Files
Terminal.Gui/Terminal.Gui/Core.cs

2582 lines
73 KiB
C#

//
// Core.cs: The core engine for gui.cs
//
// Authors:
// Miguel de Icaza (miguel@gnome.org)
//
// Pending:
// - Check for NeedDisplay on the hierarchy and repaint
// - Layout support
// - "Colors" type or "Attributes" type?
// - What to surface as "BackgroundCOlor" when clearing a window, an attribute or colors?
//
// Optimziations
// - Add rendering limitation to the exposed area
using System;
using System.Collections;
using System.Collections.Generic;
using System.Threading;
using System.Linq;
using NStack;
using System.ComponentModel;
namespace Terminal.Gui {
/// <summary>
/// Responder base class implemented by objects that want to participate on keyboard and mouse input.
/// </summary>
public class Responder {
/// <summary>
/// Gets or sets a value indicating whether this <see cref="T:Terminal.Gui.Responder"/> can focus.
/// </summary>
/// <value><c>true</c> if can focus; otherwise, <c>false</c>.</value>
public virtual bool CanFocus { get; set; }
/// <summary>
/// Gets or sets a value indicating whether this <see cref="T:Terminal.Gui.Responder"/> has focus.
/// </summary>
/// <value><c>true</c> if has focus; otherwise, <c>false</c>.</value>
public virtual bool HasFocus { get; internal set; }
// Key handling
/// <summary>
/// This method can be overwritten by view that
/// want to provide accelerator functionality
/// (Alt-key for example).
/// </summary>
/// <remarks>
/// <para>
/// Before keys are sent to the subview on the
/// current view, all the views are
/// processed and the key is passed to the widgets
/// to allow some of them to process the keystroke
/// as a hot-key. </para>
/// <para>
/// For example, if you implement a button that
/// has a hotkey ok "o", you would catch the
/// combination Alt-o here. If the event is
/// caught, you must return true to stop the
/// keystroke from being dispatched to other
/// views.
/// </para>
/// </remarks>
public virtual bool ProcessHotKey (KeyEvent kb)
{
return false;
}
/// <summary>
/// If the view is focused, gives the view a
/// chance to process the keystroke.
/// </summary>
/// <remarks>
/// <para>
/// Views can override this method if they are
/// interested in processing the given keystroke.
/// If they consume the keystroke, they must
/// return true to stop the keystroke from being
/// processed by other widgets or consumed by the
/// widget engine. If they return false, the
/// keystroke will be passed using the ProcessColdKey
/// method to other views to process.
/// </para>
/// <para>
/// The View implementation does nothing but return false,
/// so it is not necessary to call base.ProcessKey if you
/// derive directly from View, but you should if you derive
/// other View subclasses.
/// </para>
/// </remarks>
/// <param name="keyEvent">Contains the details about the key that produced the event.</param>
public virtual bool ProcessKey (KeyEvent keyEvent)
{
return false;
}
/// <summary>
/// This method can be overwritten by views that
/// want to provide accelerator functionality
/// (Alt-key for example), but without
/// interefering with normal ProcessKey behavior.
/// </summary>
/// <remarks>
/// <para>
/// After keys are sent to the subviews on the
/// current view, all the view are
/// processed and the key is passed to the views
/// to allow some of them to process the keystroke
/// as a cold-key. </para>
/// <para>
/// This functionality is used, for example, by
/// default buttons to act on the enter key.
/// Processing this as a hot-key would prevent
/// non-default buttons from consuming the enter
/// keypress when they have the focus.
/// </para>
/// </remarks>
/// <param name="keyEvent">Contains the details about the key that produced the event.</param>
public virtual bool ProcessColdKey (KeyEvent keyEvent)
{
return false;
}
/// <summary>
/// Method invoked when a key is pressed.
/// </summary>
/// <param name="keyEvent">Contains the details about the key that produced the event.</param>
/// <returns>true if the event was handled</returns>
public virtual bool OnKeyDown (KeyEvent keyEvent)
{
return false;
}
/// <summary>
/// Method invoked when a key is released.
/// </summary>
/// <param name="keyEvent">Contains the details about the key that produced the event.</param>
/// <returns>true if the event was handled</returns>
public virtual bool OnKeyUp (KeyEvent keyEvent)
{
return false;
}
/// <summary>
/// Method invoked when a mouse event is generated
/// </summary>
/// <returns><c>true</c>, if the event was handled, <c>false</c> otherwise.</returns>
/// <param name="mouseEvent">Contains the details about the mouse event.</param>
public virtual bool MouseEvent (MouseEvent mouseEvent)
{
return false;
}
/// <summary>
/// Method invoked when a mouse event is generated for the first time.
/// </summary>
/// <param name="mouseEvent"></param>
/// <returns><c>true</c>, if the event was handled, <c>false</c> otherwise.</returns>
public virtual bool OnMouseEnter (MouseEvent mouseEvent)
{
return false;
}
/// <summary>
/// Method invoked when a mouse event is generated for the last time.
/// </summary>
/// <param name="mouseEvent"></param>
/// <returns><c>true</c>, if the event was handled, <c>false</c> otherwise.</returns>
public virtual bool OnMouseLeave (MouseEvent mouseEvent)
{
return false;
}
/// <summary>
/// Method invoked when a view gets focus.
/// </summary>
/// <returns><c>true</c>, if the event was handled, <c>false</c> otherwise.</returns>
public virtual bool OnEnter ()
{
return false;
}
/// <summary>
/// Method invoked when a view loses focus.
/// </summary>
/// <returns><c>true</c>, if the event was handled, <c>false</c> otherwise.</returns>
public virtual bool OnLeave ()
{
return false;
}
}
/// <summary>
/// Determines the LayoutStyle for a view, if Absolute, during LayoutSubviews, the
/// value from the Frame will be used, if the value is Computer, then the Frame
/// will be updated from the X, Y Pos objects and the Width and Height Dim objects.
/// </summary>
public enum LayoutStyle {
/// <summary>
/// The position and size of the view are based on the Frame value.
/// </summary>
Absolute,
/// <summary>
/// The position and size of the view will be computed based on the
/// X, Y, Width and Height properties and set on the Frame.
/// </summary>
Computed
}
/// <summary>
/// View is the base class for all views on the screen and represents a visible element that can render itself and contains zero or more nested views.
/// </summary>
/// <remarks>
/// <para>
/// The View defines the base functionality for user interface elements in Terminal/gui.cs. Views
/// can contain one or more subviews, can respond to user input and render themselves on the screen.
/// </para>
/// <para>
/// Views can either be created with an absolute position, by calling the constructor that takes a
/// Rect parameter to specify the absolute position and size (the Frame of the View) or by setting the
/// X, Y, Width and Height properties on the view. Both approaches use coordinates that are relative
/// to the container they are being added to.
/// </para>
/// <para>
/// When you do not specify a Rect frame you can use the more flexible
/// Dim and Pos objects that can dynamically update the position of a view.
/// The X and Y properties are of type <see cref="T:Terminal.Gui.Pos"/>
/// and you can use either absolute positions, percentages or anchor
/// points. The Width and Height properties are of type
/// <see cref="T:Terminal.Gui.Dim"/> and can use absolute position,
/// percentages and anchors. These are useful as they will take
/// care of repositioning your views if your view's frames are resized
/// or if the terminal size changes.
/// </para>
/// <para>
/// When you specify the Rect parameter to a view, you are setting the LayoutStyle to Absolute, and the
/// view will always stay in the position that you placed it. To change the position change the
/// Frame property to the new position.
/// </para>
/// <para>
/// Subviews can be added to a View by calling the Add method. The container of a view is the
/// Superview.
/// </para>
/// <para>
/// Developers can call the SetNeedsDisplay method on the view to flag a region or the entire view
/// as requiring to be redrawn.
/// </para>
/// <para>
/// Views have a ColorScheme property that defines the default colors that subviews
/// should use for rendering. This ensures that the views fit in the context where
/// they are being used, and allows for themes to be plugged in. For example, the
/// default colors for windows and toplevels uses a blue background, while it uses
/// a white background for dialog boxes and a red background for errors.
/// </para>
/// <para>
/// If a ColorScheme is not set on a view, the result of the ColorScheme is the
/// value of the SuperView and the value might only be valid once a view has been
/// added to a SuperView, so your subclasses should not rely on ColorScheme being
/// set at construction time.
/// </para>
/// <para>
/// Using ColorSchemes has the advantage that your application will work both
/// in color as well as black and white displays.
/// </para>
/// <para>
/// Views that are focusable should implement the PositionCursor to make sure that
/// the cursor is placed in a location that makes sense. Unix terminals do not have
/// a way of hiding the cursor, so it can be distracting to have the cursor left at
/// the last focused view. So views should make sure that they place the cursor
/// in a visually sensible place.
/// </para>
/// <para>
/// The metnod LayoutSubviews is invoked when the size or layout of a view has
/// changed. The default processing system will keep the size and dimensions
/// for views that use the LayoutKind.Absolute, and will recompute the
/// frames for the vies that use LayoutKind.Computed.
/// </para>
/// </remarks>
public class View : Responder, IEnumerable {
internal enum Direction {
Forward,
Backward
}
View container = null;
View focused = null;
Direction focusDirection;
/// <summary>
/// Event fired when the view get focus.
/// </summary>
public event EventHandler Enter;
/// <summary>
/// Event fired when the view lost focus.
/// </summary>
public event EventHandler Leave;
/// <summary>
/// Event fired when the view receives the mouse event for the first time.
/// </summary>
public event EventHandler<MouseEvent> MouseEnter;
/// <summary>
/// Event fired when the view loses mouse event for the last time.
/// </summary>
public event EventHandler<MouseEvent> MouseLeave;
internal Direction FocusDirection {
get => SuperView?.FocusDirection ?? focusDirection;
set {
if (SuperView != null)
SuperView.FocusDirection = value;
else
focusDirection = value;
}
}
/// <summary>
/// Points to the current driver in use by the view, it is a convenience property
/// for simplifying the development of new views.
/// </summary>
public static ConsoleDriver Driver { get { return Application.Driver; } }
static IList<View> empty = new List<View> (0).AsReadOnly ();
// This is null, and allocated on demand.
List<View> subviews;
/// <summary>
/// This returns a list of the subviews contained by this view.
/// </summary>
/// <value>The subviews.</value>
public IList<View> Subviews => subviews == null ? empty : subviews.AsReadOnly ();
// Internally, we use InternalSubviews rather than subviews, as we do not expect us
// to make the same mistakes our users make when they poke at the Subviews.
internal IList<View> InternalSubviews => subviews ?? empty;
internal Rect NeedDisplay { get; private set; } = Rect.Empty;
// The frame for the object
Rect frame;
/// <summary>
/// Gets or sets an identifier for the view;
/// </summary>
/// <value>The identifier.</value>
public ustring Id { get; set; } = "";
/// <summary>
/// Gets or sets a value indicating whether this <see cref="T:Terminal.Gui.View"/> want mouse position reports.
/// </summary>
/// <value><c>true</c> if want mouse position reports; otherwise, <c>false</c>.</value>
public virtual bool WantMousePositionReports { get; set; } = false;
/// <summary>
/// Gets or sets a value indicating whether this <see cref="T:Terminal.Gui.View"/> want continuous button pressed event.
/// </summary>
public virtual bool WantContinuousButtonPressed { get; set; } = false;
/// <summary>
/// Gets or sets the frame for the view.
/// </summary>
/// <value>The frame.</value>
/// <remarks>
/// Altering the Frame of a view will trigger the redrawing of the
/// view as well as the redrawing of the affected regions in the superview.
/// </remarks>
public virtual Rect Frame {
get => frame;
set {
if (SuperView != null) {
SuperView.SetNeedsDisplay (frame);
SuperView.SetNeedsDisplay (value);
}
frame = value;
SetNeedsLayout ();
SetNeedsDisplay (frame);
}
}
/// <summary>
/// Gets an enumerator that enumerates the subviews in this view.
/// </summary>
/// <returns>The enumerator.</returns>
public IEnumerator GetEnumerator ()
{
foreach (var v in InternalSubviews)
yield return v;
}
LayoutStyle layoutStyle;
/// <summary>
/// Controls how the view's Frame is computed during the LayoutSubviews method, if Absolute, then
/// LayoutSubviews does not change the Frame properties, otherwise the Frame is updated from the
/// values in X, Y, Width and Height properties.
/// </summary>
/// <value>The layout style.</value>
public LayoutStyle LayoutStyle {
get => layoutStyle;
set {
layoutStyle = value;
SetNeedsLayout ();
}
}
/// <summary>
/// The bounds represent the View-relative rectangle used for this view. Updates to the Bounds update the Frame, and has the same side effects as updating the frame.
/// </summary>
/// <value>The bounds.</value>
public Rect Bounds {
get => new Rect (Point.Empty, Frame.Size);
set {
Frame = new Rect (frame.Location, value.Size);
}
}
Pos x, y;
/// <summary>
/// Gets or sets the X position for the view (the column). This is only used when the LayoutStyle is Computed, if the
/// LayoutStyle is set to Absolute, this value is ignored.
/// </summary>
/// <value>The X Position.</value>
public Pos X {
get => x;
set {
x = value;
SetNeedsLayout ();
}
}
/// <summary>
/// Gets or sets the Y position for the view (line). This is only used when the LayoutStyle is Computed, if the
/// LayoutStyle is set to Absolute, this value is ignored.
/// </summary>
/// <value>The y position (line).</value>
public Pos Y {
get => y;
set {
y = value;
SetNeedsLayout ();
}
}
Dim width, height;
/// <summary>
/// Gets or sets the width for the view. This is only used when the LayoutStyle is Computed, if the
/// LayoutStyle is set to Absolute, this value is ignored.
/// </summary>
/// <value>The width.</value>
public Dim Width {
get => width;
set {
width = value;
SetNeedsLayout ();
}
}
/// <summary>
/// Gets or sets the height for the view. This is only used when the LayoutStyle is Computed, if the
/// LayoutStyle is set to Absolute, this value is ignored.
/// </summary>
/// <value>The height.</value>
public Dim Height {
get => height;
set {
height = value;
SetNeedsLayout ();
}
}
/// <summary>
/// Returns the container for this view, or null if this view has not been added to a container.
/// </summary>
/// <value>The super view.</value>
public View SuperView => container;
/// <summary>
/// Initializes a new instance of the <see cref="T:Terminal.Gui.View"/> class with the absolute
/// dimensions specified in the frame. If you want to have Views that can be positioned with
/// Pos and Dim properties on X, Y, Width and Height, use the empty constructor.
/// </summary>
/// <param name="frame">The region covered by this view.</param>
public View (Rect frame)
{
this.Frame = frame;
CanFocus = false;
LayoutStyle = LayoutStyle.Absolute;
}
/// <summary>
/// Initializes a new instance of the <see cref="T:Terminal.Gui.View"/> class and sets the
/// view up for Computed layout, which will use the values in X, Y, Width and Height to
/// compute the View's Frame.
/// </summary>
public View ()
{
CanFocus = false;
LayoutStyle = LayoutStyle.Computed;
}
/// <summary>
/// Invoke to flag that this view needs to be redisplayed, by any code
/// that alters the state of the view.
/// </summary>
public void SetNeedsDisplay ()
{
SetNeedsDisplay (Bounds);
}
internal bool layoutNeeded = true;
internal void SetNeedsLayout ()
{
if (layoutNeeded)
return;
layoutNeeded = true;
if (SuperView == null)
return;
SuperView.SetNeedsLayout ();
}
/// <summary>
/// Flags the specified rectangle region on this view as needing to be repainted.
/// </summary>
/// <param name="region">The region that must be flagged for repaint.</param>
public void SetNeedsDisplay (Rect region)
{
if (NeedDisplay.IsEmpty)
NeedDisplay = region;
else {
var x = Math.Min (NeedDisplay.X, region.X);
var y = Math.Min (NeedDisplay.Y, region.Y);
var w = Math.Max (NeedDisplay.Width, region.Width);
var h = Math.Max (NeedDisplay.Height, region.Height);
NeedDisplay = new Rect (x, y, w, h);
}
if (container != null)
container.ChildNeedsDisplay ();
if (subviews == null)
return;
foreach (var view in subviews)
if (view.Frame.IntersectsWith (region)) {
var childRegion = Rect.Intersect (view.Frame, region);
childRegion.X -= view.Frame.X;
childRegion.Y -= view.Frame.Y;
view.SetNeedsDisplay (childRegion);
}
}
internal bool childNeedsDisplay;
/// <summary>
/// Flags this view for requiring the children views to be repainted.
/// </summary>
public void ChildNeedsDisplay ()
{
childNeedsDisplay = true;
if (container != null)
container.ChildNeedsDisplay ();
}
/// <summary>
/// Adds a subview to this view.
/// </summary>
/// <remarks>
/// </remarks>
public virtual void Add (View view)
{
if (view == null)
return;
if (subviews == null)
subviews = new List<View> ();
subviews.Add (view);
view.container = this;
if (view.CanFocus)
CanFocus = true;
SetNeedsLayout ();
SetNeedsDisplay ();
}
/// <summary>
/// Adds the specified views to the view.
/// </summary>
/// <param name="views">Array of one or more views (can be optional parameter).</param>
public void Add (params View [] views)
{
if (views == null)
return;
foreach (var view in views)
Add (view);
}
/// <summary>
/// Removes all the widgets from this container.
/// </summary>
/// <remarks>
/// </remarks>
public virtual void RemoveAll ()
{
if (subviews == null)
return;
while (subviews.Count > 0) {
Remove (subviews [0]);
}
}
/// <summary>
/// Removes a widget from this container.
/// </summary>
/// <remarks>
/// </remarks>
public virtual void Remove (View view)
{
if (view == null || subviews == null)
return;
SetNeedsLayout ();
SetNeedsDisplay ();
var touched = view.Frame;
subviews.Remove (view);
view.container = null;
if (subviews.Count < 1)
this.CanFocus = false;
foreach (var v in subviews) {
if (v.Frame.IntersectsWith (touched))
view.SetNeedsDisplay ();
}
}
void PerformActionForSubview (View subview, Action<View> action)
{
if (subviews.Contains (subview)) {
action (subview);
}
SetNeedsDisplay ();
subview.SetNeedsDisplay ();
}
/// <summary>
/// Brings the specified subview to the front so it is drawn on top of any other views.
/// </summary>
/// <param name="subview">The subview to send to the front</param>
/// <remarks>
/// <seealso cref="SendSubviewToBack"/>.
/// </remarks>
public void BringSubviewToFront (View subview)
{
PerformActionForSubview (subview, x => {
subviews.Remove (x);
subviews.Add (x);
});
}
/// <summary>
/// Sends the specified subview to the front so it is the first view drawn
/// </summary>
/// <param name="subview">The subview to send to the front</param>
/// <remarks>
/// <seealso cref="BringSubviewToFront(View)"/>.
/// </remarks>
public void SendSubviewToBack (View subview)
{
PerformActionForSubview (subview, x => {
subviews.Remove (x);
subviews.Insert (0, subview);
});
}
/// <summary>
/// Moves the subview backwards in the hierarchy, only one step
/// </summary>
/// <param name="subview">The subview to send backwards</param>
/// <remarks>
/// If you want to send the view all the way to the back use SendSubviewToBack.
/// </remarks>
public void SendSubviewBackwards (View subview)
{
PerformActionForSubview (subview, x => {
var idx = subviews.IndexOf (x);
if (idx > 0) {
subviews.Remove (x);
subviews.Insert (idx - 1, x);
}
});
}
/// <summary>
/// Moves the subview backwards in the hierarchy, only one step
/// </summary>
/// <param name="subview">The subview to send backwards</param>
/// <remarks>
/// If you want to send the view all the way to the back use SendSubviewToBack.
/// </remarks>
public void BringSubviewForward (View subview)
{
PerformActionForSubview (subview, x => {
var idx = subviews.IndexOf (x);
if (idx + 1 < subviews.Count) {
subviews.Remove (x);
subviews.Insert (idx + 1, x);
}
});
}
/// <summary>
/// Clears the view region with the current color.
/// </summary>
/// <remarks>
/// <para>
/// This clears the entire region used by this view.
/// </para>
/// </remarks>
public void Clear ()
{
var h = Frame.Height;
var w = Frame.Width;
for (int line = 0; line < h; line++) {
Move (0, line);
for (int col = 0; col < w; col++)
Driver.AddRune (' ');
}
}
/// <summary>
/// Clears the specified rectangular region with the current color
/// </summary>
public void Clear (Rect r)
{
var h = r.Height;
var w = r.Width;
for (int line = r.Y; line < r.Y + h; line++) {
Driver.Move (r.X, line);
for (int col = 0; col < w; col++)
Driver.AddRune (' ');
}
}
/// <summary>
/// Converts the (col,row) position from the view into a screen (col,row). The values are clamped to (0..ScreenDim-1)
/// </summary>
/// <param name="col">View-based column.</param>
/// <param name="row">View-based row.</param>
/// <param name="rcol">Absolute column, display relative.</param>
/// <param name="rrow">Absolute row, display relative.</param>
/// <param name="clipped">Whether to clip the result of the ViewToScreen method, if set to true, the rcol, rrow values are clamped to the screen dimensions.</param>
internal void ViewToScreen (int col, int row, out int rcol, out int rrow, bool clipped = true)
{
// Computes the real row, col relative to the screen.
rrow = row + frame.Y;
rcol = col + frame.X;
var ccontainer = container;
while (ccontainer != null) {
rrow += ccontainer.frame.Y;
rcol += ccontainer.frame.X;
ccontainer = ccontainer.container;
}
// The following ensures that the cursor is always in the screen boundaries.
if (clipped) {
rrow = Math.Max (0, Math.Min (rrow, Driver.Rows - 1));
rcol = Math.Max (0, Math.Min (rcol, Driver.Cols - 1));
}
}
/// <summary>
/// Converts a point from screen coordinates into the view coordinate space.
/// </summary>
/// <returns>The mapped point.</returns>
/// <param name="x">X screen-coordinate point.</param>
/// <param name="y">Y screen-coordinate point.</param>
public Point ScreenToView (int x, int y)
{
if (SuperView == null) {
return new Point (x - Frame.X, y - frame.Y);
} else {
var parent = SuperView.ScreenToView (x, y);
return new Point (parent.X - frame.X, parent.Y - frame.Y);
}
}
// Converts a rectangle in view coordinates to screen coordinates.
Rect RectToScreen (Rect rect)
{
ViewToScreen (rect.X, rect.Y, out var x, out var y, clipped: false);
return new Rect (x, y, rect.Width, rect.Height);
}
// Clips a rectangle in screen coordinates to the dimensions currently available on the screen
Rect ScreenClip (Rect rect)
{
var x = rect.X < 0 ? 0 : rect.X;
var y = rect.Y < 0 ? 0 : rect.Y;
var w = rect.X + rect.Width >= Driver.Cols ? Driver.Cols - rect.X : rect.Width;
var h = rect.Y + rect.Height >= Driver.Rows ? Driver.Rows - rect.Y : rect.Height;
return new Rect (x, y, w, h);
}
/// <summary>
/// Sets the Console driver's clip region to the current View's Bounds.
/// </summary>
/// <returns>The existing driver's Clip region, which can be then set by setting the Driver.Clip property.</returns>
public Rect ClipToBounds ()
{
return SetClip (Bounds);
}
/// <summary>
/// Sets the clipping region to the specified region, the region is view-relative
/// </summary>
/// <returns>The previous clip region.</returns>
/// <param name="rect">Rectangle region to clip into, the region is view-relative.</param>
public Rect SetClip (Rect rect)
{
var bscreen = RectToScreen (rect);
var previous = Driver.Clip;
Driver.Clip = ScreenClip (RectToScreen (Bounds));
return previous;
}
/// <summary>
/// Draws a frame in the current view, clipped by the boundary of this view
/// </summary>
/// <param name="rect">Rectangular region for the frame to be drawn.</param>
/// <param name="padding">The padding to add to the drawn frame.</param>
/// <param name="fill">If set to <c>true</c> it fill will the contents.</param>
public void DrawFrame (Rect rect, int padding = 0, bool fill = false)
{
var scrRect = RectToScreen (rect);
var savedClip = Driver.Clip;
Driver.Clip = ScreenClip (RectToScreen (Bounds));
Driver.DrawFrame (scrRect, padding, fill);
Driver.Clip = savedClip;
}
/// <summary>
/// Utility function to draw strings that contain a hotkey
/// </summary>
/// <param name="text">String to display, the underscoore before a letter flags the next letter as the hotkey.</param>
/// <param name="hotColor">Hot color.</param>
/// <param name="normalColor">Normal color.</param>
public void DrawHotString (ustring text, Attribute hotColor, Attribute normalColor)
{
Driver.SetAttribute (normalColor);
foreach (var rune in text) {
if (rune == '_') {
Driver.SetAttribute (hotColor);
continue;
}
Driver.AddRune (rune);
Driver.SetAttribute (normalColor);
}
}
/// <summary>
/// Utility function to draw strings that contains a hotkey using a colorscheme and the "focused" state.
/// </summary>
/// <param name="text">String to display, the underscoore before a letter flags the next letter as the hotkey.</param>
/// <param name="focused">If set to <c>true</c> this uses the focused colors from the color scheme, otherwise the regular ones.</param>
/// <param name="scheme">The color scheme to use.</param>
public void DrawHotString (ustring text, bool focused, ColorScheme scheme)
{
if (focused)
DrawHotString (text, scheme.HotFocus, scheme.Focus);
else
DrawHotString (text, scheme.HotNormal, scheme.Normal);
}
/// <summary>
/// This moves the cursor to the specified column and row in the view.
/// </summary>
/// <returns>The move.</returns>
/// <param name="col">Col.</param>
/// <param name="row">Row.</param>
public void Move (int col, int row)
{
ViewToScreen (col, row, out var rcol, out var rrow);
Driver.Move (rcol, rrow);
}
/// <summary>
/// Positions the cursor in the right position based on the currently focused view in the chain.
/// </summary>
public virtual void PositionCursor ()
{
if (focused != null)
focused.PositionCursor ();
else
Move (frame.X, frame.Y);
}
/// <inheritdoc cref="HasFocus"/>
public override bool HasFocus {
get {
return base.HasFocus;
}
internal set {
if (base.HasFocus != value)
if (value)
OnEnter ();
else
OnLeave ();
SetNeedsDisplay ();
base.HasFocus = value;
// Remove focus down the chain of subviews if focus is removed
if (!value && focused != null) {
focused.OnLeave ();
focused.HasFocus = false;
focused = null;
}
}
}
/// <inheritdoc cref="OnEnter"/>
public override bool OnEnter ()
{
Enter?.Invoke (this, new EventArgs ());
return base.OnEnter ();
}
/// <inheritdoc cref="OnLeave"/>
public override bool OnLeave ()
{
Leave?.Invoke (this, new EventArgs ());
return base.OnLeave ();
}
/// <summary>
/// Returns the currently focused view inside this view, or null if nothing is focused.
/// </summary>
/// <value>The focused.</value>
public View Focused => focused;
/// <summary>
/// Returns the most focused view in the chain of subviews (the leaf view that has the focus).
/// </summary>
/// <value>The most focused.</value>
public View MostFocused {
get {
if (Focused == null)
return null;
var most = Focused.MostFocused;
if (most != null)
return most;
return Focused;
}
}
/// <summary>
/// The color scheme for this view, if it is not defined, it returns the parent's
/// color scheme.
/// </summary>
public ColorScheme ColorScheme {
get {
if (colorScheme == null)
return SuperView?.ColorScheme;
return colorScheme;
}
set {
colorScheme = value;
}
}
ColorScheme colorScheme;
/// <summary>
/// Displays the specified character in the specified column and row.
/// </summary>
/// <param name="col">Col.</param>
/// <param name="row">Row.</param>
/// <param name="ch">Ch.</param>
public void AddRune (int col, int row, Rune ch)
{
if (row < 0 || col < 0)
return;
if (row > frame.Height - 1 || col > frame.Width - 1)
return;
Move (col, row);
Driver.AddRune (ch);
}
/// <summary>
/// Removes the SetNeedsDisplay and the ChildNeedsDisplay setting on this view.
/// </summary>
protected void ClearNeedsDisplay ()
{
NeedDisplay = Rect.Empty;
childNeedsDisplay = false;
}
/// <summary>
/// Performs a redraw of this view and its subviews, only redraws the views that have been flagged for a re-display.
/// </summary>
/// <param name="region">The region to redraw, this is relative to the view itself.</param>
/// <remarks>
/// <para>
/// Views should set the color that they want to use on entry, as otherwise this will inherit
/// the last color that was set globaly on the driver.
/// </para>
/// </remarks>
public virtual void Redraw (Rect region)
{
var clipRect = new Rect (Point.Empty, frame.Size);
if (subviews != null) {
foreach (var view in subviews) {
if (!view.NeedDisplay.IsEmpty || view.childNeedsDisplay) {
if (view.Frame.IntersectsWith (clipRect) && view.Frame.IntersectsWith (region)) {
// FIXED: optimize this by computing the intersection of region and view.Bounds
if (view.layoutNeeded)
view.LayoutSubviews ();
Application.CurrentView = view;
view.Redraw (view.Bounds);
}
view.NeedDisplay = Rect.Empty;
view.childNeedsDisplay = false;
}
}
}
ClearNeedsDisplay ();
}
/// <summary>
/// Focuses the specified sub-view.
/// </summary>
/// <param name="view">View.</param>
public void SetFocus (View view)
{
if (view == null)
return;
//Console.WriteLine ($"Request to focus {view}");
if (!view.CanFocus)
return;
if (focused == view)
return;
// Make sure that this view is a subview
View c;
for (c = view.container; c != null; c = c.container)
if (c == this)
break;
if (c == null)
throw new ArgumentException ("the specified view is not part of the hierarchy of this view");
if (focused != null)
focused.HasFocus = false;
focused = view;
focused.HasFocus = true;
focused.EnsureFocus ();
// Send focus upwards
SuperView?.SetFocus (this);
}
public class KeyEventEventArgs : EventArgs {
public KeyEventEventArgs(KeyEvent ke) => KeyEvent = ke;
public KeyEvent KeyEvent { get; set; }
}
/// <summary>
/// Invoked when a character key is pressed and occurs after the key up event.
/// </summary>
public event EventHandler<KeyEventEventArgs> KeyPress;
/// <inheritdoc cref="ProcessKey"/>
public override bool ProcessKey (KeyEvent keyEvent)
{
KeyPress?.Invoke (this, new KeyEventEventArgs(keyEvent));
if (Focused?.ProcessKey (keyEvent) == true)
return true;
return false;
}
/// <inheritdoc cref="ProcessHotKey"/>
public override bool ProcessHotKey (KeyEvent keyEvent)
{
KeyPress?.Invoke (this, new KeyEventEventArgs (keyEvent));
if (subviews == null || subviews.Count == 0)
return false;
foreach (var view in subviews)
if (view.ProcessHotKey (keyEvent))
return true;
return false;
}
/// <inheritdoc cref="ProcessColdKey"/>
public override bool ProcessColdKey (KeyEvent keyEvent)
{
KeyPress?.Invoke (this, new KeyEventEventArgs(keyEvent));
if (subviews == null || subviews.Count == 0)
return false;
foreach (var view in subviews)
if (view.ProcessColdKey (keyEvent))
return true;
return false;
}
/// <summary>
/// Invoked when a key is pressed
/// </summary>
public event EventHandler<KeyEventEventArgs> KeyDown;
/// <param name="keyEvent">Contains the details about the key that produced the event.</param>
public override bool OnKeyDown (KeyEvent keyEvent)
{
KeyDown?.Invoke (this, new KeyEventEventArgs (keyEvent));
if (subviews == null || subviews.Count == 0)
return false;
foreach (var view in subviews)
if (view.OnKeyDown (keyEvent))
return true;
return false;
}
/// <summary>
/// Invoked when a key is released
/// </summary>
public event EventHandler<KeyEventEventArgs> KeyUp;
/// <param name="keyEvent">Contains the details about the key that produced the event.</param>
public override bool OnKeyUp (KeyEvent keyEvent)
{
KeyUp?.Invoke (this, new KeyEventEventArgs (keyEvent));
if (subviews == null || subviews.Count == 0)
return false;
foreach (var view in subviews)
if (view.OnKeyUp (keyEvent))
return true;
return false;
}
/// <summary>
/// Finds the first view in the hierarchy that wants to get the focus if nothing is currently focused, otherwise, it does nothing.
/// </summary>
public void EnsureFocus ()
{
if (focused == null)
if (FocusDirection == Direction.Forward)
FocusFirst ();
else
FocusLast ();
}
/// <summary>
/// Focuses the first focusable subview if one exists.
/// </summary>
public void FocusFirst ()
{
if (subviews == null) {
SuperView?.SetFocus (this);
return;
}
foreach (var view in subviews) {
if (view.CanFocus) {
SetFocus (view);
return;
}
}
}
/// <summary>
/// Focuses the last focusable subview if one exists.
/// </summary>
public void FocusLast ()
{
if (subviews == null) {
SuperView?.SetFocus (this);
return;
}
for (int i = subviews.Count; i > 0;) {
i--;
View v = subviews [i];
if (v.CanFocus) {
SetFocus (v);
return;
}
}
}
/// <summary>
/// Focuses the previous view.
/// </summary>
/// <returns><c>true</c>, if previous was focused, <c>false</c> otherwise.</returns>
public bool FocusPrev ()
{
FocusDirection = Direction.Backward;
if (subviews == null || subviews.Count == 0)
return false;
if (focused == null) {
FocusLast ();
return focused != null;
}
int focused_idx = -1;
for (int i = subviews.Count; i > 0;) {
i--;
View w = subviews [i];
if (w.HasFocus) {
if (w.FocusPrev ())
return true;
focused_idx = i;
continue;
}
if (w.CanFocus && focused_idx != -1) {
focused.HasFocus = false;
if (w != null && w.CanFocus)
w.FocusLast ();
SetFocus (w);
return true;
}
}
if (focused != null) {
focused.HasFocus = false;
focused = null;
}
return false;
}
/// <summary>
/// Focuses the next view.
/// </summary>
/// <returns><c>true</c>, if next was focused, <c>false</c> otherwise.</returns>
public bool FocusNext ()
{
FocusDirection = Direction.Forward;
if (subviews == null || subviews.Count == 0)
return false;
if (focused == null) {
FocusFirst ();
return focused != null;
}
int n = subviews.Count;
int focused_idx = -1;
for (int i = 0; i < n; i++) {
View w = subviews [i];
if (w.HasFocus) {
if (w.FocusNext ())
return true;
focused_idx = i;
continue;
}
if (w.CanFocus && focused_idx != -1) {
focused.HasFocus = false;
if (w != null && w.CanFocus)
w.FocusFirst ();
SetFocus (w);
return true;
}
}
if (focused != null) {
focused.HasFocus = false;
focused = null;
}
return false;
}
/// <summary>
/// Computes the RelativeLayout for the view, given the frame for its container.
/// </summary>
/// <param name="hostFrame">The Frame for the host.</param>
internal void RelativeLayout (Rect hostFrame)
{
int w, h, _x, _y;
if (x is Pos.PosCenter) {
if (width == null)
w = hostFrame.Width;
else
w = width.Anchor (hostFrame.Width);
_x = x.Anchor (hostFrame.Width - w);
} else {
if (x == null)
_x = 0;
else
_x = x.Anchor (hostFrame.Width);
if (width == null)
w = hostFrame.Width;
else
w = width.Anchor (hostFrame.Width - _x);
}
if (y is Pos.PosCenter) {
if (height == null)
h = hostFrame.Height;
else
h = height.Anchor (hostFrame.Height);
_y = y.Anchor (hostFrame.Height - h);
} else {
if (y == null)
_y = 0;
else
_y = y.Anchor (hostFrame.Height);
if (height == null)
h = hostFrame.Height;
else
h = height.Anchor (hostFrame.Height - _y);
}
Frame = new Rect (_x, _y, w, h);
// layoutNeeded = false;
}
// https://en.wikipedia.org/wiki/Topological_sorting
List<View> TopologicalSort (HashSet<View> nodes, HashSet<(View From, View To)> edges)
{
var result = new List<View> ();
// Set of all nodes with no incoming edges
var S = new HashSet<View> (nodes.Where (n => edges.All (e => e.To.Equals (n) == false)));
while (S.Any ()) {
// remove a node n from S
var n = S.First ();
S.Remove (n);
// add n to tail of L
if (n != this?.SuperView)
result.Add (n);
// for each node m with an edge e from n to m do
foreach (var e in edges.Where (e => e.From.Equals (n)).ToArray ()) {
var m = e.To;
// remove edge e from the graph
edges.Remove (e);
// if m has no other incoming edges then
if (edges.All (me => me.To.Equals (m) == false) && m != this?.SuperView) {
// insert m into S
S.Add (m);
}
}
}
// if graph has edges then
if (edges.Any ()) {
// return error (graph has at least one cycle)
return null;
} else {
// return L (a topologically sorted order)
return result;
}
}
/// <summary>
/// This virtual method is invoked when a view starts executing or
/// when the dimensions of the view have changed, for example in
/// response to the container view or terminal resizing.
/// </summary>
public virtual void LayoutSubviews ()
{
if (!layoutNeeded)
return;
// Sort out the dependencies of the X, Y, Width, Height properties
var nodes = new HashSet<View> ();
var edges = new HashSet<(View, View)> ();
foreach (var v in InternalSubviews) {
nodes.Add (v);
if (v.LayoutStyle == LayoutStyle.Computed) {
if (v.X is Pos.PosView vX)
edges.Add ((vX.Target, v));
if (v.Y is Pos.PosView vY)
edges.Add ((vY.Target, v));
if (v.Width is Dim.DimView vWidth)
edges.Add ((vWidth.Target, v));
if (v.Height is Dim.DimView vHeight)
edges.Add ((vHeight.Target, v));
}
}
var ordered = TopologicalSort (nodes, edges);
if (ordered == null)
throw new Exception ("There is a recursive cycle in the relative Pos/Dim in the views of " + this);
foreach (var v in ordered) {
if (v.LayoutStyle == LayoutStyle.Computed)
v.RelativeLayout (Frame);
v.LayoutSubviews ();
v.layoutNeeded = false;
}
if (SuperView == Application.Top && layoutNeeded && ordered.Count == 0 && LayoutStyle == LayoutStyle.Computed) {
RelativeLayout (Frame);
}
layoutNeeded = false;
}
/// <inheritdoc cref="ToString"/>
public override string ToString ()
{
return $"{GetType ().Name}({Id})({Frame})";
}
/// <inheritdoc cref="OnMouseEnter(Gui.MouseEvent)"/>
public override bool OnMouseEnter (MouseEvent mouseEvent)
{
if (!base.OnMouseEnter (mouseEvent)) {
MouseEnter?.Invoke (this, mouseEvent);
return false;
}
return true;
}
/// <inheritdoc cref="OnMouseLeave(Gui.MouseEvent)"/>
public override bool OnMouseLeave (MouseEvent mouseEvent)
{
if (!base.OnMouseLeave (mouseEvent)) {
MouseLeave?.Invoke (this, mouseEvent);
return false;
}
return true;
}
}
/// <summary>
/// Toplevel views can be modally executed.
/// </summary>
/// <remarks>
/// <para>
/// Toplevels can be modally executing views, and they return control
/// to the caller when the "Running" property is set to false, or
/// by calling <see cref="M:Terminal.Gui.Application.RequestStop()"/>
/// </para>
/// <para>
/// There will be a toplevel created for you on the first time use
/// and can be accessed from the property <see cref="P:Terminal.Gui.Application.Top"/>,
/// but new toplevels can be created and ran on top of it. To run, create the
/// toplevel and then invoke <see cref="M:Terminal.Gui.Application.Run"/> with the
/// new toplevel.
/// </para>
/// <para>
/// TopLevels can also opt-in to more sophisticated initialization
/// by implementing <see cref="ISupportInitialize"/>. When they do
/// so, the <see cref="ISupportInitialize.BeginInit"/> and
/// <see cref="ISupportInitialize.EndInit"/> methods will be called
/// before running the view.
/// If first-run-only initialization is preferred, the <see cref="ISupportInitializeNotification"/>
/// can be implemented too, in which case the <see cref="ISupportInitialize"/>
/// methods will only be called if <see cref="ISupportInitializeNotification.IsInitialized"/>
/// is <see langword="false"/>. This allows proper View inheritance hierarchies
/// to override base class layout code optimally by doing so only on first run,
/// instead of on every run.
/// </para>
/// </remarks>
public class Toplevel : View {
/// <summary>
/// Gets or sets whether the <see cref="T:Terminal.Gui.MainLoop"/> for this <see cref="T:Terminal.Gui.Toplevel"/> is running or not. Setting
/// this property to false will cause the MainLoop to exit.
/// </summary>
public bool Running { get; set; }
/// <summary>
/// Fired once the Toplevel's <see cref="T:Terminal.Gui.MainLoop"/> has started it's first iteration.
/// Subscribe to this event to perform tasks when the <see cref="T:Terminal.Gui.Toplevel"/> has been laid out and focus has been set.
/// changes. A Ready event handler is a good place to finalize initialization after calling `<see cref="T:Terminal.Gui.Application.Run"/>(topLevel)`.
/// </summary>
public event EventHandler Ready;
/// <summary>
/// Called from Application.RunLoop after the <see cref="T:Terminal.Gui.Toplevel"/> has entered it's first iteration of the loop.
/// </summary>
internal virtual void OnReady ()
{
Ready?.Invoke (this, EventArgs.Empty);
}
/// <summary>
/// Initializes a new instance of the <see cref="T:Terminal.Gui.Toplevel"/> class with the specified absolute layout.
/// </summary>
/// <param name="frame">Frame.</param>
public Toplevel (Rect frame) : base (frame)
{
Initialize ();
}
/// <summary>
/// Initializes a new instance of the <see cref="T:Terminal.Gui.Toplevel"/> class with Computed layout, defaulting to <see langword="async"/> full screen.
/// </summary>
public Toplevel () : base ()
{
Initialize ();
Width = Dim.Fill ();
Height = Dim.Fill ();
}
void Initialize ()
{
ColorScheme = Colors.Base;
}
/// <summary>
/// Convenience factory method that creates a new toplevel with the current terminal dimensions.
/// </summary>
/// <returns>The create.</returns>
public static Toplevel Create ()
{
return new Toplevel (new Rect (0, 0, Driver.Cols, Driver.Rows));
}
/// <summary>
/// Gets or sets a value indicating whether this <see cref="T:Terminal.Gui.Toplevel"/> can focus.
/// </summary>
/// <value><c>true</c> if can focus; otherwise, <c>false</c>.</value>
public override bool CanFocus {
get => true;
}
/// <summary>
/// Determines whether the <see cref="Toplevel"/> is modal or not.
/// Causes <see cref="ProcessKey(KeyEvent)"/> to propagate keys upwards
/// by default unless set to <see langword="true"/>.
/// </summary>
public bool Modal { get; set; }
/// <summary>
/// Check id current toplevel has menu bar
/// </summary>
public MenuBar MenuBar { get; set; }
/// <summary>
/// Check id current toplevel has status bar
/// </summary>
public StatusBar StatusBar { get; set; }
///<inheritdoc cref="ProcessKey"/>
public override bool ProcessKey (KeyEvent keyEvent)
{
if (base.ProcessKey (keyEvent))
return true;
switch (keyEvent.Key) {
case Key.ControlQ:
// FIXED: stop current execution of this container
Application.RequestStop ();
break;
case Key.ControlZ:
Driver.Suspend ();
return true;
#if false
case Key.F5:
Application.DebugDrawBounds = !Application.DebugDrawBounds;
SetNeedsDisplay ();
return true;
#endif
case Key.Tab:
case Key.CursorRight:
case Key.CursorDown:
case Key.ControlI: // Unix
var old = Focused;
if (!FocusNext ())
FocusNext ();
if (old != Focused) {
old?.SetNeedsDisplay ();
Focused?.SetNeedsDisplay ();
}
return true;
case Key.CursorLeft:
case Key.CursorUp:
case Key.BackTab:
old = Focused;
if (!FocusPrev ())
FocusPrev ();
if (old != Focused) {
old?.SetNeedsDisplay ();
Focused?.SetNeedsDisplay ();
}
return true;
case Key.ControlL:
Application.Refresh ();
return true;
}
return false;
}
///<inheritdoc cref="Add"/>
public override void Add (View view)
{
if (this == Application.Top) {
if (view is MenuBar)
MenuBar = view as MenuBar;
if (view is StatusBar)
StatusBar = view as StatusBar;
}
base.Add (view);
}
///<inheritdoc cref="Remove"/>
public override void Remove (View view)
{
if (this == Application.Top) {
if (view is MenuBar)
MenuBar = null;
if (view is StatusBar)
StatusBar = null;
}
base.Remove (view);
}
///<inheritdoc cref="RemoveAll"/>
public override void RemoveAll ()
{
if (this == Application.Top) {
MenuBar = null;
StatusBar = null;
}
base.RemoveAll ();
}
internal void EnsureVisibleBounds (Toplevel top, int x, int y, out int nx, out int ny)
{
nx = Math.Max (x, 0);
nx = nx + top.Frame.Width > Driver.Cols ? Math.Max (Driver.Cols - top.Frame.Width, 0) : nx;
bool m, s;
if (SuperView == null)
m = Application.Top.MenuBar != null;
else
m = ((Toplevel)SuperView).MenuBar != null;
int l = m ? 1 : 0;
ny = Math.Max (y, l);
if (SuperView == null)
s = Application.Top.StatusBar != null;
else
s = ((Toplevel)SuperView).StatusBar != null;
l = s ? Driver.Rows - 1 : Driver.Rows;
ny = Math.Min (ny, l);
ny = ny + top.Frame.Height > l ? Math.Max (l - top.Frame.Height, m ? 1 : 0) : ny;
}
internal void PositionToplevels ()
{
if (this != Application.Top) {
EnsureVisibleBounds (this, Frame.X, Frame.Y, out int nx, out int ny);
if ((nx != Frame.X || ny != Frame.Y) && LayoutStyle != LayoutStyle.Computed) {
X = nx;
Y = ny;
}
} else {
foreach (var top in Subviews) {
if (top is Toplevel) {
EnsureVisibleBounds ((Toplevel)top, top.Frame.X, top.Frame.Y, out int nx, out int ny);
if ((nx != top.Frame.X || ny != top.Frame.Y) && top.LayoutStyle != LayoutStyle.Computed) {
top.X = nx;
top.Y = ny;
}
if (StatusBar != null) {
if (ny + top.Frame.Height > Driver.Rows - 1) {
if (top.Height is Dim.DimFill)
top.Height = Dim.Fill () - 1;
}
if (StatusBar.Frame.Y != Driver.Rows - 1) {
StatusBar.Y = Driver.Rows - 1;
SetNeedsDisplay ();
}
}
}
}
}
}
///<inheritdoc cref="Redraw"/>
public override void Redraw (Rect region)
{
Application.CurrentView = this;
if (this == Application.Top || this == Application.Current) {
if (!NeedDisplay.IsEmpty) {
Driver.SetAttribute (Colors.TopLevel.Normal);
Clear (region);
Driver.SetAttribute (Colors.Base.Normal);
}
foreach (var view in Subviews) {
if (view.Frame.IntersectsWith (region)) {
view.SetNeedsLayout ();
view.SetNeedsDisplay (view.Bounds);
}
}
ClearNeedsDisplay ();
}
base.Redraw (base.Bounds);
}
/// <summary>
/// This method is invoked by Application.Begin as part of the Application.Run after
/// the views have been laid out, and before the views are drawn for the first time.
/// </summary>
public virtual void WillPresent ()
{
FocusFirst ();
}
}
/// <summary>
/// A toplevel view that draws a frame around its region and has a "ContentView" subview where the contents are added.
/// </summary>
public class Window : Toplevel, IEnumerable {
View contentView;
ustring title;
/// <summary>
/// The title to be displayed for this window.
/// </summary>
/// <value>The title.</value>
public ustring Title {
get => title;
set {
title = value;
SetNeedsDisplay ();
}
}
class ContentView : View {
public ContentView (Rect frame) : base (frame) { }
public ContentView () : base () { }
#if false
public override void Redraw (Rect region)
{
Driver.SetAttribute (ColorScheme.Focus);
for (int y = 0; y < Frame.Height; y++) {
Move (0, y);
for (int x = 0; x < Frame.Width; x++) {
Driver.AddRune ('x');
}
}
}
#endif
}
/// <summary>
/// Initializes a new instance of the <see cref="T:Terminal.Gui.Gui.Window"/> class with an optional title and a set frame.
/// </summary>
/// <param name="frame">Frame.</param>
/// <param name="title">Title.</param>
public Window (Rect frame, ustring title = null) : this (frame, title, padding: 0)
{
}
/// <summary>
/// Initializes a new instance of the <see cref="T:Terminal.Gui.Window"/> class with an optional title.
/// </summary>
/// <param name="title">Title.</param>
public Window (ustring title = null) : this (title, padding: 0)
{
}
int padding;
/// <summary>
/// Initializes a new instance of the <see cref="T:Terminal.Gui.Window"/> with
/// the specified frame for its location, with the specified border
/// an optional title.
/// </summary>
/// <param name="frame">Frame.</param>
/// <param name="padding">Number of characters to use for padding of the drawn frame.</param>
/// <param name="title">Title.</param>
public Window (Rect frame, ustring title = null, int padding = 0) : base (frame)
{
this.Title = title;
int wb = 2 * (1 + padding);
this.padding = padding;
var cFrame = new Rect (1 + padding, 1 + padding, frame.Width - wb, frame.Height - wb);
contentView = new ContentView (cFrame);
base.Add (contentView);
}
/// <summary>
/// Initializes a new instance of the <see cref="T:Terminal.Gui.Window"/> with
/// the specified frame for its location, with the specified border
/// an optional title.
/// </summary>
/// <param name="padding">Number of characters to use for padding of the drawn frame.</param>
/// <param name="title">Title.</param>
public Window (ustring title = null, int padding = 0) : base ()
{
this.Title = title;
int wb = 1 + padding;
this.padding = padding;
contentView = new ContentView () {
X = wb,
Y = wb,
Width = Dim.Fill (wb),
Height = Dim.Fill (wb)
};
base.Add (contentView);
}
/// <summary>
/// Enumerates the various views in the ContentView.
/// </summary>
/// <returns>The enumerator.</returns>
public new IEnumerator GetEnumerator ()
{
return contentView.GetEnumerator ();
}
void DrawFrame (bool fill = true)
{
DrawFrame (new Rect (0, 0, Frame.Width, Frame.Height), padding, fill: fill);
}
/// <summary>
/// Add the specified view to the ContentView.
/// </summary>
/// <param name="view">View to add to the window.</param>
public override void Add (View view)
{
contentView.Add (view);
if (view.CanFocus)
CanFocus = true;
}
/// <summary>
/// Removes a widget from this container.
/// </summary>
/// <remarks>
/// </remarks>
public override void Remove (View view)
{
if (view == null)
return;
SetNeedsDisplay ();
var touched = view.Frame;
contentView.Remove (view);
if (contentView.InternalSubviews.Count < 1)
this.CanFocus = false;
}
/// <summary>
/// Removes all widgets from this container.
/// </summary>
/// <remarks>
/// </remarks>
public override void RemoveAll ()
{
contentView.RemoveAll ();
}
///<inheritdoc cref="Redraw"/>
public override void Redraw (Rect bounds)
{
Application.CurrentView = this;
if (!NeedDisplay.IsEmpty) {
DrawFrameWindow ();
}
contentView.Redraw (contentView.Bounds);
ClearNeedsDisplay ();
DrawFrameWindow (false);
void DrawFrameWindow (bool fill = true)
{
Driver.SetAttribute (ColorScheme.Normal);
DrawFrame (fill);
if (HasFocus)
Driver.SetAttribute (ColorScheme.HotNormal);
var width = Frame.Width - (padding + 2) * 2;
if (Title != null && width > 4) {
Move (1 + padding, padding);
Driver.AddRune (' ');
var str = Title.Length >= width ? Title [0, width - 2] : Title;
Driver.AddStr (str);
Driver.AddRune (' ');
}
Driver.SetAttribute (ColorScheme.Normal);
}
}
//
// FIXED:It does not look like the event is raised on clicked-drag
// need to figure that out.
//
internal static Point? dragPosition;
Point start;
///<inheritdoc cref="MouseEvent(Gui.MouseEvent)"/>
public override bool MouseEvent (MouseEvent mouseEvent)
{
// FIXED:The code is currently disabled, because the
// Driver.UncookMouse does not seem to have an effect if there is
// a pending mouse event activated.
int nx, ny;
if ((mouseEvent.Flags == (MouseFlags.Button1Pressed | MouseFlags.ReportMousePosition) ||
mouseEvent.Flags == MouseFlags.Button3Pressed)) {
if (dragPosition.HasValue) {
if (SuperView == null) {
Application.Top.SetNeedsDisplay (Frame);
Application.Top.Redraw (Frame);
} else {
SuperView.SetNeedsDisplay (Frame);
}
EnsureVisibleBounds (this, mouseEvent.X + mouseEvent.OfX - start.X,
mouseEvent.Y + mouseEvent.OfY, out nx, out ny);
dragPosition = new Point (nx, ny);
Frame = new Rect (nx, ny, Frame.Width, Frame.Height);
X = nx;
Y = ny;
//Demo.ml2.Text = $"{dx},{dy}";
// FIXED: optimize, only SetNeedsDisplay on the before/after regions.
SetNeedsDisplay ();
return true;
} else {
// Only start grabbing if the user clicks on the title bar.
if (mouseEvent.Y == 0) {
start = new Point (mouseEvent.X, mouseEvent.Y);
dragPosition = new Point ();
nx = mouseEvent.X - mouseEvent.OfX;
ny = mouseEvent.Y - mouseEvent.OfY;
dragPosition = new Point (nx, ny);
Application.GrabMouse (this);
}
//Demo.ml2.Text = $"Starting at {dragPosition}";
return true;
}
}
if (mouseEvent.Flags == MouseFlags.Button1Released && dragPosition.HasValue) {
Application.UngrabMouse ();
Driver.UncookMouse ();
dragPosition = null;
}
//Demo.ml.Text = me.ToString ();
return false;
}
}
/// <summary>
/// The application driver for gui.cs
/// </summary>
/// <remarks>
/// <para>
/// You can hook up to the Iteration event to have your method
/// invoked on each iteration of the mainloop.
/// </para>
/// <para>
/// Creates a mainloop to process input events, handle timers and
/// other sources of data. It is accessible via the MainLoop property.
/// </para>
/// <para>
/// When invoked sets the SynchronizationContext to one that is tied
/// to the mainloop, allowing user code to use async/await.
/// </para>
/// </remarks>
public static class Application {
/// <summary>
/// The current Console Driver in use.
/// </summary>
public static ConsoleDriver Driver;
/// <summary>
/// The Toplevel object used for the application on startup.
/// </summary>
/// <value>The top.</value>
public static Toplevel Top { get; private set; }
/// <summary>
/// The current toplevel object. This is updated when Application.Run enters and leaves and points to the current toplevel.
/// </summary>
/// <value>The current.</value>
public static Toplevel Current { get; private set; }
/// <summary>
/// TThe current view object being redrawn.
/// </summary>
/// /// <value>The current.</value>
public static View CurrentView { get; set; }
/// <summary>
/// The mainloop driver for the applicaiton
/// </summary>
/// <value>The main loop.</value>
public static Mono.Terminal.MainLoop MainLoop { get; private set; }
static Stack<Toplevel> toplevels = new Stack<Toplevel> ();
/// <summary>
/// This event is raised on each iteration of the
/// main loop.
/// </summary>
/// <remarks>
/// See also <see cref="Timeout"/>
/// </remarks>
static public event EventHandler Iteration;
/// <summary>
/// Returns a rectangle that is centered in the screen for the provided size.
/// </summary>
/// <returns>The centered rect.</returns>
/// <param name="size">Size for the rectangle.</param>
public static Rect MakeCenteredRect (Size size)
{
return new Rect (new Point ((Driver.Cols - size.Width) / 2, (Driver.Rows - size.Height) / 2), size);
}
//
// provides the sync context set while executing code in gui.cs, to let
// users use async/await on their code
//
class MainLoopSyncContext : SynchronizationContext {
Mono.Terminal.MainLoop mainLoop;
public MainLoopSyncContext (Mono.Terminal.MainLoop mainLoop)
{
this.mainLoop = mainLoop;
}
public override SynchronizationContext CreateCopy ()
{
return new MainLoopSyncContext (MainLoop);
}
public override void Post (SendOrPostCallback d, object state)
{
mainLoop.AddIdle (() => {
d (state);
return false;
});
mainLoop.Driver.Wakeup ();
}
public override void Send (SendOrPostCallback d, object state)
{
mainLoop.Invoke (() => {
d (state);
});
}
}
/// <summary>
/// If set, it forces the use of the System.Console-based driver.
/// </summary>
public static bool UseSystemConsole;
/// <summary>
/// Initializes the Application
/// </summary>
public static void Init () => Init (() => Toplevel.Create ());
internal static bool _initialized = false;
/// <summary>
/// Initializes the Application
/// </summary>
static void Init (Func<Toplevel> topLevelFactory)
{
if (_initialized) return;
var p = Environment.OSVersion.Platform;
Mono.Terminal.IMainLoopDriver mainLoopDriver;
if (UseSystemConsole) {
mainLoopDriver = new Mono.Terminal.NetMainLoop ();
Driver = new NetDriver ();
} else if (p == PlatformID.Win32NT || p == PlatformID.Win32S || p == PlatformID.Win32Windows) {
var windowsDriver = new WindowsDriver ();
mainLoopDriver = windowsDriver;
Driver = windowsDriver;
} else {
mainLoopDriver = new Mono.Terminal.UnixMainLoop ();
Driver = new CursesDriver ();
}
Driver.Init (TerminalResized);
MainLoop = new Mono.Terminal.MainLoop (mainLoopDriver);
SynchronizationContext.SetSynchronizationContext (new MainLoopSyncContext (MainLoop));
Top = topLevelFactory ();
Current = Top;
CurrentView = Top;
_initialized = true;
}
/// <summary>
/// Captures the execution state for the provided TopLevel view.
/// </summary>
public class RunState : IDisposable {
internal RunState (Toplevel view)
{
Toplevel = view;
}
internal Toplevel Toplevel;
/// <summary>
/// Releases alTop = l resource used by the <see cref="T:Terminal.Gui.Application.RunState"/> object.
/// </summary>
/// <remarks>Call <see cref="Dispose()"/> when you are finished using the <see cref="T:Terminal.Gui.Application.RunState"/>. The
/// <see cref="Dispose()"/> method leaves the <see cref="T:Terminal.Gui.Application.RunState"/> in an unusable state. After
/// calling <see cref="Dispose()"/>, you must release all references to the
/// <see cref="T:Terminal.Gui.Application.RunState"/> so the garbage collector can reclaim the memory that the
/// <see cref="T:Terminal.Gui.Application.RunState"/> was occupying.</remarks>
public void Dispose ()
{
Dispose (true);
GC.SuppressFinalize (this);
}
/// <summary>
/// Dispose the specified disposing.
/// </summary>
/// <returns>The dispose.</returns>
/// <param name="disposing">If set to <c>true</c> disposing.</param>
protected virtual void Dispose (bool disposing)
{
if (Toplevel != null) {
End (Toplevel);
Toplevel = null;
}
}
}
static void ProcessKeyEvent (KeyEvent ke)
{
var chain = toplevels.ToList ();
foreach (var topLevel in chain) {
if (topLevel.ProcessHotKey (ke))
return;
if (topLevel.Modal)
break;
}
foreach (var topLevel in chain) {
if (topLevel.ProcessKey (ke))
return;
if (topLevel.Modal)
break;
}
foreach (var topLevel in chain) {
// Process the key normally
if (topLevel.ProcessColdKey (ke))
return;
if (topLevel.Modal)
break;
}
}
static void ProcessKeyDownEvent (KeyEvent ke)
{
var chain = toplevels.ToList ();
foreach (var topLevel in chain) {
if (topLevel.OnKeyDown (ke))
return;
if (topLevel.Modal)
break;
}
}
static void ProcessKeyUpEvent (KeyEvent ke)
{
var chain = toplevels.ToList ();
foreach (var topLevel in chain) {
if (topLevel.OnKeyUp (ke))
return;
if (topLevel.Modal)
break;
}
}
static View FindDeepestView (View start, int x, int y, out int resx, out int resy)
{
var startFrame = start.Frame;
if (!startFrame.Contains (x, y)) {
resx = 0;
resy = 0;
return null;
}
if (start.InternalSubviews != null) {
int count = start.InternalSubviews.Count;
if (count > 0) {
var rx = x - startFrame.X;
var ry = y - startFrame.Y;
for (int i = count - 1; i >= 0; i--) {
View v = start.InternalSubviews [i];
if (v.Frame.Contains (rx, ry)) {
var deep = FindDeepestView (v, rx, ry, out resx, out resy);
if (deep == null)
return v;
return deep;
}
}
}
}
resx = x - startFrame.X;
resy = y - startFrame.Y;
return start;
}
internal static View mouseGrabView;
/// <summary>
/// Grabs the mouse, forcing all mouse events to be routed to the specified view until UngrabMouse is called.
/// </summary>
/// <returns>The grab.</returns>
/// <param name="view">View that will receive all mouse events until UngrabMouse is invoked.</param>
public static void GrabMouse (View view)
{
if (view == null)
return;
mouseGrabView = view;
Driver.UncookMouse ();
}
/// <summary>
/// Releases the mouse grab, so mouse events will be routed to the view on which the mouse is.
/// </summary>
public static void UngrabMouse ()
{
mouseGrabView = null;
Driver.CookMouse ();
}
/// <summary>
/// Merely a debugging aid to see the raw mouse events
/// </summary>
static public Action<MouseEvent> RootMouseEvent;
internal static View wantContinuousButtonPressedView;
static View lastMouseOwnerView;
static void ProcessMouseEvent (MouseEvent me)
{
var view = FindDeepestView (Current, me.X, me.Y, out int rx, out int ry);
if (view != null && view.WantContinuousButtonPressed)
wantContinuousButtonPressedView = view;
else
wantContinuousButtonPressedView = null;
RootMouseEvent?.Invoke (me);
if (mouseGrabView != null) {
var newxy = mouseGrabView.ScreenToView (me.X, me.Y);
var nme = new MouseEvent () {
X = newxy.X,
Y = newxy.Y,
Flags = me.Flags,
OfX = me.X - newxy.X,
OfY = me.Y - newxy.Y,
View = view
};
if (OutsideFrame (new Point (nme.X, nme.Y), mouseGrabView.Frame))
lastMouseOwnerView.OnMouseLeave (me);
if (mouseGrabView != null) {
mouseGrabView.MouseEvent (nme);
return;
}
}
if (view != null) {
var nme = new MouseEvent () {
X = rx,
Y = ry,
Flags = me.Flags,
OfX = rx,
OfY = ry,
View = view
};
if (lastMouseOwnerView == null) {
lastMouseOwnerView = view;
view.OnMouseEnter (nme);
} else if (lastMouseOwnerView != view) {
lastMouseOwnerView.OnMouseLeave (nme);
view.OnMouseEnter (nme);
lastMouseOwnerView = view;
}
if (!view.WantMousePositionReports && me.Flags == MouseFlags.ReportMousePosition)
return;
if (view.WantContinuousButtonPressed)
wantContinuousButtonPressedView = view;
else
wantContinuousButtonPressedView = null;
// Should we bubbled up the event, if it is not handled?
view.MouseEvent (nme);
}
}
static bool OutsideFrame (Point p, Rect r)
{
return p.X < 0 || p.X > r.Width - 1 || p.Y < 0 || p.Y > r.Height - 1;
}
/// <summary>
/// This event is fired once when the application is first loaded. The dimensions of the
/// terminal are provided.
/// </summary>
static public event EventHandler<ResizedEventArgs> Loaded;
/// <summary>
/// Building block API: Prepares the provided toplevel for execution.
/// </summary>
/// <returns>The runstate handle that needs to be passed to the End() method upon completion.</returns>
/// <param name="toplevel">Toplevel to prepare execution for.</param>
/// <remarks>
/// This method prepares the provided toplevel for running with the focus,
/// it adds this to the list of toplevels, sets up the mainloop to process the
/// event, lays out the subviews, focuses the first element, and draws the
/// toplevel in the screen. This is usually followed by executing
/// the <see cref="RunLoop"/> method, and then the <see cref="End(RunState)"/> method upon termination which will
/// undo these changes.
/// </remarks>
static public RunState Begin (Toplevel toplevel)
{
if (toplevel == null)
throw new ArgumentNullException (nameof (toplevel));
var rs = new RunState (toplevel);
Init ();
if (toplevel is ISupportInitializeNotification initializableNotification &&
!initializableNotification.IsInitialized) {
initializableNotification.BeginInit ();
initializableNotification.EndInit ();
} else if (toplevel is ISupportInitialize initializable) {
initializable.BeginInit ();
initializable.EndInit ();
}
toplevels.Push (toplevel);
Current = toplevel;
Driver.PrepareToRun (MainLoop, ProcessKeyEvent, ProcessKeyDownEvent, ProcessKeyUpEvent, ProcessMouseEvent);
if (toplevel.LayoutStyle == LayoutStyle.Computed)
toplevel.RelativeLayout (new Rect (0, 0, Driver.Cols, Driver.Rows));
toplevel.LayoutSubviews ();
Loaded?.Invoke (null, new ResizedEventArgs () { Rows = Driver.Rows, Cols = Driver.Cols } );
toplevel.WillPresent ();
Redraw (toplevel);
toplevel.PositionCursor ();
Driver.Refresh ();
return rs;
}
/// <summary>
/// Building block API: completes the execution of a Toplevel that was started with Begin.
/// </summary>
/// <param name="runState">The runstate returned by the <see cref="Begin(Toplevel)"/> method.</param>
static public void End (RunState runState)
{
if (runState == null)
throw new ArgumentNullException (nameof (runState));
runState.Dispose ();
}
/// <summary>
/// Finalize the driver.
/// </summary>
public static void Shutdown ()
{
Driver.End ();
_initialized = false;
}
static void Redraw (View view)
{
Application.CurrentView = view;
view.Redraw (view.Bounds);
Driver.Refresh ();
}
static void Refresh (View view)
{
view.Redraw (view.Bounds);
Driver.Refresh ();
}
/// <summary>
/// Triggers a refresh of the entire display.
/// </summary>
public static void Refresh ()
{
Driver.UpdateScreen ();
View last = null;
foreach (var v in toplevels.Reverse ()) {
v.SetNeedsDisplay ();
v.Redraw (v.Bounds);
last = v;
}
last?.PositionCursor ();
Driver.Refresh ();
}
internal static void End (View view)
{
if (toplevels.Peek () != view)
throw new ArgumentException ("The view that you end with must be balanced");
toplevels.Pop ();
if (toplevels.Count == 0)
Shutdown ();
else {
Current = toplevels.Peek ();
Refresh ();
}
}
/// <summary>
/// Building block API: Runs the main loop for the created dialog
/// </summary>
/// <remarks>
/// Use the wait parameter to control whether this is a
/// blocking or non-blocking call.
/// </remarks>
/// <param name="state">The state returned by the Begin method.</param>
/// <param name="wait">By default this is true which will execute the runloop waiting for events, if you pass false, you can use this method to run a single iteration of the events.</param>
public static void RunLoop (RunState state, bool wait = true)
{
if (state == null)
throw new ArgumentNullException (nameof (state));
if (state.Toplevel == null)
throw new ObjectDisposedException ("state");
bool firstIteration = true;
for (state.Toplevel.Running = true; state.Toplevel.Running;) {
if (MainLoop.EventsPending (wait)) {
// Notify Toplevel it's ready
if (firstIteration) {
state.Toplevel.OnReady ();
}
firstIteration = false;
MainLoop.MainIteration ();
Iteration?.Invoke (null, EventArgs.Empty);
} else if (wait == false)
return;
if (!state.Toplevel.NeedDisplay.IsEmpty || state.Toplevel.childNeedsDisplay) {
state.Toplevel.Redraw (state.Toplevel.Bounds);
if (DebugDrawBounds)
DrawBounds (state.Toplevel);
state.Toplevel.PositionCursor ();
Driver.Refresh ();
} else
Driver.UpdateCursor ();
}
}
internal static bool DebugDrawBounds = false;
// Need to look into why this does not work properly.
static void DrawBounds (View v)
{
v.DrawFrame (v.Frame, padding: 0, fill: false);
if (v.InternalSubviews != null && v.InternalSubviews.Count > 0)
foreach (var sub in v.InternalSubviews)
DrawBounds (sub);
}
/// <summary>
/// Runs the application with the built-in toplevel view
/// </summary>
public static void Run ()
{
Run (Top);
}
/// <summary>
/// Runs the application with a new instance of the specified toplevel view
/// </summary>
public static void Run<T> () where T : Toplevel, new()
{
Init (() => new T ());
Run (Top);
}
/// <summary>
/// Runs the main loop on the given container.
/// </summary>
/// <remarks>
/// <para>
/// This method is used to start processing events
/// for the main application, but it is also used to
/// run modal dialog boxes.
/// </para>
/// <para>
/// To make a toplevel stop execution, set the "Running"
/// property to false.
/// </para>
/// <para>
/// This is equivalent to calling Begin on the toplevel view, followed by RunLoop with the
/// returned value, and then calling end on the return value.
/// </para>
/// <para>
/// Alternatively, if your program needs to control the main loop and needs to
/// process events manually, you can invoke Begin to set things up manually and then
/// repeatedly call RunLoop with the wait parameter set to false. By doing this
/// the RunLoop method will only process any pending events, timers, idle handlers and
/// then return control immediately.
/// </para>
/// </remarks>
public static void Run (Toplevel view)
{
var runToken = Begin (view);
RunLoop (runToken);
End (runToken);
}
/// <summary>
/// Stops running the most recent toplevel
/// </summary>
public static void RequestStop ()
{
Current.Running = false;
}
/// <summary>
/// Event arguments for the <see cref="T:Terminal.Gui.Application.Resized"/> event.
/// </summary>
public class ResizedEventArgs : EventArgs {
/// <summary>
/// The number of rows in the resized terminal.
/// </summary>
public int Rows { get; set; }
/// <summary>
/// The number of columns in the resized terminal.
/// </summary>
public int Cols { get; set; }
}
/// <summary>
/// Invoked when the terminal was resized.
/// </summary>
static public event EventHandler Resized;
static void TerminalResized ()
{
var full = new Rect (0, 0, Driver.Cols, Driver.Rows);
Resized?.Invoke (null, new ResizedEventArgs () { Cols = full.Width, Rows = full.Height });
Driver.Clip = full;
foreach (var t in toplevels) {
t.PositionToplevels ();
t.RelativeLayout (full);
t.LayoutSubviews ();
}
Refresh ();
}
}
}