mirror of
https://github.com/gui-cs/Terminal.Gui.git
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261 lines
9.6 KiB
C#
261 lines
9.6 KiB
C#
using NStack;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Terminal.Gui;
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namespace UICatalog {
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/// <summary>
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/// <para>Base class for each demo/scenario.</para>
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/// <para>
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/// To define a new scenario:
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/// <list type="number">
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/// <item><description>Create a new <c>.cs</c> file in the <cs>Scenarios</cs> directory that derives from <see cref="Scenario"/>.</description></item>
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/// <item><description>Annotate the <see cref="Scenario"/> derived class with a <see cref="Scenario.ScenarioMetaData"/> attribute specifying the scenario's name and description.</description></item>
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/// <item><description>Add one or more <see cref="Scenario.ScenarioCategory"/> attributes to the class specifying which categories the sceanrio belongs to. If you don't specify a category the sceanrio will show up in "All".</description></item>
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/// <item><description>Implement the <see cref="Setup"/> override which will be called when a user selects the scenario to run.</description></item>
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/// <item><description>Optionally, implement the <see cref="Init(Toplevel)"/> and/or <see cref="Run"/> overrides to provide a custom implementation.</description></item>
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/// </list>
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/// </para>
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/// <para>
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/// The UI Catalog program uses reflection to find all scenarios and adds them to the
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/// ListViews. Press ENTER to run the selected scenario. Press CTRL-Q to exit it. /
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/// </para>
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/// </summary>
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/// <example>
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/// The example below is provided in the `Scenarios` directory as a generic sample that can be copied and re-named:
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/// <code>
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/// using Terminal.Gui;
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///
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/// namespace UICatalog {
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/// [ScenarioMetadata (Name: "Generic", Description: "Generic sample - A template for creating new Scenarios")]
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/// [ScenarioCategory ("Controls")]
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/// class MyScenario : Scenario {
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/// public override void Setup ()
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/// {
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/// // Put your scenario code here, e.g.
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/// Win.Add (new Button ("Press me!") {
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/// X = Pos.Center (),
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/// Y = Pos.Center (),
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/// Clicked = () => MessageBox.Query (20, 7, "Hi", "Neat?", "Yes", "No")
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/// });
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/// }
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/// }
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/// }
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/// </code>
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/// </example>
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public class Scenario : IDisposable {
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private bool _disposedValue;
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/// <summary>
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/// The Top level for the <see cref="Scenario"/>. This should be set to <see cref="Terminal.Gui.Application.Top"/> in most cases.
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/// </summary>
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public Toplevel Top { get; set; }
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/// <summary>
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/// The Window for the <see cref="Scenario"/>. This should be set within the <see cref="Terminal.Gui.Application.Top"/> in most cases.
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/// </summary>
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public Window Win { get; set; }
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/// <summary>
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/// Helper that provides the default <see cref="Terminal.Gui.Window"/> implementation with a frame and
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/// label showing the name of the <see cref="Scenario"/> and logic to exit back to
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/// the Scenario picker UI.
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/// Override <see cref="Init(Toplevel)"/> to provide any <see cref="Terminal.Gui.Toplevel"/> behavior needed.
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/// </summary>
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/// <param name="top">The Toplevel created by the UI Catalog host.</param>
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/// <param name="colorScheme">The colorscheme to use.</param>
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/// <remarks>
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/// <para>
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/// Thg base implementation calls <see cref="Application.Init"/>, sets <see cref="Top"/> to the passed in <see cref="Toplevel"/>, creates a <see cref="Window"/> for <see cref="Win"/> and adds it to <see cref="Top"/>.
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/// </para>
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/// <para>
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/// Overrides that do not call the base.<see cref="Run"/>, must call <see cref="Application.Init "/> before creating any views or calling other Terminal.Gui APIs.
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/// </para>
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/// </remarks>
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public virtual void Init(Toplevel top, ColorScheme colorScheme)
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{
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Application.Init ();
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Top = top;
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if (Top == null) {
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Top = Application.Top;
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}
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Win = new Window ($"CTRL-Q to Close - Scenario: {GetName ()}") {
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X = 0,
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Y = 0,
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Width = Dim.Fill (),
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Height = Dim.Fill (),
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ColorScheme = colorScheme,
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};
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Top.Add (Win);
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}
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/// <summary>
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/// Defines the metadata (Name and Description) for a <see cref="Scenario"/>
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/// </summary>
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[System.AttributeUsage (System.AttributeTargets.Class)]
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public class ScenarioMetadata : System.Attribute {
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/// <summary>
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/// <see cref="Scenario"/> Name
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/// </summary>
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public string Name { get; set; }
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/// <summary>
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/// <see cref="Scenario"/> Description
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/// </summary>
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public string Description { get; set; }
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public ScenarioMetadata (string Name, string Description)
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{
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this.Name = Name;
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this.Description = Description;
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}
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/// <summary>
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/// Static helper function to get the <see cref="Scenario"/> Name given a Type
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/// </summary>
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/// <param name="t"></param>
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/// <returns></returns>
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public static string GetName (Type t) => ((ScenarioMetadata)System.Attribute.GetCustomAttributes (t) [0]).Name;
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/// <summary>
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/// Static helper function to get the <see cref="Scenario"/> Description given a Type
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/// </summary>
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/// <param name="t"></param>
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/// <returns></returns>
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public static string GetDescription (Type t) => ((ScenarioMetadata)System.Attribute.GetCustomAttributes (t) [0]).Description;
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}
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/// <summary>
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/// Helper to get the <see cref="Scenario"/> Name (defined in <see cref="ScenarioMetadata"/>)
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/// </summary>
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/// <returns></returns>
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public string GetName () => ScenarioMetadata.GetName (this.GetType ());
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/// <summary>
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/// Helper to get the <see cref="Scenario"/> Description (defined in <see cref="ScenarioMetadata"/>)
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/// </summary>
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/// <returns></returns>
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public string GetDescription () => ScenarioMetadata.GetDescription (this.GetType ());
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/// <summary>
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/// Defines the category names used to catagorize a <see cref="Scenario"/>
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/// </summary>
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[System.AttributeUsage (System.AttributeTargets.Class, AllowMultiple = true)]
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public class ScenarioCategory : System.Attribute {
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/// <summary>
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/// Category Name
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/// </summary>
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public string Name { get; set; }
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public ScenarioCategory (string Name) => this.Name = Name;
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/// <summary>
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/// Static helper function to get the <see cref="Scenario"/> Name given a Type
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/// </summary>
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/// <param name="t"></param>
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/// <returns>Name of the category</returns>
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public static string GetName (Type t) => ((ScenarioCategory)System.Attribute.GetCustomAttributes (t) [0]).Name;
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/// <summary>
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/// Static helper function to get the <see cref="Scenario"/> Categories given a Type
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/// </summary>
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/// <param name="t"></param>
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/// <returns>list of category names</returns>
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public static List<string> GetCategories (Type t) => System.Attribute.GetCustomAttributes (t)
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.ToList ()
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.Where (a => a is ScenarioCategory)
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.Select (a => ((ScenarioCategory)a).Name)
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.ToList ();
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}
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/// <summary>
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/// Helper function to get the list of categories a <see cref="Scenario"/> belongs to (defined in <see cref="ScenarioCategory"/>)
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/// </summary>
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/// <returns>list of category names</returns>
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public List<string> GetCategories () => ScenarioCategory.GetCategories (this.GetType ());
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/// <inheritdoc/>
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public override string ToString () => $"{GetName (),-30}{GetDescription ()}";
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/// <summary>
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/// Override this to implement the <see cref="Scenario"/> setup logic (create controls, etc...).
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/// </summary>
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/// <remarks>This is typically the best place to put scenario logic code.</remarks>
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public virtual void Setup ()
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{
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}
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/// <summary>
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/// Runs the <see cref="Scenario"/>. Override to start the <see cref="Scenario"/> using a <see cref="Toplevel"/> different than `Top`.
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///
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/// </summary>
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/// <remarks>
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/// Overrides that do not call the base.<see cref="Run"/>, must call <see cref="Application.Shutdown"/> before returning.
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/// </remarks>
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public virtual void Run ()
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{
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// Must explicit call Application.Shutdown method to shutdown.
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Application.Run (Top);
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}
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/// <summary>
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/// Stops the scenario. Override to change shutdown behavior for the <see cref="Scenario"/>.
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/// </summary>
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public virtual void RequestStop ()
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{
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Application.RequestStop ();
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}
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/// <summary>
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/// Returns a list of all Categories set by all of the <see cref="Scenario"/>s defined in the project.
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/// </summary>
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internal static List<string> GetAllCategories ()
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{
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List<string> categories = new List<string> () { "All" };
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foreach (Type type in typeof (Scenario).Assembly.GetTypes ()
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.Where (myType => myType.IsClass && !myType.IsAbstract && myType.IsSubclassOf (typeof (Scenario)))) {
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List<System.Attribute> attrs = System.Attribute.GetCustomAttributes (type).ToList ();
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categories = categories.Union (attrs.Where (a => a is ScenarioCategory).Select (a => ((ScenarioCategory)a).Name)).ToList ();
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}
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return categories;
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}
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/// <summary>
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/// Returns an instance of each <see cref="Scenario"/> defined in the project.
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/// https://stackoverflow.com/questions/5411694/get-all-inherited-classes-of-an-abstract-class
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/// </summary>
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public static List<Type> GetDerivedClasses<T> ()
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{
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List<Type> objects = new List<Type> ();
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foreach (Type type in typeof (T).Assembly.GetTypes ()
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.Where (myType => myType.IsClass && !myType.IsAbstract && myType.IsSubclassOf (typeof (T)))) {
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objects.Add (type);
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}
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return objects;
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}
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protected virtual void Dispose (bool disposing)
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{
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if (!_disposedValue) {
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if (disposing) {
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// TODO: dispose managed state (managed objects)
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}
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// TODO: free unmanaged resources (unmanaged objects) and override finalizer
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// TODO: set large fields to null
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_disposedValue = true;
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}
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}
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public void Dispose ()
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{
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// Do not change this code. Put cleanup code in 'Dispose(bool disposing)' method
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Dispose (disposing: true);
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GC.SuppressFinalize (this);
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}
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}
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}
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