mirror of
https://github.com/gui-cs/Terminal.Gui.git
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moved Dialogs to Windows
This commit is contained in:
679
Terminal.Gui/Core/Application.cs
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679
Terminal.Gui/Core/Application.cs
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@@ -0,0 +1,679 @@
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//
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// Core.cs: The core engine for gui.cs
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//
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// Authors:
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// Miguel de Icaza (miguel@gnome.org)
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//
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// Pending:
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// - Check for NeedDisplay on the hierarchy and repaint
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// - Layout support
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// - "Colors" type or "Attributes" type?
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// - What to surface as "BackgroundCOlor" when clearing a window, an attribute or colors?
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//
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// Optimziations
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// - Add rendering limitation to the exposed area
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Threading;
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using System.Linq;
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using NStack;
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using System.ComponentModel;
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namespace Terminal.Gui {
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/// <summary>
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/// The application driver for Terminal.Gui.
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/// </summary>
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/// <remarks>
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/// <para>
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/// You can hook up to the Iteration event to have your method
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/// invoked on each iteration of the mainloop.
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/// </para>
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/// <para>
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/// Creates a mainloop to process input events, handle timers and
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/// other sources of data. It is accessible via the MainLoop property.
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/// </para>
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/// <para>
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/// When invoked sets the SynchronizationContext to one that is tied
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/// to the mainloop, allowing user code to use async/await.
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/// </para>
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/// </remarks>
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public static class Application {
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/// <summary>
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/// The current <see cref="ConsoleDriver"/> in use.
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/// </summary>
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public static ConsoleDriver Driver;
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/// <summary>
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/// The <see cref="Toplevel"/> object used for the application on startup (<seealso cref="Application.Top"/>)
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/// </summary>
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/// <value>The top.</value>
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public static Toplevel Top { get; private set; }
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/// <summary>
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/// The current <see cref="Toplevel"/> object. This is updated when <see cref="Application.Run()"/> enters and leaves to point to the current <see cref="Toplevel"/> .
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/// </summary>
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/// <value>The current.</value>
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public static Toplevel Current { get; private set; }
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/// <summary>
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/// TThe current <see cref="View"/> object being redrawn.
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/// </summary>
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/// /// <value>The current.</value>
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public static View CurrentView { get; set; }
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/// <summary>
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/// The <see cref="MainLoop"/> driver for the applicaiton
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/// </summary>
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/// <value>The main loop.</value>
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public static MainLoop MainLoop { get; private set; }
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static Stack<Toplevel> toplevels = new Stack<Toplevel> ();
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/// <summary>
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/// This event is raised on each iteration of the <see cref="MainLoop"/>
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/// </summary>
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/// <remarks>
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/// See also <see cref="Timeout"/>
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/// </remarks>
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public static event EventHandler Iteration;
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/// <summary>
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/// Returns a rectangle that is centered in the screen for the provided size.
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/// </summary>
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/// <returns>The centered rect.</returns>
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/// <param name="size">Size for the rectangle.</param>
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public static Rect MakeCenteredRect (Size size)
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{
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return new Rect (new Point ((Driver.Cols - size.Width) / 2, (Driver.Rows - size.Height) / 2), size);
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}
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//
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// provides the sync context set while executing code in Terminal.Gui, to let
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// users use async/await on their code
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//
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class MainLoopSyncContext : SynchronizationContext {
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MainLoop mainLoop;
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public MainLoopSyncContext (MainLoop mainLoop)
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{
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this.mainLoop = mainLoop;
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}
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public override SynchronizationContext CreateCopy ()
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{
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return new MainLoopSyncContext (MainLoop);
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}
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public override void Post (SendOrPostCallback d, object state)
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{
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mainLoop.AddIdle (() => {
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d (state);
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return false;
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});
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//mainLoop.Driver.Wakeup ();
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}
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public override void Send (SendOrPostCallback d, object state)
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{
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mainLoop.Invoke (() => {
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d (state);
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});
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}
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}
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/// <summary>
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/// If set, it forces the use of the System.Console-based driver.
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/// </summary>
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public static bool UseSystemConsole;
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/// <summary>
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/// Initializes a new instance of <see cref="Terminal.Gui"/> Application.
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/// </summary>
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/// <remarks>
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/// <para>
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/// Call this method once per instance (or after <see cref="Shutdown"/> has been called).
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/// </para>
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/// <para>
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/// Loads the right <see cref="ConsoleDriver"/> for the platform.
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/// </para>
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/// <para>
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/// Creates a <see cref="Toplevel"/> and assigns it to <see cref="Top"/> and <see cref="CurrentView"/>
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/// </para>
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/// </remarks>
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public static void Init () => Init (() => Toplevel.Create ());
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internal static bool _initialized = false;
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/// <summary>
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/// Initializes the Terminal.Gui application
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/// </summary>
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static void Init (Func<Toplevel> topLevelFactory)
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{
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if (_initialized) return;
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if (Driver == null) {
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var p = Environment.OSVersion.Platform;
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IMainLoopDriver mainLoopDriver;
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if (UseSystemConsole) {
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mainLoopDriver = new NetMainLoop ();
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Driver = new NetDriver ();
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} else if (p == PlatformID.Win32NT || p == PlatformID.Win32S || p == PlatformID.Win32Windows) {
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var windowsDriver = new WindowsDriver ();
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mainLoopDriver = windowsDriver;
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Driver = windowsDriver;
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} else {
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mainLoopDriver = new UnixMainLoop ();
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Driver = new CursesDriver ();
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}
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Driver.Init (TerminalResized);
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MainLoop = new MainLoop (mainLoopDriver);
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SynchronizationContext.SetSynchronizationContext (new MainLoopSyncContext (MainLoop));
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}
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Top = topLevelFactory ();
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Current = Top;
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CurrentView = Top;
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_initialized = true;
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}
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/// <summary>
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/// Captures the execution state for the provided <see cref="Toplevel"/> view.
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/// </summary>
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public class RunState : IDisposable {
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internal bool closeDriver = true;
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internal RunState (Toplevel view)
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{
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Toplevel = view;
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}
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internal Toplevel Toplevel;
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/// <summary>
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/// Releases alTop = l resource used by the <see cref="Application.RunState"/> object.
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/// </summary>
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/// <remarks>Call <see cref="Dispose()"/> when you are finished using the <see cref="Application.RunState"/>. The
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/// <see cref="Dispose()"/> method leaves the <see cref="Application.RunState"/> in an unusable state. After
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/// calling <see cref="Dispose()"/>, you must release all references to the
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/// <see cref="Application.RunState"/> so the garbage collector can reclaim the memory that the
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/// <see cref="Application.RunState"/> was occupying.</remarks>
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public void Dispose ()
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{
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Dispose (closeDriver);
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GC.SuppressFinalize (this);
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}
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/// <summary>
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/// Dispose the specified disposing.
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/// </summary>
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/// <returns>The dispose.</returns>
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/// <param name="disposing">If set to <c>true</c> disposing.</param>
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protected virtual void Dispose (bool disposing)
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{
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if (Toplevel != null) {
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End (Toplevel, disposing);
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Toplevel = null;
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}
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}
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}
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static void ProcessKeyEvent (KeyEvent ke)
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{
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var chain = toplevels.ToList ();
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foreach (var topLevel in chain) {
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if (topLevel.ProcessHotKey (ke))
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return;
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if (topLevel.Modal)
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break;
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}
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foreach (var topLevel in chain) {
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if (topLevel.ProcessKey (ke))
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return;
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if (topLevel.Modal)
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break;
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}
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foreach (var topLevel in chain) {
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// Process the key normally
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if (topLevel.ProcessColdKey (ke))
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return;
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if (topLevel.Modal)
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break;
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}
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}
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static void ProcessKeyDownEvent (KeyEvent ke)
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{
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var chain = toplevels.ToList ();
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foreach (var topLevel in chain) {
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if (topLevel.OnKeyDown (ke))
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return;
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if (topLevel.Modal)
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break;
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}
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}
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static void ProcessKeyUpEvent (KeyEvent ke)
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{
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var chain = toplevels.ToList ();
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foreach (var topLevel in chain) {
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if (topLevel.OnKeyUp (ke))
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return;
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if (topLevel.Modal)
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break;
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}
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}
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static View FindDeepestView (View start, int x, int y, out int resx, out int resy)
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{
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var startFrame = start.Frame;
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if (!startFrame.Contains (x, y)) {
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resx = 0;
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resy = 0;
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return null;
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}
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if (start.InternalSubviews != null) {
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int count = start.InternalSubviews.Count;
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if (count > 0) {
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var rx = x - startFrame.X;
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var ry = y - startFrame.Y;
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for (int i = count - 1; i >= 0; i--) {
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View v = start.InternalSubviews [i];
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if (v.Frame.Contains (rx, ry)) {
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var deep = FindDeepestView (v, rx, ry, out resx, out resy);
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if (deep == null)
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return v;
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return deep;
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}
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}
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}
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}
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resx = x - startFrame.X;
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resy = y - startFrame.Y;
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return start;
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}
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internal static View mouseGrabView;
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/// <summary>
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/// Grabs the mouse, forcing all mouse events to be routed to the specified view until UngrabMouse is called.
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/// </summary>
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/// <returns>The grab.</returns>
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/// <param name="view">View that will receive all mouse events until UngrabMouse is invoked.</param>
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public static void GrabMouse (View view)
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{
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if (view == null)
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return;
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mouseGrabView = view;
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Driver.UncookMouse ();
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}
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/// <summary>
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/// Releases the mouse grab, so mouse events will be routed to the view on which the mouse is.
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/// </summary>
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public static void UngrabMouse ()
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{
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mouseGrabView = null;
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Driver.CookMouse ();
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}
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/// <summary>
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/// Merely a debugging aid to see the raw mouse events
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/// </summary>
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public static Action<MouseEvent> RootMouseEvent;
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internal static View wantContinuousButtonPressedView;
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static View lastMouseOwnerView;
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static void ProcessMouseEvent (MouseEvent me)
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{
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var view = FindDeepestView (Current, me.X, me.Y, out int rx, out int ry);
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if (view != null && view.WantContinuousButtonPressed)
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wantContinuousButtonPressedView = view;
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else
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wantContinuousButtonPressedView = null;
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RootMouseEvent?.Invoke (me);
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if (mouseGrabView != null) {
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var newxy = mouseGrabView.ScreenToView (me.X, me.Y);
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var nme = new MouseEvent () {
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X = newxy.X,
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Y = newxy.Y,
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Flags = me.Flags,
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OfX = me.X - newxy.X,
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OfY = me.Y - newxy.Y,
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View = view
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};
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if (OutsideFrame (new Point (nme.X, nme.Y), mouseGrabView.Frame))
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lastMouseOwnerView.OnMouseLeave (me);
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if (mouseGrabView != null) {
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mouseGrabView.MouseEvent (nme);
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return;
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}
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}
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if (view != null) {
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var nme = new MouseEvent () {
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X = rx,
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Y = ry,
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Flags = me.Flags,
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OfX = rx,
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OfY = ry,
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View = view
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};
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if (lastMouseOwnerView == null) {
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lastMouseOwnerView = view;
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view.OnMouseEnter (nme);
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} else if (lastMouseOwnerView != view) {
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lastMouseOwnerView.OnMouseLeave (nme);
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view.OnMouseEnter (nme);
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lastMouseOwnerView = view;
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}
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|
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if (!view.WantMousePositionReports && me.Flags == MouseFlags.ReportMousePosition)
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return;
|
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|
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if (view.WantContinuousButtonPressed)
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wantContinuousButtonPressedView = view;
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else
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wantContinuousButtonPressedView = null;
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|
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// Should we bubbled up the event, if it is not handled?
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view.MouseEvent (nme);
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}
|
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}
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static bool OutsideFrame (Point p, Rect r)
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{
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return p.X < 0 || p.X > r.Width - 1 || p.Y < 0 || p.Y > r.Height - 1;
|
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}
|
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|
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/// <summary>
|
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/// This event is fired once when the application is first loaded. The dimensions of the
|
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/// terminal are provided.
|
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/// </summary>
|
||||
public static event EventHandler<ResizedEventArgs> Loaded;
|
||||
|
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/// <summary>
|
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/// Building block API: Prepares the provided <see cref="Toplevel"/> for execution.
|
||||
/// </summary>
|
||||
/// <returns>The runstate handle that needs to be passed to the <see cref="End(RunState, bool)"/> method upon completion.</returns>
|
||||
/// <param name="toplevel">Toplevel to prepare execution for.</param>
|
||||
/// <remarks>
|
||||
/// This method prepares the provided toplevel for running with the focus,
|
||||
/// it adds this to the list of toplevels, sets up the mainloop to process the
|
||||
/// event, lays out the subviews, focuses the first element, and draws the
|
||||
/// toplevel in the screen. This is usually followed by executing
|
||||
/// the <see cref="RunLoop"/> method, and then the <see cref="End(RunState, bool)"/> method upon termination which will
|
||||
/// undo these changes.
|
||||
/// </remarks>
|
||||
public static RunState Begin (Toplevel toplevel)
|
||||
{
|
||||
if (toplevel == null)
|
||||
throw new ArgumentNullException (nameof (toplevel));
|
||||
var rs = new RunState (toplevel);
|
||||
|
||||
Init ();
|
||||
if (toplevel is ISupportInitializeNotification initializableNotification &&
|
||||
!initializableNotification.IsInitialized) {
|
||||
initializableNotification.BeginInit ();
|
||||
initializableNotification.EndInit ();
|
||||
} else if (toplevel is ISupportInitialize initializable) {
|
||||
initializable.BeginInit ();
|
||||
initializable.EndInit ();
|
||||
}
|
||||
toplevels.Push (toplevel);
|
||||
Current = toplevel;
|
||||
Driver.PrepareToRun (MainLoop, ProcessKeyEvent, ProcessKeyDownEvent, ProcessKeyUpEvent, ProcessMouseEvent);
|
||||
if (toplevel.LayoutStyle == LayoutStyle.Computed)
|
||||
toplevel.RelativeLayout (new Rect (0, 0, Driver.Cols, Driver.Rows));
|
||||
toplevel.LayoutSubviews ();
|
||||
Loaded?.Invoke (null, new ResizedEventArgs () { Rows = Driver.Rows, Cols = Driver.Cols });
|
||||
toplevel.WillPresent ();
|
||||
Redraw (toplevel);
|
||||
toplevel.PositionCursor ();
|
||||
Driver.Refresh ();
|
||||
|
||||
return rs;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Building block API: completes the execution of a <see cref="Toplevel"/> that was started with <see cref="Begin(Toplevel)"/> .
|
||||
/// </summary>
|
||||
/// <param name="runState">The runstate returned by the <see cref="Begin(Toplevel)"/> method.</param>
|
||||
/// <param name="closeDriver"><c>true</c>Closes the application.<c>false</c>Closes the toplevels only.</param>
|
||||
public static void End (RunState runState, bool closeDriver = true)
|
||||
{
|
||||
if (runState == null)
|
||||
throw new ArgumentNullException (nameof (runState));
|
||||
|
||||
runState.closeDriver = closeDriver;
|
||||
runState.Dispose ();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Shutdown an application initialized with <see cref="Init()"/>
|
||||
/// </summary>
|
||||
/// /// <param name="closeDriver"><c>true</c>Closes the application.<c>false</c>Closes toplevels only.</param>
|
||||
public static void Shutdown (bool closeDriver = true)
|
||||
{
|
||||
// Shutdown is the bookend for Init. As such it needs to clean up all resources
|
||||
// Init created. Apps that do any threading will need to code defensively for this.
|
||||
// e.g. see Issue #537
|
||||
// TODO: Some of this state is actually related to Begin/End (not Init/Shutdown) and should be moved to `RunState` (#520)
|
||||
foreach (var t in toplevels) {
|
||||
t.Running = false;
|
||||
}
|
||||
toplevels.Clear ();
|
||||
Current = null;
|
||||
CurrentView = null;
|
||||
Top = null;
|
||||
|
||||
// Closes the application if it's true.
|
||||
if (closeDriver) {
|
||||
MainLoop = null;
|
||||
Driver.End ();
|
||||
}
|
||||
|
||||
_initialized = false;
|
||||
}
|
||||
|
||||
static void Redraw (View view)
|
||||
{
|
||||
Application.CurrentView = view;
|
||||
|
||||
view.Redraw (view.Bounds);
|
||||
Driver.Refresh ();
|
||||
}
|
||||
|
||||
static void Refresh (View view)
|
||||
{
|
||||
view.Redraw (view.Bounds);
|
||||
Driver.Refresh ();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Triggers a refresh of the entire display.
|
||||
/// </summary>
|
||||
public static void Refresh ()
|
||||
{
|
||||
Driver.UpdateScreen ();
|
||||
View last = null;
|
||||
foreach (var v in toplevels.Reverse ()) {
|
||||
v.SetNeedsDisplay ();
|
||||
v.Redraw (v.Bounds);
|
||||
last = v;
|
||||
}
|
||||
last?.PositionCursor ();
|
||||
Driver.Refresh ();
|
||||
}
|
||||
|
||||
internal static void End (View view, bool closeDriver = true)
|
||||
{
|
||||
if (toplevels.Peek () != view)
|
||||
throw new ArgumentException ("The view that you end with must be balanced");
|
||||
toplevels.Pop ();
|
||||
if (toplevels.Count == 0)
|
||||
Shutdown (closeDriver);
|
||||
else {
|
||||
Current = toplevels.Peek ();
|
||||
Refresh ();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Building block API: Runs the main loop for the created dialog
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Use the wait parameter to control whether this is a
|
||||
/// blocking or non-blocking call.
|
||||
/// </remarks>
|
||||
/// <param name="state">The state returned by the Begin method.</param>
|
||||
/// <param name="wait">By default this is true which will execute the runloop waiting for events, if you pass false, you can use this method to run a single iteration of the events.</param>
|
||||
public static void RunLoop (RunState state, bool wait = true)
|
||||
{
|
||||
if (state == null)
|
||||
throw new ArgumentNullException (nameof (state));
|
||||
if (state.Toplevel == null)
|
||||
throw new ObjectDisposedException ("state");
|
||||
|
||||
bool firstIteration = true;
|
||||
for (state.Toplevel.Running = true; state.Toplevel.Running;) {
|
||||
if (MainLoop.EventsPending (wait)) {
|
||||
// Notify Toplevel it's ready
|
||||
if (firstIteration) {
|
||||
state.Toplevel.OnReady ();
|
||||
}
|
||||
firstIteration = false;
|
||||
|
||||
MainLoop.MainIteration ();
|
||||
Iteration?.Invoke (null, EventArgs.Empty);
|
||||
} else if (wait == false)
|
||||
return;
|
||||
if (state.Toplevel.NeedDisplay != null && (!state.Toplevel.NeedDisplay.IsEmpty || state.Toplevel.childNeedsDisplay)) {
|
||||
state.Toplevel.Redraw (state.Toplevel.Bounds);
|
||||
if (DebugDrawBounds)
|
||||
DrawBounds (state.Toplevel);
|
||||
state.Toplevel.PositionCursor ();
|
||||
Driver.Refresh ();
|
||||
} else
|
||||
Driver.UpdateCursor ();
|
||||
}
|
||||
}
|
||||
|
||||
internal static bool DebugDrawBounds = false;
|
||||
|
||||
// Need to look into why this does not work properly.
|
||||
static void DrawBounds (View v)
|
||||
{
|
||||
v.DrawFrame (v.Frame, padding: 0, fill: false);
|
||||
if (v.InternalSubviews != null && v.InternalSubviews.Count > 0)
|
||||
foreach (var sub in v.InternalSubviews)
|
||||
DrawBounds (sub);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Runs the application by calling <see cref="Run(Toplevel, bool)"/> with the value of <see cref="Top"/>
|
||||
/// </summary>
|
||||
public static void Run ()
|
||||
{
|
||||
Run (Top);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Runs the application by calling <see cref="Run(Toplevel, bool)"/> with a new instance of the specified <see cref="Toplevel"/>-derived class
|
||||
/// </summary>
|
||||
public static void Run<T> () where T : Toplevel, new()
|
||||
{
|
||||
Init (() => new T ());
|
||||
Run (Top);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Runs the main loop on the given <see cref="Toplevel"/> container.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// <para>
|
||||
/// This method is used to start processing events
|
||||
/// for the main application, but it is also used to
|
||||
/// run other modal <see cref="View"/>s such as <see cref="Dialog"/> boxes.
|
||||
/// </para>
|
||||
/// <para>
|
||||
/// To make a <see cref="Run(Toplevel, bool)"/> stop execution, call <see cref="Application.RequestStop"/>.
|
||||
/// </para>
|
||||
/// <para>
|
||||
/// Calling <see cref="Run(Toplevel, bool)"/> is equivalent to calling <see cref="Begin(Toplevel)"/>, followed by <see cref="RunLoop(RunState, bool)"/>,
|
||||
/// and then calling <see cref="End(RunState, bool)"/>.
|
||||
/// </para>
|
||||
/// <para>
|
||||
/// Alternatively, to have a program control the main loop and
|
||||
/// process events manually, call <see cref="Begin(Toplevel)"/> to set things up manually and then
|
||||
/// repeatedly call <see cref="RunLoop(RunState, bool)"/> with the wait parameter set to false. By doing this
|
||||
/// the <see cref="RunLoop(RunState, bool)"/> method will only process any pending events, timers, idle handlers and
|
||||
/// then return control immediately.
|
||||
/// </para>
|
||||
/// </remarks>
|
||||
public static void Run (Toplevel view, bool closeDriver = true)
|
||||
{
|
||||
var runToken = Begin (view);
|
||||
RunLoop (runToken);
|
||||
End (runToken, closeDriver);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Stops running the most recent <see cref="Toplevel"/>.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// <para>
|
||||
/// This will cause <see cref="Application.Run()"/> to return.
|
||||
/// </para>
|
||||
/// <para>
|
||||
/// Calling <see cref="Application.RequestStop"/> is equivalent to setting the <see cref="Toplevel.Running"/> property on the curently running <see cref="Toplevel"/> to false.
|
||||
/// </para>
|
||||
/// </remarks>
|
||||
public static void RequestStop ()
|
||||
{
|
||||
Current.Running = false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Event arguments for the <see cref="Application.Resized"/> event.
|
||||
/// </summary>
|
||||
public class ResizedEventArgs : EventArgs {
|
||||
/// <summary>
|
||||
/// The number of rows in the resized terminal.
|
||||
/// </summary>
|
||||
public int Rows { get; set; }
|
||||
/// <summary>
|
||||
/// The number of columns in the resized terminal.
|
||||
/// </summary>
|
||||
public int Cols { get; set; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Invoked when the terminal was resized. The new size of the terminal is provided.
|
||||
/// </summary>
|
||||
public static event EventHandler<ResizedEventArgs> Resized;
|
||||
|
||||
static void TerminalResized ()
|
||||
{
|
||||
var full = new Rect (0, 0, Driver.Cols, Driver.Rows);
|
||||
Resized?.Invoke (null, new ResizedEventArgs () { Cols = full.Width, Rows = full.Height });
|
||||
Driver.Clip = full;
|
||||
foreach (var t in toplevels) {
|
||||
t.PositionToplevels ();
|
||||
t.RelativeLayout (full);
|
||||
t.LayoutSubviews ();
|
||||
}
|
||||
Refresh ();
|
||||
}
|
||||
}
|
||||
}
|
||||
File diff suppressed because it is too large
Load Diff
185
Terminal.Gui/Core/Responder.cs
Normal file
185
Terminal.Gui/Core/Responder.cs
Normal file
@@ -0,0 +1,185 @@
|
||||
//
|
||||
// Core.cs: The core engine for gui.cs
|
||||
//
|
||||
// Authors:
|
||||
// Miguel de Icaza (miguel@gnome.org)
|
||||
//
|
||||
// Pending:
|
||||
// - Check for NeedDisplay on the hierarchy and repaint
|
||||
// - Layout support
|
||||
// - "Colors" type or "Attributes" type?
|
||||
// - What to surface as "BackgroundCOlor" when clearing a window, an attribute or colors?
|
||||
//
|
||||
// Optimziations
|
||||
// - Add rendering limitation to the exposed area
|
||||
|
||||
namespace Terminal.Gui {
|
||||
/// <summary>
|
||||
/// Responder base class implemented by objects that want to participate on keyboard and mouse input.
|
||||
/// </summary>
|
||||
public class Responder {
|
||||
/// <summary>
|
||||
/// Gets or sets a value indicating whether this <see cref="Responder"/> can focus.
|
||||
/// </summary>
|
||||
/// <value><c>true</c> if can focus; otherwise, <c>false</c>.</value>
|
||||
public virtual bool CanFocus { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets a value indicating whether this <see cref="Responder"/> has focus.
|
||||
/// </summary>
|
||||
/// <value><c>true</c> if has focus; otherwise, <c>false</c>.</value>
|
||||
public virtual bool HasFocus { get; internal set; }
|
||||
|
||||
// Key handling
|
||||
/// <summary>
|
||||
/// This method can be overwritten by view that
|
||||
/// want to provide accelerator functionality
|
||||
/// (Alt-key for example).
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// <para>
|
||||
/// Before keys are sent to the subview on the
|
||||
/// current view, all the views are
|
||||
/// processed and the key is passed to the widgets
|
||||
/// to allow some of them to process the keystroke
|
||||
/// as a hot-key. </para>
|
||||
/// <para>
|
||||
/// For example, if you implement a button that
|
||||
/// has a hotkey ok "o", you would catch the
|
||||
/// combination Alt-o here. If the event is
|
||||
/// caught, you must return true to stop the
|
||||
/// keystroke from being dispatched to other
|
||||
/// views.
|
||||
/// </para>
|
||||
/// </remarks>
|
||||
|
||||
public virtual bool ProcessHotKey (KeyEvent kb)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// If the view is focused, gives the view a
|
||||
/// chance to process the keystroke.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// <para>
|
||||
/// Views can override this method if they are
|
||||
/// interested in processing the given keystroke.
|
||||
/// If they consume the keystroke, they must
|
||||
/// return true to stop the keystroke from being
|
||||
/// processed by other widgets or consumed by the
|
||||
/// widget engine. If they return false, the
|
||||
/// keystroke will be passed using the ProcessColdKey
|
||||
/// method to other views to process.
|
||||
/// </para>
|
||||
/// <para>
|
||||
/// The View implementation does nothing but return false,
|
||||
/// so it is not necessary to call base.ProcessKey if you
|
||||
/// derive directly from View, but you should if you derive
|
||||
/// other View subclasses.
|
||||
/// </para>
|
||||
/// </remarks>
|
||||
/// <param name="keyEvent">Contains the details about the key that produced the event.</param>
|
||||
public virtual bool ProcessKey (KeyEvent keyEvent)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This method can be overwritten by views that
|
||||
/// want to provide accelerator functionality
|
||||
/// (Alt-key for example), but without
|
||||
/// interefering with normal ProcessKey behavior.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// <para>
|
||||
/// After keys are sent to the subviews on the
|
||||
/// current view, all the view are
|
||||
/// processed and the key is passed to the views
|
||||
/// to allow some of them to process the keystroke
|
||||
/// as a cold-key. </para>
|
||||
/// <para>
|
||||
/// This functionality is used, for example, by
|
||||
/// default buttons to act on the enter key.
|
||||
/// Processing this as a hot-key would prevent
|
||||
/// non-default buttons from consuming the enter
|
||||
/// keypress when they have the focus.
|
||||
/// </para>
|
||||
/// </remarks>
|
||||
/// <param name="keyEvent">Contains the details about the key that produced the event.</param>
|
||||
public virtual bool ProcessColdKey (KeyEvent keyEvent)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Method invoked when a key is pressed.
|
||||
/// </summary>
|
||||
/// <param name="keyEvent">Contains the details about the key that produced the event.</param>
|
||||
/// <returns>true if the event was handled</returns>
|
||||
public virtual bool OnKeyDown (KeyEvent keyEvent)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Method invoked when a key is released.
|
||||
/// </summary>
|
||||
/// <param name="keyEvent">Contains the details about the key that produced the event.</param>
|
||||
/// <returns>true if the event was handled</returns>
|
||||
public virtual bool OnKeyUp (KeyEvent keyEvent)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Method invoked when a mouse event is generated
|
||||
/// </summary>
|
||||
/// <returns><c>true</c>, if the event was handled, <c>false</c> otherwise.</returns>
|
||||
/// <param name="mouseEvent">Contains the details about the mouse event.</param>
|
||||
public virtual bool MouseEvent (MouseEvent mouseEvent)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Method invoked when a mouse event is generated for the first time.
|
||||
/// </summary>
|
||||
/// <param name="mouseEvent"></param>
|
||||
/// <returns><c>true</c>, if the event was handled, <c>false</c> otherwise.</returns>
|
||||
public virtual bool OnMouseEnter (MouseEvent mouseEvent)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Method invoked when a mouse event is generated for the last time.
|
||||
/// </summary>
|
||||
/// <param name="mouseEvent"></param>
|
||||
/// <returns><c>true</c>, if the event was handled, <c>false</c> otherwise.</returns>
|
||||
public virtual bool OnMouseLeave (MouseEvent mouseEvent)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Method invoked when a view gets focus.
|
||||
/// </summary>
|
||||
/// <returns><c>true</c>, if the event was handled, <c>false</c> otherwise.</returns>
|
||||
public virtual bool OnEnter ()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Method invoked when a view loses focus.
|
||||
/// </summary>
|
||||
/// <returns><c>true</c>, if the event was handled, <c>false</c> otherwise.</returns>
|
||||
public virtual bool OnLeave ()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
299
Terminal.Gui/Core/Toplevel.cs
Normal file
299
Terminal.Gui/Core/Toplevel.cs
Normal file
@@ -0,0 +1,299 @@
|
||||
//
|
||||
// Core.cs: The core engine for gui.cs
|
||||
//
|
||||
// Authors:
|
||||
// Miguel de Icaza (miguel@gnome.org)
|
||||
//
|
||||
// Pending:
|
||||
// - Check for NeedDisplay on the hierarchy and repaint
|
||||
// - Layout support
|
||||
// - "Colors" type or "Attributes" type?
|
||||
// - What to surface as "BackgroundCOlor" when clearing a window, an attribute or colors?
|
||||
//
|
||||
// Optimziations
|
||||
// - Add rendering limitation to the exposed area
|
||||
using System;
|
||||
using System.ComponentModel;
|
||||
|
||||
namespace Terminal.Gui {
|
||||
/// <summary>
|
||||
/// Toplevel views can be modally executed.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// <para>
|
||||
/// Toplevels can be modally executing views, and they return control
|
||||
/// to the caller when the "Running" property is set to false, or
|
||||
/// by calling <see cref="M:Terminal.Gui.Application.RequestStop()"/>
|
||||
/// </para>
|
||||
/// <para>
|
||||
/// There will be a toplevel created for you on the first time use
|
||||
/// and can be accessed from the property <see cref="P:Terminal.Gui.Application.Top"/>,
|
||||
/// but new toplevels can be created and ran on top of it. To run, create the
|
||||
/// toplevel and then invoke <see cref="M:Terminal.Gui.Application.Run"/> with the
|
||||
/// new toplevel.
|
||||
/// </para>
|
||||
/// <para>
|
||||
/// TopLevels can also opt-in to more sophisticated initialization
|
||||
/// by implementing <see cref="ISupportInitialize"/>. When they do
|
||||
/// so, the <see cref="ISupportInitialize.BeginInit"/> and
|
||||
/// <see cref="ISupportInitialize.EndInit"/> methods will be called
|
||||
/// before running the view.
|
||||
/// If first-run-only initialization is preferred, the <see cref="ISupportInitializeNotification"/>
|
||||
/// can be implemented too, in which case the <see cref="ISupportInitialize"/>
|
||||
/// methods will only be called if <see cref="ISupportInitializeNotification.IsInitialized"/>
|
||||
/// is <see langword="false"/>. This allows proper View inheritance hierarchies
|
||||
/// to override base class layout code optimally by doing so only on first run,
|
||||
/// instead of on every run.
|
||||
/// </para>
|
||||
/// </remarks>
|
||||
public class Toplevel : View {
|
||||
/// <summary>
|
||||
/// Gets or sets whether the Mainloop for this <see cref="Toplevel"/> is running or not. Setting
|
||||
/// this property to false will cause the MainLoop to exit.
|
||||
/// </summary>
|
||||
public bool Running { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Fired once the Toplevel's MainLoop has started it's first iteration.
|
||||
/// Subscribe to this event to perform tasks when the <see cref="Toplevel"/> has been laid out and focus has been set.
|
||||
/// changes. A Ready event handler is a good place to finalize initialization after calling `<see cref="Application.Run()"/>(topLevel)`.
|
||||
/// </summary>
|
||||
public event EventHandler Ready;
|
||||
|
||||
/// <summary>
|
||||
/// Called from Application.RunLoop after the <see cref="Toplevel"/> has entered it's first iteration of the loop.
|
||||
/// </summary>
|
||||
internal virtual void OnReady ()
|
||||
{
|
||||
Ready?.Invoke (this, EventArgs.Empty);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Initializes a new instance of the <see cref="Toplevel"/> class with the specified absolute layout.
|
||||
/// </summary>
|
||||
/// <param name="frame">Frame.</param>
|
||||
public Toplevel (Rect frame) : base (frame)
|
||||
{
|
||||
Initialize ();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Initializes a new instance of the <see cref="Toplevel"/> class with Computed layout, defaulting to <see langword="async"/> full screen.
|
||||
/// </summary>
|
||||
public Toplevel () : base ()
|
||||
{
|
||||
Initialize ();
|
||||
Width = Dim.Fill ();
|
||||
Height = Dim.Fill ();
|
||||
}
|
||||
|
||||
void Initialize ()
|
||||
{
|
||||
ColorScheme = Colors.Base;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Convenience factory method that creates a new toplevel with the current terminal dimensions.
|
||||
/// </summary>
|
||||
/// <returns>The create.</returns>
|
||||
public static Toplevel Create ()
|
||||
{
|
||||
return new Toplevel (new Rect (0, 0, Driver.Cols, Driver.Rows));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets a value indicating whether this <see cref="Toplevel"/> can focus.
|
||||
/// </summary>
|
||||
/// <value><c>true</c> if can focus; otherwise, <c>false</c>.</value>
|
||||
public override bool CanFocus {
|
||||
get => true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Determines whether the <see cref="Toplevel"/> is modal or not.
|
||||
/// Causes <see cref="ProcessKey(KeyEvent)"/> to propagate keys upwards
|
||||
/// by default unless set to <see langword="true"/>.
|
||||
/// </summary>
|
||||
public bool Modal { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Check id current toplevel has menu bar
|
||||
/// </summary>
|
||||
public MenuBar MenuBar { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Check id current toplevel has status bar
|
||||
/// </summary>
|
||||
public StatusBar StatusBar { get; set; }
|
||||
|
||||
///<inheritdoc cref="ProcessKey"/>
|
||||
public override bool ProcessKey (KeyEvent keyEvent)
|
||||
{
|
||||
if (base.ProcessKey (keyEvent))
|
||||
return true;
|
||||
|
||||
switch (keyEvent.Key) {
|
||||
case Key.ControlQ:
|
||||
// FIXED: stop current execution of this container
|
||||
Application.RequestStop ();
|
||||
break;
|
||||
case Key.ControlZ:
|
||||
Driver.Suspend ();
|
||||
return true;
|
||||
|
||||
#if false
|
||||
case Key.F5:
|
||||
Application.DebugDrawBounds = !Application.DebugDrawBounds;
|
||||
SetNeedsDisplay ();
|
||||
return true;
|
||||
#endif
|
||||
case Key.Tab:
|
||||
case Key.CursorRight:
|
||||
case Key.CursorDown:
|
||||
case Key.ControlI: // Unix
|
||||
var old = Focused;
|
||||
if (!FocusNext ())
|
||||
FocusNext ();
|
||||
if (old != Focused) {
|
||||
old?.SetNeedsDisplay ();
|
||||
Focused?.SetNeedsDisplay ();
|
||||
}
|
||||
return true;
|
||||
case Key.CursorLeft:
|
||||
case Key.CursorUp:
|
||||
case Key.BackTab:
|
||||
old = Focused;
|
||||
if (!FocusPrev ())
|
||||
FocusPrev ();
|
||||
if (old != Focused) {
|
||||
old?.SetNeedsDisplay ();
|
||||
Focused?.SetNeedsDisplay ();
|
||||
}
|
||||
return true;
|
||||
|
||||
case Key.ControlL:
|
||||
Application.Refresh ();
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
///<inheritdoc cref="Add"/>
|
||||
public override void Add (View view)
|
||||
{
|
||||
if (this == Application.Top) {
|
||||
if (view is MenuBar)
|
||||
MenuBar = view as MenuBar;
|
||||
if (view is StatusBar)
|
||||
StatusBar = view as StatusBar;
|
||||
}
|
||||
base.Add (view);
|
||||
}
|
||||
|
||||
///<inheritdoc cref="Remove"/>
|
||||
public override void Remove (View view)
|
||||
{
|
||||
if (this == Application.Top) {
|
||||
if (view is MenuBar)
|
||||
MenuBar = null;
|
||||
if (view is StatusBar)
|
||||
StatusBar = null;
|
||||
}
|
||||
base.Remove (view);
|
||||
}
|
||||
|
||||
///<inheritdoc cref="RemoveAll"/>
|
||||
public override void RemoveAll ()
|
||||
{
|
||||
if (this == Application.Top) {
|
||||
MenuBar = null;
|
||||
StatusBar = null;
|
||||
}
|
||||
base.RemoveAll ();
|
||||
}
|
||||
|
||||
internal void EnsureVisibleBounds (Toplevel top, int x, int y, out int nx, out int ny)
|
||||
{
|
||||
nx = Math.Max (x, 0);
|
||||
nx = nx + top.Frame.Width > Driver.Cols ? Math.Max (Driver.Cols - top.Frame.Width, 0) : nx;
|
||||
bool m, s;
|
||||
if (SuperView == null || SuperView.GetType () != typeof (Toplevel))
|
||||
m = Application.Top.MenuBar != null;
|
||||
else
|
||||
m = ((Toplevel)SuperView).MenuBar != null;
|
||||
int l = m ? 1 : 0;
|
||||
ny = Math.Max (y, l);
|
||||
if (SuperView == null || SuperView.GetType () != typeof (Toplevel))
|
||||
s = Application.Top.StatusBar != null;
|
||||
else
|
||||
s = ((Toplevel)SuperView).StatusBar != null;
|
||||
l = s ? Driver.Rows - 1 : Driver.Rows;
|
||||
ny = Math.Min (ny, l);
|
||||
ny = ny + top.Frame.Height > l ? Math.Max (l - top.Frame.Height, m ? 1 : 0) : ny;
|
||||
}
|
||||
|
||||
internal void PositionToplevels ()
|
||||
{
|
||||
if (this != Application.Top) {
|
||||
EnsureVisibleBounds (this, Frame.X, Frame.Y, out int nx, out int ny);
|
||||
if ((nx != Frame.X || ny != Frame.Y) && LayoutStyle != LayoutStyle.Computed) {
|
||||
X = nx;
|
||||
Y = ny;
|
||||
}
|
||||
} else {
|
||||
foreach (var top in Subviews) {
|
||||
if (top is Toplevel) {
|
||||
EnsureVisibleBounds ((Toplevel)top, top.Frame.X, top.Frame.Y, out int nx, out int ny);
|
||||
if ((nx != top.Frame.X || ny != top.Frame.Y) && top.LayoutStyle != LayoutStyle.Computed) {
|
||||
top.X = nx;
|
||||
top.Y = ny;
|
||||
}
|
||||
if (StatusBar != null) {
|
||||
if (ny + top.Frame.Height > Driver.Rows - 1) {
|
||||
if (top.Height is Dim.DimFill)
|
||||
top.Height = Dim.Fill () - 1;
|
||||
}
|
||||
if (StatusBar.Frame.Y != Driver.Rows - 1) {
|
||||
StatusBar.Y = Driver.Rows - 1;
|
||||
SetNeedsDisplay ();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
///<inheritdoc cref="Redraw"/>
|
||||
public override void Redraw (Rect region)
|
||||
{
|
||||
Application.CurrentView = this;
|
||||
|
||||
if (IsCurrentTop) {
|
||||
if (NeedDisplay != null && !NeedDisplay.IsEmpty) {
|
||||
Driver.SetAttribute (Colors.TopLevel.Normal);
|
||||
Clear (region);
|
||||
Driver.SetAttribute (Colors.Base.Normal);
|
||||
}
|
||||
foreach (var view in Subviews) {
|
||||
if (view.Frame.IntersectsWith (region)) {
|
||||
view.SetNeedsLayout ();
|
||||
view.SetNeedsDisplay (view.Bounds);
|
||||
}
|
||||
}
|
||||
|
||||
ClearNeedsDisplay ();
|
||||
}
|
||||
|
||||
base.Redraw (base.Bounds);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This method is invoked by Application.Begin as part of the Application.Run after
|
||||
/// the views have been laid out, and before the views are drawn for the first time.
|
||||
/// </summary>
|
||||
public virtual void WillPresent ()
|
||||
{
|
||||
FocusFirst ();
|
||||
}
|
||||
}
|
||||
}
|
||||
1313
Terminal.Gui/Core/View.cs
Normal file
1313
Terminal.Gui/Core/View.cs
Normal file
File diff suppressed because it is too large
Load Diff
250
Terminal.Gui/Core/Window.cs
Normal file
250
Terminal.Gui/Core/Window.cs
Normal file
@@ -0,0 +1,250 @@
|
||||
//
|
||||
// Core.cs: The core engine for gui.cs
|
||||
//
|
||||
// Authors:
|
||||
// Miguel de Icaza (miguel@gnome.org)
|
||||
//
|
||||
// Pending:
|
||||
// - Check for NeedDisplay on the hierarchy and repaint
|
||||
// - Layout support
|
||||
// - "Colors" type or "Attributes" type?
|
||||
// - What to surface as "BackgroundCOlor" when clearing a window, an attribute or colors?
|
||||
//
|
||||
// Optimziations
|
||||
// - Add rendering limitation to the exposed area
|
||||
using System.Collections;
|
||||
using System.Linq;
|
||||
using NStack;
|
||||
|
||||
namespace Terminal.Gui {
|
||||
/// <summary>
|
||||
/// A <see cref="Toplevel"/> <see cref="View"/> that draws a frame around its region and has a "ContentView" subview where the contents are added.
|
||||
/// </summary>
|
||||
public class Window : Toplevel, IEnumerable {
|
||||
View contentView;
|
||||
ustring title;
|
||||
|
||||
/// <summary>
|
||||
/// The title to be displayed for this window.
|
||||
/// </summary>
|
||||
/// <value>The title.</value>
|
||||
public ustring Title {
|
||||
get => title;
|
||||
set {
|
||||
title = value;
|
||||
SetNeedsDisplay ();
|
||||
}
|
||||
}
|
||||
|
||||
class ContentView : View {
|
||||
public ContentView (Rect frame) : base (frame) { }
|
||||
public ContentView () : base () { }
|
||||
#if false
|
||||
public override void Redraw (Rect region)
|
||||
{
|
||||
Driver.SetAttribute (ColorScheme.Focus);
|
||||
|
||||
for (int y = 0; y < Frame.Height; y++) {
|
||||
Move (0, y);
|
||||
for (int x = 0; x < Frame.Width; x++) {
|
||||
|
||||
Driver.AddRune ('x');
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Initializes a new instance of the <see cref="Gui.Window"/> class with an optional title and a set frame.
|
||||
/// </summary>
|
||||
/// <param name="frame">Frame.</param>
|
||||
/// <param name="title">Title.</param>
|
||||
public Window (Rect frame, ustring title = null) : this (frame, title, padding: 0)
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Initializes a new instance of the <see cref="Window"/> class with an optional title.
|
||||
/// </summary>
|
||||
/// <param name="title">Title.</param>
|
||||
public Window (ustring title = null) : this (title, padding: 0)
|
||||
{
|
||||
}
|
||||
|
||||
int padding;
|
||||
/// <summary>
|
||||
/// Initializes a new instance of the <see cref="Window"/> with
|
||||
/// the specified frame for its location, with the specified border
|
||||
/// an optional title.
|
||||
/// </summary>
|
||||
/// <param name="frame">Frame.</param>
|
||||
/// <param name="padding">Number of characters to use for padding of the drawn frame.</param>
|
||||
/// <param name="title">Title.</param>
|
||||
public Window (Rect frame, ustring title = null, int padding = 0) : base (frame)
|
||||
{
|
||||
this.Title = title;
|
||||
int wb = 2 * (1 + padding);
|
||||
this.padding = padding;
|
||||
var cFrame = new Rect (1 + padding, 1 + padding, frame.Width - wb, frame.Height - wb);
|
||||
contentView = new ContentView (cFrame);
|
||||
base.Add (contentView);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Initializes a new instance of the <see cref="Window"/> with
|
||||
/// the specified frame for its location, with the specified border
|
||||
/// an optional title.
|
||||
/// </summary>
|
||||
/// <param name="padding">Number of characters to use for padding of the drawn frame.</param>
|
||||
/// <param name="title">Title.</param>
|
||||
public Window (ustring title = null, int padding = 0) : base ()
|
||||
{
|
||||
this.Title = title;
|
||||
int wb = 1 + padding;
|
||||
this.padding = padding;
|
||||
contentView = new ContentView () {
|
||||
X = wb,
|
||||
Y = wb,
|
||||
Width = Dim.Fill (wb),
|
||||
Height = Dim.Fill (wb)
|
||||
};
|
||||
base.Add (contentView);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Enumerates the various <see cref="View"/>s in the embedded <see cref="ContentView"/>.
|
||||
/// </summary>
|
||||
/// <returns>The enumerator.</returns>
|
||||
public new IEnumerator GetEnumerator ()
|
||||
{
|
||||
return contentView.GetEnumerator ();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Add the specified view to the <see cref="ContentView"/>.
|
||||
/// </summary>
|
||||
/// <param name="view">View to add to the window.</param>
|
||||
public override void Add (View view)
|
||||
{
|
||||
contentView.Add (view);
|
||||
if (view.CanFocus)
|
||||
CanFocus = true;
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Removes a widget from this container.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// </remarks>
|
||||
public override void Remove (View view)
|
||||
{
|
||||
if (view == null)
|
||||
return;
|
||||
|
||||
SetNeedsDisplay ();
|
||||
var touched = view.Frame;
|
||||
contentView.Remove (view);
|
||||
|
||||
if (contentView.InternalSubviews.Count < 1)
|
||||
this.CanFocus = false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Removes all widgets from this container.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// </remarks>
|
||||
public override void RemoveAll ()
|
||||
{
|
||||
contentView.RemoveAll ();
|
||||
}
|
||||
|
||||
///<inheritdoc cref="Redraw"/>
|
||||
public override void Redraw (Rect bounds)
|
||||
{
|
||||
Application.CurrentView = this;
|
||||
var scrRect = RectToScreen (new Rect (0, 0, Frame.Width, Frame.Height));
|
||||
var savedClip = Driver.Clip;
|
||||
Driver.Clip = ScreenClip (RectToScreen (Bounds));
|
||||
|
||||
if (NeedDisplay != null && !NeedDisplay.IsEmpty) {
|
||||
Driver.SetAttribute (ColorScheme.Normal);
|
||||
Driver.DrawFrame (scrRect, padding, true);
|
||||
}
|
||||
contentView.Redraw (contentView.Bounds);
|
||||
ClearNeedsDisplay ();
|
||||
Driver.SetAttribute (ColorScheme.Normal);
|
||||
Driver.DrawFrame (scrRect, padding, false);
|
||||
|
||||
if (HasFocus)
|
||||
Driver.SetAttribute (ColorScheme.HotNormal);
|
||||
Driver.DrawWindowTitle (scrRect, Title, padding, padding, padding, padding);
|
||||
Driver.Clip = savedClip;
|
||||
Driver.SetAttribute (ColorScheme.Normal);
|
||||
}
|
||||
|
||||
//
|
||||
// FIXED:It does not look like the event is raised on clicked-drag
|
||||
// need to figure that out.
|
||||
//
|
||||
internal static Point? dragPosition;
|
||||
Point start;
|
||||
///<inheritdoc cref="MouseEvent(Gui.MouseEvent)"/>
|
||||
public override bool MouseEvent (MouseEvent mouseEvent)
|
||||
{
|
||||
// FIXED:The code is currently disabled, because the
|
||||
// Driver.UncookMouse does not seem to have an effect if there is
|
||||
// a pending mouse event activated.
|
||||
|
||||
int nx, ny;
|
||||
if ((mouseEvent.Flags == (MouseFlags.Button1Pressed | MouseFlags.ReportMousePosition) ||
|
||||
mouseEvent.Flags == MouseFlags.Button3Pressed)) {
|
||||
if (dragPosition.HasValue) {
|
||||
if (SuperView == null) {
|
||||
Application.Top.SetNeedsDisplay (Frame);
|
||||
Application.Top.Redraw (Frame);
|
||||
} else {
|
||||
SuperView.SetNeedsDisplay (Frame);
|
||||
}
|
||||
EnsureVisibleBounds (this, mouseEvent.X + mouseEvent.OfX - start.X,
|
||||
mouseEvent.Y + mouseEvent.OfY, out nx, out ny);
|
||||
|
||||
dragPosition = new Point (nx, ny);
|
||||
Frame = new Rect (nx, ny, Frame.Width, Frame.Height);
|
||||
X = nx;
|
||||
Y = ny;
|
||||
//Demo.ml2.Text = $"{dx},{dy}";
|
||||
|
||||
// FIXED: optimize, only SetNeedsDisplay on the before/after regions.
|
||||
SetNeedsDisplay ();
|
||||
return true;
|
||||
} else {
|
||||
// Only start grabbing if the user clicks on the title bar.
|
||||
if (mouseEvent.Y == 0) {
|
||||
start = new Point (mouseEvent.X, mouseEvent.Y);
|
||||
dragPosition = new Point ();
|
||||
nx = mouseEvent.X - mouseEvent.OfX;
|
||||
ny = mouseEvent.Y - mouseEvent.OfY;
|
||||
dragPosition = new Point (nx, ny);
|
||||
Application.GrabMouse (this);
|
||||
}
|
||||
|
||||
//Demo.ml2.Text = $"Starting at {dragPosition}";
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
if (mouseEvent.Flags == MouseFlags.Button1Released && dragPosition.HasValue) {
|
||||
Application.UngrabMouse ();
|
||||
Driver.UncookMouse ();
|
||||
dragPosition = null;
|
||||
}
|
||||
|
||||
//Demo.ml.Text = me.ToString ();
|
||||
return false;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user