KeyCtrlOpenBracket = keyESC // ctrl+[ KeyCtrlBackslash = keyFS // ctrl+\ KeyCtrlCloseBracket = keyGS // ctrl+] KeyCtrlCaret = keyRS // ctrl+^ KeyCtrlUnderscore = keyUS // ctrl+_ KeyCtrlQuestionMark = keyDEL // ctrl+? ) // Other keys. const ( KeyRunes = -(iota + 1) KeyUp KeyDown KeyRight KeyLeft KeyShiftTab KeyHome KeyEnd KeyPgUp KeyPgDown KeyDelete ) // Mapping for control keys to friendly consts. var keyNames = map[int]string{ keyNUL: "ctrl+@", // also ctrl+` keySOH: "ctrl+a", keySTX: "ctrl+b", keyETX: "ctrl+c", keyEOT: "ctrl+d", keyENQ: "ctrl+e", keyACK: "ctrl+f", keyBEL: "ctrl+g", keyBS: "ctrl+h", keyHT: "tab", // also ctrl+i keyLF: "ctrl+j", keyVT: "ctrl+k", keyFF: "ctrl+l", keyCR: "enter", keySO: "ctrl+n", keySI: "ctrl+o", keyDLE: "ctrl+p", keyDC1: "ctrl+q", keyDC2: "ctrl+r", keyDC3: "ctrl+s", keyDC4: "ctrl+t", keyNAK: "ctrl+u", keySYN: "ctrl+v", keyETB: "ctrl+w", keyCAN: "ctrl+x", keyEM: "ctrl+y", keySUB: "ctrl+z", keyESC: "esc", keyFS: "ctrl+\\", keyGS: "ctrl+]", keyRS: "ctrl+^", keyUS: "ctrl+_", keySP: "space", keyDEL: "backspace", KeyRunes: "runes", KeyUp: "up", KeyDown: "down", KeyRight: "right", KeyLeft: "left", KeyShiftTab: "shift+tab", KeyHome: "home", KeyEnd: "end", KeyPgUp: "pgup", KeyPgDown: "pgdown", } // Mapping for sequences to consts. var sequences = map[string]KeyType{ "\x1b[A": KeyUp, "\x1b[B": KeyDown, "\x1b[C": KeyRight, "\x1b[D": KeyLeft, } // Mapping for hex codes to consts. Unclear why these won't register as // sequences. var hexes = map[string]Key{ "1b5b5a": {Type: KeyShiftTab}, "1b5b337e": {Type: KeyDelete}, "1b0d": {Type: KeyEnter, Alt: true}, "1b7f": {Type: KeyBackspace, Alt: true}, "1b5b48": {Type: KeyHome}, "1b5b377e": {Type: KeyHome}, // urxvt "1b5b313b3348": {Type: KeyHome, Alt: true}, "1b1b5b377e": {Type: KeyHome, Alt: true}, // urxvt "1b5b46": {Type: KeyEnd}, "1b5b387e": {Type: KeyEnd}, // urxvt "1b5b313b3346": {Type: KeyEnd, Alt: true}, "1b1b5b387e": {Type: KeyEnd, Alt: true}, // urxvt "1b5b357e": {Type: KeyPgUp}, "1b5b353b337e": {Type: KeyPgUp, Alt: true}, "1b1b5b357e": {Type: KeyPgUp, Alt: true}, // urxvt "1b5b367e": {Type: KeyPgDown}, "1b5b363b337e": {Type: KeyPgDown, Alt: true}, "1b1b5b367e": {Type: KeyPgDown, Alt: true}, // urxvt "1b5b313b3341": {Type: KeyUp, Alt: true}, "1b5b313b3342": {Type: KeyDown, Alt: true}, "1b5b313b3343": {Type: KeyRight, Alt: true}, "1b5b313b3344": {Type: KeyLeft, Alt: true}, // Powershell "1b4f41": {Type: KeyUp, Alt: false}, "1b4f42": {Type: KeyDown, Alt: false}, "1b4f43": {Type: KeyRight, Alt: false}, "1b4f44": {Type: KeyLeft, Alt: false}, } // readInput reads keypress and mouse input from a TTY and returns a message // containing information about the key or mouse event accordingly. func readInput(input io.Reader) (Msg, error) { var buf [256]byte // Read and block numBytes, err := input.Read(buf[:]) if err != nil { return nil, err } // See if it's a mouse event. For now we're parsing X10-type mouse events // only. mouseEvent, err := parseX10MouseEvent(buf[:numBytes]) if err == nil { return MouseMsg(mouseEvent), nil } // Is it a special sequence, like an arrow key? if k, ok := sequences[string(buf[:numBytes])]; ok { return KeyMsg(Key{Type: k}), nil } // Some of these need special handling hex := fmt.Sprintf("%x", buf[:numBytes]) if k, ok := hexes[hex]; ok { return KeyMsg(k), nil } // Is the alt key pressed? The buffer will be prefixed with an escape // sequence if so. if numBytes > 1 && buf[0] == 0x1b { // Now remove the initial escape sequence and re-process to get the // character being pressed in combination with alt. c, _ := utf8.DecodeRune(buf[1:]) if c == utf8.RuneError { return nil, errors.New("could not decode rune after removing initial escape") } return KeyMsg(Key{Alt: true, Type: KeyRunes, Runes: []rune{c}}), nil } var runes []rune b := buf[:numBytes] // Translate input into runes. In most cases we'll receive exactly one // rune, but there are cases, particularly when an input method editor is // used, where we can receive multiple runes at once. for i, w := 0, 0; i < len(b); i += w { r, width := utf8.DecodeRune(b[i:]) if r == utf8.RuneError { return nil, errors.New("could not decode rune") } runes = append(runes, r) w = width } if len(runes) == 0 { return nil, errors.New("receied 0 runes from input") } else if len(runes) > 1 { // We received multiple runes, so we know this isn't a control // character, sequence, and so on. return KeyMsg(Key{Type: KeyRunes, Runes: runes}), nil } // Is the first rune a control character? r := runes[0] if numBytes == 1 && r <= keyUS || r == keyDEL { return KeyMsg(Key{Type: KeyType(r)}), nil } // Welp, it's just a regular, ol' single rune return KeyMsg(Key{Type: KeyRunes, Runes: runes}), nil }