Files
Terminal.Gui/Examples/UICatalog/Scenario.cs
Tig 7fe6fd9453 Fixes #4046 - Moves examples into ./Examples and fixes ./Tests (#4047)
* touching publish.yml

* Moved Examples into ./Examples

* Moved Benchmarks into ./Tests

* Moved Benchmarks into ./Tests

* Moved UICatalog into ./Examples

* Moved UICatalog into ./Examples 2

* Moved tests into ./Tests

* Updated nuget
2025-05-29 14:08:47 -06:00

339 lines
12 KiB
C#

#nullable enable
using System;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.Diagnostics;
using System.Linq;
using Terminal.Gui;
namespace UICatalog;
/// <summary>
/// <para>Base class for each demo/scenario.</para>
/// <para>
/// To define a new scenario:
/// <list type="number">
/// <item>
/// <description>
/// Create a new <c>.cs</c> file in the <cs>Scenarios</cs> directory that derives from
/// <see cref="Scenario"/>.
/// </description>
/// </item>
/// <item>
/// <description>
/// Annotate the <see cref="Scenario"/> derived class with a
/// <see cref="ScenarioMetadata"/> attribute specifying the scenario's name and description.
/// </description>
/// </item>
/// <item>
/// <description>
/// Add one or more <see cref="ScenarioCategory"/> attributes to the class specifying
/// which categories the scenario belongs to. If you don't specify a category the scenario will show up
/// in "_All".
/// </description>
/// </item>
/// <item>
/// <description>
/// Implement the <see cref="Main"/> override which will be called when a user selects the
/// scenario to run.
/// </description>
/// </item>
/// </list>
/// </para>
/// <para>
/// The UI Catalog program uses reflection to find all scenarios and adds them to the ListViews. Press ENTER to
/// run the selected scenario. Press the default quit key to quit.
/// </para>
/// </summary>
/// <example>
/// The example below is provided in the `Scenarios` directory as a generic sample that can be copied and re-named:
/// <code>
/// using Terminal.Gui;
///
/// namespace UICatalog.Scenarios;
///
/// [ScenarioMetadata ("Generic", "Generic sample - A template for creating new Scenarios")]
/// [ScenarioCategory ("Controls")]
/// public sealed class MyScenario : Scenario
/// {
/// public override void Main ()
/// {
/// // Init
/// Application.Init ();
///
/// // Setup - Create a top-level application window and configure it.
/// Window appWindow = new ()
/// {
/// Title = GetQuitKeyAndName (),
/// };
///
/// var button = new Button { X = Pos.Center (), Y = Pos.Center (), Text = "Press me!" };
/// button.Accept += (s, e) => MessageBox.ErrorQuery ("Error", "You pressed the button!", "Ok");
/// appWindow.Add (button);
///
/// // Run - Start the application.
/// Application.Run (appWindow);
/// appWindow.Dispose ();
///
/// // Shutdown - Calling Application.Shutdown is required.
/// Application.Shutdown ();
/// }
/// }
/// </code>
/// </example>
public class Scenario : IDisposable
{
private static int _maxScenarioNameLen = 30;
public BenchmarkResults BenchmarkResults
{
get { return _benchmarkResults; }
}
private bool _disposedValue;
/// <summary>
/// Helper function to get the list of categories a <see cref="Scenario"/> belongs to (defined in
/// <see cref="ScenarioCategory"/>)
/// </summary>
/// <returns>list of category names</returns>
public List<string> GetCategories () { return ScenarioCategory.GetCategories (GetType ()); }
/// <summary>Helper to get the <see cref="Scenario"/> Description (defined in <see cref="ScenarioMetadata"/>)</summary>
/// <returns></returns>
public string GetDescription () { return ScenarioMetadata.GetDescription (GetType ()); }
/// <summary>Helper to get the <see cref="Scenario"/> Name (defined in <see cref="ScenarioMetadata"/>)</summary>
/// <returns></returns>
public string GetName () { return ScenarioMetadata.GetName (GetType ()); }
/// <summary>
/// Helper to get the <see cref="Application.QuitKey"/> and the <see cref="Scenario"/> Name (defined in
/// <see cref="ScenarioMetadata"/>)
/// </summary>
/// <returns></returns>
public string GetQuitKeyAndName () { return $"{Application.QuitKey} to Quit - Scenario: {GetName ()}"; }
/// <summary>
/// Returns a list of all <see cref="Scenario"/> instanaces defined in the project, sorted by
/// <see cref="ScenarioMetadata.Name"/>.
/// https://stackoverflow.com/questions/5411694/get-all-inherited-classes-of-an-abstract-class
/// </summary>
public static ObservableCollection<Scenario> GetScenarios ()
{
List<Scenario> objects = [];
foreach (Type type in typeof (Scenario).Assembly.ExportedTypes
.Where (
myType => myType is { IsClass: true, IsAbstract: false }
&& myType.IsSubclassOf (typeof (Scenario))
))
{
if (Activator.CreateInstance (type) is not Scenario { } scenario)
{
continue;
}
objects.Add (scenario);
_maxScenarioNameLen = Math.Max (_maxScenarioNameLen, scenario.GetName ().Length + 1);
}
return new (objects.OrderBy (s => s.GetName ()).ToList ());
}
/// <summary>
/// Called by UI Catalog to run the <see cref="Scenario"/>. This is the main entry point for the <see cref="Scenario"/>
/// .
/// </summary>
public virtual void Main () { }
private const uint BENCHMARK_MAX_NATURAL_ITERATIONS = 500; // not including needed for demo keys
private const int BENCHMARK_KEY_PACING = 10; // Must be non-zero
public static uint BenchmarkTimeout { get; set; } = 2500;
private readonly object _timeoutLock = new ();
private object? _timeout;
private Stopwatch? _stopwatch;
private readonly BenchmarkResults _benchmarkResults = new ();
public void StartBenchmark ()
{
BenchmarkResults.Scenario = GetName ();
Application.InitializedChanged += OnApplicationOnInitializedChanged;
}
public BenchmarkResults EndBenchmark ()
{
Application.InitializedChanged -= OnApplicationOnInitializedChanged;
lock (_timeoutLock)
{
if (_timeout is { })
{
_timeout = null;
}
}
return _benchmarkResults;
}
private List<Key>? _demoKeys;
private int _currentDemoKey;
private void OnApplicationOnInitializedChanged (object? s, EventArgs<bool> a)
{
if (a.CurrentValue)
{
lock (_timeoutLock!)
{
_timeout = Application.AddTimeout (TimeSpan.FromMilliseconds (BenchmarkTimeout), ForceCloseCallback);
}
Application.Iteration += OnApplicationOnIteration;
Application.Driver!.ClearedContents += (sender, args) => BenchmarkResults.ClearedContentCount++;
if (Application.Driver is ConsoleDriver cd)
{
cd.Refreshed += (sender, args) =>
{
BenchmarkResults.RefreshedCount++;
if (args.CurrentValue)
{
BenchmarkResults.UpdatedCount++;
}
};
}
Application.NotifyNewRunState += OnApplicationNotifyNewRunState;
_stopwatch = Stopwatch.StartNew ();
}
else
{
Application.NotifyNewRunState -= OnApplicationNotifyNewRunState;
Application.Iteration -= OnApplicationOnIteration;
BenchmarkResults.Duration = _stopwatch!.Elapsed;
_stopwatch?.Stop ();
}
}
private void OnApplicationOnIteration (object? s, IterationEventArgs a)
{
BenchmarkResults.IterationCount++;
if (BenchmarkResults.IterationCount > BENCHMARK_MAX_NATURAL_ITERATIONS + (_demoKeys!.Count * BENCHMARK_KEY_PACING))
{
Application.RequestStop ();
}
}
private void OnApplicationNotifyNewRunState (object? sender, RunStateEventArgs e)
{
SubscribeAllSubViews (Application.Top!);
_demoKeys = GetDemoKeyStrokes ();
Application.AddTimeout (
new TimeSpan (0, 0, 0, 0, BENCHMARK_KEY_PACING),
() =>
{
if (_currentDemoKey >= _demoKeys.Count)
{
return false;
}
Application.RaiseKeyDownEvent (_demoKeys [_currentDemoKey++]);
return true;
});
return;
// Get a list of all subviews under Application.Top (and their subviews, etc.)
// and subscribe to their DrawComplete event
void SubscribeAllSubViews (View view)
{
view.DrawComplete += (s, a) => BenchmarkResults.DrawCompleteCount++;
view.SubViewsLaidOut += (s, a) => BenchmarkResults.LaidOutCount++;
foreach (View subview in view.SubViews)
{
SubscribeAllSubViews (subview);
}
}
}
// If the scenario doesn't close within the abort time, this will force it to quit
private bool ForceCloseCallback ()
{
lock (_timeoutLock)
{
if (_timeout is { })
{
_timeout = null;
}
}
Logging.Trace ($@" Failed to Quit with {Application.QuitKey} after {BenchmarkTimeout}ms and {BenchmarkResults.IterationCount} iterations. Force quit.");
Application.RequestStop ();
return false;
}
/// <summary>Gets the Scenario Name + Description with the Description padded based on the longest known Scenario name.</summary>
/// <returns></returns>
public override string ToString () { return $"{GetName ().PadRight (_maxScenarioNameLen)}{GetDescription ()}"; }
#region IDispose
public void Dispose ()
{
// Do not change this code. Put cleanup code in 'Dispose(bool disposing)' method
Dispose (true);
GC.SuppressFinalize (this);
}
protected virtual void Dispose (bool disposing)
{
if (!_disposedValue)
{
if (disposing)
{ }
_disposedValue = true;
}
}
#endregion IDispose
/// <summary>Returns a list of all Categories set by all of the <see cref="Scenario"/>s defined in the project.</summary>
internal static ObservableCollection<string> GetAllCategories ()
{
List<string> aCategories = [];
aCategories = typeof (Scenario).Assembly.GetTypes ()
.Where (
myType => myType is { IsClass: true, IsAbstract: false }
&& myType.IsSubclassOf (typeof (Scenario)))
.Select (type => System.Attribute.GetCustomAttributes (type).ToList ())
.Aggregate (
aCategories,
(current, attrs) => current
.Union (
attrs.Where (a => a is ScenarioCategory)
.Select (a => ((ScenarioCategory)a).Name))
.ToList ());
// Sort
ObservableCollection<string> categories = new (aCategories.OrderBy (c => c).ToList ());
// Put "All" at the top
categories.Insert (0, "All Scenarios");
return categories;
}
public virtual List<Key> GetDemoKeyStrokes () => new List<Key> ();
}