mirror of
https://github.com/gui-cs/Terminal.Gui.git
synced 2025-12-28 16:58:01 +01:00
1849 lines
65 KiB
C#
1849 lines
65 KiB
C#
using System.Globalization;
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using System.Reflection;
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using System.Text.Json.Serialization;
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namespace Terminal.Gui;
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/// <summary>A static, singleton class representing the application. This class is the entry point for the application.</summary>
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/// <example>
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/// <code>
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/// // A simple Terminal.Gui app that creates a window with a frame and title with
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/// // 5 rows/columns of padding.
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/// Application.Init();
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/// var win = new Window ($"Example App ({Application.QuitKey} to quit)") {
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/// X = 5,
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/// Y = 5,
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/// Width = Dim.Fill (5),
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/// Height = Dim.Fill (5)
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/// };
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/// Application.Top.Add(win);
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/// Application.Run();
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/// Application.Shutdown();
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/// </code>
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/// </example>
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/// <remarks>TODO: Flush this out.</remarks>
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public static partial class Application
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{
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// For Unit testing - ignores UseSystemConsole
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internal static bool _forceFakeConsole;
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/// <summary>Gets the <see cref="ConsoleDriver"/> that has been selected. See also <see cref="ForceDriver"/>.</summary>
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public static ConsoleDriver Driver { get; internal set; }
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/// <summary>
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/// Gets or sets whether <see cref="Application.Driver"/> will be forced to output only the 16 colors defined in
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/// <see cref="ColorName"/>. The default is <see langword="false"/>, meaning 24-bit (TrueColor) colors will be output
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/// as long as the selected <see cref="ConsoleDriver"/> supports TrueColor.
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/// </summary>
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[SerializableConfigurationProperty (Scope = typeof (SettingsScope))]
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public static bool Force16Colors { get; set; }
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/// <summary>
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/// Forces the use of the specified driver (one of "fake", "ansi", "curses", "net", or "windows"). If not
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/// specified, the driver is selected based on the platform.
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/// </summary>
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/// <remarks>
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/// Note, <see cref="Application.Init(ConsoleDriver, string)"/> will override this configuration setting if called
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/// with either `driver` or `driverName` specified.
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/// </remarks>
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[SerializableConfigurationProperty (Scope = typeof (SettingsScope))]
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public static string ForceDriver { get; set; } = string.Empty;
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/// <summary>Gets all cultures supported by the application without the invariant language.</summary>
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public static List<CultureInfo> SupportedCultures { get; private set; }
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internal static List<CultureInfo> GetSupportedCultures ()
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{
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CultureInfo [] culture = CultureInfo.GetCultures (CultureTypes.AllCultures);
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// Get the assembly
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var assembly = Assembly.GetExecutingAssembly ();
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//Find the location of the assembly
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string assemblyLocation = AppDomain.CurrentDomain.BaseDirectory;
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// Find the resource file name of the assembly
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var resourceFilename = $"{Path.GetFileNameWithoutExtension (assembly.Location)}.resources.dll";
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// Return all culture for which satellite folder found with culture code.
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return culture.Where (
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cultureInfo =>
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Directory.Exists (Path.Combine (assemblyLocation, cultureInfo.Name))
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&& File.Exists (Path.Combine (assemblyLocation, cultureInfo.Name, resourceFilename))
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)
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.ToList ();
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}
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// IMPORTANT: Ensure all property/fields are reset here. See Init_ResetState_Resets_Properties unit test.
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// Encapsulate all setting of initial state for Application; Having
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// this in a function like this ensures we don't make mistakes in
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// guaranteeing that the state of this singleton is deterministic when Init
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// starts running and after Shutdown returns.
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internal static void ResetState ()
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{
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// Shutdown is the bookend for Init. As such it needs to clean up all resources
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// Init created. Apps that do any threading will need to code defensively for this.
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// e.g. see Issue #537
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foreach (Toplevel t in _topLevels)
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{
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t.Running = false;
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t.Dispose ();
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}
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_topLevels.Clear ();
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Current = null;
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Top?.Dispose ();
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Top = null;
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// MainLoop stuff
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MainLoop?.Dispose ();
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MainLoop = null;
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_mainThreadId = -1;
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Iteration = null;
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EndAfterFirstIteration = false;
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// Driver stuff
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if (Driver is { })
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{
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Driver.SizeChanged -= Driver_SizeChanged;
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Driver.KeyDown -= Driver_KeyDown;
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Driver.KeyUp -= Driver_KeyUp;
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Driver.MouseEvent -= Driver_MouseEvent;
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Driver?.End ();
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Driver = null;
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}
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// Don't reset ForceDriver; it needs to be set before Init is called.
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//ForceDriver = string.Empty;
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Force16Colors = false;
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_forceFakeConsole = false;
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// Run State stuff
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NotifyNewRunState = null;
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NotifyStopRunState = null;
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MouseGrabView = null;
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_initialized = false;
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// Mouse
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_mouseEnteredView = null;
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WantContinuousButtonPressedView = null;
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MouseEvent = null;
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GrabbedMouse = null;
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UnGrabbingMouse = null;
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GrabbedMouse = null;
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UnGrabbedMouse = null;
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// Keyboard
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AlternateBackwardKey = Key.Empty;
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AlternateForwardKey = Key.Empty;
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QuitKey = Key.Empty;
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KeyDown = null;
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KeyUp = null;
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SizeChanging = null;
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Colors.Reset ();
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// Reset synchronization context to allow the user to run async/await,
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// as the main loop has been ended, the synchronization context from
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// gui.cs does no longer process any callbacks. See #1084 for more details:
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// (https://github.com/gui-cs/Terminal.Gui/issues/1084).
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SynchronizationContext.SetSynchronizationContext (null);
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}
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#region Initialization (Init/Shutdown)
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/// <summary>Initializes a new instance of <see cref="Terminal.Gui"/> Application.</summary>
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/// <para>Call this method once per instance (or after <see cref="Shutdown"/> has been called).</para>
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/// <para>
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/// This function loads the right <see cref="ConsoleDriver"/> for the platform, Creates a <see cref="Toplevel"/>. and
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/// assigns it to <see cref="Top"/>
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/// </para>
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/// <para>
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/// <see cref="Shutdown"/> must be called when the application is closing (typically after
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/// <see cref="Run(Func{Exception, bool})"/> has returned) to ensure resources are cleaned up and terminal settings
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/// restored.
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/// </para>
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/// <para>
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/// The <see cref="Run{T}(Func{Exception, bool}, ConsoleDriver)"/> function combines
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/// <see cref="Init(ConsoleDriver, string)"/> and <see cref="Run(Toplevel, Func{Exception, bool})"/> into a single
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/// call. An application cam use <see cref="Run{T}(Func{Exception, bool}, ConsoleDriver)"/> without explicitly calling
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/// <see cref="Init(ConsoleDriver, string)"/>.
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/// </para>
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/// <param name="driver">
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/// The <see cref="ConsoleDriver"/> to use. If neither <paramref name="driver"/> or
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/// <paramref name="driverName"/> are specified the default driver for the platform will be used.
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/// </param>
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/// <param name="driverName">
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/// The short name (e.g. "net", "windows", "ansi", "fake", or "curses") of the
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/// <see cref="ConsoleDriver"/> to use. If neither <paramref name="driver"/> or <paramref name="driverName"/> are
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/// specified the default driver for the platform will be used.
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/// </param>
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public static void Init (ConsoleDriver driver = null, string driverName = null) { InternalInit (() => new Toplevel (), driver, driverName); }
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internal static bool _initialized;
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internal static int _mainThreadId = -1;
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// INTERNAL function for initializing an app with a Toplevel factory object, driver, and mainloop.
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//
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// Called from:
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//
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// Init() - When the user wants to use the default Toplevel. calledViaRunT will be false, causing all state to be reset.
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// Run<T>() - When the user wants to use a custom Toplevel. calledViaRunT will be true, enabling Run<T>() to be called without calling Init first.
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// Unit Tests - To initialize the app with a custom Toplevel, using the FakeDriver. calledViaRunT will be false, causing all state to be reset.
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//
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// calledViaRunT: If false (default) all state will be reset. If true the state will not be reset.
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internal static void InternalInit (
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Func<Toplevel> topLevelFactory,
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ConsoleDriver driver = null,
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string driverName = null,
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bool calledViaRunT = false
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)
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{
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if (_initialized && driver is null)
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{
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return;
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}
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if (_initialized)
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{
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throw new InvalidOperationException ("Init has already been called and must be bracketed by Shutdown.");
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}
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if (!calledViaRunT)
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{
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// Reset all class variables (Application is a singleton).
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ResetState ();
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}
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// For UnitTests
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if (driver is { })
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{
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Driver = driver;
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}
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// Start the process of configuration management.
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// Note that we end up calling LoadConfigurationFromAllSources
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// multiple times. We need to do this because some settings are only
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// valid after a Driver is loaded. In this cases we need just
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// `Settings` so we can determine which driver to use.
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Load (true);
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Apply ();
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// Ignore Configuration for ForceDriver if driverName is specified
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if (!string.IsNullOrEmpty (driverName))
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{
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ForceDriver = driverName;
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}
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if (Driver is null)
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{
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PlatformID p = Environment.OSVersion.Platform;
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if (string.IsNullOrEmpty (ForceDriver))
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{
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if (p == PlatformID.Win32NT || p == PlatformID.Win32S || p == PlatformID.Win32Windows)
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{
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Driver = new WindowsDriver ();
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}
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else
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{
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Driver = new CursesDriver ();
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}
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}
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else
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{
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List<Type> drivers = GetDriverTypes ();
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Type driverType = drivers.FirstOrDefault (t => t.Name.Equals (ForceDriver, StringComparison.InvariantCultureIgnoreCase));
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if (driverType is { })
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{
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Driver = (ConsoleDriver)Activator.CreateInstance (driverType);
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}
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else
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{
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throw new ArgumentException (
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$"Invalid driver name: {ForceDriver}. Valid names are {string.Join (", ", drivers.Select (t => t.Name))}"
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);
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}
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}
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}
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try
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{
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MainLoop = Driver.Init ();
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}
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catch (InvalidOperationException ex)
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{
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// This is a case where the driver is unable to initialize the console.
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// This can happen if the console is already in use by another process or
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// if running in unit tests.
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// In this case, we want to throw a more specific exception.
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throw new InvalidOperationException (
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"Unable to initialize the console. This can happen if the console is already in use by another process or in unit tests.",
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ex
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);
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}
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Driver.SizeChanged += (s, args) => OnSizeChanging (args);
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Driver.KeyDown += (s, args) => OnKeyDown (args);
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Driver.KeyUp += (s, args) => OnKeyUp (args);
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Driver.MouseEvent += (s, args) => OnMouseEvent (args);
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SynchronizationContext.SetSynchronizationContext (new MainLoopSyncContext ());
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Top = topLevelFactory ();
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Current = Top;
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// Ensure Top's layout is up to date.
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Current.SetRelativeLayout (Driver.Bounds);
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SupportedCultures = GetSupportedCultures ();
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_mainThreadId = Thread.CurrentThread.ManagedThreadId;
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_initialized = true;
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}
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private static void Driver_SizeChanged (object sender, SizeChangedEventArgs e) { OnSizeChanging (e); }
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private static void Driver_KeyDown (object sender, Key e) { OnKeyDown (e); }
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private static void Driver_KeyUp (object sender, Key e) { OnKeyUp (e); }
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private static void Driver_MouseEvent (object sender, MouseEventEventArgs e) { OnMouseEvent (e); }
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/// <summary>Gets of list of <see cref="ConsoleDriver"/> types that are available.</summary>
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/// <returns></returns>
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public static List<Type> GetDriverTypes ()
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{
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// use reflection to get the list of drivers
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List<Type> driverTypes = new ();
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foreach (Assembly asm in AppDomain.CurrentDomain.GetAssemblies ())
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{
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foreach (Type type in asm.GetTypes ())
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{
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if (type.IsSubclassOf (typeof (ConsoleDriver)) && !type.IsAbstract)
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{
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driverTypes.Add (type);
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}
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}
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}
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return driverTypes;
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}
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/// <summary>Shutdown an application initialized with <see cref="Init"/>.</summary>
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/// <remarks>
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/// Shutdown must be called for every call to <see cref="Init"/> or
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/// <see cref="Application.Run(Toplevel, Func{Exception, bool})"/> to ensure all resources are cleaned up (Disposed)
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/// and terminal settings are restored.
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/// </remarks>
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public static void Shutdown ()
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{
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ResetState ();
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PrintJsonErrors ();
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}
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#endregion Initialization (Init/Shutdown)
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#region Run (Begin, Run, End, Stop)
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/// <summary>
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/// Notify that a new <see cref="RunState"/> was created (<see cref="Begin(Toplevel)"/> was called). The token is
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/// created in <see cref="Begin(Toplevel)"/> and this event will be fired before that function exits.
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/// </summary>
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/// <remarks>
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/// If <see cref="EndAfterFirstIteration"/> is <see langword="true"/> callers to <see cref="Begin(Toplevel)"/>
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/// must also subscribe to <see cref="NotifyStopRunState"/> and manually dispose of the <see cref="RunState"/> token
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/// when the application is done.
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/// </remarks>
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public static event EventHandler<RunStateEventArgs> NotifyNewRunState;
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/// <summary>Notify that a existent <see cref="RunState"/> is stopping (<see cref="End(RunState)"/> was called).</summary>
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/// <remarks>
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/// If <see cref="EndAfterFirstIteration"/> is <see langword="true"/> callers to <see cref="Begin(Toplevel)"/>
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/// must also subscribe to <see cref="NotifyStopRunState"/> and manually dispose of the <see cref="RunState"/> token
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/// when the application is done.
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/// </remarks>
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public static event EventHandler<ToplevelEventArgs> NotifyStopRunState;
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/// <summary>Building block API: Prepares the provided <see cref="Toplevel"/> for execution.</summary>
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/// <returns>
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/// The <see cref="RunState"/> handle that needs to be passed to the <see cref="End(RunState)"/> method upon
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/// completion.
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/// </returns>
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/// <param name="Toplevel">The <see cref="Toplevel"/> to prepare execution for.</param>
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/// <remarks>
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/// This method prepares the provided <see cref="Toplevel"/> for running with the focus, it adds this to the list
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/// of <see cref="Toplevel"/>s, lays out the Subviews, focuses the first element, and draws the <see cref="Toplevel"/>
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/// in the screen. This is usually followed by executing the <see cref="RunLoop"/> method, and then the
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/// <see cref="End(RunState)"/> method upon termination which will undo these changes.
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/// </remarks>
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public static RunState Begin (Toplevel Toplevel)
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{
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if (Toplevel is null)
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{
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throw new ArgumentNullException (nameof (Toplevel));
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}
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if (Toplevel.IsOverlappedContainer && OverlappedTop != Toplevel && OverlappedTop is { })
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{
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throw new InvalidOperationException ("Only one Overlapped Container is allowed.");
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}
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// Ensure the mouse is ungrabed.
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MouseGrabView = null;
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var rs = new RunState (Toplevel);
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// View implements ISupportInitializeNotification which is derived from ISupportInitialize
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if (!Toplevel.IsInitialized)
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{
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Toplevel.BeginInit ();
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Toplevel.EndInit ();
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}
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lock (_topLevels)
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{
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// If Top was already initialized with Init, and Begin has never been called
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// Top was not added to the Toplevels Stack. It will thus never get disposed.
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// Clean it up here:
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if (Top is { } && Toplevel != Top && !_topLevels.Contains (Top))
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{
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Top.Dispose ();
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Top = null;
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}
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else if (Top is { } && Toplevel != Top && _topLevels.Contains (Top))
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{
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Top.OnLeave (Toplevel);
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}
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// BUGBUG: We should not depend on `Id` internally.
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// BUGBUG: It is super unclear what this code does anyway.
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if (string.IsNullOrEmpty (Toplevel.Id))
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{
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var count = 1;
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var id = (_topLevels.Count + count).ToString ();
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while (_topLevels.Count > 0 && _topLevels.FirstOrDefault (x => x.Id == id) is { })
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{
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count++;
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id = (_topLevels.Count + count).ToString ();
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}
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Toplevel.Id = (_topLevels.Count + count).ToString ();
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_topLevels.Push (Toplevel);
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}
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else
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{
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Toplevel dup = _topLevels.FirstOrDefault (x => x.Id == Toplevel.Id);
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if (dup is null)
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{
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_topLevels.Push (Toplevel);
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}
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}
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if (_topLevels.FindDuplicates (new ToplevelEqualityComparer ()).Count > 0)
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{
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throw new ArgumentException ("There are duplicates Toplevels Id's");
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}
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}
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if (Top is null || Toplevel.IsOverlappedContainer)
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{
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Top = Toplevel;
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}
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var refreshDriver = true;
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if (OverlappedTop == null
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|| Toplevel.IsOverlappedContainer
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|| (Current?.Modal == false && Toplevel.Modal)
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|| (Current?.Modal == false && !Toplevel.Modal)
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|| (Current?.Modal == true && Toplevel.Modal))
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{
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if (Toplevel.Visible)
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{
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Current = Toplevel;
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SetCurrentOverlappedAsTop ();
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}
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else
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{
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refreshDriver = false;
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}
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}
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else if ((OverlappedTop != null
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&& Toplevel != OverlappedTop
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&& Current?.Modal == true
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&& !_topLevels.Peek ().Modal)
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|| (OverlappedTop is { } && Toplevel != OverlappedTop && Current?.Running == false))
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{
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refreshDriver = false;
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MoveCurrent (Toplevel);
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}
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else
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{
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refreshDriver = false;
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MoveCurrent (Current);
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}
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//if (Toplevel.LayoutStyle == LayoutStyle.Computed) {
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Toplevel.SetRelativeLayout (Driver.Bounds);
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//}
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Toplevel.LayoutSubviews ();
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Toplevel.PositionToplevels ();
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Toplevel.FocusFirst ();
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if (refreshDriver)
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{
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OverlappedTop?.OnChildLoaded (Toplevel);
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Toplevel.OnLoaded ();
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Toplevel.SetNeedsDisplay ();
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Toplevel.Draw ();
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Toplevel.PositionCursor ();
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Driver.Refresh ();
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}
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NotifyNewRunState?.Invoke (Toplevel, new RunStateEventArgs (rs));
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return rs;
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|
}
|
|
|
|
/// <summary>
|
|
/// Runs the application by calling <see cref="Run(Toplevel, Func{Exception, bool})"/> with the value of
|
|
/// <see cref="Top"/>.
|
|
/// </summary>
|
|
/// <remarks>See <see cref="Run(Toplevel, Func{Exception, bool})"/> for more details.</remarks>
|
|
public static void Run (Func<Exception, bool> errorHandler = null) { Run (Top, errorHandler); }
|
|
|
|
/// <summary>
|
|
/// Runs the application by calling <see cref="Run(Toplevel, Func{Exception, bool})"/> with a new instance of the
|
|
/// specified <see cref="Toplevel"/>-derived class.
|
|
/// <para>Calling <see cref="Init"/> first is not needed as this function will initialize the application.</para>
|
|
/// <para>
|
|
/// <see cref="Shutdown"/> must be called when the application is closing (typically after Run> has returned) to
|
|
/// ensure resources are cleaned up and terminal settings restored.
|
|
/// </para>
|
|
/// </summary>
|
|
/// <remarks>See <see cref="Run(Toplevel, Func{Exception, bool})"/> for more details.</remarks>
|
|
/// <param name="errorHandler"></param>
|
|
/// <param name="driver">
|
|
/// The <see cref="ConsoleDriver"/> to use. If not specified the default driver for the platform will
|
|
/// be used ( <see cref="WindowsDriver"/>, <see cref="CursesDriver"/>, or <see cref="NetDriver"/>). Must be
|
|
/// <see langword="null"/> if <see cref="Init"/> has already been called.
|
|
/// </param>
|
|
public static void Run<T> (Func<Exception, bool> errorHandler = null, ConsoleDriver driver = null)
|
|
where T : Toplevel, new ()
|
|
{
|
|
if (_initialized)
|
|
{
|
|
if (Driver is { })
|
|
{
|
|
// Init() has been called and we have a driver, so just run the app.
|
|
var top = new T ();
|
|
Type type = top.GetType ().BaseType;
|
|
|
|
while (type != typeof (Toplevel) && type != typeof (object))
|
|
{
|
|
type = type.BaseType;
|
|
}
|
|
|
|
if (type != typeof (Toplevel))
|
|
{
|
|
throw new ArgumentException ($"{top.GetType ().Name} must be derived from TopLevel");
|
|
}
|
|
|
|
Run (top, errorHandler);
|
|
}
|
|
else
|
|
{
|
|
// This code path should be impossible because Init(null, null) will select the platform default driver
|
|
throw new InvalidOperationException (
|
|
"Init() completed without a driver being set (this should be impossible); Run<T>() cannot be called."
|
|
);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Init() has NOT been called.
|
|
InternalInit (() => new T (), driver, null, true);
|
|
Run (Top, errorHandler);
|
|
}
|
|
}
|
|
|
|
/// <summary>Runs the main loop on the given <see cref="Toplevel"/> container.</summary>
|
|
/// <remarks>
|
|
/// <para>
|
|
/// This method is used to start processing events for the main application, but it is also used to run other
|
|
/// modal <see cref="View"/>s such as <see cref="Dialog"/> boxes.
|
|
/// </para>
|
|
/// <para>
|
|
/// To make a <see cref="Run(Toplevel, Func{Exception, bool})"/> stop execution, call
|
|
/// <see cref="Application.RequestStop"/>.
|
|
/// </para>
|
|
/// <para>
|
|
/// Calling <see cref="Run(Toplevel, Func{Exception, bool})"/> is equivalent to calling
|
|
/// <see cref="Begin(Toplevel)"/>, followed by <see cref="RunLoop(RunState)"/>, and then calling
|
|
/// <see cref="End(RunState)"/>.
|
|
/// </para>
|
|
/// <para>
|
|
/// Alternatively, to have a program control the main loop and process events manually, call
|
|
/// <see cref="Begin(Toplevel)"/> to set things up manually and then repeatedly call
|
|
/// <see cref="RunLoop(RunState)"/> with the wait parameter set to false. By doing this the
|
|
/// <see cref="RunLoop(RunState)"/> method will only process any pending events, timers, idle handlers and then
|
|
/// return control immediately.
|
|
/// </para>
|
|
/// <para>
|
|
/// RELEASE builds only: When <paramref name="errorHandler"/> is <see langword="null"/> any exceptions will be
|
|
/// rethrown. Otherwise, if <paramref name="errorHandler"/> will be called. If <paramref name="errorHandler"/>
|
|
/// returns <see langword="true"/> the <see cref="RunLoop(RunState)"/> will resume; otherwise this method will
|
|
/// exit.
|
|
/// </para>
|
|
/// </remarks>
|
|
/// <param name="view">The <see cref="Toplevel"/> to run as a modal.</param>
|
|
/// <param name="errorHandler">
|
|
/// RELEASE builds only: Handler for any unhandled exceptions (resumes when returns true,
|
|
/// rethrows when null).
|
|
/// </param>
|
|
public static void Run (Toplevel view, Func<Exception, bool> errorHandler = null)
|
|
{
|
|
var resume = true;
|
|
|
|
while (resume)
|
|
{
|
|
#if !DEBUG
|
|
try
|
|
{
|
|
#endif
|
|
resume = false;
|
|
RunState runState = Begin (view);
|
|
|
|
// If EndAfterFirstIteration is true then the user must dispose of the runToken
|
|
// by using NotifyStopRunState event.
|
|
RunLoop (runState);
|
|
|
|
if (!EndAfterFirstIteration)
|
|
{
|
|
End (runState);
|
|
}
|
|
#if !DEBUG
|
|
}
|
|
catch (Exception error)
|
|
{
|
|
if (errorHandler is null)
|
|
{
|
|
throw;
|
|
}
|
|
|
|
resume = errorHandler (error);
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
|
|
/// <summary>Adds a timeout to the application.</summary>
|
|
/// <remarks>
|
|
/// When time specified passes, the callback will be invoked. If the callback returns true, the timeout will be
|
|
/// reset, repeating the invocation. If it returns false, the timeout will stop and be removed. The returned value is a
|
|
/// token that can be used to stop the timeout by calling <see cref="RemoveTimeout(object)"/>.
|
|
/// </remarks>
|
|
public static object AddTimeout (TimeSpan time, Func<bool> callback) { return MainLoop?.AddTimeout (time, callback); }
|
|
|
|
/// <summary>Removes a previously scheduled timeout</summary>
|
|
/// <remarks>The token parameter is the value returned by <see cref="AddTimeout"/>.</remarks>
|
|
/// Returns
|
|
/// <c>true</c>
|
|
/// if the timeout is successfully removed; otherwise,
|
|
/// <c>false</c>
|
|
/// .
|
|
/// This method also returns
|
|
/// <c>false</c>
|
|
/// if the timeout is not found.
|
|
public static bool RemoveTimeout (object token) { return MainLoop?.RemoveTimeout (token) ?? false; }
|
|
|
|
/// <summary>Runs <paramref name="action"/> on the thread that is processing events</summary>
|
|
/// <param name="action">the action to be invoked on the main processing thread.</param>
|
|
public static void Invoke (Action action)
|
|
{
|
|
MainLoop?.AddIdle (
|
|
() =>
|
|
{
|
|
action ();
|
|
|
|
return false;
|
|
}
|
|
);
|
|
}
|
|
|
|
// TODO: Determine if this is really needed. The only code that calls WakeUp I can find
|
|
// is ProgressBarStyles and it's not clear it needs to.
|
|
/// <summary>Wakes up the running application that might be waiting on input.</summary>
|
|
public static void Wakeup () { MainLoop?.Wakeup (); }
|
|
|
|
/// <summary>Triggers a refresh of the entire display.</summary>
|
|
public static void Refresh ()
|
|
{
|
|
// TODO: Figure out how to remove this call to ClearContents. Refresh should just repaint damaged areas, not clear
|
|
Driver.ClearContents ();
|
|
View last = null;
|
|
|
|
foreach (Toplevel v in _topLevels.Reverse ())
|
|
{
|
|
if (v.Visible)
|
|
{
|
|
v.SetNeedsDisplay ();
|
|
v.SetSubViewNeedsDisplay ();
|
|
v.Draw ();
|
|
}
|
|
|
|
last = v;
|
|
}
|
|
|
|
last?.PositionCursor ();
|
|
Driver.Refresh ();
|
|
}
|
|
|
|
/// <summary>This event is raised on each iteration of the main loop.</summary>
|
|
/// <remarks>See also <see cref="Timeout"/></remarks>
|
|
public static event EventHandler<IterationEventArgs> Iteration;
|
|
|
|
/// <summary>The <see cref="MainLoop"/> driver for the application</summary>
|
|
/// <value>The main loop.</value>
|
|
internal static MainLoop MainLoop { get; private set; }
|
|
|
|
/// <summary>
|
|
/// Set to true to cause <see cref="End"/> to be called after the first iteration. Set to false (the default) to
|
|
/// cause the application to continue running until Application.RequestStop () is called.
|
|
/// </summary>
|
|
public static bool EndAfterFirstIteration { get; set; }
|
|
|
|
//
|
|
// provides the sync context set while executing code in Terminal.Gui, to let
|
|
// users use async/await on their code
|
|
//
|
|
private class MainLoopSyncContext : SynchronizationContext
|
|
{
|
|
public override SynchronizationContext CreateCopy () { return new MainLoopSyncContext (); }
|
|
|
|
public override void Post (SendOrPostCallback d, object state)
|
|
{
|
|
MainLoop.AddIdle (
|
|
() =>
|
|
{
|
|
d (state);
|
|
|
|
return false;
|
|
}
|
|
);
|
|
}
|
|
|
|
//_mainLoop.Driver.Wakeup ();
|
|
public override void Send (SendOrPostCallback d, object state)
|
|
{
|
|
if (Thread.CurrentThread.ManagedThreadId == _mainThreadId)
|
|
{
|
|
d (state);
|
|
}
|
|
else
|
|
{
|
|
var wasExecuted = false;
|
|
|
|
Invoke (
|
|
() =>
|
|
{
|
|
d (state);
|
|
wasExecuted = true;
|
|
}
|
|
);
|
|
|
|
while (!wasExecuted)
|
|
{
|
|
Thread.Sleep (15);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>Building block API: Runs the main loop for the created <see cref="Toplevel"/>.</summary>
|
|
/// <param name="state">The state returned by the <see cref="Begin(Toplevel)"/> method.</param>
|
|
public static void RunLoop (RunState state)
|
|
{
|
|
if (state is null)
|
|
{
|
|
throw new ArgumentNullException (nameof (state));
|
|
}
|
|
|
|
if (state.Toplevel is null)
|
|
{
|
|
throw new ObjectDisposedException ("state");
|
|
}
|
|
|
|
var firstIteration = true;
|
|
|
|
for (state.Toplevel.Running = true; state.Toplevel.Running;)
|
|
{
|
|
MainLoop.Running = true;
|
|
|
|
if (EndAfterFirstIteration && !firstIteration)
|
|
{
|
|
return;
|
|
}
|
|
|
|
RunIteration (ref state, ref firstIteration);
|
|
}
|
|
|
|
MainLoop.Running = false;
|
|
|
|
// Run one last iteration to consume any outstanding input events from Driver
|
|
// This is important for remaining OnKeyUp events.
|
|
RunIteration (ref state, ref firstIteration);
|
|
}
|
|
|
|
/// <summary>Run one application iteration.</summary>
|
|
/// <param name="state">The state returned by <see cref="Begin(Toplevel)"/>.</param>
|
|
/// <param name="firstIteration">
|
|
/// Set to <see langword="true"/> if this is the first run loop iteration. Upon return, it
|
|
/// will be set to <see langword="false"/> if at least one iteration happened.
|
|
/// </param>
|
|
public static void RunIteration (ref RunState state, ref bool firstIteration)
|
|
{
|
|
if (MainLoop.Running && MainLoop.EventsPending ())
|
|
{
|
|
// Notify Toplevel it's ready
|
|
if (firstIteration)
|
|
{
|
|
state.Toplevel.OnReady ();
|
|
}
|
|
|
|
MainLoop.RunIteration ();
|
|
Iteration?.Invoke (null, new IterationEventArgs ());
|
|
EnsureModalOrVisibleAlwaysOnTop (state.Toplevel);
|
|
|
|
if (state.Toplevel != Current)
|
|
{
|
|
OverlappedTop?.OnDeactivate (state.Toplevel);
|
|
state.Toplevel = Current;
|
|
OverlappedTop?.OnActivate (state.Toplevel);
|
|
Top.SetSubViewNeedsDisplay ();
|
|
Refresh ();
|
|
}
|
|
}
|
|
|
|
firstIteration = false;
|
|
|
|
if (state.Toplevel != Top && (Top.NeedsDisplay || Top.SubViewNeedsDisplay || Top.LayoutNeeded))
|
|
{
|
|
state.Toplevel.SetNeedsDisplay (state.Toplevel.Frame);
|
|
Top.Draw ();
|
|
|
|
foreach (Toplevel top in _topLevels.Reverse ())
|
|
{
|
|
if (top != Top && top != state.Toplevel)
|
|
{
|
|
top.SetNeedsDisplay ();
|
|
top.SetSubViewNeedsDisplay ();
|
|
top.Draw ();
|
|
}
|
|
}
|
|
}
|
|
|
|
if (_topLevels.Count == 1
|
|
&& state.Toplevel == Top
|
|
&& (Driver.Cols != state.Toplevel.Frame.Width
|
|
|| Driver.Rows != state.Toplevel.Frame.Height)
|
|
&& (state.Toplevel.NeedsDisplay
|
|
|| state.Toplevel.SubViewNeedsDisplay
|
|
|| state.Toplevel.LayoutNeeded))
|
|
{
|
|
state.Toplevel.Clear (Driver.Bounds);
|
|
}
|
|
|
|
if (state.Toplevel.NeedsDisplay || state.Toplevel.SubViewNeedsDisplay || state.Toplevel.LayoutNeeded || OverlappedChildNeedsDisplay ())
|
|
{
|
|
state.Toplevel.Draw ();
|
|
state.Toplevel.PositionCursor ();
|
|
Driver.Refresh ();
|
|
}
|
|
else
|
|
{
|
|
Driver.UpdateCursor ();
|
|
}
|
|
|
|
if (state.Toplevel != Top && !state.Toplevel.Modal && (Top.NeedsDisplay || Top.SubViewNeedsDisplay || Top.LayoutNeeded))
|
|
{
|
|
Top.Draw ();
|
|
}
|
|
}
|
|
|
|
/// <summary>Stops running the most recent <see cref="Toplevel"/> or the <paramref name="top"/> if provided.</summary>
|
|
/// <param name="top">The <see cref="Toplevel"/> to stop.</param>
|
|
/// <remarks>
|
|
/// <para>This will cause <see cref="Application.Run(Func{Exception, bool})"/> to return.</para>
|
|
/// <para>
|
|
/// Calling <see cref="Application.RequestStop"/> is equivalent to setting the <see cref="Toplevel.Running"/>
|
|
/// property on the currently running <see cref="Toplevel"/> to false.
|
|
/// </para>
|
|
/// </remarks>
|
|
public static void RequestStop (Toplevel top = null)
|
|
{
|
|
if (OverlappedTop is null || top is null || (OverlappedTop is null && top is { }))
|
|
{
|
|
top = Current;
|
|
}
|
|
|
|
if (OverlappedTop != null
|
|
&& top.IsOverlappedContainer
|
|
&& top?.Running == true
|
|
&& (Current?.Modal == false || (Current?.Modal == true && Current?.Running == false)))
|
|
{
|
|
OverlappedTop.RequestStop ();
|
|
}
|
|
else if (OverlappedTop != null
|
|
&& top != Current
|
|
&& Current?.Running == true
|
|
&& Current?.Modal == true
|
|
&& top.Modal
|
|
&& top.Running)
|
|
{
|
|
var ev = new ToplevelClosingEventArgs (Current);
|
|
Current.OnClosing (ev);
|
|
|
|
if (ev.Cancel)
|
|
{
|
|
return;
|
|
}
|
|
|
|
ev = new ToplevelClosingEventArgs (top);
|
|
top.OnClosing (ev);
|
|
|
|
if (ev.Cancel)
|
|
{
|
|
return;
|
|
}
|
|
|
|
Current.Running = false;
|
|
OnNotifyStopRunState (Current);
|
|
top.Running = false;
|
|
OnNotifyStopRunState (top);
|
|
}
|
|
else if ((OverlappedTop != null
|
|
&& top != OverlappedTop
|
|
&& top != Current
|
|
&& Current?.Modal == false
|
|
&& Current?.Running == true
|
|
&& !top.Running)
|
|
|| (OverlappedTop != null
|
|
&& top != OverlappedTop
|
|
&& top != Current
|
|
&& Current?.Modal == false
|
|
&& Current?.Running == false
|
|
&& !top.Running
|
|
&& _topLevels.ToArray () [1].Running))
|
|
{
|
|
MoveCurrent (top);
|
|
}
|
|
else if (OverlappedTop != null
|
|
&& Current != top
|
|
&& Current?.Running == true
|
|
&& !top.Running
|
|
&& Current?.Modal == true
|
|
&& top.Modal)
|
|
{
|
|
// The Current and the top are both modal so needed to set the Current.Running to false too.
|
|
Current.Running = false;
|
|
OnNotifyStopRunState (Current);
|
|
}
|
|
else if (OverlappedTop != null
|
|
&& Current == top
|
|
&& OverlappedTop?.Running == true
|
|
&& Current?.Running == true
|
|
&& top.Running
|
|
&& Current?.Modal == true
|
|
&& top.Modal)
|
|
{
|
|
// The OverlappedTop was requested to stop inside a modal Toplevel which is the Current and top,
|
|
// both are the same, so needed to set the Current.Running to false too.
|
|
Current.Running = false;
|
|
OnNotifyStopRunState (Current);
|
|
}
|
|
else
|
|
{
|
|
Toplevel currentTop;
|
|
|
|
if (top == Current || (Current?.Modal == true && !top.Modal))
|
|
{
|
|
currentTop = Current;
|
|
}
|
|
else
|
|
{
|
|
currentTop = top;
|
|
}
|
|
|
|
if (!currentTop.Running)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var ev = new ToplevelClosingEventArgs (currentTop);
|
|
currentTop.OnClosing (ev);
|
|
|
|
if (ev.Cancel)
|
|
{
|
|
return;
|
|
}
|
|
|
|
currentTop.Running = false;
|
|
OnNotifyStopRunState (currentTop);
|
|
}
|
|
}
|
|
|
|
private static void OnNotifyStopRunState (Toplevel top)
|
|
{
|
|
if (EndAfterFirstIteration)
|
|
{
|
|
NotifyStopRunState?.Invoke (top, new ToplevelEventArgs (top));
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Building block API: completes the execution of a <see cref="Toplevel"/> that was started with
|
|
/// <see cref="Begin(Toplevel)"/> .
|
|
/// </summary>
|
|
/// <param name="runState">The <see cref="RunState"/> returned by the <see cref="Begin(Toplevel)"/> method.</param>
|
|
public static void End (RunState runState)
|
|
{
|
|
if (runState is null)
|
|
{
|
|
throw new ArgumentNullException (nameof (runState));
|
|
}
|
|
|
|
if (OverlappedTop is { })
|
|
{
|
|
OverlappedTop.OnChildUnloaded (runState.Toplevel);
|
|
}
|
|
else
|
|
{
|
|
runState.Toplevel.OnUnloaded ();
|
|
}
|
|
|
|
// End the RunState.Toplevel
|
|
// First, take it off the Toplevel Stack
|
|
if (_topLevels.Count > 0)
|
|
{
|
|
if (_topLevels.Peek () != runState.Toplevel)
|
|
{
|
|
// If there the top of the stack is not the RunState.Toplevel then
|
|
// this call to End is not balanced with the call to Begin that started the RunState
|
|
throw new ArgumentException ("End must be balanced with calls to Begin");
|
|
}
|
|
|
|
_topLevels.Pop ();
|
|
}
|
|
|
|
// Notify that it is closing
|
|
runState.Toplevel?.OnClosed (runState.Toplevel);
|
|
|
|
// If there is a OverlappedTop that is not the RunState.Toplevel then runstate.TopLevel
|
|
// is a child of MidTop and we should notify the OverlappedTop that it is closing
|
|
if (OverlappedTop is { } && !runState.Toplevel.Modal && runState.Toplevel != OverlappedTop)
|
|
{
|
|
OverlappedTop.OnChildClosed (runState.Toplevel);
|
|
}
|
|
|
|
// Set Current and Top to the next TopLevel on the stack
|
|
if (_topLevels.Count == 0)
|
|
{
|
|
Current = null;
|
|
}
|
|
else
|
|
{
|
|
Current = _topLevels.Peek ();
|
|
|
|
if (_topLevels.Count == 1 && Current == OverlappedTop)
|
|
{
|
|
OverlappedTop.OnAllChildClosed ();
|
|
}
|
|
else
|
|
{
|
|
SetCurrentOverlappedAsTop ();
|
|
runState.Toplevel.OnLeave (Current);
|
|
Current.OnEnter (runState.Toplevel);
|
|
}
|
|
|
|
Refresh ();
|
|
}
|
|
|
|
runState.Toplevel?.Dispose ();
|
|
runState.Toplevel = null;
|
|
runState.Dispose ();
|
|
}
|
|
|
|
#endregion Run (Begin, Run, End)
|
|
|
|
#region Toplevel handling
|
|
|
|
/// <summary>Holds the stack of TopLevel views.</summary>
|
|
|
|
// BUGBUG: Techncally, this is not the full lst of TopLevels. THere be dragons hwre. E.g. see how Toplevel.Id is used. What
|
|
// about TopLevels that are just a SubView of another View?
|
|
internal static readonly Stack<Toplevel> _topLevels = new ();
|
|
|
|
/// <summary>The <see cref="Toplevel"/> object used for the application on startup (<seealso cref="Application.Top"/>)</summary>
|
|
/// <value>The top.</value>
|
|
public static Toplevel Top { get; private set; }
|
|
|
|
/// <summary>
|
|
/// The current <see cref="Toplevel"/> object. This is updated when
|
|
/// <see cref="Application.Run(Func{Exception, bool})"/> enters and leaves to point to the current
|
|
/// <see cref="Toplevel"/> .
|
|
/// </summary>
|
|
/// <value>The current.</value>
|
|
public static Toplevel Current { get; private set; }
|
|
|
|
private static void EnsureModalOrVisibleAlwaysOnTop (Toplevel Toplevel)
|
|
{
|
|
if (!Toplevel.Running
|
|
|| (Toplevel == Current && Toplevel.Visible)
|
|
|| OverlappedTop == null
|
|
|| _topLevels.Peek ().Modal)
|
|
{
|
|
return;
|
|
}
|
|
|
|
foreach (Toplevel top in _topLevels.Reverse ())
|
|
{
|
|
if (top.Modal && top != Current)
|
|
{
|
|
MoveCurrent (top);
|
|
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (!Toplevel.Visible && Toplevel == Current)
|
|
{
|
|
OverlappedMoveNext ();
|
|
}
|
|
}
|
|
|
|
#nullable enable
|
|
private static Toplevel? FindDeepestTop (Toplevel start, int x, int y)
|
|
{
|
|
if (!start.Frame.Contains (x, y))
|
|
{
|
|
return null;
|
|
}
|
|
|
|
if (_topLevels is { Count: > 0 })
|
|
{
|
|
int rx = x - start.Frame.X;
|
|
int ry = y - start.Frame.Y;
|
|
|
|
foreach (Toplevel t in _topLevels)
|
|
{
|
|
if (t != Current)
|
|
{
|
|
if (t != start && t.Visible && t.Frame.Contains (rx, ry))
|
|
{
|
|
start = t;
|
|
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return start;
|
|
}
|
|
#nullable restore
|
|
|
|
private static View FindTopFromView (View view)
|
|
{
|
|
View top = view?.SuperView is { } && view?.SuperView != Top
|
|
? view.SuperView
|
|
: view;
|
|
|
|
while (top?.SuperView is { } && top?.SuperView != Top)
|
|
{
|
|
top = top.SuperView;
|
|
}
|
|
|
|
return top;
|
|
}
|
|
|
|
#nullable enable
|
|
// Only return true if the Current has changed.
|
|
private static bool MoveCurrent (Toplevel top)
|
|
{
|
|
// The Current is modal and the top is not modal Toplevel then
|
|
// the Current must be moved above the first not modal Toplevel.
|
|
if (OverlappedTop is { }
|
|
&& top != OverlappedTop
|
|
&& top != Current
|
|
&& Current?.Modal == true
|
|
&& !_topLevels.Peek ().Modal)
|
|
{
|
|
lock (_topLevels)
|
|
{
|
|
_topLevels.MoveTo (Current, 0, new ToplevelEqualityComparer ());
|
|
}
|
|
|
|
var index = 0;
|
|
Toplevel [] savedToplevels = _topLevels.ToArray ();
|
|
|
|
foreach (Toplevel t in savedToplevels)
|
|
{
|
|
if (!t.Modal && t != Current && t != top && t != savedToplevels [index])
|
|
{
|
|
lock (_topLevels)
|
|
{
|
|
_topLevels.MoveTo (top, index, new ToplevelEqualityComparer ());
|
|
}
|
|
}
|
|
|
|
index++;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
// The Current and the top are both not running Toplevel then
|
|
// the top must be moved above the first not running Toplevel.
|
|
if (OverlappedTop != null
|
|
&& top != OverlappedTop
|
|
&& top != Current
|
|
&& Current?.Running == false
|
|
&& !top.Running)
|
|
{
|
|
lock (_topLevels)
|
|
{
|
|
_topLevels.MoveTo (Current, 0, new ToplevelEqualityComparer ());
|
|
}
|
|
|
|
var index = 0;
|
|
|
|
foreach (Toplevel t in _topLevels.ToArray ())
|
|
{
|
|
if (!t.Running && t != Current && index > 0)
|
|
{
|
|
lock (_topLevels)
|
|
{
|
|
_topLevels.MoveTo (top, index - 1, new ToplevelEqualityComparer ());
|
|
}
|
|
}
|
|
|
|
index++;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
if ((OverlappedTop is { } && top?.Modal == true && _topLevels.Peek () != top)
|
|
|| (OverlappedTop is { } && Current != OverlappedTop && Current?.Modal == false && top == OverlappedTop)
|
|
|| (OverlappedTop is { } && Current?.Modal == false && top != Current)
|
|
|| (OverlappedTop is { } && Current?.Modal == true && top == OverlappedTop))
|
|
{
|
|
lock (_topLevels)
|
|
{
|
|
_topLevels.MoveTo (top, 0, new ToplevelEqualityComparer ());
|
|
Current = top;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
#nullable restore
|
|
|
|
/// <summary>Invoked when the terminal's size changed. The new size of the terminal is provided.</summary>
|
|
/// <remarks>
|
|
/// Event handlers can set <see cref="SizeChangedEventArgs.Cancel"/> to <see langword="true"/> to prevent
|
|
/// <see cref="Application"/> from changing it's size to match the new terminal size.
|
|
/// </remarks>
|
|
public static event EventHandler<SizeChangedEventArgs> SizeChanging;
|
|
|
|
/// <summary>
|
|
/// Called when the application's size changes. Sets the size of all <see cref="Toplevel"/>s and fires the
|
|
/// <see cref="SizeChanging"/> event.
|
|
/// </summary>
|
|
/// <param name="args">The new size.</param>
|
|
/// <returns><see lanword="true"/>if the size was changed.</returns>
|
|
public static bool OnSizeChanging (SizeChangedEventArgs args)
|
|
{
|
|
SizeChanging?.Invoke (null, args);
|
|
|
|
if (args.Cancel)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
foreach (Toplevel t in _topLevels)
|
|
{
|
|
t.SetRelativeLayout (new Rectangle (0, 0, args.Size.Width, args.Size.Height));
|
|
t.LayoutSubviews ();
|
|
t.PositionToplevels ();
|
|
t.OnSizeChanging (new SizeChangedEventArgs (args.Size));
|
|
}
|
|
|
|
Refresh ();
|
|
|
|
return true;
|
|
}
|
|
|
|
#endregion Toplevel handling
|
|
|
|
#region Mouse handling
|
|
|
|
/// <summary>Disable or enable the mouse. The mouse is enabled by default.</summary>
|
|
[SerializableConfigurationProperty (Scope = typeof (SettingsScope))]
|
|
public static bool IsMouseDisabled { get; set; }
|
|
|
|
/// <summary>The current <see cref="View"/> object that wants continuous mouse button pressed events.</summary>
|
|
public static View WantContinuousButtonPressedView { get; private set; }
|
|
|
|
/// <summary>
|
|
/// Gets the view that grabbed the mouse (e.g. for dragging). When this is set, all mouse events will be routed to
|
|
/// this view until the view calls <see cref="UngrabMouse"/> or the mouse is released.
|
|
/// </summary>
|
|
public static View MouseGrabView { get; private set; }
|
|
|
|
/// <summary>Invoked when a view wants to grab the mouse; can be canceled.</summary>
|
|
public static event EventHandler<GrabMouseEventArgs> GrabbingMouse;
|
|
|
|
/// <summary>Invoked when a view wants un-grab the mouse; can be canceled.</summary>
|
|
public static event EventHandler<GrabMouseEventArgs> UnGrabbingMouse;
|
|
|
|
/// <summary>Invoked after a view has grabbed the mouse.</summary>
|
|
public static event EventHandler<ViewEventArgs> GrabbedMouse;
|
|
|
|
/// <summary>Invoked after a view has un-grabbed the mouse.</summary>
|
|
public static event EventHandler<ViewEventArgs> UnGrabbedMouse;
|
|
|
|
/// <summary>
|
|
/// Grabs the mouse, forcing all mouse events to be routed to the specified view until <see cref="UngrabMouse"/>
|
|
/// is called.
|
|
/// </summary>
|
|
/// <param name="view">View that will receive all mouse events until <see cref="UngrabMouse"/> is invoked.</param>
|
|
public static void GrabMouse (View view)
|
|
{
|
|
if (view is null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (!OnGrabbingMouse (view))
|
|
{
|
|
OnGrabbedMouse (view);
|
|
MouseGrabView = view;
|
|
}
|
|
}
|
|
|
|
/// <summary>Releases the mouse grab, so mouse events will be routed to the view on which the mouse is.</summary>
|
|
public static void UngrabMouse ()
|
|
{
|
|
if (MouseGrabView is null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (!OnUnGrabbingMouse (MouseGrabView))
|
|
{
|
|
OnUnGrabbedMouse (MouseGrabView);
|
|
MouseGrabView = null;
|
|
}
|
|
}
|
|
|
|
private static bool OnGrabbingMouse (View view)
|
|
{
|
|
if (view is null)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
var evArgs = new GrabMouseEventArgs (view);
|
|
GrabbingMouse?.Invoke (view, evArgs);
|
|
|
|
return evArgs.Cancel;
|
|
}
|
|
|
|
private static bool OnUnGrabbingMouse (View view)
|
|
{
|
|
if (view is null)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
var evArgs = new GrabMouseEventArgs (view);
|
|
UnGrabbingMouse?.Invoke (view, evArgs);
|
|
|
|
return evArgs.Cancel;
|
|
}
|
|
|
|
private static void OnGrabbedMouse (View view)
|
|
{
|
|
if (view is null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
GrabbedMouse?.Invoke (view, new ViewEventArgs (view));
|
|
}
|
|
|
|
private static void OnUnGrabbedMouse (View view)
|
|
{
|
|
if (view is null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
UnGrabbedMouse?.Invoke (view, new ViewEventArgs (view));
|
|
}
|
|
|
|
// Used by OnMouseEvent to track the last view that was clicked on.
|
|
internal static View _mouseEnteredView;
|
|
|
|
/// <summary>Event fired when a mouse move or click occurs. Coordinates are screen relative.</summary>
|
|
/// <remarks>
|
|
/// <para>
|
|
/// Use this event to receive mouse events in screen coordinates. Use <see cref="Responder.MouseEvent"/> to
|
|
/// receive mouse events relative to a <see cref="View"/>'s bounds.
|
|
/// </para>
|
|
/// <para>The <see cref="MouseEvent.View"/> will contain the <see cref="View"/> that contains the mouse coordinates.</para>
|
|
/// </remarks>
|
|
public static event EventHandler<MouseEventEventArgs> MouseEvent;
|
|
|
|
#nullable enable
|
|
/// <summary>Called when a mouse event occurs. Raises the <see cref="MouseEvent"/> event.</summary>
|
|
/// <remarks>This method can be used to simulate a mouse event, e.g. in unit tests.</remarks>
|
|
/// <param name="a">The mouse event with coordinates relative to the screen.</param>
|
|
internal static void OnMouseEvent (MouseEventEventArgs a)
|
|
{
|
|
if (IsMouseDisabled)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var view = View.FindDeepestView (Current, a.MouseEvent.X, a.MouseEvent.Y, out int screenX, out int screenY);
|
|
|
|
if (view is { WantContinuousButtonPressed: true })
|
|
{
|
|
WantContinuousButtonPressedView = view;
|
|
}
|
|
else
|
|
{
|
|
WantContinuousButtonPressedView = null;
|
|
}
|
|
|
|
if (view is { })
|
|
{
|
|
a.MouseEvent.View = view;
|
|
}
|
|
|
|
MouseEvent?.Invoke (null, new MouseEventEventArgs (a.MouseEvent));
|
|
|
|
if (a.MouseEvent.Handled)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (MouseGrabView is { })
|
|
{
|
|
// If the mouse is grabbed, send the event to the view that grabbed it.
|
|
// The coordinates are relative to the Bounds of the view that grabbed the mouse.
|
|
Point newxy = MouseGrabView.ScreenToFrame (a.MouseEvent.X, a.MouseEvent.Y);
|
|
|
|
var nme = new MouseEvent
|
|
{
|
|
X = newxy.X,
|
|
Y = newxy.Y,
|
|
Flags = a.MouseEvent.Flags,
|
|
OfX = a.MouseEvent.X - newxy.X,
|
|
OfY = a.MouseEvent.Y - newxy.Y,
|
|
View = view
|
|
};
|
|
|
|
if (OutsideRect (new Point (nme.X, nme.Y), MouseGrabView.Bounds))
|
|
{
|
|
// The mouse has moved outside the bounds of the the view that
|
|
// grabbed the mouse, so we tell the view that last got
|
|
// OnMouseEnter the mouse is leaving
|
|
// BUGBUG: That sentence makes no sense. Either I'm missing something
|
|
// or this logic is flawed.
|
|
_mouseEnteredView?.OnMouseLeave (a.MouseEvent);
|
|
}
|
|
|
|
//System.Diagnostics.Debug.WriteLine ($"{nme.Flags};{nme.X};{nme.Y};{mouseGrabView}");
|
|
if (MouseGrabView?.OnMouseEvent (nme) == true)
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
if ((view is null || view == OverlappedTop)
|
|
&& Current is { Modal: false }
|
|
&& OverlappedTop != null
|
|
&& a.MouseEvent.Flags != MouseFlags.ReportMousePosition
|
|
&& a.MouseEvent.Flags != 0)
|
|
{
|
|
View top = FindDeepestTop (Top, a.MouseEvent.X, a.MouseEvent.Y);
|
|
view = View.FindDeepestView (top, a.MouseEvent.X, a.MouseEvent.Y, out screenX, out screenY);
|
|
|
|
if (view is { } && view != OverlappedTop && top != Current)
|
|
{
|
|
MoveCurrent ((Toplevel)top);
|
|
}
|
|
}
|
|
|
|
if (view is { })
|
|
{
|
|
// Work inside-out (Padding, Border, Margin)
|
|
// TODO: Debate whether inside-out or outside-in is the right strategy
|
|
if (AdornmentHandledMouseEvent (view?.Padding, a))
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (AdornmentHandledMouseEvent (view?.Border, a))
|
|
{
|
|
if (view is Toplevel)
|
|
{
|
|
// TODO: This is a temporary hack to work around the fact that
|
|
// drag handling is handled in Toplevel (See Issue #2537)
|
|
|
|
var me = new MouseEvent
|
|
{
|
|
X = screenX,
|
|
Y = screenY,
|
|
Flags = a.MouseEvent.Flags,
|
|
OfX = screenX,
|
|
OfY = screenY,
|
|
View = view
|
|
};
|
|
|
|
if (_mouseEnteredView is null)
|
|
{
|
|
_mouseEnteredView = view;
|
|
view.OnMouseEnter (me);
|
|
}
|
|
else if (_mouseEnteredView != view)
|
|
{
|
|
_mouseEnteredView.OnMouseLeave (me);
|
|
view.OnMouseEnter (me);
|
|
_mouseEnteredView = view;
|
|
}
|
|
|
|
if (!view.WantMousePositionReports && a.MouseEvent.Flags == MouseFlags.ReportMousePosition)
|
|
{
|
|
return;
|
|
}
|
|
|
|
WantContinuousButtonPressedView = view.WantContinuousButtonPressed ? view : null;
|
|
|
|
if (view.OnMouseEvent (me))
|
|
{
|
|
// Should we bubble up the event, if it is not handled?
|
|
//return;
|
|
}
|
|
|
|
BringOverlappedTopToFront ();
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
if (AdornmentHandledMouseEvent (view?.Margin, a))
|
|
{
|
|
return;
|
|
}
|
|
|
|
Rectangle bounds = view.BoundsToScreen (view.Bounds);
|
|
|
|
if (bounds.Contains (a.MouseEvent.X, a.MouseEvent.Y))
|
|
{
|
|
Point boundsPoint = view.ScreenToBounds (a.MouseEvent.X, a.MouseEvent.Y);
|
|
|
|
var me = new MouseEvent
|
|
{
|
|
X = boundsPoint.X,
|
|
Y = boundsPoint.Y,
|
|
Flags = a.MouseEvent.Flags,
|
|
OfX = boundsPoint.X,
|
|
OfY = boundsPoint.Y,
|
|
View = view
|
|
};
|
|
|
|
if (_mouseEnteredView is null)
|
|
{
|
|
_mouseEnteredView = view;
|
|
view.OnMouseEnter (me);
|
|
}
|
|
else if (_mouseEnteredView != view)
|
|
{
|
|
_mouseEnteredView.OnMouseLeave (me);
|
|
view.OnMouseEnter (me);
|
|
_mouseEnteredView = view;
|
|
}
|
|
|
|
if (!view.WantMousePositionReports && a.MouseEvent.Flags == MouseFlags.ReportMousePosition)
|
|
{
|
|
return;
|
|
}
|
|
|
|
WantContinuousButtonPressedView = view.WantContinuousButtonPressed ? view : null;
|
|
|
|
if (view.OnMouseEvent (me))
|
|
{
|
|
// Should we bubble up the event, if it is not handled?
|
|
//return;
|
|
}
|
|
|
|
BringOverlappedTopToFront ();
|
|
}
|
|
}
|
|
|
|
return;
|
|
|
|
static bool AdornmentHandledMouseEvent (Adornment? frame, MouseEventEventArgs args)
|
|
{
|
|
if (frame?.Thickness.Contains (frame.FrameToScreen (), args.MouseEvent.X, args.MouseEvent.Y) is not true)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
Point boundsPoint = frame.ScreenToBounds (args.MouseEvent.X, args.MouseEvent.Y);
|
|
|
|
var me = new MouseEvent
|
|
{
|
|
X = boundsPoint.X,
|
|
Y = boundsPoint.Y,
|
|
Flags = args.MouseEvent.Flags,
|
|
OfX = boundsPoint.X,
|
|
OfY = boundsPoint.Y,
|
|
View = frame
|
|
};
|
|
frame.OnMouseEvent (me);
|
|
|
|
return true;
|
|
}
|
|
|
|
static bool OutsideRect (Point p, Rectangle r) { return p.X < 0 || p.X > r.Right || p.Y < 0 || p.Y > r.Bottom; }
|
|
}
|
|
#nullable restore
|
|
|
|
#endregion Mouse handling
|
|
|
|
#region Keyboard handling
|
|
|
|
private static Key _alternateForwardKey = Key.Empty; // Defined in config.json
|
|
|
|
/// <summary>Alternative key to navigate forwards through views. Ctrl+Tab is the primary key.</summary>
|
|
[SerializableConfigurationProperty (Scope = typeof (SettingsScope))]
|
|
[JsonConverter (typeof (KeyJsonConverter))]
|
|
public static Key AlternateForwardKey
|
|
{
|
|
get => _alternateForwardKey;
|
|
set
|
|
{
|
|
if (_alternateForwardKey != value)
|
|
{
|
|
Key oldKey = _alternateForwardKey;
|
|
_alternateForwardKey = value;
|
|
OnAlternateForwardKeyChanged (new KeyChangedEventArgs (oldKey, value));
|
|
}
|
|
}
|
|
}
|
|
|
|
private static void OnAlternateForwardKeyChanged (KeyChangedEventArgs e)
|
|
{
|
|
foreach (Toplevel top in _topLevels.ToArray ())
|
|
{
|
|
top.OnAlternateForwardKeyChanged (e);
|
|
}
|
|
}
|
|
|
|
private static Key _alternateBackwardKey = Key.Empty; // Defined in config.json
|
|
|
|
/// <summary>Alternative key to navigate backwards through views. Shift+Ctrl+Tab is the primary key.</summary>
|
|
[SerializableConfigurationProperty (Scope = typeof (SettingsScope))]
|
|
[JsonConverter (typeof (KeyJsonConverter))]
|
|
public static Key AlternateBackwardKey
|
|
{
|
|
get => _alternateBackwardKey;
|
|
set
|
|
{
|
|
if (_alternateBackwardKey != value)
|
|
{
|
|
Key oldKey = _alternateBackwardKey;
|
|
_alternateBackwardKey = value;
|
|
OnAlternateBackwardKeyChanged (new KeyChangedEventArgs (oldKey, value));
|
|
}
|
|
}
|
|
}
|
|
|
|
private static void OnAlternateBackwardKeyChanged (KeyChangedEventArgs oldKey)
|
|
{
|
|
foreach (Toplevel top in _topLevels.ToArray ())
|
|
{
|
|
top.OnAlternateBackwardKeyChanged (oldKey);
|
|
}
|
|
}
|
|
|
|
private static Key _quitKey = Key.Empty; // Defined in config.json
|
|
|
|
/// <summary>Gets or sets the key to quit the application.</summary>
|
|
[SerializableConfigurationProperty (Scope = typeof (SettingsScope))]
|
|
[JsonConverter (typeof (KeyJsonConverter))]
|
|
public static Key QuitKey
|
|
{
|
|
get => _quitKey;
|
|
set
|
|
{
|
|
if (_quitKey != value)
|
|
{
|
|
Key oldKey = _quitKey;
|
|
_quitKey = value;
|
|
OnQuitKeyChanged (new KeyChangedEventArgs (oldKey, value));
|
|
}
|
|
}
|
|
}
|
|
|
|
private static void OnQuitKeyChanged (KeyChangedEventArgs e)
|
|
{
|
|
// Duplicate the list so if it changes during enumeration we're safe
|
|
foreach (Toplevel top in _topLevels.ToArray ())
|
|
{
|
|
top.OnQuitKeyChanged (e);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Event fired when the user presses a key. Fired by <see cref="OnKeyDown"/>.
|
|
/// <para>
|
|
/// Set <see cref="Key.Handled"/> to <see langword="true"/> to indicate the key was handled and to prevent
|
|
/// additional processing.
|
|
/// </para>
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// All drivers support firing the <see cref="KeyDown"/> event. Some drivers (Curses) do not support firing the
|
|
/// <see cref="KeyDown"/> and <see cref="KeyUp"/> events.
|
|
/// <para>Fired after <see cref="KeyDown"/> and before <see cref="KeyUp"/>.</para>
|
|
/// </remarks>
|
|
public static event EventHandler<Key> KeyDown;
|
|
|
|
/// <summary>
|
|
/// Called by the <see cref="ConsoleDriver"/> when the user presses a key. Fires the <see cref="KeyDown"/> event
|
|
/// then calls <see cref="View.NewKeyDownEvent"/> on all top level views. Called after <see cref="OnKeyDown"/> and
|
|
/// before <see cref="OnKeyUp"/>.
|
|
/// </summary>
|
|
/// <remarks>Can be used to simulate key press events.</remarks>
|
|
/// <param name="keyEvent"></param>
|
|
/// <returns><see langword="true"/> if the key was handled.</returns>
|
|
public static bool OnKeyDown (Key keyEvent)
|
|
{
|
|
if (!_initialized)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
KeyDown?.Invoke (null, keyEvent);
|
|
|
|
if (keyEvent.Handled)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
foreach (Toplevel topLevel in _topLevels.ToList ())
|
|
{
|
|
if (topLevel.NewKeyDownEvent (keyEvent))
|
|
{
|
|
return true;
|
|
}
|
|
|
|
if (topLevel.Modal)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Invoke any Global KeyBindings
|
|
foreach (Toplevel topLevel in _topLevels.ToList ())
|
|
{
|
|
foreach (View view in topLevel.Subviews.Where (
|
|
v => v.KeyBindings.TryGet (
|
|
keyEvent,
|
|
KeyBindingScope.Application,
|
|
out KeyBinding _
|
|
)
|
|
))
|
|
{
|
|
if (view.KeyBindings.TryGet (keyEvent.KeyCode, KeyBindingScope.Application, out KeyBinding _))
|
|
{
|
|
bool? handled = view.OnInvokingKeyBindings (keyEvent);
|
|
|
|
if (handled is { } && (bool)handled)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Event fired when the user releases a key. Fired by <see cref="OnKeyUp"/>.
|
|
/// <para>
|
|
/// Set <see cref="Key.Handled"/> to <see langword="true"/> to indicate the key was handled and to prevent
|
|
/// additional processing.
|
|
/// </para>
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// All drivers support firing the <see cref="KeyDown"/> event. Some drivers (Curses) do not support firing the
|
|
/// <see cref="KeyDown"/> and <see cref="KeyUp"/> events.
|
|
/// <para>Fired after <see cref="KeyDown"/>.</para>
|
|
/// </remarks>
|
|
public static event EventHandler<Key> KeyUp;
|
|
|
|
/// <summary>
|
|
/// Called by the <see cref="ConsoleDriver"/> when the user releases a key. Fires the <see cref="KeyUp"/> event
|
|
/// then calls <see cref="View.NewKeyUpEvent"/> on all top level views. Called after <see cref="OnKeyDown"/>.
|
|
/// </summary>
|
|
/// <remarks>Can be used to simulate key press events.</remarks>
|
|
/// <param name="a"></param>
|
|
/// <returns><see langword="true"/> if the key was handled.</returns>
|
|
public static bool OnKeyUp (Key a)
|
|
{
|
|
if (!_initialized)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
KeyUp?.Invoke (null, a);
|
|
|
|
if (a.Handled)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
foreach (Toplevel topLevel in _topLevels.ToList ())
|
|
{
|
|
if (topLevel.NewKeyUpEvent (a))
|
|
{
|
|
return true;
|
|
}
|
|
|
|
if (topLevel.Modal)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
#endregion Keyboard handling
|
|
}
|
|
|
|
/// <summary>Event arguments for the <see cref="Application.Iteration"/> event.</summary>
|
|
public class IterationEventArgs
|
|
{ }
|