mirror of
https://github.com/gui-cs/Terminal.Gui.git
synced 2025-12-31 02:08:03 +01:00
* initial commit * Clarified RootMouseEvent * Added application mouse coord tests * ViewToScreen -> BoundsToScreen * Simplified View.Move * Simplified View.Move * Updated API docs; made some functions private * more ViewLayout cleanup * more ViewLayout cleanup * Added View.ScreenToBounds and low-level coord unit tests * Partial fix * Refactored Application.OnMouseEvent... Tests still fail and views are broken * Added Bounds/FrameToScreen * Remamed ScreenToView->ScreenToFrame * All unit tests pass * Fixed ListView * Fixed TableView * Fixed ColorPicker * Fixed RadioGroup * Fixed ListView unit tests * Fixed line drawing scenario * Updated comment * fixed api doc typo * fixed formatting * added some thickness Contains unit tests * MouseEvent api doc updates * More thickness tests * More thickness tests
274 lines
7.7 KiB
C#
274 lines
7.7 KiB
C#
using System.Text;
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using System;
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namespace Terminal.Gui;
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/// <summary>
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/// Specifies the style that a <see cref="ProgressBar"/> uses to indicate the progress of an operation.
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/// </summary>
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public enum ProgressBarStyle {
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/// <summary>
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/// Indicates progress by increasing the number of segmented blocks in a <see cref="ProgressBar"/>.
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/// </summary>
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Blocks,
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/// <summary>
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/// Indicates progress by increasing the size of a smooth, continuous bar in a <see cref="ProgressBar"/>.
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/// </summary>
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Continuous,
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/// <summary>
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/// Indicates progress by continuously scrolling a block across a <see cref="ProgressBar"/> in a marquee fashion.
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/// </summary>
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MarqueeBlocks,
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/// <summary>
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/// Indicates progress by continuously scrolling a block across a <see cref="ProgressBar"/> in a marquee fashion.
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/// </summary>
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MarqueeContinuous
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}
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/// <summary>
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///Specifies the format that a <see cref="ProgressBar"/> uses to indicate the visual presentation.
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/// </summary>
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public enum ProgressBarFormat {
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/// <summary>
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/// A simple visual presentation showing only the progress bar.
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/// </summary>
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Simple,
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/// <summary>
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/// A simple visual presentation showing the progress bar overlaid with the percentage.
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/// </summary>
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SimplePlusPercentage,
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}
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/// <summary>
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/// A Progress Bar view that can indicate progress of an activity visually.
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/// </summary>
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/// <remarks>
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/// <para>
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/// <see cref="ProgressBar"/> can operate in two modes, percentage mode, or
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/// activity mode. The progress bar starts in percentage mode and
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/// setting the Fraction property will reflect on the UI the progress
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/// made so far. Activity mode is used when the application has no
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/// way of knowing how much time is left, and is started when the <see cref="Pulse"/> method is called.
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/// Call <see cref="Pulse"/> repeatedly as progress is made.
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/// </para>
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/// </remarks>
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public class ProgressBar : View {
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bool _isActivity;
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int [] _activityPos;
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int _delta;
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/// <summary>
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/// Initializes a new instance of the <see cref="ProgressBar"/> class, starts in percentage mode and uses relative layout.
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/// </summary>
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public ProgressBar ()
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{
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SetInitialProperties ();
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}
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void SetInitialProperties ()
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{
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Height = 1; // This will be updated when Bounds is updated in ProgressBar_LayoutStarted
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CanFocus = false;
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_fraction = 0;
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LayoutStarted += ProgressBar_LayoutStarted;
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Initialized += ProgressBar_Initialized;
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}
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void ProgressBar_Initialized (object sender, EventArgs e)
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{
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ColorScheme = new ColorScheme (ColorScheme ?? SuperView?.ColorScheme ?? Colors.ColorSchemes ["Base"]) {
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HotNormal = new Attribute (Color.BrightGreen, Color.Gray)
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};
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}
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void ProgressBar_LayoutStarted (object sender, EventArgs e)
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{
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Bounds = new Rect (Bounds.Location, new Size (Bounds.Width, 1));
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}
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float _fraction;
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/// <summary>
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/// Gets or sets the <see cref="ProgressBar"/> fraction to display, must be a value between 0 and 1.
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/// </summary>
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/// <value>The fraction representing the progress.</value>
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public float Fraction {
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get => _fraction;
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set {
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_fraction = Math.Min (value, 1);
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_isActivity = false;
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SetNeedsDisplay ();
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}
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}
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ProgressBarStyle _progressBarStyle;
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/// <summary>
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/// Gets/Sets the progress bar style based on the <see cref="Terminal.Gui.ProgressBarStyle"/>
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/// </summary>
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public ProgressBarStyle ProgressBarStyle {
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get => _progressBarStyle;
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set {
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_progressBarStyle = value;
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switch (value) {
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case ProgressBarStyle.Blocks:
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SegmentCharacter = CM.Glyphs.BlocksMeterSegment;
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break;
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case ProgressBarStyle.Continuous:
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SegmentCharacter = CM.Glyphs.ContinuousMeterSegment;
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break;
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case ProgressBarStyle.MarqueeBlocks:
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SegmentCharacter = CM.Glyphs.BlocksMeterSegment;
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break;
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case ProgressBarStyle.MarqueeContinuous:
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SegmentCharacter = CM.Glyphs.ContinuousMeterSegment;
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break;
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}
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SetNeedsDisplay ();
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}
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}
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/// <summary>
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/// Specifies the format that a <see cref="ProgressBar"/> uses to indicate the visual presentation.
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/// </summary>
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public ProgressBarFormat ProgressBarFormat { get; set; }
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private Rune _segmentCharacter = CM.Glyphs.BlocksMeterSegment;
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/// <summary>
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/// Segment indicator for meter views.
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/// </summary>
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public Rune SegmentCharacter {
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get => _segmentCharacter;
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set {
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_segmentCharacter = value;
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SetNeedsDisplay ();
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}
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}
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/// <summary>
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/// Gets or sets the text displayed on the progress bar. If set to an empty string and <see cref="ProgressBarFormat"/> is
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/// <see cref="ProgressBarFormat.SimplePlusPercentage"/> the percentage will be displayed.
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/// If <see cref="ProgressBarStyle"/> is a marquee style, the text will be displayed.
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/// </summary>
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public override string Text {
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get => string.IsNullOrEmpty (base.Text) ? $"{_fraction * 100:F0}%" : base.Text;
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set {
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if (ProgressBarStyle == ProgressBarStyle.MarqueeBlocks || ProgressBarStyle == ProgressBarStyle.MarqueeContinuous) {
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base.Text = value;
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}
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}
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}
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bool _bidirectionalMarquee = true;
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/// <summary>
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/// Specifies if the <see cref="ProgressBarStyle.MarqueeBlocks"/> or the
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/// <see cref="ProgressBarStyle.MarqueeContinuous"/> styles is unidirectional
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/// or bidirectional.
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/// </summary>
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public bool BidirectionalMarquee {
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get => _bidirectionalMarquee;
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set {
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_bidirectionalMarquee = value;
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SetNeedsDisplay ();
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}
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}
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/// <summary>
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/// Notifies the <see cref="ProgressBar"/> that some progress has taken place.
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/// </summary>
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/// <remarks>
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/// If the <see cref="ProgressBar"/> is percentage mode, it switches to activity
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/// mode. If is in activity mode, the marker is moved.
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/// </remarks>
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public void Pulse ()
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{
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if (_activityPos == null) {
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PopulateActivityPos ();
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}
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if (!_isActivity) {
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_isActivity = true;
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_delta = 1;
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} else {
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for (var i = 0; i < _activityPos.Length; i++) {
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_activityPos [i] += _delta;
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}
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if (_activityPos [^1] < 0) {
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for (var i = 0; i < _activityPos.Length; i++) {
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_activityPos [i] = i - _activityPos.Length + 2;
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}
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_delta = 1;
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} else if (_activityPos [0] >= Bounds.Width) {
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if (_bidirectionalMarquee) {
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for (var i = 0; i < _activityPos.Length; i++) {
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_activityPos [i] = Bounds.Width + i - 2;
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}
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_delta = -1;
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} else {
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PopulateActivityPos ();
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}
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}
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}
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SetNeedsDisplay ();
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}
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///<inheritdoc/>
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public override void OnDrawContent (Rect contentArea)
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{
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Driver.SetAttribute (GetHotNormalColor ());
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Move (0, 0);
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if (_isActivity) {
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for (int i = 0; i < Bounds.Width; i++)
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if (Array.IndexOf (_activityPos, i) != -1) {
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Driver.AddRune (SegmentCharacter);
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} else {
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Driver.AddRune ((Rune)' ');
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}
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} else {
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int mid = (int)(_fraction * Bounds.Width);
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int i;
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for (i = 0; i < mid & i < Bounds.Width; i++) {
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Driver.AddRune (SegmentCharacter);
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}
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for (; i < Bounds.Width; i++) {
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Driver.AddRune ((Rune)' ');
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}
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}
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if (ProgressBarFormat != ProgressBarFormat.Simple && !_isActivity) {
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var tf = new TextFormatter () {
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Alignment = TextAlignment.Centered,
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Text = Text
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};
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Attribute attr = new Attribute (ColorScheme.HotNormal.Foreground, ColorScheme.HotNormal.Background);
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if (_fraction > .5) {
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attr = new Attribute (ColorScheme.HotNormal.Background, ColorScheme.HotNormal.Foreground);
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}
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tf?.Draw (BoundsToScreen (Bounds),
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attr,
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ColorScheme.Normal,
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SuperView?.BoundsToScreen (SuperView.Bounds) ?? default,
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fillRemaining: false);
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}
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}
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void PopulateActivityPos ()
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{
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_activityPos = new int [Math.Min (Frame.Width / 3, 5)];
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for (var i = 0; i < _activityPos.Length; i++) {
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_activityPos [i] = i - _activityPos.Length + 1;
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}
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}
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///<inheritdoc/>
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public override bool OnEnter (View view)
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{
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Application.Driver.SetCursorVisibility (CursorVisibility.Invisible);
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return base.OnEnter (view);
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}
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}
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