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Terminal.Gui/docfx/docs/View.md
Copilot f068709d13 Fixes #4331 - Use Application.Screen and ScreenContents to reduce Driver coupling (#4336)
* Initial plan

* Replace direct Driver access with ViewBase helper methods

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* Update documentation to reference View methods instead of Driver

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* Fix documentation wording to avoid driver reference

* Fix missed Driver accesses in Slider.cs

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* Use Application.Screen instead of ScreenRows/ScreenCols, keep MoveToScreen/FillRectScreen internal for ViewBase only

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* Remove MoveToScreen and FillRectScreen helper methods, use Driver directly in ViewBase classes

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* Improve documentation clarity and grammar per CONTRIBUTING.md guidelines

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* Add MoveToScreenPosition helper to eliminate Driver.Move calls in View subclasses

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* Remove MoveToScreenPosition helper method, Menu.cs accesses Driver directly

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* Replace Driver.Move with View.Move in Menu.cs

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* Update documentation to reflect Driver encapsulation changes

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* Add PR warnings policy to CONTRIBUTING.md

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2025-10-26 09:48:30 -06:00

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Markdown

# View Deep Dive
## Hierarchy
* @Terminal.Gui.View - The base class for implementing higher-level visual/interactive Terminal.Gui elements. Implemented in the @Terminal.Gui.ViewBase.View base class.
* *SubView* - A View that is contained in another view and will be rendered as part of the containing view's **ContentArea**. SubViews are added to another view via the @"Terminal.Gui.ViewBase.View.Add(Terminal.Gui.View)" method. A View may only be a SubView of a single View. Each View has a @Terminal.Gui.ViewBase.View.SubViews property that is a list of all SubViews that have been added.
* @Terminal.Gui.View.SuperView - The View that is a container for SubViews. Each View has a @Terminal.Gui.ViewBase.View.SuperView property that references it's SuperView after it has been added.
* *Child View* - A view that holds a reference to another view in a parent/child relationship. Terminal.Gui uses the terms "Child" and "Parent" sparingly. Generally SubView/SuperView is preferred.
* *Parent View* - A view that holds a reference to another view in a parent/child relationship, but is NOT a SuperView of the child. Terminal.Gui uses the terms "Child" and "Parent" sparingly. Generally SubView/SuperView is preferred.
## Composition
[!INCLUDE [View Composition](~/includes/view-composition.md)]
### List of Built-In Views
See [List of Built-In Views](views.md)
### Commands
See the [Command Deep Dive](command.md).
### Input
See the [Keyboard Deep Dive](keyboard.md) and [Mouse Deep Dive](mouse.md).
### Layout and Arrangement
See the [Layout Deep Dive](layout.md) and the [Arrangement Deep Dive](arrangement.md).
### Drawing
See the [Drawing Deep Dive](drawing.md).
Views should use viewport-relative coordinates for all drawing operations. The `View.Move(col, row)` method positions the cursor using viewport-relative coordinates. For screen dimensions, use @Terminal.Gui.App.Application.Screen instead of accessing the driver directly.
### Navigation
See the [Navigation Deep Dive](navigation.md).
### Scrolling
See the [Scrolling Deep Dive](scrolling.md).
## Modal Views
Views can either be Modal or Non-modal. Modal views take over all user input until the user closes the View. Examples of Modal Views are Toplevel, Dialog, and Wizard. Non-modal views can be used to create a new experience in your application, one where you would have a new top-level menu for example. Setting the `Modal` property on a View to `true` makes it modal.
To run any View (but especially Dialogs, Windows, or Toplevels) modally, invoke the `Application.Run` method on a Toplevel. Use the `Application.RequestStop()` method to terminate the modal execution.
```csharp
```
There is no return value from running modally, so the modal view must have a mechanism to indicate the reason the modal was closed. In the case above, the `okpressed` value is set to true if the user pressed or selected the `Ok` button.
### Dialogs
[Dialogs](~/api/Terminal.Gui.Views.Dialog.yml) are Modal [Windows](~/api/Terminal.Gui.Views.Window.yml) that are centered in the middle of the screen and are intended to be used modally - that is, they run, and they are expected to return a result before resuming execution of the application.
Dialogs expose an API for adding buttons and managing the layout such that buttons are at the bottom of the dialog (e.g. [`AddButton`](https://migueldeicaza.github.io/gui.cs/api/Terminal.Gui.Dialog.yml#Terminal_Gui_Dialog_AddButton_Terminal_Gui_Button_)).
Example:
```csharp
bool okpressed = false;
var ok = new Button() { Title = "Ok" };
var cancel = new Button() { Title = "Cancel" };
var dialog = new Dialog () { Text = "Are you sure you want to quit?", Title = "Quit", Buttons = { ok, cancel } };
```
Which will show something like this:
```
+- Quit -----------------------------------------------+
| Are you sure you want to quit? |
| |
| [ Ok ] [ Cancel ] |
+------------------------------------------------------+
```
### Wizards
[Wizards](~/api/Terminal.Gui.Views.Wizard.yml) are Dialogs that let users step through a series of steps to complete a task.
```
╔╡Gandolf - The last step╞════════════════════════════════════╗
║ The wizard is complete! ║
║☐ Enable Final Final Step ║
║ Press the Finish ║
║ button to continue. ║
║ ║
║ Pressing ESC will ║
║ cancel the wizard. ║
║ ║
║ ║
║─────────────────────────────────────────────────────────────║
║⟦ Back ⟧ ⟦► Finish ◄⟧║
╚═════════════════════════════════════════════════════════════╝
```
## Application Concepts
* *TopLevel* - The v1 term used to describe a view that can have a MenuBar and/or StatusBar. In v2, we will delete the `TopLevel` class and ensure ANY View can have a menu bar and/or status bar (via `Adornments`).
* NOTE: There will still be an `Application.Top` which is the [View](~/api/Terminal.Gui.ViewBase.View.yml) that is the root of the `Application`'s view hierarchy.
* *Runnable* - TBD
* *Modal* - *Modal* - The term used when describing a [View](~/api/Terminal.Gui.Viewbase.View.yml) that was created using the `Application.Run(view)` or `Application.Run<T>` APIs. When a View is running as a modal, user input is restricted to just that View until `Application.Run` exits. A `Modal` View has its own `RunState`.
* In v1, classes derived from `Dialog` were originally thought to only work modally. However, `Wizard` proved that a `Dialog`-based class can also work non-modally.
* In v2, we will simplify the `Dialog` class, and let any class be run via `Applicaiton.Run`. The `Modal` property will be set by `Application.Run` so the class can detect it is running modally if it needs to.