Files
Terminal.Gui/Terminal.Gui/Views/TreeView/TreeView.cs
Thomas Nind 0a23df75da 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>
2025-05-29 14:08:47 -06:00

1626 lines
52 KiB
C#

// This code is based on http://objectlistview.sourceforge.net (GPLv3 tree/list controls
// by phillip.piper@gmail.com). Phillip has explicitly granted permission for his design
// and code to be used in this library under the MIT license.
using System.Collections.ObjectModel;
using static Terminal.Gui.SpinnerStyle;
namespace Terminal.Gui;
/// <summary>
/// Interface for all non-generic members of <see cref="TreeView{T}"/>.
/// <a href="../docs/treeview.md">See TreeView Deep Dive for more information</a>.
/// </summary>
public interface ITreeView
{
/// <summary>Contains options for changing how the tree is rendered.</summary>
TreeStyle Style { get; set; }
/// <summary>Removes all objects from the tree and clears selection.</summary>
void ClearObjects ();
/// <summary>Sets a flag indicating this view needs to be drawn because its state has changed.</summary>
void SetNeedsDraw ();
}
/// <summary>
/// Convenience implementation of generic <see cref="TreeView{T}"/> for any tree were all nodes implement
/// <see cref="ITreeNode"/>. <a href="../docs/treeview.md">See TreeView Deep Dive for more information</a>.
/// </summary>
public class TreeView : TreeView<ITreeNode>, IDesignable
{
/// <summary>
/// Creates a new instance of the tree control with absolute positioning and initialises
/// <see cref="TreeBuilder{T}"/> with default <see cref="ITreeNode"/> based builder.
/// </summary>
public TreeView ()
{
CanFocus = true;
TreeBuilder = new TreeNodeBuilder ();
AspectGetter = o => o is null ? "Null" : o.Text ?? o?.ToString () ?? "Unnamed Node";
}
bool IDesignable.EnableForDesign ()
{
var root1 = new TreeNode ("Root1");
root1.Children.Add (new TreeNode ("Child1.1"));
root1.Children.Add (new TreeNode ("Child1.2"));
var root2 = new TreeNode ("Root2");
root2.Children.Add (new TreeNode ("Child2.1"));
root2.Children.Add (new TreeNode ("Child2.2"));
AddObject (root1);
AddObject (root2);
ExpandAll ();
return true;
}
}
/// <summary>
/// Hierarchical tree view with expandable branches. Branch objects are dynamically determined when expanded using
/// a user defined <see cref="ITreeBuilder{T}"/>.
/// <a href="../docs/treeview.md">See TreeView Deep Dive for more information</a>.
/// </summary>
public class TreeView<T> : View, ITreeView where T : class
{
/// <summary>
/// Error message to display when the control is not properly initialized at draw time (nodes added but no tree
/// builder set).
/// </summary>
public static string NoBuilderError = "ERROR: TreeBuilder Not Set";
/// <summary>
/// Interface for filtering which lines of the tree are displayed e.g. to provide text searching. Defaults to
/// <see langword="null"/> (no filtering).
/// </summary>
public ITreeViewFilter<T> Filter = null;
/// <summary>Secondary selected regions of tree when <see cref="MultiSelect"/> is true.</summary>
private readonly Stack<TreeSelection<T>> multiSelectedRegions = new ();
/// <summary>Cached result of <see cref="BuildLineMap"/></summary>
private IReadOnlyCollection<Branch<T>> cachedLineMap;
private KeyCode objectActivationKey = KeyCode.Enter;
private int scrollOffsetHorizontal;
private int scrollOffsetVertical;
/// <summary>private variable for <see cref="SelectedObject"/></summary>
private T selectedObject;
/// <summary>
/// Creates a new tree view with absolute positioning. Use <see cref="AddObjects(IEnumerable{T})"/> to set
/// root objects for the tree. Children will not be rendered until you set <see cref="TreeBuilder"/>.
/// </summary>
public TreeView ()
{
CanFocus = true;
// Things this view knows how to do
AddCommand (
Command.PageUp,
() =>
{
MovePageUp ();
return true;
}
);
AddCommand (
Command.PageDown,
() =>
{
MovePageDown ();
return true;
}
);
AddCommand (
Command.PageUpExtend,
() =>
{
MovePageUp (true);
return true;
}
);
AddCommand (
Command.PageDownExtend,
() =>
{
MovePageDown (true);
return true;
}
);
AddCommand (
Command.Expand,
() =>
{
Expand ();
return true;
}
);
AddCommand (
Command.ExpandAll,
() =>
{
ExpandAll (SelectedObject);
return true;
}
);
AddCommand (
Command.Collapse,
() =>
{
CursorLeft (false);
return true;
}
);
AddCommand (
Command.CollapseAll,
() =>
{
CursorLeft (true);
return true;
}
);
AddCommand (
Command.Up,
() =>
{
AdjustSelection (-1);
return true;
}
);
AddCommand (
Command.UpExtend,
() =>
{
AdjustSelection (-1, true);
return true;
}
);
AddCommand (
Command.LineUpToFirstBranch,
() =>
{
AdjustSelectionToBranchStart ();
return true;
}
);
AddCommand (
Command.Down,
() =>
{
AdjustSelection (1);
return true;
}
);
AddCommand (
Command.DownExtend,
() =>
{
AdjustSelection (1, true);
return true;
}
);
AddCommand (
Command.LineDownToLastBranch,
() =>
{
AdjustSelectionToBranchEnd ();
return true;
}
);
AddCommand (
Command.Start,
() =>
{
GoToFirst ();
return true;
}
);
AddCommand (
Command.End,
() =>
{
GoToEnd ();
return true;
}
);
AddCommand (
Command.SelectAll,
() =>
{
SelectAll ();
return true;
}
);
AddCommand (
Command.ScrollUp,
() =>
{
ScrollUp ();
return true;
}
);
AddCommand (
Command.ScrollDown,
() =>
{
ScrollDown ();
return true;
}
);
AddCommand (Command.Select, ActivateSelectedObjectIfAny);
AddCommand (Command.Accept, ActivateSelectedObjectIfAny);
// Default keybindings for this view
KeyBindings.Add (Key.PageUp, Command.PageUp);
KeyBindings.Add (Key.PageDown, Command.PageDown);
KeyBindings.Add (Key.PageUp.WithShift, Command.PageUpExtend);
KeyBindings.Add (Key.PageDown.WithShift, Command.PageDownExtend);
KeyBindings.Add (Key.CursorRight, Command.Expand);
KeyBindings.Add (Key.CursorRight.WithCtrl, Command.ExpandAll);
KeyBindings.Add (Key.CursorLeft, Command.Collapse);
KeyBindings.Add (Key.CursorLeft.WithCtrl, Command.CollapseAll);
KeyBindings.Add (Key.CursorUp, Command.Up);
KeyBindings.Add (Key.CursorUp.WithShift, Command.UpExtend);
KeyBindings.Add (Key.CursorUp.WithCtrl, Command.LineUpToFirstBranch);
KeyBindings.Add (Key.CursorDown, Command.Down);
KeyBindings.Add (Key.CursorDown.WithShift, Command.DownExtend);
KeyBindings.Add (Key.CursorDown.WithCtrl, Command.LineDownToLastBranch);
KeyBindings.Add (Key.Home, Command.Start);
KeyBindings.Add (Key.End, Command.End);
KeyBindings.Add (Key.A.WithCtrl, Command.SelectAll);
KeyBindings.Remove (ObjectActivationKey);
KeyBindings.Add (ObjectActivationKey, Command.Select);
}
/// <summary>
/// Initialises <see cref="TreeBuilder"/>.Creates a new tree view with absolute positioning. Use
/// <see cref="AddObjects(IEnumerable{T})"/> to set root objects for the tree.
/// </summary>
public TreeView (ITreeBuilder<T> builder) : this () { TreeBuilder = builder; }
/// <summary>True makes a letter key press navigate to the next visible branch that begins with that letter/digit.</summary>
/// <value></value>
public bool AllowLetterBasedNavigation { get; set; } = true;
/// <summary>
/// Returns the string representation of model objects hosted in the tree. Default implementation is to call
/// <see cref="object.ToString"/>.
/// </summary>
/// <value></value>
public AspectGetterDelegate<T> AspectGetter { get; set; } = o => o.ToString () ?? "";
/// <summary>
/// Delegate for multi-colored tree views. Return the <see cref="ColorScheme"/> to use for each passed object or
/// null to use the default.
/// </summary>
public Func<T, ColorScheme> ColorGetter { get; set; }
/// <summary>The current number of rows in the tree (ignoring the controls bounds).</summary>
public int ContentHeight => BuildLineMap ().Count ();
/// <summary>
/// Gets the <see cref="CollectionNavigator"/> that searches the <see cref="Objects"/> collection as the user
/// types.
/// </summary>
public IListCollectionNavigator KeystrokeNavigator { get; } = new CollectionNavigator();
/// <summary>Maximum number of nodes that can be expanded in any given branch.</summary>
public int MaxDepth { get; set; } = 100;
/// <summary>True to allow multiple objects to be selected at once.</summary>
/// <value></value>
public bool MultiSelect { get; set; } = true;
/// <summary>
/// Mouse event to trigger <see cref="TreeView{T}.ObjectActivated"/>. Defaults to double click (
/// <see cref="MouseFlags.Button1DoubleClicked"/>). Set to null to disable this feature.
/// </summary>
/// <value></value>
public MouseFlags? ObjectActivationButton { get; set; } = MouseFlags.Button1DoubleClicked;
// TODO: Update to use Key instead of KeyCode
/// <summary>Key which when pressed triggers <see cref="TreeView{T}.ObjectActivated"/>. Defaults to Enter.</summary>
public KeyCode ObjectActivationKey
{
get => objectActivationKey;
set
{
if (objectActivationKey != value)
{
KeyBindings.Replace (ObjectActivationKey, value);
objectActivationKey = value;
SetNeedsDraw ();
}
}
}
/// <summary>The root objects in the tree, note that this collection is of root objects only.</summary>
public IEnumerable<T> Objects => roots.Keys;
/// <summary>The amount of tree view that has been scrolled to the right (horizontally).</summary>
/// <remarks>
/// Setting a value of less than 0 will result in a offset of 0. To see changes in the UI call
/// <see cref="View.SetNeedsDraw()"/>.
/// </remarks>
public int ScrollOffsetHorizontal
{
get => scrollOffsetHorizontal;
set
{
scrollOffsetHorizontal = Math.Max (0, value);
SetNeedsDraw ();
}
}
/// <summary>The amount of tree view that has been scrolled off the top of the screen (by the user scrolling down).</summary>
/// <remarks>
/// Setting a value of less than 0 will result in an offset of 0. To see changes in the UI call
/// <see cref="View.SetNeedsDraw()"/>.
/// </remarks>
public int ScrollOffsetVertical
{
get => scrollOffsetVertical;
set
{
scrollOffsetVertical = Math.Max (0, value);
SetNeedsDraw ();
}
}
/// <summary>
/// The currently selected object in the tree. When <see cref="MultiSelect"/> is true this is the object at which
/// the cursor is at.
/// </summary>
public T SelectedObject
{
get => selectedObject;
set
{
T oldValue = selectedObject;
selectedObject = value;
if (!ReferenceEquals (oldValue, value))
{
OnSelectionChanged (new SelectionChangedEventArgs<T> (this, oldValue, value));
}
}
}
/// <summary>Determines how sub-branches of the tree are dynamically built at runtime as the user expands root nodes.</summary>
/// <value></value>
public ITreeBuilder<T> TreeBuilder { get; set; }
/// <summary>
/// Map of root objects to the branches under them. All objects have a <see cref="Branch{T}"/> even if that branch
/// has no children.
/// </summary>
internal Dictionary<T, Branch<T>> roots { get; set; } = new ();
/// <summary>Contains options for changing how the tree is rendered.</summary>
public TreeStyle Style { get; set; } = new ();
/// <summary>Removes all objects from the tree and clears <see cref="SelectedObject"/>.</summary>
public void ClearObjects ()
{
SelectedObject = default (T);
multiSelectedRegions.Clear ();
roots = new Dictionary<T, Branch<T>> ();
InvalidateLineMap ();
SetNeedsDraw ();
}
/// <summary>
/// <para>Triggers the <see cref="ObjectActivated"/> event with the <see cref="SelectedObject"/>.</para>
/// <para>This method also ensures that the selected object is visible.</para>
/// </summary>
/// <returns><see langword="true"/> if <see cref="ObjectActivated"/> was fired.</returns>
public bool? ActivateSelectedObjectIfAny (ICommandContext commandContext)
{
// By default, Command.Accept calls OnAccept, so we need to call it here to ensure that the event is fired.
if (RaiseAccepting (commandContext) == true)
{
return true;
}
T o = SelectedObject;
if (o is { })
{
// TODO: Should this be cancelable?
ObjectActivatedEventArgs<T> e = new (this, o);
OnObjectActivated (e);
return true;
}
return false;
}
/// <summary>Adds a new root level object unless it is already a root of the tree.</summary>
/// <param name="o"></param>
public void AddObject (T o)
{
if (!roots.ContainsKey (o))
{
roots.Add (o, new Branch<T> (this, null, o));
InvalidateLineMap ();
SetNeedsDraw ();
}
}
/// <summary>Adds many new root level objects. Objects that are already root objects are ignored.</summary>
/// <param name="collection">Objects to add as new root level objects.</param>
/// .\
public void AddObjects (IEnumerable<T> collection)
{
var objectsAdded = false;
foreach (T o in collection)
{
if (!roots.ContainsKey (o))
{
roots.Add (o, new Branch<T> (this, null, o));
objectsAdded = true;
}
}
if (objectsAdded)
{
InvalidateLineMap ();
SetNeedsDraw ();
}
}
/// <summary>
/// The number of screen lines to move the currently selected object by. Supports negative values.
/// <paramref name="offset"/>. Each branch occupies 1 line on screen.
/// </summary>
/// <remarks>
/// If nothing is currently selected or the selected object is no longer in the tree then the first object in the
/// tree is selected instead.
/// </remarks>
/// <param name="offset">Positive to move the selection down the screen, negative to move it up</param>
/// <param name="expandSelection">
/// True to expand the selection (assuming <see cref="MultiSelect"/> is enabled). False to
/// replace.
/// </param>
public void AdjustSelection (int offset, bool expandSelection = false)
{
// if it is not a shift click, or we don't allow multi select
if (!expandSelection || !MultiSelect)
{
multiSelectedRegions.Clear ();
}
if (SelectedObject is null)
{
SelectedObject = roots.Keys.FirstOrDefault ();
}
else
{
IReadOnlyCollection<Branch<T>> map = BuildLineMap ();
int idx = map.IndexOf (b => b.Model.Equals (SelectedObject));
if (idx == -1)
{
// The current selection has disappeared!
SelectedObject = roots.Keys.FirstOrDefault ();
}
else
{
int newIdx = Math.Min (Math.Max (0, idx + offset), map.Count - 1);
Branch<T> newBranch = map.ElementAt (newIdx);
// If it is a multi selection
if (expandSelection && MultiSelect)
{
if (multiSelectedRegions.Any ())
{
// expand the existing head selection
TreeSelection<T> head = multiSelectedRegions.Pop ();
multiSelectedRegions.Push (new TreeSelection<T> (head.Origin, newIdx, map));
}
else
{
// or start a new multi selection region
multiSelectedRegions.Push (new TreeSelection<T> (map.ElementAt (idx), newIdx, map));
}
}
SelectedObject = newBranch.Model;
EnsureVisible (SelectedObject);
}
}
SetNeedsDraw ();
}
/// <summary>Moves the selection to the last child in the currently selected level.</summary>
public void AdjustSelectionToBranchEnd ()
{
T o = SelectedObject;
if (o is null)
{
return;
}
IReadOnlyCollection<Branch<T>> map = BuildLineMap ();
int currentIdx = map.IndexOf (b => Equals (b.Model, o));
if (currentIdx == -1)
{
return;
}
Branch<T> currentBranch = map.ElementAt (currentIdx);
Branch<T> next = currentBranch;
for (; currentIdx < map.Count; currentIdx++)
{
//if it is the end of the current depth of branch
if (currentBranch.Depth != next.Depth)
{
SelectedObject = currentBranch.Model;
EnsureVisible (currentBranch.Model);
SetNeedsDraw ();
return;
}
// look at next branch for consideration
currentBranch = next;
next = map.ElementAt (currentIdx);
}
GoToEnd ();
}
/// <summary>Moves the selection to the first child in the currently selected level.</summary>
public void AdjustSelectionToBranchStart ()
{
T o = SelectedObject;
if (o is null)
{
return;
}
IReadOnlyCollection<Branch<T>> map = BuildLineMap ();
int currentIdx = map.IndexOf (b => Equals (b.Model, o));
if (currentIdx == -1)
{
return;
}
Branch<T> currentBranch = map.ElementAt (currentIdx);
Branch<T> next = currentBranch;
for (; currentIdx >= 0; currentIdx--)
{
//if it is the beginning of the current depth of branch
if (currentBranch.Depth != next.Depth)
{
SelectedObject = currentBranch.Model;
EnsureVisible (currentBranch.Model);
SetNeedsDraw ();
return;
}
// look at next branch up for consideration
currentBranch = next;
next = map.ElementAt (currentIdx);
}
// We ran all the way to top of tree
GoToFirst ();
}
/// <summary>
/// <para>Moves the <see cref="SelectedObject"/> to the next item that begins with <paramref name="character"/>.</para>
/// <para>This method will loop back to the start of the tree if reaching the end without finding a match.</para>
/// </summary>
/// <param name="character">The first character of the next item you want selected.</param>
/// <param name="caseSensitivity">Case sensitivity of the search.</param>
public void AdjustSelectionToNextItemBeginningWith (
char character,
StringComparison caseSensitivity = StringComparison.CurrentCultureIgnoreCase
)
{
// search for next branch that begins with that letter
var characterAsStr = character.ToString ();
AdjustSelectionToNext (b => AspectGetter (b.Model).StartsWith (characterAsStr, caseSensitivity));
}
/// <summary>
/// Returns true if the given object <paramref name="o"/> is exposed in the tree and can be expanded otherwise
/// false.
/// </summary>
/// <param name="o"></param>
/// <returns></returns>
public bool CanExpand (T o) { return ObjectToBranch (o)?.CanExpand () ?? false; }
/// <summary>Collapses the <see cref="SelectedObject"/></summary>
public void Collapse () { Collapse (selectedObject); }
/// <summary>Collapses the supplied object if it is currently expanded .</summary>
/// <param name="toCollapse">The object to collapse.</param>
public void Collapse (T toCollapse) { CollapseImpl (toCollapse, false); }
/// <summary>
/// Collapses the supplied object if it is currently expanded. Also collapses all children branches (this will
/// only become apparent when/if the user expands it again).
/// </summary>
/// <param name="toCollapse">The object to collapse.</param>
public void CollapseAll (T toCollapse) { CollapseImpl (toCollapse, true); }
/// <summary>Collapses all root nodes in the tree.</summary>
public void CollapseAll ()
{
foreach (KeyValuePair<T, Branch<T>> item in roots)
{
item.Value.Collapse ();
}
InvalidateLineMap ();
SetNeedsDraw ();
}
/// <summary>
/// Called once for each visible row during rendering. Can be used to make last minute changes to color or text
/// rendered
/// </summary>
public event EventHandler<DrawTreeViewLineEventArgs<T>> DrawLine;
/// <summary>
/// Adjusts the <see cref="ScrollOffsetVertical"/> to ensure the given <paramref name="model"/> is visible. Has no
/// effect if already visible.
/// </summary>
public void EnsureVisible (T model)
{
IReadOnlyCollection<Branch<T>> map = BuildLineMap ();
int idx = map.IndexOf (b => Equals (b.Model, model));
if (idx == -1)
{
return;
}
/*this -1 allows for possible horizontal scroll bar in the last row of the control*/
int leaveSpace = Style.LeaveLastRow ? 1 : 0;
if (idx < ScrollOffsetVertical)
{
//if user has scrolled up too far to see their selection
ScrollOffsetVertical = idx;
}
else if (idx >= ScrollOffsetVertical + Viewport.Height - leaveSpace)
{
//if user has scrolled off bottom of visible tree
ScrollOffsetVertical = Math.Max (0, idx + 1 - (Viewport.Height - leaveSpace));
}
}
/// <summary>Expands the currently <see cref="SelectedObject"/>.</summary>
public void Expand () { Expand (SelectedObject); }
/// <summary>
/// Expands the supplied object if it is contained in the tree (either as a root object or as an exposed branch
/// object).
/// </summary>
/// <param name="toExpand">The object to expand.</param>
public void Expand (T toExpand)
{
if (toExpand is null)
{
return;
}
ObjectToBranch (toExpand)?.Expand ();
InvalidateLineMap ();
SetNeedsDraw ();
}
/// <summary>Expands the supplied object and all child objects.</summary>
/// <param name="toExpand">The object to expand.</param>
public void ExpandAll (T toExpand)
{
if (toExpand is null)
{
return;
}
ObjectToBranch (toExpand)?.ExpandAll ();
InvalidateLineMap ();
SetNeedsDraw ();
}
/// <summary>
/// Fully expands all nodes in the tree, if the tree is very big and built dynamically this may take a while (e.g.
/// for file system).
/// </summary>
public void ExpandAll ()
{
foreach (KeyValuePair<T, Branch<T>> item in roots)
{
item.Value.ExpandAll ();
}
InvalidateLineMap ();
SetNeedsDraw ();
}
/// <summary>
/// Returns <see cref="SelectedObject"/> (if not null) and all multi selected objects if <see cref="MultiSelect"/>
/// is true
/// </summary>
/// <returns></returns>
public IEnumerable<T> GetAllSelectedObjects ()
{
IReadOnlyCollection<Branch<T>> map = BuildLineMap ();
// To determine multi selected objects, start with the line map, that avoids yielding
// hidden nodes that were selected then the parent collapsed e.g. programmatically or
// with mouse click
if (MultiSelect)
{
foreach (T m in map.Select (b => b.Model).Where (IsSelected))
{
yield return m;
}
}
else
{
if (SelectedObject is { })
{
yield return SelectedObject;
}
}
}
/// <summary>
/// Returns the currently expanded children of the passed object. Returns an empty collection if the branch is not
/// exposed or not expanded.
/// </summary>
/// <param name="o">An object in the tree.</param>
/// <returns></returns>
public IEnumerable<T> GetChildren (T o)
{
Branch<T> branch = ObjectToBranch (o);
if (branch is null || !branch.IsExpanded)
{
return new T [0];
}
return branch.ChildBranches?.Select (b => b.Model)?.ToArray () ?? new T [0];
}
/// <summary>Returns the maximum width line in the tree including prefix and expansion symbols.</summary>
/// <param name="visible">
/// True to consider only rows currently visible (based on window bounds and
/// <see cref="ScrollOffsetVertical"/>. False to calculate the width of every exposed branch in the tree.
/// </param>
/// <returns></returns>
public int GetContentWidth (bool visible)
{
IReadOnlyCollection<Branch<T>> map = BuildLineMap ();
if (map.Count == 0)
{
return 0;
}
if (visible)
{
//Somehow we managed to scroll off the end of the control
if (ScrollOffsetVertical >= map.Count)
{
return 0;
}
// If control has no height to it then there is no visible area for content
if (Viewport.Height == 0)
{
return 0;
}
return map.Skip (ScrollOffsetVertical).Take (Viewport.Height).Max (b => b.GetWidth ());
}
return map.Max (b => b.GetWidth ());
}
/// <summary>
/// Returns the object in the tree list that is currently visible. at the provided row. Returns null if no object
/// is at that location.
/// <remarks></remarks>
/// If you have screen coordinates then use <see cref="View.ScreenToFrame"/> to translate these into the client area of
/// the <see cref="TreeView{T}"/>.
/// </summary>
/// <param name="row">The row of the <see cref="View.Viewport"/> of the <see cref="TreeView{T}"/>.</param>
/// <returns>The object currently displayed on this row or null.</returns>
public T GetObjectOnRow (int row) { return HitTest (row)?.Model; }
/// <summary>
/// <para>
/// Returns the Y coordinate within the <see cref="View.Viewport"/> of the tree at which <paramref name="toFind"/>
/// would be displayed or null if it is not currently exposed (e.g. its parent is collapsed).
/// </para>
/// <para>
/// Note that the returned value can be negative if the TreeView is scrolled down and the
/// <paramref name="toFind"/> object is off the top of the view.
/// </para>
/// </summary>
/// <param name="toFind"></param>
/// <returns></returns>
public int? GetObjectRow (T toFind)
{
int idx = BuildLineMap ().IndexOf (o => o.Model.Equals (toFind));
if (idx == -1)
{
return null;
}
return idx - ScrollOffsetVertical;
}
/// <summary>
/// Returns the parent object of <paramref name="o"/> in the tree. Returns null if the object is not exposed in
/// the tree.
/// </summary>
/// <param name="o">An object in the tree.</param>
/// <returns></returns>
public T GetParent (T o) { return ObjectToBranch (o)?.Parent?.Model; }
/// <summary>
/// Returns the index of the object <paramref name="o"/> if it is currently exposed (it's parent(s) have been
/// expanded). This can be used with <see cref="ScrollOffsetVertical"/> and <see cref="View.SetNeedsDraw()"/> to
/// scroll to a specific object.
/// </summary>
/// <remarks>Uses the Equals method and returns the first index at which the object is found or -1 if it is not found.</remarks>
/// <param name="o">An object that appears in your tree and is currently exposed.</param>
/// <returns>The index the object was found at or -1 if it is not currently revealed or not in the tree at all.</returns>
public int GetScrollOffsetOf (T o)
{
IReadOnlyCollection<Branch<T>> map = BuildLineMap ();
for (var i = 0; i < map.Count; i++)
{
if (map.ElementAt (i).Model.Equals (o))
{
return i;
}
}
//object not found
return -1;
}
/// <summary>
/// Changes the <see cref="SelectedObject"/> to <paramref name="toSelect"/> and scrolls to ensure it is visible.
/// Has no effect if <paramref name="toSelect"/> is not exposed in the tree (e.g. its parents are collapsed).
/// </summary>
/// <param name="toSelect"></param>
public void GoTo (T toSelect)
{
if (ObjectToBranch (toSelect) is null)
{
return;
}
SelectedObject = toSelect;
EnsureVisible (toSelect);
SetNeedsDraw ();
}
/// <summary>Changes the <see cref="SelectedObject"/> to the last object in the tree and scrolls so that it is visible.</summary>
public void GoToEnd ()
{
IReadOnlyCollection<Branch<T>> map = BuildLineMap ();
ScrollOffsetVertical = Math.Max (0, map.Count - Viewport.Height + 1);
SelectedObject = map.LastOrDefault ()?.Model;
SetNeedsDraw ();
}
/// <summary>
/// Changes the <see cref="SelectedObject"/> to the first root object and resets the
/// <see cref="ScrollOffsetVertical"/> to 0.
/// </summary>
public void GoToFirst ()
{
ScrollOffsetVertical = 0;
SelectedObject = roots.Keys.FirstOrDefault ();
SetNeedsDraw ();
}
/// <summary>Clears any cached results of the tree state.</summary>
public void InvalidateLineMap () { cachedLineMap = null; }
/// <summary>Returns true if the given object <paramref name="o"/> is exposed in the tree and expanded otherwise false.</summary>
/// <param name="o"></param>
/// <returns></returns>
public bool IsExpanded (T o) { return ObjectToBranch (o)?.IsExpanded ?? false; }
/// <summary>
/// Returns true if the <paramref name="model"/> is either the <see cref="SelectedObject"/> or part of a
/// <see cref="MultiSelect"/>.
/// </summary>
/// <param name="model"></param>
/// <returns></returns>
public bool IsSelected (T model) { return Equals (SelectedObject, model) || (MultiSelect && multiSelectedRegions.Any (s => s.Contains (model))); }
// BUGBUG: OnMouseEvent is internal. TreeView should not be overriding.
///<inheritdoc/>
protected override bool OnMouseEvent (MouseEventArgs me)
{
// If it is not an event we care about
if (me is { IsSingleClicked: false, IsPressed: false, IsReleased: false, IsWheel: false }
&& !me.Flags.HasFlag (ObjectActivationButton ?? MouseFlags.Button1DoubleClicked))
{
// do nothing
return false;
}
if (!HasFocus && CanFocus)
{
SetFocus ();
}
if (me.Flags == MouseFlags.WheeledDown)
{
ScrollDown ();
return true;
}
if (me.Flags == MouseFlags.WheeledUp)
{
ScrollUp ();
return true;
}
if (me.Flags == MouseFlags.WheeledRight)
{
ScrollOffsetHorizontal++;
SetNeedsDraw ();
return true;
}
if (me.Flags == MouseFlags.WheeledLeft)
{
ScrollOffsetHorizontal--;
SetNeedsDraw ();
return true;
}
if (me.Flags.HasFlag (MouseFlags.Button1Clicked))
{
// The line they clicked on a branch
Branch<T> clickedBranch = HitTest (me.Position.Y);
if (clickedBranch is null)
{
return false;
}
bool isExpandToggleAttempt = clickedBranch.IsHitOnExpandableSymbol (Driver, me.Position.X);
// If we are already selected (double click)
if (Equals (SelectedObject, clickedBranch.Model))
{
isExpandToggleAttempt = true;
}
// if they clicked on the +/- expansion symbol
if (isExpandToggleAttempt)
{
if (clickedBranch.IsExpanded)
{
clickedBranch.Collapse ();
InvalidateLineMap ();
}
else if (clickedBranch.CanExpand ())
{
clickedBranch.Expand ();
InvalidateLineMap ();
}
else
{
SelectedObject = clickedBranch.Model; // It is a leaf node
multiSelectedRegions.Clear ();
}
}
else
{
// It is a first click somewhere in the current line that doesn't look like an expansion/collapse attempt
SelectedObject = clickedBranch.Model;
multiSelectedRegions.Clear ();
}
SetNeedsDraw ();
return true;
}
// If it is activation via mouse (e.g. double click)
if (ObjectActivationButton.HasValue && me.Flags.HasFlag (ObjectActivationButton.Value))
{
// The line they clicked on a branch
Branch<T> clickedBranch = HitTest (me.Position.Y);
if (clickedBranch is null)
{
return false;
}
// Double click changes the selection to the clicked node as well as triggering
// activation otherwise it feels wierd
SelectedObject = clickedBranch.Model;
SetNeedsDraw ();
// trigger activation event
OnObjectActivated (new ObjectActivatedEventArgs<T> (this, clickedBranch.Model));
// mouse event is handled.
return true;
}
return false;
}
/// <summary>Moves the selection down by the height of the control (1 page).</summary>
/// <param name="expandSelection">True if the navigation should add the covered nodes to the selected current selection.</param>
/// <exception cref="NotImplementedException"></exception>
public void MovePageDown (bool expandSelection = false) { AdjustSelection (Viewport.Height, expandSelection); }
/// <summary>Moves the selection up by the height of the control (1 page).</summary>
/// <param name="expandSelection">True if the navigation should add the covered nodes to the selected current selection.</param>
/// <exception cref="NotImplementedException"></exception>
public void MovePageUp (bool expandSelection = false) { AdjustSelection (-Viewport.Height, expandSelection); }
/// <summary>
/// This event is raised when an object is activated e.g. by double clicking or pressing
/// <see cref="ObjectActivationKey"/>.
/// </summary>
public event EventHandler<ObjectActivatedEventArgs<T>> ObjectActivated;
///<inheritdoc/>
protected override bool OnDrawingContent ()
{
if (roots is null)
{
return true;
}
if (TreeBuilder is null)
{
Move (0, 0);
Driver?.AddStr (NoBuilderError);
return true;
}
IReadOnlyCollection<Branch<T>> map = BuildLineMap ();
for (var line = 0; line < Viewport.Height; line++)
{
int idxToRender = ScrollOffsetVertical + line;
// Is there part of the tree view to render?
if (idxToRender < map.Count)
{
// Render the line
map.ElementAt (idxToRender).Draw (line, Viewport.Width);
}
else
{
// Else clear the line to prevent stale symbols due to scrolling etc
Move (0, line);
SetAttribute (GetNormalColor ());
Driver?.AddStr (new string (' ', Viewport.Width));
}
}
return true;
}
///<inheritdoc/>
protected override void OnHasFocusChanged (bool newHasFocus, [CanBeNull] View currentFocused, [CanBeNull] View newFocused)
{
if (newHasFocus)
{
// If there is no selected object and there are objects in the tree, select the first one
if (SelectedObject is null && Objects.Any ())
{
SelectedObject = Objects.First ();
}
}
}
/// <inheritdoc/>
protected override bool OnKeyDown (Key key)
{
if (!Enabled)
{
return false;
}
// If the key was bound to key command, let normal KeyDown processing happen. This enables overriding the default handling.
// See: https://github.com/gui-cs/Terminal.Gui/issues/3950#issuecomment-2807350939
if (KeyBindings.TryGet (key, out _))
{
return false;
}
// If not a keybinding, is the key a searchable key press?
if (KeystrokeNavigator.Matcher.IsCompatibleKey (key) && AllowLetterBasedNavigation)
{
// If there has been a call to InvalidateMap since the last time
// we need a new one to reflect the new exposed tree state
IReadOnlyCollection<Branch<T>> map = BuildLineMap ();
// Find the current selected object within the tree
int current = map.IndexOf (b => b.Model == SelectedObject);
int? newIndex = KeystrokeNavigator?.GetNextMatchingItem (current, (char)key);
if (newIndex is int && newIndex != -1)
{
SelectedObject = map.ElementAt ((int)newIndex).Model;
EnsureVisible (selectedObject);
SetNeedsDraw ();
return true;
}
}
return false;
}
/// <summary>Positions the cursor at the start of the selected objects line (if visible).</summary>
public override Point? PositionCursor ()
{
if (CanFocus && HasFocus && Visible && SelectedObject is { })
{
IReadOnlyCollection<Branch<T>> map = BuildLineMap ();
int idx = map.IndexOf (b => b.Model.Equals (SelectedObject));
// if currently selected line is visible
if (idx - ScrollOffsetVertical >= 0 && idx - ScrollOffsetVertical < Viewport.Height)
{
Move (0, idx - ScrollOffsetVertical);
return MultiSelect ? new (0, idx - ScrollOffsetVertical) : null;
}
}
return base.PositionCursor ();
}
/// <summary>
/// Rebuilds the tree structure for all exposed objects starting with the root objects. Call this method when you
/// know there are changes to the tree but don't know which objects have changed (otherwise use
/// <see cref="RefreshObject(T, bool)"/>).
/// </summary>
public void RebuildTree ()
{
foreach (Branch<T> branch in roots.Values)
{
branch.Rebuild ();
}
InvalidateLineMap ();
SetNeedsDraw ();
}
/// <summary>
/// Refreshes the state of the object <paramref name="o"/> in the tree. This will recompute children, string
/// representation etc.
/// </summary>
/// <remarks>This has no effect if the object is not exposed in the tree.</remarks>
/// <param name="o"></param>
/// <param name="startAtTop">
/// True to also refresh all ancestors of the objects branch (starting with the root). False to
/// refresh only the passed node.
/// </param>
public void RefreshObject (T o, bool startAtTop = false)
{
Branch<T> branch = ObjectToBranch (o);
if (branch is { })
{
branch.Refresh (startAtTop);
InvalidateLineMap ();
SetNeedsDraw ();
}
}
/// <summary>Removes the given root object from the tree</summary>
/// <remarks>If <paramref name="o"/> is the currently <see cref="SelectedObject"/> then the selection is cleared</remarks>
/// .
/// <param name="o"></param>
public void Remove (T o)
{
if (roots.ContainsKey (o))
{
roots.Remove (o);
InvalidateLineMap ();
SetNeedsDraw ();
if (Equals (SelectedObject, o))
{
SelectedObject = default (T);
}
}
}
/// <summary>Scrolls the view area down a single line without changing the current selection.</summary>
public void ScrollDown ()
{
if (ScrollOffsetVertical <= ContentHeight - 2)
{
ScrollOffsetVertical++;
SetNeedsDraw ();
}
}
/// <summary>Scrolls the view area up a single line without changing the current selection.</summary>
public void ScrollUp ()
{
if (scrollOffsetVertical > 0)
{
ScrollOffsetVertical--;
SetNeedsDraw ();
}
}
/// <summary>Selects all objects in the tree when <see cref="MultiSelect"/> is enabled otherwise does nothing.</summary>
public void SelectAll ()
{
if (!MultiSelect)
{
return;
}
multiSelectedRegions.Clear ();
IReadOnlyCollection<Branch<T>> map = BuildLineMap ();
if (map.Count == 0)
{
return;
}
multiSelectedRegions.Push (new TreeSelection<T> (map.ElementAt (0), map.Count, map));
SetNeedsDraw ();
OnSelectionChanged (new SelectionChangedEventArgs<T> (this, SelectedObject, SelectedObject));
}
/// <summary>Called when the <see cref="SelectedObject"/> changes.</summary>
public event EventHandler<SelectionChangedEventArgs<T>> SelectionChanged;
/// <summary>
/// Implementation of <see cref="Collapse(T)"/> and <see cref="CollapseAll(T)"/>. Performs operation and updates
/// selection if disappeared.
/// </summary>
/// <param name="toCollapse"></param>
/// <param name="all"></param>
protected void CollapseImpl (T toCollapse, bool all)
{
if (toCollapse is null)
{
return;
}
Branch<T> branch = ObjectToBranch (toCollapse);
// Nothing to collapse
if (branch is null)
{
return;
}
if (all)
{
branch.CollapseAll ();
}
else
{
branch.Collapse ();
}
if (SelectedObject is { } && ObjectToBranch (SelectedObject) is null)
{
// If the old selection suddenly became invalid then clear it
SelectedObject = null;
}
InvalidateLineMap ();
SetNeedsDraw ();
}
/// <summary>
/// Determines systems behaviour when the left arrow key is pressed. Default behaviour is to collapse the current
/// tree node if possible otherwise changes selection to current branches parent.
/// </summary>
protected virtual void CursorLeft (bool ctrl)
{
if (IsExpanded (SelectedObject))
{
if (ctrl)
{
CollapseAll (SelectedObject);
}
else
{
Collapse (SelectedObject);
}
}
else
{
T parent = GetParent (SelectedObject);
if (parent is { })
{
SelectedObject = parent;
AdjustSelection (0);
SetNeedsDraw ();
}
}
}
/// <inheritdoc/>
protected override void Dispose (bool disposing)
{
base.Dispose (disposing);
ColorGetter = null;
}
/// <summary>Raises the <see cref="ObjectActivated"/> event.</summary>
/// <param name="e"></param>
protected virtual void OnObjectActivated (ObjectActivatedEventArgs<T> e) { ObjectActivated?.Invoke (this, e); }
/// <summary>Raises the SelectionChanged event.</summary>
/// <param name="e"></param>
protected virtual void OnSelectionChanged (SelectionChangedEventArgs<T> e) { SelectionChanged?.Invoke (this, e); }
/// <summary>
/// Calculates all currently visible/expanded branches (including leafs) and outputs them by index from the top of
/// the screen.
/// </summary>
/// <remarks>
/// Index 0 of the returned array is the first item that should be visible in the top of the control, index 1 is
/// the next etc.
/// </remarks>
/// <returns></returns>
internal IReadOnlyCollection<Branch<T>> BuildLineMap ()
{
if (cachedLineMap is { })
{
return cachedLineMap;
}
List<Branch<T>> toReturn = new ();
foreach (Branch<T> root in roots.Values)
{
IEnumerable<Branch<T>> toAdd = AddToLineMap (root, false, out bool isMatch);
if (isMatch)
{
toReturn.AddRange (toAdd);
}
}
cachedLineMap = new ReadOnlyCollection<Branch<T>> (toReturn);
// Update the collection used for search-typing
KeystrokeNavigator.Collection = cachedLineMap.Select (b => AspectGetter (b.Model)).ToArray ();
return cachedLineMap;
}
/// <summary>Raises the DrawLine event</summary>
/// <param name="e"></param>
internal void OnDrawLine (DrawTreeViewLineEventArgs<T> e) { DrawLine?.Invoke (this, e); }
private IEnumerable<Branch<T>> AddToLineMap (Branch<T> currentBranch, bool parentMatches, out bool match)
{
bool weMatch = IsFilterMatch (currentBranch);
var anyChildMatches = false;
List<Branch<T>> toReturn = new ();
List<Branch<T>> children = new ();
if (currentBranch.IsExpanded)
{
foreach (Branch<T> subBranch in currentBranch.ChildBranches)
{
foreach (Branch<T> sub in AddToLineMap (subBranch, weMatch, out bool childMatch))
{
if (childMatch)
{
children.Add (sub);
anyChildMatches = true;
}
}
}
}
if (parentMatches || weMatch || anyChildMatches)
{
match = true;
toReturn.Add (currentBranch);
}
else
{
match = false;
}
toReturn.AddRange (children);
return toReturn;
}
/// <summary>Sets the selection to the next branch that matches the <paramref name="predicate"/>.</summary>
/// <param name="predicate"></param>
private void AdjustSelectionToNext (Func<Branch<T>, bool> predicate)
{
IReadOnlyCollection<Branch<T>> map = BuildLineMap ();
// empty map means we can't select anything anyway
if (map.Count == 0)
{
return;
}
// Start searching from the first element in the map
var idxStart = 0;
// or the current selected branch
if (SelectedObject is { })
{
idxStart = map.IndexOf (b => Equals (b.Model, SelectedObject));
}
// if currently selected object mysteriously vanished, search from beginning
if (idxStart == -1)
{
idxStart = 0;
}
// loop around all indexes and back to first index
for (int idxCur = (idxStart + 1) % map.Count; idxCur != idxStart; idxCur = (idxCur + 1) % map.Count)
{
if (predicate (map.ElementAt (idxCur)))
{
SelectedObject = map.ElementAt (idxCur).Model;
EnsureVisible (map.ElementAt (idxCur).Model);
SetNeedsDraw ();
return;
}
}
}
/// <summary>Returns the branch at the given <paramref name="y"/> client coordinate e.g. following a click event.</summary>
/// <param name="y">Client Y position in the controls bounds.</param>
/// <returns>The clicked branch or null if outside of tree region.</returns>
private Branch<T> HitTest (int y)
{
IReadOnlyCollection<Branch<T>> map = BuildLineMap ();
int idx = y + ScrollOffsetVertical;
// click is outside any visible nodes
if (idx < 0 || idx >= map.Count)
{
return null;
}
// The line they clicked on
return map.ElementAt (idx);
}
private bool IsFilterMatch (Branch<T> branch) { return Filter?.IsMatch (branch.Model) ?? true; }
/// <summary>
/// Returns the corresponding <see cref="Branch{T}"/> in the tree for <paramref name="toFind"/>. This will not
/// work for objects hidden by their parent being collapsed.
/// </summary>
/// <param name="toFind"></param>
/// <returns>The branch for <paramref name="toFind"/> or null if it is not currently exposed in the tree.</returns>
private Branch<T> ObjectToBranch (T toFind) { return BuildLineMap ().FirstOrDefault (o => o.Model.Equals (toFind)); }
}
internal class TreeSelection<T> where T : class
{
private readonly HashSet<T> included = new ();
/// <summary>Creates a new selection between two branches in the tree</summary>
/// <param name="from"></param>
/// <param name="toIndex"></param>
/// <param name="map"></param>
public TreeSelection (Branch<T> from, int toIndex, IReadOnlyCollection<Branch<T>> map)
{
Origin = from;
included.Add (Origin.Model);
int oldIdx = map.IndexOf (from);
int lowIndex = Math.Min (oldIdx, toIndex);
int highIndex = Math.Max (oldIdx, toIndex);
// Select everything between the old and new indexes
foreach (Branch<T> alsoInclude in map.Skip (lowIndex).Take (highIndex - lowIndex))
{
included.Add (alsoInclude.Model);
}
}
public Branch<T> Origin { get; }
public bool Contains (T model) { return included.Contains (model); }
}