Added StatusBar from pr #201 with a little change.

This commit is contained in:
BDisp
2020-03-29 21:59:13 +01:00
parent 040b7d2c86
commit 4a0f4e3730

View File

@@ -0,0 +1,126 @@
//
// StatusBar.cs: a statusbar for an application
//
// Authors:
// Miguel de Icaza (miguel@gnome.org)
//
// TODO:
// Add mouse support
// Uses internals of Application
using System;
using NStack;
namespace Terminal.Gui
{
/// <summary>
/// A statusbar item has a title, a shortcut aka hotkey, and an action to execute on activation.
/// Such an item is ment to be as part of the global hotkeys of the application, which are available in the current context of the screen.
/// The colour of the text will be changed after each ~. Having an statusbar item with a text of `~F1~ Help` will draw *F1* as shortcut and
/// *Help* as standard text.
/// </summary>
public class StatusItem
{
/// <summary>
/// Initializes a new <see cref="T:Terminal.Gui.StatusItem"/>.
/// </summary>
/// <param name="shortcut">Shortcut to activate the item.</param>
/// <param name="title">Title for the statusbar item.</param>
/// <param name="action">Action to invoke when the staturbar item is activated.</param>
public StatusItem(Key shortcut, ustring title, Action action)
{
Title = title ?? "";
Shortcut = shortcut;
Action = action;
}
/// <summary>
/// This is the global setting that can be used as a global shortcut to invoke the action on the menu.
/// </summary>
public Key Shortcut { get; }
/// <summary>
/// Gets or sets the title.
/// </summary>
/// <value>The title.</value>
public ustring Title { get; }
/// <summary>
/// Gets or sets the action to be invoked when the statusbar item is triggered
/// </summary>
/// <value>Method to invoke.</value>
public Action Action { get; }
};
/// <summary>
/// A statusbar for your application.
/// The statusbar should be context sensitive. This means, if the main menu and an open text editor are visible, the items probably shown will
/// be ~F1~ Help ~F2~ Save ~F3~ Load. While a dialog to ask a file to load is executed, the remaining commands will probably be ~F1~ Help.
/// So for each context must be a new instance of a statusbar.
/// </summary>
public class StatusBar : View
{
public StatusItem [] Items { get; set; }
/// <summary>
/// Initializes a new instance of the <see cref="T:Terminal.Gui.StatusBar"/> class with the specified set of statusbar items.
/// It will be drawn in the lowest column of the terminal.
/// </summary>
/// <param name="items">A list of statusbar items.</param>
public StatusBar(StatusItem [] items) : base()
{
X = 0;
Y = Application.Driver.Rows - 1; // TODO: using internals of Application
Width = Dim.Fill ();
Height = 1;
Items = items;
CanFocus = false;
ColorScheme = Colors.Menu;
}
Attribute ToggleScheme(Attribute scheme)
{
var result = scheme==ColorScheme.Normal ? ColorScheme.HotNormal : ColorScheme.Normal;
Driver.SetAttribute(result);
return result;
}
public override void Redraw(Rect region) {
if (Frame.Y != Driver.Rows - 1) {
Frame = new Rect (Frame.X, Driver.Rows - 1, Frame.Width, Frame.Height);
Y = Driver.Rows - 1;
SetNeedsDisplay ();
}
Move (0, 0);
Driver.SetAttribute (ColorScheme.Normal);
for (int i = 0; i < Frame.Width; i++)
Driver.AddRune (' ');
Move (1, 0);
var scheme = ColorScheme.Normal;
Driver.SetAttribute(scheme);
for(int i=0; i<Items.Length; i++) {
var title = Items[i].Title;
for(int n=0; n<title.Length; n++) {
if(title[n]=='~') {
scheme = ToggleScheme(scheme);
continue;
}
Driver.AddRune(title[n]);
}
Driver.AddRune (' ');
}
}
public override bool ProcessHotKey (KeyEvent kb)
{
foreach(var item in Items) {
if(kb.Key==item.Shortcut) {
if( item.Action!=null ) item.Action();
return true;
}
}
return false;
}
}
}