diff --git a/Example/demo.cs b/Example/demo.cs
index 95a5726e6..a2459b6ae 100644
--- a/Example/demo.cs
+++ b/Example/demo.cs
@@ -2,13 +2,11 @@ using Terminal.Gui;
using System;
using System.Linq;
using System.IO;
-using Mono.Terminal;
using System.Collections.Generic;
using System.Diagnostics;
using System.Globalization;
using System.Reflection;
using NStack;
-using System.Text;
static class Demo {
//class Box10x : View, IScrollView {
diff --git a/Terminal.Gui/Drivers/CursesDriver.cs b/Terminal.Gui/ConsoleDrivers/CursesDriver/CursesDriver.cs
similarity index 99%
rename from Terminal.Gui/Drivers/CursesDriver.cs
rename to Terminal.Gui/ConsoleDrivers/CursesDriver/CursesDriver.cs
index 95c78cfd0..08eeb4e23 100644
--- a/Terminal.Gui/Drivers/CursesDriver.cs
+++ b/Terminal.Gui/ConsoleDrivers/CursesDriver/CursesDriver.cs
@@ -8,7 +8,6 @@ using System;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using System.Threading.Tasks;
-using Mono.Terminal;
using NStack;
using Unix.Terminal;
@@ -445,7 +444,7 @@ namespace Terminal.Gui {
this.mouseHandler = mouseHandler;
this.mainLoop = mainLoop;
- (mainLoop.Driver as Mono.Terminal.UnixMainLoop).AddWatch (0, Mono.Terminal.UnixMainLoop.Condition.PollIn, x => {
+ (mainLoop.Driver as UnixMainLoop).AddWatch (0, UnixMainLoop.Condition.PollIn, x => {
ProcessInput (keyHandler, keyUpHandler, mouseHandler);
return true;
});
diff --git a/Terminal.Gui/ConsoleDrivers/CursesDriver/UnixMainLoop.cs b/Terminal.Gui/ConsoleDrivers/CursesDriver/UnixMainLoop.cs
new file mode 100644
index 000000000..73e1e2efb
--- /dev/null
+++ b/Terminal.Gui/ConsoleDrivers/CursesDriver/UnixMainLoop.cs
@@ -0,0 +1,222 @@
+//
+// mainloop.cs: Simple managed mainloop implementation.
+//
+// Authors:
+// Miguel de Icaza (miguel.de.icaza@gmail.com)
+//
+// Copyright (C) 2011 Novell (http://www.novell.com)
+//
+// Permission is hereby granted, free of charge, to any person obtaining
+// a copy of this software and associated documentation files (the
+// "Software"), to deal in the Software without restriction, including
+// without limitation the rights to use, copy, modify, merge, publish,
+// distribute, sublicense, and/or sell copies of the Software, and to
+// permit persons to whom the Software is furnished to do so, subject to
+// the following conditions:
+//
+// The above copyright notice and this permission notice shall be
+// included in all copies or substantial portions of the Software.
+//
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
+// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
+// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
+// NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
+// LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
+// OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
+// WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+//
+using System.Collections.Generic;
+using System;
+using System.Runtime.InteropServices;
+
+namespace Terminal.Gui {
+ ///
+ /// Unix main loop, suitable for using on Posix systems
+ ///
+ ///
+ /// In addition to the general functions of the mainloop, the Unix version
+ /// can watch file descriptors using the AddWatch methods.
+ ///
+ public class UnixMainLoop : IMainLoopDriver {
+ [StructLayout (LayoutKind.Sequential)]
+ struct Pollfd {
+ public int fd;
+ public short events, revents;
+ }
+
+ ///
+ /// Condition on which to wake up from file descriptor activity. These match the Linux/BSD poll definitions.
+ ///
+ [Flags]
+ public enum Condition : short {
+ ///
+ /// There is data to read
+ ///
+ PollIn = 1,
+ ///
+ /// Writing to the specified descriptor will not block
+ ///
+ PollOut = 4,
+ ///
+ /// There is urgent data to read
+ ///
+ PollPri = 2,
+ ///
+ /// Error condition on output
+ ///
+ PollErr = 8,
+ ///
+ /// Hang-up on output
+ ///
+ PollHup = 16,
+ ///
+ /// File descriptor is not open.
+ ///
+ PollNval = 32
+ }
+
+ class Watch {
+ public int File;
+ public Condition Condition;
+ public Func Callback;
+ }
+
+ Dictionary descriptorWatchers = new Dictionary ();
+
+ [DllImport ("libc")]
+ extern static int poll ([In, Out]Pollfd [] ufds, uint nfds, int timeout);
+
+ [DllImport ("libc")]
+ extern static int pipe ([In, Out]int [] pipes);
+
+ [DllImport ("libc")]
+ extern static int read (int fd, IntPtr buf, IntPtr n);
+
+ [DllImport ("libc")]
+ extern static int write (int fd, IntPtr buf, IntPtr n);
+
+ Pollfd [] pollmap;
+ bool poll_dirty = true;
+ int [] wakeupPipes = new int [2];
+ static IntPtr ignore = Marshal.AllocHGlobal (1);
+ MainLoop mainLoop;
+
+ void IMainLoopDriver.Wakeup ()
+ {
+ write (wakeupPipes [1], ignore, (IntPtr) 1);
+ }
+
+ void IMainLoopDriver.Setup (MainLoop mainLoop) {
+ this.mainLoop = mainLoop;
+ pipe (wakeupPipes);
+ AddWatch (wakeupPipes [0], Condition.PollIn, ml => {
+ read (wakeupPipes [0], ignore, (IntPtr)1);
+ return true;
+ });
+ }
+
+ ///
+ /// Removes an active watch from the mainloop.
+ ///
+ ///
+ /// The token parameter is the value returned from AddWatch
+ ///
+ public void RemoveWatch (object token)
+ {
+ var watch = token as Watch;
+ if (watch == null)
+ return;
+ descriptorWatchers.Remove (watch.File);
+ }
+
+ ///
+ /// Watches a file descriptor for activity.
+ ///
+ ///
+ /// When the condition is met, the provided callback
+ /// is invoked. If the callback returns false, the
+ /// watch is automatically removed.
+ ///
+ /// The return value is a token that represents this watch, you can
+ /// use this token to remove the watch by calling RemoveWatch.
+ ///
+ public object AddWatch (int fileDescriptor, Condition condition, Func callback)
+ {
+ if (callback == null)
+ throw new ArgumentNullException (nameof(callback));
+
+ var watch = new Watch () { Condition = condition, Callback = callback, File = fileDescriptor };
+ descriptorWatchers [fileDescriptor] = watch;
+ poll_dirty = true;
+ return watch;
+ }
+
+ void UpdatePollMap ()
+ {
+ if (!poll_dirty)
+ return;
+ poll_dirty = false;
+
+ pollmap = new Pollfd [descriptorWatchers.Count];
+ int i = 0;
+ foreach (var fd in descriptorWatchers.Keys) {
+ pollmap [i].fd = fd;
+ pollmap [i].events = (short)descriptorWatchers [fd].Condition;
+ i++;
+ }
+ }
+
+ bool IMainLoopDriver.EventsPending (bool wait)
+ {
+ long now = DateTime.UtcNow.Ticks;
+
+ int pollTimeout, n;
+ if (mainLoop.timeouts.Count > 0) {
+ pollTimeout = (int)((mainLoop.timeouts.Keys [0] - now) / TimeSpan.TicksPerMillisecond);
+ if (pollTimeout < 0)
+ return true;
+
+ } else
+ pollTimeout = -1;
+
+ if (!wait)
+ pollTimeout = 0;
+
+ UpdatePollMap ();
+
+ while (true) {
+ if (wait && pollTimeout == -1) {
+ pollTimeout = 0;
+ }
+ n = poll (pollmap, (uint)pollmap.Length, pollTimeout);
+ if (pollmap != null) {
+ break;
+ }
+ if (mainLoop.timeouts.Count > 0 || mainLoop.idleHandlers.Count > 0) {
+ return true;
+ }
+ }
+ int ic;
+ lock (mainLoop.idleHandlers)
+ ic = mainLoop.idleHandlers.Count;
+ return n > 0 || mainLoop.timeouts.Count > 0 && ((mainLoop.timeouts.Keys [0] - DateTime.UtcNow.Ticks) < 0) || ic > 0;
+ }
+
+ void IMainLoopDriver.MainIteration ()
+ {
+ if (pollmap != null) {
+ foreach (var p in pollmap) {
+ Watch watch;
+
+ if (p.revents == 0)
+ continue;
+
+ if (!descriptorWatchers.TryGetValue (p.fd, out watch))
+ continue;
+ if (!watch.Callback (this.mainLoop))
+ descriptorWatchers.Remove (p.fd);
+ }
+ }
+ }
+ }
+}
diff --git a/Terminal.Gui/MonoCurses/UnmanagedLibrary.cs b/Terminal.Gui/ConsoleDrivers/CursesDriver/UnmanagedLibrary.cs
similarity index 100%
rename from Terminal.Gui/MonoCurses/UnmanagedLibrary.cs
rename to Terminal.Gui/ConsoleDrivers/CursesDriver/UnmanagedLibrary.cs
diff --git a/Terminal.Gui/MonoCurses/binding.cs b/Terminal.Gui/ConsoleDrivers/CursesDriver/binding.cs
similarity index 100%
rename from Terminal.Gui/MonoCurses/binding.cs
rename to Terminal.Gui/ConsoleDrivers/CursesDriver/binding.cs
diff --git a/Terminal.Gui/MonoCurses/constants.cs b/Terminal.Gui/ConsoleDrivers/CursesDriver/constants.cs
similarity index 100%
rename from Terminal.Gui/MonoCurses/constants.cs
rename to Terminal.Gui/ConsoleDrivers/CursesDriver/constants.cs
diff --git a/Terminal.Gui/MonoCurses/handles.cs b/Terminal.Gui/ConsoleDrivers/CursesDriver/handles.cs
similarity index 100%
rename from Terminal.Gui/MonoCurses/handles.cs
rename to Terminal.Gui/ConsoleDrivers/CursesDriver/handles.cs
diff --git a/Terminal.Gui/Drivers/NetDriver.cs b/Terminal.Gui/ConsoleDrivers/NetDriver.cs
similarity index 85%
rename from Terminal.Gui/Drivers/NetDriver.cs
rename to Terminal.Gui/ConsoleDrivers/NetDriver.cs
index 3b7fa188d..aa237b65a 100644
--- a/Terminal.Gui/Drivers/NetDriver.cs
+++ b/Terminal.Gui/ConsoleDrivers/NetDriver.cs
@@ -5,7 +5,7 @@
// Miguel de Icaza (miguel@gnome.org)
//
using System;
-using Mono.Terminal;
+using System.Threading;
using NStack;
namespace Terminal.Gui {
@@ -144,7 +144,7 @@ namespace Terminal.Gui {
Colors.Menu.Focus = MakeColor (ConsoleColor.White, ConsoleColor.Black);
Colors.Menu.HotNormal = MakeColor (ConsoleColor.Yellow, ConsoleColor.Cyan);
Colors.Menu.Normal = MakeColor (ConsoleColor.White, ConsoleColor.Cyan);
- Colors.Menu.Disabled = MakeColor(ConsoleColor.DarkGray, ConsoleColor.Cyan);
+ Colors.Menu.Disabled = MakeColor (ConsoleColor.DarkGray, ConsoleColor.Cyan);
Colors.Dialog.Normal = MakeColor (ConsoleColor.Black, ConsoleColor.Gray);
Colors.Dialog.Focus = MakeColor (ConsoleColor.Black, ConsoleColor.Cyan);
@@ -356,4 +356,71 @@ namespace Terminal.Gui {
//
}
+
+ ///
+ /// Mainloop intended to be used with the .NET System.Console API, and can
+ /// be used on Windows and Unix, it is cross platform but lacks things like
+ /// file descriptor monitoring.
+ ///
+ class NetMainLoop : IMainLoopDriver {
+ AutoResetEvent keyReady = new AutoResetEvent (false);
+ AutoResetEvent waitForProbe = new AutoResetEvent (false);
+ ConsoleKeyInfo? windowsKeyResult = null;
+ public Action WindowsKeyPressed;
+ MainLoop mainLoop;
+
+ public NetMainLoop ()
+ {
+ }
+
+ void WindowsKeyReader ()
+ {
+ while (true) {
+ waitForProbe.WaitOne ();
+ windowsKeyResult = Console.ReadKey (true);
+ keyReady.Set ();
+ }
+ }
+
+ void IMainLoopDriver.Setup (MainLoop mainLoop)
+ {
+ this.mainLoop = mainLoop;
+ Thread readThread = new Thread (WindowsKeyReader);
+ readThread.Start ();
+ }
+
+ void IMainLoopDriver.Wakeup ()
+ {
+ }
+
+ bool IMainLoopDriver.EventsPending (bool wait)
+ {
+ long now = DateTime.UtcNow.Ticks;
+
+ int waitTimeout;
+ if (mainLoop.timeouts.Count > 0) {
+ waitTimeout = (int)((mainLoop.timeouts.Keys [0] - now) / TimeSpan.TicksPerMillisecond);
+ if (waitTimeout < 0)
+ return true;
+ } else
+ waitTimeout = -1;
+
+ if (!wait)
+ waitTimeout = 0;
+
+ windowsKeyResult = null;
+ waitForProbe.Set ();
+ keyReady.WaitOne (waitTimeout);
+ return windowsKeyResult.HasValue;
+ }
+
+ void IMainLoopDriver.MainIteration ()
+ {
+ if (windowsKeyResult.HasValue) {
+ if (WindowsKeyPressed != null)
+ WindowsKeyPressed (windowsKeyResult.Value);
+ windowsKeyResult = null;
+ }
+ }
+ }
}
\ No newline at end of file
diff --git a/Terminal.Gui/Drivers/WindowsDriver.cs b/Terminal.Gui/ConsoleDrivers/WindowsDriver.cs
similarity index 99%
rename from Terminal.Gui/Drivers/WindowsDriver.cs
rename to Terminal.Gui/ConsoleDrivers/WindowsDriver.cs
index 439f0fea3..1269ae375 100644
--- a/Terminal.Gui/Drivers/WindowsDriver.cs
+++ b/Terminal.Gui/ConsoleDrivers/WindowsDriver.cs
@@ -26,12 +26,9 @@
// SOFTWARE.
//
using System;
-using System.CodeDom;
-using System.Diagnostics;
using System.Runtime.InteropServices;
using System.Threading;
using System.Threading.Tasks;
-using Mono.Terminal;
using NStack;
namespace Terminal.Gui {
@@ -425,7 +422,7 @@ namespace Terminal.Gui {
}
}
- internal class WindowsDriver : ConsoleDriver, Mono.Terminal.IMainLoopDriver {
+ internal class WindowsDriver : ConsoleDriver, IMainLoopDriver {
static bool sync = false;
ManualResetEventSlim eventReady = new ManualResetEventSlim (false);
ManualResetEventSlim waitForProbe = new ManualResetEventSlim (false);
@@ -522,9 +519,9 @@ namespace Terminal.Gui {
void WindowsInputHandler ()
{
while (true) {
- waitForProbe.Wait ();
+ waitForProbe.Wait ();
waitForProbe.Reset ();
-
+
uint numberEventsRead = 0;
WindowsConsole.ReadConsoleInput (winConsole.InputHandle, records, 1, out numberEventsRead);
@@ -1044,7 +1041,7 @@ namespace Terminal.Gui {
SetupColorsAndBorders ();
}
-
+
void ResizeScreen ()
{
OutputBuffer = new WindowsConsole.CharInfo [Rows * Cols];
diff --git a/Terminal.Gui/Core/Application.cs b/Terminal.Gui/Core/Application.cs
new file mode 100644
index 000000000..80fa4feee
--- /dev/null
+++ b/Terminal.Gui/Core/Application.cs
@@ -0,0 +1,660 @@
+//
+// 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.Generic;
+using System.Threading;
+using System.ComponentModel;
+using System.Linq;
+
+namespace Terminal.Gui {
+ ///
+ /// The application driver for Terminal.Gui.
+ ///
+ ///
+ ///
+ /// You can hook up to the event to have your method
+ /// invoked on each iteration of the .
+ ///
+ ///
+ /// Creates a instance of to process input events, handle timers and
+ /// other sources of data. It is accessible via the 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;
+
+ 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 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 (true);
+ 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);
+ 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.
+ public static void End (RunState runState)
+ {
+ if (runState == null)
+ throw new ArgumentNullException (nameof (runState));
+
+ runState.Dispose ();
+ runState = null;
+ }
+
+ ///
+ /// Shutdown an application initalized with
+ ///
+ public static void Shutdown ()
+ {
+ foreach (var t in toplevels) {
+ t.Running = false;
+ }
+ toplevels.Clear ();
+ Current = null;
+ CurrentView = null;
+ Top = null;
+ 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)
+ {
+ if (toplevels.Peek () != view)
+ throw new ArgumentException ("The view that you end with must be balanced");
+ toplevels.Pop ();
+ if (toplevels.Count == 0)
+ Shutdown ();
+ 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)
+ {
+ var runToken = Begin (view);
+ RunLoop (runToken);
+ End (runToken);
+ }
+
+ ///
+ /// 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/Drivers/ConsoleDriver.cs b/Terminal.Gui/Core/ConsoleDriver.cs
similarity index 90%
rename from Terminal.Gui/Drivers/ConsoleDriver.cs
rename to Terminal.Gui/Core/ConsoleDriver.cs
index 232be1c28..ddfccae23 100644
--- a/Terminal.Gui/Drivers/ConsoleDriver.cs
+++ b/Terminal.Gui/Core/ConsoleDriver.cs
@@ -1,16 +1,12 @@
//
-// Driver.cs: Definition for the Console Driver API
+// ConsoleDriver.cs: Definition for the Console Driver API
//
// Authors:
// Miguel de Icaza (miguel@gnome.org)
//
using System;
-using System.Collections.Generic;
using System.Runtime.CompilerServices;
-using System.Runtime.InteropServices;
-using Mono.Terminal;
using NStack;
-using Unix.Terminal;
namespace Terminal.Gui {
@@ -88,8 +84,8 @@ namespace Terminal.Gui {
/// Attributes are used as elements that contain both a foreground and a background or platform specific features
///
///
- /// Attributes are needed to map colors to terminal capabilities that might lack colors, on color
- /// scenarios, they encode both the foreground and the background color and are used in the ColorScheme
+ /// s are needed to map colors to terminal capabilities that might lack colors, on color
+ /// scenarios, they encode both the foreground and the background color and are used in the
/// class to define color schemes that can be used in your application.
///
public struct Attribute {
@@ -103,7 +99,7 @@ namespace Terminal.Gui {
/// Value.
/// Foreground
/// Background
- public Attribute (int value, Color foreground = new Color(), Color background = new Color())
+ public Attribute (int value, Color foreground = new Color (), Color background = new Color ())
{
this.value = value;
this.foreground = foreground;
@@ -123,21 +119,21 @@ namespace Terminal.Gui {
}
///
- /// Implicit conversion from an attribute to the underlying Int32 representation
+ /// Implicit conversion from an to the underlying Int32 representation
///
/// The integer value stored in the attribute.
/// The attribute to convert
public static implicit operator int (Attribute c) => c.value;
///
- /// Implicitly convert an integer value into an attribute
+ /// Implicitly convert an integer value into an
///
/// An attribute with the specified integer value.
/// value
public static implicit operator Attribute (int v) => new Attribute (v);
///
- /// Creates an attribute from the specified foreground and background.
+ /// Creates an from the specified foreground and background.
///
/// The make.
/// Foreground color to use.
@@ -152,7 +148,7 @@ namespace Terminal.Gui {
///
/// Color scheme definitions, they cover some common scenarios and are used
- /// typically in toplevel containers to set the scheme that is used by all the
+ /// typically in containers such as and to set the scheme that is used by all the
/// views contained inside.
///
public class ColorScheme {
@@ -190,7 +186,7 @@ namespace Terminal.Gui {
bool preparingScheme = false;
- Attribute SetAttribute (Attribute attribute, [CallerMemberName]string callerMemberName = null)
+ Attribute SetAttribute (Attribute attribute, [CallerMemberName] string callerMemberName = null)
{
if (!Application._initialized && !preparingScheme)
return attribute;
@@ -318,7 +314,7 @@ namespace Terminal.Gui {
}
///
- /// The default ColorSchemes for the application.
+ /// The default s for the application.
///
public static class Colors {
static ColorScheme _toplevel;
@@ -352,81 +348,81 @@ namespace Terminal.Gui {
///
public static ColorScheme Error { get { return _error; } set { _error = SetColorScheme (value); } }
- static ColorScheme SetColorScheme (ColorScheme colorScheme, [CallerMemberName]string callerMemberName = null)
+ static ColorScheme SetColorScheme (ColorScheme colorScheme, [CallerMemberName] string callerMemberName = null)
{
colorScheme.caller = callerMemberName;
return colorScheme;
}
}
- ///
- /// Special characters that can be drawn with Driver.AddSpecial.
- ///
- public enum SpecialChar {
- ///
- /// Horizontal line character.
- ///
- HLine,
+ /////
+ ///// Special characters that can be drawn with
+ /////
+ //public enum SpecialChar {
+ // ///
+ // /// Horizontal line character.
+ // ///
+ // HLine,
- ///
- /// Vertical line character.
- ///
- VLine,
+ // ///
+ // /// Vertical line character.
+ // ///
+ // VLine,
- ///
- /// Stipple pattern
- ///
- Stipple,
+ // ///
+ // /// Stipple pattern
+ // ///
+ // Stipple,
- ///
- /// Diamond character
- ///
- Diamond,
+ // ///
+ // /// Diamond character
+ // ///
+ // Diamond,
- ///
- /// Upper left corner
- ///
- ULCorner,
+ // ///
+ // /// Upper left corner
+ // ///
+ // ULCorner,
- ///
- /// Lower left corner
- ///
- LLCorner,
+ // ///
+ // /// Lower left corner
+ // ///
+ // LLCorner,
- ///
- /// Upper right corner
- ///
- URCorner,
+ // ///
+ // /// Upper right corner
+ // ///
+ // URCorner,
- ///
- /// Lower right corner
- ///
- LRCorner,
+ // ///
+ // /// Lower right corner
+ // ///
+ // LRCorner,
- ///
- /// Left tee
- ///
- LeftTee,
+ // ///
+ // /// Left tee
+ // ///
+ // LeftTee,
- ///
- /// Right tee
- ///
- RightTee,
+ // ///
+ // /// Right tee
+ // ///
+ // RightTee,
- ///
- /// Top tee
- ///
- TopTee,
+ // ///
+ // /// Top tee
+ // ///
+ // TopTee,
- ///
- /// The bottom tee.
- ///
- BottomTee,
-
- }
+ // ///
+ // /// The bottom tee.
+ // ///
+ // BottomTee,
+ //}
///
- /// ConsoleDriver is an abstract class that defines the requirements for a console driver. One implementation if the CursesDriver, and another one uses the .NET Console one.
+ /// ConsoleDriver is an abstract class that defines the requirements for a console driver.
+ /// There are currently three implementations: (for Unix and Mac), , and that uses the .NET Console API.
///
public abstract class ConsoleDriver {
///
@@ -520,7 +516,7 @@ namespace Terminal.Gui {
/// Set the handler when the terminal is resized.
///
///
- public void SetTerminalResized(Action terminalResized)
+ public void SetTerminalResized (Action terminalResized)
{
TerminalResized = terminalResized;
}
diff --git a/Terminal.Gui/Event.cs b/Terminal.Gui/Core/Event.cs
similarity index 97%
rename from Terminal.Gui/Event.cs
rename to Terminal.Gui/Core/Event.cs
index 3ef750738..8c6fd3b2b 100644
--- a/Terminal.Gui/Event.cs
+++ b/Terminal.Gui/Core/Event.cs
@@ -14,8 +14,8 @@ namespace Terminal.Gui {
///
///
///
- /// If the SpecialMask is set, then the value is that of the special mask,
- /// otherwise, the value is the one of the lower bits (as extracted by CharMask)
+ /// If the is set, then the value is that of the special mask,
+ /// otherwise, the value is the one of the lower bits (as extracted by )
///
///
/// Control keys are the values between 1 and 26 corresponding to Control-A to Control-Z
@@ -34,8 +34,8 @@ namespace Terminal.Gui {
CharMask = 0xfffff,
///
- /// If the SpecialMask is set, then the value is that of the special mask,
- /// otherwise, the value is the one of the lower bits (as extracted by CharMask).
+ /// If the is set, then the value is that of the special mask,
+ /// otherwise, the value is the one of the lower bits (as extracted by ).
///
SpecialMask = 0xfff00000,
@@ -369,7 +369,7 @@ namespace Terminal.Gui {
}
///
- /// Mouse flags reported in MouseEvent.
+ /// Mouse flags reported in .
///
///
/// They just happen to map to the ncurses ones.
diff --git a/Terminal.Gui/Core/MainLoop.cs b/Terminal.Gui/Core/MainLoop.cs
new file mode 100644
index 000000000..ce9393507
--- /dev/null
+++ b/Terminal.Gui/Core/MainLoop.cs
@@ -0,0 +1,259 @@
+//
+// MainLoop.cs: Simple managed mainloop implementation.
+//
+// Authors:
+// Miguel de Icaza (miguel.de.icaza@gmail.com)
+//
+// Copyright (C) 2011 Novell (http://www.novell.com)
+//
+// Permission is hereby granted, free of charge, to any person obtaining
+// a copy of this software and associated documentation files (the
+// "Software"), to deal in the Software without restriction, including
+// without limitation the rights to use, copy, modify, merge, publish,
+// distribute, sublicense, and/or sell copies of the Software, and to
+// permit persons to whom the Software is furnished to do so, subject to
+// the following conditions:
+//
+// The above copyright notice and this permission notice shall be
+// included in all copies or substantial portions of the Software.
+//
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
+// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
+// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
+// NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
+// LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
+// OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
+// WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+//
+using System.Collections.Generic;
+using System;
+
+namespace Terminal.Gui {
+
+ ///
+ /// Interface to create platform specific main loop drivers.
+ ///
+ public interface IMainLoopDriver {
+ ///
+ /// Initializes the main loop driver, gets the calling main loop for the initialization.
+ ///
+ /// Main loop.
+ void Setup (MainLoop mainLoop);
+
+ ///
+ /// Wakes up the mainloop that might be waiting on input, must be thread safe.
+ ///
+ void Wakeup ();
+
+ ///
+ /// Must report whether there are any events pending, or even block waiting for events.
+ ///
+ /// true, if there were pending events, false otherwise.
+ /// If set to true wait until an event is available, otherwise return immediately.
+ bool EventsPending (bool wait);
+
+ ///
+ /// The interation function.
+ ///
+ void MainIteration ();
+ }
+
+ ///
+ /// Simple main loop implementation that can be used to monitor
+ /// file descriptor, run timers and idle handlers.
+ ///
+ ///
+ /// Monitoring of file descriptors is only available on Unix, there
+ /// does not seem to be a way of supporting this on Windows.
+ ///
+ public class MainLoop {
+ internal class Timeout {
+ public TimeSpan Span;
+ public Func Callback;
+ }
+
+ internal SortedList timeouts = new SortedList ();
+ internal List> idleHandlers = new List> ();
+
+ IMainLoopDriver driver;
+
+ ///
+ /// The current IMainLoopDriver in use.
+ ///
+ /// The driver.
+ public IMainLoopDriver Driver => driver;
+
+ ///
+ /// Creates a new Mainloop, to run it you must provide a driver, and choose
+ /// one of the implementations UnixMainLoop, NetMainLoop or WindowsMainLoop.
+ ///
+ public MainLoop (IMainLoopDriver driver)
+ {
+ this.driver = driver;
+ driver.Setup (this);
+ }
+
+ ///
+ /// Runs @action on the thread that is processing events
+ ///
+ public void Invoke (Action action)
+ {
+ AddIdle (() => {
+ action ();
+ return false;
+ });
+ }
+
+ ///
+ /// Executes the specified @idleHandler on the idle loop. The return value is a token to remove it.
+ ///
+ public Func AddIdle (Func idleHandler)
+ {
+ lock (idleHandlers)
+ idleHandlers.Add (idleHandler);
+
+ return idleHandler;
+ }
+
+ ///
+ /// Removes the specified idleHandler from processing.
+ ///
+ public void RemoveIdle (Func idleHandler)
+ {
+ lock (idleHandler)
+ idleHandlers.Remove (idleHandler);
+ }
+
+ void AddTimeout (TimeSpan time, Timeout timeout)
+ {
+ timeouts.Add ((DateTime.UtcNow + time).Ticks, timeout);
+ }
+
+ ///
+ /// Adds a timeout to the mainloop.
+ ///
+ ///
+ /// When time time specified passes, the callback will be invoked.
+ /// If the callback returns true, the timeout will be reset, repeating
+ /// the invocation. If it returns false, the timeout will stop.
+ ///
+ /// The returned value is a token that can be used to stop the timeout
+ /// by calling RemoveTimeout.
+ ///
+ public object AddTimeout (TimeSpan time, Func callback)
+ {
+ if (callback == null)
+ throw new ArgumentNullException (nameof (callback));
+ var timeout = new Timeout () {
+ Span = time,
+ Callback = callback
+ };
+ AddTimeout (time, timeout);
+ return timeout;
+ }
+
+ ///
+ /// Removes a previously scheduled timeout
+ ///
+ ///
+ /// The token parameter is the value returned by AddTimeout.
+ ///
+ public void RemoveTimeout (object token)
+ {
+ var idx = timeouts.IndexOfValue (token as Timeout);
+ if (idx == -1)
+ return;
+ timeouts.RemoveAt (idx);
+ }
+
+ void RunTimers ()
+ {
+ long now = DateTime.UtcNow.Ticks;
+ var copy = timeouts;
+ timeouts = new SortedList ();
+ foreach (var k in copy.Keys) {
+ var timeout = copy [k];
+ if (k < now) {
+ if (timeout.Callback (this))
+ AddTimeout (timeout.Span, timeout);
+ } else
+ timeouts.Add (k, timeout);
+ }
+ }
+
+ void RunIdle ()
+ {
+ List> iterate;
+ lock (idleHandlers) {
+ iterate = idleHandlers;
+ idleHandlers = new List> ();
+ }
+
+ foreach (var idle in iterate) {
+ if (idle ())
+ lock (idleHandlers)
+ idleHandlers.Add (idle);
+ }
+ }
+
+ bool running;
+
+ ///
+ /// Stops the mainloop.
+ ///
+ public void Stop ()
+ {
+ running = false;
+ driver.Wakeup ();
+ }
+
+ ///
+ /// Determines whether there are pending events to be processed.
+ ///
+ ///
+ /// You can use this method if you want to probe if events are pending.
+ /// Typically used if you need to flush the input queue while still
+ /// running some of your own code in your main thread.
+ ///
+ public bool EventsPending (bool wait = false)
+ {
+ return driver.EventsPending (wait);
+ }
+
+ ///
+ /// Runs one iteration of timers and file watches
+ ///
+ ///
+ /// You use this to process all pending events (timers, idle handlers and file watches).
+ ///
+ /// You can use it like this:
+ /// while (main.EvensPending ()) MainIteration ();
+ ///
+ public void MainIteration ()
+ {
+ if (timeouts.Count > 0)
+ RunTimers ();
+
+ driver.MainIteration ();
+
+ lock (idleHandlers) {
+ if (idleHandlers.Count > 0)
+ RunIdle ();
+ }
+ }
+
+ ///
+ /// Runs the mainloop.
+ ///
+ public void Run ()
+ {
+ bool prev = running;
+ running = true;
+ while (running) {
+ EventsPending (true);
+ MainIteration ();
+ }
+ running = prev;
+ }
+ }
+}
diff --git a/Terminal.Gui/Types/PosDim.cs b/Terminal.Gui/Core/PosDim.cs
similarity index 100%
rename from Terminal.Gui/Types/PosDim.cs
rename to Terminal.Gui/Core/PosDim.cs
diff --git a/Terminal.Gui/Core/Responder.cs b/Terminal.Gui/Core/Responder.cs
new file mode 100644
index 000000000..80ad3bd16
--- /dev/null
+++ b/Terminal.Gui/Core/Responder.cs
@@ -0,0 +1,183 @@
+//
+// 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..c2fc5d273
--- /dev/null
+++ b/Terminal.Gui/Core/Toplevel.cs
@@ -0,0 +1,291 @@
+//
+// Toplevel.cs: Toplevel views can be modally executed
+//
+// Authors:
+// Miguel de Icaza (miguel@gnome.org)
+//
+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..c4524f316
--- /dev/null
+++ b/Terminal.Gui/Core/View.cs
@@ -0,0 +1,1311 @@
+//
+// 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.
+ 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
+ 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..f2584479f
--- /dev/null
+++ b/Terminal.Gui/Core/Window.cs
@@ -0,0 +1,250 @@
+//
+// Authors:
+// Miguel de Icaza (miguel@gnome.org)
+//
+using System.Collections;
+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 ();
+ }
+
+ void DrawFrame (bool fill = true)
+ {
+ DrawFrame (new Rect (0, 0, Frame.Width, Frame.Height), padding, fill: fill);
+ }
+
+ ///
+ /// 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;
+
+ if (NeedDisplay != null && !NeedDisplay.IsEmpty) {
+ DrawFrameWindow ();
+ }
+ contentView.Redraw (contentView.Bounds);
+ ClearNeedsDisplay ();
+ DrawFrameWindow (false);
+
+ void DrawFrameWindow (bool fill = true)
+ {
+ Driver.SetAttribute (ColorScheme.Normal);
+ DrawFrame (fill);
+ if (HasFocus)
+ Driver.SetAttribute (ColorScheme.HotNormal);
+ var width = Frame.Width - (padding + 2) * 2;
+ if (Title != null && width > 4) {
+ Move (1 + padding, padding);
+ Driver.AddRune (' ');
+ var str = Title.Length >= width ? Title [0, width - 2] : Title;
+ Driver.AddStr (str);
+ Driver.AddRune (' ');
+ }
+ 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/MonoCurses/README.md b/Terminal.Gui/MonoCurses/README.md
deleted file mode 100644
index 4ea82ddaf..000000000
--- a/Terminal.Gui/MonoCurses/README.md
+++ /dev/null
@@ -1,13 +0,0 @@
-This directory contains a copy of the MonoCurses binding from:
-
-http://github.com/mono/mono-curses
-
-The source code has been exported in a way that the MonoCurses
-API is kept private and does not surface to the user, this is
-done with the command:
-
-```
- make publish-to-gui
-```
-
-In the MonoCurses package
diff --git a/Terminal.Gui/MonoCurses/mainloop.cs b/Terminal.Gui/MonoCurses/mainloop.cs
deleted file mode 100644
index eda74d73f..000000000
--- a/Terminal.Gui/MonoCurses/mainloop.cs
+++ /dev/null
@@ -1,518 +0,0 @@
-//
-// mainloop.cs: Simple managed mainloop implementation.
-//
-// Authors:
-// Miguel de Icaza (miguel.de.icaza@gmail.com)
-//
-// Copyright (C) 2011 Novell (http://www.novell.com)
-//
-// Permission is hereby granted, free of charge, to any person obtaining
-// a copy of this software and associated documentation files (the
-// "Software"), to deal in the Software without restriction, including
-// without limitation the rights to use, copy, modify, merge, publish,
-// distribute, sublicense, and/or sell copies of the Software, and to
-// permit persons to whom the Software is furnished to do so, subject to
-// the following conditions:
-//
-// The above copyright notice and this permission notice shall be
-// included in all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
-// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
-// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
-// NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
-// LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
-// OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
-// WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
-//
-using System.Collections.Generic;
-using System;
-using System.Runtime.InteropServices;
-using System.Threading;
-
-namespace Mono.Terminal {
-
- ///
- /// Public interface to create your own platform specific main loop driver.
- ///
- public interface IMainLoopDriver {
- ///
- /// Initializes the main loop driver, gets the calling main loop for the initialization.
- ///
- /// Main loop.
- void Setup (MainLoop mainLoop);
-
- ///
- /// Wakes up the mainloop that might be waiting on input, must be thread safe.
- ///
- void Wakeup ();
-
- ///
- /// Must report whether there are any events pending, or even block waiting for events.
- ///
- /// true, if there were pending events, false otherwise.
- /// If set to true wait until an event is available, otherwise return immediately.
- bool EventsPending (bool wait);
-
- ///
- /// The interation function.
- ///
- void MainIteration ();
- }
-
- ///
- /// Unix main loop, suitable for using on Posix systems
- ///
- ///
- /// In addition to the general functions of the mainloop, the Unix version
- /// can watch file descriptors using the AddWatch methods.
- ///
- public class UnixMainLoop : IMainLoopDriver {
- [StructLayout (LayoutKind.Sequential)]
- struct Pollfd {
- public int fd;
- public short events, revents;
- }
-
- ///
- /// Condition on which to wake up from file descriptor activity. These match the Linux/BSD poll definitions.
- ///
- [Flags]
- public enum Condition : short {
- ///
- /// There is data to read
- ///
- PollIn = 1,
- ///
- /// Writing to the specified descriptor will not block
- ///
- PollOut = 4,
- ///
- /// There is urgent data to read
- ///
- PollPri = 2,
- ///
- /// Error condition on output
- ///
- PollErr = 8,
- ///
- /// Hang-up on output
- ///
- PollHup = 16,
- ///
- /// File descriptor is not open.
- ///
- PollNval = 32
- }
-
- class Watch {
- public int File;
- public Condition Condition;
- public Func Callback;
- }
-
- Dictionary descriptorWatchers = new Dictionary ();
-
- [DllImport ("libc")]
- extern static int poll ([In, Out]Pollfd [] ufds, uint nfds, int timeout);
-
- [DllImport ("libc")]
- extern static int pipe ([In, Out]int [] pipes);
-
- [DllImport ("libc")]
- extern static int read (int fd, IntPtr buf, IntPtr n);
-
- [DllImport ("libc")]
- extern static int write (int fd, IntPtr buf, IntPtr n);
-
- Pollfd [] pollmap;
- bool poll_dirty = true;
- int [] wakeupPipes = new int [2];
- static IntPtr ignore = Marshal.AllocHGlobal (1);
- MainLoop mainLoop;
-
- void IMainLoopDriver.Wakeup ()
- {
- write (wakeupPipes [1], ignore, (IntPtr) 1);
- }
-
- void IMainLoopDriver.Setup (MainLoop mainLoop) {
- this.mainLoop = mainLoop;
- pipe (wakeupPipes);
- AddWatch (wakeupPipes [0], Condition.PollIn, ml => {
- read (wakeupPipes [0], ignore, (IntPtr)1);
- return true;
- });
- }
-
- ///
- /// Removes an active watch from the mainloop.
- ///
- ///
- /// The token parameter is the value returned from AddWatch
- ///
- public void RemoveWatch (object token)
- {
- var watch = token as Watch;
- if (watch == null)
- return;
- descriptorWatchers.Remove (watch.File);
- }
-
- ///
- /// Watches a file descriptor for activity.
- ///
- ///
- /// When the condition is met, the provided callback
- /// is invoked. If the callback returns false, the
- /// watch is automatically removed.
- ///
- /// The return value is a token that represents this watch, you can
- /// use this token to remove the watch by calling RemoveWatch.
- ///
- public object AddWatch (int fileDescriptor, Condition condition, Func callback)
- {
- if (callback == null)
- throw new ArgumentNullException (nameof(callback));
-
- var watch = new Watch () { Condition = condition, Callback = callback, File = fileDescriptor };
- descriptorWatchers [fileDescriptor] = watch;
- poll_dirty = true;
- return watch;
- }
-
- void UpdatePollMap ()
- {
- if (!poll_dirty)
- return;
- poll_dirty = false;
-
- pollmap = new Pollfd [descriptorWatchers.Count];
- int i = 0;
- foreach (var fd in descriptorWatchers.Keys) {
- pollmap [i].fd = fd;
- pollmap [i].events = (short)descriptorWatchers [fd].Condition;
- i++;
- }
- }
-
- bool IMainLoopDriver.EventsPending (bool wait)
- {
- long now = DateTime.UtcNow.Ticks;
-
- int pollTimeout, n;
- if (mainLoop.timeouts.Count > 0) {
- pollTimeout = (int)((mainLoop.timeouts.Keys [0] - now) / TimeSpan.TicksPerMillisecond);
- if (pollTimeout < 0)
- return true;
-
- } else
- pollTimeout = -1;
-
- if (!wait)
- pollTimeout = 0;
-
- UpdatePollMap ();
-
- while (true) {
- if (wait && pollTimeout == -1) {
- pollTimeout = 0;
- }
- n = poll (pollmap, (uint)pollmap.Length, pollTimeout);
- if (pollmap != null) {
- break;
- }
- if (mainLoop.timeouts.Count > 0 || mainLoop.idleHandlers.Count > 0) {
- return true;
- }
- }
- int ic;
- lock (mainLoop.idleHandlers)
- ic = mainLoop.idleHandlers.Count;
- return n > 0 || mainLoop.timeouts.Count > 0 && ((mainLoop.timeouts.Keys [0] - DateTime.UtcNow.Ticks) < 0) || ic > 0;
- }
-
- void IMainLoopDriver.MainIteration ()
- {
- if (pollmap != null) {
- foreach (var p in pollmap) {
- Watch watch;
-
- if (p.revents == 0)
- continue;
-
- if (!descriptorWatchers.TryGetValue (p.fd, out watch))
- continue;
- if (!watch.Callback (this.mainLoop))
- descriptorWatchers.Remove (p.fd);
- }
- }
- }
- }
-
- ///
- /// Mainloop intended to be used with the .NET System.Console API, and can
- /// be used on Windows and Unix, it is cross platform but lacks things like
- /// file descriptor monitoring.
- ///
- class NetMainLoop : IMainLoopDriver {
- AutoResetEvent keyReady = new AutoResetEvent (false);
- AutoResetEvent waitForProbe = new AutoResetEvent (false);
- ConsoleKeyInfo? windowsKeyResult = null;
- public Action WindowsKeyPressed;
- MainLoop mainLoop;
-
- public NetMainLoop ()
- {
- }
-
- void WindowsKeyReader ()
- {
- while (true) {
- waitForProbe.WaitOne ();
- windowsKeyResult = Console.ReadKey (true);
- keyReady.Set ();
- }
- }
-
- void IMainLoopDriver.Setup (MainLoop mainLoop)
- {
- this.mainLoop = mainLoop;
- Thread readThread = new Thread (WindowsKeyReader);
- readThread.Start ();
- }
-
- void IMainLoopDriver.Wakeup ()
- {
- }
-
- bool IMainLoopDriver.EventsPending (bool wait)
- {
- long now = DateTime.UtcNow.Ticks;
-
- int waitTimeout;
- if (mainLoop.timeouts.Count > 0) {
- waitTimeout = (int)((mainLoop.timeouts.Keys [0] - now) / TimeSpan.TicksPerMillisecond);
- if (waitTimeout < 0)
- return true;
- } else
- waitTimeout = -1;
-
- if (!wait)
- waitTimeout = 0;
-
- windowsKeyResult = null;
- waitForProbe.Set ();
- keyReady.WaitOne (waitTimeout);
- return windowsKeyResult.HasValue;
- }
-
- void IMainLoopDriver.MainIteration ()
- {
- if (windowsKeyResult.HasValue) {
- if (WindowsKeyPressed!= null)
- WindowsKeyPressed (windowsKeyResult.Value);
- windowsKeyResult = null;
- }
- }
- }
-
- ///
- /// Simple main loop implementation that can be used to monitor
- /// file descriptor, run timers and idle handlers.
- ///
- ///
- /// Monitoring of file descriptors is only available on Unix, there
- /// does not seem to be a way of supporting this on Windows.
- ///
- public class MainLoop {
- internal class Timeout {
- public TimeSpan Span;
- public Func Callback;
- }
-
- internal SortedList timeouts = new SortedList ();
- internal List> idleHandlers = new List> ();
-
- IMainLoopDriver driver;
-
- ///
- /// The current IMainLoopDriver in use.
- ///
- /// The driver.
- public IMainLoopDriver Driver => driver;
-
- ///
- /// Creates a new Mainloop, to run it you must provide a driver, and choose
- /// one of the implementations UnixMainLoop, NetMainLoop or WindowsMainLoop.
- ///
- public MainLoop (IMainLoopDriver driver)
- {
- this.driver = driver;
- driver.Setup (this);
- }
-
- ///
- /// Runs @action on the thread that is processing events
- ///
- public void Invoke (Action action)
- {
- AddIdle (()=> {
- action ();
- return false;
- });
- }
-
- ///
- /// Executes the specified @idleHandler on the idle loop. The return value is a token to remove it.
- ///
- public Func AddIdle (Func idleHandler)
- {
- lock (idleHandlers)
- idleHandlers.Add (idleHandler);
-
- return idleHandler;
- }
-
- ///
- /// Removes the specified idleHandler from processing.
- ///
- public void RemoveIdle (Func idleHandler)
- {
- lock (idleHandler)
- idleHandlers.Remove (idleHandler);
- }
-
- void AddTimeout (TimeSpan time, Timeout timeout)
- {
- timeouts.Add ((DateTime.UtcNow + time).Ticks, timeout);
- }
-
- ///
- /// Adds a timeout to the mainloop.
- ///
- ///
- /// When time time specified passes, the callback will be invoked.
- /// If the callback returns true, the timeout will be reset, repeating
- /// the invocation. If it returns false, the timeout will stop.
- ///
- /// The returned value is a token that can be used to stop the timeout
- /// by calling RemoveTimeout.
- ///
- public object AddTimeout (TimeSpan time, Func callback)
- {
- if (callback == null)
- throw new ArgumentNullException (nameof (callback));
- var timeout = new Timeout () {
- Span = time,
- Callback = callback
- };
- AddTimeout (time, timeout);
- return timeout;
- }
-
- ///
- /// Removes a previously scheduled timeout
- ///
- ///
- /// The token parameter is the value returned by AddTimeout.
- ///
- public void RemoveTimeout (object token)
- {
- var idx = timeouts.IndexOfValue (token as Timeout);
- if (idx == -1)
- return;
- timeouts.RemoveAt (idx);
- }
-
- void RunTimers ()
- {
- long now = DateTime.UtcNow.Ticks;
- var copy = timeouts;
- timeouts = new SortedList ();
- foreach (var k in copy.Keys){
- var timeout = copy [k];
- if (k < now) {
- if (timeout.Callback (this))
- AddTimeout (timeout.Span, timeout);
- } else
- timeouts.Add (k, timeout);
- }
- }
-
- void RunIdle ()
- {
- List> iterate;
- lock (idleHandlers){
- iterate = idleHandlers;
- idleHandlers = new List> ();
- }
-
- foreach (var idle in iterate){
- if (idle ())
- lock (idleHandlers)
- idleHandlers.Add (idle);
- }
- }
-
- bool running;
-
- ///
- /// Stops the mainloop.
- ///
- public void Stop ()
- {
- running = false;
- driver.Wakeup ();
- }
-
- ///
- /// Determines whether there are pending events to be processed.
- ///
- ///
- /// You can use this method if you want to probe if events are pending.
- /// Typically used if you need to flush the input queue while still
- /// running some of your own code in your main thread.
- ///
- public bool EventsPending (bool wait = false)
- {
- return driver.EventsPending (wait);
- }
-
- ///
- /// Runs one iteration of timers and file watches
- ///
- ///
- /// You use this to process all pending events (timers, idle handlers and file watches).
- ///
- /// You can use it like this:
- /// while (main.EvensPending ()) MainIteration ();
- ///
- public void MainIteration ()
- {
- if (timeouts.Count > 0)
- RunTimers ();
-
- driver.MainIteration ();
-
- lock (idleHandlers){
- if (idleHandlers.Count > 0)
- RunIdle();
- }
- }
-
- ///
- /// Runs the mainloop.
- ///
- public void Run ()
- {
- bool prev = running;
- running = true;
- while (running){
- EventsPending (true);
- MainIteration ();
- }
- running = prev;
- }
- }
-}
diff --git a/Terminal.Gui/Terminal.Gui.csproj b/Terminal.Gui/Terminal.Gui.csproj
index c6f2656a9..01697a423 100644
--- a/Terminal.Gui/Terminal.Gui.csproj
+++ b/Terminal.Gui/Terminal.Gui.csproj
@@ -102,15 +102,12 @@
-
-
-
-
+
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