diff --git a/Terminal.Gui/Core/Application.cs b/Terminal.Gui/Core/Application.cs
new file mode 100644
index 000000000..9f0385d9a
--- /dev/null
+++ b/Terminal.Gui/Core/Application.cs
@@ -0,0 +1,679 @@
+//
+// 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 {
+
+ ///
+ /// The application driver for Terminal.Gui.
+ ///
+ ///
+ ///
+ /// You can hook up to the Iteration event to have your method
+ /// invoked on each iteration of the mainloop.
+ ///
+ ///
+ /// Creates a mainloop to process input events, handle timers and
+ /// other sources of data. It is accessible via the MainLoop property.
+ ///
+ ///
+ /// When invoked sets the SynchronizationContext to one that is tied
+ /// to the mainloop, allowing user code to use async/await.
+ ///
+ ///
+ public static class Application {
+ ///
+ /// The current in use.
+ ///
+ public static ConsoleDriver Driver;
+
+ ///
+ /// The object used for the application on startup ()
+ ///
+ /// The top.
+ public static Toplevel Top { get; private set; }
+
+ ///
+ /// The current object. This is updated when enters and leaves to point to the current .
+ ///
+ /// The current.
+ public static Toplevel Current { get; private set; }
+
+ ///
+ /// TThe current object being redrawn.
+ ///
+ /// /// The current.
+ public static View CurrentView { get; set; }
+
+ ///
+ /// The driver for the applicaiton
+ ///
+ /// The main loop.
+ public static MainLoop MainLoop { get; private set; }
+
+ static Stack toplevels = new Stack ();
+
+ ///
+ /// This event is raised on each iteration of the
+ ///
+ ///
+ /// See also
+ ///
+ public static event EventHandler Iteration;
+
+ ///
+ /// Returns a rectangle that is centered in the screen for the provided size.
+ ///
+ /// The centered rect.
+ /// Size for the rectangle.
+ 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);
+ });
+ }
+ }
+
+ ///
+ /// If set, it forces the use of the System.Console-based driver.
+ ///
+ public static bool UseSystemConsole;
+
+ ///
+ /// Initializes a new instance of Application.
+ ///
+ ///
+ ///
+ /// Call this method once per instance (or after has been called).
+ ///
+ ///
+ /// Loads the right for the platform.
+ ///
+ ///
+ /// Creates a and assigns it to and
+ ///
+ ///
+ public static void Init () => Init (() => Toplevel.Create ());
+
+ internal static bool _initialized = false;
+
+ ///
+ /// Initializes the Terminal.Gui application
+ ///
+ static void Init (Func 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;
+ }
+
+ ///
+ /// Captures the execution state for the provided view.
+ ///
+ public class RunState : IDisposable {
+ internal bool closeDriver = true;
+
+ internal RunState (Toplevel view)
+ {
+ Toplevel = view;
+ }
+ internal Toplevel Toplevel;
+
+ ///
+ /// Releases alTop = l resource used by the object.
+ ///
+ /// Call when you are finished using the . The
+ /// method leaves the in an unusable state. After
+ /// calling , you must release all references to the
+ /// so the garbage collector can reclaim the memory that the
+ /// was occupying.
+ public void Dispose ()
+ {
+ Dispose (closeDriver);
+ GC.SuppressFinalize (this);
+ }
+
+ ///
+ /// Dispose the specified disposing.
+ ///
+ /// The dispose.
+ /// If set to true disposing.
+ 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;
+
+ ///
+ /// Grabs the mouse, forcing all mouse events to be routed to the specified view until UngrabMouse is called.
+ ///
+ /// The grab.
+ /// View that will receive all mouse events until UngrabMouse is invoked.
+ public static void GrabMouse (View view)
+ {
+ if (view == null)
+ return;
+ mouseGrabView = view;
+ Driver.UncookMouse ();
+ }
+
+ ///
+ /// Releases the mouse grab, so mouse events will be routed to the view on which the mouse is.
+ ///
+ public static void UngrabMouse ()
+ {
+ mouseGrabView = null;
+ Driver.CookMouse ();
+ }
+
+ ///
+ /// Merely a debugging aid to see the raw mouse events
+ ///
+ public static Action 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;
+ }
+
+ ///
+ /// This event is fired once when the application is first loaded. The dimensions of the
+ /// terminal are provided.
+ ///
+ public static event EventHandler Loaded;
+
+ ///
+ /// Building block API: Prepares the provided for execution.
+ ///
+ /// The runstate handle that needs to be passed to the method upon completion.
+ /// Toplevel to prepare execution for.
+ ///
+ /// 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 method, and then the method upon termination which will
+ /// undo these changes.
+ ///
+ 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;
+ }
+
+ ///
+ /// Building block API: completes the execution of a that was started with .
+ ///
+ /// The runstate returned by the method.
+ /// trueCloses the application.falseCloses the toplevels only.
+ public static void End (RunState runState, bool closeDriver = true)
+ {
+ if (runState == null)
+ throw new ArgumentNullException (nameof (runState));
+
+ runState.closeDriver = closeDriver;
+ runState.Dispose ();
+ }
+
+ ///
+ /// Shutdown an application initialized with
+ ///
+ /// /// trueCloses the application.falseCloses toplevels only.
+ 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 ();
+ }
+
+ ///
+ /// Triggers a refresh of the entire display.
+ ///
+ 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 ();
+ }
+ }
+
+ ///
+ /// Building block API: Runs the main loop for the created dialog
+ ///
+ ///
+ /// Use the wait parameter to control whether this is a
+ /// blocking or non-blocking call.
+ ///
+ /// The state returned by the Begin method.
+ /// 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.
+ 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);
+ }
+
+ ///
+ /// Runs the application by calling with the value of
+ ///
+ public static void Run ()
+ {
+ Run (Top);
+ }
+
+ ///
+ /// Runs the application by calling with a new instance of the specified -derived class
+ ///
+ public static void Run () where T : Toplevel, new()
+ {
+ Init (() => new T ());
+ Run (Top);
+ }
+
+ ///
+ /// Runs the main loop on the given container.
+ ///
+ ///
+ ///
+ /// This method is used to start processing events
+ /// for the main application, but it is also used to
+ /// run other modal s such as boxes.
+ ///
+ ///
+ /// To make a stop execution, call .
+ ///
+ ///
+ /// Calling is equivalent to calling , followed by ,
+ /// and then calling .
+ ///
+ ///
+ /// Alternatively, to have a program control the main loop and
+ /// process events manually, call to set things up manually and then
+ /// repeatedly call with the wait parameter set to false. By doing this
+ /// the method will only process any pending events, timers, idle handlers and
+ /// then return control immediately.
+ ///
+ ///
+ public static void Run (Toplevel view, bool closeDriver = true)
+ {
+ var runToken = Begin (view);
+ RunLoop (runToken);
+ End (runToken, closeDriver);
+ }
+
+ ///
+ /// Stops running the most recent .
+ ///
+ ///
+ ///
+ /// This will cause to return.
+ ///
+ ///
+ /// Calling is equivalent to setting the property on the curently running to false.
+ ///
+ ///
+ public static void RequestStop ()
+ {
+ Current.Running = false;
+ }
+
+ ///
+ /// Event arguments for the event.
+ ///
+ public class ResizedEventArgs : EventArgs {
+ ///
+ /// The number of rows in the resized terminal.
+ ///
+ public int Rows { get; set; }
+ ///
+ /// The number of columns in the resized terminal.
+ ///
+ public int Cols { get; set; }
+ }
+
+ ///
+ /// Invoked when the terminal was resized. The new size of the terminal is provided.
+ ///
+ public static event EventHandler 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 ();
+ }
+ }
+}
diff --git a/Terminal.Gui/Core/Core.cs b/Terminal.Gui/Core/Core.cs
deleted file mode 100644
index 39d3994db..000000000
--- a/Terminal.Gui/Core/Core.cs
+++ /dev/null
@@ -1,2651 +0,0 @@
-//
-// 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 {
-
- ///
- /// Responder base class implemented by objects that want to participate on keyboard and mouse input.
- ///
- public class Responder {
- ///
- /// Gets or sets a value indicating whether this can focus.
- ///
- /// true if can focus; otherwise, false.
- public virtual bool CanFocus { get; set; }
-
- ///
- /// Gets or sets a value indicating whether this has focus.
- ///
- /// true if has focus; otherwise, false.
- public virtual bool HasFocus { get; internal set; }
-
- // Key handling
- ///
- /// This method can be overwritten by view that
- /// want to provide accelerator functionality
- /// (Alt-key for example).
- ///
- ///
- ///
- /// 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.
- ///
- /// 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.
- ///
- ///
-
- public virtual bool ProcessHotKey (KeyEvent kb)
- {
- return false;
- }
-
- ///
- /// If the view is focused, gives the view a
- /// chance to process the keystroke.
- ///
- ///
- ///
- /// 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.
- ///
- ///
- /// 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.
- ///
- ///
- /// Contains the details about the key that produced the event.
- public virtual bool ProcessKey (KeyEvent keyEvent)
- {
- return false;
- }
-
- ///
- /// This method can be overwritten by views that
- /// want to provide accelerator functionality
- /// (Alt-key for example), but without
- /// interefering with normal ProcessKey behavior.
- ///
- ///
- ///
- /// 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.
- ///
- /// 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.
- ///
- ///
- /// Contains the details about the key that produced the event.
- public virtual bool ProcessColdKey (KeyEvent keyEvent)
- {
- return false;
- }
-
- ///
- /// Method invoked when a key is pressed.
- ///
- /// Contains the details about the key that produced the event.
- /// true if the event was handled
- public virtual bool OnKeyDown (KeyEvent keyEvent)
- {
- return false;
- }
-
- ///
- /// Method invoked when a key is released.
- ///
- /// Contains the details about the key that produced the event.
- /// true if the event was handled
- public virtual bool OnKeyUp (KeyEvent keyEvent)
- {
- return false;
- }
-
-
- ///
- /// Method invoked when a mouse event is generated
- ///
- /// true, if the event was handled, false otherwise.
- /// Contains the details about the mouse event.
- public virtual bool MouseEvent (MouseEvent mouseEvent)
- {
- return false;
- }
-
- ///
- /// Method invoked when a mouse event is generated for the first time.
- ///
- ///
- /// true, if the event was handled, false otherwise.
- public virtual bool OnMouseEnter (MouseEvent mouseEvent)
- {
- return false;
- }
-
- ///
- /// Method invoked when a mouse event is generated for the last time.
- ///
- ///
- /// true, if the event was handled, false otherwise.
- public virtual bool OnMouseLeave (MouseEvent mouseEvent)
- {
- return false;
- }
-
- ///
- /// Method invoked when a view gets focus.
- ///
- /// true, if the event was handled, false otherwise.
- public virtual bool OnEnter ()
- {
- return false;
- }
-
- ///
- /// Method invoked when a view loses focus.
- ///
- /// true, if the event was handled, false otherwise.
- public virtual bool OnLeave ()
- {
- return false;
- }
- }
-
- ///
- /// Determines the LayoutStyle for a view, if Absolute, during LayoutSubviews, the
- /// value from the Frame will be used, if the value is Computer, then the Frame
- /// will be updated from the X, Y Pos objects and the Width and Height Dim objects.
- ///
- public enum LayoutStyle {
- ///
- /// The position and size of the view are based on the Frame value.
- ///
- Absolute,
-
- ///
- /// The position and size of the view will be computed based on the
- /// X, Y, Width and Height properties and set on the Frame.
- ///
- Computed
- }
-
- ///
- /// View is the base class for all views on the screen and represents a visible element that can render itself and contains zero or more nested views.
- ///
- ///
- ///
- /// The View defines the base functionality for user interface elements in Terminal/gui.cs. Views
- /// can contain one or more subviews, can respond to user input and render themselves on the screen.
- ///
- ///
- /// Views can either be created with an absolute position, by calling the constructor that takes a
- /// Rect parameter to specify the absolute position and size (the Frame of the View) or by setting the
- /// X, Y, Width and Height properties on the view. Both approaches use coordinates that are relative
- /// to the container they are being added to.
- ///
- ///
- /// When you do not specify a Rect frame you can use the more flexible
- /// Dim and Pos objects that can dynamically update the position of a view.
- /// The X and Y properties are of type
- /// and you can use either absolute positions, percentages or anchor
- /// points. The Width and Height properties are of type
- /// and can use absolute position,
- /// percentages and anchors. These are useful as they will take
- /// care of repositioning your views if your view's frames are resized
- /// or if the terminal size changes.
- ///
- ///
- /// When you specify the Rect parameter to a view, you are setting the LayoutStyle to Absolute, and the
- /// view will always stay in the position that you placed it. To change the position change the
- /// Frame property to the new position.
- ///
- ///
- /// Subviews can be added to a View by calling the Add method. The container of a view is the
- /// Superview.
- ///
- ///
- /// Developers can call the SetNeedsDisplay method on the view to flag a region or the entire view
- /// as requiring to be redrawn.
- ///
- ///
- /// Views have a ColorScheme property that defines the default colors that subviews
- /// should use for rendering. This ensures that the views fit in the context where
- /// they are being used, and allows for themes to be plugged in. For example, the
- /// default colors for windows and toplevels uses a blue background, while it uses
- /// a white background for dialog boxes and a red background for errors.
- ///
- ///
- /// If a ColorScheme is not set on a view, the result of the ColorScheme is the
- /// value of the SuperView and the value might only be valid once a view has been
- /// added to a SuperView, so your subclasses should not rely on ColorScheme being
- /// set at construction time.
- ///
- ///
- /// Using ColorSchemes has the advantage that your application will work both
- /// in color as well as black and white displays.
- ///
- ///
- /// Views that are focusable should implement the PositionCursor to make sure that
- /// the cursor is placed in a location that makes sense. Unix terminals do not have
- /// a way of hiding the cursor, so it can be distracting to have the cursor left at
- /// the last focused view. So views should make sure that they place the cursor
- /// in a visually sensible place.
- ///
- ///
- /// The metnod LayoutSubviews is invoked when the size or layout of a view has
- /// changed. The default processing system will keep the size and dimensions
- /// for views that use the LayoutKind.Absolute, and will recompute the
- /// frames for the vies that use LayoutKind.Computed.
- ///
- ///
- public class View : Responder, IEnumerable {
- internal enum Direction {
- Forward,
- Backward
- }
-
- View container = null;
- View focused = null;
- Direction focusDirection;
-
- ///
- /// Event fired when the view get focus.
- ///
- public event EventHandler Enter;
-
- ///
- /// Event fired when the view lost focus.
- ///
- public event EventHandler Leave;
-
- ///
- /// Event fired when the view receives the mouse event for the first time.
- ///
- public event EventHandler MouseEnter;
-
- ///
- /// Event fired when the view loses mouse event for the last time.
- ///
- public event EventHandler MouseLeave;
-
- internal Direction FocusDirection {
- get => SuperView?.FocusDirection ?? focusDirection;
- set {
- if (SuperView != null)
- SuperView.FocusDirection = value;
- else
- focusDirection = value;
- }
- }
-
- ///
- /// Points to the current driver in use by the view, it is a convenience property
- /// for simplifying the development of new views.
- ///
- public static ConsoleDriver Driver { get { return Application.Driver; } }
-
- static IList empty = new List (0).AsReadOnly ();
-
- // This is null, and allocated on demand.
- List subviews;
-
- ///
- /// This returns a list of the subviews contained by this view.
- ///
- /// The subviews.
- public IList Subviews => subviews == null ? empty : subviews.AsReadOnly ();
-
- // Internally, we use InternalSubviews rather than subviews, as we do not expect us
- // to make the same mistakes our users make when they poke at the Subviews.
- internal IList InternalSubviews => subviews ?? empty;
-
- internal Rect NeedDisplay { get; private set; } = Rect.Empty;
-
- // The frame for the object
- Rect frame;
-
- ///
- /// Gets or sets an identifier for the view;
- ///
- /// The identifier.
- public ustring Id { get; set; } = "";
-
- ///
- /// Returns a value indicating if this View is currently on Top (Active)
- ///
- public bool IsCurrentTop {
- get {
- return Application.Current == this;
- }
- }
-
- ///
- /// Gets or sets a value indicating whether this want mouse position reports.
- ///
- /// true if want mouse position reports; otherwise, false.
- public virtual bool WantMousePositionReports { get; set; } = false;
-
- ///
- /// Gets or sets a value indicating whether this want continuous button pressed event.
- ///
- public virtual bool WantContinuousButtonPressed { get; set; } = false;
- ///
- /// Gets or sets the frame for the view.
- ///
- /// The frame.
- ///
- /// Altering the Frame of a view will trigger the redrawing of the
- /// view as well as the redrawing of the affected regions in the superview.
- ///
- public virtual Rect Frame {
- get => frame;
- set {
- if (SuperView != null) {
- SuperView.SetNeedsDisplay (frame);
- SuperView.SetNeedsDisplay (value);
- }
- frame = value;
-
- SetNeedsLayout ();
- SetNeedsDisplay (frame);
- }
- }
-
- ///
- /// Gets an enumerator that enumerates the subviews in this view.
- ///
- /// The enumerator.
- public IEnumerator GetEnumerator ()
- {
- foreach (var v in InternalSubviews)
- yield return v;
- }
-
- LayoutStyle layoutStyle;
-
- ///
- /// Controls how the view's Frame is computed during the LayoutSubviews method, if Absolute, then
- /// LayoutSubviews does not change the Frame properties, otherwise the Frame is updated from the
- /// values in X, Y, Width and Height properties.
- ///
- /// The layout style.
- public LayoutStyle LayoutStyle {
- get => layoutStyle;
- set {
- layoutStyle = value;
- SetNeedsLayout ();
- }
- }
-
- ///
- /// The bounds represent the View-relative rectangle used for this view. Updates to the Bounds update the Frame, and has the same side effects as updating the frame.
- ///
- /// The bounds.
- public Rect Bounds {
- get => new Rect (Point.Empty, Frame.Size);
- set {
- Frame = new Rect (frame.Location, value.Size);
- }
- }
-
- Pos x, y;
- ///
- /// Gets or sets the X position for the view (the column). This is only used when the LayoutStyle is Computed, if the
- /// LayoutStyle is set to Absolute, this value is ignored.
- ///
- /// The X Position.
- public Pos X {
- get => x;
- set {
- x = value;
- SetNeedsLayout ();
- }
- }
-
- ///
- /// Gets or sets the Y position for the view (line). This is only used when the LayoutStyle is Computed, if the
- /// LayoutStyle is set to Absolute, this value is ignored.
- ///
- /// The y position (line).
- public Pos Y {
- get => y;
- set {
- y = value;
- SetNeedsLayout ();
- }
- }
-
- Dim width, height;
-
- ///
- /// Gets or sets the width for the view. This is only used when the LayoutStyle is Computed, if the
- /// LayoutStyle is set to Absolute, this value is ignored.
- ///
- /// The width.
- public Dim Width {
- get => width;
- set {
- width = value;
- SetNeedsLayout ();
- }
- }
-
- ///
- /// Gets or sets the height for the view. This is only used when the LayoutStyle is Computed, if the
- /// LayoutStyle is set to Absolute, this value is ignored.
- ///
- /// The height.
- public Dim Height {
- get => height;
- set {
- height = value;
- SetNeedsLayout ();
- }
- }
-
- ///
- /// Returns the container for this view, or null if this view has not been added to a container.
- ///
- /// The super view.
- public View SuperView => container;
-
- ///
- /// Initializes a new instance of the class with the absolute
- /// dimensions specified in the frame. If you want to have Views that can be positioned with
- /// Pos and Dim properties on X, Y, Width and Height, use the empty constructor.
- ///
- /// The region covered by this view.
- public View (Rect frame)
- {
- this.Frame = frame;
- CanFocus = false;
- LayoutStyle = LayoutStyle.Absolute;
- }
-
- ///
- /// Initializes a new instance of the class and sets the
- /// view up for Computed layout, which will use the values in X, Y, Width and Height to
- /// compute the View's Frame.
- ///
- public View ()
- {
- CanFocus = false;
- LayoutStyle = LayoutStyle.Computed;
- }
-
- ///
- /// Invoke to flag that this view needs to be redisplayed, by any code
- /// that alters the state of the view.
- ///
- public void SetNeedsDisplay ()
- {
- SetNeedsDisplay (Bounds);
- }
-
- internal bool layoutNeeded = true;
-
- internal void SetNeedsLayout ()
- {
- if (layoutNeeded)
- return;
- layoutNeeded = true;
- if (SuperView == null)
- return;
- SuperView.SetNeedsLayout ();
- }
-
- ///
- /// Flags the specified rectangle region on this view as needing to be repainted.
- ///
- /// The region that must be flagged for repaint.
- public void SetNeedsDisplay (Rect region)
- {
- if (NeedDisplay == null || NeedDisplay.IsEmpty)
- NeedDisplay = region;
- else {
- var x = Math.Min (NeedDisplay.X, region.X);
- var y = Math.Min (NeedDisplay.Y, region.Y);
- var w = Math.Max (NeedDisplay.Width, region.Width);
- var h = Math.Max (NeedDisplay.Height, region.Height);
- NeedDisplay = new Rect (x, y, w, h);
- }
- if (container != null)
- container.ChildNeedsDisplay ();
- if (subviews == null)
- return;
- foreach (var view in subviews)
- if (view.Frame.IntersectsWith (region)) {
- var childRegion = Rect.Intersect (view.Frame, region);
- childRegion.X -= view.Frame.X;
- childRegion.Y -= view.Frame.Y;
- view.SetNeedsDisplay (childRegion);
- }
- }
-
- internal bool childNeedsDisplay;
-
- ///
- /// Flags this view for requiring the children views to be repainted.
- ///
- public void ChildNeedsDisplay ()
- {
- childNeedsDisplay = true;
- if (container != null)
- container.ChildNeedsDisplay ();
- }
-
- ///
- /// Adds a subview to this view.
- ///
- ///
- ///
- public virtual void Add (View view)
- {
- if (view == null)
- return;
- if (subviews == null)
- subviews = new List ();
- subviews.Add (view);
- view.container = this;
- if (view.CanFocus)
- CanFocus = true;
- SetNeedsLayout ();
- SetNeedsDisplay ();
- }
-
- ///
- /// Adds the specified views to the view.
- ///
- /// Array of one or more views (can be optional parameter).
- public void Add (params View [] views)
- {
- if (views == null)
- return;
- foreach (var view in views)
- Add (view);
- }
-
- ///
- /// Removes all the widgets from this container.
- ///
- ///
- ///
- public virtual void RemoveAll ()
- {
- if (subviews == null)
- return;
-
- while (subviews.Count > 0) {
- Remove (subviews [0]);
- }
- }
-
- ///
- /// Removes a widget from this container.
- ///
- ///
- ///
- public virtual void Remove (View view)
- {
- if (view == null || subviews == null)
- return;
-
- SetNeedsLayout ();
- SetNeedsDisplay ();
- var touched = view.Frame;
- subviews.Remove (view);
- view.container = null;
-
- if (subviews.Count < 1)
- this.CanFocus = false;
-
- foreach (var v in subviews) {
- if (v.Frame.IntersectsWith (touched))
- view.SetNeedsDisplay ();
- }
- }
-
- void PerformActionForSubview (View subview, Action action)
- {
- if (subviews.Contains (subview)) {
- action (subview);
- }
-
- SetNeedsDisplay ();
- subview.SetNeedsDisplay ();
- }
-
- ///
- /// Brings the specified subview to the front so it is drawn on top of any other views.
- ///
- /// The subview to send to the front
- ///
- /// .
- ///
- public void BringSubviewToFront (View subview)
- {
- PerformActionForSubview (subview, x => {
- subviews.Remove (x);
- subviews.Add (x);
- });
- }
-
- ///
- /// Sends the specified subview to the front so it is the first view drawn
- ///
- /// The subview to send to the front
- ///
- /// .
- ///
- public void SendSubviewToBack (View subview)
- {
- PerformActionForSubview (subview, x => {
- subviews.Remove (x);
- subviews.Insert (0, subview);
- });
- }
-
- ///
- /// Moves the subview backwards in the hierarchy, only one step
- ///
- /// The subview to send backwards
- ///
- /// If you want to send the view all the way to the back use SendSubviewToBack.
- ///
- public void SendSubviewBackwards (View subview)
- {
- PerformActionForSubview (subview, x => {
- var idx = subviews.IndexOf (x);
- if (idx > 0) {
- subviews.Remove (x);
- subviews.Insert (idx - 1, x);
- }
- });
- }
-
- ///
- /// Moves the subview backwards in the hierarchy, only one step
- ///
- /// The subview to send backwards
- ///
- /// If you want to send the view all the way to the back use SendSubviewToBack.
- ///
- public void BringSubviewForward (View subview)
- {
- PerformActionForSubview (subview, x => {
- var idx = subviews.IndexOf (x);
- if (idx + 1 < subviews.Count) {
- subviews.Remove (x);
- subviews.Insert (idx + 1, x);
- }
- });
- }
-
- ///
- /// Clears the view region with the current color.
- ///
- ///
- ///
- /// This clears the entire region used by this view.
- ///
- ///
- public void Clear ()
- {
- var h = Frame.Height;
- var w = Frame.Width;
- for (int line = 0; line < h; line++) {
- Move (0, line);
- for (int col = 0; col < w; col++)
- Driver.AddRune (' ');
- }
- }
-
- ///
- /// Clears the specified rectangular region with the current color
- ///
- public void Clear (Rect r)
- {
- var h = r.Height;
- var w = r.Width;
- for (int line = r.Y; line < r.Y + h; line++) {
- Driver.Move (r.X, line);
- for (int col = 0; col < w; col++)
- Driver.AddRune (' ');
- }
- }
-
- ///
- /// Converts the (col,row) position from the view into a screen (col,row). The values are clamped to (0..ScreenDim-1)
- ///
- /// View-based column.
- /// View-based row.
- /// Absolute column, display relative.
- /// Absolute row, display relative.
- /// Whether to clip the result of the ViewToScreen method, if set to true, the rcol, rrow values are clamped to the screen dimensions.
- internal void ViewToScreen (int col, int row, out int rcol, out int rrow, bool clipped = true)
- {
- // Computes the real row, col relative to the screen.
- rrow = row + frame.Y;
- rcol = col + frame.X;
- var ccontainer = container;
- while (ccontainer != null) {
- rrow += ccontainer.frame.Y;
- rcol += ccontainer.frame.X;
- ccontainer = ccontainer.container;
- }
-
- // The following ensures that the cursor is always in the screen boundaries.
- if (clipped) {
- rrow = Math.Max (0, Math.Min (rrow, Driver.Rows - 1));
- rcol = Math.Max (0, Math.Min (rcol, Driver.Cols - 1));
- }
- }
-
- ///
- /// Converts a point from screen coordinates into the view coordinate space.
- ///
- /// The mapped point.
- /// X screen-coordinate point.
- /// Y screen-coordinate point.
- public Point ScreenToView (int x, int y)
- {
- if (SuperView == null) {
- return new Point (x - Frame.X, y - frame.Y);
- } else {
- var parent = SuperView.ScreenToView (x, y);
- return new Point (parent.X - frame.X, parent.Y - frame.Y);
- }
- }
-
- // Converts a rectangle in view coordinates to screen coordinates.
- internal Rect RectToScreen (Rect rect)
- {
- ViewToScreen (rect.X, rect.Y, out var x, out var y, clipped: false);
- return new Rect (x, y, rect.Width, rect.Height);
- }
-
- // Clips a rectangle in screen coordinates to the dimensions currently available on the screen
- internal Rect ScreenClip (Rect rect)
- {
- var x = rect.X < 0 ? 0 : rect.X;
- var y = rect.Y < 0 ? 0 : rect.Y;
- var w = rect.X + rect.Width >= Driver.Cols ? Driver.Cols - rect.X : rect.Width;
- var h = rect.Y + rect.Height >= Driver.Rows ? Driver.Rows - rect.Y : rect.Height;
-
- return new Rect (x, y, w, h);
- }
-
- ///
- /// Sets the Console driver's clip region to the current View's Bounds.
- ///
- /// The existing driver's Clip region, which can be then set by setting the Driver.Clip property.
- public Rect ClipToBounds ()
- {
- return SetClip (Bounds);
- }
-
- ///
- /// Sets the clipping region to the specified region, the region is view-relative
- ///
- /// The previous clip region.
- /// Rectangle region to clip into, the region is view-relative.
- public Rect SetClip (Rect rect)
- {
- var bscreen = RectToScreen (rect);
- var previous = Driver.Clip;
- Driver.Clip = ScreenClip (RectToScreen (Bounds));
- return previous;
- }
-
- ///
- /// Draws a frame in the current view, clipped by the boundary of this view
- ///
- /// Rectangular region for the frame to be drawn.
- /// The padding to add to the drawn frame.
- /// If set to true it fill will the contents.
- public void DrawFrame (Rect rect, int padding = 0, bool fill = false)
- {
- var scrRect = RectToScreen (rect);
- var savedClip = Driver.Clip;
- Driver.Clip = ScreenClip (RectToScreen (Bounds));
- Driver.DrawFrame (scrRect, padding, fill);
- Driver.Clip = savedClip;
- }
-
- ///
- /// Utility function to draw strings that contain a hotkey
- ///
- /// String to display, the underscoore before a letter flags the next letter as the hotkey.
- /// Hot color.
- /// Normal color.
- public void DrawHotString (ustring text, Attribute hotColor, Attribute normalColor)
- {
- Driver.SetAttribute (normalColor);
- foreach (var rune in text) {
- if (rune == '_') {
- Driver.SetAttribute (hotColor);
- continue;
- }
- Driver.AddRune (rune);
- Driver.SetAttribute (normalColor);
- }
- }
-
- ///
- /// Utility function to draw strings that contains a hotkey using a colorscheme and the "focused" state.
- ///
- /// String to display, the underscoore before a letter flags the next letter as the hotkey.
- /// If set to true this uses the focused colors from the color scheme, otherwise the regular ones.
- /// The color scheme to use.
- public void DrawHotString (ustring text, bool focused, ColorScheme scheme)
- {
- if (focused)
- DrawHotString (text, scheme.HotFocus, scheme.Focus);
- else
- DrawHotString (text, scheme.HotNormal, scheme.Normal);
- }
-
- ///
- /// This moves the cursor to the specified column and row in the view.
- ///
- /// The move.
- /// Col.
- /// Row.
- public void Move (int col, int row)
- {
- ViewToScreen (col, row, out var rcol, out var rrow);
- Driver.Move (rcol, rrow);
- }
-
- ///
- /// Positions the cursor in the right position based on the currently focused view in the chain.
- ///
- public virtual void PositionCursor ()
- {
- if (focused != null)
- focused.PositionCursor ();
- else
- Move (frame.X, frame.Y);
- }
-
- ///
- public override bool HasFocus {
- get {
- return base.HasFocus;
- }
- internal set {
- if (base.HasFocus != value)
- if (value)
- OnEnter ();
- else
- OnLeave ();
- SetNeedsDisplay ();
- base.HasFocus = value;
-
- // Remove focus down the chain of subviews if focus is removed
- if (!value && focused != null) {
- focused.OnLeave ();
- focused.HasFocus = false;
- focused = null;
- }
- }
- }
-
- ///
- public override bool OnEnter ()
- {
- Enter?.Invoke (this, new EventArgs ());
- return base.OnEnter ();
- }
-
- ///
- public override bool OnLeave ()
- {
- Leave?.Invoke (this, new EventArgs ());
- return base.OnLeave ();
- }
-
- ///
- /// Returns the currently focused view inside this view, or null if nothing is focused.
- ///
- /// The focused.
- public View Focused => focused;
-
- ///
- /// Returns the most focused view in the chain of subviews (the leaf view that has the focus).
- ///
- /// The most focused.
- public View MostFocused {
- get {
- if (Focused == null)
- return null;
- var most = Focused.MostFocused;
- if (most != null)
- return most;
- return Focused;
- }
- }
-
- ///
- /// The color scheme for this view, if it is not defined, it returns the parent's
- /// color scheme.
- ///
- public ColorScheme ColorScheme {
- get {
- if (colorScheme == null)
- return SuperView?.ColorScheme;
- return colorScheme;
- }
- set {
- colorScheme = value;
- }
- }
-
- ColorScheme colorScheme;
-
- ///
- /// Displays the specified character in the specified column and row.
- ///
- /// Col.
- /// Row.
- /// Ch.
- public void AddRune (int col, int row, Rune ch)
- {
- if (row < 0 || col < 0)
- return;
- if (row > frame.Height - 1 || col > frame.Width - 1)
- return;
- Move (col, row);
- Driver.AddRune (ch);
- }
-
- ///
- /// Removes the SetNeedsDisplay and the ChildNeedsDisplay setting on this view.
- ///
- protected void ClearNeedsDisplay ()
- {
- NeedDisplay = Rect.Empty;
- childNeedsDisplay = false;
- }
-
- ///
- /// Performs a redraw of this view and its subviews, only redraws the views that have been flagged for a re-display.
- ///
- /// The region to redraw, this is relative to the view itself.
- ///
- ///
- /// Views should set the color that they want to use on entry, as otherwise this will inherit
- /// the last color that was set globaly on the driver.
- ///
- ///
- public virtual void Redraw (Rect region)
- {
- var clipRect = new Rect (Point.Empty, frame.Size);
-
- if (subviews != null) {
- foreach (var view in subviews) {
- if (view.NeedDisplay != null && (!view.NeedDisplay.IsEmpty || view.childNeedsDisplay)) {
- if (view.Frame.IntersectsWith (clipRect) && view.Frame.IntersectsWith (region)) {
-
- // FIXED: optimize this by computing the intersection of region and view.Bounds
- if (view.layoutNeeded)
- view.LayoutSubviews ();
- Application.CurrentView = view;
- view.Redraw (view.Bounds);
- }
- view.NeedDisplay = Rect.Empty;
- view.childNeedsDisplay = false;
- }
- }
- }
- ClearNeedsDisplay ();
- }
-
- ///
- /// Focuses the specified sub-view.
- ///
- /// View.
- public void SetFocus (View view)
- {
- if (view == null)
- return;
- //Console.WriteLine ($"Request to focus {view}");
- if (!view.CanFocus)
- return;
- if (focused == view)
- return;
-
- // Make sure that this view is a subview
- View c;
- for (c = view.container; c != null; c = c.container)
- if (c == this)
- break;
- if (c == null)
- throw new ArgumentException ("the specified view is not part of the hierarchy of this view");
-
- if (focused != null)
- focused.HasFocus = false;
-
- focused = view;
- focused.HasFocus = true;
- focused.EnsureFocus ();
-
- // Send focus upwards
- SuperView?.SetFocus (this);
- }
-
- ///
- /// Specifies the event arguments for
- ///
- public class KeyEventEventArgs : EventArgs {
- ///
- /// Constructs.
- ///
- ///
- public KeyEventEventArgs (KeyEvent ke) => KeyEvent = ke;
- ///
- /// The for the event.
- ///
- public KeyEvent KeyEvent { get; set; }
- ///
- /// Indicates if the current Key event has already been processed and the driver should stop notifying any other event subscriber.
- /// Its important to set this value to true specially when updating any View's layout from inside the subscriber method.
- ///
- public bool Handled { get; set; } = false;
- }
-
- ///
- /// Invoked when a character key is pressed and occurs after the key up event.
- ///
- public event EventHandler KeyPress;
-
- ///
- public override bool ProcessKey (KeyEvent keyEvent)
- {
-
- KeyEventEventArgs args = new KeyEventEventArgs (keyEvent);
- KeyPress?.Invoke (this, args);
- if (args.Handled)
- return true;
- if (Focused?.ProcessKey (keyEvent) == true)
- return true;
-
- return false;
- }
-
- ///
- public override bool ProcessHotKey (KeyEvent keyEvent)
- {
- KeyEventEventArgs args = new KeyEventEventArgs (keyEvent);
- KeyPress?.Invoke (this, args);
- if (args.Handled)
- return true;
- if (subviews == null || subviews.Count == 0)
- return false;
- foreach (var view in subviews)
- if (view.ProcessHotKey (keyEvent))
- return true;
- return false;
- }
-
- ///
- public override bool ProcessColdKey (KeyEvent keyEvent)
- {
- KeyEventEventArgs args = new KeyEventEventArgs (keyEvent);
- KeyPress?.Invoke (this, args);
- if (args.Handled)
- return true;
- if (subviews == null || subviews.Count == 0)
- return false;
- foreach (var view in subviews)
- if (view.ProcessColdKey (keyEvent))
- return true;
- return false;
- }
-
- ///
- /// Invoked when a key is pressed
- ///
- public event EventHandler KeyDown;
-
- /// Contains the details about the key that produced the event.
- public override bool OnKeyDown (KeyEvent keyEvent)
- {
- KeyEventEventArgs args = new KeyEventEventArgs (keyEvent);
- KeyDown?.Invoke (this, args);
- if (args.Handled)
- return true;
- if (subviews == null || subviews.Count == 0)
- return false;
- foreach (var view in subviews)
- if (view.OnKeyDown (keyEvent))
- return true;
-
- return false;
- }
-
- ///
- /// Invoked when a key is released
- ///
- public event EventHandler KeyUp;
-
- /// Contains the details about the key that produced the event.
- public override bool OnKeyUp (KeyEvent keyEvent)
- {
- KeyEventEventArgs args = new KeyEventEventArgs (keyEvent);
- KeyUp?.Invoke (this, args);
- if (args.Handled)
- return true;
- if (subviews == null || subviews.Count == 0)
- return false;
- foreach (var view in subviews)
- if (view.OnKeyUp (keyEvent))
- return true;
-
- return false;
- }
-
- ///
- /// Finds the first view in the hierarchy that wants to get the focus if nothing is currently focused, otherwise, it does nothing.
- ///
- public void EnsureFocus ()
- {
- if (focused == null)
- if (FocusDirection == Direction.Forward)
- FocusFirst ();
- else
- FocusLast ();
- }
-
- ///
- /// Focuses the first focusable subview if one exists.
- ///
- public void FocusFirst ()
- {
- if (subviews == null) {
- SuperView?.SetFocus (this);
- return;
- }
-
- foreach (var view in subviews) {
- if (view.CanFocus) {
- SetFocus (view);
- return;
- }
- }
- }
-
- ///
- /// Focuses the last focusable subview if one exists.
- ///
- public void FocusLast ()
- {
- if (subviews == null) {
- SuperView?.SetFocus (this);
- return;
- }
-
- for (int i = subviews.Count; i > 0;) {
- i--;
-
- View v = subviews [i];
- if (v.CanFocus) {
- SetFocus (v);
- return;
- }
- }
- }
-
- ///
- /// Focuses the previous view.
- ///
- /// true, if previous was focused, false otherwise.
- public bool FocusPrev ()
- {
- FocusDirection = Direction.Backward;
- if (subviews == null || subviews.Count == 0)
- return false;
-
- if (focused == null) {
- FocusLast ();
- return focused != null;
- }
- int focused_idx = -1;
- for (int i = subviews.Count; i > 0;) {
- i--;
- View w = subviews [i];
-
- if (w.HasFocus) {
- if (w.FocusPrev ())
- return true;
- focused_idx = i;
- continue;
- }
- if (w.CanFocus && focused_idx != -1) {
- focused.HasFocus = false;
-
- if (w != null && w.CanFocus)
- w.FocusLast ();
-
- SetFocus (w);
- return true;
- }
- }
- if (focused != null) {
- focused.HasFocus = false;
- focused = null;
- }
- return false;
- }
-
- ///
- /// Focuses the next view.
- ///
- /// true, if next was focused, false otherwise.
- public bool FocusNext ()
- {
- FocusDirection = Direction.Forward;
- if (subviews == null || subviews.Count == 0)
- return false;
-
- if (focused == null) {
- FocusFirst ();
- return focused != null;
- }
- int n = subviews.Count;
- int focused_idx = -1;
- for (int i = 0; i < n; i++) {
- View w = subviews [i];
-
- if (w.HasFocus) {
- if (w.FocusNext ())
- return true;
- focused_idx = i;
- continue;
- }
- if (w.CanFocus && focused_idx != -1) {
- focused.HasFocus = false;
-
- if (w != null && w.CanFocus)
- w.FocusFirst ();
-
- SetFocus (w);
- return true;
- }
- }
- if (focused != null) {
- focused.HasFocus = false;
- focused = null;
- }
- return false;
- }
-
- ///
- /// Computes the RelativeLayout for the view, given the frame for its container.
- ///
- /// The Frame for the host.
- internal void RelativeLayout (Rect hostFrame)
- {
- int w, h, _x, _y;
-
- if (x is Pos.PosCenter) {
- if (width == null)
- w = hostFrame.Width;
- else
- w = width.Anchor (hostFrame.Width);
- _x = x.Anchor (hostFrame.Width - w);
- } else {
- if (x == null)
- _x = 0;
- else
- _x = x.Anchor (hostFrame.Width);
- if (width == null)
- w = hostFrame.Width;
- else
- w = width.Anchor (hostFrame.Width - _x);
- }
-
- if (y is Pos.PosCenter) {
- if (height == null)
- h = hostFrame.Height;
- else
- h = height.Anchor (hostFrame.Height);
- _y = y.Anchor (hostFrame.Height - h);
- } else {
- if (y == null)
- _y = 0;
- else
- _y = y.Anchor (hostFrame.Height);
- if (height == null)
- h = hostFrame.Height;
- else
- h = height.Anchor (hostFrame.Height - _y);
- }
- Frame = new Rect (_x, _y, w, h);
- // layoutNeeded = false;
- }
-
- // https://en.wikipedia.org/wiki/Topological_sorting
- List TopologicalSort (HashSet nodes, HashSet<(View From, View To)> edges)
- {
- var result = new List ();
-
- // Set of all nodes with no incoming edges
- var S = new HashSet (nodes.Where (n => edges.All (e => e.To.Equals (n) == false)));
-
- while (S.Any ()) {
- // remove a node n from S
- var n = S.First ();
- S.Remove (n);
-
- // add n to tail of L
- if (n != this?.SuperView)
- result.Add (n);
-
- // for each node m with an edge e from n to m do
- foreach (var e in edges.Where (e => e.From.Equals (n)).ToArray ()) {
- var m = e.To;
-
- // remove edge e from the graph
- edges.Remove (e);
-
- // if m has no other incoming edges then
- if (edges.All (me => me.To.Equals (m) == false) && m != this?.SuperView) {
- // insert m into S
- S.Add (m);
- }
- }
- }
-
- // if graph has edges then
- if (edges.Any ()) {
- // return error (graph has at least one cycle)
- return null;
- } else {
- // return L (a topologically sorted order)
- return result;
- }
- }
-
- ///
- /// This virtual method is invoked when a view starts executing or
- /// when the dimensions of the view have changed, for example in
- /// response to the container view or terminal resizing.
- ///
- public virtual void LayoutSubviews ()
- {
- if (!layoutNeeded)
- return;
-
- // Sort out the dependencies of the X, Y, Width, Height properties
- var nodes = new HashSet ();
- var edges = new HashSet<(View, View)> ();
-
- foreach (var v in InternalSubviews) {
- nodes.Add (v);
- if (v.LayoutStyle == LayoutStyle.Computed) {
- if (v.X is Pos.PosView vX)
- edges.Add ((vX.Target, v));
- if (v.Y is Pos.PosView vY)
- edges.Add ((vY.Target, v));
- if (v.Width is Dim.DimView vWidth)
- edges.Add ((vWidth.Target, v));
- if (v.Height is Dim.DimView vHeight)
- edges.Add ((vHeight.Target, v));
- }
- }
-
- var ordered = TopologicalSort (nodes, edges);
- if (ordered == null)
- throw new Exception ("There is a recursive cycle in the relative Pos/Dim in the views of " + this);
-
- foreach (var v in ordered) {
- if (v.LayoutStyle == LayoutStyle.Computed)
- v.RelativeLayout (Frame);
-
- v.LayoutSubviews ();
- v.layoutNeeded = false;
-
- }
-
- if (SuperView == Application.Top && layoutNeeded && ordered.Count == 0 && LayoutStyle == LayoutStyle.Computed) {
- RelativeLayout (Frame);
- }
-
- layoutNeeded = false;
- }
-
- ///
- public override string ToString ()
- {
- return $"{GetType ().Name}({Id})({Frame})";
- }
-
- ///
- public override bool OnMouseEnter (MouseEvent mouseEvent)
- {
- if (!base.OnMouseEnter (mouseEvent)) {
- MouseEnter?.Invoke (this, mouseEvent);
- return false;
- }
- return true;
- }
-
- ///
- public override bool OnMouseLeave (MouseEvent mouseEvent)
- {
- if (!base.OnMouseLeave (mouseEvent)) {
- MouseLeave?.Invoke (this, mouseEvent);
- return false;
- }
- return true;
- }
- }
-
- ///
- /// Toplevel views can be modally executed.
- ///
- ///
- ///
- /// Toplevels can be modally executing views, and they return control
- /// to the caller when the "Running" property is set to false, or
- /// by calling
- ///
- ///
- /// There will be a toplevel created for you on the first time use
- /// and can be accessed from the property ,
- /// but new toplevels can be created and ran on top of it. To run, create the
- /// toplevel and then invoke with the
- /// new toplevel.
- ///
- ///
- /// TopLevels can also opt-in to more sophisticated initialization
- /// by implementing . When they do
- /// so, the and
- /// methods will be called
- /// before running the view.
- /// If first-run-only initialization is preferred, the
- /// can be implemented too, in which case the
- /// methods will only be called if
- /// is . 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.
- ///
- ///
- public class Toplevel : View {
- ///
- /// Gets or sets whether the Mainloop for this is running or not. Setting
- /// this property to false will cause the MainLoop to exit.
- ///
- public bool Running { get; set; }
-
- ///
- /// Fired once the Toplevel's MainLoop has started it's first iteration.
- /// Subscribe to this event to perform tasks when the has been laid out and focus has been set.
- /// changes. A Ready event handler is a good place to finalize initialization after calling `(topLevel)`.
- ///
- public event EventHandler Ready;
-
- ///
- /// Called from Application.RunLoop after the has entered it's first iteration of the loop.
- ///
- internal virtual void OnReady ()
- {
- Ready?.Invoke (this, EventArgs.Empty);
- }
-
- ///
- /// Initializes a new instance of the class with the specified absolute layout.
- ///
- /// Frame.
- public Toplevel (Rect frame) : base (frame)
- {
- Initialize ();
- }
-
- ///
- /// Initializes a new instance of the class with Computed layout, defaulting to full screen.
- ///
- public Toplevel () : base ()
- {
- Initialize ();
- Width = Dim.Fill ();
- Height = Dim.Fill ();
- }
-
- void Initialize ()
- {
- ColorScheme = Colors.Base;
- }
-
- ///
- /// Convenience factory method that creates a new toplevel with the current terminal dimensions.
- ///
- /// The create.
- public static Toplevel Create ()
- {
- return new Toplevel (new Rect (0, 0, Driver.Cols, Driver.Rows));
- }
-
- ///
- /// Gets or sets a value indicating whether this can focus.
- ///
- /// true if can focus; otherwise, false.
- public override bool CanFocus {
- get => true;
- }
-
- ///
- /// Determines whether the is modal or not.
- /// Causes to propagate keys upwards
- /// by default unless set to .
- ///
- public bool Modal { get; set; }
-
- ///
- /// Check id current toplevel has menu bar
- ///
- public MenuBar MenuBar { get; set; }
-
- ///
- /// Check id current toplevel has status bar
- ///
- public StatusBar StatusBar { get; set; }
-
- ///
- 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;
- }
-
- ///
- 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);
- }
-
- ///
- 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);
- }
-
- ///
- 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 ();
- }
- }
- }
- }
- }
- }
-
- ///
- 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);
- }
-
- ///
- /// 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.
- ///
- public virtual void WillPresent ()
- {
- FocusFirst ();
- }
- }
-
- ///
- /// A that draws a frame around its region and has a "ContentView" subview where the contents are added.
- ///
- public class Window : Toplevel, IEnumerable {
- View contentView;
- ustring title;
-
- ///
- /// The title to be displayed for this window.
- ///
- /// The title.
- 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
- }
-
- ///
- /// Initializes a new instance of the class with an optional title and a set frame.
- ///
- /// Frame.
- /// Title.
- public Window (Rect frame, ustring title = null) : this (frame, title, padding: 0)
- {
- }
-
- ///
- /// Initializes a new instance of the class with an optional title.
- ///
- /// Title.
- public Window (ustring title = null) : this (title, padding: 0)
- {
- }
-
- int padding;
- ///
- /// Initializes a new instance of the with
- /// the specified frame for its location, with the specified border
- /// an optional title.
- ///
- /// Frame.
- /// Number of characters to use for padding of the drawn frame.
- /// Title.
- 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);
- }
-
- ///
- /// Initializes a new instance of the with
- /// the specified frame for its location, with the specified border
- /// an optional title.
- ///
- /// Number of characters to use for padding of the drawn frame.
- /// Title.
- 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);
- }
-
- ///
- /// Enumerates the various s in the embedded .
- ///
- /// The enumerator.
- public new IEnumerator GetEnumerator ()
- {
- return contentView.GetEnumerator ();
- }
-
- ///
- /// Add the specified view to the .
- ///
- /// View to add to the window.
- public override void Add (View view)
- {
- contentView.Add (view);
- if (view.CanFocus)
- CanFocus = true;
- }
-
-
- ///
- /// Removes a widget from this container.
- ///
- ///
- ///
- 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;
- }
-
- ///
- /// Removes all widgets from this container.
- ///
- ///
- ///
- public override void RemoveAll ()
- {
- contentView.RemoveAll ();
- }
-
- ///
- 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;
- ///
- 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;
- }
-
- }
-
- ///
- /// The application driver for Terminal.Gui.
- ///
- ///
- ///
- /// You can hook up to the Iteration event to have your method
- /// invoked on each iteration of the mainloop.
- ///
- ///
- /// Creates a mainloop to process input events, handle timers and
- /// other sources of data. It is accessible via the MainLoop property.
- ///
- ///
- /// When invoked sets the SynchronizationContext to one that is tied
- /// to the mainloop, allowing user code to use async/await.
- ///
- ///
- public static class Application {
- ///
- /// The current in use.
- ///
- public static ConsoleDriver Driver;
-
- ///
- /// The object used for the application on startup ()
- ///
- /// The top.
- public static Toplevel Top { get; private set; }
-
- ///
- /// The current object. This is updated when enters and leaves to point to the current .
- ///
- /// The current.
- public static Toplevel Current { get; private set; }
-
- ///
- /// TThe current object being redrawn.
- ///
- /// /// The current.
- public static View CurrentView { get; set; }
-
- ///
- /// The driver for the applicaiton
- ///
- /// The main loop.
- public static MainLoop MainLoop { get; private set; }
-
- static Stack toplevels = new Stack ();
-
- ///
- /// This event is raised on each iteration of the
- ///
- ///
- /// See also
- ///
- public static event EventHandler Iteration;
-
- ///
- /// Returns a rectangle that is centered in the screen for the provided size.
- ///
- /// The centered rect.
- /// Size for the rectangle.
- 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);
- });
- }
- }
-
- ///
- /// If set, it forces the use of the System.Console-based driver.
- ///
- public static bool UseSystemConsole;
-
- ///
- /// Initializes a new instance of Application.
- ///
- ///
- ///
- /// Call this method once per instance (or after has been called).
- ///
- ///
- /// Loads the right for the platform.
- ///
- ///
- /// Creates a and assigns it to and
- ///
- ///
- public static void Init () => Init (() => Toplevel.Create ());
-
- internal static bool _initialized = false;
-
- ///
- /// Initializes the Terminal.Gui application
- ///
- static void Init (Func 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;
- }
-
- ///
- /// Captures the execution state for the provided view.
- ///
- public class RunState : IDisposable {
- internal bool closeDriver = true;
-
- internal RunState (Toplevel view)
- {
- Toplevel = view;
- }
- internal Toplevel Toplevel;
-
- ///
- /// Releases alTop = l resource used by the object.
- ///
- /// Call when you are finished using the . The
- /// method leaves the in an unusable state. After
- /// calling , you must release all references to the
- /// so the garbage collector can reclaim the memory that the
- /// was occupying.
- public void Dispose ()
- {
- Dispose (closeDriver);
- GC.SuppressFinalize (this);
- }
-
- ///
- /// Dispose the specified disposing.
- ///
- /// The dispose.
- /// If set to true disposing.
- 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;
-
- ///
- /// Grabs the mouse, forcing all mouse events to be routed to the specified view until UngrabMouse is called.
- ///
- /// The grab.
- /// View that will receive all mouse events until UngrabMouse is invoked.
- public static void GrabMouse (View view)
- {
- if (view == null)
- return;
- mouseGrabView = view;
- Driver.UncookMouse ();
- }
-
- ///
- /// Releases the mouse grab, so mouse events will be routed to the view on which the mouse is.
- ///
- public static void UngrabMouse ()
- {
- mouseGrabView = null;
- Driver.CookMouse ();
- }
-
- ///
- /// Merely a debugging aid to see the raw mouse events
- ///
- public static Action 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;
- }
-
- ///
- /// This event is fired once when the application is first loaded. The dimensions of the
- /// terminal are provided.
- ///
- public static event EventHandler Loaded;
-
- ///
- /// Building block API: Prepares the provided for execution.
- ///
- /// The runstate handle that needs to be passed to the method upon completion.
- /// Toplevel to prepare execution for.
- ///
- /// 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 method, and then the method upon termination which will
- /// undo these changes.
- ///
- 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;
- }
-
- ///
- /// Building block API: completes the execution of a that was started with .
- ///
- /// The runstate returned by the method.
- /// trueCloses the application.falseCloses the toplevels only.
- public static void End (RunState runState, bool closeDriver = true)
- {
- if (runState == null)
- throw new ArgumentNullException (nameof (runState));
-
- runState.closeDriver = closeDriver;
- runState.Dispose ();
- }
-
- ///
- /// Shutdown an application initialized with
- ///
- /// /// trueCloses the application.falseCloses toplevels only.
- 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 ();
- }
-
- ///
- /// Triggers a refresh of the entire display.
- ///
- 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 ();
- }
- }
-
- ///
- /// Building block API: Runs the main loop for the created dialog
- ///
- ///
- /// Use the wait parameter to control whether this is a
- /// blocking or non-blocking call.
- ///
- /// The state returned by the Begin method.
- /// 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.
- 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);
- }
-
- ///
- /// Runs the application by calling with the value of
- ///
- public static void Run ()
- {
- Run (Top);
- }
-
- ///
- /// Runs the application by calling with a new instance of the specified -derived class
- ///
- public static void Run () where T : Toplevel, new()
- {
- Init (() => new T ());
- Run (Top);
- }
-
- ///
- /// Runs the main loop on the given container.
- ///
- ///
- ///
- /// This method is used to start processing events
- /// for the main application, but it is also used to
- /// run other modal s such as boxes.
- ///
- ///
- /// To make a stop execution, call .
- ///
- ///
- /// Calling is equivalent to calling , followed by ,
- /// and then calling .
- ///
- ///
- /// Alternatively, to have a program control the main loop and
- /// process events manually, call to set things up manually and then
- /// repeatedly call with the wait parameter set to false. By doing this
- /// the method will only process any pending events, timers, idle handlers and
- /// then return control immediately.
- ///
- ///
- public static void Run (Toplevel view, bool closeDriver = true)
- {
- var runToken = Begin (view);
- RunLoop (runToken);
- End (runToken, closeDriver);
- }
-
- ///
- /// Stops running the most recent .
- ///
- ///
- ///
- /// This will cause to return.
- ///
- ///
- /// Calling is equivalent to setting the property on the curently running to false.
- ///
- ///
- public static void RequestStop ()
- {
- Current.Running = false;
- }
-
- ///
- /// Event arguments for the event.
- ///
- public class ResizedEventArgs : EventArgs {
- ///
- /// The number of rows in the resized terminal.
- ///
- public int Rows { get; set; }
- ///
- /// The number of columns in the resized terminal.
- ///
- public int Cols { get; set; }
- }
-
- ///
- /// Invoked when the terminal was resized. The new size of the terminal is provided.
- ///
- public static event EventHandler 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 ();
- }
- }
-}
diff --git a/Terminal.Gui/Core/Responder.cs b/Terminal.Gui/Core/Responder.cs
new file mode 100644
index 000000000..c6fd75c74
--- /dev/null
+++ b/Terminal.Gui/Core/Responder.cs
@@ -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 {
+ ///
+ /// Responder base class implemented by objects that want to participate on keyboard and mouse input.
+ ///
+ public class Responder {
+ ///
+ /// Gets or sets a value indicating whether this can focus.
+ ///
+ /// true if can focus; otherwise, false.
+ public virtual bool CanFocus { get; set; }
+
+ ///
+ /// Gets or sets a value indicating whether this has focus.
+ ///
+ /// true if has focus; otherwise, false.
+ public virtual bool HasFocus { get; internal set; }
+
+ // Key handling
+ ///
+ /// This method can be overwritten by view that
+ /// want to provide accelerator functionality
+ /// (Alt-key for example).
+ ///
+ ///
+ ///
+ /// 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.
+ ///
+ /// 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.
+ ///
+ ///
+
+ public virtual bool ProcessHotKey (KeyEvent kb)
+ {
+ return false;
+ }
+
+ ///
+ /// If the view is focused, gives the view a
+ /// chance to process the keystroke.
+ ///
+ ///
+ ///
+ /// 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.
+ ///
+ ///
+ /// 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.
+ ///
+ ///
+ /// Contains the details about the key that produced the event.
+ public virtual bool ProcessKey (KeyEvent keyEvent)
+ {
+ return false;
+ }
+
+ ///
+ /// This method can be overwritten by views that
+ /// want to provide accelerator functionality
+ /// (Alt-key for example), but without
+ /// interefering with normal ProcessKey behavior.
+ ///
+ ///
+ ///
+ /// 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.
+ ///
+ /// 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.
+ ///
+ ///
+ /// Contains the details about the key that produced the event.
+ public virtual bool ProcessColdKey (KeyEvent keyEvent)
+ {
+ return false;
+ }
+
+ ///
+ /// Method invoked when a key is pressed.
+ ///
+ /// Contains the details about the key that produced the event.
+ /// true if the event was handled
+ public virtual bool OnKeyDown (KeyEvent keyEvent)
+ {
+ return false;
+ }
+
+ ///
+ /// Method invoked when a key is released.
+ ///
+ /// Contains the details about the key that produced the event.
+ /// true if the event was handled
+ public virtual bool OnKeyUp (KeyEvent keyEvent)
+ {
+ return false;
+ }
+
+
+ ///
+ /// Method invoked when a mouse event is generated
+ ///
+ /// true, if the event was handled, false otherwise.
+ /// Contains the details about the mouse event.
+ public virtual bool MouseEvent (MouseEvent mouseEvent)
+ {
+ return false;
+ }
+
+ ///
+ /// Method invoked when a mouse event is generated for the first time.
+ ///
+ ///
+ /// true, if the event was handled, false otherwise.
+ public virtual bool OnMouseEnter (MouseEvent mouseEvent)
+ {
+ return false;
+ }
+
+ ///
+ /// Method invoked when a mouse event is generated for the last time.
+ ///
+ ///
+ /// true, if the event was handled, false otherwise.
+ public virtual bool OnMouseLeave (MouseEvent mouseEvent)
+ {
+ return false;
+ }
+
+ ///
+ /// Method invoked when a view gets focus.
+ ///
+ /// true, if the event was handled, false otherwise.
+ public virtual bool OnEnter ()
+ {
+ return false;
+ }
+
+ ///
+ /// Method invoked when a view loses focus.
+ ///
+ /// true, if the event was handled, false otherwise.
+ public virtual bool OnLeave ()
+ {
+ return false;
+ }
+ }
+}
diff --git a/Terminal.Gui/Core/Toplevel.cs b/Terminal.Gui/Core/Toplevel.cs
new file mode 100644
index 000000000..c953838c4
--- /dev/null
+++ b/Terminal.Gui/Core/Toplevel.cs
@@ -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 {
+ ///
+ /// Toplevel views can be modally executed.
+ ///
+ ///
+ ///
+ /// Toplevels can be modally executing views, and they return control
+ /// to the caller when the "Running" property is set to false, or
+ /// by calling
+ ///
+ ///
+ /// There will be a toplevel created for you on the first time use
+ /// and can be accessed from the property ,
+ /// but new toplevels can be created and ran on top of it. To run, create the
+ /// toplevel and then invoke with the
+ /// new toplevel.
+ ///
+ ///
+ /// TopLevels can also opt-in to more sophisticated initialization
+ /// by implementing . When they do
+ /// so, the and
+ /// methods will be called
+ /// before running the view.
+ /// If first-run-only initialization is preferred, the
+ /// can be implemented too, in which case the
+ /// methods will only be called if
+ /// is . 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.
+ ///
+ ///
+ public class Toplevel : View {
+ ///
+ /// Gets or sets whether the Mainloop for this is running or not. Setting
+ /// this property to false will cause the MainLoop to exit.
+ ///
+ public bool Running { get; set; }
+
+ ///
+ /// Fired once the Toplevel's MainLoop has started it's first iteration.
+ /// Subscribe to this event to perform tasks when the has been laid out and focus has been set.
+ /// changes. A Ready event handler is a good place to finalize initialization after calling `(topLevel)`.
+ ///
+ public event EventHandler Ready;
+
+ ///
+ /// Called from Application.RunLoop after the has entered it's first iteration of the loop.
+ ///
+ internal virtual void OnReady ()
+ {
+ Ready?.Invoke (this, EventArgs.Empty);
+ }
+
+ ///
+ /// Initializes a new instance of the class with the specified absolute layout.
+ ///
+ /// Frame.
+ public Toplevel (Rect frame) : base (frame)
+ {
+ Initialize ();
+ }
+
+ ///
+ /// Initializes a new instance of the class with Computed layout, defaulting to full screen.
+ ///
+ public Toplevel () : base ()
+ {
+ Initialize ();
+ Width = Dim.Fill ();
+ Height = Dim.Fill ();
+ }
+
+ void Initialize ()
+ {
+ ColorScheme = Colors.Base;
+ }
+
+ ///
+ /// Convenience factory method that creates a new toplevel with the current terminal dimensions.
+ ///
+ /// The create.
+ public static Toplevel Create ()
+ {
+ return new Toplevel (new Rect (0, 0, Driver.Cols, Driver.Rows));
+ }
+
+ ///
+ /// Gets or sets a value indicating whether this can focus.
+ ///
+ /// true if can focus; otherwise, false.
+ public override bool CanFocus {
+ get => true;
+ }
+
+ ///
+ /// Determines whether the is modal or not.
+ /// Causes to propagate keys upwards
+ /// by default unless set to .
+ ///
+ public bool Modal { get; set; }
+
+ ///
+ /// Check id current toplevel has menu bar
+ ///
+ public MenuBar MenuBar { get; set; }
+
+ ///
+ /// Check id current toplevel has status bar
+ ///
+ public StatusBar StatusBar { get; set; }
+
+ ///
+ 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;
+ }
+
+ ///
+ 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);
+ }
+
+ ///
+ 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);
+ }
+
+ ///
+ 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 ();
+ }
+ }
+ }
+ }
+ }
+ }
+
+ ///
+ 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);
+ }
+
+ ///
+ /// 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.
+ ///
+ public virtual void WillPresent ()
+ {
+ FocusFirst ();
+ }
+ }
+}
diff --git a/Terminal.Gui/Core/View.cs b/Terminal.Gui/Core/View.cs
new file mode 100644
index 000000000..220093823
--- /dev/null
+++ b/Terminal.Gui/Core/View.cs
@@ -0,0 +1,1313 @@
+//
+// 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.Linq;
+using NStack;
+
+namespace Terminal.Gui {
+
+ ///
+ /// Determines the LayoutStyle for a view, if Absolute, during LayoutSubviews, the
+ /// value from the Frame will be used, if the value is Computer, then the Frame
+ /// will be updated from the X, Y Pos objects and the Width and Height Dim objects.
+ ///
+ public enum LayoutStyle {
+ ///
+ /// The position and size of the view are based on the Frame value.
+ ///
+ Absolute,
+
+ ///
+ /// The position and size of the view will be computed based on the
+ /// X, Y, Width and Height properties and set on the Frame.
+ ///
+ Computed
+ }
+
+ ///
+ /// View is the base class for all views on the screen and represents a visible element that can render itself and contains zero or more nested views.
+ ///
+ ///
+ ///
+ /// The View defines the base functionality for user interface elements in Terminal/gui.cs. Views
+ /// can contain one or more subviews, can respond to user input and render themselves on the screen.
+ ///
+ ///
+ /// Views can either be created with an absolute position, by calling the constructor that takes a
+ /// Rect parameter to specify the absolute position and size (the Frame of the View) or by setting the
+ /// X, Y, Width and Height properties on the view. Both approaches use coordinates that are relative
+ /// to the container they are being added to.
+ ///
+ ///
+ /// When you do not specify a Rect frame you can use the more flexible
+ /// Dim and Pos objects that can dynamically update the position of a view.
+ /// The X and Y properties are of type
+ /// and you can use either absolute positions, percentages or anchor
+ /// points. The Width and Height properties are of type
+ /// and can use absolute position,
+ /// percentages and anchors. These are useful as they will take
+ /// care of repositioning your views if your view's frames are resized
+ /// or if the terminal size changes.
+ ///
+ ///
+ /// When you specify the Rect parameter to a view, you are setting the LayoutStyle to Absolute, and the
+ /// view will always stay in the position that you placed it. To change the position change the
+ /// Frame property to the new position.
+ ///
+ ///
+ /// Subviews can be added to a View by calling the Add method. The container of a view is the
+ /// Superview.
+ ///
+ ///
+ /// Developers can call the SetNeedsDisplay method on the view to flag a region or the entire view
+ /// as requiring to be redrawn.
+ ///
+ ///
+ /// Views have a ColorScheme property that defines the default colors that subviews
+ /// should use for rendering. This ensures that the views fit in the context where
+ /// they are being used, and allows for themes to be plugged in. For example, the
+ /// default colors for windows and toplevels uses a blue background, while it uses
+ /// a white background for dialog boxes and a red background for errors.
+ ///
+ ///
+ /// If a ColorScheme is not set on a view, the result of the ColorScheme is the
+ /// value of the SuperView and the value might only be valid once a view has been
+ /// added to a SuperView, so your subclasses should not rely on ColorScheme being
+ /// set at construction time.
+ ///
+ ///
+ /// Using ColorSchemes has the advantage that your application will work both
+ /// in color as well as black and white displays.
+ ///
+ ///
+ /// Views that are focusable should implement the PositionCursor to make sure that
+ /// the cursor is placed in a location that makes sense. Unix terminals do not have
+ /// a way of hiding the cursor, so it can be distracting to have the cursor left at
+ /// the last focused view. So views should make sure that they place the cursor
+ /// in a visually sensible place.
+ ///
+ ///
+ /// The metnod LayoutSubviews is invoked when the size or layout of a view has
+ /// changed. The default processing system will keep the size and dimensions
+ /// for views that use the LayoutKind.Absolute, and will recompute the
+ /// frames for the vies that use LayoutKind.Computed.
+ ///
+ ///
+ public class View : Responder, IEnumerable {
+ internal enum Direction {
+ Forward,
+ Backward
+ }
+
+ View container = null;
+ View focused = null;
+ Direction focusDirection;
+
+ ///
+ /// Event fired when the view get focus.
+ ///
+ public event EventHandler Enter;
+
+ ///
+ /// Event fired when the view lost focus.
+ ///
+ public event EventHandler Leave;
+
+ ///
+ /// Event fired when the view receives the mouse event for the first time.
+ ///
+ public event EventHandler MouseEnter;
+
+ ///
+ /// Event fired when the view loses mouse event for the last time.
+ ///
+ public event EventHandler MouseLeave;
+
+ internal Direction FocusDirection {
+ get => SuperView?.FocusDirection ?? focusDirection;
+ set {
+ if (SuperView != null)
+ SuperView.FocusDirection = value;
+ else
+ focusDirection = value;
+ }
+ }
+
+ ///
+ /// Points to the current driver in use by the view, it is a convenience property
+ /// for simplifying the development of new views.
+ ///
+ public static ConsoleDriver Driver { get { return Application.Driver; } }
+
+ static IList empty = new List (0).AsReadOnly ();
+
+ // This is null, and allocated on demand.
+ List subviews;
+
+ ///
+ /// This returns a list of the subviews contained by this view.
+ ///
+ /// The subviews.
+ public IList Subviews => subviews == null ? empty : subviews.AsReadOnly ();
+
+ // Internally, we use InternalSubviews rather than subviews, as we do not expect us
+ // to make the same mistakes our users make when they poke at the Subviews.
+ internal IList InternalSubviews => subviews ?? empty;
+
+ internal Rect NeedDisplay { get; private set; } = Rect.Empty;
+
+ // The frame for the object
+ Rect frame;
+
+ ///
+ /// Gets or sets an identifier for the view;
+ ///
+ /// The identifier.
+ public ustring Id { get; set; } = "";
+
+ ///
+ /// Returns a value indicating if this View is currently on Top (Active)
+ ///
+ public bool IsCurrentTop {
+ get {
+ return Application.Current == this;
+ }
+ }
+
+ ///
+ /// Gets or sets a value indicating whether this want mouse position reports.
+ ///
+ /// true if want mouse position reports; otherwise, false.
+ public virtual bool WantMousePositionReports { get; set; } = false;
+
+ ///
+ /// Gets or sets a value indicating whether this want continuous button pressed event.
+ ///
+ public virtual bool WantContinuousButtonPressed { get; set; } = false;
+ ///
+ /// Gets or sets the frame for the view.
+ ///
+ /// The frame.
+ ///
+ /// Altering the Frame of a view will trigger the redrawing of the
+ /// view as well as the redrawing of the affected regions in the superview.
+ ///
+ public virtual Rect Frame {
+ get => frame;
+ set {
+ if (SuperView != null) {
+ SuperView.SetNeedsDisplay (frame);
+ SuperView.SetNeedsDisplay (value);
+ }
+ frame = value;
+
+ SetNeedsLayout ();
+ SetNeedsDisplay (frame);
+ }
+ }
+
+ ///
+ /// Gets an enumerator that enumerates the subviews in this view.
+ ///
+ /// The enumerator.
+ public IEnumerator GetEnumerator ()
+ {
+ foreach (var v in InternalSubviews)
+ yield return v;
+ }
+
+ LayoutStyle layoutStyle;
+
+ ///
+ /// Controls how the view's Frame is computed during the LayoutSubviews method, if Absolute, then
+ /// LayoutSubviews does not change the Frame properties, otherwise the Frame is updated from the
+ /// values in X, Y, Width and Height properties.
+ ///
+ /// The layout style.
+ public LayoutStyle LayoutStyle {
+ get => layoutStyle;
+ set {
+ layoutStyle = value;
+ SetNeedsLayout ();
+ }
+ }
+
+ ///
+ /// The bounds represent the View-relative rectangle used for this view. Updates to the Bounds update the Frame, and has the same side effects as updating the frame.
+ ///
+ /// The bounds.
+ public Rect Bounds {
+ get => new Rect (Point.Empty, Frame.Size);
+ set {
+ Frame = new Rect (frame.Location, value.Size);
+ }
+ }
+
+ Pos x, y;
+ ///
+ /// Gets or sets the X position for the view (the column). This is only used when the LayoutStyle is Computed, if the
+ /// LayoutStyle is set to Absolute, this value is ignored.
+ ///
+ /// The X Position.
+ public Pos X {
+ get => x;
+ set {
+ x = value;
+ SetNeedsLayout ();
+ }
+ }
+
+ ///
+ /// Gets or sets the Y position for the view (line). This is only used when the LayoutStyle is Computed, if the
+ /// LayoutStyle is set to Absolute, this value is ignored.
+ ///
+ /// The y position (line).
+ public Pos Y {
+ get => y;
+ set {
+ y = value;
+ SetNeedsLayout ();
+ }
+ }
+
+ Dim width, height;
+
+ ///
+ /// Gets or sets the width for the view. This is only used when the LayoutStyle is Computed, if the
+ /// LayoutStyle is set to Absolute, this value is ignored.
+ ///
+ /// The width.
+ public Dim Width {
+ get => width;
+ set {
+ width = value;
+ SetNeedsLayout ();
+ }
+ }
+
+ ///
+ /// Gets or sets the height for the view. This is only used when the LayoutStyle is Computed, if the
+ /// LayoutStyle is set to Absolute, this value is ignored.
+ ///
+ /// The height.
+ public Dim Height {
+ get => height;
+ set {
+ height = value;
+ SetNeedsLayout ();
+ }
+ }
+
+ ///
+ /// Returns the container for this view, or null if this view has not been added to a container.
+ ///
+ /// The super view.
+ public View SuperView => container;
+
+ ///
+ /// Initializes a new instance of the class with the absolute
+ /// dimensions specified in the frame. If you want to have Views that can be positioned with
+ /// Pos and Dim properties on X, Y, Width and Height, use the empty constructor.
+ ///
+ /// The region covered by this view.
+ public View (Rect frame)
+ {
+ this.Frame = frame;
+ CanFocus = false;
+ LayoutStyle = LayoutStyle.Absolute;
+ }
+
+ ///
+ /// Initializes a new instance of the class and sets the
+ /// view up for Computed layout, which will use the values in X, Y, Width and Height to
+ /// compute the View's Frame.
+ ///
+ public View ()
+ {
+ CanFocus = false;
+ LayoutStyle = LayoutStyle.Computed;
+ }
+
+ ///
+ /// Invoke to flag that this view needs to be redisplayed, by any code
+ /// that alters the state of the view.
+ ///
+ public void SetNeedsDisplay ()
+ {
+ SetNeedsDisplay (Bounds);
+ }
+
+ internal bool layoutNeeded = true;
+
+ internal void SetNeedsLayout ()
+ {
+ if (layoutNeeded)
+ return;
+ layoutNeeded = true;
+ if (SuperView == null)
+ return;
+ SuperView.SetNeedsLayout ();
+ }
+
+ ///
+ /// Flags the specified rectangle region on this view as needing to be repainted.
+ ///
+ /// The region that must be flagged for repaint.
+ public void SetNeedsDisplay (Rect region)
+ {
+ if (NeedDisplay == null || NeedDisplay.IsEmpty)
+ NeedDisplay = region;
+ else {
+ var x = Math.Min (NeedDisplay.X, region.X);
+ var y = Math.Min (NeedDisplay.Y, region.Y);
+ var w = Math.Max (NeedDisplay.Width, region.Width);
+ var h = Math.Max (NeedDisplay.Height, region.Height);
+ NeedDisplay = new Rect (x, y, w, h);
+ }
+ if (container != null)
+ container.ChildNeedsDisplay ();
+ if (subviews == null)
+ return;
+ foreach (var view in subviews)
+ if (view.Frame.IntersectsWith (region)) {
+ var childRegion = Rect.Intersect (view.Frame, region);
+ childRegion.X -= view.Frame.X;
+ childRegion.Y -= view.Frame.Y;
+ view.SetNeedsDisplay (childRegion);
+ }
+ }
+
+ internal bool childNeedsDisplay;
+
+ ///
+ /// Flags this view for requiring the children views to be repainted.
+ ///
+ public void ChildNeedsDisplay ()
+ {
+ childNeedsDisplay = true;
+ if (container != null)
+ container.ChildNeedsDisplay ();
+ }
+
+ ///
+ /// Adds a subview to this view.
+ ///
+ ///
+ ///
+ public virtual void Add (View view)
+ {
+ if (view == null)
+ return;
+ if (subviews == null)
+ subviews = new List ();
+ subviews.Add (view);
+ view.container = this;
+ if (view.CanFocus)
+ CanFocus = true;
+ SetNeedsLayout ();
+ SetNeedsDisplay ();
+ }
+
+ ///
+ /// Adds the specified views to the view.
+ ///
+ /// Array of one or more views (can be optional parameter).
+ public void Add (params View [] views)
+ {
+ if (views == null)
+ return;
+ foreach (var view in views)
+ Add (view);
+ }
+
+ ///
+ /// Removes all the widgets from this container.
+ ///
+ ///
+ ///
+ public virtual void RemoveAll ()
+ {
+ if (subviews == null)
+ return;
+
+ while (subviews.Count > 0) {
+ Remove (subviews [0]);
+ }
+ }
+
+ ///
+ /// Removes a widget from this container.
+ ///
+ ///
+ ///
+ public virtual void Remove (View view)
+ {
+ if (view == null || subviews == null)
+ return;
+
+ SetNeedsLayout ();
+ SetNeedsDisplay ();
+ var touched = view.Frame;
+ subviews.Remove (view);
+ view.container = null;
+
+ if (subviews.Count < 1)
+ this.CanFocus = false;
+
+ foreach (var v in subviews) {
+ if (v.Frame.IntersectsWith (touched))
+ view.SetNeedsDisplay ();
+ }
+ }
+
+ void PerformActionForSubview (View subview, Action action)
+ {
+ if (subviews.Contains (subview)) {
+ action (subview);
+ }
+
+ SetNeedsDisplay ();
+ subview.SetNeedsDisplay ();
+ }
+
+ ///
+ /// Brings the specified subview to the front so it is drawn on top of any other views.
+ ///
+ /// The subview to send to the front
+ ///
+ /// .
+ ///
+ public void BringSubviewToFront (View subview)
+ {
+ PerformActionForSubview (subview, x => {
+ subviews.Remove (x);
+ subviews.Add (x);
+ });
+ }
+
+ ///
+ /// Sends the specified subview to the front so it is the first view drawn
+ ///
+ /// The subview to send to the front
+ ///
+ /// .
+ ///
+ public void SendSubviewToBack (View subview)
+ {
+ PerformActionForSubview (subview, x => {
+ subviews.Remove (x);
+ subviews.Insert (0, subview);
+ });
+ }
+
+ ///
+ /// Moves the subview backwards in the hierarchy, only one step
+ ///
+ /// The subview to send backwards
+ ///
+ /// If you want to send the view all the way to the back use SendSubviewToBack.
+ ///
+ public void SendSubviewBackwards (View subview)
+ {
+ PerformActionForSubview (subview, x => {
+ var idx = subviews.IndexOf (x);
+ if (idx > 0) {
+ subviews.Remove (x);
+ subviews.Insert (idx - 1, x);
+ }
+ });
+ }
+
+ ///
+ /// Moves the subview backwards in the hierarchy, only one step
+ ///
+ /// The subview to send backwards
+ ///
+ /// If you want to send the view all the way to the back use SendSubviewToBack.
+ ///
+ public void BringSubviewForward (View subview)
+ {
+ PerformActionForSubview (subview, x => {
+ var idx = subviews.IndexOf (x);
+ if (idx + 1 < subviews.Count) {
+ subviews.Remove (x);
+ subviews.Insert (idx + 1, x);
+ }
+ });
+ }
+
+ ///
+ /// Clears the view region with the current color.
+ ///
+ ///
+ ///
+ /// This clears the entire region used by this view.
+ ///
+ ///
+ public void Clear ()
+ {
+ var h = Frame.Height;
+ var w = Frame.Width;
+ for (int line = 0; line < h; line++) {
+ Move (0, line);
+ for (int col = 0; col < w; col++)
+ Driver.AddRune (' ');
+ }
+ }
+
+ ///
+ /// Clears the specified rectangular region with the current color
+ ///
+ public void Clear (Rect r)
+ {
+ var h = r.Height;
+ var w = r.Width;
+ for (int line = r.Y; line < r.Y + h; line++) {
+ Driver.Move (r.X, line);
+ for (int col = 0; col < w; col++)
+ Driver.AddRune (' ');
+ }
+ }
+
+ ///
+ /// Converts the (col,row) position from the view into a screen (col,row). The values are clamped to (0..ScreenDim-1)
+ ///
+ /// View-based column.
+ /// View-based row.
+ /// Absolute column, display relative.
+ /// Absolute row, display relative.
+ /// Whether to clip the result of the ViewToScreen method, if set to true, the rcol, rrow values are clamped to the screen dimensions.
+ internal void ViewToScreen (int col, int row, out int rcol, out int rrow, bool clipped = true)
+ {
+ // Computes the real row, col relative to the screen.
+ rrow = row + frame.Y;
+ rcol = col + frame.X;
+ var ccontainer = container;
+ while (ccontainer != null) {
+ rrow += ccontainer.frame.Y;
+ rcol += ccontainer.frame.X;
+ ccontainer = ccontainer.container;
+ }
+
+ // The following ensures that the cursor is always in the screen boundaries.
+ if (clipped) {
+ rrow = Math.Max (0, Math.Min (rrow, Driver.Rows - 1));
+ rcol = Math.Max (0, Math.Min (rcol, Driver.Cols - 1));
+ }
+ }
+
+ ///
+ /// Converts a point from screen coordinates into the view coordinate space.
+ ///
+ /// The mapped point.
+ /// X screen-coordinate point.
+ /// Y screen-coordinate point.
+ public Point ScreenToView (int x, int y)
+ {
+ if (SuperView == null) {
+ return new Point (x - Frame.X, y - frame.Y);
+ } else {
+ var parent = SuperView.ScreenToView (x, y);
+ return new Point (parent.X - frame.X, parent.Y - frame.Y);
+ }
+ }
+
+ // Converts a rectangle in view coordinates to screen coordinates.
+ internal Rect RectToScreen (Rect rect)
+ {
+ ViewToScreen (rect.X, rect.Y, out var x, out var y, clipped: false);
+ return new Rect (x, y, rect.Width, rect.Height);
+ }
+
+ // Clips a rectangle in screen coordinates to the dimensions currently available on the screen
+ internal Rect ScreenClip (Rect rect)
+ {
+ var x = rect.X < 0 ? 0 : rect.X;
+ var y = rect.Y < 0 ? 0 : rect.Y;
+ var w = rect.X + rect.Width >= Driver.Cols ? Driver.Cols - rect.X : rect.Width;
+ var h = rect.Y + rect.Height >= Driver.Rows ? Driver.Rows - rect.Y : rect.Height;
+
+ return new Rect (x, y, w, h);
+ }
+
+ ///
+ /// Sets the Console driver's clip region to the current View's Bounds.
+ ///
+ /// The existing driver's Clip region, which can be then set by setting the Driver.Clip property.
+ public Rect ClipToBounds ()
+ {
+ return SetClip (Bounds);
+ }
+
+ ///
+ /// Sets the clipping region to the specified region, the region is view-relative
+ ///
+ /// The previous clip region.
+ /// Rectangle region to clip into, the region is view-relative.
+ public Rect SetClip (Rect rect)
+ {
+ var bscreen = RectToScreen (rect);
+ var previous = Driver.Clip;
+ Driver.Clip = ScreenClip (RectToScreen (Bounds));
+ return previous;
+ }
+
+ ///
+ /// Draws a frame in the current view, clipped by the boundary of this view
+ ///
+ /// Rectangular region for the frame to be drawn.
+ /// The padding to add to the drawn frame.
+ /// If set to true it fill will the contents.
+ public void DrawFrame (Rect rect, int padding = 0, bool fill = false)
+ {
+ var scrRect = RectToScreen (rect);
+ var savedClip = Driver.Clip;
+ Driver.Clip = ScreenClip (RectToScreen (Bounds));
+ Driver.DrawFrame (scrRect, padding, fill);
+ Driver.Clip = savedClip;
+ }
+
+ ///
+ /// Utility function to draw strings that contain a hotkey
+ ///
+ /// String to display, the underscoore before a letter flags the next letter as the hotkey.
+ /// Hot color.
+ /// Normal color.
+ public void DrawHotString (ustring text, Attribute hotColor, Attribute normalColor)
+ {
+ Driver.SetAttribute (normalColor);
+ foreach (var rune in text) {
+ if (rune == '_') {
+ Driver.SetAttribute (hotColor);
+ continue;
+ }
+ Driver.AddRune (rune);
+ Driver.SetAttribute (normalColor);
+ }
+ }
+
+ ///
+ /// Utility function to draw strings that contains a hotkey using a colorscheme and the "focused" state.
+ ///
+ /// String to display, the underscoore before a letter flags the next letter as the hotkey.
+ /// If set to true this uses the focused colors from the color scheme, otherwise the regular ones.
+ /// The color scheme to use.
+ public void DrawHotString (ustring text, bool focused, ColorScheme scheme)
+ {
+ if (focused)
+ DrawHotString (text, scheme.HotFocus, scheme.Focus);
+ else
+ DrawHotString (text, scheme.HotNormal, scheme.Normal);
+ }
+
+ ///
+ /// This moves the cursor to the specified column and row in the view.
+ ///
+ /// The move.
+ /// Col.
+ /// Row.
+ public void Move (int col, int row)
+ {
+ ViewToScreen (col, row, out var rcol, out var rrow);
+ Driver.Move (rcol, rrow);
+ }
+
+ ///
+ /// Positions the cursor in the right position based on the currently focused view in the chain.
+ ///
+ public virtual void PositionCursor ()
+ {
+ if (focused != null)
+ focused.PositionCursor ();
+ else
+ Move (frame.X, frame.Y);
+ }
+
+ ///
+ public override bool HasFocus {
+ get {
+ return base.HasFocus;
+ }
+ internal set {
+ if (base.HasFocus != value)
+ if (value)
+ OnEnter ();
+ else
+ OnLeave ();
+ SetNeedsDisplay ();
+ base.HasFocus = value;
+
+ // Remove focus down the chain of subviews if focus is removed
+ if (!value && focused != null) {
+ focused.OnLeave ();
+ focused.HasFocus = false;
+ focused = null;
+ }
+ }
+ }
+
+ ///
+ public override bool OnEnter ()
+ {
+ Enter?.Invoke (this, new EventArgs ());
+ return base.OnEnter ();
+ }
+
+ ///
+ public override bool OnLeave ()
+ {
+ Leave?.Invoke (this, new EventArgs ());
+ return base.OnLeave ();
+ }
+
+ ///
+ /// Returns the currently focused view inside this view, or null if nothing is focused.
+ ///
+ /// The focused.
+ public View Focused => focused;
+
+ ///
+ /// Returns the most focused view in the chain of subviews (the leaf view that has the focus).
+ ///
+ /// The most focused.
+ public View MostFocused {
+ get {
+ if (Focused == null)
+ return null;
+ var most = Focused.MostFocused;
+ if (most != null)
+ return most;
+ return Focused;
+ }
+ }
+
+ ///
+ /// The color scheme for this view, if it is not defined, it returns the parent's
+ /// color scheme.
+ ///
+ public ColorScheme ColorScheme {
+ get {
+ if (colorScheme == null)
+ return SuperView?.ColorScheme;
+ return colorScheme;
+ }
+ set {
+ colorScheme = value;
+ }
+ }
+
+ ColorScheme colorScheme;
+
+ ///
+ /// Displays the specified character in the specified column and row.
+ ///
+ /// Col.
+ /// Row.
+ /// Ch.
+ public void AddRune (int col, int row, Rune ch)
+ {
+ if (row < 0 || col < 0)
+ return;
+ if (row > frame.Height - 1 || col > frame.Width - 1)
+ return;
+ Move (col, row);
+ Driver.AddRune (ch);
+ }
+
+ ///
+ /// Removes the SetNeedsDisplay and the ChildNeedsDisplay setting on this view.
+ ///
+ protected void ClearNeedsDisplay ()
+ {
+ NeedDisplay = Rect.Empty;
+ childNeedsDisplay = false;
+ }
+
+ ///
+ /// Performs a redraw of this view and its subviews, only redraws the views that have been flagged for a re-display.
+ ///
+ /// The region to redraw, this is relative to the view itself.
+ ///
+ ///
+ /// Views should set the color that they want to use on entry, as otherwise this will inherit
+ /// the last color that was set globaly on the driver.
+ ///
+ ///
+ public virtual void Redraw (Rect region)
+ {
+ var clipRect = new Rect (Point.Empty, frame.Size);
+
+ if (subviews != null) {
+ foreach (var view in subviews) {
+ if (view.NeedDisplay != null && (!view.NeedDisplay.IsEmpty || view.childNeedsDisplay)) {
+ if (view.Frame.IntersectsWith (clipRect) && view.Frame.IntersectsWith (region)) {
+
+ // FIXED: optimize this by computing the intersection of region and view.Bounds
+ if (view.layoutNeeded)
+ view.LayoutSubviews ();
+ Application.CurrentView = view;
+ view.Redraw (view.Bounds);
+ }
+ view.NeedDisplay = Rect.Empty;
+ view.childNeedsDisplay = false;
+ }
+ }
+ }
+ ClearNeedsDisplay ();
+ }
+
+ ///
+ /// Focuses the specified sub-view.
+ ///
+ /// View.
+ public void SetFocus (View view)
+ {
+ if (view == null)
+ return;
+ //Console.WriteLine ($"Request to focus {view}");
+ if (!view.CanFocus)
+ return;
+ if (focused == view)
+ return;
+
+ // Make sure that this view is a subview
+ View c;
+ for (c = view.container; c != null; c = c.container)
+ if (c == this)
+ break;
+ if (c == null)
+ throw new ArgumentException ("the specified view is not part of the hierarchy of this view");
+
+ if (focused != null)
+ focused.HasFocus = false;
+
+ focused = view;
+ focused.HasFocus = true;
+ focused.EnsureFocus ();
+
+ // Send focus upwards
+ SuperView?.SetFocus (this);
+ }
+
+ ///
+ /// Specifies the event arguments for
+ ///
+ public class KeyEventEventArgs : EventArgs {
+ ///
+ /// Constructs.
+ ///
+ ///
+ public KeyEventEventArgs (KeyEvent ke) => KeyEvent = ke;
+ ///
+ /// The for the event.
+ ///
+ public KeyEvent KeyEvent { get; set; }
+ ///
+ /// Indicates if the current Key event has already been processed and the driver should stop notifying any other event subscriber.
+ /// Its important to set this value to true specially when updating any View's layout from inside the subscriber method.
+ ///
+ public bool Handled { get; set; } = false;
+ }
+
+ ///
+ /// Invoked when a character key is pressed and occurs after the key up event.
+ ///
+ public event EventHandler KeyPress;
+
+ ///
+ public override bool ProcessKey (KeyEvent keyEvent)
+ {
+
+ KeyEventEventArgs args = new KeyEventEventArgs (keyEvent);
+ KeyPress?.Invoke (this, args);
+ if (args.Handled)
+ return true;
+ if (Focused?.ProcessKey (keyEvent) == true)
+ return true;
+
+ return false;
+ }
+
+ ///
+ public override bool ProcessHotKey (KeyEvent keyEvent)
+ {
+ KeyEventEventArgs args = new KeyEventEventArgs (keyEvent);
+ KeyPress?.Invoke (this, args);
+ if (args.Handled)
+ return true;
+ if (subviews == null || subviews.Count == 0)
+ return false;
+ foreach (var view in subviews)
+ if (view.ProcessHotKey (keyEvent))
+ return true;
+ return false;
+ }
+
+ ///
+ public override bool ProcessColdKey (KeyEvent keyEvent)
+ {
+ KeyEventEventArgs args = new KeyEventEventArgs (keyEvent);
+ KeyPress?.Invoke (this, args);
+ if (args.Handled)
+ return true;
+ if (subviews == null || subviews.Count == 0)
+ return false;
+ foreach (var view in subviews)
+ if (view.ProcessColdKey (keyEvent))
+ return true;
+ return false;
+ }
+
+ ///
+ /// Invoked when a key is pressed
+ ///
+ public event EventHandler KeyDown;
+
+ /// Contains the details about the key that produced the event.
+ public override bool OnKeyDown (KeyEvent keyEvent)
+ {
+ KeyEventEventArgs args = new KeyEventEventArgs (keyEvent);
+ KeyDown?.Invoke (this, args);
+ if (args.Handled)
+ return true;
+ if (subviews == null || subviews.Count == 0)
+ return false;
+ foreach (var view in subviews)
+ if (view.OnKeyDown (keyEvent))
+ return true;
+
+ return false;
+ }
+
+ ///
+ /// Invoked when a key is released
+ ///
+ public event EventHandler KeyUp;
+
+ /// Contains the details about the key that produced the event.
+ public override bool OnKeyUp (KeyEvent keyEvent)
+ {
+ KeyEventEventArgs args = new KeyEventEventArgs (keyEvent);
+ KeyUp?.Invoke (this, args);
+ if (args.Handled)
+ return true;
+ if (subviews == null || subviews.Count == 0)
+ return false;
+ foreach (var view in subviews)
+ if (view.OnKeyUp (keyEvent))
+ return true;
+
+ return false;
+ }
+
+ ///
+ /// Finds the first view in the hierarchy that wants to get the focus if nothing is currently focused, otherwise, it does nothing.
+ ///
+ public void EnsureFocus ()
+ {
+ if (focused == null)
+ if (FocusDirection == Direction.Forward)
+ FocusFirst ();
+ else
+ FocusLast ();
+ }
+
+ ///
+ /// Focuses the first focusable subview if one exists.
+ ///
+ public void FocusFirst ()
+ {
+ if (subviews == null) {
+ SuperView?.SetFocus (this);
+ return;
+ }
+
+ foreach (var view in subviews) {
+ if (view.CanFocus) {
+ SetFocus (view);
+ return;
+ }
+ }
+ }
+
+ ///
+ /// Focuses the last focusable subview if one exists.
+ ///
+ public void FocusLast ()
+ {
+ if (subviews == null) {
+ SuperView?.SetFocus (this);
+ return;
+ }
+
+ for (int i = subviews.Count; i > 0;) {
+ i--;
+
+ View v = subviews [i];
+ if (v.CanFocus) {
+ SetFocus (v);
+ return;
+ }
+ }
+ }
+
+ ///
+ /// Focuses the previous view.
+ ///
+ /// true, if previous was focused, false otherwise.
+ public bool FocusPrev ()
+ {
+ FocusDirection = Direction.Backward;
+ if (subviews == null || subviews.Count == 0)
+ return false;
+
+ if (focused == null) {
+ FocusLast ();
+ return focused != null;
+ }
+ int focused_idx = -1;
+ for (int i = subviews.Count; i > 0;) {
+ i--;
+ View w = subviews [i];
+
+ if (w.HasFocus) {
+ if (w.FocusPrev ())
+ return true;
+ focused_idx = i;
+ continue;
+ }
+ if (w.CanFocus && focused_idx != -1) {
+ focused.HasFocus = false;
+
+ if (w != null && w.CanFocus)
+ w.FocusLast ();
+
+ SetFocus (w);
+ return true;
+ }
+ }
+ if (focused != null) {
+ focused.HasFocus = false;
+ focused = null;
+ }
+ return false;
+ }
+
+ ///
+ /// Focuses the next view.
+ ///
+ /// true, if next was focused, false otherwise.
+ public bool FocusNext ()
+ {
+ FocusDirection = Direction.Forward;
+ if (subviews == null || subviews.Count == 0)
+ return false;
+
+ if (focused == null) {
+ FocusFirst ();
+ return focused != null;
+ }
+ int n = subviews.Count;
+ int focused_idx = -1;
+ for (int i = 0; i < n; i++) {
+ View w = subviews [i];
+
+ if (w.HasFocus) {
+ if (w.FocusNext ())
+ return true;
+ focused_idx = i;
+ continue;
+ }
+ if (w.CanFocus && focused_idx != -1) {
+ focused.HasFocus = false;
+
+ if (w != null && w.CanFocus)
+ w.FocusFirst ();
+
+ SetFocus (w);
+ return true;
+ }
+ }
+ if (focused != null) {
+ focused.HasFocus = false;
+ focused = null;
+ }
+ return false;
+ }
+
+ ///
+ /// Computes the RelativeLayout for the view, given the frame for its container.
+ ///
+ /// The Frame for the host.
+ internal void RelativeLayout (Rect hostFrame)
+ {
+ int w, h, _x, _y;
+
+ if (x is Pos.PosCenter) {
+ if (width == null)
+ w = hostFrame.Width;
+ else
+ w = width.Anchor (hostFrame.Width);
+ _x = x.Anchor (hostFrame.Width - w);
+ } else {
+ if (x == null)
+ _x = 0;
+ else
+ _x = x.Anchor (hostFrame.Width);
+ if (width == null)
+ w = hostFrame.Width;
+ else
+ w = width.Anchor (hostFrame.Width - _x);
+ }
+
+ if (y is Pos.PosCenter) {
+ if (height == null)
+ h = hostFrame.Height;
+ else
+ h = height.Anchor (hostFrame.Height);
+ _y = y.Anchor (hostFrame.Height - h);
+ } else {
+ if (y == null)
+ _y = 0;
+ else
+ _y = y.Anchor (hostFrame.Height);
+ if (height == null)
+ h = hostFrame.Height;
+ else
+ h = height.Anchor (hostFrame.Height - _y);
+ }
+ Frame = new Rect (_x, _y, w, h);
+ // layoutNeeded = false;
+ }
+
+ // https://en.wikipedia.org/wiki/Topological_sorting
+ List TopologicalSort (HashSet nodes, HashSet<(View From, View To)> edges)
+ {
+ var result = new List ();
+
+ // Set of all nodes with no incoming edges
+ var S = new HashSet (nodes.Where (n => edges.All (e => e.To.Equals (n) == false)));
+
+ while (S.Any ()) {
+ // remove a node n from S
+ var n = S.First ();
+ S.Remove (n);
+
+ // add n to tail of L
+ if (n != this?.SuperView)
+ result.Add (n);
+
+ // for each node m with an edge e from n to m do
+ foreach (var e in edges.Where (e => e.From.Equals (n)).ToArray ()) {
+ var m = e.To;
+
+ // remove edge e from the graph
+ edges.Remove (e);
+
+ // if m has no other incoming edges then
+ if (edges.All (me => me.To.Equals (m) == false) && m != this?.SuperView) {
+ // insert m into S
+ S.Add (m);
+ }
+ }
+ }
+
+ // if graph has edges then
+ if (edges.Any ()) {
+ // return error (graph has at least one cycle)
+ return null;
+ } else {
+ // return L (a topologically sorted order)
+ return result;
+ }
+ }
+
+ ///
+ /// This virtual method is invoked when a view starts executing or
+ /// when the dimensions of the view have changed, for example in
+ /// response to the container view or terminal resizing.
+ ///
+ public virtual void LayoutSubviews ()
+ {
+ if (!layoutNeeded)
+ return;
+
+ // Sort out the dependencies of the X, Y, Width, Height properties
+ var nodes = new HashSet ();
+ var edges = new HashSet<(View, View)> ();
+
+ foreach (var v in InternalSubviews) {
+ nodes.Add (v);
+ if (v.LayoutStyle == LayoutStyle.Computed) {
+ if (v.X is Pos.PosView vX)
+ edges.Add ((vX.Target, v));
+ if (v.Y is Pos.PosView vY)
+ edges.Add ((vY.Target, v));
+ if (v.Width is Dim.DimView vWidth)
+ edges.Add ((vWidth.Target, v));
+ if (v.Height is Dim.DimView vHeight)
+ edges.Add ((vHeight.Target, v));
+ }
+ }
+
+ var ordered = TopologicalSort (nodes, edges);
+ if (ordered == null)
+ throw new Exception ("There is a recursive cycle in the relative Pos/Dim in the views of " + this);
+
+ foreach (var v in ordered) {
+ if (v.LayoutStyle == LayoutStyle.Computed)
+ v.RelativeLayout (Frame);
+
+ v.LayoutSubviews ();
+ v.layoutNeeded = false;
+
+ }
+
+ if (SuperView == Application.Top && layoutNeeded && ordered.Count == 0 && LayoutStyle == LayoutStyle.Computed) {
+ RelativeLayout (Frame);
+ }
+
+ layoutNeeded = false;
+ }
+
+ ///
+ public override string ToString ()
+ {
+ return $"{GetType ().Name}({Id})({Frame})";
+ }
+
+ ///
+ public override bool OnMouseEnter (MouseEvent mouseEvent)
+ {
+ if (!base.OnMouseEnter (mouseEvent)) {
+ MouseEnter?.Invoke (this, mouseEvent);
+ return false;
+ }
+ return true;
+ }
+
+ ///
+ public override bool OnMouseLeave (MouseEvent mouseEvent)
+ {
+ if (!base.OnMouseLeave (mouseEvent)) {
+ MouseLeave?.Invoke (this, mouseEvent);
+ return false;
+ }
+ return true;
+ }
+ }
+}
diff --git a/Terminal.Gui/Core/Window.cs b/Terminal.Gui/Core/Window.cs
new file mode 100644
index 000000000..98617ff4d
--- /dev/null
+++ b/Terminal.Gui/Core/Window.cs
@@ -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 {
+ ///
+ /// A that draws a frame around its region and has a "ContentView" subview where the contents are added.
+ ///
+ public class Window : Toplevel, IEnumerable {
+ View contentView;
+ ustring title;
+
+ ///
+ /// The title to be displayed for this window.
+ ///
+ /// The title.
+ 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
+ }
+
+ ///
+ /// Initializes a new instance of the class with an optional title and a set frame.
+ ///
+ /// Frame.
+ /// Title.
+ public Window (Rect frame, ustring title = null) : this (frame, title, padding: 0)
+ {
+ }
+
+ ///
+ /// Initializes a new instance of the class with an optional title.
+ ///
+ /// Title.
+ public Window (ustring title = null) : this (title, padding: 0)
+ {
+ }
+
+ int padding;
+ ///
+ /// Initializes a new instance of the with
+ /// the specified frame for its location, with the specified border
+ /// an optional title.
+ ///
+ /// Frame.
+ /// Number of characters to use for padding of the drawn frame.
+ /// Title.
+ 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);
+ }
+
+ ///
+ /// Initializes a new instance of the with
+ /// the specified frame for its location, with the specified border
+ /// an optional title.
+ ///
+ /// Number of characters to use for padding of the drawn frame.
+ /// Title.
+ 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);
+ }
+
+ ///
+ /// Enumerates the various s in the embedded .
+ ///
+ /// The enumerator.
+ public new IEnumerator GetEnumerator ()
+ {
+ return contentView.GetEnumerator ();
+ }
+
+ ///
+ /// Add the specified view to the .
+ ///
+ /// View to add to the window.
+ public override void Add (View view)
+ {
+ contentView.Add (view);
+ if (view.CanFocus)
+ CanFocus = true;
+ }
+
+
+ ///
+ /// Removes a widget from this container.
+ ///
+ ///
+ ///
+ 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;
+ }
+
+ ///
+ /// Removes all widgets from this container.
+ ///
+ ///
+ ///
+ public override void RemoveAll ()
+ {
+ contentView.RemoveAll ();
+ }
+
+ ///
+ 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;
+ ///
+ 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;
+ }
+
+ }
+}
diff --git a/Terminal.Gui/Dialogs/Dialog.cs b/Terminal.Gui/Windows/Dialog.cs
similarity index 100%
rename from Terminal.Gui/Dialogs/Dialog.cs
rename to Terminal.Gui/Windows/Dialog.cs
diff --git a/Terminal.Gui/Dialogs/FileDialog.cs b/Terminal.Gui/Windows/FileDialog.cs
similarity index 100%
rename from Terminal.Gui/Dialogs/FileDialog.cs
rename to Terminal.Gui/Windows/FileDialog.cs
diff --git a/Terminal.Gui/Dialogs/MessageBox.cs b/Terminal.Gui/Windows/MessageBox.cs
similarity index 100%
rename from Terminal.Gui/Dialogs/MessageBox.cs
rename to Terminal.Gui/Windows/MessageBox.cs