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