moved Dialogs to Windows

This commit is contained in:
Charlie Kindel
2020-05-27 17:28:32 -06:00
parent 532285db8d
commit 1ac4ce3d0d
9 changed files with 2726 additions and 2651 deletions

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//
// 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.Collections;
using System.Collections.Generic;
using System.Threading;
using System.Linq;
using NStack;
using System.ComponentModel;
namespace Terminal.Gui {
/// <summary>
/// The application driver for Terminal.Gui.
/// </summary>
/// <remarks>
/// <para>
/// You can hook up to the Iteration event to have your method
/// invoked on each iteration of the mainloop.
/// </para>
/// <para>
/// Creates a mainloop to process input events, handle timers and
/// other sources of data. It is accessible via the MainLoop property.
/// </para>
/// <para>
/// When invoked sets the SynchronizationContext to one that is tied
/// to the mainloop, allowing user code to use async/await.
/// </para>
/// </remarks>
public static class Application {
/// <summary>
/// The current <see cref="ConsoleDriver"/> in use.
/// </summary>
public static ConsoleDriver Driver;
/// <summary>
/// The <see cref="Toplevel"/> object used for the application on startup (<seealso cref="Application.Top"/>)
/// </summary>
/// <value>The top.</value>
public static Toplevel Top { get; private set; }
/// <summary>
/// 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"/> .
/// </summary>
/// <value>The current.</value>
public static Toplevel Current { get; private set; }
/// <summary>
/// TThe current <see cref="View"/> object being redrawn.
/// </summary>
/// /// <value>The current.</value>
public static View CurrentView { get; set; }
/// <summary>
/// The <see cref="MainLoop"/> driver for the applicaiton
/// </summary>
/// <value>The main loop.</value>
public static MainLoop MainLoop { get; private set; }
static Stack<Toplevel> toplevels = new Stack<Toplevel> ();
/// <summary>
/// This event is raised on each iteration of the <see cref="MainLoop"/>
/// </summary>
/// <remarks>
/// See also <see cref="Timeout"/>
/// </remarks>
public static event EventHandler Iteration;
/// <summary>
/// Returns a rectangle that is centered in the screen for the provided size.
/// </summary>
/// <returns>The centered rect.</returns>
/// <param name="size">Size for the rectangle.</param>
public static Rect MakeCenteredRect (Size size)
{
return new Rect (new Point ((Driver.Cols - size.Width) / 2, (Driver.Rows - size.Height) / 2), size);
}
//
// provides the sync context set while executing code in Terminal.Gui, to let
// users use async/await on their code
//
class MainLoopSyncContext : SynchronizationContext {
MainLoop mainLoop;
public MainLoopSyncContext (MainLoop mainLoop)
{
this.mainLoop = mainLoop;
}
public override SynchronizationContext CreateCopy ()
{
return new MainLoopSyncContext (MainLoop);
}
public override void Post (SendOrPostCallback d, object state)
{
mainLoop.AddIdle (() => {
d (state);
return false;
});
//mainLoop.Driver.Wakeup ();
}
public override void Send (SendOrPostCallback d, object state)
{
mainLoop.Invoke (() => {
d (state);
});
}
}
/// <summary>
/// If set, it forces the use of the System.Console-based driver.
/// </summary>
public static bool UseSystemConsole;
/// <summary>
/// Initializes a new instance of <see cref="Terminal.Gui"/> Application.
/// </summary>
/// <remarks>
/// <para>
/// Call this method once per instance (or after <see cref="Shutdown"/> has been called).
/// </para>
/// <para>
/// Loads the right <see cref="ConsoleDriver"/> for the platform.
/// </para>
/// <para>
/// Creates a <see cref="Toplevel"/> and assigns it to <see cref="Top"/> and <see cref="CurrentView"/>
/// </para>
/// </remarks>
public static void Init () => Init (() => Toplevel.Create ());
internal static bool _initialized = false;
/// <summary>
/// Initializes the Terminal.Gui application
/// </summary>
static void Init (Func<Toplevel> topLevelFactory)
{
if (_initialized) return;
if (Driver == null) {
var p = Environment.OSVersion.Platform;
IMainLoopDriver mainLoopDriver;
if (UseSystemConsole) {
mainLoopDriver = new NetMainLoop ();
Driver = new NetDriver ();
} else if (p == PlatformID.Win32NT || p == PlatformID.Win32S || p == PlatformID.Win32Windows) {
var windowsDriver = new WindowsDriver ();
mainLoopDriver = windowsDriver;
Driver = windowsDriver;
} else {
mainLoopDriver = new UnixMainLoop ();
Driver = new CursesDriver ();
}
Driver.Init (TerminalResized);
MainLoop = new MainLoop (mainLoopDriver);
SynchronizationContext.SetSynchronizationContext (new MainLoopSyncContext (MainLoop));
}
Top = topLevelFactory ();
Current = Top;
CurrentView = Top;
_initialized = true;
}
/// <summary>
/// Captures the execution state for the provided <see cref="Toplevel"/> view.
/// </summary>
public class RunState : IDisposable {
internal bool closeDriver = true;
internal RunState (Toplevel view)
{
Toplevel = view;
}
internal Toplevel Toplevel;
/// <summary>
/// Releases alTop = l resource used by the <see cref="Application.RunState"/> object.
/// </summary>
/// <remarks>Call <see cref="Dispose()"/> when you are finished using the <see cref="Application.RunState"/>. The
/// <see cref="Dispose()"/> method leaves the <see cref="Application.RunState"/> in an unusable state. After
/// calling <see cref="Dispose()"/>, you must release all references to the
/// <see cref="Application.RunState"/> so the garbage collector can reclaim the memory that the
/// <see cref="Application.RunState"/> was occupying.</remarks>
public void Dispose ()
{
Dispose (closeDriver);
GC.SuppressFinalize (this);
}
/// <summary>
/// Dispose the specified disposing.
/// </summary>
/// <returns>The dispose.</returns>
/// <param name="disposing">If set to <c>true</c> disposing.</param>
protected virtual void Dispose (bool disposing)
{
if (Toplevel != null) {
End (Toplevel, disposing);
Toplevel = null;
}
}
}
static void ProcessKeyEvent (KeyEvent ke)
{
var chain = toplevels.ToList ();
foreach (var topLevel in chain) {
if (topLevel.ProcessHotKey (ke))
return;
if (topLevel.Modal)
break;
}
foreach (var topLevel in chain) {
if (topLevel.ProcessKey (ke))
return;
if (topLevel.Modal)
break;
}
foreach (var topLevel in chain) {
// Process the key normally
if (topLevel.ProcessColdKey (ke))
return;
if (topLevel.Modal)
break;
}
}
static void ProcessKeyDownEvent (KeyEvent ke)
{
var chain = toplevels.ToList ();
foreach (var topLevel in chain) {
if (topLevel.OnKeyDown (ke))
return;
if (topLevel.Modal)
break;
}
}
static void ProcessKeyUpEvent (KeyEvent ke)
{
var chain = toplevels.ToList ();
foreach (var topLevel in chain) {
if (topLevel.OnKeyUp (ke))
return;
if (topLevel.Modal)
break;
}
}
static View FindDeepestView (View start, int x, int y, out int resx, out int resy)
{
var startFrame = start.Frame;
if (!startFrame.Contains (x, y)) {
resx = 0;
resy = 0;
return null;
}
if (start.InternalSubviews != null) {
int count = start.InternalSubviews.Count;
if (count > 0) {
var rx = x - startFrame.X;
var ry = y - startFrame.Y;
for (int i = count - 1; i >= 0; i--) {
View v = start.InternalSubviews [i];
if (v.Frame.Contains (rx, ry)) {
var deep = FindDeepestView (v, rx, ry, out resx, out resy);
if (deep == null)
return v;
return deep;
}
}
}
}
resx = x - startFrame.X;
resy = y - startFrame.Y;
return start;
}
internal static View mouseGrabView;
/// <summary>
/// Grabs the mouse, forcing all mouse events to be routed to the specified view until UngrabMouse is called.
/// </summary>
/// <returns>The grab.</returns>
/// <param name="view">View that will receive all mouse events until UngrabMouse is invoked.</param>
public static void GrabMouse (View view)
{
if (view == null)
return;
mouseGrabView = view;
Driver.UncookMouse ();
}
/// <summary>
/// Releases the mouse grab, so mouse events will be routed to the view on which the mouse is.
/// </summary>
public static void UngrabMouse ()
{
mouseGrabView = null;
Driver.CookMouse ();
}
/// <summary>
/// Merely a debugging aid to see the raw mouse events
/// </summary>
public static Action<MouseEvent> RootMouseEvent;
internal static View wantContinuousButtonPressedView;
static View lastMouseOwnerView;
static void ProcessMouseEvent (MouseEvent me)
{
var view = FindDeepestView (Current, me.X, me.Y, out int rx, out int ry);
if (view != null && view.WantContinuousButtonPressed)
wantContinuousButtonPressedView = view;
else
wantContinuousButtonPressedView = null;
RootMouseEvent?.Invoke (me);
if (mouseGrabView != null) {
var newxy = mouseGrabView.ScreenToView (me.X, me.Y);
var nme = new MouseEvent () {
X = newxy.X,
Y = newxy.Y,
Flags = me.Flags,
OfX = me.X - newxy.X,
OfY = me.Y - newxy.Y,
View = view
};
if (OutsideFrame (new Point (nme.X, nme.Y), mouseGrabView.Frame))
lastMouseOwnerView.OnMouseLeave (me);
if (mouseGrabView != null) {
mouseGrabView.MouseEvent (nme);
return;
}
}
if (view != null) {
var nme = new MouseEvent () {
X = rx,
Y = ry,
Flags = me.Flags,
OfX = rx,
OfY = ry,
View = view
};
if (lastMouseOwnerView == null) {
lastMouseOwnerView = view;
view.OnMouseEnter (nme);
} else if (lastMouseOwnerView != view) {
lastMouseOwnerView.OnMouseLeave (nme);
view.OnMouseEnter (nme);
lastMouseOwnerView = view;
}
if (!view.WantMousePositionReports && me.Flags == MouseFlags.ReportMousePosition)
return;
if (view.WantContinuousButtonPressed)
wantContinuousButtonPressedView = view;
else
wantContinuousButtonPressedView = null;
// Should we bubbled up the event, if it is not handled?
view.MouseEvent (nme);
}
}
static bool OutsideFrame (Point p, Rect r)
{
return p.X < 0 || p.X > r.Width - 1 || p.Y < 0 || p.Y > r.Height - 1;
}
/// <summary>
/// This event is fired once when the application is first loaded. The dimensions of the
/// terminal are provided.
/// </summary>
public static event EventHandler<ResizedEventArgs> Loaded;
/// <summary>
/// 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 ();
}
}
}

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//
// 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;
}
}
}

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//
// 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 ();
}
}
}

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Terminal.Gui/Core/View.cs Normal file

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Terminal.Gui/Core/Window.cs Normal file
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//
// 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;
}
}
}