Attempt to Publish v2 API docs

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<h1 id="configuration-management">Configuration Management</h1>
<p>Terminal.Gui provides configuration and theme management for Terminal.Gui applications via the [<code>ConfigurationManager</code>](~/api/Terminal.Gui/Terminal.Gui.</p>
<ol>
<li><strong>Settings</strong>. Settings are applied to the <a href="../api/Terminal.Gui/Terminal.Gui.Application.html"><code>Application</code></a> class. Settings are accessed via the <code>Settings</code> property of the <a href="../api/Terminal.Gui/Terminal.Gui.ConfigurationManager.html"><code>ConfigurationManager</code></a> class.</li>
<li><strong>Themes</strong>. Themes are a named collection of settings impacting how applications look. The default theme is named &quot;Default&quot;. The built-in configuration stored within the Terminal.Gui library defines two additional themes: &quot;Dark&quot;, and &quot;Light&quot;. Additional themes can be defined in the configuration files.</li>
<li><strong>AppSettings</strong>. AppSettings allow applicaitons to use the <a href="../api/Terminal.Gui/Terminal.Gui.ConfigurationManager.html"><code>ConfigurationManager</code></a> to store and retrieve application-specific settings.</li>
</ol>
<p>The The <a href="../api/Terminal.Gui/Terminal.Gui.ConfigurationManager.html"><code>ConfigurationManager</code></a> will look for configuration files in the <code>.tui</code> folder in the user's home directory (e.g. <code>C:/Users/username/.tui</code> or <code>/usr/username/.tui</code>), the folder where the Terminal.Gui application was launched from (e.g. <code>./.tui</code>), or as a resource within the Terminal.Gui application's main assembly.</p>
<p>Settings that will apply to all applications (global settings) reside in files named config.json. Settings that will apply to a specific Terminal.Gui application reside in files named appname.config.json, where appname is the assembly name of the application (e.g. <code>UICatalog.config.json</code>).</p>
<p>Settings are applied using the following precedence (higher precedence settings overwrite lower precedence settings):</p>
<ol>
<li><p>App specific settings found in the users's home directory (<code>~/.tui/appname.config.json</code>). -- Highest precedence.</p>
</li>
<li><p>App specific settings found in the directory the app was launched from (<code>./.tui/appname.config.json</code>).</p>
</li>
<li><p>App settings in app resources (<code>Resources/config.json</code>).</p>
</li>
<li><p>Global settings found in the the user's home directory (<code>~/.tui/config.json</code>).</p>
</li>
<li><p>Global settings found in the directory the app was launched from (<code>./.tui/config.json</code>).</p>
</li>
<li><p>Default settings defined in the Terminal.Gui assembly -- Lowest precedence.</p>
</li>
</ol>
<p>The <code>UI Catalog</code> application provides an example of how to use the <a href="../api/Terminal.Gui/Terminal.Gui.ConfigurationManager.html"><code>ConfigurationManager</code></a> class to load and save configuration files. The <code>Configuration Editor</code> scenario provides an editor that allows users to edit the configuration files. UI Catalog also uses a file system watcher to detect changes to the configuration files to tell <a href="../api/Terminal.Gui/Terminal.Gui.ConfigurationManager.html"><code>ConfigurationManager</code></a> to reaload them; allowing users to change settings without having to restart the application.</p>
<h1 id="what-can-be-configured">What Can Be Configured</h1>
<h2 id="settings">Settings</h2>
<p>(Note, this list may not be complete; search the source code for <code>SerializableConfigurationProperty</code> to find all settings that can be configured.)</p>
<pre><code>* [Application.QuitKey](~/api/Terminal.Gui/Terminal.Gui.Application.yml#Terminal_Gui_Application_QuitKey)
* [Application.AlternateForwardKey](~/api/Terminal.Gui/Terminal.Gui.Application.yml#Terminal_Gui_Application_AlternateForwardKey)
* [Application.AlternateBackwardKey](~/api/Terminal.Gui/Terminal.Gui.Application.yml#Terminal_Gui_Application_AlternateBackwardKey)
* [Application.UseSystemConsole](~/api/Terminal.Gui/Terminal.Gui.Application.yml#Terminal_Gui_Application_UseSystemConsole)
* [Application.IsMouseDisabled](~/api/Terminal.Gui/Terminal.Gui.Application.yml#Terminal_Gui_Application_IsMouseDisabled)
* [Application.EnableConsoleScrolling](~/api/Terminal.Gui/Terminal.Gui.Application.yml#Terminal_Gui_Application_EnableConsoleScrolling)
</code></pre>
<h2 id="glyphs">Glyphs</h2>
<p>Defines the standard set of glyphs used for standard views (e.g. the default indicator for <a href="../api/Terminal.Gui/Terminal.Gui.Button.html">Button</a>) and line drawing (e.g. <a href="../api/Terminal.Gui/Terminal.Gui.LineCanvas.html">LineCanvas</a>).</p>
<p>The value can be either a decimal number or a string. The string may be:</p>
<ul>
<li>A unicode char (e.g. &quot;&quot;)</li>
<li>A hex value in U+ format (e.g. &quot;U+2611&quot;)</li>
<li>A hex value in UTF-16 format (e.g. &quot;\u2611&quot;)</li>
</ul>
<pre><code class="lang-json"> &quot;Glyphs&quot;: {
&quot;RightArrow&quot;: &quot;&quot;,
&quot;LeftArrow&quot;: &quot;U+25C4&quot;,
&quot;DownArrow&quot;: &quot;\\u25BC&quot;,
&quot;UpArrow&quot;: 965010
}
</code></pre>
<h2 id="themes">Themes</h2>
<p>A Theme is a named collection of settings that impact the visual style of Terminal.Gui applications. The default theme is named &quot;Default&quot;. The built-in configuration stored within the Terminal.Gui library defines two more themes: &quot;Dark&quot;, and &quot;Light&quot;. Additional themes can be defined in the configuration files.</p>
<p>The Json property <code>Theme</code> defines the name of the theme that will be used. If the theme is not found, the default theme will be used.</p>
<p>Themes support defining ColorSchemes as well as various default settings for Views. Both the default color schemes and user defined color schemes can be configured. See <a href="../api/Terminal.Gui/Terminal.Gui.Colors.html">ColorSchemes</a> for more information.</p>
<h1 id="example-configuration-file">Example Configuration File</h1>
<pre><code class="lang-json">{
&quot;$schema&quot;: &quot;https://gui-cs.github.io/Terminal.Gui/schemas/tui-config-schema.json&quot;,
&quot;Application.QuitKey&quot;: {
&quot;Key&quot;: &quot;Esc&quot;
},
&quot;AppSettings&quot;: {
&quot;UICatalog.StatusBar&quot;: false
},
&quot;Theme&quot;: &quot;UI Catalog Theme&quot;,
&quot;Themes&quot;: [
{
&quot;UI Catalog Theme&quot;: {
&quot;ColorSchemes&quot;: [
{
&quot;UI Catalog Scheme&quot;: {
&quot;Normal&quot;: {
&quot;Foreground&quot;: &quot;White&quot;,
&quot;Background&quot;: &quot;Green&quot;
},
&quot;Focus&quot;: {
&quot;Foreground&quot;: &quot;Green&quot;,
&quot;Background&quot;: &quot;White&quot;
},
&quot;HotNormal&quot;: {
&quot;Foreground&quot;: &quot;Blue&quot;,
&quot;Background&quot;: &quot;Green&quot;
},
&quot;HotFocus&quot;: {
&quot;Foreground&quot;: &quot;BrightRed&quot;,
&quot;Background&quot;: &quot;White&quot;
},
&quot;Disabled&quot;: {
&quot;Foreground&quot;: &quot;BrightGreen&quot;,
&quot;Background&quot;: &quot;Gray&quot;
}
}
},
{
&quot;TopLevel&quot;: {
&quot;Normal&quot;: {
&quot;Foreground&quot;: &quot;DarkGray&quot;,
&quot;Background&quot;: &quot;White&quot;
...
}
}
}
],
&quot;Dialog.DefaultEffect3D&quot;: false
}
}
]
}
</code></pre>
<h1 id="configuration-file-schema">Configuration File Schema</h1>
<p>Settings are defined in JSON format, according to the schema found here:</p>
<p><a href="https://gui-cs.github.io/Terminal.Gui/schemas/tui-config-schema.json">https://gui-cs.github.io/Terminal.Gui/schemas/tui-config-schema.json</a></p>
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<h1 id="cross-platform-driver-model">Cross-Platform Driver Model</h1>
<p><strong>Terminal.Gui</strong> has support for <a href="https://github.com/gui-cs/Terminal.Gui/blob/master/Terminal.Gui/ConsoleDrivers/CursesDriver/CursesDriver.cs">ncurses</a>, <a href="https://github.com/gui-cs/Terminal.Gui/blob/master/Terminal.Gui/ConsoleDrivers/NetDriver.cs"><code>System.Console</code></a>, and a full <a href="https://github.com/gui-cs/Terminal.Gui/blob/master/Terminal.Gui/ConsoleDrivers/WindowsDriver.cs">Win32 Console</a> front-end.</p>
<p><code>ncurses</code> is used on Mac/Linux/Unix with color support based on what your library is compiled with; the Windows driver supports full color and mouse, and an easy-to-debug <code>System.Console</code> can be used on Windows and Unix, but lacks mouse support.</p>
<p>You can force the use of <code>System.Console</code> on Unix as well; see <code>Core.cs</code>.</p>
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<h1 id="keyboard-event-processing">Keyboard Event Processing</h1>
<p><strong>Terminal.Gui</strong> respects common Linux, Mac, and Windows keyboard idioms. For example, clipboard operations use the familiar <code>Control/Command-C, X, V</code> model. <code>CTRL-Q</code> is used for exiting views (and apps).</p>
<p>The input handling of <strong>Terminal.Gui</strong> is similar in some ways to Emacs and the Midnight Commander, so you can expect some of the special key combinations to be active.</p>
<p>The key <code>ESC</code> can act as an Alt modifier (or Meta in Emacs parlance), to allow input on terminals that do not have an alt key. So to produce the sequence <code>Alt-F</code>, you can press either <code>Alt-F</code>, or <code>ESC</code> followed by the key <code>F</code>.</p>
<p>To enter the key <code>ESC</code>, you can either press <code>ESC</code> and wait 100 milliseconds, or you can press <code>ESC</code> twice.</p>
<p><code>ESC-0</code>, and <code>ESC-1</code> through <code>ESC-9</code> have a special meaning, they map to <code>F10</code>, and <code>F1</code> to <code>F9</code> respectively.</p>
<p>Apps can change key bindings using the <code>AddKeyBinding</code> API.</p>
<p>Keyboard events are sent by the <a href="mainloop.html">Main Loop</a> to the
Application class for processing. The keyboard events are sent
exclusively to the current <code>Toplevel</code>, this being either the default
that is created when you call <code>Application.Init</code>, or one that you
created an passed to <code>Application.Run(Toplevel)</code>.</p>
<h2 id="flow">Flow</h2>
<p>Keystrokes are first processes as hotkeys, then as regular keys, and
there is a final cold post-processing event that is invoked if no view
processed the key.</p>
<h2 id="hotkey-processing">HotKey Processing</h2>
<p>Events are first send to all views as a &quot;HotKey&quot;, this means that the
<code>View.ProcessHotKey</code> method is invoked on the current toplevel, which
in turns propagates this to all the views in the hierarchy. If any
view decides to process the event, no further processing takes place.</p>
<p>This is how hotkeys for buttons are implemented. For example, the
keystroke &quot;Alt-A&quot; is handled by Buttons that have a hot-letter &quot;A&quot; to
activate the button.</p>
<h2 id="regular-processing">Regular Processing</h2>
<p>Unlike the hotkey processing, the regular processing is only sent to
the currently focused view in the focus chain.</p>
<p>The regular key processing is only invoked if no hotkey was caught.</p>
<h2 id="cold-key-processing">Cold-key Processing</h2>
<p>This stage only is executed if the focused view did not process the
event, and is broadcast to all the views in the Toplevel.</p>
<p>This method can be overwritten by views that want to provide
accelerator functionality (Alt-key for example), but without
interfering with normal ProcessKey behavior.</p>
<h2 id="key-bindings">Key Bindings</h2>
<p><strong>Terminal.Gui</strong> supports rebinding keys. For example the default key
for activating a button is Enter. You can change this using the
<code>ClearKeybinding</code> and <code>AddKeybinding</code> methods:</p>
<pre><code class="lang-csharp">var btn = new Button (&quot;Press Me&quot;);
btn.ClearKeybinding (Command.Accept);
btn.AddKeyBinding (Key.b, Command.Accept);
</code></pre>
<p>The <code>Command</code> enum lists generic operations that are implemented by views.
For example <code>Command.Accept</code> in a Button results in the <code>Clicked</code> event
firing while in <code>TableView</code> it is bound to <code>CellActivated</code>. Not all commands
are implemented by all views (e.g. you cannot scroll in a Button). To see
which commands are implemented by a View you can use the <code>GetSupportedCommands()</code>
method.</p>
<p>Not all controls have the same key bound for a given command, for example
<code>Command.Accept</code> defaults to <code>Key.Enter</code> in a <code>Button</code> but defaults to <code>Key.Space</code>
in <code>RadioGroup</code>.</p>
<h2 id="global-key-handler">Global Key Handler</h2>
<p>Sometimes you may want to define global key handling logic for your entire
application that is invoked regardless of what Window/View has focus. This can
be achieved by using the <code>Application.RootKeyEvent</code> event.</p>
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<h1 id="event-processing-and-the-application-main-loop">Event Processing and the Application Main Loop</h1>
<p><em>See also <a href="drivers.html">Cross-platform Driver Model</a></em></p>
<p>The method <code>Application.Run</code> that we covered before will wait for
events from either the keyboard or mouse and route those events to the
proper view.</p>
<p>The job of waiting for events and dispatching them in the
<code>Application</code> is implemented by an instance of the
<a href=""><code>MainLoop</code></a>
class.</p>
<p>Mainloops are a common idiom in many user interface toolkits so many
of the concepts will be familiar to you if you have used other
toolkits before.</p>
<p>This class provides the following capabilities:</p>
<ul>
<li>Keyboard and mouse processing</li>
<li>.NET Async support</li>
<li>Timers processing</li>
<li>Invoking of UI code from a background thread</li>
<li>Idle processing handlers</li>
<li>Possibility of integration with other mainloops.</li>
<li>On Unix systems, it can monitor file descriptors for readability or writability.</li>
</ul>
<p>The <code>MainLoop</code> property in the the
<a href="../api/Terminal.Gui/Terminal.Gui.Application.html"><code>Application</code></a>
provides access to these functions.</p>
<p>When your code invokes <code>Application.Run (Toplevel)</code>, the application
will prepare the current
<a href="../api/Terminal.Gui/Terminal.Gui.Toplevel.html"><code>Toplevel</code></a> instance by
redrawing the screen appropriately and then calling the mainloop to
run.</p>
<p>You can configure the Mainloop before calling Application.Run, or you
can configure the MainLoop in response to events during the execution.</p>
<p>The keyboard inputs is dispatched by the application class to the
current TopLevel window this is covered in more detail in the
<a href="keyboard.html">Keyboard Event Processing</a> document.</p>
<h2 id="async-execution">Async Execution</h2>
<p>On startup, the <code>Application</code> class configured the .NET Asynchronous
machinery to allow you to use the <code>await</code> keyword to run tasks in the
background and have the execution of those tasks resume on the context
of the main thread running the main loop.</p>
<p>Once you invoke <code>Application.Main</code> the async machinery will be ready
to use, and you can merely call methods using <code>await</code> from your main
thread, and the awaited code will resume execution on the main
thread.</p>
<h2 id="timers-processing">Timers Processing</h2>
<p>You can register timers to be executed at specified intervals by
calling the <a href=""><code>AddTimeout</code></a> method, like this:</p>
<pre><code class="lang-csharp">void UpdateTimer ()
{
time.Text = DateTime.Now.ToString ();
}
var token = Application.MainLoop.AddTimeout (TimeSpan.FromSeconds (20), UpdateTimer);
</code></pre>
<p>The return value from AddTimeout is a token value that you can use if
you desire to cancel the timer before it runs:</p>
<pre><code class="lang-csharup">Application.MainLoop.RemoveTimeout (token);
</code></pre>
<h2 id="idle-handlers">Idle Handlers</h2>
<p>You can register code to be executed when the application is idling
and there are no events to process by calling the
<a href=""><code>AddIdle</code></a>
method. This method takes as a parameter a function that will be
invoked when the application is idling.</p>
<p>Idle functions should return <code>true</code> if they should be invoked again,
and <code>false</code> if the idle invocations should stop.</p>
<p>Like the timer APIs, the return value is a token that can be used to
cancel the scheduled idle function from being executed.</p>
<h2 id="threading">Threading</h2>
<p>Like other UI toolkits, Terminal.Gui is generally not thread safe.
You should avoid calling methods in the UI classes from a background
thread as there is no guarantee that they will not corrupt the state
of the UI application.</p>
<p>Generally, as there is not much state, you will get lucky, but the
application will not behave properly.</p>
<p>You will be served better off by using C# async machinery and the
various APIs in the <code>System.Threading.Tasks.Task</code> APIs. But if you
absolutely must work with threads on your own you should only invoke
APIs in Terminal.Gui from the main thread.</p>
<p>To make this simple, you can use the <code>Application.MainLoop.Invoke</code>
method and pass an <code>Action</code>. This action will be queued for execution
on the main thread at an appropriate time and will run your code
there.</p>
<p>For example, the following shows how to properly update a label from a
background thread:</p>
<pre><code>void BackgroundThreadUpdateProgress ()
{
Application.MainLoop.Invoke (() =&gt; {
progress.Text = $&quot;Progress: {bytesDownloaded/totalBytes}&quot;;
});
}
</code></pre>
<h2 id="integration-with-other-main-loop-drivers">Integration With Other Main Loop Drivers</h2>
<p>It is possible to run the main loop in a way that it does not take
over control of your application, but rather in a cooperative way.</p>
<p>To do this, you must use the lower-level APIs in <code>Application</code>: the
<code>Begin</code> method to prepare a toplevel for execution, followed by calls
to <code>MainLoop.EventsPending</code> to determine whether the events must be
processed, and in that case, calling <code>RunLoop</code> method and finally
completing the process by calling <code>End</code>.</p>
<p>The method <code>Run</code> is implemented like this:</p>
<pre><code>void Run (Toplevel top)
{
var runToken = Begin (view);
RunLoop (runToken);
End (runToken);
}
</code></pre>
<h2 id="unix-file-descriptor-monitoring">Unix File Descriptor Monitoring</h2>
<p>On Unix, it is possible to monitor file descriptors for input being
available, or for the file descriptor being available for data to be
written without blocking the application.</p>
<p>To do this, you on Unix, you can cast the <code>MainLoop</code> instance to a
<a href=""><code>UnixMainLoop</code></a>
and use the <code>AddWatch</code> method to register an interest on a particular
condition.</p>
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<h1 id="terminalgui-api-overview">Terminal.Gui API Overview</h1>
<p><code>Terminal.Gui</code> is a library intended to create console-based
applications using C#. The framework has been designed to make it
easy to write applications that will work on monochrome terminals, as
well as modern color terminals with mouse support.</p>
<p>This library works across Windows, Linux and MacOS.</p>
<p>This library provides a text-based toolkit as works in a way similar
to graphic toolkits. There are many controls that can be used to
create your applications and it is event based, meaning that you
create the user interface, hook up various events and then let the
a processing loop run your application, and your code is invoked via
one or more callbacks.</p>
<p>The simplest application looks like this:</p>
<pre><code class="lang-csharp">using Terminal.Gui;
class Demo {
static int Main ()
{
Application.Init ();
var n = MessageBox.Query (50, 7,
&quot;Question&quot;, &quot;Do you like console apps?&quot;, &quot;Yes&quot;, &quot;No&quot;);
Application.Shutdown ();
return n;
}
}
</code></pre>
<p>This example shows a prompt and returns an integer value depending on
which value was selected by the user (Yes, No, or if they use chose
not to make a decision and instead pressed the ESC key).</p>
<p>More interesting user interfaces can be created by composing some of
the various views that are included. In the following sections, you
will see how applications are put together.</p>
<p>In the example above, you can see that we have initialized the runtime by calling the
<a href="../api/Terminal.Gui/Terminal.Gui.Application.html#Terminal_Gui_Application_Init_Terminal_Gui_ConsoleDriver_Terminal_Gui_IMainLoopDriver_"><code>Init</code></a> method in the Application class - this sets up the environment, initializes the color
schemes available for your application and clears the screen to start your application.</p>
<p>The <a href="../api/Terminal.Gui/Terminal.Gui.Application.html"><code>Application</code></a> class, additionally creates an instance of the <a href="../api/Terminal.Gui/Terminal.Gui.Toplevel.html"><code>Toplevel</code></a> class that is ready to be consumed,
this instance is available in the <code>Application.Top</code> property, and can be used like this:</p>
<pre><code class="lang-csharp">using Terminal.Gui;
class Demo {
static int Main ()
{
Application.Init ();
var label = new Label (&quot;Hello World&quot;) {
X = Pos.Center (),
Y = Pos.Center (),
Height = 1,
};
Application.Top.Add (label);
Application.Run ();
Application.Shutdown ();
}
}
</code></pre>
<p>Typically, you will want your application to have more than a label, you might
want a menu, and a region for your application to live in, the following code
does this:</p>
<pre><code class="lang-csharp">using Terminal.Gui;
class Demo {
static int Main ()
{
Application.Init ();
var menu = new MenuBar (new MenuBarItem [] {
new MenuBarItem (&quot;_File&quot;, new MenuItem [] {
new MenuItem (&quot;_Quit&quot;, &quot;&quot;, () =&gt; {
Application.RequestStop ();
})
}),
});
var win = new Window (&quot;Hello&quot;) {
X = 0,
Y = 1,
Width = Dim.Fill (),
Height = Dim.Fill () - 1
};
// Add both menu and win in a single call
Application.Top.Add (menu, win);
Application.Run ();
Application.Shutdown ();
}
}
</code></pre>
<h2 id="views">Views</h2>
<p>All visible elements on a Terminal.Gui application are implemented as
<a href="../api/Terminal.Gui/Terminal.Gui.View.html">Views</a>. Views are self-contained objects that take care of displaying themselves, can receive keyboard and mouse input and participate in the focus mechanism.</p>
<p>See the full list of <a href="views.html">Views provided by the Terminal.Gui library here</a>.</p>
<p>Every view can contain an arbitrary number of children views. These are called
the Subviews. You can add a view to an existing view, by calling the
<a href="../api/Terminal.Gui/Terminal.Gui.View.html#Terminal_Gui_View_Add_Terminal_Gui_View_"><code>Add</code></a> method, for example, to add a couple of buttons to a UI, you can do this:</p>
<pre><code class="lang-csharp">void SetupMyView (View myView)
{
var label = new Label (&quot;Username: &quot;) {
X = 1,
Y = 1,
Width = 20,
Height = 1
};
myView.Add (label);
var username = new TextField (&quot;&quot;) {
X = 1,
Y = 2,
Width = 30,
Height = 1
};
myView.Add (username);
}
</code></pre>
<p>The container of a given view is called the <code>SuperView</code> and it is a property of every
View.</p>
<h2 id="layout">Layout</h2>
<p><code>Terminal.Gui</code> supports two different layout systems, absolute and computed <br>
(controlled by the <a href="../api/Terminal.Gui/Terminal.Gui.LayoutStyle.html"><code>LayoutStyle</code></a>
property on the view.</p>
<p>The absolute system is used when you want the view to be positioned exactly in
one location and want to manually control where the view is. This is done
by invoking your View constructor with an argument of type <a href="../api/Terminal.Gui/Terminal.Gui.Rect.html"><code>Rect</code></a>. When you do this, to change the
position of the View, you can change the <code>Frame</code> property on the View.</p>
<p>The computed layout system offers a few additional capabilities, like automatic
centering, expanding of dimensions and a handful of other features. To use
this you construct your object without an initial <code>Frame</code>, but set the
<code>X</code>, <code>Y</code>, <code>Width</code> and <code>Height</code> properties after the object has been created.</p>
<p>Examples:</p>
<pre><code class="lang-csharp">
// Dynamically computed
var label = new Label (&quot;Hello&quot;) {
X = 1,
Y = Pos.Center (),
Width = Dim.Fill (),
Height = 1
};
// Absolute position using the provided rectangle
var label2 = new Label (new Rect (1, 2, 20, 1), &quot;World&quot;)
</code></pre>
<p>The computed layout system does not take integers, instead the <code>X</code> and <code>Y</code> properties are of type <a href="../api/Terminal.Gui/Terminal.Gui.Pos.html"><code>Pos</code></a> and the <code>Width</code> and <code>Height</code> properties are of type <a href="../api/Terminal.Gui/Terminal.Gui.Dim.html"><code>Dim</code></a> both which can be created implicitly from integer values.</p>
<h3 id="the-pos-type">The <code>Pos</code> Type</h3>
<p>The <code>Pos</code> type on <code>X</code> and <code>Y</code> offers a few options:</p>
<ul>
<li>Absolute position, by passing an integer</li>
<li>Percentage of the parent's view size - <code>Pos.Percent(n)</code></li>
<li>Anchored from the end of the dimension - <code>AnchorEnd(int margin=0)</code></li>
<li>Centered, using <code>Center()</code></li>
<li>Reference the Left (X), Top (Y), Bottom, Right positions of another view</li>
</ul>
<p>The <code>Pos</code> values can be added or subtracted, like this:</p>
<pre><code class="lang-csharp">// Set the X coordinate to 10 characters left from the center
view.X = Pos.Center () - 10;
view.Y = Pos.Percent (20);
anotherView.X = AnchorEnd (10);
anotherView.Width = 9;
myView.X = Pos.X (view);
myView.Y = Pos.Bottom (anotherView);
</code></pre>
<h3 id="the-dim-type">The <code>Dim</code> Type</h3>
<p>The <code>Dim</code> type is used for the <code>Width</code> and <code>Height</code> properties on the View and offers
the following options:</p>
<ul>
<li>Absolute size, by passing an integer</li>
<li>Percentage of the parent's view size - <code>Dim.Percent(n)</code></li>
<li>Fill to the end - <code>Dim.Fill ()</code></li>
<li>Reference the Width or Height of another view</li>
</ul>
<p>Like, <code>Pos</code>, objects of type <code>Dim</code> can be added an subtracted, like this:</p>
<pre><code class="lang-csharp">// Set the Width to be 10 characters less than filling
// the remaining portion of the screen
view.Width = Dim.Fill () - 10;
view.Height = Dim.Percent(20) - 1;
anotherView.Height = Dim.Height (view)+1
</code></pre>
<h2 id="toplevels-windows-and-dialogs">TopLevels, Windows and Dialogs.</h2>
<p>Among the many kinds of views, you typically will create a <a href="../api/Terminal.Gui/Terminal.Gui.Toplevel.html">Toplevel</a> view (or any of its subclasses,
like <a href="../api/Terminal.Gui/Terminal.Gui.Window.html">Window</a> or <a href="../api/Terminal.Gui/Terminal.Gui.Dialog.html">Dialog</a> which is special kind of views
that can be executed modally - that is, the view can take over all input and returns
only when the user chooses to complete their work there.</p>
<p>The following sections cover the differences.</p>
<h3 id="toplevel-views">TopLevel Views</h3>
<p><a href="../api/Terminal.Gui/Terminal.Gui.Toplevel.html">Toplevel</a> views have no visible user interface elements and occupy an arbitrary portion of the screen.</p>
<p>You would use a toplevel Modal view for example to launch an entire new experience in your application, one where you would have a new top-level menu for example. You
typically would add a Menu and a Window to your Toplevel, it would look like this:</p>
<pre><code class="lang-csharp">using Terminal.Gui;
class Demo {
static void Edit (string filename)
{
var top = new Toplevel () {
X = 0,
Y = 0,
Width = Dim.Fill (),
Height = Dim.Fill ()
};
var menu = new MenuBar (new MenuBarItem [] {
new MenuBarItem (&quot;_File&quot;, new MenuItem [] {
new MenuItem (&quot;_Close&quot;, &quot;&quot;, () =&gt; {
Application.RequestStop ();
})
}),
});
// nest a window for the editor
var win = new Window (filename) {
X = 0,
Y = 1,
Width = Dim.Fill (),
Height = Dim.Fill () - 1
};
var editor = new TextView () {
X = 0,
Y = 0,
Width = Dim.Fill (),
Height = Dim.Fill ()
};
editor.Text = System.IO.File.ReadAllText (filename);
win.Add (editor);
// Add both menu and win in a single call
top.Add (win, menu);
Application.Run (top);
Application.Shutdown ();
}
}
</code></pre>
<h3 id="window-views">Window Views</h3>
<p><a href="../api/Terminal.Gui/Terminal.Gui.Window.html">Window</a> views extend the Toplevel view by providing a frame and a title around the toplevel - and can be moved on the screen with the mouse (caveat: code is currently disabled)</p>
<p>From a user interface perspective, you might have more than one Window on the screen at a given time.</p>
<h3 id="dialogs">Dialogs</h3>
<p><a href="../api/Terminal.Gui/Terminal.Gui.Dialog.html">Dialog</a> are <a href="../api/Terminal.Gui/Terminal.Gui.Window.html">Window</a> objects that happen to be centered in the middle of the screen.</p>
<p>Dialogs are instances of a Window that are centered in the screen, and are intended
to be used modally - that is, they run, and they are expected to return a result
before resuming execution of your application.</p>
<p>Dialogs are a subclass of <code>Window</code> and additionally expose the
<a href="https://migueldeicaza.github.io/gui.cs/api/Terminal.Gui/Terminal.Gui.Dialog.yml#Terminal_Gui_Dialog_AddButton_Terminal_Gui_Button_"><code>AddButton</code></a> API which manages the layout
of any button passed to it, ensuring that the buttons are at the bottom of the dialog.</p>
<p>Example:</p>
<pre><code class="lang-csharp">bool okpressed = false;
var ok = new Button(&quot;Ok&quot;);
var cancel = new Button(&quot;Cancel&quot;);
var dialog = new Dialog (&quot;Quit&quot;, 60, 7, ok, cancel);
</code></pre>
<p>Which will show something like this:</p>
<pre><code>+- Quit -----------------------------------------------+
| |
| |
| [ Ok ] [ Cancel ] |
+------------------------------------------------------+
</code></pre>
<h3 id="running-modally">Running Modally</h3>
<p>To run your Dialog, Window or Toplevel modally, you will invoke the <code>Application.Run</code>
method on the toplevel. It is up to your code and event handlers to invoke the <code>Application.RequestStop()</code> method to terminate the modal execution.</p>
<pre><code class="lang-csharp">bool okpressed = false;
var ok = new Button(3, 14, &quot;Ok&quot;) {
Clicked = () =&gt; { Application.RequestStop (); okpressed = true; }
};
var cancel = new Button(10, 14, &quot;Cancel&quot;) {
Clicked = () =&gt; Application.RequestStop ()
};
var dialog = new Dialog (&quot;Login&quot;, 60, 18, ok, cancel);
var entry = new TextField () {
X = 1,
Y = 1,
Width = Dim.Fill (),
Height = 1
};
dialog.Add (entry);
Application.Run (dialog);
if (okpressed)
Console.WriteLine (&quot;The user entered: &quot; + entry.Text);
</code></pre>
<p>There is no return value from running modally, so your code will need to have a mechanism
of indicating the reason that the execution of the modal dialog was completed, in the
case above, the <code>okpressed</code> value is set to true if the user pressed or selected the Ok button.</p>
<h2 id="input-handling">Input Handling</h2>
<p>Every view has a focused view, and if that view has nested views, one of those is
the focused view. This is called the focus chain, and at any given time, only one
View has the focus.</p>
<p>The library binds the key Tab to focus the next logical view,
and the Shift-Tab combination to focus the previous logical view.</p>
<p>Keyboard processing is divided in three stages: HotKey processing, regular processing and
cold key processing.</p>
<ul>
<li><p>Hot key processing happens first, and it gives all the views in the current
toplevel a chance to monitor whether the key needs to be treated specially. This
for example handles the scenarios where the user pressed Alt-o, and a view with a
highlighted &quot;o&quot; is being displayed.</p>
</li>
<li><p>If no view processed the hotkey, then the key is sent to the currently focused
view.</p>
</li>
<li><p>If the key was not processed by the normal processing, all views are given
a chance to process the keystroke in their cold processing stage. Examples
include the processing of the &quot;return&quot; key in a dialog when a button in the
dialog has been flagged as the &quot;default&quot; action.</p>
</li>
</ul>
<p>The most common case is the normal processing, which sends the keystrokes to the
currently focused view.</p>
<p>Mouse events are processed in visual order, and the event will be sent to the
view on the screen. The only exception is that no mouse events are delivered
to background views when a modal view is running.</p>
<p>More details are available on the <a href="keyboard.html"><code>Keyboard Event Processing</code></a> document.</p>
<h2 id="colors-and-color-schemes">Colors and Color Schemes</h2>
<p>All views have been configured with a color scheme that will work both in color
terminals as well as the more limited black and white terminals.</p>
<p>The various styles are captured in the <a href="../api/Terminal.Gui/Terminal.Gui.Colors.html"><code>Colors</code></a> class which defined color schemes for
the toplevel, the normal views, the menu bar, popup dialog boxes and error dialog boxes, that you can use like this:</p>
<ul>
<li><code>Colors.Toplevel</code></li>
<li><code>Colors.Base</code></li>
<li><code>Colors.Menu</code></li>
<li><code>Colors.Dialog</code></li>
<li><code>Colors.Error</code></li>
</ul>
<p>You can use them for example like this to set the colors for a new Window:</p>
<pre><code>var w = new Window (&quot;Hello&quot;);
w.ColorScheme = Colors.Error
</code></pre>
<p>The <a href="../api/Terminal.Gui/Terminal.Gui.ColorScheme.html"><code>ColorScheme</code></a> represents
four values, the color used for Normal text, the color used for normal text when
a view is focused an the colors for the hot-keys both in focused and unfocused modes.</p>
<p>By using <code>ColorSchemes</code> you ensure that your application will work correctbly both
in color and black and white terminals.</p>
<p>Some views support setting individual color attributes, you create an
attribute for a particular pair of Foreground/Background like this:</p>
<pre><code>var myColor = Application.Driver.MakeAttribute (Color.Blue, Color.Red);
var label = new Label (...);
label.TextColor = myColor
</code></pre>
<h2 id="mainloop-threads-and-input-handling">MainLoop, Threads and Input Handling</h2>
<p>Detailed description of the mainloop is described on the <a href="mainloop.html">Event Processing and the Application Main Loop</a> document.</p>
<h2 id="cross-platform-drivers">Cross-Platform Drivers</h2>
<p>See <a href="drivers.html">Cross-platform Driver Model</a>.</p>
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<h1 id="table-view">Table View</h1>
<p>This control supports viewing and editing tabular data. It provides a view of a <a href="https://docs.microsoft.com/en-us/dotnet/api/system.data.datatable?view=net-5.0">System.DataTable</a>.</p>
<p>System.DataTable is a core class of .net standard and can be created very easily</p>
<p><a href="../api/Terminal.Gui/Terminal.Gui.TableView.html">TableView API Reference</a></p>
<h2 id="csv-example">Csv Example</h2>
<p>You can create a DataTable from a CSV file by creating a new instance and adding columns and rows as you read them. For a robust solution however you might want to look into a CSV parser library that deals with escaping, multi line rows etc.</p>
<pre><code class="lang-csharp">var dt = new DataTable();
var lines = File.ReadAllLines(filename);
foreach(var h in lines[0].Split(',')){
dt.Columns.Add(h);
}
foreach(var line in lines.Skip(1)) {
dt.Rows.Add(line.Split(','));
}
</code></pre>
<h2 id="database-example">Database Example</h2>
<p>All Ado.net database providers (Oracle, MySql, SqlServer etc) support reading data as DataTables for example:</p>
<pre><code class="lang-csharp">var dt = new DataTable();
using(var con = new SqlConnection(&quot;Server=myServerAddress;Database=myDataBase;Trusted_Connection=True;&quot;))
{
con.Open();
var cmd = new SqlCommand(&quot;select * from myTable;&quot;,con);
var adapter = new SqlDataAdapter(cmd);
adapter.Fill(dt);
}
</code></pre>
<h2 id="displaying-the-table">Displaying the table</h2>
<p>Once you have set up your data table set it in the view:</p>
<pre><code class="lang-csharp">tableView = new TableView () {
X = 0,
Y = 0,
Width = 50,
Height = 10,
};
tableView.Table = new DataTableSource(yourDataTable);
</code></pre>
<h2 id="object-data">Object data</h2>
<p>If your data objects are not stored in a <code>System.Data.DataTable</code> then you can instead
create a table using <code>EnumerableTableSource&lt;T&gt;</code> or implementing your own <code>ITableSource</code>
class.</p>
<p>For example to render data for the currently running processes:</p>
<pre><code class="lang-csharp">tableView.Table = new EnumerableTableDataSource&lt;Process&gt; (Process.GetProcesses (),
new Dictionary&lt;string, Func&lt;Process, object&gt;&gt;() {
{ &quot;ID&quot;,(p)=&gt;p.Id},
{ &quot;Name&quot;,(p)=&gt;p.ProcessName},
{ &quot;Threads&quot;,(p)=&gt;p.Threads.Count},
{ &quot;Virtual Memory&quot;,(p)=&gt;p.VirtualMemorySize64},
{ &quot;Working Memory&quot;,(p)=&gt;p.WorkingSet64},
});
</code></pre>
<h2 id="table-rendering">Table Rendering</h2>
<p>TableView supports any size of table. You can have thousands of columns and/or millions of rows if you want.
Horizontal and vertical scrolling can be done using the mouse or keyboard.</p>
<p>TableView uses <code>ColumnOffset</code> and <code>RowOffset</code> to determine the first visible cell of the <code>System.DataTable</code>.
Rendering then continues until the avaialble console space is exhausted. Updating the <code>ColumnOffset</code> and
<code>RowOffset</code> changes which part of the table is rendered (scrolls the viewport).</p>
<p>This approach ensures that no matter how big the table, only a small number of columns/rows need to be
evaluated for rendering.</p>
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<h1 id="tree-view">Tree View</h1>
<p>TreeView is a control for navigating hierarchical objects. It comes in two forms <code>TreeView</code> and <code>TreeView&lt;T&gt;</code>.</p>
<p><a href="../api/Terminal.Gui/Terminal.Gui.TreeView.html">TreeView API Reference</a></p>
<h2 id="using-treeview">Using TreeView</h2>
<p>The basic non generic TreeView class is populated by <code>ITreeNode</code> objects. The simplest tree you can make would look something like:</p>
<pre><code class="lang-csharp">var tree = new TreeView()
{
X = 0,
Y = 0,
Width = 40,
Height = 20
};
var root1 = new TreeNode(&quot;Root1&quot;);
root1.Children.Add(new TreeNode(&quot;Child1.1&quot;));
root1.Children.Add(new TreeNode(&quot;Child1.2&quot;));
var root2 = new TreeNode(&quot;Root2&quot;);
root2.Children.Add(new TreeNode(&quot;Child2.1&quot;));
root2.Children.Add(new TreeNode(&quot;Child2.2&quot;));
tree.AddObject(root1);
tree.AddObject(root2);
</code></pre>
<p>Having to create a bunch of TreeNode objects can be a pain especially if you already have your own objects e.g. <code>House</code>, <code>Room</code> etc. There are two ways to use your own classes without having to create nodes manually. Firstly you can implement the <code>ITreeNode</code> interface:</p>
<pre><code class="lang-csharp">// Your data class
private class House : TreeNode {
// Your properties
public string Address {get;set;}
public List&lt;Room&gt; Rooms {get;set;}
// ITreeNode member:
public override IList&lt;ITreeNode&gt; Children =&gt; Rooms.Cast&lt;ITreeNode&gt;().ToList();
public override string Text { get =&gt; Address; set =&gt; Address = value; }
}
// Your other data class
private class Room : TreeNode{
public string Name {get;set;}
public override string Text{get=&gt;Name;set{Name=value;}}
}
</code></pre>
<p>After implementing the interface you can add your objects directly to the tree</p>
<pre><code class="lang-csharp">
var myHouse = new House()
{
Address = &quot;23 Nowhere Street&quot;,
Rooms = new List&lt;Room&gt;{
new Room(){Name = &quot;Ballroom&quot;},
new Room(){Name = &quot;Bedroom 1&quot;},
new Room(){Name = &quot;Bedroom 2&quot;}
}
};
var tree = new TreeView()
{
X = 0,
Y = 0,
Width = 40,
Height = 20
};
tree.AddObject(myHouse);
</code></pre>
<p>Alternatively you can simply tell the tree how the objects relate to one another by implementing <code>ITreeBuilder&lt;T&gt;</code>. This is a good option if you don't have control of the data objects you are working with.</p>
<h2 id="treeviewt"><code>TreeView&lt;T&gt;</code></h2>
<p>The generic <code>Treeview&lt;T&gt;</code> allows you to store any object hierarchy where nodes implement Type T. For example if you are working with <code>DirectoryInfo</code> and <code>FileInfo</code> objects then you could create a <code>TreeView&lt;FileSystemInfo&gt;</code>. If you don't have a shared interface/base class for all nodes you can still declare a <code>TreeView&lt;object&gt;</code>.</p>
<p>In order to use <code>TreeView&lt;T&gt;</code> you need to tell the tree how objects relate to one another (who are children of who). To do this you must provide an <code>ITreeBuilder&lt;T&gt;</code>.</p>
<h3 id="implementing-itreebuildert"><code>Implementing ITreeBuilder&lt;T&gt;</code></h3>
<p>Consider a simple data model that already exists in your program:</p>
<pre><code class="lang-csharp">private abstract class GameObject
{
}
private class Army : GameObject
{
public string Designation {get;set;}
public List&lt;Unit&gt; Units {get;set;}
public override string ToString ()
{
return Designation;
}
}
private class Unit : GameObject
{
public string Name {get;set;}
public override string ToString ()
{
return Name;
}
}
</code></pre>
<p>An <code>ITreeBuilder&lt;T&gt;</code> for these classes might look like:</p>
<pre><code class="lang-csharp">
private class GameObjectTreeBuilder : ITreeBuilder&lt;GameObject&gt; {
public bool SupportsCanExpand =&gt; true;
public bool CanExpand (GameObject model)
{
return model is Army;
}
public IEnumerable&lt;GameObject&gt; GetChildren (GameObject model)
{
if(model is Army a)
return a.Units;
return Enumerable.Empty&lt;GameObject&gt;();
}
}
</code></pre>
<p>To use the builder in a tree you would use:</p>
<pre><code class="lang-csharp">var army1 = new Army()
{
Designation = &quot;3rd Infantry&quot;,
Units = new List&lt;Unit&gt;{
new Unit(){Name = &quot;Orc&quot;},
new Unit(){Name = &quot;Troll&quot;},
new Unit(){Name = &quot;Goblin&quot;},
}
};
var tree = new TreeView&lt;GameObject&gt;()
{
X = 0,
Y = 0,
Width = 40,
Height = 20,
TreeBuilder = new GameObjectTreeBuilder()
};
tree.AddObject(army1);
</code></pre>
<p>Alternatively you can use <code>DelegateTreeBuilder&lt;T&gt;</code> instead of implementing your own <code>ITreeBuilder&lt;T&gt;</code>. For example:</p>
<pre><code class="lang-csharp">tree.TreeBuilder = new DelegateTreeBuilder&lt;GameObject&gt;(
(o)=&gt;o is Army a ? a.Units
: Enumerable.Empty&lt;GameObject&gt;());
</code></pre>
<h2 id="node-text-and-tostring">Node Text and ToString</h2>
<p>The default behavior of TreeView is to use the <code>ToString</code> method on the objects for rendering. You can customise this by changing the <code>AspectGetter</code>. For example:</p>
<pre><code class="lang-csharp">treeViewFiles.AspectGetter = (f)=&gt;f.FullName;
</code></pre>
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<p><em>Terminal.Gui</em> provides a rich set of views and controls for building terminal user interfaces:</p>
<ul>
<li><a href="../api/Terminal.Gui/Terminal.Gui.Button.html">Button</a> - A View that provides an item that invokes an System.Action when activated by the user.</li>
<li><a href="../api/Terminal.Gui/Terminal.Gui.CheckBox.html">CheckBox</a> - Shows an on/off toggle that the user can set.</li>
<li><a href="../api/Terminal.Gui/Terminal.Gui.ColorPicker.html">ColorPicker</a> - Enables to user to pick a color.</li>
<li><a href="../api/Terminal.Gui/Terminal.Gui.ComboBox.html">ComboBox</a> - Provides a drop-down list of items the user can select from.</li>
<li><a href="../api/Terminal.Gui/Terminal.Gui.Dialog.html">Dialog</a> - A pop-up Window that contains one or more Buttons.
<ul>
<li><a href="../api/Terminal.Gui/Terminal.Gui.OpenDialog.html">OpenDialog</a> - A Dialog providing an interactive pop-up Window for users to select files or directories.</li>
<li><a href="../api/Terminal.Gui/Terminal.Gui.SaveDialog.html">SaveDialog</a> - A Dialog providing an interactive pop-up Window for users to save files.</li>
</ul>
</li>
<li><a href="../api/Terminal.Gui/Terminal.Gui.FrameView.html">FrameView</a> - A container View that draws a frame around its contents. Similar to a GroupBox in Windows.</li>
<li><a href="../api/Terminal.Gui/Terminal.Gui.GraphView.html">GraphView</a> - A View for rendering graphs (bar, scatter etc).</li>
<li><a href="../api/Terminal.Gui/Terminal.Gui.HexView.html">Hex viewer/editor</a> - A hex viewer and editor that operates over a file stream.</li>
<li><a href="../api/Terminal.Gui/Terminal.Gui.Label.html">Label</a> - Displays a string at a given position and supports multiple lines.</li>
<li><a href="../api/Terminal.Gui/Terminal.Gui.ListView.html">ListView</a> - Displays a scrollable list of data where each item can be activated to perform an action.</li>
<li><a href="../api/Terminal.Gui/Terminal.Gui.MenuBar.html">MenuBar</a> - Provides a menu bar with drop-down and cascading menus.</li>
<li><a href="../api/Terminal.Gui/Terminal.Gui.MessageBox.html">MessageBox</a> - Displays a modal (pup-up) message to the user, with a title, a message and a series of options that the user can choose from.</li>
<li><a href="../api/Terminal.Gui/Terminal.Gui.ProgressBar.html">ProgressBar</a> - Displays a progress Bar indicating progress of an activity.</li>
<li><a href="../api/Terminal.Gui/Terminal.Gui.RadioGroup.html">RadioGroup</a> - Displays a group of labels each with a selected indicator. Only one of those can be selected at a given time</li>
<li><a href="../api/Terminal.Gui/Terminal.Gui.ScrollView.html">ScrollView</a> - Present a window into a virtual space where subviews are added. Similar to the iOS UIScrollView.</li>
<li><a href="../api/Terminal.Gui/Terminal.Gui.ScrollBarView.html">ScrollBarView</a> - display a 1-character scrollbar, either horizontal or vertical.</li>
<li><a href="../api/Terminal.Gui/Terminal.Gui.StatusBar.html">StatusBar</a> - A View that snaps to the bottom of a Toplevel displaying set of status items. Includes support for global app keyboard shortcuts.</li>
<li><a href="../api/Terminal.Gui/Terminal.Gui.TableView.html">TableView</a> - A View for tabular data based on a System.Data.DataTable.</li>
<li><a href="../api/Terminal.Gui/Terminal.Gui.TimeField.html">TimeField</a> &amp; <a href="../api/Terminal.Gui/Terminal.Gui.TimeField.html">DateField</a> - Enables structured editing of dates and times.</li>
<li><a href="../api/Terminal.Gui/Terminal.Gui.TextField.html">TextField</a> - Provides a single-line text entry.</li>
<li><a href="../api/Terminal.Gui/Terminal.Gui.TextValidateField.html">TextValidateField</a> - Text field that validates input through a ITextValidateProvider.</li>
<li><a href="../api/Terminal.Gui/Terminal.Gui.TextView.html">TextView</a>- A multi-line text editing View supporting word-wrap, auto-complete, context menus, undo/redo, and clipboard operations,</li>
<li><a href="../api/Terminal.Gui/Terminal.Gui.Toplevel.html">TopLevel</a> - The base class for modal/pop-up Windows.</li>
<li><a href="../api/Terminal.Gui/Terminal.Gui.TreeView.html">TreeView</a> - A hierarchical tree view with expandable branches. Branch objects are dynamically determined when expanded using a user defined ITreeBuilder.</li>
<li><a href="../api/Terminal.Gui/Terminal.Gui.View.html">View</a> - 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.</li>
<li><a href="../api/Terminal.Gui/Terminal.Gui.Window.html">Window</a> - A Toplevel view that draws a border around its Frame with a title at the top.</li>
<li><a href="../api/Terminal.Gui/Terminal.Gui.Wizard.html">Wizard</a> - Provides navigation and a user interface to collect related data across multiple steps.</li>
</ul>
</article>
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