Files
Terminal.Gui/Terminal.Gui/Views/StatusBar.cs
2020-06-13 08:13:58 -07:00

196 lines
5.7 KiB
C#

//
// StatusBar.cs: a statusbar for an application
//
// Authors:
// Miguel de Icaza (miguel@gnome.org)
//
// TODO:
// Add mouse support
using System;
using NStack;
namespace Terminal.Gui {
/// <summary>
/// <see cref="StatusItem"/> objects are contained by <see cref="StatusBar"/> <see cref="View"/>s.
/// Each <see cref="StatusItem"/> has a title, a shortcut (hotkey), and an <see cref="Action"/> that will be invoked when the
/// <see cref="StatusItem.Shortcut"/> is pressed.
/// The <see cref="StatusItem.Shortcut"/> will be a global hotkey for the application in the current context of the screen.
/// The colour of the <see cref="StatusItem.Title"/> will be changed after each ~.
/// A <see cref="StatusItem.Title"/> set to `~F1~ Help` will render as *F1* using <see cref="ColorScheme.HotNormal"/> and
/// *Help* as <see cref="ColorScheme.HotNormal"/>.
/// </summary>
public class StatusItem {
/// <summary>
/// Initializes a new <see cref="StatusItem"/>.
/// </summary>
/// <param name="shortcut">Shortcut to activate the <see cref="StatusItem"/>.</param>
/// <param name="title">Title for the <see cref="StatusItem"/>.</param>
/// <param name="action">Action to invoke when the <see cref="StatusItem"/> is activated.</param>
public StatusItem (Key shortcut, ustring title, Action action)
{
Title = title ?? "";
Shortcut = shortcut;
Action = action;
}
/// <summary>
/// Gets the global shortcut to invoke the action on the menu.
/// </summary>
public Key Shortcut { get; }
/// <summary>
/// Gets or sets the title.
/// </summary>
/// <value>The title.</value>
/// <remarks>
/// The colour of the <see cref="StatusItem.Title"/> will be changed after each ~.
/// A <see cref="StatusItem.Title"/> set to `~F1~ Help` will render as *F1* using <see cref="ColorScheme.HotNormal"/> and
/// *Help* as <see cref="ColorScheme.HotNormal"/>.
/// </remarks>
public ustring Title { get; set; }
/// <summary>
/// Gets or sets the action to be invoked when the statusbar item is triggered
/// </summary>
/// <value>Action to invoke.</value>
public Action Action { get; }
};
/// <summary>
/// A status bar is a <see cref="View"/> that snaps to the bottom of a <see cref="Toplevel"/> displaying set of <see cref="StatusItem"/>s.
/// The <see cref="StatusBar"/> should be context sensitive. This means, if the main menu and an open text editor are visible, the items probably shown will
/// be ~F1~ Help ~F2~ Save ~F3~ Load. While a dialog to ask a file to load is executed, the remaining commands will probably be ~F1~ Help.
/// So for each context must be a new instance of a statusbar.
/// </summary>
public class StatusBar : View {
/// <summary>
/// The items that compose the <see cref="StatusBar"/>
/// </summary>
public StatusItem [] Items { get; set; }
/// <summary>
/// Initializes a new instance of the <see cref="StatusBar"/> class.
/// </summary>
public StatusBar () : this (items: new StatusItem [] { }) { }
/// <summary>
/// Initializes a new instance of the <see cref="StatusBar"/> class with the specified set of <see cref="StatusItem"/>s.
/// The <see cref="StatusBar"/> will be drawn on the lowest line of the terminal or <see cref="View.SuperView"/> (if not null).
/// </summary>
/// <param name="items">A list of statusbar items.</param>
public StatusBar (StatusItem [] items) : base ()
{
Width = Dim.Fill ();
Height = 1;
Items = items;
CanFocus = false;
ColorScheme = Colors.Menu;
X = 0;
Y = Driver.Rows - 1;
Width = Dim.Fill ();
Height = 1;
Application.Resized += (e) => {
X = 0;
Height = 1;
if (SuperView == null || SuperView == Application.Top) {
Y = Driver.Rows - 1;
} else {
Y = Pos.Bottom (SuperView);
}
};
}
Attribute ToggleScheme (Attribute scheme)
{
var result = scheme == ColorScheme.Normal ? ColorScheme.HotNormal : ColorScheme.Normal;
Driver.SetAttribute (result);
return result;
}
///<inheritdoc/>
public override void Redraw (Rect bounds)
{
//if (Frame.Y != Driver.Rows - 1) {
// Frame = new Rect (Frame.X, Driver.Rows - 1, Frame.Width, Frame.Height);
// Y = Driver.Rows - 1;
// SetNeedsDisplay ();
//}
Move (0, 0);
Driver.SetAttribute (ColorScheme.Normal);
for (int i = 0; i < Frame.Width; i++)
Driver.AddRune (' ');
Move (1, 0);
var scheme = ColorScheme.Normal;
Driver.SetAttribute (scheme);
for (int i = 0; i < Items.Length; i++) {
var title = Items [i].Title;
for (int n = 0; n < title.Length; n++) {
if (title [n] == '~') {
scheme = ToggleScheme (scheme);
continue;
}
Driver.AddRune (title [n]);
}
if (i + 1 < Items.Length) {
Driver.AddRune (' ');
Driver.AddRune (Driver.VLine);
Driver.AddRune (' ');
}
}
}
///<inheritdoc/>
public override bool ProcessHotKey (KeyEvent kb)
{
foreach (var item in Items) {
if (kb.Key == item.Shortcut) {
item.Action?.Invoke ();
return true;
}
}
return false;
}
///<inheritdoc/>
public override bool MouseEvent (MouseEvent me)
{
if (me.Flags != MouseFlags.Button1Clicked)
return false;
int pos = 1;
for (int i = 0; i < Items.Length; i++) {
if (me.X >= pos && me.X < pos + GetItemTitleLength (Items [i].Title)) {
Run (Items [i].Action);
}
pos += GetItemTitleLength (Items [i].Title) + 3;
}
return true;
}
int GetItemTitleLength (ustring title)
{
int len = 0;
foreach (var ch in title) {
if (ch == '~')
continue;
len++;
}
return len;
}
void Run (Action action)
{
if (action == null)
return;
Application.MainLoop.AddIdle (() => {
action ();
return false;
});
}
}
}