From 99890b18dcb0b0875f76bb02b395f7b89d2dce09 Mon Sep 17 00:00:00 2001
From: Tig Kindel
Date: Thu, 21 Jul 2022 18:41:05 -0400
Subject: [PATCH] Fixes Wizard cancel logic and updates docs (#1878)
* Fixed cancel logic. Title now shows for non-modal.
* trying to fix docs
* trying to fix docs
---
README.md | 1 +
docfx/articles/index.md | 1 +
docfx/articles/keyboard.md | 10 +-
docfx/articles/mainloop.md | 12 +-
docfx/articles/overview.md | 70 +-
docfx/articles/tableview.md | 6 +-
docfx/articles/views.md | 51 +-
docfx/index.md | 1 +
docs/articles/index.html | 1 +
docs/articles/keyboard.html | 10 +-
docs/articles/mainloop.html | 12 +-
docs/articles/overview.html | 80 +-
docs/articles/tableview.html | 6 +-
docs/articles/views.html | 44 +-
docs/index.html | 3 +-
docs/index.json | 12 +-
docs/manifest.json | 3089 +---------------------------------
17 files changed, 222 insertions(+), 3187 deletions(-)
diff --git a/README.md b/README.md
index ac81a50b2..213f9fadb 100644
--- a/README.md
+++ b/README.md
@@ -42,6 +42,7 @@ A toolkit for building rich console apps for .NET, .NET Core, and Mono that work
* [ScrollBarView](https://migueldeicaza.github.io/gui.cs/api/Terminal.Gui/Terminal.Gui.ScrollBarView.html)
* [StatusBar](https://migueldeicaza.github.io/gui.cs/api/Terminal.Gui/Terminal.Gui.StatusBar.html)
* [Window](https://migueldeicaza.github.io/gui.cs/api/Terminal.Gui/Terminal.Gui.Window.html)
+* [Wizard](https://migueldeicaza.github.io/gui.cs/api/Terminal.Gui/Terminal.Gui.Wizard.html)
### Features
diff --git a/docfx/articles/index.md b/docfx/articles/index.md
index b0d4db75b..a569f2386 100644
--- a/docfx/articles/index.md
+++ b/docfx/articles/index.md
@@ -1,6 +1,7 @@
# Conceptual Documentation
* [Terminal.Gui Overview](overview.md)
+* [List of Views](views.md)
* [Keyboard Event Processing](keyboard.md)
* [Event Processing and the Application Main Loop](mainloop.md)
* [TableView Deep Dive](tableview.md)
diff --git a/docfx/articles/keyboard.md b/docfx/articles/keyboard.md
index 839ac24a4..e2927e50d 100644
--- a/docfx/articles/keyboard.md
+++ b/docfx/articles/keyboard.md
@@ -2,7 +2,7 @@ Keyboard Event Processing
=========================
Keyboard events are sent by the [Main Loop](mainloop.md) to the
-Application class for processing. The keyboard events are sent
+Application class for processing. The keyboard events are sent
exclusively to the current `Toplevel`, this being either the default
that is created when you call `Application.Init`, or one that you
created an passed to `Application.Run(Toplevel)`.
@@ -19,10 +19,10 @@ HotKey Processing
Events are first send to all views as a "HotKey", this means that the
`View.ProcessHotKey` method is invoked on the current toplevel, which
-in turns propagates this to all the views in the hierarchy. If any
+in turns propagates this to all the views in the hierarchy. If any
view decides to process the event, no further processing takes place.
-This is how hotkeys for buttons are implemented. For example, the
+This is how hotkeys for buttons are implemented. For example, the
keystroke "Alt-A" is handled by Buttons that have a hot-letter "A" to
activate the button.
@@ -42,7 +42,7 @@ event, and is broadcast to all the views in the Toplevel.
This method can be overwritten by views that want to provide
accelerator functionality (Alt-key for example), but without
-interefering with normal ProcessKey behavior.
+interfering with normal ProcessKey behavior.
Key Bindings
-------------------
@@ -70,5 +70,5 @@ in `RadioGroup`.
Global Key Handler
--------------------
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
+application that is invoked regardless of what Window/View has focus. This can
be achieved by using the `Application.RootKeyEvent` event.
diff --git a/docfx/articles/mainloop.md b/docfx/articles/mainloop.md
index 3c41f5e33..adb648735 100644
--- a/docfx/articles/mainloop.md
+++ b/docfx/articles/mainloop.md
@@ -32,7 +32,7 @@ When your code invokes `Application.Run (Toplevel)`, the application
will prepare the current
[`Toplevel`](~/api/Terminal.Gui/Terminal.Gui.Toplevel.yml) instance by
redrawing the screen appropriately and then calling the mainloop to
-run.
+run.
You can configure the Mainloop before calling Application.Run, or you
can configure the MainLoop in response to events during the execution.
@@ -83,8 +83,8 @@ Idle Handlers
You can register code to be executed when the application is idling
and there are no events to process by calling the
[`AddIdle`]()
-method. This method takes as a parameter a function that will be
-invoked when the application is idling.
+method. This method takes as a parameter a function that will be
+invoked when the application is idling.
Idle functions should return `true` if they should be invoked again,
and `false` if the idle invocations should stop.
@@ -98,18 +98,18 @@ Threading
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.
+of the UI application.
Generally, as there is not much state, you will get lucky, but the
application will not behave properly.
You will be served better off by using C# async machinery and the
-various APIs in the `System.Threading.Tasks.Task` APIs. But if you
+various APIs in the `System.Threading.Tasks.Task` APIs. But if you
absolutely must work with threads on your own you should only invoke
APIs in Terminal.Gui from the main thread.
To make this simple, you can use the `Application.MainLoop.Invoke`
-method and pass an `Action`. This action will be queued for execution
+method and pass an `Action`. This action will be queued for execution
on the main thread at an appropriate time and will run your code
there.
diff --git a/docfx/articles/overview.md b/docfx/articles/overview.md
index 50660e2be..d428774b1 100644
--- a/docfx/articles/overview.md
+++ b/docfx/articles/overview.md
@@ -8,7 +8,7 @@ well as modern color terminals with mouse support.
This library works across Windows, Linux and MacOS.
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
+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
@@ -38,7 +38,7 @@ 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).
More interesting user interfaces can be created by composing some of
-the various views that are included. In the following sections, you
+the various views that are included. In the following sections, you
will see how applications are put together.
In the example above, you can see that we have initialized the runtime by calling the
@@ -106,12 +106,12 @@ Views
=====
All visible elements on a Terminal.Gui application are implemented as
-[Views](~/api/Terminal.Gui/Terminal.Gui.View.yml). Views are self-contained
+[Views](~/api/Terminal.Gui/Terminal.Gui.View.yml). Views are self-contained
objects that take care of displaying themselves, can receive keyboard and mouse
input and participate in the focus mechanism.
-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
+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
[`Add`](~/api/Terminal.Gui/Terminal.Gui.View.yml#Terminal_Gui_View_Add_Terminal_Gui_View_) method, for example, to add a couple of buttons to a UI, you can do this:
```csharp
@@ -138,9 +138,35 @@ void SetupMyView (View myView)
The container of a given view is called the `SuperView` and it is a property of every
View.
-There are many views that you can use to spice up your application:
+*Terminal.Gui* provides a rich set of views and controls for building terminal user interfaces:
-[Buttons](~/api/Terminal.Gui/Terminal.Gui.Button.yml), [Labels](~/api/Terminal.Gui/Terminal.Gui.Label.yml), [Text entry](~/api/Terminal.Gui/Terminal.Gui.TextField.yml), [Text view](~/api/Terminal.Gui/Terminal.Gui.TextView.yml), [Radio buttons](~/api/Terminal.Gui/Terminal.Gui.RadioGroup.yml), [Checkboxes](~/api/Terminal.Gui/Terminal.Gui.CheckBox.yml), [Dialog boxes](~/api/Terminal.Gui/Terminal.Gui.Dialog.yml), [Message boxes](~/api/Terminal.Gui/Terminal.Gui.MessageBox.yml), [Windows](~/api/Terminal.Gui/Terminal.Gui.Window.yml), [Menus](~/api/Terminal.Gui/Terminal.Gui.MenuBar.yml), [ListViews](~/api/Terminal.Gui/Terminal.Gui.ListView.yml), [Frames](~/api/Terminal.Gui/Terminal.Gui.FrameView.yml), [ProgressBars](~/api/Terminal.Gui/Terminal.Gui.ProgressBar.yml), [Scroll views](~/api/Terminal.Gui/Terminal.Gui.ScrollView.yml) and [Scrollbars](~/api/Terminal.Gui/Terminal.Gui.ScrollBarView.yml).
+* [Button](https://migueldeicaza.github.io/gui.cs/api/Terminal.Gui/Terminal.Gui.Button.html)
+* [CheckBox](https://migueldeicaza.github.io/gui.cs/api/Terminal.Gui/Terminal.Gui.CheckBox.html)
+* [ColorPicker](https://migueldeicaza.github.io/gui.cs/api/Terminal.Gui/Terminal.Gui.ColorPicker.html)
+* [ComboBox](https://migueldeicaza.github.io/gui.cs/api/Terminal.Gui/Terminal.Gui.ComboBox.html)
+* [Dialog](https://migueldeicaza.github.io/gui.cs/api/Terminal.Gui/Terminal.Gui.Dialog.html)
+ * [OpenDialog](https://migueldeicaza.github.io/gui.cs/api/Terminal.Gui/Terminal.Gui.OpenDialog.html)
+ * [SaveDialog](https://migueldeicaza.github.io/gui.cs/api/Terminal.Gui/Terminal.Gui.SaveDialog.html)
+* [FrameView](https://migueldeicaza.github.io/gui.cs/api/Terminal.Gui/Terminal.Gui.FrameView.html)
+* [GraphView](https://migueldeicaza.github.io/gui.cs/api/Terminal.Gui/Terminal.Gui.GraphView.html)
+* [Hex viewer/editor](https://migueldeicaza.github.io/gui.cs/api/Terminal.Gui/Terminal.Gui.HexView.html)
+* [Label](https://migueldeicaza.github.io/gui.cs/api/Terminal.Gui/Terminal.Gui.Label.html)
+* [ListView](https://migueldeicaza.github.io/gui.cs/api/Terminal.Gui/Terminal.Gui.ListView.html)
+* [Menu](https://migueldeicaza.github.io/gui.cs/api/Terminal.Gui/Terminal.Gui.MenuBar.html)
+* [MessageBox](https://migueldeicaza.github.io/gui.cs/api/Terminal.Gui/Terminal.Gui.MessageBox.html)
+* [ProgressBar](https://migueldeicaza.github.io/gui.cs/api/Terminal.Gui/Terminal.Gui.ProgressBar.html)
+* [Radio buttons](https://migueldeicaza.github.io/gui.cs/api/Terminal.Gui/Terminal.Gui.RadioGroup.html)
+* [TableView](https://migueldeicaza.github.io/gui.cs/api/Terminal.Gui/Terminal.Gui.TableView.html)
+* [Time & Date Fields](https://migueldeicaza.github.io/gui.cs/api/Terminal.Gui/Terminal.Gui.TimeField.html)
+* [TextField](https://migueldeicaza.github.io/gui.cs/api/Terminal.Gui/Terminal.Gui.TextField.html)
+* [TextValidateField](https://migueldeicaza.github.io/gui.cs/api/Terminal.Gui/Terminal.Gui.TextValidateField.html)
+* [TextView (Text Editor)](https://migueldeicaza.github.io/gui.cs/api/Terminal.Gui/Terminal.Gui.TextView.html)
+* [TreeView](https://migueldeicaza.github.io/gui.cs/api/Terminal.Gui/Terminal.Gui.TreeView.html)
+* [ScrollView](https://migueldeicaza.github.io/gui.cs/api/Terminal.Gui/Terminal.Gui.ScrollView.html)
+* [ScrollBarView](https://migueldeicaza.github.io/gui.cs/api/Terminal.Gui/Terminal.Gui.ScrollBarView.html)
+* [StatusBar](https://migueldeicaza.github.io/gui.cs/api/Terminal.Gui/Terminal.Gui.StatusBar.html)
+* [Window](https://migueldeicaza.github.io/gui.cs/api/Terminal.Gui/Terminal.Gui.Window.html)
+* [Wizard](https://migueldeicaza.github.io/gui.cs/api/Terminal.Gui/Terminal.Gui.Wizard.html)
Layout
------
@@ -150,12 +176,12 @@ Layout
property on the view.
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 [`Rect`](~/api/Terminal.Gui/Terminal.Gui.Rect.yml). When you do this, to change the
+one location and want to manually control where the view is. This is done
+by invoking your View constructor with an argument of type [`Rect`](~/api/Terminal.Gui/Terminal.Gui.Rect.yml). When you do this, to change the
position of the View, you can change the `Frame` property on the View.
The computed layout system offers a few additional capabilities, like automatic
-centering, expanding of dimensions and a handful of other features. To use
+centering, expanding of dimensions and a handful of other features. To use
this you construct your object without an initial `Frame`, but set the
`X`, `Y`, `Width` and `Height` properties after the object has been created.
@@ -229,7 +255,7 @@ anotherView.Height = Dim.Height (view)+1
Among the many kinds of views, you typically will create a [Toplevel](~/api/Terminal.Gui/Terminal.Gui.Toplevel.yml) view (or any of its subclasses,
like [Window](~/api/Terminal.Gui/Terminal.Gui.Window.yml) or [Dialog](~/api/Terminal.Gui/Terminal.Gui.Dialog.yml) 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.
+only when the user chooses to complete their work there.
The following sections cover the differences.
@@ -237,7 +263,7 @@ The following sections cover the differences.
[Toplevel](~/api/Terminal.Gui/Terminal.Gui.Toplevel.yml) views have no visible user interface elements and occupy an arbitrary portion of the screen.
-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
+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:
```csharp
@@ -326,7 +352,7 @@ Running Modally
---------------
To run your Dialog, Window or Toplevel modally, you will invoke the `Application.Run`
-method on the toplevel. It is up to your code and event handlers to invoke the `Application.RequestStop()` method to terminate the modal execution.
+method on the toplevel. It is up to your code and event handlers to invoke the `Application.RequestStop()` method to terminate the modal execution.
```csharp
bool okpressed = false;
@@ -358,17 +384,17 @@ Input Handling
==============
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.
+the focused view. This is called the focus chain, and at any given time, only one
+View has the focus.
The library binds the key Tab to focus the next logical view,
-and the Shift-Tab combination to focus the previous logical view.
+and the Shift-Tab combination to focus the previous logical view.
Keyboard processing is divided in three stages: HotKey processing, regular processing and
-cold key processing.
+cold key processing.
* 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
+ 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 "o" is being displayed.
@@ -376,7 +402,7 @@ cold key processing.
view.
* 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
+ a chance to process the keystroke in their cold processing stage. Examples
include the processing of the "return" key in a dialog when a button in the
dialog has been flagged as the "default" action.
@@ -384,8 +410,8 @@ The most common case is the normal processing, which sends the keystrokes to the
currently focused view.
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.
+view on the screen. The only exception is that no mouse events are delivered
+to background views when a modal view is running.
More details are available on the [`Keyboard Event Processing`](keyboard.md) document.
@@ -393,7 +419,7 @@ Colors and Color Schemes
========================
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.
+terminals as well as the more limited black and white terminals.
The various styles are captured in the [`Colors`](~/api/Terminal.Gui/Terminal.Gui.Colors.yml) 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:
diff --git a/docfx/articles/tableview.md b/docfx/articles/tableview.md
index 8f1ebf0ea..8ba6c9e58 100644
--- a/docfx/articles/tableview.md
+++ b/docfx/articles/tableview.md
@@ -56,12 +56,12 @@ tableView.Table = yourDataTable;
```
## Table Rendering
-TableView supports any size of table (limited only by the RAM requirements of `System.DataTable`). You can have
-thousands of columns and/or millions of rows if you want. Horizontal and vertical scrolling can be done using
+TableView supports any size of table (limited only by the RAM requirements of `System.DataTable`). 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.
TableView uses `ColumnOffset` and `RowOffset` to determine the first visible cell of the `System.DataTable`.
-Rendering then continues until the avaialble console space is exhausted. Updating the `ColumnOffset` and
+Rendering then continues until the avaialble console space is exhausted. Updating the `ColumnOffset` and
`RowOffset` changes which part of the table is rendered (scrolls the viewport).
This approach ensures that no matter how big the table, only a small number of columns/rows need to be
diff --git a/docfx/articles/views.md b/docfx/articles/views.md
index aed3c9db2..9edc1d645 100644
--- a/docfx/articles/views.md
+++ b/docfx/articles/views.md
@@ -1,24 +1,29 @@
-Views
-=====
-
-Layout
-======
-
-Creating Custom Views
-=====================
-
-Constructor
------------
-
-Rendering
----------
-
-### Using Custom Colors
-
-Keyboard processing
--------------------
-
-Mouse event processing
-----------------------
-
+*Terminal.Gui* provides a rich set of views and controls for building terminal user interfaces:
+* [Button](~/api/Terminal.Gui/Terminal.Gui.Button.html)
+* [CheckBox](~/api/Terminal.Gui/Terminal.Gui.CheckBox.html)
+* [ColorPicker](~/api/Terminal.Gui/Terminal.Gui.ColorPicker.html)
+* [ComboBox](~/api/Terminal.Gui/Terminal.Gui.ComboBox.html)
+* [Dialog](~/api/Terminal.Gui/Terminal.Gui.Dialog.html)
+ * [OpenDialog](~/api/Terminal.Gui/Terminal.Gui.OpenDialog.html)
+ * [SaveDialog](~/api/Terminal.Gui/Terminal.Gui.SaveDialog.html)
+* [FrameView](~/api/Terminal.Gui/Terminal.Gui.FrameView.html)
+* [GraphView](~/api/Terminal.Gui/Terminal.Gui.GraphView.html)
+* [Hex viewer/editor](~/api/Terminal.Gui/Terminal.Gui.HexView.html)
+* [Label](~/api/Terminal.Gui/Terminal.Gui.Label.html)
+* [ListView](~/api/Terminal.Gui/Terminal.Gui.ListView.html)
+* [Menu](~/api/Terminal.Gui/Terminal.Gui.MenuBar.html)
+* [MessageBox](~/api/Terminal.Gui/Terminal.Gui.MessageBox.html)
+* [ProgressBar](~/api/Terminal.Gui/Terminal.Gui.ProgressBar.html)
+* [Radio buttons](~/api/Terminal.Gui/Terminal.Gui.RadioGroup.html)
+* [TableView](~/api/Terminal.Gui/Terminal.Gui.TableView.html)
+* [Time & Date Fields](~/api/Terminal.Gui/Terminal.Gui.TimeField.html)
+* [TextField](~/api/Terminal.Gui/Terminal.Gui.TextField.html)
+* [TextValidateField](~/api/Terminal.Gui/Terminal.Gui.TextValidateField.html)
+* [TextView (Text Editor)](~/api/Terminal.Gui/Terminal.Gui.TextView.html)
+* [TreeView](~/api/Terminal.Gui/Terminal.Gui.TreeView.html)
+* [ScrollView](~/api/Terminal.Gui/Terminal.Gui.ScrollView.html)
+* [ScrollBarView](~/api/Terminal.Gui/Terminal.Gui.ScrollBarView.html)
+* [StatusBar](~/api/Terminal.Gui/Terminal.Gui.StatusBar.html)
+* [Window](~/api/Terminal.Gui/Terminal.Gui.Window.html)
+* [Wizard](~/api/Terminal.Gui/Terminal.Gui.Wizard.html)
diff --git a/docfx/index.md b/docfx/index.md
index 405f9e406..e67aef1b8 100644
--- a/docfx/index.md
+++ b/docfx/index.md
@@ -7,6 +7,7 @@ A simple UI toolkit for .NET, .NET Core, and Mono that works on Windows, the Mac
## Terminal.Gui API Documentation
* [API Reference](~/api/Terminal.Gui/Terminal.Gui.yml)
+* [Views and controls built into the Terminal.Gui library](~/articles/views.md)
* [Terminal.Gui API Overview](~/articles/overview.md)
* [Keyboard Event Processing](~/articles/keyboard.md)
* [Event Processing and the Application Main Loop](~/articles/mainloop.md)
diff --git a/docs/articles/index.html b/docs/articles/index.html
index 67ac50f67..d45547c8c 100644
--- a/docs/articles/index.html
+++ b/docs/articles/index.html
@@ -74,6 +74,7 @@
Terminal.Gui Overview
+List of Views
Keyboard Event Processing
Event Processing and the Application Main Loop
TableView Deep Dive
diff --git a/docs/articles/keyboard.html b/docs/articles/keyboard.html
index 8ad4ee290..d31919db3 100644
--- a/docs/articles/keyboard.html
+++ b/docs/articles/keyboard.html
@@ -73,7 +73,7 @@
Keyboard Event Processing
Keyboard events are sent by the Main Loop to the
-Application class for processing. The keyboard events are sent
+Application class for processing. The keyboard events are sent
exclusively to the current Toplevel, this being either the default
that is created when you call Application.Init, or one that you
created an passed to Application.Run(Toplevel).
@@ -84,9 +84,9 @@ processed the key.
HotKey Processing
Events are first send to all views as a "HotKey", this means that the
View.ProcessHotKey method is invoked on the current toplevel, which
-in turns propagates this to all the views in the hierarchy. If any
+in turns propagates this to all the views in the hierarchy. If any
view decides to process the event, no further processing takes place.
-This is how hotkeys for buttons are implemented. For example, the
+
This is how hotkeys for buttons are implemented. For example, the
keystroke "Alt-A" is handled by Buttons that have a hot-letter "A" to
activate the button.
Regular Processing
@@ -98,7 +98,7 @@ the currently focused view in the focus chain.
event, and is broadcast to all the views in the Toplevel.
This method can be overwritten by views that want to provide
accelerator functionality (Alt-key for example), but without
-interefering with normal ProcessKey behavior.
+interfering with normal ProcessKey behavior.
Key Bindings
Terminal.Gui supports rebinding keys. For example the default key
for activating a button is Enter. You can change this using the
@@ -117,7 +117,7 @@ method.
in RadioGroup.
Global Key Handler
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
+application that is invoked regardless of what Window/View has focus. This can
be achieved by using the Application.RootKeyEvent event.
diff --git a/docs/articles/mainloop.html b/docs/articles/mainloop.html
index 79bc9059d..68f18cc1b 100644
--- a/docs/articles/mainloop.html
+++ b/docs/articles/mainloop.html
@@ -99,7 +99,7 @@ provides access to these functions.
will prepare the current
Toplevel instance by
redrawing the screen appropriately and then calling the mainloop to
-run.
+run.
You can configure the Mainloop before calling Application.Run, or you
can configure the MainLoop in response to events during the execution.
The keyboard inputs is dispatched by the application class to the
@@ -130,8 +130,8 @@ you desire to cancel the timer before it runs:
You can register code to be executed when the application is idling
and there are no events to process by calling the
AddIdle
-method. This method takes as a parameter a function that will be
-invoked when the application is idling.
+method. This method takes as a parameter a function that will be
+invoked when the application is idling.
Idle functions should return true if they should be invoked again,
and false if the idle invocations should stop.
Like the timer APIs, the return value is a token that can be used to
@@ -140,15 +140,15 @@ cancel the scheduled idle function from being executed.
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.
+of the UI application.
Generally, as there is not much state, you will get lucky, but the
application will not behave properly.
You will be served better off by using C# async machinery and the
-various APIs in the System.Threading.Tasks.Task APIs. But if you
+various APIs in the System.Threading.Tasks.Task APIs. But if you
absolutely must work with threads on your own you should only invoke
APIs in Terminal.Gui from the main thread.
To make this simple, you can use the Application.MainLoop.Invoke
-method and pass an Action. This action will be queued for execution
+method and pass an Action. This action will be queued for execution
on the main thread at an appropriate time and will run your code
there.
For example, the following shows how to properly update a label from a
diff --git a/docs/articles/overview.html b/docs/articles/overview.html
index 9b0297c34..70e1108f4 100644
--- a/docs/articles/overview.html
+++ b/docs/articles/overview.html
@@ -78,7 +78,7 @@ easy to write applications that will work on monochrome terminals, as
well as modern color terminals with mouse support.
This library works across Windows, Linux and MacOS.
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
+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
@@ -102,7 +102,7 @@ class Demo {
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).
More interesting user interfaces can be created by composing some of
-the various views that are included. In the following sections, you
+the various views that are included. In the following sections, you
will see how applications are put together.
In the example above, you can see that we have initialized the runtime by calling the
Init method in the Application class - this sets up the environment, initializes the color
@@ -158,12 +158,12 @@ class Demo {
}
Views
All visible elements on a Terminal.Gui application are implemented as
-Views . Views are self-contained
+Views . Views are self-contained
objects that take care of displaying themselves, can receive keyboard and mouse
input and participate in the focus mechanism.
-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
-Add method, for example, to add a couple of buttons to a UI, you can do this:
+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
+Add method, for example, to add a couple of buttons to a UI, you can do this:
void SetupMyView (View myView)
{
var label = new Label ("Username: ") {
@@ -184,18 +184,48 @@ the Subviews. You can add a view to an existing view, by calling the
}
The container of a given view is called the SuperView and it is a property of every
View.
-There are many views that you can use to spice up your application:
-Buttons , Labels , Text entry , Text view , Radio buttons , Checkboxes , Dialog boxes , Message boxes , Windows , Menus , ListViews , Frames , ProgressBars , Scroll views and Scrollbars .
+Terminal.Gui provides a rich set of views and controls for building terminal user interfaces:
+
Layout
Terminal.Gui supports two different layout systems, absolute and computed \
(controlled by the LayoutStyle
property on the view.
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 Rect . When you do this, to change the
+one location and want to manually control where the view is. This is done
+by invoking your View constructor with an argument of type Rect . When you do this, to change the
position of the View, you can change the Frame property on the View.
The computed layout system offers a few additional capabilities, like automatic
-centering, expanding of dimensions and a handful of other features. To use
+centering, expanding of dimensions and a handful of other features. To use
this you construct your object without an initial Frame, but set the
X, Y, Width and Height properties after the object has been created.
Examples:
@@ -252,11 +282,11 @@ anotherView.Height = Dim.Height (view)+1
Among the many kinds of views, you typically will create a Toplevel view (or any of its subclasses,
like Window or Dialog 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.
+only when the user chooses to complete their work there.
The following sections cover the differences.
TopLevel Views
-Toplevel views have no visible user interface elements and occupy an arbitrary portion of the screen.
-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
+
Toplevel views have no visible user interface elements and occupy an arbitrary portion of the screen.
+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:
using Terminal.Gui;
@@ -324,7 +354,7 @@ var dialog = new Dialog ("Quit", 60, 7, ok, cancel);
+------------------------------------------------------+
Running Modally
To run your Dialog, Window or Toplevel modally, you will invoke the Application.Run
-method on the toplevel. It is up to your code and event handlers to invoke the Application.RequestStop() method to terminate the modal execution.
+method on the toplevel. It is up to your code and event handlers to invoke the Application.RequestStop() method to terminate the modal execution.
bool okpressed = false;
var ok = new Button(3, 14, "Ok") {
Clicked = () => { Application.RequestStop (); okpressed = true; }
@@ -349,15 +379,15 @@ of indicating the reason that the execution of the modal dialog was completed, i
case above, the okpressed value is set to true if the user pressed or selected the Ok button.
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.
+the focused view. This is called the focus chain, and at any given time, only one
+View has the focus.
The library binds the key Tab to focus the next logical view,
-and the Shift-Tab combination to focus the previous logical view.
+and the Shift-Tab combination to focus the previous logical view.
Keyboard processing is divided in three stages: HotKey processing, regular processing and
-cold key processing.
+cold key processing.
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
+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 "o" is being displayed.
@@ -365,7 +395,7 @@ highlighted "o" is being displayed.
view.
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
+a chance to process the keystroke in their cold processing stage. Examples
include the processing of the "return" key in a dialog when a button in the
dialog has been flagged as the "default" action.
@@ -373,13 +403,13 @@ dialog has been flagged as the "default" action.
The most common case is the normal processing, which sends the keystrokes to the
currently focused view.
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.
+view on the screen. The only exception is that no mouse events are delivered
+to background views when a modal view is running.
More details are available on the Keyboard Event Processing document.
Colors and Color Schemes
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.
-The various styles are captured in the Colors class which defined color schemes for
+terminals as well as the more limited black and white terminals.
+The various styles are captured in the Colors 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:
Colors.Toplevel
diff --git a/docs/articles/tableview.html b/docs/articles/tableview.html
index 73caa8a96..82640f709 100644
--- a/docs/articles/tableview.html
+++ b/docs/articles/tableview.html
@@ -110,11 +110,11 @@ using(var con = new SqlConnection("Server=myServerAddress;Database=myDataBa
tableView.Table = yourDataTable;
Table Rendering
-TableView supports any size of table (limited only by the RAM requirements of System.DataTable). You can have
-thousands of columns and/or millions of rows if you want. Horizontal and vertical scrolling can be done using
+
TableView supports any size of table (limited only by the RAM requirements of System.DataTable). 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.
TableView uses ColumnOffset and RowOffset to determine the first visible cell of the System.DataTable.
-Rendering then continues until the avaialble console space is exhausted. Updating the ColumnOffset and
+Rendering then continues until the avaialble console space is exhausted. Updating the ColumnOffset and
RowOffset changes which part of the table is rendered (scrolls the viewport).
This approach ensures that no matter how big the table, only a small number of columns/rows need to be
evaluated for rendering.
diff --git a/docs/articles/views.html b/docs/articles/views.html
index 3457d58b8..53f42e871 100644
--- a/docs/articles/views.html
+++ b/docs/articles/views.html
@@ -5,9 +5,9 @@
- Views
+
-
+
@@ -70,15 +70,39 @@
-Views
-Layout
-Creating Custom Views
-Constructor
-Rendering
-Using Custom Colors
-Keyboard processing
-Mouse event processing
+Terminal.Gui provides a rich set of views and controls for building terminal user interfaces:
+
diff --git a/docs/index.html b/docs/index.html
index 5f242bdaf..f632ea410 100644
--- a/docs/index.html
+++ b/docs/index.html
@@ -78,7 +78,8 @@
Terminal.Gui API Documentation
-API Reference
+API Reference
+Views and controls built into the Terminal.Gui library
Terminal.Gui API Overview
Keyboard Event Processing
Event Processing and the Application Main Loop
diff --git a/docs/index.json b/docs/index.json
index 19de282bb..150225943 100644
--- a/docs/index.json
+++ b/docs/index.json
@@ -1267,12 +1267,12 @@
"articles/index.html": {
"href": "articles/index.html",
"title": "Conceptual Documentation",
- "keywords": "Conceptual Documentation Terminal.Gui Overview Keyboard Event Processing Event Processing and the Application Main Loop TableView Deep Dive TreeView Deep Dive"
+ "keywords": "Conceptual Documentation Terminal.Gui Overview List of Views Keyboard Event Processing Event Processing and the Application Main Loop TableView Deep Dive TreeView Deep Dive"
},
"articles/keyboard.html": {
"href": "articles/keyboard.html",
"title": "Keyboard Event Processing",
- "keywords": "Keyboard Event Processing Keyboard events are sent by the Main Loop to the Application class for processing. The keyboard events are sent exclusively to the current Toplevel , this being either the default that is created when you call Application.Init , or one that you created an passed to Application.Run(Toplevel) . Flow 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. HotKey Processing Events are first send to all views as a \"HotKey\", this means that the View.ProcessHotKey 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. This is how hotkeys for buttons are implemented. For example, the keystroke \"Alt-A\" is handled by Buttons that have a hot-letter \"A\" to activate the button. Regular Processing Unlike the hotkey processing, the regular processing is only sent to the currently focused view in the focus chain. The regular key processing is only invoked if no hotkey was caught. Cold-key Processing This stage only is executed if the focused view did not process the event, and is broadcast to all the views in the Toplevel. This method can be overwritten by views that want to provide accelerator functionality (Alt-key for example), but without interefering with normal ProcessKey behavior. Key Bindings Terminal.Gui supports rebinding keys. For example the default key for activating a button is Enter. You can change this using the ClearKeybinding and AddKeybinding methods: var btn = new Button (\"Press Me\"); btn.ClearKeybinding (Command.Accept); btn.AddKeyBinding (Key.b, Command.Accept); The Command enum lists generic operations that are implemented by views. For example Command.Accept in a Button results in the Clicked event firing while in TableView it is bound to CellActivated . 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 GetSupportedCommands() method. Not all controls have the same key bound for a given command, for example Command.Accept defaults to Key.Enter in a Button but defaults to Key.Space in RadioGroup . Global Key Handler 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 Application.RootKeyEvent event."
+ "keywords": "Keyboard Event Processing Keyboard events are sent by the Main Loop to the Application class for processing. The keyboard events are sent exclusively to the current Toplevel , this being either the default that is created when you call Application.Init , or one that you created an passed to Application.Run(Toplevel) . Flow 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. HotKey Processing Events are first send to all views as a \"HotKey\", this means that the View.ProcessHotKey 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. This is how hotkeys for buttons are implemented. For example, the keystroke \"Alt-A\" is handled by Buttons that have a hot-letter \"A\" to activate the button. Regular Processing Unlike the hotkey processing, the regular processing is only sent to the currently focused view in the focus chain. The regular key processing is only invoked if no hotkey was caught. Cold-key Processing This stage only is executed if the focused view did not process the event, and is broadcast to all the views in the Toplevel. This method can be overwritten by views that want to provide accelerator functionality (Alt-key for example), but without interfering with normal ProcessKey behavior. Key Bindings Terminal.Gui supports rebinding keys. For example the default key for activating a button is Enter. You can change this using the ClearKeybinding and AddKeybinding methods: var btn = new Button (\"Press Me\"); btn.ClearKeybinding (Command.Accept); btn.AddKeyBinding (Key.b, Command.Accept); The Command enum lists generic operations that are implemented by views. For example Command.Accept in a Button results in the Clicked event firing while in TableView it is bound to CellActivated . 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 GetSupportedCommands() method. Not all controls have the same key bound for a given command, for example Command.Accept defaults to Key.Enter in a Button but defaults to Key.Space in RadioGroup . Global Key Handler 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 Application.RootKeyEvent event."
},
"articles/mainloop.html": {
"href": "articles/mainloop.html",
@@ -1282,7 +1282,7 @@
"articles/overview.html": {
"href": "articles/overview.html",
"title": "Terminal.Gui API Overview",
- "keywords": "Terminal.Gui API Overview Terminal.Gui 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. This library works across Windows, Linux and MacOS. 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. The simplest application looks like this: using Terminal.Gui; class Demo { static int Main () { Application.Init (); var n = MessageBox.Query (50, 7, \"Question\", \"Do you like console apps?\", \"Yes\", \"No\"); Application.Shutdown (); return n; } } 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). 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. In the example above, you can see that we have initialized the runtime by calling the Init 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. The Application class, additionally creates an instance of the Toplevel class that is ready to be consumed, this instance is available in the Application.Top property, and can be used like this: using Terminal.Gui; class Demo { static int Main () { Application.Init (); var label = new Label (\"Hello World\") { X = Pos.Center (), Y = Pos.Center (), Height = 1, }; Application.Top.Add (label); Application.Run (); Application.Shutdown (); } } 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: using Terminal.Gui; class Demo { static int Main () { Application.Init (); var menu = new MenuBar (new MenuBarItem [] { new MenuBarItem (\"_File\", new MenuItem [] { new MenuItem (\"_Quit\", \"\", () => { Application.RequestStop (); }) }), }); var win = new Window (\"Hello\") { 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 (); } } Views All visible elements on a Terminal.Gui application are implemented as Views . Views are self-contained objects that take care of displaying themselves, can receive keyboard and mouse input and participate in the focus mechanism. 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 Add method, for example, to add a couple of buttons to a UI, you can do this: void SetupMyView (View myView) { var label = new Label (\"Username: \") { X = 1, Y = 1, Width = 20, Height = 1 }; myView.Add (label); var username = new TextField (\"\") { X = 1, Y = 2, Width = 30, Height = 1 }; myView.Add (username); } The container of a given view is called the SuperView and it is a property of every View. There are many views that you can use to spice up your application: Buttons , Labels , Text entry , Text view , Radio buttons , Checkboxes , Dialog boxes , Message boxes , Windows , Menus , ListViews , Frames , ProgressBars , Scroll views and Scrollbars . Layout Terminal.Gui supports two different layout systems, absolute and computed \\ (controlled by the LayoutStyle property on the view. 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 Rect . When you do this, to change the position of the View, you can change the Frame property on the View. 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 Frame , but set the X , Y , Width and Height properties after the object has been created. Examples: // Dynamically computed var label = new Label (\"Hello\") { 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), \"World\") The computed layout system does not take integers, instead the X and Y properties are of type Pos and the Width and Height properties are of type Dim both which can be created implicitly from integer values. The Pos Type The Pos type on X and Y offers a few options: Absolute position, by passing an integer Percentage of the parent's view size - Pos.Percent(n) Anchored from the end of the dimension - AnchorEnd(int margin=0) Centered, using Center() Reference the Left (X), Top (Y), Bottom, Right positions of another view The Pos values can be added or subtracted, like this: // 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); The Dim Type The Dim type is used for the Width and Height properties on the View and offers the following options: Absolute size, by passing an integer Percentage of the parent's view size - Dim.Percent(n) Fill to the end - Dim.Fill () Reference the Width or Height of another view Like, Pos , objects of type Dim can be added an subtracted, like this: // 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 TopLevels, Windows and Dialogs. Among the many kinds of views, you typically will create a Toplevel view (or any of its subclasses, like Window or Dialog 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. The following sections cover the differences. TopLevel Views Toplevel views have no visible user interface elements and occupy an arbitrary portion of the screen. 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: 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 (\"_File\", new MenuItem [] { new MenuItem (\"_Close\", \"\", () => { 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 (); } } Window Views Window 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) From a user interface perspective, you might have more than one Window on the screen at a given time. Dialogs Dialog are Window objects that happen to be centered in the middle of the screen. 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. Dialogs are a subclass of Window and additionally expose the AddButton API which manages the layout of any button passed to it, ensuring that the buttons are at the bottom of the dialog. Example: bool okpressed = false; var ok = new Button(\"Ok\"); var cancel = new Button(\"Cancel\"); var dialog = new Dialog (\"Quit\", 60, 7, ok, cancel); Which will show something like this: +- Quit -----------------------------------------------+ | | | | | [ Ok ] [ Cancel ] | +------------------------------------------------------+ Running Modally To run your Dialog, Window or Toplevel modally, you will invoke the Application.Run method on the toplevel. It is up to your code and event handlers to invoke the Application.RequestStop() method to terminate the modal execution. bool okpressed = false; var ok = new Button(3, 14, \"Ok\") { Clicked = () => { Application.RequestStop (); okpressed = true; } }; var cancel = new Button(10, 14, \"Cancel\") { Clicked = () => Application.RequestStop () }; var dialog = new Dialog (\"Login\", 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 (\"The user entered: \" + entry.Text); 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 okpressed value is set to true if the user pressed or selected the Ok button. Input Handling 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. The library binds the key Tab to focus the next logical view, and the Shift-Tab combination to focus the previous logical view. Keyboard processing is divided in three stages: HotKey processing, regular processing and cold key processing. 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 \"o\" is being displayed. If no view processed the hotkey, then the key is sent to the currently focused view. 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 \"return\" key in a dialog when a button in the dialog has been flagged as the \"default\" action. The most common case is the normal processing, which sends the keystrokes to the currently focused view. 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. More details are available on the Keyboard Event Processing document. Colors and Color Schemes 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. The various styles are captured in the Colors 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: Colors.Toplevel Colors.Base Colors.Menu Colors.Dialog Colors.Error You can use them for example like this to set the colors for a new Window: var w = new Window (\"Hello\"); w.ColorScheme = Colors.Error The ColorScheme 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. By using ColorSchemes you ensure that your application will work correctbly both in color and black and white terminals. Some views support setting individual color attributes, you create an attribute for a particular pair of Foreground/Background like this: var myColor = Application.Driver.MakeAttribute (Color.Blue, Color.Red); var label = new Label (...); label.TextColor = myColor MainLoop, Threads and Input Handling Detailed description of the mainloop is described on the Event Processing and the Application Main Loop document."
+ "keywords": "Terminal.Gui API Overview Terminal.Gui 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. This library works across Windows, Linux and MacOS. 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. The simplest application looks like this: using Terminal.Gui; class Demo { static int Main () { Application.Init (); var n = MessageBox.Query (50, 7, \"Question\", \"Do you like console apps?\", \"Yes\", \"No\"); Application.Shutdown (); return n; } } 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). 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. In the example above, you can see that we have initialized the runtime by calling the Init 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. The Application class, additionally creates an instance of the Toplevel class that is ready to be consumed, this instance is available in the Application.Top property, and can be used like this: using Terminal.Gui; class Demo { static int Main () { Application.Init (); var label = new Label (\"Hello World\") { X = Pos.Center (), Y = Pos.Center (), Height = 1, }; Application.Top.Add (label); Application.Run (); Application.Shutdown (); } } 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: using Terminal.Gui; class Demo { static int Main () { Application.Init (); var menu = new MenuBar (new MenuBarItem [] { new MenuBarItem (\"_File\", new MenuItem [] { new MenuItem (\"_Quit\", \"\", () => { Application.RequestStop (); }) }), }); var win = new Window (\"Hello\") { 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 (); } } Views All visible elements on a Terminal.Gui application are implemented as Views . Views are self-contained objects that take care of displaying themselves, can receive keyboard and mouse input and participate in the focus mechanism. 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 Add method, for example, to add a couple of buttons to a UI, you can do this: void SetupMyView (View myView) { var label = new Label (\"Username: \") { X = 1, Y = 1, Width = 20, Height = 1 }; myView.Add (label); var username = new TextField (\"\") { X = 1, Y = 2, Width = 30, Height = 1 }; myView.Add (username); } The container of a given view is called the SuperView and it is a property of every View. Terminal.Gui provides a rich set of views and controls for building terminal user interfaces: Button CheckBox ColorPicker ComboBox Dialog OpenDialog SaveDialog FrameView GraphView Hex viewer/editor Label ListView Menu MessageBox ProgressBar Radio buttons TableView Time & Date Fields TextField TextValidateField TextView (Text Editor) TreeView ScrollView ScrollBarView StatusBar Window Wizard Layout Terminal.Gui supports two different layout systems, absolute and computed \\ (controlled by the LayoutStyle property on the view. 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 Rect . When you do this, to change the position of the View, you can change the Frame property on the View. 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 Frame , but set the X , Y , Width and Height properties after the object has been created. Examples: // Dynamically computed var label = new Label (\"Hello\") { 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), \"World\") The computed layout system does not take integers, instead the X and Y properties are of type Pos and the Width and Height properties are of type Dim both which can be created implicitly from integer values. The Pos Type The Pos type on X and Y offers a few options: Absolute position, by passing an integer Percentage of the parent's view size - Pos.Percent(n) Anchored from the end of the dimension - AnchorEnd(int margin=0) Centered, using Center() Reference the Left (X), Top (Y), Bottom, Right positions of another view The Pos values can be added or subtracted, like this: // 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); The Dim Type The Dim type is used for the Width and Height properties on the View and offers the following options: Absolute size, by passing an integer Percentage of the parent's view size - Dim.Percent(n) Fill to the end - Dim.Fill () Reference the Width or Height of another view Like, Pos , objects of type Dim can be added an subtracted, like this: // 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 TopLevels, Windows and Dialogs. Among the many kinds of views, you typically will create a Toplevel view (or any of its subclasses, like Window or Dialog 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. The following sections cover the differences. TopLevel Views Toplevel views have no visible user interface elements and occupy an arbitrary portion of the screen. 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: 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 (\"_File\", new MenuItem [] { new MenuItem (\"_Close\", \"\", () => { 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 (); } } Window Views Window 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) From a user interface perspective, you might have more than one Window on the screen at a given time. Dialogs Dialog are Window objects that happen to be centered in the middle of the screen. 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. Dialogs are a subclass of Window and additionally expose the AddButton API which manages the layout of any button passed to it, ensuring that the buttons are at the bottom of the dialog. Example: bool okpressed = false; var ok = new Button(\"Ok\"); var cancel = new Button(\"Cancel\"); var dialog = new Dialog (\"Quit\", 60, 7, ok, cancel); Which will show something like this: +- Quit -----------------------------------------------+ | | | | | [ Ok ] [ Cancel ] | +------------------------------------------------------+ Running Modally To run your Dialog, Window or Toplevel modally, you will invoke the Application.Run method on the toplevel. It is up to your code and event handlers to invoke the Application.RequestStop() method to terminate the modal execution. bool okpressed = false; var ok = new Button(3, 14, \"Ok\") { Clicked = () => { Application.RequestStop (); okpressed = true; } }; var cancel = new Button(10, 14, \"Cancel\") { Clicked = () => Application.RequestStop () }; var dialog = new Dialog (\"Login\", 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 (\"The user entered: \" + entry.Text); 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 okpressed value is set to true if the user pressed or selected the Ok button. Input Handling 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. The library binds the key Tab to focus the next logical view, and the Shift-Tab combination to focus the previous logical view. Keyboard processing is divided in three stages: HotKey processing, regular processing and cold key processing. 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 \"o\" is being displayed. If no view processed the hotkey, then the key is sent to the currently focused view. 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 \"return\" key in a dialog when a button in the dialog has been flagged as the \"default\" action. The most common case is the normal processing, which sends the keystrokes to the currently focused view. 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. More details are available on the Keyboard Event Processing document. Colors and Color Schemes 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. The various styles are captured in the Colors 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: Colors.Toplevel Colors.Base Colors.Menu Colors.Dialog Colors.Error You can use them for example like this to set the colors for a new Window: var w = new Window (\"Hello\"); w.ColorScheme = Colors.Error The ColorScheme 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. By using ColorSchemes you ensure that your application will work correctbly both in color and black and white terminals. Some views support setting individual color attributes, you create an attribute for a particular pair of Foreground/Background like this: var myColor = Application.Driver.MakeAttribute (Color.Blue, Color.Red); var label = new Label (...); label.TextColor = myColor MainLoop, Threads and Input Handling Detailed description of the mainloop is described on the Event Processing and the Application Main Loop document."
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