Merge branch 'master' into expanded_TimeDate_scenario

This commit is contained in:
Charlie Kindel
2020-05-21 21:06:12 -06:00
6 changed files with 76 additions and 17 deletions

View File

@@ -1065,8 +1065,18 @@ namespace Terminal.Gui {
SuperView?.SetFocus (this);
}
/// <summary>
/// Specifies the event arguments for <see cref="KeyEvent"/>
/// </summary>
public class KeyEventEventArgs : EventArgs {
/// <summary>
/// Constructs.
/// </summary>
/// <param name="ke"></param>
public KeyEventEventArgs(KeyEvent ke) => KeyEvent = ke;
/// <summary>
/// The <see cref="KeyEvent"/> for the event.
/// </summary>
public KeyEvent KeyEvent { get; set; }
}

View File

@@ -63,7 +63,7 @@ namespace UICatalog {
new MenuBarItem ("_File", new MenuItem [] {
new MenuItem ("_Quit", "", () => Application.RequestStop() )
}),
new MenuBarItem ("_About...", "About this app", () => MessageBox.Query (0, 6, "About UI Catalog", "UI Catalog is a comprehensive sample library for Terminal.Gui", "Ok")),
new MenuBarItem ("_About...", "About this app", () => MessageBox.Query (0, 10, "About UI Catalog", "UI Catalog is a comprehensive sample library for Terminal.Gui", "Ok")),
});
_leftPane = new Window ("Categories") {

View File

@@ -119,4 +119,4 @@ For complete control, the `Init` and `Run` overrides can be implemented. The `ba
- Use the `Bug Rero` Category for `Scnarios` that reproduce bugs.
- Include the Github Issue # in the Description.
- Once the bug has been fixed in `master` submit another PR to remove the `Scenario` (or modify it to provide a good regression test).
- Tag bugs or suggestions for `UI Catalog` in the main `Terminal.Gui` Github Issues with "UICatalog: ".
- Tag bugs or suggestions for `UI Catalog` as [`Terminal.Gui` Github Issues](https://github.com/migueldeicaza/gui.cs/issues) with "UICatalog: ".

View File

@@ -17,7 +17,9 @@ namespace UICatalog {
/// The Main program uses reflection to find all sceanarios and adds them to the
/// ListViews. Press ENTER to run the selected sceanrio. Press CTRL-Q to exit it.
/// </summary>
public class Scenario {
public class Scenario : IDisposable {
private bool _disposedValue;
/// <summary>
/// The Top level for the Scenario. This should be set to `Application.Top` in most cases.
/// </summary>
@@ -177,5 +179,25 @@ namespace UICatalog {
}
return objects;
}
protected virtual void Dispose (bool disposing)
{
if (!_disposedValue) {
if (disposing) {
// TODO: dispose managed state (managed objects)
}
// TODO: free unmanaged resources (unmanaged objects) and override finalizer
// TODO: set large fields to null
_disposedValue = true;
}
}
public void Dispose ()
{
// Do not change this code. Put cleanup code in 'Dispose(bool disposing)' method
Dispose (disposing: true);
GC.SuppressFinalize (this);
}
}
}

View File

@@ -1,4 +1,5 @@
using System;
using System.Threading;
using Terminal.Gui;
namespace UICatalog {
@@ -11,27 +12,31 @@ namespace UICatalog {
private ProgressBar _activityProgressBar;
private ProgressBar _pulseProgressBar;
private Timer _timer;
private object _timeoutToken;
public override void Setup ()
{
Win.Add (new Button ("Start") {
X = Pos.Center () - 20,
var pulseButton = new Button ("Pulse") {
X = Pos.Center (),
Y = Pos.Center () - 5,
Clicked = () => Pulse ()
};
Win.Add (new Button ("Start Timer") {
X = Pos.Left(pulseButton) - 20,
Y = Pos.Y(pulseButton),
Clicked = () => Start ()
});
Win.Add (new Button ("Pulse") {
X = Pos.Center () - 5,
Y = Pos.Center () - 5,
Clicked = () => Pulse ()
});
Win.Add (new Button ("Stop") {
X = Pos.Center () + 10,
Y = Pos.Center () - 5,
Win.Add (new Button ("Stop Timer") {
X = Pos.Right (pulseButton) + 20, // BUGBUG: Right is somehow adding additional width
Y = Pos.Y (pulseButton),
Clicked = () => Stop()
});
Win.Add (pulseButton);
_activityProgressBar = new ProgressBar () {
X = Pos.Center (),
// BUGBUG: If you remove the +1 below the control is drawn at top?!?!
@@ -50,24 +55,46 @@ namespace UICatalog {
Win.Add (_pulseProgressBar);
}
protected override void Dispose (bool disposing)
{
_timer?.Dispose ();
_timer = null;
Application.MainLoop.RemoveTimeout (_timeoutToken);
base.Dispose (disposing);
}
private void Pulse ()
{
if (_activityProgressBar.Fraction + 0.1F >= 1) {
if (_activityProgressBar.Fraction + 0.01F >= 1) {
_activityProgressBar.Fraction = 0F;
} else {
_activityProgressBar.Fraction += 0.1F;
_activityProgressBar.Fraction += 0.01F;
}
_pulseProgressBar.Pulse ();
}
private void Start ()
{
_timer?.Dispose ();
_timer = null;
_activityProgressBar.Fraction = 0F;
_pulseProgressBar.Fraction = 0F;
_timer = new Timer ((o) => Application.MainLoop.Invoke (() => Pulse ()), null, 0, 10);
// BUGBUG: This timeout does nothing but return true, however it trigger the Application.MainLoop
// to run the Action. Without this timeout, the display updates are random,
// or triggered by user interaction with the UI. See #155
_timeoutToken = Application.MainLoop.AddTimeout (TimeSpan.FromMilliseconds (10), loop => true);
}
private void Stop ()
{
_timer?.Dispose ();
_timer = null;
Application.MainLoop.RemoveTimeout (_timeoutToken);
_activityProgressBar.Fraction = 1F;
_pulseProgressBar.Fraction = 1F;
}

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