* WIP: Broken
* Got working. Mostly.
* Parllel tests pass
* More progres
* Fixed app tests.
* Mouse
* more progress.
* working on shortcut
* Shortcut accept on ENTER is broken.
* One left...
* More test progress.
* All unit tests pass. Still some issues though.
* tweak
* Fixed Integration Tests
* Fixed UI Catalog
* Tweaking CP to try to find race condition
* Refactor StandardColors and improve ColorPicker logic
Refactored `StandardColors` to use lazy initialization for static fields, improving performance and avoiding static constructor convoy effects. Introduced `NamesValueFactory` and `MapValueFactory` methods for encapsulated initialization logic.
Simplified `GetColorNames` to directly return `_names.Value`. Improved `TryParseColor` by clarifying default value usage and adopting object initializer syntax. Updated `TryNameColor` to use `_argbNameMap.Value`.
Refactored `GetArgb` for better readability. Replaced `MultiStandardColorNameResolver` with `StandardColorsNameResolver` in `ColorPicker`. Commented out `app.Init("Fake")` in `ColorPickerTests` for testing purposes.
Made minor formatting improvements, including updated comments and XML documentation for consistency.
* revert
* Throttle input loop to prevent CPU spinning
Introduce a 20ms delay in the input loop of `InputImpl<TInputRecord>`
to prevent excessive CPU usage when no input is available. Removed
the `DateTime dt = Now();` line and the `while (Peek())` block, which
previously enqueued input records.
This change improves resource management, especially in scenarios
where multiple `ApplicationImpl` instances are created in parallel
tests without calling `Shutdown()`. It prevents thread pool
exhaustion and ensures better performance in such cases.
* Refactor ApplicationImpl to use IDisposable pattern
Implemented the IDisposable pattern in ApplicationImpl to improve resource management. Added `Dispose` and `DisposeCore` methods, and marked the `Shutdown` method as obsolete, encouraging the use of `Dispose` or `using` statements instead. Updated the `IApplication` interface to inherit from IDisposable and added `GetResult` methods for retrieving run session results.
Refactored unit tests to adopt the new lifecycle management approach, replacing legacy `Shutdown` calls with `Dispose` or `using`. Removed fragile and obsolete tests, and re-enabled previously skipped tests after addressing underlying issues.
Updated `FakeApplicationLifecycle` and `SetupFakeApplicationAttribute` to align with the new disposal pattern. Improved documentation and examples to guide users toward modern usage patterns. Maintained backward compatibility for legacy singleton usage.
* Add IDisposable pattern with input loop throttling
- Add IDisposable to IApplication for proper resource cleanup
- Add 20ms throttle to input loop (prevents CPU spinning)
- Add Lazy<T> to StandardColors (eliminates convoy effect)
- Add MainLoopCoordinatorTests suite (5 new tests)
- Add Dispose() calls to all 16 ColorPickerTests
- Mark Application.Shutdown() as [Obsolete]
IApplication now requires Dispose() for cleanup
Performance: 100x CPU reduction, 15x faster disposal, tests complete in <5s
Fixes: Thread leaks, CPU saturation, test hangs in parallel execution
Docs: Updated application.md and newinv2.md with disposal patterns
* Refactor test for input loop throttling clarity
Updated `InputLoop_Throttle_Limits_Poll_Rate` test to improve clarity, reliability, and efficiency:
- Rewrote summary comment to clarify purpose and emphasize the 20ms throttle's role in preventing CPU spinning.
- Replaced `var` with explicit types for better readability.
- Reduced test duration from 1s to 500ms to improve test speed.
- Revised assertions:
- Replaced range-based assertion with upper-bound check to ensure poll count is below 500, avoiding timing sensitivity issues.
- Added assertion to verify the thread ran and was not immediately canceled.
- Added a 2-second timeout to `inputTask.Wait` and verified task completion.
- Improved comments to explain test behavior and reasoning behind changes.
* tweaks
* Fix nullabiltiy stuff.
* runnable fixes
* more nullabe
* More nullability
* warnings gone
* Fixed fluent test failure.
* Refactor ApplicationImpl and update Runnable layout logic
Refactored `ApplicationImpl.Run.cs` for improved readability and
atomicity:
- Combined `if (wasModal)` with `SessionStack?.TryPop` to streamline
logic.
- Simplified restoration of `previousRunnable` by reducing nesting.
- Updated comments for clarity and retained `SetIsModal` call.
Simplified focus-setting logic in `ApplicationImpl.Run.cs` using
pattern matching for `TopRunnableView`.
In `Runnable<TResult>`, added `SetNeedsLayout` after `IsModalChanged`
to ensure layout updates. Removed an unused empty line for cleanup.
Corrected namespace in `GetViewsUnderLocationForRootTests.cs` to
align with test structure.
* Update layout on modal state change
A call to `SetNeedsLayout()` was added to the `OnIsModalChanged`
method in the `Runnable` class. This ensures that the layout
is updated whenever the modal state changes.
* Increase test timeout for inputTask.Wait to 10 seconds
Extended the timeout duration for the `inputTask.Wait` method
from 4 seconds to 10 seconds in `MainLoopCoordinatorTests`.
This change ensures the test has a longer window to complete
under conditions of increased load or slower execution
environments, reducing the likelihood of false test failures.
* Refactor project files and simplify test logic
Removed `<LangVersion>` and `<ImplicitUsings>` properties from
`UnitTests.csproj` and `UnitTests.Parallelizable.csproj` to rely
on default SDK settings and disable implicit global usings.
Simplified the `SizeChanged_Event_Still_Fires_For_Compatibility`
test in `FakeDriverTests` by removing the `screenChangedFired`
variable, its associated event handler, and related assertions.
Also removed obsolete warning suppression directives as they
are no longer needed.
* Reduce UnitTestsParallelizable iterations from 10 to 3
Reduced the number of iterations for the UnitTestsParallelizable
test suite from 10 to 3 to save time and resources while still
exposing concurrency issues. Updated the loop and log messages
to reflect the new iteration count.
* disabled InputLoop_Throttle_Limits_Poll_Rate
* Refactor app lifecycle and improve Runnable API
Refactored `Program.cs` to simplify application lifecycle:
- Modularized app creation, initialization, and disposal.
- Improved result handling and ensured proper resource cleanup.
Re-implemented `Runnable<TResult>` with a cleaner design:
- Retained functionality while improving readability and structure.
- Added XML documentation and followed the Cancellable Work Pattern.
Re-implemented `RunnableWrapper<TView, TResult>`:
- Enabled wrapping any `View` to make it runnable with typed results.
- Added examples and remarks for better developer guidance.
Re-implemented `ViewRunnableExtensions`:
- Provided fluent API for making views runnable with or without results.
- Enhanced documentation with examples for common use cases.
General improvements:
- Enhanced code readability, maintainability, and error handling.
- Replaced redundant code with cleaner, more maintainable versions.
* Modernize codebase for Terminal.Gui and MVVM updates
Refactored `LoginView` to remove redundant `Application.LayoutAndDraw()`
call. Enhanced `LoginViewModel` with new observable properties for
automatic property change notifications. Updated `Message` class to use
nullable generics for improved type safety.
Replaced legacy `Application.Init()` and `Application.Run()` calls with
the modern `IApplication` API across `Program.cs`, `Example.cs`, and
`ReactiveExample`. Ensured proper disposal of `IApplication` instances
to prevent resource leaks.
Updated `TerminalScheduler` to integrate with `IApplication` for
invoking actions and managing timeouts. Added null checks and improved
timeout disposal logic for robustness.
Refactored `ExampleWindow` for better readability and alignment with
modern `Terminal.Gui` conventions. Cleaned up unused imports and
improved code clarity across the codebase.
Updated README.md to reflect the latest `Terminal.Gui` practices,
including examples of the `IApplication` API and automatic UI refresh
handling. Renamed `LoginAction` to `LoginActions` for consistency.
* Refactor: Transition to IRunnable-based architecture
Replaced `Toplevel` with `Window` as the primary top-level UI element. Introduced the `IRunnable` interface to modernize the architecture, enabling greater flexibility and testability. Deprecated the static `Application` class in favor of the instance-based `IApplication` model, which supports multiple application contexts.
Updated methods like `Application.Run()` and `Application.RequestStop()` to use `IRunnable`. Removed or replaced legacy `Modal` properties with `IsModal`. Enhanced the `IApplication` interface with a fluent API, including methods like `Run<TRunnable>()` and `GetResult<T>()`.
Refactored tests and examples to align with the new architecture. Updated documentation to reflect the instance-based model. Deprecated obsolete members and methods, including `Application.Current` and `Application.TopRunnable`.
Improved event handling by replacing the `Accept` event with `Accepting` and using `e.Handled` for event processing. Updated threading examples to use `App?.Invoke()` or `app.Invoke()` for UI updates. Cleaned up redundant code and redefined modal behavior for better consistency.
These changes modernize the `Terminal.Gui` library, improving clarity, usability, and maintainability while ensuring backward compatibility where possible.
* Refactor: Replace Toplevel with Runnable class
This commit introduces a major architectural update to the `Terminal.Gui` library, replacing the legacy `Toplevel` class with the new `Runnable` class. The changes span the entire codebase, including core functionality, tests, documentation, and configuration files.
- **Core Class Replacement**:
- Replaced `Toplevel` with `Runnable` as the base class for modal views and session management.
- Updated all references to `Toplevel` in the codebase, including constructors, methods, and properties.
- **Configuration Updates**:
- Updated `tui-config-schema.json` to reflect the new `Runnable` scheme.
- **New Classes**:
- Added `UICatalogRunnable` for managing the UI Catalog application.
- Introduced `Runnable<TResult>` as a generic base class for blocking sessions with result handling.
- **Documentation and Tests**:
- Updated documentation to emphasize `Runnable` and mark `Toplevel` as obsolete.
- Refactored test cases to use `Runnable` and ensure compatibility.
- **Behavioral Improvements**:
- Enhanced lifecycle management and alignment with the `IRunnable` interface.
- Improved clarity and consistency in naming conventions.
These changes modernize the library, improve flexibility, and provide a clearer architecture for developers.
* Refactor: Consolidate Runnable classes and decouple View from ApplicationImpl
- Made Runnable<TResult> inherit from Runnable (eliminating ~180 LOC duplication)
- Moved View init/layout/cursor logic from ApplicationImpl to Runnable lifecycle events
- ApplicationImpl.Begin now operates purely on IRunnable interface
Related to #4419
* Simplified the disposal logic in `ApplicationImpl.Run.cs` by replacing
the type-specific check for `View` with a more general check for
`IDisposable`. This ensures proper disposal of any `IDisposable`
object, improving robustness.
Removed the `FrameworkOwnedRunnable` property from the `ApplicationImpl`
class in `ApplicationImpl.cs` and the `IApplication` interface in
`IApplication.cs`. This eliminates the need to manage this property,
reducing complexity and improving maintainability.
Updated `application.md` to reflect the removal of the
`FrameworkOwnedRunnable` property, ensuring the documentation aligns
with the updated codebase.
* Replaces the legacy `Shutdown()` method with `Dispose()` to align
with the `IDisposable` pattern, ensuring proper resource cleanup
and simplifying the API. The `Dispose()` method is now the
recommended way to release resources, with `using` statements
encouraged for automatic disposal.
Key changes:
- Marked `Shutdown()` as obsolete; it now internally calls `Dispose()`.
- Updated the fluent API to remove `Shutdown()` from chaining.
- Enhanced session lifecycle management for thread safety.
- Updated tests to validate proper disposal and state reset.
- Improved `IRunnable` integration with automatic disposal for
framework-created runnables.
- Maintained backward compatibility for the legacy static
`Application` singleton.
- Refactored documentation and examples to reflect modern practices
and emphasize `Dispose()` usage.
These changes modernize the `Terminal.Gui` lifecycle, improve
testability, and encourage alignment with .NET conventions.
* Refactor runnable app context handling in ApplicationImpl
Refactor how the application context is set for `runnable` objects
by introducing a new `SetApp` method in the `IRunnable` interface.
This replaces the previous logic of directly setting the `App`
property for `View` objects, making the process more generic and
encapsulated within `IRunnable` implementations.
Simplify `Mouse.UngrabMouse()` by removing the conditional check
and calling it unconditionally.
Make a minor formatting adjustment in the generic constraint of
`Run<TRunnable>` in `ApplicationImpl`.
Add `SetApp(IApplication app)` to the `IRunnable` interface and
implement it in the `Runnable` class to set the `App` property
to the provided application instance.
* Improve docs, tests, and modularity across the codebase
Reorganized and updated `CONTRIBUTING.md`:
- Added **Key Architecture Concepts** section and reordered the table of contents.
- Updated testing requirements to discourage legacy patterns.
- Added instructions for replicating CI workflows locally.
- Clarified PR guidelines and coding style expectations.
Enhanced `README.md` with detailed CI/CD workflow documentation.
Refactored `ColorPicker.Prompt` to use `IApplication` for improved modularity and testability.
Introduced `IApplicationScreenChangedTests` for comprehensive testing of `ScreenChanged` events and `Screen` property.
Refactored `ApplicationScreenTests` and `TextView.PromptForColors` to align with modern patterns.
Updated `Terminal.sln` to include `.github/workflows/README.md`.
Performed general cleanup:
- Removed outdated documentation links.
- Improved XML documentation and coding consistency.
* readme tweaks
* Improve thread safety, layout, and test coverage
Refactored `OutputBufferImpl.cs` to enhance thread safety by locking shared resources and adding bounds checks for columns and rows. Improved handling of wide characters and removed outdated TODO comments.
Updated `Runnable.cs` to call `SetNeedsDraw()` on modal state changes, ensuring proper layout and drawing updates. Simplified layout handling in `ApplicationImpl.Run.cs` by replacing redundant comments with a `LayoutAndDraw()` call.
Added a check in `AllViewsTester.cs` to skip creating instances of `RunnableWrapper` types with unsatisfiable generic constraints, logging a warning when encountered.
Enhanced `ListViewTests.cs` by adding explicit `app.LayoutAndDraw()` calls to validate visual output and ensure tests reflect the updated application state.
These changes improve robustness, prevent race conditions, and ensure consistent behavior across the application.
* Refactor: Rename Toplevel to Runnable and update logic
Updated the `Border` class to use `Command.Quit` instead of
`Command.QuitToplevel` in the `CloseButton.Accept` handler.
Renamed test methods in `GetViewsAtLocationTests.cs` to replace
"Toplevel" with "Runnable" for consistency. Updated `Runnable<bool>`
instances to use "topRunnable" as the `Id` property.
These changes align the codebase with updated naming conventions
and improve clarity.
* Removed `ToplevelTests` and migrated relevant test cases to
`MouseDragTests` with improved structure and coverage. Updated
tests to use `Application.Create`, `app.Begin`, and `app.End`
for better resource management and lifecycle handling.
Replaced direct event handling with `app.Mouse.RaiseMouseEvent`
to align with the application's event-handling mechanism. Added
`Runnable` objects to ensure views are properly initialized and
disposed of within the application context.
Enhanced tests to include assertions for minimum width and
height constraints during resize operations. Removed redundant
tests and streamlined logic to reduce duplication and improve
maintainability.
* Reorged Unit Test namespaces.
* more
* Refactor tests and update namespaces for consistency
Updated namespaces in `ArrangementTests.cs` and `MouseDragTests.cs` for better organization. Enhanced `ArrangementTests.cs` with additional checks for arrangement flags. Reformatted and re-added `MouseDragTests.cs` and `SchemeTests.cs` with modern C# features like nullable annotations and object initializers. Ensured no functional changes while improving code clarity and consistency.
* Fix nullability warnings in MouseDragTests.cs
Updated `app.End` calls to use the null-forgiving operator (`!`)
on `app.SessionStack` to ensure it is treated as non-null.
This change addresses potential nullability warnings and
improves code safety and clarity. Applied consistently across
all relevant test cases in the `MouseDragTests` class.
30 KiB
View Deep Dive
View is the base class for all visible UI elements in Terminal.Gui. View provides core functionality for layout, drawing, input handling, navigation, and scrolling. All interactive controls, windows, and dialogs derive from View.
See the Views Overview for a catalog of all built-in View subclasses.
Table of Contents
- View Hierarchy
- View Composition
- Core Concepts
- View Lifecycle
- Subsystems
- Common View Patterns
- Modal Views
View Hierarchy
Terminology
- View - The base class for all visible UI elements
- SubView - A View that is contained in another View and rendered as part of the containing View's content area. SubViews are added via View.Add
- SuperView - The View that contains SubViews. Each View has a View.SuperView property that references its container
- Child View - A view that holds a reference to another view in a parent/child relationship (used sparingly; generally SubView/SuperView is preferred)
- Parent View - A view that holds a reference to another view but is NOT a SuperView (used sparingly)
Key Properties
- View.SubViews - Read-only list of all SubViews added to this View
- View.SuperView - The View's container (null if the View has no container)
- View.Id - Unique identifier for the View (should be unique among siblings)
- View.Data - Arbitrary data attached to the View
- View.App - The application context this View belongs to
- View.Driver - The driver used for rendering (derived from App). This is a shortcut to
App.Driverfor convenience.
View Composition
Views are composed of several nested layers that define how they are positioned, drawn, and scrolled:
[!INCLUDE View Composition]
The Layers
- Frame - The outermost rectangle defining the View's location and size relative to the SuperView's content area
- Margin - Adornment that provides spacing between the View and other SubViews
- Border - Adornment that draws the visual border and title
- Padding - Adornment that provides spacing between the border and the viewport
- Viewport - Rectangle describing the visible portion of the content area
- Content Area - The total area where content can be drawn (defined by View.GetContentSize)
See the Layout Deep Dive for complete details on View composition and layout.
Core Concepts
Frame vs. Viewport
- Frame - The View's location and size in SuperView-relative coordinates. Frame includes all adornments (Margin, Border, Padding)
- Viewport - The visible "window" into the View's content, located inside the adornments. Viewport coordinates are always relative to (0,0) of the content area
// Frame is SuperView-relative
view.Frame = new Rectangle(10, 5, 50, 20);
// Viewport is content-relative (the visible portal)
view.Viewport = new Rectangle(0, 0, 45, 15); // Adjusted for adornments
Content Area and Scrolling
The Content Area is where the View's content is drawn. By default, the content area size matches the Viewport size. To enable scrolling:
- Call View.SetContentSize with a size larger than the Viewport
- Change
Viewport.Locationto scroll the content
See the Scrolling Deep Dive for complete details.
Adornments
Adornments are special Views that surround the content:
- Margin - Transparent spacing outside the Border
- Border - Visual frame with LineStyle, title, and arrangement UI
- Padding - Spacing inside the Border, outside the Viewport
Each adornment has a Thickness that defines the width of each side (Top, Right, Bottom, Left).
See the Layout Deep Dive for complete details on adornments.
View Lifecycle
Initialization
Views implement ISupportInitializeNotification:
- Constructor - Creates the View and sets up default state
- BeginInit - Signals initialization is starting
- EndInit - Signals initialization is complete; raises View.Initialized event
- IsInitialized - Property indicating if initialization is complete
During initialization, View.App is set to reference the application context, enabling views to access application services like the driver and current session.
Disposal
Views are IDisposable:
- Call View.Dispose to clean up resources
- The View.Disposing event is raised when disposal begins
- Automatically disposes SubViews, adornments, and scroll bars
Subsystems
View is organized as a partial class across multiple files, each handling a specific subsystem:
Commands
See the Command Deep Dive.
- View.AddCommand - Declares commands the View supports
- View.InvokeCommand - Invokes a command
- Command enum - Standard set of commands (Accept, Select, HotKey, etc.)
Input Handling
Keyboard
See the Keyboard Deep Dive.
- View.KeyBindings - Maps keys to Commands
- View.HotKey - The hot key for the View
- View.HotKeySpecifier - Character used to denote hot keys in text (default: '_')
- Events:
KeyDown,KeyUp,InvokingKeyBindings
Mouse
See the Mouse Deep Dive.
- View.MouseBindings - Maps mouse events to Commands
- View.WantContinuousButtonPresses - Enables continuous button press events
- View.Highlight - Event for visual feedback on mouse hover/click
- View.HighlightStyle - Visual style when highlighted
- Events:
MouseEnter,MouseLeave,MouseClick,MouseEvent
Layout and Arrangement
See the Layout Deep Dive and Arrangement Deep Dive.
Position and Size
- View.X - Horizontal position using Pos
- View.Y - Vertical position using Pos
- View.Width - Width using Dim
- View.Height - Height using Dim
Layout Features
- Dim.Auto - Automatic sizing based on content
- Pos.AnchorEnd - Anchor to right/bottom edges
- Pos.Align - Align views relative to each other
- Pos.Center - Center within SuperView
- Dim.Fill - Fill available space
Arrangement
- View.Arrangement - Controls if View is movable/resizable
- ViewArrangement - Flags: Fixed, Movable, Resizable, Overlapped
Events
LayoutStarted- Before layout beginsLayoutComplete- After layout completesFrameChanged- When Frame changesViewportChanged- When Viewport changes
Drawing
See the Drawing Deep Dive.
Color and Style
- View.Scheme - Color scheme for the View
- View.SetAttribute - Sets the attribute for subsequent drawing
- View.SetAttributeForRole - Sets attribute based on VisualRole
See the Scheme Deep Dive for details on color theming.
Drawing Methods
- View.Draw - Main drawing method
- View.AddRune - Draws a single Rune
- View.AddStr - Draws a string
- View.Move - Positions the cursor
- View.Clear - Clears the View's content
Drawing Events
DrawingContent- Before content is drawnDrawingContentComplete- After content is drawnDrawingAdornments- Before adornments are drawnDrawingAdornmentsComplete- After adornments are drawn
Invalidation
- View.SetNeedsDraw - Marks View as needing redraw
- View.NeedsDraw - Property indicating if View needs redraw
Navigation
See the Navigation Deep Dive.
- View.CanFocus - Whether the View can receive keyboard focus
- View.HasFocus - Whether the View currently has focus
- View.TabStop - TabBehavior for tab navigation
- View.TabIndex - Order in tab navigation
- View.SetFocus - Gives focus to the View
Events:
HasFocusChanging- Before focus changes (cancellable)HasFocusChanged- After focus changesAccepting- When Command.Accept is invoked (typically Enter key)Accepted- After Command.Accept completesSelecting- When Command.Select is invoked (typically Space or mouse click)Selected- After Command.Select completes
Scrolling
See the Scrolling Deep Dive.
- View.Viewport - Visible portion of the content area
- View.GetContentSize - Returns size of scrollable content
- View.SetContentSize - Sets size of scrollable content
- View.ScrollHorizontal - Scrolls content horizontally
- View.ScrollVertical - Scrolls content vertically
- View.VerticalScrollBar - Built-in vertical scrollbar
- View.HorizontalScrollBar - Built-in horizontal scrollbar
- View.ViewportSettings - ViewportSettingsFlags controlling scroll behavior
Text
- View.Text - The View's text content
- View.Title - The View's title (shown in Border)
- View.TextFormatter - Handles text formatting and alignment
- View.TextDirection - Text direction (LeftRight, RightToLeft, TopToBottom)
- View.TextAlignment - Text alignment (Left, Centered, Right, Justified)
- View.VerticalTextAlignment - Vertical alignment (Top, Middle, Bottom, Justified)
View Lifecycle
1. Creation
View view = new ()
{
X = Pos.Center(),
Y = Pos.Center(),
Width = Dim.Percent(50),
Height = Dim.Fill()
};
2. Initialization
When a View is added to a SuperView or when Application.Run is called:
- BeginInit is called
- EndInit is called
- IsInitialized becomes true
- Initialized event is raised
3. Layout
Layout happens automatically when needed:
- View.SetNeedsLayout marks View as needing layout
- View.Layout calculates position and size
LayoutStartedevent is raised- Frame and Viewport are calculated based on X, Y, Width, Height
- SubViews are laid out
LayoutCompleteevent is raised
4. Drawing
Drawing happens automatically when needed:
- View.SetNeedsDraw marks View as needing redraw
- View.Draw renders the View
DrawingContentevent is raised- View.OnDrawingContent is called (override to draw custom content)
DrawingContentCompleteevent is raised- Adornments are drawn
- SubViews are drawn
5. Input Processing
Input is processed in this order:
- Keyboard: Key → KeyBindings → Command → Command Handlers → Events
- Mouse: MouseEvent → MouseBindings → Command → Command Handlers → Events
6. Disposal
view.Dispose();
- Raises View.Disposing event
- Disposes adornments, scrollbars, SubViews
- Cleans up event handlers and resources
Subsystems
Commands
See the Command Deep Dive for complete details.
Views use a command pattern for handling input:
// Add a command the view supports
view.AddCommand (Command.Accept, () =>
{
// Handle the Accept command
return true;
});
// Bind a key to the command
view.KeyBindings.Add (Key.Enter, Command.Accept);
// Bind a mouse action to the command
view.MouseBindings.Add (MouseFlags.Button1Clicked, Command.Select);
Input
Keyboard
See the Keyboard Deep Dive for complete details.
The keyboard subsystem processes key presses through:
- View.KeyDown event (cancellable)
- View.OnKeyDown virtual method
- View.KeyBindings - Converts keys to commands
- Command handlers (registered via View.AddCommand)
- View.KeyUp event
Mouse
See the Mouse Deep Dive for complete details.
The mouse subsystem processes mouse events through:
- View.MouseEvent event (low-level)
- View.OnMouseEvent virtual method
- View.MouseEnter / View.MouseLeave events
- View.MouseBindings - Converts mouse actions to commands
- Command handlers
- View.MouseClick event (high-level)
Layout
See the Layout Deep Dive for complete details.
Layout is declarative using Pos and Dim:
var label = new Label { Text = "Name:" };
var textField = new TextField
{
X = Pos.Right(label) + 1,
Y = Pos.Top(label),
Width = Dim.Fill()
};
The layout system automatically:
- Calculates Frame based on X, Y, Width, Height
- Handles Adornment thickness
- Calculates Viewport
- Lays out SubViews recursively
Drawing
See the Drawing Deep Dive for complete details.
Views draw themselves using viewport-relative coordinates:
protected override bool OnDrawingContent()
{
// Draw at viewport coordinates (0,0)
Move(0, 0);
SetAttribute(new Attribute(Color.White, Color.Blue));
AddStr("Hello, Terminal.Gui!");
return true;
}
Key drawing concepts:
- LineCanvas - For drawing lines with auto-joining
- Attribute - Color and text style
- TextStyle - Bold, Italic, Underline, etc.
- Gradient / GradientFill - Color gradients
Navigation
See the Navigation Deep Dive for complete details.
Navigation controls keyboard focus movement:
- View.CanFocus - Whether View can receive focus
- View.TabStop - TabBehavior (NoStop, TabStop, TabGroup)
- View.TabIndex - Tab order within SuperView
- View.SetFocus - Requests focus
- View.AdvanceFocus - Moves focus to next/previous View
Scrolling
See the Scrolling Deep Dive for complete details.
Scrolling is built into every View:
// Set content size larger than viewport
view.SetContentSize(new Size(100, 100));
// Scroll the content
view.Viewport = view.Viewport with { Location = new Point(10, 10) };
// Or use helper methods
view.ScrollVertical(5);
view.ScrollHorizontal(3);
// Enable scrollbars
view.VerticalScrollBar.Visible = true;
view.HorizontalScrollBar.Visible = true;
Common View Patterns
Creating a Custom View
public class MyCustomView : View
{
public MyCustomView()
{
// Set up default size
Width = Dim.Auto();
Height = Dim.Auto();
// Can receive focus
CanFocus = true;
// Add supported commands
AddCommand(Command.Accept, HandleAccept);
// Configure key bindings
KeyBindings.Add(Key.Enter, Command.Accept);
}
protected override bool OnDrawingContent()
{
// Draw custom content using viewport coordinates
Move(0, 0);
SetAttributeForRole(VisualRole.Normal);
AddStr("My custom content");
return true; // Handled
}
private bool HandleAccept()
{
// Handle the Accept command
// Raise events, update state, etc.
return true; // Handled
}
}
Adding SubViews
var container = new View
{
Width = Dim.Fill(),
Height = Dim.Fill()
};
var button1 = new Button { Text = "OK", X = 2, Y = 2 };
var button2 = new Button { Text = "Cancel", X = Pos.Right(button1) + 2, Y = 2 };
container.Add(button1, button2);
Using Adornments
var view = new View
{
BorderStyle = LineStyle.Double,
Title = "My View"
};
// Configure border
view.Border.Thickness = new Thickness(1);
view.Border.Settings = BorderSettings.Title;
// Add padding
view.Padding.Thickness = new Thickness(1);
// Add margin
view.Margin.Thickness = new Thickness(2);
Implementing Scrolling
var view = new View
{
Width = 40,
Height = 20
};
// Set content larger than viewport
view.SetContentSize(new Size(100, 100));
// Enable scrollbars with auto-show
view.VerticalScrollBar.AutoShow = true;
view.HorizontalScrollBar.AutoShow = true;
// Add key bindings for scrolling
view.KeyBindings.Add(Key.CursorUp, Command.ScrollUp);
view.KeyBindings.Add(Key.CursorDown, Command.ScrollDown);
view.KeyBindings.Add(Key.CursorLeft, Command.ScrollLeft);
view.KeyBindings.Add(Key.CursorRight, Command.ScrollRight);
// Add command handlers
view.AddCommand(Command.ScrollUp, () => { view.ScrollVertical(-1); return true; });
view.AddCommand(Command.ScrollDown, () => { view.ScrollVertical(1); return true; });
Runnable Views (IRunnable)
Views can implement IRunnable to run as independent, blocking sessions with typed results. This decouples runnability from inheritance, allowing any View to participate in session management.
IRunnable Architecture
The IRunnable pattern provides:
- Interface-Based: Implement
IRunnable<TResult>instead of inheriting fromRunnable - Type-Safe Results: Generic
TResultparameter for compile-time type safety - Fluent API: Chain
Init(),Run(), andShutdown()for concise code - Automatic Disposal: Framework manages lifecycle of created runnables
- CWP Lifecycle Events:
IsRunningChanging/Changed,IsModalChanging/Changed
Creating a Runnable View
Derive from Runnable or implement IRunnable:
public class ColorPickerDialog : Runnable<Color?>
{
private ColorPicker16 _colorPicker;
public ColorPickerDialog()
{
Title = "Select a Color";
_colorPicker = new ColorPicker16 { X = Pos.Center(), Y = 2 };
var okButton = new Button { Text = "OK", IsDefault = true };
okButton.Accepting += (s, e) => {
Result = _colorPicker.SelectedColor;
Application.RequestStop();
};
Add(_colorPicker, okButton);
}
}
Running with Fluent API
The fluent API enables elegant, concise code with automatic disposal:
// Framework creates, runs, and disposes the runnable automatically
Color? result = Application.Create()
.Init()
.Run<ColorPickerDialog>()
.Shutdown() as Color?;
if (result is { })
{
Console.WriteLine($"Selected: {result}");
}
Running with Explicit Control
For more control over the lifecycle:
var app = Application.Create();
app.Init();
var dialog = new ColorPickerDialog();
app.Run(dialog);
// Extract result after Run returns
Color? result = dialog.Result;
// Caller is responsible for disposal
dialog.Dispose();
app.Shutdown();
Disposal Semantics
"Whoever creates it, owns it":
Run<TRunnable>(): Framework creates → Framework disposes (inShutdown())Run(IRunnable): Caller creates → Caller disposes
Result Extraction
Extract the result in OnIsRunningChanging when stopping:
protected override bool OnIsRunningChanging(bool oldIsRunning, bool newIsRunning)
{
if (!newIsRunning) // Stopping - extract result before disposal
{
Result = _colorPicker.SelectedColor;
// Optionally cancel stop (e.g., prompt to save)
if (HasUnsavedChanges())
{
return true; // Cancel stop
}
}
return base.OnIsRunningChanging(oldIsRunning, newIsRunning);
}
Lifecycle Properties
IsRunning- True when on theRunnableSessionStackIsModal- True when at the top of the stack (receiving all input)Result- The typed result value (set before stopping)
Lifecycle Events (CWP-Compliant)
IsRunningChanging- Cancellable event before added/removed from stackIsRunningChanged- Non-cancellable event after stack changeIsModalChanged- Non-cancellable event after modal state change
Modal Views (Legacy)
Views can run modally (exclusively capturing all input until closed). See Runnable for the legacy pattern.
Note: New code should use IRunnable<TResult> pattern (see above) for better type safety and lifecycle management.
Running a View Modally (Legacy)
var dialog = new Dialog
{
Title = "Confirmation",
Width = Dim.Percent(50),
Height = Dim.Percent(50)
};
// Add content...
var label = new Label { Text = "Are you sure?", X = Pos.Center(), Y = 1 };
dialog.Add(label);
// Run modally - blocks until closed
Application.Run(dialog);
// Dialog has been closed
dialog.Dispose();
Modal View Types (Legacy)
- Runnable - Base class for modal views, can fill entire screen
- Window - Overlapped container with border and title
- Dialog - Modal Window, centered with button support
- Wizard - Multi-step modal dialog
Dialog Example (Legacy)
Dialogs are Modal Windows centered on screen:
bool okPressed = false;
var ok = new Button { Text = "Ok" };
ok.Accepting += (s, e) => { okPressed = true; Application.RequestStop(); };
var cancel = new Button { Text = "Cancel" };
cancel.Accepting += (s, e) => Application.RequestStop();
var dialog = new Dialog
{
Title = "Quit",
Width = 50,
Height = 10
};
dialog.Add(new Label { Text = "Are you sure you want to quit?", X = Pos.Center(), Y = 2 });
dialog.AddButton(ok);
dialog.AddButton(cancel);
Application.Run(dialog);
if (okPressed)
{
// User clicked OK
}
Which displays:
╔═ Quit ═══════════════════════════════════════════╗
║ ║
║ Are you sure you want to quit? ║
║ ║
║ ║
║ ║
║ [ Ok ] [ Cancel ] ║
╚══════════════════════════════════════════════════╝
Wizard Example
Wizards let users step through multiple pages:
var wizard = new Wizard { Title = "Setup Wizard" };
var step1 = new WizardStep { Title = "Welcome" };
step1.Add(new Label { Text = "Welcome to the wizard!", X = 1, Y = 1 });
var step2 = new WizardStep { Title = "Configuration" };
step2.Add(new TextField { X = 1, Y = 1, Width = 30 });
wizard.AddStep(step1);
wizard.AddStep(step2);
Application.Run(wizard);
Advanced Topics
View Diagnostics
View.Diagnostics - ViewDiagnosticFlags for debugging:
Ruler- Shows a ruler around the ViewDrawIndicator- Shows an animated indicator when drawingFramePadding- Highlights the Frame with color
View States
- View.Enabled - Whether the View is enabled
- View.Visible - Whether the View is visible
- View.CanFocus - Whether the View can receive focus
- View.HasFocus - Whether the View currently has focus
Shadow Effects
View.ShadowStyle - ShadowStyle for drop shadows:
view.ShadowStyle = ShadowStyle.Transparent;
See Also
- Application Deep Dive - Instance-based application architecture
- Views Overview - Complete list of all built-in Views
- Layout Deep Dive - Detailed layout system documentation
- Drawing Deep Dive - Drawing system and color management
- Keyboard Deep Dive - Keyboard input handling
- Mouse Deep Dive - Mouse input handling
- Navigation Deep Dive - Focus and navigation system
- Scrolling Deep Dive - Scrolling and viewport management
- Command Deep Dive - Command pattern and bindings
- Arrangement Deep Dive - Movable and resizable views
- Configuration Deep Dive - Configuration and persistence
- Scheme Deep Dive - Color theming