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This commit is contained in:
@@ -0,0 +1,571 @@
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// Copyright (c) Microsoft. All rights reserved.
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using Harness.ConsoleReactiveComponents;
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using Harness.ConsoleReactiveFramework;
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using Harness.Shared.Console.Components;
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using Microsoft.Extensions.AI;
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namespace Harness.Shared.Console;
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/// <summary>
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/// The main application component for the Harness console. Manages the scroll region
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/// and bottom panel (text input, list selection, or streaming indicator). Owns the
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/// <see cref="HarnessConsoleUXStateDriver"/> and routes user input events to the
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/// registered <see cref="HarnessAgentRunner"/>.
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/// </summary>
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public class HarnessAppComponent : ConsoleReactiveComponent<ConsoleReactiveProps, HarnessAppComponentState>, IDisposable
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{
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private readonly TopBottomRule _rule = new();
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private readonly ListSelection _listSelection = new();
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private readonly TextInput _textInput = new();
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private readonly TextScrollPanel _textScrollPanel = new();
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private readonly TextPanel _queuedPanel = new();
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private readonly AgentStatus _agentStatus = new();
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private readonly AgentModeAndHelp _modeAndHelp = new();
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private readonly HarnessConsoleUXStateDriver _uxDriver;
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private readonly TaskCompletionSource<bool> _shutdownTcs = new(TaskCreationOptions.RunContinuationsAsynchronously);
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private readonly SemaphoreSlim _followUpGate = new(1, 1);
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private int _scrollRegionBottom;
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private bool _resizedSinceLastRender = true;
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private bool _deactivated;
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private BottomPanelMode _lastRenderedBottomPanelMode;
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/// <summary>
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/// Initializes a new instance of the <see cref="HarnessAppComponent"/> class.
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/// </summary>
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/// <param name="placeholder">Placeholder text shown when the input is empty.</param>
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/// <param name="initialMode">The current agent mode, used to colour the rule and prompt.</param>
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/// <param name="inputEnabled">Whether the bottom-panel input accepts keystrokes during streaming.</param>
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/// <param name="runnerFactory">Factory invoked with the component's <see cref="IUXStateDriver"/>
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/// to construct the <see cref="HarnessAgentRunner"/> that owns the agent loop.</param>
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/// <param name="modeColors">Optional mapping of mode names to console colors.</param>
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public HarnessAppComponent(
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string placeholder,
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string? initialMode,
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bool inputEnabled,
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Func<IUXStateDriver, HarnessAgentRunner> runnerFactory,
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IReadOnlyDictionary<string, ConsoleColor>? modeColors = null)
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{
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this.Props = new ConsoleReactiveProps();
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this.State = new HarnessAppComponentState
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{
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Mode = BottomPanelMode.TextInput,
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Prompt = "> ",
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Placeholder = placeholder,
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ModeColor = ModeColors.Get(initialMode, modeColors),
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ModeText = initialMode,
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InputEnabled = inputEnabled,
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ConsoleWidth = System.Console.WindowWidth,
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ConsoleHeight = System.Console.WindowHeight,
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};
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this._uxDriver = new HarnessConsoleUXStateDriver(
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getState: () => this.State!,
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setState: s => this.SetState(s),
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requestShutdown: () => this._shutdownTcs.TrySetResult(true),
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replaceSession: s => this.Runner!.ReplaceSessionAsync(s),
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modeColors: modeColors);
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this.Runner = runnerFactory(this._uxDriver);
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// Seed help text now that the runner (which knows the registered command handlers)
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// is available. Direct assignment — no Render is triggered until the caller invokes Render().
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this.State = this.State with { HelpText = this.Runner.HelpText };
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KeyEventListener.Instance.KeyPressed += this.OnKeyPressed;
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ConsoleResizeListener.Instance.ConsoleResized += this.OnConsoleResized;
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}
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/// <summary>
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/// Gets the agent runner that owns the agent loop. Constructed by the factory
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/// passed to the component's constructor.
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/// </summary>
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public HarnessAgentRunner Runner { get; }
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/// <summary>
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/// Completes when a command handler requests application shutdown (e.g. the user types <c>/exit</c>).
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/// Awaited by <see cref="HarnessConsole.RunAgentAsync"/>.
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/// </summary>
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public Task ShutdownTask => this._shutdownTcs.Task;
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/// <summary>
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/// Deactivates the component, resetting the scroll region and unsubscribing from events.
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/// This method is idempotent and safe to call multiple times.
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/// </summary>
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public void Deactivate()
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{
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if (this._deactivated)
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{
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return;
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}
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this._deactivated = true;
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this._agentStatus.Dispose();
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KeyEventListener.Instance.KeyPressed -= this.OnKeyPressed;
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ConsoleResizeListener.Instance.ConsoleResized -= this.OnConsoleResized;
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}
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/// <inheritdoc/>
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public void Dispose()
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{
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this.Dispose(true);
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GC.SuppressFinalize(this);
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}
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/// <summary>
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/// Releases managed resources.
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/// </summary>
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/// <param name="disposing"><c>true</c> to release managed resources.</param>
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protected virtual void Dispose(bool disposing)
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{
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if (disposing)
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{
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this.Deactivate();
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this._followUpGate.Dispose();
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this.Runner.Dispose();
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}
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}
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private void OnKeyPressed(object? sender, KeyPressEventArgs e)
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{
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BottomPanelMode mode = this.State!.Mode;
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if (mode == BottomPanelMode.TextInput)
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{
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this.HandleTextInputKey(e);
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}
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else if (mode == BottomPanelMode.ListSelection)
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{
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this.HandleListSelectionKey(e);
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}
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else if (mode == BottomPanelMode.Streaming && this.State.InputEnabled)
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{
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this.HandleStreamingInputKey(e);
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}
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}
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private void HandleTextInputKey(KeyPressEventArgs e)
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{
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if (e.KeyInfo.Key == ConsoleKey.Enter)
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{
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string text = this.State!.InputText;
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if (string.IsNullOrWhiteSpace(text))
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{
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return;
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}
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this.SetState(this.State with { InputText = "" });
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this.DispatchTextInputSubmission(text);
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}
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else if (e.KeyInfo.Key == ConsoleKey.Backspace)
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{
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if (this.State!.InputText.Length > 0)
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{
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this.SetState(this.State with { InputText = this.State.InputText[..^1] });
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}
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}
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else if (e.KeyInfo.KeyChar != '\0' && !char.IsControl(e.KeyInfo.KeyChar))
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{
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this.SetState(this.State! with { InputText = this.State.InputText + e.KeyInfo.KeyChar });
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}
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}
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private void HandleListSelectionKey(KeyPressEventArgs e)
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{
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int maxIndex = this.State!.ListSelectionOptions.Count - 1;
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if (this.State.ListSelectionCustomTextPlaceholder != null)
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{
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maxIndex = this.State.ListSelectionOptions.Count;
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}
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bool isOnCustomTextOption = this.State.ListSelectionCustomTextPlaceholder != null
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&& this.State.ListSelectionIndex == this.State.ListSelectionOptions.Count;
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if (e.KeyInfo.Key == ConsoleKey.UpArrow)
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{
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this.SetState(this.State with { ListSelectionIndex = Math.Max(0, this.State.ListSelectionIndex - 1) });
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}
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else if (e.KeyInfo.Key == ConsoleKey.DownArrow)
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{
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this.SetState(this.State with { ListSelectionIndex = Math.Min(maxIndex, this.State.ListSelectionIndex + 1) });
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}
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else if (e.KeyInfo.Key == ConsoleKey.Enter)
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{
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string result = isOnCustomTextOption
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? this.State.ListSelectionCustomInputText
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: this.State.ListSelectionOptions[this.State.ListSelectionIndex];
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this.SetState(this.State with { ListSelectionCustomInputText = "", ListSelectionIndex = 0 });
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this.DispatchListSelectionSubmission(result);
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}
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else if (isOnCustomTextOption)
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{
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if (e.KeyInfo.Key == ConsoleKey.Backspace)
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{
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if (this.State.ListSelectionCustomInputText.Length > 0)
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{
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this.SetState(this.State with { ListSelectionCustomInputText = this.State.ListSelectionCustomInputText[..^1] });
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}
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}
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else if (e.KeyInfo.KeyChar != '\0' && !char.IsControl(e.KeyInfo.KeyChar))
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{
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this.SetState(this.State with { ListSelectionCustomInputText = this.State.ListSelectionCustomInputText + e.KeyInfo.KeyChar });
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}
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}
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}
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private void HandleStreamingInputKey(KeyPressEventArgs e)
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{
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if (e.KeyInfo.Key == ConsoleKey.Enter)
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{
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string text = this.State!.InputText;
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if (string.IsNullOrWhiteSpace(text))
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{
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return;
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}
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this.SetState(this.State with { InputText = "" });
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_ = this.Runner.OnStreamingInputAsync(text);
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}
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else if (e.KeyInfo.Key == ConsoleKey.Backspace)
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{
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if (this.State!.InputText.Length > 0)
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{
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this.SetState(this.State with { InputText = this.State.InputText[..^1] });
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}
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}
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else if (e.KeyInfo.KeyChar != '\0' && !char.IsControl(e.KeyInfo.KeyChar))
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{
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this.SetState(this.State! with { InputText = this.State.InputText + e.KeyInfo.KeyChar });
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}
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}
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private void DispatchTextInputSubmission(string text)
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{
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if (this.State!.PendingQuestions.Count > 0)
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{
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_ = this.HandleFollowUpAnswerAsync(text);
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}
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else
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{
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_ = this.Runner.OnUserInputAsync(text);
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}
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}
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private void DispatchListSelectionSubmission(string text)
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{
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// List selection is only used to answer FollowUpQuestions.
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_ = this.HandleFollowUpAnswerAsync(text);
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}
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/// <summary>
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/// Handles a user answer to the head of the pending follow-up question queue:
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/// awaits the question's continuation (which is responsible for echoing both the
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/// question and answer to the scroll area as it sees fit), appends any returned
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/// chat message to the response accumulator, advances the queue, and — when the
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/// queue empties — drains the accumulator and resumes the runner.
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/// </summary>
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private async Task HandleFollowUpAnswerAsync(string text)
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{
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IReadOnlyList<ChatMessage>? messagesToSend = null;
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await this._followUpGate.WaitAsync().ConfigureAwait(false);
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try
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{
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HarnessConsoleUXStateDriver ux = this._uxDriver;
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IReadOnlyList<FollowUpQuestion> queue = this.State!.PendingQuestions;
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if (queue.Count == 0)
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{
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return;
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}
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FollowUpQuestion head = queue[0];
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ChatMessage? response;
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try
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{
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response = await head.Continuation(text, ux).ConfigureAwait(false);
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}
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catch (Exception ex)
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{
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await ux.WriteInfoLineAsync($"❌ Follow-up handler error: {ex.GetType().Name}: {ex.Message}", ConsoleColor.Red).ConfigureAwait(false);
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response = null;
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}
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if (response is not null)
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{
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ux.AddFollowUpResponse(response);
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}
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ux.AdvanceFollowUpQuestion();
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if (this.State!.PendingQuestions.Count == 0)
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{
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messagesToSend = ux.TakeFollowUpResponses();
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}
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}
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finally
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{
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this._followUpGate.Release();
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}
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// Resume the agent outside the gate — StartAgentTurnAsync runs the full agent
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// loop which may queue new follow-up questions (re-entering this method).
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if (messagesToSend is not null)
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{
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try
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{
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await this.Runner.StartAgentTurnAsync([.. messagesToSend]).ConfigureAwait(false);
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}
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catch (Exception ex)
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{
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await this._uxDriver.WriteInfoLineAsync($"❌ Agent error: {ex.GetType().Name}: {ex.Message}", ConsoleColor.Red).ConfigureAwait(false);
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}
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}
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}
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private void OnConsoleResized(object? sender, ConsoleResizeEventArgs e)
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{
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this._resizedSinceLastRender = true;
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this.SetState(this.State! with
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{
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ConsoleWidth = e.NewWidth,
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ConsoleHeight = e.NewHeight,
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});
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}
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/// <inheritdoc />
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public override void RenderCore(ConsoleReactiveProps props, HarnessAppComponentState state)
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{
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if (this._deactivated)
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{
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return;
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}
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// Calculate queued items panel height
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int queuedPanelHeight = TextPanel.CalculateHeight(state.QueuedItems, state.ConsoleWidth);
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// Build the bottom panel child based on mode
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ConsoleReactiveComponent bottomChild;
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int bottomChildHeight;
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if (state.Mode == BottomPanelMode.ListSelection)
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{
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var listProps = new ListSelectionProps
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{
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Title = state.ListSelectionTitle,
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Items = state.ListSelectionOptions,
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SelectedIndex = state.ListSelectionIndex,
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HighlightColor = state.ListHighlightColor,
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CustomTextPlaceholder = state.ListSelectionCustomTextPlaceholder,
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CustomText = state.ListSelectionCustomInputText,
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};
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bottomChildHeight = ListSelection.CalculateHeight(listProps);
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listProps = listProps with { Height = bottomChildHeight };
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this._listSelection.Props = listProps;
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bottomChild = this._listSelection;
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}
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else if (state.Mode == BottomPanelMode.Streaming)
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{
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TextInputProps textInputProps;
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if (state.InputEnabled)
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{
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textInputProps = new TextInputProps
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{
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Prompt = state.Prompt,
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Text = state.InputText,
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Placeholder = state.Placeholder,
|
||||
};
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||||
}
|
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else
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{
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||||
textInputProps = new TextInputProps
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{
|
||||
Prompt = state.Prompt,
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Text = "",
|
||||
Placeholder = state.StreamingPrompt,
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||||
};
|
||||
}
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bottomChildHeight = TextInput.CalculateHeight(textInputProps, state.ConsoleWidth);
|
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textInputProps = textInputProps with { Width = state.ConsoleWidth, Height = bottomChildHeight };
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this._textInput.Props = textInputProps;
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bottomChild = this._textInput;
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||||
}
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else
|
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{
|
||||
var textInputProps = new TextInputProps
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||||
{
|
||||
Prompt = state.Prompt,
|
||||
Text = state.InputText,
|
||||
Placeholder = state.Placeholder,
|
||||
};
|
||||
|
||||
bottomChildHeight = TextInput.CalculateHeight(textInputProps, state.ConsoleWidth);
|
||||
textInputProps = textInputProps with { Width = state.ConsoleWidth, Height = bottomChildHeight };
|
||||
this._textInput.Props = textInputProps;
|
||||
bottomChild = this._textInput;
|
||||
}
|
||||
|
||||
// When the bottom panel mode changes, the new child must repaint even if its
|
||||
// props haven't changed — the screen area was overwritten by the previous child.
|
||||
if (state.Mode != this._lastRenderedBottomPanelMode)
|
||||
{
|
||||
bottomChild.Invalidate();
|
||||
this._lastRenderedBottomPanelMode = state.Mode;
|
||||
}
|
||||
|
||||
var ruleProps = new TopBottomRuleProps
|
||||
{
|
||||
Width = state.ConsoleWidth,
|
||||
Color = state.ModeColor,
|
||||
Children = [bottomChild],
|
||||
};
|
||||
|
||||
var agentStatusProps = new AgentStatusProps
|
||||
{
|
||||
ShowSpinner = state.ShowSpinner,
|
||||
UsageText = state.UsageText,
|
||||
};
|
||||
|
||||
var modeAndHelpProps = new AgentModeAndHelpProps
|
||||
{
|
||||
Mode = state.ModeText,
|
||||
ModeColor = state.ModeColor,
|
||||
HelpText = state.HelpText,
|
||||
};
|
||||
|
||||
// Hide agent status and mode/help during follow-up questions (ListSelection mode)
|
||||
// as they clutter the UI and aren't relevant.
|
||||
bool showStatusAndHelp = state.Mode != BottomPanelMode.ListSelection;
|
||||
int agentStatusHeight = showStatusAndHelp ? AgentStatus.CalculateHeight(agentStatusProps) : 0;
|
||||
int modeAndHelpHeight = showStatusAndHelp ? AgentModeAndHelp.CalculateHeight(modeAndHelpProps) : 0;
|
||||
|
||||
int ruleHeight = TopBottomRule.CalculateHeight(ruleProps);
|
||||
int nonScrollHeight = ruleHeight + agentStatusHeight + queuedPanelHeight + modeAndHelpHeight + 1; // +1 for bottom padding
|
||||
int scrollBottom = Math.Max(1, state.ConsoleHeight - nonScrollHeight);
|
||||
|
||||
// If scroll region changed or a clear is needed, reset everything
|
||||
if (this._resizedSinceLastRender || (this._scrollRegionBottom != 0 && scrollBottom != this._scrollRegionBottom))
|
||||
{
|
||||
// Reset scroll region to full screen before erasing so the erase covers all rows —
|
||||
// some terminals only erase within the active DECSTBM region.
|
||||
System.Console.Write(AnsiEscapes.ResetScrollRegion);
|
||||
System.Console.Write(AnsiEscapes.EraseEntireScreen);
|
||||
System.Console.Write(AnsiEscapes.EraseScrollbackBuffer);
|
||||
|
||||
// Invalidate all children so they re-render even if props haven't changed
|
||||
this._rule.Invalidate();
|
||||
this._textScrollPanel.Invalidate();
|
||||
this._queuedPanel.Invalidate();
|
||||
this._agentStatus.Invalidate();
|
||||
this._modeAndHelp.Invalidate();
|
||||
this._textInput.Invalidate();
|
||||
this._listSelection.Invalidate();
|
||||
|
||||
this._resizedSinceLastRender = false;
|
||||
}
|
||||
|
||||
this._scrollRegionBottom = scrollBottom;
|
||||
|
||||
System.Console.Write(AnsiEscapes.SetScrollRegion(scrollBottom));
|
||||
|
||||
// Render text scroll panel in the scroll area
|
||||
this._textScrollPanel.Props = new TextScrollPanelProps
|
||||
{
|
||||
X = 1,
|
||||
Y = 1,
|
||||
Width = state.ConsoleWidth,
|
||||
Height = scrollBottom,
|
||||
Items = state.ScrollAreaContentItems,
|
||||
};
|
||||
this._textScrollPanel.Render();
|
||||
|
||||
// Render queued input items between scroll area and agent status
|
||||
int queuedPanelY = scrollBottom + 1;
|
||||
this._queuedPanel.Props = new TextPanelProps
|
||||
{
|
||||
X = 1,
|
||||
Y = queuedPanelY,
|
||||
Width = state.ConsoleWidth,
|
||||
Height = queuedPanelHeight,
|
||||
Items = state.QueuedItems,
|
||||
};
|
||||
this._queuedPanel.Render();
|
||||
|
||||
// Render the agent status line between queued items and rule
|
||||
int agentStatusY = queuedPanelY + queuedPanelHeight;
|
||||
if (showStatusAndHelp)
|
||||
{
|
||||
this._agentStatus.Props = agentStatusProps with
|
||||
{
|
||||
X = 1,
|
||||
Y = agentStatusY,
|
||||
Width = state.ConsoleWidth,
|
||||
Height = agentStatusHeight,
|
||||
};
|
||||
this._agentStatus.Render();
|
||||
}
|
||||
|
||||
// Render the bottom rule + child below the agent status
|
||||
this._rule.Props = ruleProps with
|
||||
{
|
||||
X = 1,
|
||||
Y = agentStatusY + agentStatusHeight,
|
||||
};
|
||||
this._rule.Render();
|
||||
|
||||
// Render the mode-and-help line below the bottom rule
|
||||
if (showStatusAndHelp)
|
||||
{
|
||||
int modeAndHelpY = agentStatusY + agentStatusHeight + ruleHeight;
|
||||
this._modeAndHelp.Props = modeAndHelpProps with
|
||||
{
|
||||
X = 1,
|
||||
Y = modeAndHelpY,
|
||||
Width = state.ConsoleWidth,
|
||||
Height = modeAndHelpHeight,
|
||||
};
|
||||
this._modeAndHelp.Render();
|
||||
}
|
||||
|
||||
// Clear the bottom padding line
|
||||
System.Console.Write(AnsiEscapes.MoveAndEraseLine(state.ConsoleHeight));
|
||||
|
||||
// Position cursor for natural typing appearance
|
||||
this.PositionCursor(state);
|
||||
}
|
||||
|
||||
private void PositionCursor(HarnessAppComponentState state)
|
||||
{
|
||||
if (state.Mode == BottomPanelMode.TextInput
|
||||
|| (state.Mode == BottomPanelMode.Streaming && state.InputEnabled))
|
||||
{
|
||||
int promptLength = state.Prompt.Length;
|
||||
int textWidth = state.ConsoleWidth - promptLength;
|
||||
int textLength = state.InputText.Length;
|
||||
|
||||
int textInputY = (this._rule.Props?.Y ?? 0) + 1;
|
||||
|
||||
if (textWidth <= 0 || textLength == 0)
|
||||
{
|
||||
System.Console.Write(AnsiEscapes.MoveCursor(textInputY, promptLength + 1));
|
||||
}
|
||||
else
|
||||
{
|
||||
int cursorRow = textLength < textWidth ? 0 : 1 + ((textLength - textWidth) / textWidth);
|
||||
int cursorCol = textLength < textWidth ? textLength : (textLength - textWidth) % textWidth;
|
||||
System.Console.Write(AnsiEscapes.MoveCursor(textInputY + cursorRow, promptLength + cursorCol + 1));
|
||||
}
|
||||
}
|
||||
else if (state.Mode == BottomPanelMode.ListSelection
|
||||
&& state.ListSelectionCustomTextPlaceholder != null
|
||||
&& state.ListSelectionIndex == state.ListSelectionOptions.Count)
|
||||
{
|
||||
int titleLines = state.ListSelectionTitle?.Split('\n').Length ?? 0;
|
||||
int customOptionY = (this._rule.Props?.Y ?? 0) + 1 + titleLines + state.ListSelectionOptions.Count;
|
||||
int cursorCol = 2 + state.ListSelectionCustomInputText.Length + 1;
|
||||
System.Console.Write(AnsiEscapes.MoveCursor(customOptionY, cursorCol));
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user