mirror of
https://github.com/gui-cs/Terminal.Gui.git
synced 2025-12-26 15:57:56 +01:00
Tweaks to api docs
This commit is contained in:
@@ -1 +1,110 @@
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# Getting Started
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# Getting Started
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Paste these commands into your favorite terminal on Windows, Mac, or Linux. This will install the [Terminal.Gui.Templates](https://github.com/gui-cs/Terminal.Gui.templates), create a new "Hello World" TUI app, and run it.
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(Press `CTRL-Q` to exit the app)
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```ps1
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dotnet new --install Terminal.Gui.templates
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dotnet new tui -n myproj
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cd myproj
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dotnet run
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```
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## Adding Terminal.Gui to a Project
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To install Terminal.Gui from [Nuget](https://www.nuget.org/packages/Terminal.Gui) into a .NET Core project, use the `dotnet` CLI tool with this command.
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```ps1
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dotnet add package Terminal.Gui
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```
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## Using the Templates
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Use the [Terminal.Gui.Templates](https://github.com/gui-cs/Terminal.Gui.templates).
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## Sample Usage in C#
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The following example shows a basic Terminal.Gui application in C#:
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```csharp
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// A simple Terminal.Gui example in C# - using C# 9.0 Top-level statements
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using Terminal.Gui;
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Application.Run<ExampleWindow> ();
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System.Console.WriteLine ($"Username: {((ExampleWindow)Application.Top).usernameText.Text}");
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// Before the application exits, reset Terminal.Gui for clean shutdown
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Application.Shutdown ();
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// Defines a top-level window with border and title
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public class ExampleWindow : Window {
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public TextField usernameText;
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public ExampleWindow ()
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{
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Title = "Example App (Ctrl+Q to quit)";
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// Create input components and labels
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var usernameLabel = new Label () {
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Text = "Username:"
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};
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usernameText = new TextField ("") {
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// Position text field adjacent to the label
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X = Pos.Right (usernameLabel) + 1,
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// Fill remaining horizontal space
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Width = Dim.Fill (),
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};
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var passwordLabel = new Label () {
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Text = "Password:",
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X = Pos.Left (usernameLabel),
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Y = Pos.Bottom (usernameLabel) + 1
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};
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var passwordText = new TextField ("") {
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Secret = true,
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// align with the text box above
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X = Pos.Left (usernameText),
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Y = Pos.Top (passwordLabel),
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Width = Dim.Fill (),
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};
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// Create login button
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var btnLogin = new Button () {
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Text = "Login",
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Y = Pos.Bottom(passwordLabel) + 1,
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// center the login button horizontally
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X = Pos.Center (),
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IsDefault = true,
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};
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// When login button is clicked display a message popup
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btnLogin.Clicked += () => {
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if (usernameText.Text == "admin" && passwordText.Text == "password") {
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MessageBox.Query ("Logging In", "Login Successful", "Ok");
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Application.RequestStop ();
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} else {
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MessageBox.ErrorQuery ("Logging In", "Incorrect username or password", "Ok");
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}
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};
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// Add the views to the Window
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Add (usernameLabel, usernameText, passwordLabel, passwordText, btnLogin);
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}
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}
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```
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When run the application looks as follows:
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## Building the Library and Running the Examples
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* Windows, Mac, and Linux - Build and run using the .NET SDK command line tools (`dotnet build` in the root directory). Run `UICatalog` with `dotnet run --project UICatalog`.
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* Windows - Open `Terminal.sln` with Visual Studio 202x.
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@@ -1,6 +1,9 @@
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# Conceptual Documentation
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# Terminal.Gui v2 Overview
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A toolkit for building rich console apps for .NET, .NET Core, and Mono that works on Windows, the Mac, and Linux/Unix.
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## Conceptual Documentation
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* [Terminal.Gui Overview](overview.md)
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* [List of Views](views.md)
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* [Keyboard Event Processing](keyboard.md)
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* [Event Processing and the Application Main Loop](mainloop.md)
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@@ -8,3 +11,413 @@
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* [Configuration and Theme Manager](config.md)
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* [TableView Deep Dive](tableview.md)
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* [TreeView Deep Dive](treeview.md)
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## Features
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* **Cross Platform** - Windows, Mac, and Linux. Terminal drivers for Curses, [Windows Console](https://github.com/gui-cs/Terminal.GuiV2Docs/issues/27), and the .NET Console mean apps will work well on both color and monochrome terminals.
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* **Keyboard and Mouse Input** - Both keyboard and mouse input are supported, including support for drag & drop.
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* **[Flexible Layout](https://gui-cs.github.io/Terminal.GuiV2Docs/docs/overview.html#layout)** - Supports both *Absolute layout* and an innovative *Computed Layout* system. *Computed Layout* makes it easy to lay out controls relative to each other and enables dynamic terminal UIs.
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* **Clipboard support** - Cut, Copy, and Paste of text provided through the [`Clipboard`](https://gui-cs.github.io/Terminal.GuiV2Docs/api/Terminal.Gui.Clipboard.html) class.
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* **[Arbitrary Views](https://gui-cs.github.io/Terminal.GuiV2Docs/api/Terminal.Gui.View.html)** - All visible UI elements are subclasses of the `View` class, and these in turn can contain an arbitrary number of sub-views.
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* **Advanced App Features** - The [Mainloop](https://gui-cs.github.io/Terminal.GuiV2Docs/api/Terminal.Gui.MainLoop.html) supports processing events, idle handlers, timers, and monitoring file
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descriptors. Most classes are safe for threading.
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* **Reactive Extensions** - Use [reactive extensions](https://github.com/dotnet/reactive) and benefit from increased code readability, and the ability to apply the MVVM pattern and [ReactiveUI](https://www.reactiveui.net/) data bindings. See the [source code](https://github.com/gui-cs/Terminal.GuiV2Docs/tree/master/ReactiveExample) of a sample app in order to learn how to achieve this.
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|
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`Terminal.Gui` is a library intended to create console-based
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applications using C#. The framework has been designed to make it
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easy to write applications that will work on monochrome terminals, as
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well as modern color terminals with mouse support.
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This library works across Windows, Linux and MacOS.
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This library provides a text-based toolkit as works in a way similar
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to graphic toolkits. There are many controls that can be used to
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create your applications and it is event based, meaning that you
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create the user interface, hook up various events and then let the
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a processing loop run your application, and your code is invoked via
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one or more callbacks.
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The simplest application looks like this:
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```csharp
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using Terminal.Gui;
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class Demo {
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static int Main ()
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{
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Application.Init ();
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var n = MessageBox.Query (50, 7,
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"Question", "Do you like console apps?", "Yes", "No");
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Application.Shutdown ();
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return n;
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}
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||||
}
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```
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This example shows a prompt and returns an integer value depending on
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which value was selected by the user (Yes, No, or if they use chose
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not to make a decision and instead pressed the ESC key).
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More interesting user interfaces can be created by composing some of
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the various views that are included. In the following sections, you
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will see how applications are put together.
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|
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In the example above, you can see that we have initialized the runtime by calling
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[Applicaton.Init](~/api/Terminal.Gui.Application.yml#Terminal_Gui_Application_Init_Terminal_Gui_ConsoleDriver_) method in the Application class - this sets up the environment, initializes the color
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schemes available for your application and clears the screen to start your application.
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The [Application](~/api/Terminal.Gui.Application.yml) class, additionally creates an instance of the [Toplevel](~/api/Terminal.Gui.Toplevel.yml) class that is ready to be consumed,
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this instance is available in the `Application.Top` property, and can be used like this:
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||||
|
||||
```csharp
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||||
using Terminal.Gui;
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||||
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||||
class Demo {
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||||
static int Main ()
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||||
{
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Application.Init ();
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var label = new Label ("Hello World") {
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X = Pos.Center (),
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Y = Pos.Center (),
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Height = 1,
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};
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Application.Top.Add (label);
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Application.Run ();
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Application.Shutdown ();
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||||
}
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||||
}
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||||
```
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||||
Typically, you will want your application to have more than a label, you might
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want a menu, and a region for your application to live in, the following code
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||||
does this:
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||||
|
||||
```csharp
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using Terminal.Gui;
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class Demo {
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static int Main ()
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{
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Application.Init ();
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var menu = new MenuBar (new MenuBarItem [] {
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new MenuBarItem ("_File", new MenuItem [] {
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new MenuItem ("_Quit", "", () => {
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Application.RequestStop ();
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})
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}),
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});
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var win = new Window ("Hello") {
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X = 0,
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Y = 1,
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Width = Dim.Fill (),
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Height = Dim.Fill () - 1
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};
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// Add both menu and win in a single call
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Application.Top.Add (menu, win);
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Application.Run ();
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Application.Shutdown ();
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}
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}
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```
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||||
## Views
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||||
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All visible elements on a Terminal.Gui application are implemented as
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[Views](~/api/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.
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See the full list of [Views provided by the Terminal.Gui library here](views.md).
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Every view can contain an arbitrary number of children views. These are called
|
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the Subviews. You can add a view to an existing view, by calling the
|
||||
[Add](~/api/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:
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||||
|
||||
```csharp
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void SetupMyView (View myView)
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{
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||||
var label = new Label ("Username: ") {
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||||
X = 1,
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||||
Y = 1,
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||||
Width = 20,
|
||||
Height = 1
|
||||
};
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||||
myView.Add (label);
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||||
|
||||
var username = new TextField ("") {
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||||
X = 1,
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||||
Y = 2,
|
||||
Width = 30,
|
||||
Height = 1
|
||||
};
|
||||
myView.Add (username);
|
||||
}
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||||
```
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||||
|
||||
The container of a given view is called the `SuperView` and it is a property of every
|
||||
View.
|
||||
|
||||
## Layout
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||||
|
||||
Terminal.Gui supports two different layout systems, absolute and computed \
|
||||
(controlled by the [LayoutStyle](~/api/Terminal.Gui.LayoutStyle.yml)
|
||||
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.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
|
||||
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:
|
||||
|
||||
```csharp
|
||||
|
||||
// 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](~/api/Terminal.Gui.Pos.yml) and the `Width` and `Height` properties are of type [Dim](~/api/Terminal.Gui.Dim.yml) 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:
|
||||
|
||||
```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);
|
||||
```
|
||||
|
||||
### 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:
|
||||
|
||||
|
||||
```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
|
||||
```
|
||||
|
||||
## TopLevels, Windows and Dialogs.
|
||||
|
||||
Among the many kinds of views, you typically will create a [Toplevel](~/api/Terminal.Gui.Toplevel.yml) view (or any of its subclasses), like [Window](~/api/Terminal.Gui.Window.yml) or [Dialog](~/api/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.
|
||||
|
||||
The following sections cover the differences.
|
||||
|
||||
### TopLevel Views
|
||||
|
||||
[Toplevel](~/api/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
|
||||
typically would add a Menu and a Window to your Toplevel, it would look like this:
|
||||
|
||||
```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 ("_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](~/api/Terminal.Gui.Window.yml) 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](~/api/Terminal.Gui.Dialog.yml) are [Window](~/api/Terminal.Gui.Window.yml) 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`](https://migueldeicaza.github.io/gui.cs/api/Terminal.Gui.Dialog.yml#Terminal_Gui_Dialog_AddButton_Terminal_Gui_Button_) API which manages the layout
|
||||
of any button passed to it, ensuring that the buttons are at the bottom of the dialog.
|
||||
|
||||
Example:
|
||||
```csharp
|
||||
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.
|
||||
|
||||
```csharp
|
||||
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 details are available on the [Keyboard Event Processing](keyboard.md) 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](~/api/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:
|
||||
|
||||
* `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](~/api/Terminal.Gui.ColorScheme.yml) 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](~/docs/mainloop.md) document.
|
||||
|
||||
## Cross-Platform Drivers
|
||||
|
||||
See [Cross-platform Driver Model](drivers.md).
|
||||
|
||||
@@ -1 +0,0 @@
|
||||
# Introduction
|
||||
@@ -1,15 +1,15 @@
|
||||
# Terminal.Gui v2
|
||||
|
||||
Checkout this Discussion: https://github.com/gui-cs/Terminal.Gui/discussions/2448
|
||||
Check out this Discussion: https://github.com/gui-cs/Terminal.Gui/discussions/2448
|
||||
|
||||
* *Modern Look & Feel* - Apps built with Terminal.Gui now feel modern thanks to these improvements:
|
||||
* *TrueColor support* - 24-bit color support for Windows, Mac, and Linux. Legacy 16-color systems are still supported, automatically. See [TrueColor](https://gui-cs.github.io/Terminal.Gui/articles/overview.html#truecolor) for details.
|
||||
* *User Configurable Color Themes* - See [Color Themes](https://gui-cs.github.io/Terminal.Gui/articles/overview.html#color-themes) for details.
|
||||
* *Enhanced Unicode/Wide Character support *- Terminal.Gui now supports the full range of Unicode/wide characters. See [Unicode](https://gui-cs.github.io/Terminal.Gui/articles/overview.html#unicode) for details.
|
||||
* *Line Canvas* - Terminal.Gui now supports a line canvas enabling high-performance drawing of lines and shapes using box-drawing glyphs. `LineCanvas` provides *auto join*, a smart TUI drawing system that automatically selects the correct line/box drawing glyphs for intersections making drawing complex shapes easy. See [Line Canvas](https://gui-cs.github.io/Terminal.Gui/articles/overview.html#line-canvas) for details.
|
||||
* *Enhanced Borders and Padding* - Terminal.Gui now supports a `Border`, `Margin`, and `Padding` property on all views. This simplifies View development and enables a sophisticated look and feel. See [Padding](https://gui-cs.github.io/Terminal.Gui/articles/overview.html#padding) for details.
|
||||
* *Modern File Dialog* - Terminal.Gui now supports a modern file dialog that includes icons (in TUI!) for files/folders, search, and a `TreeView``. See [FileDialog](https://gui-cs.github.io/Terminal.Gui/articles/overview.html#filedialog) for details.
|
||||
* *Configuration Manager* - Terminal.Gui now supports a configuration manager enabling library and app settings to be persisted and loaded from the file system. See [Configuration Manager](https://gui-cs.github.io/Terminal.Gui/articles/overview.html#configuration-manager) for details.
|
||||
* *Simplified API* - The entire library has been reviewed and simplified. As a result, the API is more consistent and uses modern .NET API standards (e.g. for events). This refactoring resulted in the removal of thousands of lines of code, better unit tests, and higher performance than v1. See [Simplified API](https://gui-cs.github.io/Terminal.Gui/articles/overview.html#simplified-api) for details.
|
||||
* *TrueColor support* - 24-bit color support for Windows, Mac, and Linux. Legacy 16-color systems are still supported, automatically. See [TrueColor](https://gui-cs.github.io/Terminal.GuiV2Docs/docs/overview.html#truecolor) for details.
|
||||
* *User Configurable Color Themes* - See [Color Themes](https://gui-cs.github.io/Terminal.GuiV2Docs/docs/overview.html#color-themes) for details.
|
||||
* *Enhanced Unicode/Wide Character support *- Terminal.Gui now supports the full range of Unicode/wide characters. See [Unicode](https://gui-cs.github.io/Terminal.GuiV2Docs/docs/overview.html#unicode) for details.
|
||||
* *Line Canvas* - Terminal.Gui now supports a line canvas enabling high-performance drawing of lines and shapes using box-drawing glyphs. `LineCanvas` provides *auto join*, a smart TUI drawing system that automatically selects the correct line/box drawing glyphs for intersections making drawing complex shapes easy. See [Line Canvas](https://gui-cs.github.io/Terminal.GuiV2Docs/docs/overview.html#line-canvas) for details.
|
||||
* *Enhanced Borders and Padding* - Terminal.Gui now supports a `Border`, `Margin`, and `Padding` property on all views. This simplifies View development and enables a sophisticated look and feel. See [Padding](https://gui-cs.github.io/Terminal.GuiV2Docs/docs/overview.html#padding) for details.
|
||||
* *Modern File Dialog* - Terminal.Gui now supports a modern file dialog that includes icons (in TUI!) for files/folders, search, and a `TreeView``. See [FileDialog](https://gui-cs.github.io/Terminal.GuiV2Docs/docs/overview.html#filedialog) for details.
|
||||
* *Configuration Manager* - Terminal.Gui now supports a configuration manager enabling library and app settings to be persisted and loaded from the file system. See [Configuration Manager](https://gui-cs.github.io/Terminal.GuiV2Docs/docs/overview.html#configuration-manager) for details.
|
||||
* *Simplified API* - The entire library has been reviewed and simplified. As a result, the API is more consistent and uses modern .NET API standards (e.g. for events). This refactoring resulted in the removal of thousands of lines of code, better unit tests, and higher performance than v1. See [Simplified API](https://gui-cs.github.io/Terminal.GuiV2Docs/docs/overview.html#simplified-api) for details.
|
||||
|
||||
...
|
||||
@@ -1,398 +0,0 @@
|
||||
# Terminal.Gui v2 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:
|
||||
|
||||
```csharp
|
||||
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
|
||||
[Applicaton.Init](~/api/Terminal.Gui.Application.yml#Terminal_Gui_Application_Init_Terminal_Gui_ConsoleDriver_) 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](~/api/Terminal.Gui.Application.yml) class, additionally creates an instance of the [Toplevel](~/api/Terminal.Gui.Toplevel.yml) class that is ready to be consumed,
|
||||
this instance is available in the `Application.Top` property, and can be used like this:
|
||||
|
||||
```csharp
|
||||
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:
|
||||
|
||||
```csharp
|
||||
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](~/api/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.
|
||||
|
||||
See the full list of [Views provided by the Terminal.Gui library here](views.md).
|
||||
|
||||
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.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
|
||||
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.
|
||||
|
||||
## Layout
|
||||
|
||||
Terminal.Gui supports two different layout systems, absolute and computed \
|
||||
(controlled by the [LayoutStyle](~/api/Terminal.Gui.LayoutStyle.yml)
|
||||
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.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
|
||||
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:
|
||||
|
||||
```csharp
|
||||
|
||||
// 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](~/api/Terminal.Gui.Pos.yml) and the `Width` and `Height` properties are of type [Dim](~/api/Terminal.Gui.Dim.yml) 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:
|
||||
|
||||
```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);
|
||||
```
|
||||
|
||||
### 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:
|
||||
|
||||
|
||||
```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
|
||||
```
|
||||
|
||||
## TopLevels, Windows and Dialogs.
|
||||
|
||||
Among the many kinds of views, you typically will create a [Toplevel](~/api/Terminal.Gui.Toplevel.yml) view (or any of its subclasses), like [Window](~/api/Terminal.Gui.Window.yml) or [Dialog](~/api/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.
|
||||
|
||||
The following sections cover the differences.
|
||||
|
||||
### TopLevel Views
|
||||
|
||||
[Toplevel](~/api/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
|
||||
typically would add a Menu and a Window to your Toplevel, it would look like this:
|
||||
|
||||
```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 ("_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](~/api/Terminal.Gui.Window.yml) 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](~/api/Terminal.Gui.Dialog.yml) are [Window](~/api/Terminal.Gui.Window.yml) 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`](https://migueldeicaza.github.io/gui.cs/api/Terminal.Gui.Dialog.yml#Terminal_Gui_Dialog_AddButton_Terminal_Gui_Button_) API which manages the layout
|
||||
of any button passed to it, ensuring that the buttons are at the bottom of the dialog.
|
||||
|
||||
Example:
|
||||
```csharp
|
||||
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.
|
||||
|
||||
```csharp
|
||||
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 details are available on the [Keyboard Event Processing](keyboard.md) 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](~/api/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:
|
||||
|
||||
* `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](~/api/Terminal.Gui.ColorScheme.yml) 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](~/docs/mainloop.md) document.
|
||||
|
||||
## Cross-Platform Drivers
|
||||
|
||||
See [Cross-platform Driver Model](drivers.md).
|
||||
@@ -1,12 +1,21 @@
|
||||
- name: What's new in Terminal.Gui v2
|
||||
href: newinv2.md
|
||||
- name: Overview
|
||||
href: overview.md
|
||||
- name: Conceptual Docs
|
||||
href: index.md
|
||||
# - name: API Reference
|
||||
# href: api/Terminal.Gui/
|
||||
# - name: UI Catalog API
|
||||
# href: api/UICatalog/
|
||||
- name: Source
|
||||
href: https://github.com/gui-cs/Terminal.Gui
|
||||
- name: Getting Started
|
||||
href: getting-started.md
|
||||
- name: What's new in v2
|
||||
href: newinv2.md
|
||||
- name: List of Views
|
||||
href: views.md
|
||||
- name: Configuration
|
||||
href: config.md
|
||||
- name: Cross-platform Driver Model
|
||||
href: drivers.md
|
||||
- name: Event Processing and the Application Main Loop
|
||||
href: mainloop.md
|
||||
- name: Keyboard Event Processing
|
||||
href: keyboard.md
|
||||
- name: TableView Deep Dive
|
||||
href: tableview.md
|
||||
- name: TreeView Deep Dive
|
||||
href: treeview.md
|
||||
|
||||
|
||||
Reference in New Issue
Block a user