mirror of
https://github.com/gui-cs/Terminal.Gui.git
synced 2026-01-02 01:03:29 +01:00
* Added ClipRegion; cleaned up driver code * clip region unit tests * api docs * Moved color stuff from ConsoleDriver to Color.cs * Removes unused ConsoleDriver APIs * Code cleanup and Removes unused ConsoleDriver APIs * Code cleanup and Removes unused ConsoleDriver APIs * Work around https://github.com/gui-cs/Terminal.Gui/issues/2610 * adjusted unit tests * initial commit * Made Rows, Cols, Top, Left virtual * Made Clipboard non-virtual * Made EnableConsoleScrolling non-virtual * Made Contents non-virtual * Pulled Row/Col up * Made MoveTo virtual; fixed stupid FakeDriver cursor issue * Made CurrentAttribute non-virtual * Made SetAttribute non-virtual * Moved clipboard code out * Code cleanup * Removes dependecy on NStack from ConsoleDrivers - WIP * Fixed unit tests * Fixed unit tests * Added list of unit tests needed * Did some perf testing; tweaked code and charmap to address * Brough in code from PR #2264 (but commented) * Tons of code cleanup * Fighting with ScrollView * Fixing bugs * Fixed TabView tests * Fixed View.Visible test that was not really working * Fixed unit tests * Cleaned up clipboard APIs in attempt to track down unit test failure * Add Cut_Preserves_Selection test * Removed invalid code * Removed invalid test code; unit tests now pass * EscSeq* - Adjusted naming, added more sequences, made code more consistent, simplified, etc... * Added CSI_SetGraphicsRendition * NetDriver code cleanup * code cleanup * Cleaned up color handling in NetDriver * refixed tabview unit test * WindowsDriver color code cleanup * WindowsDriver color code cleanup * CursesDriver color code cleanup * CursesDriver - Adding _BOLD has no effect. Further up the stack we cast the return of ColorToCursesColor from int to short and the _BOLD values don't fit in a short. * CursesDriver color code - make code more accurate * CursesDriver color code - make code more accurate * Simplified ConsoleDriver.GetColors API * Simplified ConsoleDriver.GetColors API further * Improved encapslation of Attribute; prep for TrueColor & other attributes like blink * Fixes #2249. CharacterMap isn't refreshing well non-BMP code points on scroll. * Use GetRange to take some of the runes before convert to string. * Attempting to fix unit tests not being cleaned up * Fixes #2658 - ConsoleDriver.IsRuneSupported * Fixes #2658 - ConsoleDriver.IsRuneSupported (for WindowsDriver) * Check all the range values and not only the max value. * Reducing code. * Fixes #2674 - Unit test process doesn't exit * Changed Cell to support IsDirty and list of Runes * add support for rendering TrueColor output on Windows merging veeman & tznind code * add colorconverter changes * fixed merged v2_develop * Fixing merge bugs * Fixed merge bugs * Fixed merge bugs - all unit tests pass * Debugging netdriver * More netdriver diag * API docs for escutils * Update unicode scenario to stress more stuff * Contents: Now a 2D array of Cells; WIP * AddRune and ClearContents no longer virtual/abstract * WindowsDriver renders correctly again * Progress on Curses * Progress on Curses * broke windowsdriver * Cleaned up FakeMainLoop * Cleaned up some build warnings * Removed _init from AutoInitShutdown as it's not needed anymore * Removed unused var * Removed unused var * Fixed nullabiltiy warning in LineCanvas * Fixed charmap crash * Fixes #2758 in v2 * Port testonfail fix to v2 * Remove EnableConsoleScrolling * Backport #2764 from develop (clear last line) * Remove uneeded usings * Progress on unicode * Merged in changes from PR #2786, Fixes #2784 * revamp charmap rendering * Charmap option to show glyph widths * Fixed issue with wide glpyhs being overwritten * Fixed charmap startcodepoint change issue * Added abiltiy to see ncurses verison/lib * Fought with CursesDriver; giving up for now. See notes. * Leverage Wcwidth nuget library instaed of our own tables * enhanced charmap Details dialog * Final attempt at fixing curses --------- Co-authored-by: BDisp <bd.bdisp@gmail.com> Co-authored-by: adstep <stephensonadamj@gmail.com>
332 lines
9.3 KiB
C#
332 lines
9.3 KiB
C#
//
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// MainLoop.cs: IMainLoopDriver and MainLoop for Terminal.Gui
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//
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// Authors:
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// Miguel de Icaza (miguel@gnome.org)
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//
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using System;
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using System.Collections.Generic;
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using System.Collections.ObjectModel;
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namespace Terminal.Gui {
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/// <summary>
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/// Public interface to create a platform specific <see cref="MainLoop"/> driver.
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/// </summary>
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public interface IMainLoopDriver {
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/// <summary>
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/// Initializes the <see cref="MainLoop"/>, gets the calling main loop for the initialization.
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/// </summary>
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/// <param name="mainLoop">Main loop.</param>
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void Setup (MainLoop mainLoop);
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/// <summary>
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/// Wakes up the <see cref="MainLoop"/> that might be waiting on input, must be thread safe.
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/// </summary>
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void Wakeup ();
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/// <summary>
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/// Must report whether there are any events pending, or even block waiting for events.
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/// </summary>
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/// <returns><c>true</c>, if there were pending events, <c>false</c> otherwise.</returns>
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/// <param name="wait">If set to <c>true</c> wait until an event is available, otherwise return immediately.</param>
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bool EventsPending (bool wait);
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/// <summary>
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/// The iteration function.
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/// </summary>
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void Iteration ();
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}
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/// <summary>
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/// Simple main loop implementation that can be used to monitor
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/// file descriptor, run timers and idle handlers.
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/// </summary>
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/// <remarks>
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/// Monitoring of file descriptors is only available on Unix, there
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/// does not seem to be a way of supporting this on Windows.
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/// </remarks>
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public class MainLoop {
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internal SortedList<long, Timeout> timeouts = new SortedList<long, Timeout> ();
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object _timeoutsLockToken = new object ();
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/// <summary>
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/// The idle handlers and lock that must be held while manipulating them
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/// </summary>
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object _idleHandlersLock = new object ();
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internal List<Func<bool>> idleHandlers = new List<Func<bool>> ();
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/// <summary>
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/// Gets the list of all timeouts sorted by the <see cref="TimeSpan"/> time ticks./>.
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/// A shorter limit time can be added at the end, but it will be called before an
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/// earlier addition that has a longer limit time.
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/// </summary>
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public SortedList<long, Timeout> Timeouts => timeouts;
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/// <summary>
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/// Gets a copy of the list of all idle handlers.
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/// </summary>
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public ReadOnlyCollection<Func<bool>> IdleHandlers {
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get {
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lock (_idleHandlersLock) {
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return new List<Func<bool>> (idleHandlers).AsReadOnly ();
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}
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}
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}
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/// <summary>
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/// The current <see cref="IMainLoopDriver"/> in use.
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/// </summary>
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/// <value>The main loop driver.</value>
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public IMainLoopDriver MainLoopDriver { get; }
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/// <summary>
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/// Invoked when a new timeout is added. To be used in the case
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/// when <see cref="Application.ExitRunLoopAfterFirstIteration"/> is <see langword="true"/>.
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/// </summary>
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public event EventHandler<TimeoutEventArgs> TimeoutAdded;
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/// <summary>
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/// Creates a new Mainloop.
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/// </summary>
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/// <param name="driver">Should match the <see cref="ConsoleDriver"/>
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/// (one of the implementations FakeMainLoop, UnixMainLoop, NetMainLoop or WindowsMainLoop).</param>
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public MainLoop (IMainLoopDriver driver)
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{
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MainLoopDriver = driver;
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driver.Setup (this);
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}
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/// <summary>
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/// Runs <c>action</c> on the thread that is processing events
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/// </summary>
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/// <param name="action">the action to be invoked on the main processing thread.</param>
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public void Invoke (Action action)
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{
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AddIdle (() => {
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action ();
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return false;
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});
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}
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/// <summary>
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/// Adds specified idle handler function to <see cref="MainLoop"/> processing.
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/// The handler function will be called once per iteration of the main loop after other events have been handled.
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/// </summary>
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/// <remarks>
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/// <para>
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/// Remove an idle hander by calling <see cref="RemoveIdle(Func{bool})"/> with the token this method returns.
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/// </para>
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/// <para>
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/// If the <c>idleHandler</c> returns <c>false</c> it will be removed and not called subsequently.
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/// </para>
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/// </remarks>
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/// <param name="idleHandler">Token that can be used to remove the idle handler with <see cref="RemoveIdle(Func{bool})"/> .</param>
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public Func<bool> AddIdle (Func<bool> idleHandler)
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{
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lock (_idleHandlersLock) {
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idleHandlers.Add (idleHandler);
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}
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MainLoopDriver.Wakeup ();
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return idleHandler;
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}
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/// <summary>
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/// Removes an idle handler added with <see cref="AddIdle(Func{bool})"/> from processing.
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/// </summary>
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/// <param name="token">A token returned by <see cref="AddIdle(Func{bool})"/></param>
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/// Returns <c>true</c>if the idle handler is successfully removed; otherwise, <c>false</c>.
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/// This method also returns <c>false</c> if the idle handler is not found.
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public bool RemoveIdle (Func<bool> token)
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{
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lock (_idleHandlersLock) {
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return idleHandlers.Remove (token);
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}
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}
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void AddTimeout (TimeSpan time, Timeout timeout)
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{
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lock (_timeoutsLockToken) {
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var k = (DateTime.UtcNow + time).Ticks;
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timeouts.Add (NudgeToUniqueKey (k), timeout);
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TimeoutAdded?.Invoke (this, new TimeoutEventArgs (timeout, k));
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}
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}
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/// <summary>
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/// Adds a timeout to the <see cref="MainLoop"/>.
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/// </summary>
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/// <remarks>
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/// When time specified passes, the callback will be invoked.
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/// If the callback returns true, the timeout will be reset, repeating
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/// the invocation. If it returns false, the timeout will stop and be removed.
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///
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/// The returned value is a token that can be used to stop the timeout
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/// by calling <see cref="RemoveTimeout(object)"/>.
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/// </remarks>
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public object AddTimeout (TimeSpan time, Func<MainLoop, bool> callback)
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{
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if (callback == null) {
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throw new ArgumentNullException (nameof (callback));
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}
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var timeout = new Timeout () {
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Span = time,
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Callback = callback
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};
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AddTimeout (time, timeout);
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return timeout;
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}
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/// <summary>
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/// Removes a previously scheduled timeout
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/// </summary>
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/// <remarks>
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/// The token parameter is the value returned by AddTimeout.
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/// </remarks>
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/// Returns <c>true</c>if the timeout is successfully removed; otherwise, <c>false</c>.
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/// This method also returns <c>false</c> if the timeout is not found.
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public bool RemoveTimeout (object token)
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{
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lock (_timeoutsLockToken) {
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var idx = timeouts.IndexOfValue (token as Timeout);
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if (idx == -1) {
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return false;
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}
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timeouts.RemoveAt (idx);
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}
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return true;
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}
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void RunTimers ()
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{
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long now = DateTime.UtcNow.Ticks;
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SortedList<long, Timeout> copy;
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// lock prevents new timeouts being added
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// after we have taken the copy but before
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// we have allocated a new list (which would
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// result in lost timeouts or errors during enumeration)
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lock (_timeoutsLockToken) {
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copy = timeouts;
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timeouts = new SortedList<long, Timeout> ();
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}
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foreach (var t in copy) {
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var k = t.Key;
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var timeout = t.Value;
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if (k < now) {
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if (timeout.Callback (this)) {
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AddTimeout (timeout.Span, timeout);
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}
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} else {
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lock (_timeoutsLockToken) {
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timeouts.Add (NudgeToUniqueKey (k), timeout);
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}
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}
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}
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}
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/// <summary>
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/// Finds the closest number to <paramref name="k"/> that is not
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/// present in <see cref="timeouts"/> (incrementally).
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/// </summary>
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/// <param name="k"></param>
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/// <returns></returns>
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private long NudgeToUniqueKey (long k)
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{
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lock (_timeoutsLockToken) {
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while (timeouts.ContainsKey (k)) {
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k++;
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}
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}
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return k;
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}
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void RunIdle ()
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{
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List<Func<bool>> iterate;
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lock (_idleHandlersLock) {
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iterate = idleHandlers;
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idleHandlers = new List<Func<bool>> ();
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}
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foreach (var idle in iterate) {
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if (idle ()) {
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lock (_idleHandlersLock) {
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idleHandlers.Add (idle);
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}
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}
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}
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}
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bool _running;
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// BUGBUG: Stop is only called from MainLoopUnitTests.cs. As a result, the mainloop
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// will never exit during other unit tests or normal execution.
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/// <summary>
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/// Stops the mainloop.
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/// </summary>
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public void Stop ()
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{
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_running = false;
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MainLoopDriver.Wakeup ();
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}
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/// <summary>
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/// Determines whether there are pending events to be processed.
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/// </summary>
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/// <remarks>
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/// You can use this method if you want to probe if events are pending.
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/// Typically used if you need to flush the input queue while still
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/// running some of your own code in your main thread.
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/// </remarks>
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public bool EventsPending (bool wait = false)
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{
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return MainLoopDriver.EventsPending (wait);
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}
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/// <summary>
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/// Runs one iteration of timers and file watches
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/// </summary>
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/// <remarks>
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/// Use this to process all pending events (timers, idle handlers and file watches).
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///
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/// <code>
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/// while (main.EvenstPending ()) RunIteration ();
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/// </code>
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/// </remarks>
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public void RunIteration ()
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{
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if (timeouts.Count > 0) {
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RunTimers ();
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}
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MainLoopDriver.Iteration ();
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bool runIdle = false;
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lock (_idleHandlersLock) {
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runIdle = idleHandlers.Count > 0;
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}
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if (runIdle) {
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RunIdle ();
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}
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}
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/// <summary>
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/// Runs the <see cref="MainLoop"/>.
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/// </summary>
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public void Run ()
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{
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bool prev = _running;
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_running = true;
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while (_running) {
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EventsPending (true);
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RunIteration ();
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}
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_running = prev;
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}
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}
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}
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