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* upgraded to gitversion 6 2 * Remove invalid prevent-increment property * upgraded to gitversion 6 3 * Fixed gitversion * touching publish.yml * cleanup * Fixes #4000. Named colors as enums. (#4005) * Add W3C color enum with the RGB as numeric value * Add transform helper class for W3cColor enum For the sake of backwards compatibility prioritize parsing 16 color mode color names over the W3C colors because the previous resource-based color names/values had a mix of W3C and 16 color mode RGB values. Mechanism for choosing/prioritizing one color scheme over the other is currently only available at higher application/driver/output level. * IColorNameResolver enable null analysis * Remove obsolete color name related ResourceManagerTests * Replace remains of W3CColors with direct W3C color name resolver Temporarily breaks backwards compatibility and tests even further. * Add ANSI 4-bit (ColorName16) color name resolver * Add multi-standard color name resolver Combined resolver for both ANSI 4-bit (ColorName16) and W3C colors while trying to maintain backwards compatibility for ColorPicker. * Split conditional name resolver test cases * Change W3C colors tests to be similar to name resolvers * Change W3cColorsTests to W3cColorNameResolverTests More consistent when all the tests refer to the color name resolver layer. * Make W3cColors internal Color name resolver is the public interface. * W3cColors: Use Color.Argb instead of individual RGB components * MultiStandardColorNameResolver: Substitute instead of blocking alternative W3C names Changes color picker behavior a bit, e.g. Aqua will match to Cyan instead of jumping to Aquamarine. * Remove leftover color string resources * Consistent position for IColorNameResolver #nullable enable directive * Add missing XML comments to ColorScheme.Colors.cs * Fixes #3691 - Adds `ViewArrangement.Popover` (#3852) * Added Applicaton.Popover. Refactored FindDeepestView * Popover prototype * Testing highlight * Fixed click outside issue * Fixed DialogTests * Fixed click outside issue (agbain) * Enabled mouse wheel in Bar * Enabled mouse wheel in Bar * Progress. Broke arrangement * Added popover tests. Fixed a bunch more CM issues related ot unreliable unit tests. Updated config.json to include Glyphs. * Can't set ForceDriver to empty in Resources/config.json. * added BUGBUG * Made Position/ScreenPosition clear * Added View.IsInHierarchy tests * Added Contextmenuv2 scenario. * Implemented CM2 in TextView * Removed unneeded CM stuff from testhelpers * Shortcut API docs * Fixed keybinding unit tests * Fixed mouse handling * Fighting with CM related unit test failures * Unit tests pass. I think. * Shortcut code cleanup * TextView uses new CM2 * Starting on OnSelect etc... * Starting on OnSelect etc... * Fixed ContextMenuv2 * ContextMenu is working again. * Ugh. ANd fixed button api docs * Fixed DrawHorizontalShadowTransparent (vertical was already fixed). * Made Scenarios compatible with #nullable enable * Undid some keybinding stuff * Fixed stuff * Sped up unit tests * Sped up unit tests 2 * Sped up unit tests 3 * Messing with menus * merged latest v2_develop * Added more Popover unit tests * Added more Popover unit tests2 * Fixed positioning bug * Fixed mouse bug * Fixed Bar draw issue * WIP * merge v2_develop * CM2 sorta works * Enabled Bar subclasses to have IDesignable * Added ViewportSettings.Transparent * Region -> nullable enable * Added ViewportSettigs Editor * merged v2_develop part 2 * merged v2_develop part 3 * WIP: GetViewsUnderMouse * WIP: More GetViewsUnderMouse work * Bars works again * Added unit tests * CM now works * MenuItemv2 POC * SubMenu POC * CommandNotBound * More POC * Optimize Margin to not defer draw if there's no shadow * Logger cleanup * Reverted Generic * Cascading mostly working * fixed layout bug * API docs * API docs * Fixed cascade * Events basically work * code cleanup * Fixed IsDefault bug; * Enabled hotkey support * Made context-menu-like * Improved usability * Refactored ApplicationPopover again * Cleanup * Menuv2 POC basically complete * Code Cleanup * Made menu API simpler * Fixed Strings bugs * Got old ContextMenu scenario mostly working * ContextMenu scenario now works * ContextMenu fixes * ContextMenu fixes * Tons of menu cleanup * ContextMenu works in TextView * Fixed unit tes * Added unit tests * Fixed tests * code cleanup * More code cleanup * Deep dive * scenario * typos * Demo colorpicker in a Menu * Added Region tests proving Region is broken in some Union cases * fixed v2win/net * Partially Fixes #2975 - Replaces old `ContextMenu` with new `Bar/Shortcut` based implementation (#4008) * touching publish.yml * Nuked ContextMenuv2 - use PopverMenu instead * WIP context menu stuff * More robust dispose * Removed ConextMenu; use PopoverMenu instead * Code cleanup * Code cleanup2 * Partially Fixes #2975 - Upgrades UICatalog to `Menuv2` (#4011) * Fixes #4009 - fix tree ordering (#4015) * Fixes #4022 file dialog tests and bugfix for cancellation (#4024) * Add class for detecting information about console in extensible way * WIP - Create test for reordering * Change Dictionary to List and preserve TreeBuilder order * Add test to ensure branch expansion/status remains consistent despite reorder * Cleanup code * Fix regression when removed child was the selected one * Revert "Add class for detecting information about console in extensible way" This reverts commit7e4253cf28. * Code cleanup and enable nullable on Branch * Remove color scheme and driver from Branch draw * Add xunit context extensions * Investigate codegen for xunit * Getting closer to something that works * Fix code generation * Further explore code gen * Generate all methods in single class for easier extensibility * Simplify code gen by moving parameter creation to its own method * Implement asserts A-I * Add remaining assert calls that are not obsolete * Fix unit test * Roll back versions to be compatible with CI version of csharp * Handle params and ref etc * Fix null warning * WIP - start to add integration tests for FileDialog * Add ability to tab focus to specific control with simple one line delegate * Clarify test criteria * Add unit tests for Ok and other ways of canceling dialog * Fix other buttons also triggering save * Fix for linux environment tests * Fix for linux again * Fix application null race condition - add better way of knowing if stuff is finished * Better fix for shutdown detection * Add test that shows #4026 is not an issue * Switch to `_fileSystem.Directory.GetLogicalDrives ()` * Don't show duplicate MyDocuments etc * Partial on #2975 - Replaces Menu v1 in many places with v2 (#4040) * touching publish.yml * Fixed UICatalog bugs. Added fluent tests. * marked v1 menu stuff as obsolte * Tweaks. Added View.GetSubMenus<type>(). * fixed unit tests * general messing around * general messing around * Playing with Fluent * ColorScheme tweaks * WIP: ColorScheme tweaks * Playing with Fluent * Merged from laptop2 * Hacky-ish fixes to: - #4016 - #4014 * Fixed Region bug preventing menus without borders from working * Tweaks * Fixed a bunch of CM issues * Fixed OoptionSelector * ip * FixedCM issues * Fixed CM issues2 * Revert "FixedCM issues" This reverts commitdd6c6a70a3. * Reverted stuff * Found and fixed bug in AllViews_Center_Properly * Fixed CM issues2 * removed menuv2 onapplied. Changed how UICatalog Applys CM * changed test time out to see if it helkps with ubuntu fails * reset app on fail? * back to 1500ms * Made StatusBar nullable. * Code Cleanup. * HexEditor Code Cleanup. * HexEditor Code Cleanup. * Back to 3000ms. Sigh. * Trying different logic * Trying different logic2 * Fixed potential crash in runlop * Fixed potential crash in runlop2 * Tweaked Spinner stuff * Removed TabView from TextEffects scenario. Not needed and possible culprit. * back to 2000ms * WIP: Revamping menu scenarios * Menu Scenario refinements. Fixed a few bugs. Code cleanup. * fixed unit test * Fixed warnings * Fixed warnings2 * Fixed File.Exit * WIP: Dealing with QuitKey struggles * WIP: Dealing with QuitKey struggles 2 * WIP: Dealing with QuitKey struggles 3 * Fixed ListView collection nav bug * Fixed a bunch of menu stuff. Fixed Appv2 stuff. * Lots of refactoring and fixing * Lots of unit test issues * Fixed DebugIDisposable issues * Fixed release build issue * Fixed release build issue 2 * DebugIDisposable -> EnableDebugIDisposableAsserts and more * DebugIDisposable -> EnableDebugIDisposableAsserts and more 2 * Fixed Menus scenario - context menu * Added @bdisp suggested assert. Commented it out as it breaks tests. * Code cleanup * Fixed disposed but * Fixed UICatalog exit * Fixed Unit test I broke. Added 'Minimal' Theme that turns off all borders etc... * Fixes #3966. TextField crashes app when pasting unicode surrogate pair (#3982) * Add constructor Key(int) and operator for handled with non-Bmp. * Fix TextField non-BMP issues * Fix TextField PositionCursor. * Reformat * Add IsValidInput method to handle clipboard paste when pressing CTRL+V in WT * Add handle IsValidInput in FakeDriver and unit tests * Fixes #3984 - `Margin` w/out shadow should not force draw (#3985) * shortcut tests * Generic demos * Optimize Margin to not defer draw if there's no shadow * Fixes #4041. WSLClipboard doesn't handles well with surrogate pairs * Avoid running Clipboard.Contents twice * Fixes #4042. Microsoft.VisualStudio.TestPlatform.ObjectModel.TestPlatformException: Could not find testhost * Moving tests to the parallelizable unit tests * Remove unused folder * Prevent warnings about not installed nuget packages * Using Toplevel instead of Application.Top * Cleanup code --------- Co-authored-by: Tig <tig@users.noreply.github.com> * Goblin fighter (#4037) * touching publish.yml * WIP Investigate how to build random maze * Fix maze rendering * Use line canvas for rendering * Move around the maze * Code cleanup * Infinite maze * Fight goblins * Generate new npcs on new maps * Code cleanup * Make it possible to die * Fix variable naming * Refactored Mazing to use Commmands and KeyBindings. Code cleanup of Mazing. Refactored Snake to use KeyBindings/Commmands + some code cleanup * Fix bug where your health would regenerate when reaching end making it impossible to loose. --------- Co-authored-by: Tig <tig@users.noreply.github.com> * Fixes #4046 - Moves examples into `./Examples` and fixes `./Tests` (#4047) * touching publish.yml * Moved Examples into ./Examples * Moved Benchmarks into ./Tests * Moved Benchmarks into ./Tests * Moved UICatalog into ./Examples * Moved UICatalog into ./Examples 2 * Moved tests into ./Tests * Updated nuget * Fixes #4027. Add collection search matcher (#4029) * Add collection search matcher * Fix naming * fix naming * Move FileDialogCollectionNavigator to its own file (no longer private class) Add class diagram for collectionNavigation * Add ICollectionNavigator interface * Move to separate file IListCollectionNavigator * Update class diagram * update class diagram * Add tests for overriding ICollectionNavigatorMatcher * xmldoc and nullability warning fixes * Code Cleanup * Make requested changes to naming and terminology * Move to seperate namespace * Update class diagram and change TreeView to reference the interface not concrete class * Switch to implicit new * highlight that this class also works with tree view * Apply tig patch to ensure keybindings get priority over navigator See: https://github.com/gui-cs/Terminal.Gui/issues/4027#issuecomment-2810020893 * Apply 'keybinding has priority' fix to TreeView too * Apply 'keybindngs priority over navigation' fix to TableView * Remove entire branch for selectively returning false now that it is default when there is a keybinding collision * Make classes internal and remove 'custom' navigator that was configured in UICatlaogToplevel * Change logging in collection navigator from Trace to Debug * Switch to NewKeyDownEvent and directly setting HasFocus * Remove application top dependency * Remove references to application * Remove Application * Move new tests to parallel --------- Co-authored-by: Tig <tig@users.noreply.github.com> * Fixes #4051 - Adds `cancellable_work_pattern.md` (#4052) * touching publish.yml * Updated md files * Updated md files 2 * Updated md files 3 * Updated API docs to point * commmand->command * Update Terminal.Gui/View/View.Command.cs Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com> --------- Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com> * Update getting-started.md (#4063) * Fixes #4035 - FileDialog keeps path when selecting folder (optionally) (#4065) * WIP keep path * Make new 'sticky filename' behaviour optional * Tests for new behaviour when selecting in TreeView * Add more tests, this time for table view navigation * Add the new style option into UICatalog scenario * Allow hotkey specifier to be at any position in label (#4067) Allow hotkey specifier to be at any position in label "D_irectory" doesn't work because hotPos is hardcoded 0 * Fixes #4053. v2 WindowsDriver and v2win doesn't show any scenario in the UICatalog with cmd or conhost (#4055) * Fix WindowsDriver to work with non-WindowsTerminal * Fix unit test failure * Fix v2win to work with non-WindowsTerminal * Force16Colors isn't being setting in v2win driver on changing. --------- Co-authored-by: Tig <tig@users.noreply.github.com> * Fixes #4023 - Changes `CommandEventArgs` to be based on `HandledEventArgs` instead of `CancelEventArgs` (#4054) * touching publish.yml * CancelEventArgs->HandledEventArgs * Fixed Handled issues * Fixes #4076 cursor text field (#4077) * Add test for TextField cursor position * Add comment and one more assert * Fix cursor position at the end * Remove unused local field --------- Co-authored-by: BDisp <bd.bdisp@gmail.com> * Fixes #4074 - Popover eats `Key.Space` (#4075) * touching publish.yml * Added unit tests. Fixed * Actually fixed bug. * Addres Bdisp feedback * Addres Bdisp feedback2 * Addresses #4058. Basic support for non-color text styles. (#4071) * TextStyle enum * CSI_AppendTextStyleChange * Add TextStyle to Attribute * Apply text style in NetOutput.Write() * Don't append escape code if nothing to change * Make TextStyle an init property * Apply TextStyle to OutputBuffer attributes * Fix flag checking Misunderstood how Enum.HasFlag worked, fixed now * Allow bold-faint text Also adds remarks to TextStyle noting that they may be incompatible depending on terminal settings. * Remove unnecessary check Realized it's actually impossible for no escape codes to be added, as this is only the case when prev and next are the same, which is already accounted for. * Remove redundant check Attributes are records, and thus already use equality-by-value, meaning attr != redrawAttr will already be false when the TextStyle changes. * WindowsOutput support for text style --------- Co-authored-by: Tig <tig@users.noreply.github.com> * More on #4058 - Adds `TextStyle` Scenario (#4079) * Fixed Generic.cs. Added TextStyles Scenario. * Code cleanup * Fixes #4070 - `GetContentSize()` api docs (#4081) * touching publish.yml * Fixed api docs * Fixes #4070 - `GetContentSize()` API docs -2nd try (#4082) * Fixed api docs again * Fixes 4088 mouse released flag cannot be combined safely with report position (#4091) * added more mouse under tests * Fixes #4057 - MASSIVE! Fully implements `ColorScheme`->`Scheme` + `VisualRole` + `Colors.`->`SchemeManager.` (#4062) * touching publish.yml * ColorScheme->Scheme * ColorScheme->Scheme 2 * Prototype of GetAttributeForRole * Badly broke CM * Further Badly broke CM * Refactored CM big-time. View still broken * All unit test pass again. Tons added. CM is still WIP, but Schemes is not mostly refactored and working. * Actually: All unit test pass again. Tons added. CM is still WIP, but Schemes is not mostly refactored and working. * Bug fixes. DeepMemberWiseClone cleanup * Further cleanup of Scope<T>, ConfigProperty, etc. * Made ConfigManager thread safe. * WIP: Broken * WIP: new deep clone impl * WIP: new deep clone impl is done. Now fixing CM * WIP: - config.md - Working on AOT clean up - Core CM is broken; but known. * WIP * Merged. Removed CM from Application.Init * WIP * More WIP; Less broke * All CM unit tests pass... Not sure if it actually works though * All unit tests pass... Themes are broken though in UI Cat * CM Ready for review? * Fixed failures due to TextStyles PR * Working on Scheme/Attribute * Working on Scheme/Attribute 2 * Working on Scheme/Attribute 3 * Working on Scheme/Attribute 4 * Working on Scheme/Attribute 5 * Working on Scheme/Attribute 6 * Added test to show how awful memory usage is * Improved schema. Updated config.json * Nade Scope<T> concurrentdictionary and added test to prove * Made Themes ConcrurrentDictionary. Added bunches of tests * Code cleanup * Code cleanup 2 * Code cleanup 3 * Tweaking Scheme * ClearJsonErrors * ClearJsonErrors2 * Updated Attribute API * It all (mostly) works! * Skip odd unit test * Messed with Themes * Theme tweaks * Code reorg. New .md stuff * Fixed Enabled. Added mock driver * Fixed a bunch of View.Enabled related issues * Scheme -> Get/SetScheme() * Cleanup * Cleanup2 * Broke something * Fixed everything * Made CM.Enable better * Text Style Scenario * Added comments * Fixed UI Catalog Theme Changing * Fixed more dynamic CM update stuff * Warning cleanup * New Default Theme * fixed unit test * Refactoring Scheme and Attribute to fix inheritance * more unit tests * ConfigProperty is not updating schemes correctly * All unit tests pass. Code cleanup * All unit tests pass. Code cleanup2 * Fixed unit tests * Upgraded TextField and TextView * Fixed TextView !Enabled bug * More updates to TextView. More unit tests for SchemeManager * Upgraded CharMap * API docs * Fixe HexView API * upgrade HexView * Fixed shortcut KeyView * Fixed more bugs. Added new themes * updated themes * upgraded Border * Fixed themes memory usage...mostly * Fixed themes memory usage...mostly2 * Fixed themes memory usage...2 * Fixed themes memory usage...3 * Added new colors * Fixed GetHardCodedConfig bug * Added Themes Scenario - WIP * Added Themes Scenario * Tweaked Themes Scenario * Code cleanup * Fixed json schmea * updated deepdives * updated deepdives * Tweaked Themes Scenario * Made Schemes a concurrent dict * Test cleanup * Thread safe ConfigProperty tests * trying to make things more thread safe * more trying to make things more thread safe * Fixing bugs in shadowview * Fixing bugs in shadowview 2 * Refactored GetViewsUnderMouse to GetViewsUnderLocation etc... * Fixed dupe unit tests? * Added better description of layout and coordiantes to deep dive * Added better description of layout and coordiantes to deep dive * Modified tests that call v2.AddTimeout; they were returning true which means restart the timer! This was causing mac/linux unit test failures. I think * Fixed auto scheme. Broke TextView/TextField selection * Realized Attribute.IsExplicitlySet is stupid; just use nullable * Fixed Attribute. Simplified. MOre theme testing * Updated themes again * GetViewsUnderMouse to GetViewsUnderLocation broke TransparentMouse. * Fixing mouseunder bugs * rewriting... * All working again. Shadows are now slick as snot. GetViewsUnderLocation is rewritten to actually work and be readable. Tons more low-level unit tests. Margin is now actually ViewportSettings.Transparent. * Code cleanup * Code cleanup * Code cleanup of color apis * Fixed Hover/Highlight * Update Examples/UICatalog/Scenarios/AllViewsTester.cs Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com> * Update Examples/UICatalog/Scenarios/CharacterMap/CharacterMap.cs Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com> * Update Examples/UICatalog/Scenarios/Clipping.cs Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com> * Fixed race condition? * reverted * Simplified Attribute API by removing events from SetAttributeForRole * Removed recursion from GetViewsAtLocation * Removed unneeded code * Code clean up. Fixed Scheme bug. * reverted temporary disable * Adjusted scheme algo * Upgraded TextValidateField * Fixed TextValidate bugs * Tweaks * Frameview rounded border by default * API doc cleanup * Readme fix * Addressed tznind feeback * Fixed more unit test issues by protecting Application statics from being set if Application.Initialized is not true * Fixed more unit test issues by protecting Application statics from being set if Application.Initialized is not true 2 * cleanup --------- Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com> * Removed API key2? * Simplified usings * Cleand up curses. Fixed css * One proposal * Proposal 2 * Clean up * Fixed API docs * Auto gen list of views * Auto gen list of views * More API doc cleanup * TextValidateField IDesignable * regen view.md * Fixed unit test failure * Clean up * Fixed CM editor bug * Removed dupe file * Deep dive clean up * Fixed warnings --------- Co-authored-by: Tonttu <15074459+TheTonttu@users.noreply.github.com> Co-authored-by: Thomas Nind <31306100+tznind@users.noreply.github.com> Co-authored-by: BDisp <bd.bdisp@gmail.com> Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com> Co-authored-by: Brandon G <bgiromini@users.noreply.github.com> Co-authored-by: M3Logic <joe.bailey@m3logic.com> Co-authored-by: Error-String-Expected-Got-Nil <103805191+Error-String-Expected-Got-Nil@users.noreply.github.com>
This commit is contained in:
@@ -85,7 +85,7 @@ When measuring the screen space taken up by a `string` you can use the extension
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In v1, @Terminal.Gui.View was derived from `Responder` which supported `IDisposable`. In v2, `Responder` has been removed and @Terminal.Gui.View is the base-class supporting `IDisposable`.
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In v1, @Terminal.Gui./Terminal.Gui.Application.Init) automatically created a toplevel view and set [Application.Top](~/api/Terminal.Gui.Application.Top. In v2, @Terminal.Gui.Application.Init no longer automatically creates a toplevel or sets @Terminal.Gui.Application.Top; app developers must explicitly create the toplevel view and pass it to @Terminal.Gui.Application.Run (or use `Application.Run<myTopLevel>`). Developers are responsible for calling `Dispose` on any toplevel they create before exiting.
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In v1, @Terminal.Gui./Terminal.Gui.Application.Init) automatically created a toplevel view and set [Application.Top](~/api/Terminal.Gui.Application.Top. In v2, @Terminal.Gui.App.Application.Init no longer automatically creates a toplevel or sets @Terminal.Gui.App.Application.Top; app developers must explicitly create the toplevel view and pass it to @Terminal.Gui.App.Application.Run (or use `Application.Run<myTopLevel>`). Developers are responsible for calling `Dispose` on any toplevel they create before exiting.
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### How to Fix
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@@ -115,9 +115,9 @@ In v1, @Terminal.Gui./Terminal.Gui.Application.Init) automatically created a top
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In v2, the layout system has been improved to make it easier to create complex user interfaces. If you are using custom layouts in your application, you may need to update them to use the new layout system.
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* The distinction between `Absolute Layout` and `Computed Layout` has been removed, as has the `LayoutStyle` enum. v1 drew a false distinction between these styles.
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* @Terminal.Gui.View.Frame now represents the position and size of the view in the superview's coordinate system. The `Frame` property is of type `Rectangle`.
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* @Terminal.Gui.View.Bounds has been replaced by @Terminal.Gui.View.Viewport. The `Viewport` property represents the visible area of the view in its own coordinate system. The `Viewport` property is of type `Rectangle`.
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* @Terminal.Gui.View.GetContentSize represents the size of the view's content. This replaces `ScrollView` and `ScrollBarView` in v1. See more below.
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* @Terminal.Gui.ViewBase.View.Frame now represents the position and size of the view in the superview's coordinate system. The `Frame` property is of type `Rectangle`.
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* @Terminal.Gui.ViewBase.View.Bounds has been replaced by @Terminal.Gui.ViewBase.View.Viewport. The `Viewport` property represents the visible area of the view in its own coordinate system. The `Viewport` property is of type `Rectangle`.
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* @Terminal.Gui.ViewBase.View.GetContentSize represents the size of the view's content. This replaces `ScrollView` and `ScrollBarView` in v1. See more below.
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### How to Fix
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@@ -128,7 +128,7 @@ In v2, the layout system has been improved to make it easier to create complex u
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* Update any code that assumed `Bounds.Location` was always `Point.Empty`.
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* Update any code that used `Bounds` to refer to the size of the view's content. Use `GetContentSize()` instead.
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* Update any code that assumed `Bounds.Size` was the same as `Frame.Size`. `Frame.Size` defines the size of the view in the superview's coordinate system, while `Viewport.Size` defines the visible area of the view in its own coordinate system.
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* Use @Terminal.Gui.View.GetAdornmentsThickness to get the total thickness of the view's border, margin, and padding.
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* Use @Terminal.Gui.ViewBase.View.GetAdornmentsThickness to get the total thickness of the view's border, margin, and padding.
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* Not assume a View can draw outside of 'Viewport'. Use the 'Margin', 'Border', and 'Padding' Adornments to do things outside of `Viewport`. View subclasses should not implement their own concept of padding or margins but leverage these `Adornments` instead.
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* Mouse and draw events now provide coordinates relative to the `Viewport` not the `Frame`.
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@@ -144,21 +144,21 @@ In v1, `View.AutoSize` was used to size a view to its `Text`. In v2, `View.AutoS
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In v2, the `Border`, `Margin`, and `Padding` properties have been added to all views. This simplifies view development and enables a sophisticated look and feel. If you are using custom borders, margins, or padding in your application, you may need to update them to use the new properties.
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* `View.Border` is now of type @Terminal.Gui.Adornment. @Terminal.Gui.View.BorderStyle is provided as a convenience property to set the border style (`myView.BorderStyle = LineStyle.Double`).
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* `View.Border` is now of type @Terminal.Gui.Adornment. @Terminal.Gui.ViewBase.View.BorderStyle is provided as a convenience property to set the border style (`myView.BorderStyle = LineStyle.Double`).
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### How to Fix
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## Built-in Scrolling
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In v1, scrolling was enabled by using `ScrollView` or `ScrollBarView`. In v2, the base @Terminal.Gui.View class supports scrolling inherently. The area of a view visible to the user at a given moment was previously a rectangle called `Bounds`. `Bounds.Location` was always `Point.Empty`. In v2 the visible area is a rectangle called `Viewport` which is a protal into the Views content, which can be bigger (or smaller) than the area visible to the user. Causing a view to scroll is as simple as changing `View.Viewport.Location`. The View's content is described by @Terminal.Gui.View.GetContentSize. See [Layout](layout.md) for details.
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In v1, scrolling was enabled by using `ScrollView` or `ScrollBarView`. In v2, the base @Terminal.Gui.View class supports scrolling inherently. The area of a view visible to the user at a given moment was previously a rectangle called `Bounds`. `Bounds.Location` was always `Point.Empty`. In v2 the visible area is a rectangle called `Viewport` which is a protal into the Views content, which can be bigger (or smaller) than the area visible to the user. Causing a view to scroll is as simple as changing `View.Viewport.Location`. The View's content is described by @Terminal.Gui.ViewBase.View.GetContentSize. See [Layout](layout.md) for details.
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@Terminal.Gui.ScrollBar replaces `ScrollBarView` with a much cleaner implementation of a scrollbar. In addition, @Terminal.Gui.View.VerticalScrollBar and @Terminal.Gui.View.HorizontalScrollBar provide a simple way to enable scroll bars in any View with almost no code. See See [Scrolling Deep Dive](scrolling.md) for more.
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@Terminal.Gui.ScrollBar replaces `ScrollBarView` with a much cleaner implementation of a scrollbar. In addition, @Terminal.Gui.ViewBase.View.VerticalScrollBar and @Terminal.Gui.ViewBase.View.HorizontalScrollBar provide a simple way to enable scroll bars in any View with almost no code. See See [Scrolling Deep Dive](scrolling.md) for more.
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### How to Fix
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* Replace `ScrollView` with @Terminal.Gui.View and use `Viewport` and @Terminal.Gui.View.GetContentSize to control scrolling.
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* Replace `ScrollView` with @Terminal.Gui.View and use `Viewport` and @Terminal.Gui.ViewBase.View.GetContentSize to control scrolling.
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* Update any code that assumed `Bounds.Location` was always `Point.Empty`.
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* Update any code that used `Bounds` to refer to the size of the view's content. Use @Terminal.Gui.View.GetContentSize instead.
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* Update any code that used `Bounds` to refer to the size of the view's content. Use @Terminal.Gui.ViewBase.View.GetContentSize instead.
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* Update any code that assumed `Bounds.Size` was the same as `Frame.Size`. `Frame.Size` defines the size of the view in the superview's coordinate system, while `Viewport.Size` defines the visible area of the view in its own coordinate system.
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* Replace `ScrollBarView` with @Terminal.Gui.ScrollBar. See [Scrolling Deep Dive](scrolling.md) for more.
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@@ -168,15 +168,15 @@ The API for handling keyboard input is significantly improved. See [Keyboard API
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* The @Terminal.Gui.Key class replaces the `KeyEvent` struct and provides a platform-independent abstraction for common keyboard operations. It is used for processing keyboard input and raising keyboard events. This class provides a high-level abstraction with helper methods and properties for common keyboard operations. Use this class instead of the low-level @Terminal.Gui.KeyCode enum when possible. See @Terminal.Gui.Key for more details.
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* The preferred way to enable Application-wide or View-heirarchy-dependent keystrokes is to use the @Terminal.Gui.Shortcut View or the built-in View's that utilize it, such as the @Terminal.Gui.Bar-based views.
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* The preferred way to handle single keystrokes is to use **Key Bindings**. Key Bindings map a key press to a @Terminal.Gui.Command. A view can declare which commands it supports, and provide a lambda that implements the functionality of the command, using `View.AddCommand()`. Use the @Terminal.Gui.View.Keybindings to configure the key bindings.
|
||||
* The preferred way to handle single keystrokes is to use **Key Bindings**. Key Bindings map a key press to a @Terminal.Gui.Input.Command. A view can declare which commands it supports, and provide a lambda that implements the functionality of the command, using `View.AddCommand()`. Use the @Terminal.Gui.ViewBase.View.Keybindings to configure the key bindings.
|
||||
* For better consistency and user experience, the default key for closing an app or `Toplevel` is now `Esc` (it was previously `Ctrl+Q`).
|
||||
* The `Application.RootKeyEvent` method has been replaced with `Application.KeyDown`
|
||||
|
||||
### How to Fix
|
||||
|
||||
* Replace `KeyEvent` with `Key`
|
||||
* Use @Terminal.Gui.View.AddCommand to define commands your view supports.
|
||||
* Use @Terminal.Gui.View.Keybindings to configure key bindings to `Command`s.
|
||||
* Use @Terminal.Gui.ViewBase.View.AddCommand to define commands your view supports.
|
||||
* Use @Terminal.Gui.ViewBase.View.Keybindings to configure key bindings to `Command`s.
|
||||
* It should be very uncommon for v2 code to override `OnKeyPressed` etc...
|
||||
* Anywhere `Ctrl+Q` was hard-coded as the "quit key", replace with `Application.QuitKey`.
|
||||
* See *Navigation* below for more information on v2's navigation keys.
|
||||
@@ -187,7 +187,7 @@ The API for handling keyboard input is significantly improved. See [Keyboard API
|
||||
+ Application.KeyDown(object? sender, Key e)
|
||||
```
|
||||
|
||||
## **@"Terminal.Gui.Command" has been expanded and simplified
|
||||
## **@"Terminal.Gui.Input.Command" has been expanded and simplified
|
||||
|
||||
In v1, the `Command` enum had duplicate entries and inconsistent naming. In v2 it has been both expanded and simplified.
|
||||
|
||||
@@ -201,16 +201,16 @@ The API for mouse input is now internally consistent and easier to use.
|
||||
|
||||
* The @Terminal.Gui.MouseEventArgs class replaces `MouseEventEventArgs`.
|
||||
* More granular APIs are provided to ease handling specific mouse actions. See [Mouse API](mouse.md).
|
||||
* Views can use the @Terminal.Gui.View.Highlight event to have the view be visibly highlighted on various mouse events.
|
||||
* Views can set `View.WantContinousButtonPresses = true` to have their @Terminal.Gui.Command.Accept command be invoked repeatedly as the user holds a mouse button down on the view.
|
||||
* Views can use the @Terminal.Gui.ViewBase.View.Highlight event to have the view be visibly highlighted on various mouse events.
|
||||
* Views can set `View.WantContinousButtonPresses = true` to have their @Terminal.Gui.Input.Command.Accept command be invoked repeatedly as the user holds a mouse button down on the view.
|
||||
* Mouse and draw events now provide coordinates relative to the `Viewport` not the `Screen`.
|
||||
* The `Application.RootMouseEvent` method has been replaced with `Application.MouseEvent`
|
||||
|
||||
### How to Fix
|
||||
|
||||
* Replace `MouseEventEventArgs` with `MouseEvent`
|
||||
* Use the @Terminal.Gui.View.Highlight event to have the view be visibly highlighted on various mouse events.
|
||||
* Set `View.WantContinousButtonPresses = true` to have the @Terminal.Gui.Command.Accept command be invoked repeatedly as the user holds a mouse button down on the view.
|
||||
* Use the @Terminal.Gui.ViewBase.View.Highlight event to have the view be visibly highlighted on various mouse events.
|
||||
* Set `View.WantContinousButtonPresses = true` to have the @Terminal.Gui.Input.Command.Accept command be invoked repeatedly as the user holds a mouse button down on the view.
|
||||
* Update any code that assumed mouse events provided coordinates relative to the `Screen`.
|
||||
* Replace `Application.RootMouseEvent` with `Application.MouseEvent`.
|
||||
|
||||
@@ -241,8 +241,8 @@ In v2, the API is (NOT YET IMPLEMENTED) simplified. A view simply reports the st
|
||||
|
||||
#### How to Fix (Cursor API)
|
||||
|
||||
* Use @Terminal.Gui.View.CursorPosition to set the cursor position in a view. Set @Terminal.Gui.View.CursorPosition to `null` to hide the cursor.
|
||||
* Set @Terminal.Gui.View.CursorVisibility to the cursor style you want to use.
|
||||
* Use @Terminal.Gui.ViewBase.View.CursorPosition to set the cursor position in a view. Set @Terminal.Gui.ViewBase.View.CursorPosition to `null` to hide the cursor.
|
||||
* Set @Terminal.Gui.ViewBase.View.CursorVisibility to the cursor style you want to use.
|
||||
* Remove any overrides of `OnEnter` and `OnLeave` that explicitly change the cursor.
|
||||
|
||||
### Focus
|
||||
@@ -266,9 +266,9 @@ See also [Keyboard](keyboard.md) where HotKey is covered more deeply...
|
||||
|
||||
### How to Fix (Focus API)
|
||||
|
||||
* Set @Terminal.Gui.View.CanFocus to `true` for any View sub-class that wants to be focusable.
|
||||
* Use @Terminal.Gui.Application.Navigation.GetFocused to get the most focused view in the application.
|
||||
* Use @Terminal.Gui.Application.Navigation.AdvanceFocus to cause focus to change.
|
||||
* Set @Terminal.Gui.ViewBase.View.CanFocus to `true` for any View sub-class that wants to be focusable.
|
||||
* Use @Terminal.Gui.App.Application.Navigation.GetFocused to get the most focused view in the application.
|
||||
* Use @Terminal.Gui.App.Application.Navigation.AdvanceFocus to cause focus to change.
|
||||
|
||||
### Keyboard Navigation
|
||||
|
||||
@@ -376,7 +376,7 @@ Replace references to nested types with the new standalone version
|
||||
|
||||
## View and Text Alignment Changes
|
||||
|
||||
In v1, both `TextAlignment` and `VerticalTextAlignment` enums were used to align text in views. In v2, these enums have been replaced with the @Terminal.Gui.Alignment enum. The @Terminal.Gui.View.TextAlignment property controls horizontal text alignment and the @Terminal.Gui.View.VerticalTextAlignment property controls vertical text alignment.
|
||||
In v1, both `TextAlignment` and `VerticalTextAlignment` enums were used to align text in views. In v2, these enums have been replaced with the @Terminal.Gui.Alignment enum. The @Terminal.Gui.ViewBase.View.TextAlignment property controls horizontal text alignment and the @Terminal.Gui.ViewBase.View.VerticalTextAlignment property controls vertical text alignment.
|
||||
|
||||
v2 now supports @Terminal.Gui.Pos.Align which enables views to be easily aligned within their Superview.
|
||||
|
||||
@@ -460,17 +460,17 @@ In v2, these methods have been named correctly.
|
||||
|
||||
## `Mdi` Replaced by `ViewArrangement.Overlapped`
|
||||
|
||||
In v1, it apps with multiple overlapping views could be created using a set of APIs spread across `Application` (e.g. `Application.MdiTop`) and `Toplevel` (e.g. `IsMdiContainer`). This functionality has been replaced in v2 with @Terminal.Gui.View.Arrangement. Specifically, overlapped views with @Terminal.Gui.View.Arrangement having the @Terminal.Gui.ViewArrangement.Overlapped flag set will be arranged in an overlapped fashion using the order in their SuperView's subview list as the Z-order.
|
||||
In v1, it apps with multiple overlapping views could be created using a set of APIs spread across `Application` (e.g. `Application.MdiTop`) and `Toplevel` (e.g. `IsMdiContainer`). This functionality has been replaced in v2 with @Terminal.Gui.ViewBase.View.Arrangement. Specifically, overlapped views with @Terminal.Gui.ViewBase.View.Arrangement having the @Terminal.Gui.ViewBase.ViewArrangement.Overlapped flag set will be arranged in an overlapped fashion using the order in their SuperView's subview list as the Z-order.
|
||||
|
||||
Setting the @Terminal.Gui.ViewArrangement.Movable flag will enable the overlapped views to be movable with the mouse or keyboard (`Ctrl+F5` to activate).
|
||||
Setting the @Terminal.Gui.ViewBase.ViewArrangement.Movable flag will enable the overlapped views to be movable with the mouse or keyboard (`Ctrl+F5` to activate).
|
||||
|
||||
Setting the @Terminal.Gui.ViewArrangement.Sizable flag will enable the overlapped views to be resized with the mouse or keyboard (`Ctrl+F5` to activate).
|
||||
Setting the @Terminal.Gui.ViewBase.ViewArrangement.Sizable flag will enable the overlapped views to be resized with the mouse or keyboard (`Ctrl+F5` to activate).
|
||||
|
||||
In v1, only Views derived from `Toplevel` could be overlapped. In v2, any view can be.
|
||||
|
||||
v1 conflated the concepts of
|
||||
|
||||
## `ContextMenu` replaced by `PopoverMenu`
|
||||
## `PopoverMenu` replaced by `PopoverMenu`
|
||||
|
||||
`PopoverMenu` replaces `ContrextMenu`.
|
||||
|
||||
@@ -494,6 +494,6 @@ new (
|
||||
|
||||
* To simplify programming, any `View` added as a SubView another `View` will have it's lifecycle owned by the Superview; when a `View` is disposed, it will call `Dispose` on all the items in the `SubViews` property. Note this behavior is the same as it was in v1, just clarified.
|
||||
|
||||
* In v1, `Application.End` called `Dispose ()` on @Terminal.Gui.Application.Top (via `Runstate.Toplevel`). This was incorrect as it meant that after `Application.Run` returned, `Application.Top` had been disposed, and any code that wanted to interrogate the results of `Run` by accessing `Application.Top` only worked by accident. This is because GC had not actually happened; if it had the application would have crashed. In v2 `Application.End` does NOT call `Dispose`, and it is the caller to `Application.Run` who is responsible for disposing the `Toplevel` that was either passed to `Application.Run (View)` or created by `Application.Run<T> ()`.
|
||||
* In v1, `Application.End` called `Dispose ()` on @Terminal.Gui.App.Application.Top (via `Runstate.Toplevel`). This was incorrect as it meant that after `Application.Run` returned, `Application.Top` had been disposed, and any code that wanted to interrogate the results of `Run` by accessing `Application.Top` only worked by accident. This is because GC had not actually happened; if it had the application would have crashed. In v2 `Application.End` does NOT call `Dispose`, and it is the caller to `Application.Run` who is responsible for disposing the `Toplevel` that was either passed to `Application.Run (View)` or created by `Application.Run<T> ()`.
|
||||
|
||||
* Any code that creates a `Toplevel`, either by using `top = new()` or by calling either `top = Application.Run ()` or `top = ApplicationRun<T>()` must call `top.Dispose` when complete. The exception to this is if `top` is passed to `myView.Add(top)` making it a subview of `myView`. This is because the semantics of `Add` are that the `myView` takes over responsibility for the subviews lifetimes. Of course, if someone calls `myView.Remove(top)` to remove said subview, they then re-take responsbility for `top`'s lifetime and they must call `top.Dispose`.
|
||||
Reference in New Issue
Block a user