mirror of
https://github.com/gui-cs/Terminal.Gui.git
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* Replace all 342 `== null` with `is null`
* Replace 354 `!= null` with `is { }`
* Wrap these in conditionals since they break tests against Release configuration
The members they depend on do not exist in Release configuration
* Split these up and dispose properly
This test needs to be revisited for several reasons at some point.
* Fix release configuration tests
* Declare interface these already support
* Annotate constructor properly and use throw helper
* Move class to its own file
* Rename these files so they nest in the solution explorer
* Make this a record type and remove now-redundant/illegal members
* Reference passing to avoid some struct copies
* Simplify this
* Carry reference passing through as appropriate
* Turn this into a record struct
* Remove unused internal constructor and its test
It was only used by that test.
* Simplify this constructor
* This should be a property
* Simplify constructor
* Simplify GetHashCode
* Mark this ignored just in case
* Missed a couple of opportunities for reference passing
* record struct already does this by value
* Remove unused class
* Simplify the type initializer and Reset method
* Implement INotifyCollectionChanged and IDictionary by delegating to ColorSchemes
* Fix for reflection-based configuration
* Make CI build happy by disambiguiating this attribute
* Add PERF, NOTE, QUESTION, and CONCURRENCY tags for the todo explorer
* Make this string comparison faster.
* Add a tag for unclear intent
* This is a constant
* Turn this into a constant via use of a unicode literal
* Remove this method and its test
It is unused
There's no guarantee at all that the parent process is the terminal.
There are good reasons, including that one, why there's no simple way to do it in .net.
It's also of course a windows-only thing, if using WMI.
* With the WMI method gone, we no longer need this
* Make this more efficient
* Add detail to this property's XmlDoc
* Move the general properties up top because order matters
* Make sure any constants defined at higher levels are not clobbered and define a couple more
* Put InternalsVisibleTo in its own group
* Sort dependencies alphabetically and update
* Global usings
* Split to one type per file
* Collection expression
* Fix naming
* Inline to avoid copies
* This is already a value copy (struct)
* Combine to one non-destructive mutation
* Avoid some potential boxing
* Turn on null analysis here
* Remove unnecessary cast and use real type name
* Seal this
* Fix name
* Move nested class to a nested file (no type layout change made)
* Undo naming change that isn't changed globally until next batch
* Rename Rect to Rectangle in preparation for removal
* Add baseline test for ToString checking for current behavior.
* Change to behavior matching System.Drawing.Rectangle
* Fix this test
This is not a test of Rectangle, so trust that Rectangle gets it right.
* Fix these tests the same way as the previous commit
* These should be testing against the Rectangles, not the strings
* Slightly de-couple these as well
* Test against Rectangles, not strings
* Collection expressions and constants
* Remove this
* Perform proper platform-agnostic normalization
* Make this easier to follow (naming only)
* Add a category to this
* Use raw strings for better clarity
* Some more categorization
* Re-apply backed-out naming change from parent branch
* Change GetHashCode to be equivalent to System.Drawing.Rectangle
* Update this since 6.0.0 is no longer available and prevents build
* This check is redundant with the rectangle check below
* Re-apply Rect->Rectangle name changes in these files
335 lines
14 KiB
C#
335 lines
14 KiB
C#
using System.Collections.Generic;
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using System.Text;
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using Terminal.Gui;
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namespace UICatalog.Scenarios;
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[ScenarioMetadata ("Buttons", "Demonstrates all sorts of Buttons.")]
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[ScenarioCategory ("Controls")]
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[ScenarioCategory ("Layout")]
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public class Buttons : Scenario
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{
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public override void Setup ()
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{
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// Add a label & text field so we can demo IsDefault
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var editLabel = new Label { X = 0, Y = 0, TabStop = true, Text = "TextField (to demo IsDefault):" };
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Win.Add (editLabel);
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// Add a TextField using Absolute layout.
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var edit = new TextField { X = 31, Width = 15, HotKey = Key.Y.WithAlt };
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Win.Add (edit);
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// This is the default button (IsDefault = true); if user presses ENTER in the TextField
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// the scenario will quit
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var defaultButton = new Button { X = Pos.Center (), Y = Pos.AnchorEnd (1), IsDefault = true, Text = "_Quit" };
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defaultButton.Accept += (s, e) => Application.RequestStop ();
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Win.Add (defaultButton);
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var swapButton = new Button { X = 50, Text = "S_wap Default (Absolute Layout)" };
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swapButton.Accept += (s, e) =>
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{
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defaultButton.IsDefault = !defaultButton.IsDefault;
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swapButton.IsDefault = !swapButton.IsDefault;
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};
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Win.Add (swapButton);
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static void DoMessage (Button button, string txt)
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{
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button.Accept += (s, e) =>
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{
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string btnText = button.Text;
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MessageBox.Query ("Message", $"Did you click {txt}?", "Yes", "No");
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};
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}
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var colorButtonsLabel = new Label { X = 0, Y = Pos.Bottom (editLabel) + 1, Text = "Color Buttons:" };
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Win.Add (colorButtonsLabel);
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View prev = colorButtonsLabel;
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//With this method there is no need to call Application.TopReady += () => Application.TopRedraw (Top.Bounds);
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Pos x = Pos.Right (colorButtonsLabel) + 2;
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foreach (KeyValuePair<string, ColorScheme> colorScheme in Colors.ColorSchemes)
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{
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var colorButton = new Button
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{
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ColorScheme = colorScheme.Value,
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X = Pos.Right (prev) + 2,
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//X = x,
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Y = Pos.Y (colorButtonsLabel),
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Text = $"_{colorScheme.Key}"
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};
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DoMessage (colorButton, colorButton.Text);
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Win.Add (colorButton);
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prev = colorButton;
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// BUGBUG: AutoSize is true and the X doesn't change
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//x += colorButton.Frame.Width + 2;
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}
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Button button;
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Win.Add (
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button = new Button
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{
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X = 2,
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Y = Pos.Bottom (colorButtonsLabel) + 1,
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Text =
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"A super l_öng Button that will probably expose a bug in clipping or wrapping of text. Will it?"
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}
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);
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DoMessage (button, button.Text);
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// Note the 'N' in 'Newline' will be the hotkey
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Win.Add (
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button = new Button { X = 2, Y = Pos.Bottom (button) + 1, Text = "a Newline\nin the button" }
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);
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button.Accept += (s, e) => MessageBox.Query ("Message", "Question?", "Yes", "No");
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var textChanger = new Button { X = 2, Y = Pos.Bottom (button) + 1, Text = "Te_xt Changer" };
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Win.Add (textChanger);
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textChanger.Accept += (s, e) => textChanger.Text += "!";
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Win.Add (
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button = new Button
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{
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X = Pos.Right (textChanger) + 2,
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Y = Pos.Y (textChanger),
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Text = "Lets see if this will move as \"Text Changer\" grows"
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}
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);
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var removeButton = new Button
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{
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X = 2, Y = Pos.Bottom (button) + 1, ColorScheme = Colors.ColorSchemes ["Error"], Text = "Remove this button"
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};
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Win.Add (removeButton);
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// This in interesting test case because `moveBtn` and below are laid out relative to this one!
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removeButton.Accept += (s, e) =>
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{
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// Now this throw a InvalidOperationException on the TopologicalSort method as is expected.
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//Win.Remove (removeButton);
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removeButton.Visible = false;
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};
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var computedFrame = new FrameView
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{
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X = 0,
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Y = Pos.Bottom (removeButton) + 1,
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Width = Dim.Percent (50),
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Height = 5,
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Title = "Computed Layout"
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};
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Win.Add (computedFrame);
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// Demonstrates how changing the View.Frame property can move Views
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var moveBtn = new Button
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{
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X = 0,
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Y = Pos.Center () - 1,
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AutoSize = false,
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Width = 30,
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Height = 1,
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ColorScheme = Colors.ColorSchemes ["Error"],
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Text = "Move This \u263b Button v_ia Pos"
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};
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moveBtn.Accept += (s, e) =>
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{
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moveBtn.X = moveBtn.Frame.X + 5;
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// This is already fixed with the call to SetNeedDisplay() in the Pos Dim.
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//computedFrame.LayoutSubviews (); // BUGBUG: This call should not be needed. View.X is not causing relayout correctly
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};
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computedFrame.Add (moveBtn);
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// Demonstrates how changing the View.Frame property can SIZE Views (#583)
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var sizeBtn = new Button
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{
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X = 0,
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Y = Pos.Center () + 1,
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AutoSize = false,
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Width = 30,
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Height = 1,
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ColorScheme = Colors.ColorSchemes ["Error"],
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Text = "Size This \u263a Button _via Pos"
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};
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sizeBtn.Accept += (s, e) =>
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{
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sizeBtn.Width = sizeBtn.Frame.Width + 5;
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//computedFrame.LayoutSubviews (); // FIXED: This call should not be needed. View.X is not causing relayout correctly
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};
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computedFrame.Add (sizeBtn);
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var absoluteFrame = new FrameView
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{
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X = Pos.Right (computedFrame),
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Y = Pos.Bottom (removeButton) + 1,
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Width = Dim.Fill (),
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Height = 5,
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Title = "Absolute Layout"
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};
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Win.Add (absoluteFrame);
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// Demonstrates how changing the View.Frame property can move Views
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var moveBtnA = new Button { ColorScheme = Colors.ColorSchemes ["Error"], Text = "Move This Button via Frame" };
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moveBtnA.Accept += (s, e) =>
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{
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moveBtnA.Frame = new Rectangle (
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moveBtnA.Frame.X + 5,
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moveBtnA.Frame.Y,
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moveBtnA.Frame.Width,
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moveBtnA.Frame.Height
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);
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};
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absoluteFrame.Add (moveBtnA);
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// Demonstrates how changing the View.Frame property can SIZE Views (#583)
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var sizeBtnA = new Button
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{
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Y = 2, ColorScheme = Colors.ColorSchemes ["Error"], Text = " ~ s gui.cs master ↑_10 = Сохранить"
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};
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sizeBtnA.Accept += (s, e) =>
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{
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sizeBtnA.Frame = new Rectangle (
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sizeBtnA.Frame.X,
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sizeBtnA.Frame.Y,
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sizeBtnA.Frame.Width + 5,
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sizeBtnA.Frame.Height
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);
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};
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absoluteFrame.Add (sizeBtnA);
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var label = new Label
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{
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X = 2, Y = Pos.Bottom (computedFrame) + 1, Text = "Text Alignment (changes the four buttons above): "
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};
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Win.Add (label);
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var radioGroup = new RadioGroup
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{
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X = 4,
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Y = Pos.Bottom (label) + 1,
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SelectedItem = 2,
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RadioLabels = new [] { "Left", "Right", "Centered", "Justified" }
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};
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Win.Add (radioGroup);
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// Demo changing hotkey
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string MoveHotkey (string txt)
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{
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// Remove the '_'
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List<Rune> runes = txt.ToRuneList ();
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int i = runes.IndexOf ((Rune)'_');
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var start = "";
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if (i > -1)
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{
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start = StringExtensions.ToString (runes.GetRange (0, i));
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}
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txt = start + StringExtensions.ToString (runes.GetRange (i + 1, runes.Count - (i + 1)));
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runes = txt.ToRuneList ();
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// Move over one or go to start
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i++;
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if (i >= runes.Count)
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{
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i = 0;
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}
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// Slip in the '_'
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start = StringExtensions.ToString (runes.GetRange (0, i));
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return start + '_' + StringExtensions.ToString (runes.GetRange (i, runes.Count - i));
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}
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var mhkb = "Click to Change th_is Button's Hotkey";
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var moveHotKeyBtn = new Button
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{
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X = 2,
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Y = Pos.Bottom (radioGroup) + 1,
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AutoSize = false,
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Height = 1,
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Width = Dim.Width (computedFrame) - 2,
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ColorScheme = Colors.ColorSchemes ["TopLevel"],
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Text = mhkb
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};
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moveHotKeyBtn.Accept += (s, e) => { moveHotKeyBtn.Text = MoveHotkey (moveHotKeyBtn.Text); };
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Win.Add (moveHotKeyBtn);
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var muhkb = " ~ s gui.cs master ↑10 = Сохранить";
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var moveUnicodeHotKeyBtn = new Button
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{
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X = Pos.Left (absoluteFrame) + 1,
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Y = Pos.Bottom (radioGroup) + 1,
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AutoSize = false,
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Height = 1,
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Width = Dim.Width (absoluteFrame) - 2, // BUGBUG: Not always the width isn't calculated correctly.
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ColorScheme = Colors.ColorSchemes ["TopLevel"],
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Text = muhkb
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};
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moveUnicodeHotKeyBtn.Accept += (s, e) => { moveUnicodeHotKeyBtn.Text = MoveHotkey (moveUnicodeHotKeyBtn.Text); };
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Win.Add (moveUnicodeHotKeyBtn);
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radioGroup.SelectedItemChanged += (s, args) =>
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{
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switch (args.SelectedItem)
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{
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case 0:
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moveBtn.TextAlignment = TextAlignment.Left;
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sizeBtn.TextAlignment = TextAlignment.Left;
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moveBtnA.TextAlignment = TextAlignment.Left;
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sizeBtnA.TextAlignment = TextAlignment.Left;
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moveHotKeyBtn.TextAlignment = TextAlignment.Left;
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moveUnicodeHotKeyBtn.TextAlignment = TextAlignment.Left;
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break;
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case 1:
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moveBtn.TextAlignment = TextAlignment.Right;
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sizeBtn.TextAlignment = TextAlignment.Right;
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moveBtnA.TextAlignment = TextAlignment.Right;
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sizeBtnA.TextAlignment = TextAlignment.Right;
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moveHotKeyBtn.TextAlignment = TextAlignment.Right;
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moveUnicodeHotKeyBtn.TextAlignment = TextAlignment.Right;
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break;
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case 2:
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moveBtn.TextAlignment = TextAlignment.Centered;
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sizeBtn.TextAlignment = TextAlignment.Centered;
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moveBtnA.TextAlignment = TextAlignment.Centered;
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sizeBtnA.TextAlignment = TextAlignment.Centered;
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moveHotKeyBtn.TextAlignment = TextAlignment.Centered;
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moveUnicodeHotKeyBtn.TextAlignment = TextAlignment.Centered;
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break;
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case 3:
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moveBtn.TextAlignment = TextAlignment.Justified;
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sizeBtn.TextAlignment = TextAlignment.Justified;
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moveBtnA.TextAlignment = TextAlignment.Justified;
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sizeBtnA.TextAlignment = TextAlignment.Justified;
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moveHotKeyBtn.TextAlignment = TextAlignment.Justified;
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moveUnicodeHotKeyBtn.TextAlignment = TextAlignment.Justified;
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break;
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}
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};
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Application.Top.Ready += (s, e) => radioGroup.Refresh ();
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}
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}
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