Files
Terminal.Gui/Terminal.Gui/ViewBase/View.Mouse.cs
Copilot c5906c2dc1 #4329—Major Terminal.Gui v2 Architecture Modernization: Application Decoupling, Terminology Improvements, and Nullable Migration (#4338)
* Initial plan

* Add comprehensive terminology proposal for Application.Top/Toplevel renaming

Co-authored-by: tig <585482+tig@users.noreply.github.com>

* Add terminology proposal summary document

Co-authored-by: tig <585482+tig@users.noreply.github.com>

* Add before/after comparison document for terminology proposal

Co-authored-by: tig <585482+tig@users.noreply.github.com>

* Add index document for terminology proposal

Co-authored-by: tig <585482+tig@users.noreply.github.com>

* Add Mermaid diagrams visualizing the terminology proposal

Co-authored-by: tig <585482+tig@users.noreply.github.com>

* Move terminology docs to docfx/docs per CONTRIBUTING.md guidelines

Co-authored-by: tig <585482+tig@users.noreply.github.com>

* Update terminology proposal to reflect recent modernization (post-MainLoop removal)

Co-authored-by: tig <585482+tig@users.noreply.github.com>

* Update terminology proposal - validate against recent driver refactoring changes

Co-authored-by: tig <585482+tig@users.noreply.github.com>

* Update proposal after massive v2_develop modernization - TopLevels now public, RunState→SessionToken

Co-authored-by: tig <585482+tig@users.noreply.github.com>

* Update proposal: RunStack → SessionStack to align with SessionToken terminology

Co-authored-by: tig <585482+tig@users.noreply.github.com>

* Phase 1: Core API rename - Application.Top→Current, TopLevels→SessionStack

Co-authored-by: tig <585482+tig@users.noreply.github.com>

* Phase 2: Fix test compilation errors for renamed properties

Co-authored-by: tig <585482+tig@users.noreply.github.com>

* Phase 3: Update documentation files with new terminology

Co-authored-by: tig <585482+tig@users.noreply.github.com>

* Refactor generic type names and remove unused field

Renamed generic type parameters in `Dim` and `Pos` classes for clarity:
- `T` was renamed to `TDim` in `Dim.Has` method.
- `T` was renamed to `TPos` in `Pos.Has` method.
Updated type casting and pattern matching logic to reflect these changes.

Removed the unused `_stopAfterFirstIteration` field from the `ApplicationImpl` class to clean up the codebase.

* Increase minimum code coverage target to 75%

Updated the `codecov.yml` configuration file to raise the
`project.default.target` value from 70% to 75%, enforcing
stricter code coverage requirements for the overall project.

* Add comprehensive unit tests for ApplicationImpl Begin/End logic

Added ApplicationImplBeginEndTests with 16 tests covering:
- Begin/End argument validation
- SessionStack push/pop operations
- Current property management
- Balanced Begin/End enforcement
- Multiple nested Begin/End scenarios
- ResetState cleanup behavior
- Toplevel activation/deactivation
- SessionToken management

Tests validate the fragile state management logic in ApplicationImpl.Lifecycle.cs
and ApplicationImpl.Run.cs to catch regressions in Current/SessionStack handling.

Co-authored-by: tig <585482+tig@users.noreply.github.com>

* Refactor ApplicationImplBeginEndTests to work with ApplicationImpl instances directly

Tests now:
- Create ApplicationImpl instances directly instead of using global Application
- Use try-finally blocks to ensure Shutdown() is always called
- Work with app.Init() and app.Shutdown() properly
- 13 of 16 tests passing (3 tests need adjustment for ResetState behavior)

Tests validate fragile Begin/End state management logic without polluting global Application state.

Co-authored-by: tig <585482+tig@users.noreply.github.com>

* Fix ApplicationImplBeginEndTests: Remove explicit ResetState calls, rely on Shutdown

Per maintainer feedback:
- Tests should not call ResetState explicitly if they call Shutdown (Shutdown calls ResetState)
- Removed all explicit app.ResetState() calls from tests
- Tests now only call Shutdown in finally blocks for cleanup
- Ensured toplevels are disposed BEFORE Shutdown to satisfy DEBUG_IDISPOSABLE assertions
- Fixed test cleanup order to prevent ResetState assertion failures
- All 16 tests now pass successfully

ResetState is idempotent - the issue was tests calling it unnecessarily and with incorrect disposal ordering.

Co-authored-by: tig <585482+tig@users.noreply.github.com>

* Phase 1: Enable nullable by default, add directives to all files

- Added <Nullable>enable</Nullable> to Terminal.Gui.csproj
- Removed #nullable enable from 37 files (now redundant with project setting)
- Added #nullable disable to 170 files that don't have nullable enabled yet
- Build successful with 279 nullable warnings (expected)

Breakdown of files with #nullable disable:
- 27 in Views/ directory (will remain disabled per plan)
- 143 outside Views/ (need to be fixed in subsequent commits)

Next: Systematically fix nullable issues in non-View files.

Co-authored-by: tig <585482+tig@users.noreply.github.com>

* Phase 2: Remove nullable disable from all non-View files - COMPLETE!

- Removed #nullable disable from 142 non-View files
- All non-View code is now nullable-enabled
- Build successful with 0 errors, only 1 unrelated warning
- Created NULLABLE_VIEWS_REMAINING.md documenting the 121 View files still with nullable disable

Nullable cleanup summary:
 App/: 25 files - nullable enabled
 Configuration/: 24 files - nullable enabled
 ViewBase/: 30 files - nullable enabled
 Drivers/: 25 files - nullable enabled
 Drawing/: 18 files - nullable enabled
 FileServices/: 7 files - nullable enabled
 Input/: 6 files - nullable enabled
 Text/: 5 files - nullable enabled
 Resources/: 3 files - nullable enabled
⏸️  Views/: 121 files - remain disabled (as requested)

Total: 143 files nullable-enabled, 121 View files remain disabled.

Co-authored-by: tig <585482+tig@users.noreply.github.com>

* WIP: fixing nullability issues.

* Fixed final nullability issues.

* Moved Arrangment tests

* Refactor and improve modularity across multiple classes

Refactored `FillRectangles` in `RegionScenario` and `Region` to accept an `IDriver` parameter, reducing reliance on global state. Updated `ApplicationImpl` to replace static method calls with instance methods for better encapsulation. Renamed `Toplevel` to `Current` in `IPopover` and related classes for clarity.

Simplified `LineCanvas` methods by removing unnecessary `IDriver` parameters. Added `Id` and `App` properties to `View` for better state management and unique identification. Streamlined the `Driver` property in `View` with a concise getter.

Improved formatting and consistency across files, including `Region` and `IntersectionRuneResolver`. Enhanced thread safety in `Region` and cleaned up redundant code. Updated tests to align with interface changes and ensure compatibility.

* Refactor to make IDriver dependency explicit

Updated `AnsiEscapeSequenceRequest.Send` to accept an `IDriver?` parameter, replacing reliance on `Application.Driver`. Refactored `AnsiRequestScheduler` methods (`SendOrSchedule`, `RunSchedule`, and private `Send`) to propagate the `IDriver?` parameter, ensuring explicit driver dependency.

Modified `DriverImpl.QueueAnsiRequest` to pass `this` to `SendOrSchedule`. Updated `AnsiRequestSchedulerTests` to reflect new method signatures, passing `null` for the driver parameter where applicable.

Added `<param>` documentation for new parameters to improve clarity. These changes enhance flexibility, maintainability, and testability by reducing reliance on global state and allowing driver substitution in tests.

* WIP: Started migrating to View.App

Refactored `ApplicationImpl` to ensure proper handling of the `App`
property for `Toplevel` instances, improving modularity. Replaced
direct references to `Application` with `App` in `Border`, `ShadowView`,
and other classes to enhance flexibility and maintainability.

Introduced `GetApp` in `View` to allow overrides for retrieving the
`App` instance. Updated `Adornment` to use this method. Moved mouse
event subscriptions in `Border` to `BeginInit` for proper lifecycle
management.

Updated unit tests in `ArrangementTests` to use `App.Mouse` instead of
`Application.Mouse`, ensuring alignment with the refactored design.
Added `BeginInit` and `EndInit` calls for proper initialization during
tests. Removed redundant code and improved test assertions.

* WIP: Next set of View.App changes

Updated `SetClipToScreen`, `SetClip`, and `GetClip` methods to accept an `IDriver` parameter, replacing reliance on the global `Application.Driver`. This improves modularity, testability, and reduces implicit global state usage.

- Updated `Driver` property in `View` to use `App?.Driver` as fallback.
- Refactored `DimAuto` to use `App?.Screen.Size` with a default for unit tests.
- Updated all test cases to align with the new method signatures.
- Performed general cleanup for consistency and readability.

* Adds View clip tests.

* Merged

* Merged

* wip

* Fixed test bug.

* Refactored Thickness.Draw to require driver.

* Made TextFormatter.Draw require driver.

* Code cleanup.

* Un did stoopid idea.

* Decouped Application.Navigation

* MASSIVE - Almost completely decoupled Application from View etc...

* Obsolete

* Missed some

* More cleanup and decoupling.

Refactor `ToString` and remove legacy code

Refactored `ToString` implementations across `Application`, `DriverImpl`, and `IDriver` to improve consistency and maintainability. Removed the legacy `ToString(IDriver? driver)` method and its associated references. Simplified `ToString` in `DriverImpl` to generate a string representation of the `Contents` buffer.

Replaced redundant XML documentation with `<inheritdoc/>` tags to reduce duplication. Cleaned up unused `global using` directives and removed deprecated methods and properties, including `Screen`, `SetCursorVisibility`, and `IsRuneSupported`.

Updated test cases in `GuiTestContext` and `DriverAssert` to use the new `ToString` implementation. Improved error messages for better debugging output. Streamlined LINQ queries and removed redundant checks for better readability and performance.

Enhanced maintainability by decluttering the codebase, aligning namespaces, and consolidating related changes.

* Changes before error encountered

Co-authored-by: tig <585482+tig@users.noreply.github.com>

* Update docfx/docs to document View.App architecture and instance-based patterns

Updated 16 documentation files to reflect the major architectural changes:

NEW FILES:
- application.md: Comprehensive deep dive on decoupled Application architecture

UPDATED FILES:
- View.md: Documents View.App property, GetApp(), and instance-based patterns
- navigation.md: Shows View.App usage instead of static Application
- drivers.md: Documents View.Driver and GetDriver() patterns
- keyboard.md: Event handling through View.App
- mouse.md: Mouse event handling via View.App
- arrangement.md: Updated code examples to use View.App
- drawing.md: Rendering examples with instance-based API
- cursor.md: Cursor management through View.App
- multitasking.md: SessionStack and session management via View.App
- Popovers.md: Popover patterns with View.App
- cancellable-work-pattern.md: Updated examples
- command.md: Command pattern with View.App context
- config.md: Configuration access through View.App
- migratingfromv1.md: Migration guide for static→instance patterns
- newinv2.md: Documents new instance-based architecture

All code examples now demonstrate the instance-based API (view.App.Current)
instead of obsolete static Application references. Documentation accurately
reflects the massive architectural decoupling achieved in this PR.

Co-authored-by: tig <585482+tig@users.noreply.github.com>

* Add `ToAnsi` support for ANSI escape sequence generation

Introduced `ToAnsi` in `IDriver` and `IOutput` interfaces to generate
ANSI escape sequences representing the terminal's current state. This
enables serialization of terminal content for debugging, testing, and
exporting.

Implemented `ToAnsi` in `DriverImpl` and `FakeOutput`, supporting both
16-color and RGB modes. Refactored `OutputBase` with helper methods
`BuildAnsiForRegion` and `AppendCellAnsi` for efficient ANSI generation.

Enhanced `GuiTestContext` with `AnsiScreenShot` for capturing terminal
state during tests. Added `ToAnsiTests` for comprehensive validation,
including edge cases, performance, and wide/Unicode character handling.

Updated documentation to reflect `ToAnsi` functionality and modernized
driver architecture. Improved testability, modularity, and performance
while removing legacy driver references.

* Improve null safety and cleanup in GuiTestContext

Enhanced null safety across `GuiTestContext` and `GuiTestContextTests`:
- Replaced `a` with `app` for better readability in tests.
- Added null checks (`!`, `?.`) to prevent potential null reference exceptions.
- Removed redundant `WaitIteration` and duplicate `ScreenShot` calls.

Improved error handling and robustness:
- Updated shutdown logic to use null-safe calls for `RequestStop` and `Shutdown`.
- Applied null-safe invocation for `_applicationImpl.Invoke`.

General cleanup:
- Removed redundant method calls and improved naming consistency.
- Ensured better maintainability and adherence to best practices.

* Refactor docs: remove deprecated files, update architecture

Removed outdated documentation files related to the terminology
proposal (`terminology-before-after.md`, `terminology-diagrams.md`,
`terminology-index.md`, `terminology-proposal-summary.md`,
`terminology-proposal.md`) from the `Docs` project. These files
were either deprecated or consolidated into other documentation.

Updated `application.md`:
- Added a "View Hierarchy and Run Stack" section with a Mermaid
  diagram to illustrate the relationship between the view hierarchy
  and the application session stack.
- Added a "Usage Example Flow" section with a sequence diagram
  to demonstrate the flow of running and stopping views.

These changes improve clarity, streamline documentation, and
align with the finalized terminology updates for the
`Application.Current` and `Application.SessionStack` APIs.

* Refactor Init/Run methods to simplify driver handling

The `Init` method in `Application` and `IApplication` now accepts only an optional `driverName` parameter, removing the `IDriver` parameter. This simplifies initialization by relying on driver names to determine the appropriate driver.

The `Run` methods have been updated to use `driverName` instead of `driver`, ensuring consistency with the updated `Init` method.

Replaced redundant inline documentation with `<inheritdoc>` tags to improve maintainability and consistency. Legacy `Application` methods (`Init`, `Shutdown`, `Run`) have been marked as `[Obsolete]` to signal their eventual deprecation.

Test cases have been refactored to align with the updated `Init` method signature, removing unused `driver` parameters. Documentation files have also been updated to reflect these API changes.

These changes improve clarity, reduce complexity, and ensure a more consistent API design.

* Refactor: Introduce Application.Create() factory method

Introduced a new static method `Application.Create()` to create
instances of `IApplication`, replacing direct instantiation of
`ApplicationImpl`. This enforces a cleaner, recommended pattern
for creating application instances.

Made the `ApplicationImpl` constructor `internal` to ensure
`Application.Create()` is used for instance creation.

Refactored test cases across multiple files to use
`Application.Create()` instead of directly instantiating
`ApplicationImpl`. Simplified object initialization in tests
using target-typed `new()` expressions.

Updated documentation and examples in `application.md` to
reflect the new instance-based architecture and highlight its
benefits, such as supporting multiple applications with
different drivers.

Improved code readability, formatting, and consistency in
tests and documentation. Aligned `ApplicationImplBeginEndTests`
to use `IApplication` directly, adhering to the new architecture.

* Added `Application.StopAll` and fixed coupling issues.

Refactored `ApplicationImpl` to use an instance-based approach, replacing the static singleton pattern and Lazy<T>. Introduced `SetInstance` for configuring the singleton instance and updated tests to use `ApplicationImpl.Instance` or explicitly set the `Driver` property.

Enabled nullable reference types across the codebase, updating fields and variables to nullable types where applicable. Added null checks to improve safety and prevent runtime errors.

Refactored timeout management by introducing tokens for `Application.AddTimeout` and adding a `StopAll` method to `TimedEvents` for cleanup. Updated tests to use `System.Threading.Timer` for independent watchdog timers.

Removed legacy code, improved logging for error cases, and updated view initialization to explicitly set `App` or `Driver` in tests. Enhanced test coverage and restructured `ScrollSliderTests` for better readability.

Performed general code cleanup, including formatting changes, removal of unused imports, and improved naming consistency.

* Refactor: Transition to IApplication interface

Refactored the codebase to replace the static `Application` class with the `IApplication` interface, improving modularity, testability, and maintainability. Updated methods like `Application.Run`, `RequestStop`, and `Init` to use the new interface.

Marked static members `SessionStack` and `Current` as `[Obsolete]` and delegated their functionality to `ApplicationImpl.Instance`. Updated XML documentation to reflect these changes.

Simplified code by removing redundant comments, unused code, and converting methods like `GetMarginThickness` to single-line expressions. Improved null safety with null-conditional operators in `ToplevelTransitionManager`.

Enhanced consistency with formatting updates, logging improvements, and better error handling. Updated `Shortcut` and other classes to align with the new interface-based design.

Made breaking changes, including the removal of the `helpText` parameter in the `Shortcut` constructor. Updated `Wizard`, `Dialog`, and `GraphView` to use `IApplication` methods. Adjusted `ViewportSettings` and `HighlightStates` for better behavior.

* Enhance null-safety and simplify codebase

Improved null-safety by adopting nullable reference types and adding null-forgiving operators (`!`) where appropriate. Replaced direct method calls with null-safe calls using the null-conditional operator (`?.`) to prevent potential `NullReferenceException`.

Removed default parameter values in test methods to enforce explicit parameter passing. Refactored test classes to remove unnecessary dependencies on `ITestOutputHelper`.

Fixed a bug in `WindowsOutput.cs` by setting `_force16Colors` to `false` to avoid reliance on a problematic driver property. Updated `SessionTokenTests` to use null-forgiving operators for clarity in intentional null usage.

Simplified graph and UI updates by ensuring safe access to properties and methods. Cleaned up namespaces and removed unused `using` directives for better readability.

Updated `Dispose` methods to use null-safe calls and replaced nullable driver initialization with non-nullable initialization in `ScrollSliderTests` to ensure proper instantiation.

* Refactor test code to use nullable `App` property

Replaced direct `Application` references with `App` property across test classes to improve encapsulation and robustness. Updated `GuiTestContext` to use a nullable `App` property, replacing `_applicationImpl` for consistency.

Refactored key event handling to use `App.Driver` and revised `InitializeApplication` and `CleanupApplication` methods to ensure safe usage of the nullable `App` property. Updated `Then` callbacks to explicitly pass `App` for clarity.

Replaced `Application.QuitKey` with `context.App?.Keyboard.RaiseKeyDownEvent` to ensure context-specific event handling. Refactored `EnableForDesign` logic in `MenuBarv2Tests` and `PopoverMenuTests` to operate on the correct application instance.

Improved null safety in test assertions and revised `RequestStop` and `Shutdown` calls to use `App?.RequestStop` and `App?.Shutdown`. Updated navigation logic to use `Terminal.Gui.App.Application` for namespace consistency.

Enhanced exception handling in the `Invoke` method and performed general cleanup to align with modern C# practices, improving maintainability and readability.

* Commented out exception handling in Application.Shutdown

The `try-catch` block around `Application.Shutdown` was commented out, disabling the logging of exceptions thrown after a test exited. This change removes the `catch` block that used `Debug.WriteLine` for logging.

The `finally` block remains intact, ensuring cleanup operations such as clearing `View.Instances` and resetting the application state are still executed.

* Fixes #4394 - Changing Theme at Runtime does not Update Some Properties

* Tweaks to config format.

---------

Co-authored-by: copilot-swe-agent[bot] <198982749+Copilot@users.noreply.github.com>
Co-authored-by: Tig <tig@users.noreply.github.com>
Co-authored-by: tig <585482+tig@users.noreply.github.com>
2025-11-19 16:23:35 -05:00

698 lines
25 KiB
C#

using System.ComponentModel;
namespace Terminal.Gui.ViewBase;
public partial class View // Mouse APIs
{
/// <summary>
/// Handles <see cref="WantContinuousButtonPressed"/>, we have detected a button
/// down in the view and have grabbed the mouse.
/// </summary>
public IMouseHeldDown? MouseHeldDown { get; set; }
/// <summary>Gets the mouse bindings for this view.</summary>
public MouseBindings MouseBindings { get; internal set; } = null!;
private void SetupMouse ()
{
MouseHeldDown = new MouseHeldDown (this, App?.TimedEvents, App?.Mouse);
MouseBindings = new ();
// TODO: Should the default really work with any button or just button1?
MouseBindings.Add (MouseFlags.Button1Clicked, Command.Select);
MouseBindings.Add (MouseFlags.Button2Clicked, Command.Select);
MouseBindings.Add (MouseFlags.Button3Clicked, Command.Select);
MouseBindings.Add (MouseFlags.Button4Clicked, Command.Select);
MouseBindings.Add (MouseFlags.Button1Clicked | MouseFlags.ButtonCtrl, Command.Select);
}
/// <summary>
/// Invokes the Commands bound to the MouseFlags specified by <paramref name="mouseEventArgs"/>.
/// <para>See <see href="../docs/mouse.md">for an overview of Terminal.Gui mouse APIs.</see></para>
/// </summary>
/// <param name="mouseEventArgs">The mouse event passed.</param>
/// <returns>
/// <see langword="null"/> if no command was invoked; input processing should continue.
/// <see langword="false"/> if at least one command was invoked and was not handled (or cancelled); input processing
/// should continue.
/// <see langword="true"/> if at least one command was invoked and handled (or cancelled); input processing should
/// stop.
/// </returns>
protected bool? InvokeCommandsBoundToMouse (MouseEventArgs mouseEventArgs)
{
if (!MouseBindings.TryGet (mouseEventArgs.Flags, out MouseBinding binding))
{
return null;
}
binding.MouseEventArgs = mouseEventArgs;
return InvokeCommands (binding.Commands, binding);
}
#region MouseEnterLeave
/// <summary>
/// INTERNAL Called by <see cref="IMouse.RaiseMouseEvent"/> when the mouse moves over the View's
/// <see cref="Frame"/>.
/// <see cref="MouseLeave"/> will
/// be raised when the mouse is no longer over the <see cref="Frame"/>. If another View occludes this View, the
/// that View will also receive MouseEnter/Leave events.
/// </summary>
/// <param name="eventArgs"></param>
/// <returns>
/// <see langword="true"/> if the event was canceled, <see langword="false"/> if not, <see langword="null"/> if the
/// view is not visible. Cancelling the event
/// prevents Views higher in the visible hierarchy from receiving Enter/Leave events.
/// </returns>
internal bool? NewMouseEnterEvent (CancelEventArgs eventArgs)
{
// Pre-conditions
if (!CanBeVisible (this))
{
return null;
}
// Cancellable event
if (OnMouseEnter (eventArgs))
{
return true;
}
MouseEnter?.Invoke (this, eventArgs);
if (eventArgs.Cancel)
{
return true;
}
MouseState |= MouseState.In;
if (HighlightStates != MouseState.None)
{
SetNeedsDraw ();
}
return false;
}
/// <summary>
/// Called when the mouse moves over the View's <see cref="Frame"/> and no other non-SubView occludes it.
/// <see cref="MouseLeave"/> will
/// be raised when the mouse is no longer over the <see cref="Frame"/>.
/// </summary>
/// <remarks>
/// <para>
/// A view must be visible to receive Enter events (Leave events are always received).
/// </para>
/// <para>
/// If the event is cancelled, the mouse event will not be propagated to other views and <see cref="MouseEnter"/>
/// will not be raised.
/// </para>
/// <para>
/// Adornments receive MouseEnter/Leave events when the mouse is over the Adornment's <see cref="Thickness"/>.
/// </para>
/// <para>
/// See <see cref="MouseState"/> for more information.
/// </para>
/// </remarks>
/// <param name="eventArgs"></param>
/// <returns>
/// <see langword="true"/> if the event was canceled, <see langword="false"/> if not. Cancelling the event
/// prevents Views higher in the visible hierarchy from receiving Enter/Leave events.
/// </returns>
protected virtual bool OnMouseEnter (CancelEventArgs eventArgs) { return false; }
/// <summary>
/// Raised when the mouse moves over the View's <see cref="Frame"/>. <see cref="MouseLeave"/> will
/// be raised when the mouse is no longer over the <see cref="Frame"/>. If another View occludes this View, the
/// that View will also receive MouseEnter/Leave events.
/// </summary>
/// <remarks>
/// <para>
/// A view must be visible to receive Enter events (Leave events are always received).
/// </para>
/// <para>
/// If the event is cancelled, the mouse event will not be propagated to other views.
/// </para>
/// <para>
/// Adornments receive MouseEnter/Leave events when the mouse is over the Adornment's <see cref="Thickness"/>.
/// </para>
/// <para>
/// Set <see cref="CancelEventArgs.Cancel"/> to <see langword="true"/> if the event was canceled,
/// <see langword="false"/> if not. Cancelling the event
/// prevents Views higher in the visible hierarchy from receiving Enter/Leave events.
/// </para>
/// <para>
/// See <see cref="MouseState"/> for more information.
/// </para>
/// </remarks>
public event EventHandler<CancelEventArgs>? MouseEnter;
/// <summary>
/// INTERNAL Called by <see cref="IMouse.RaiseMouseEvent"/> when the mouse leaves <see cref="Frame"/>, or is
/// occluded
/// by another non-SubView.
/// </summary>
/// <remarks>
/// <para>
/// This method calls <see cref="OnMouseLeave"/> and raises the <see cref="MouseLeave"/> event.
/// </para>
/// <para>
/// Adornments receive MouseEnter/Leave events when the mouse is over the Adornment's <see cref="Thickness"/>.
/// </para>
/// <para>
/// See <see cref="MouseState"/> for more information.
/// </para>
/// </remarks>
internal void NewMouseLeaveEvent ()
{
// Pre-conditions
// Non-cancellable event
OnMouseLeave ();
MouseLeave?.Invoke (this, EventArgs.Empty);
MouseState &= ~MouseState.In;
// TODO: Should we also MouseState &= ~MouseState.Pressed; ??
if (HighlightStates != MouseState.None)
{
SetNeedsDraw ();
}
}
/// <summary>
/// Called when the mouse moves outside View's <see cref="Frame"/>, or is occluded by another non-SubView.
/// </summary>
/// <remarks>
/// <para>
/// Adornments receive MouseEnter/Leave events when the mouse is over the Adornment's <see cref="Thickness"/>.
/// </para>
/// <para>
/// See <see cref="MouseState"/> for more information.
/// </para>
/// </remarks>
protected virtual void OnMouseLeave () { }
/// <summary>
/// Raised when the mouse moves outside View's <see cref="Frame"/>, or is occluded by another non-SubView.
/// </summary>
/// <remarks>
/// <para>
/// Adornments receive MouseEnter/Leave events when the mouse is over the Adornment's <see cref="Thickness"/>.
/// </para>
/// <para>
/// See <see cref="MouseState"/> for more information.
/// </para>
/// </remarks>
public event EventHandler? MouseLeave;
#endregion MouseEnterLeave
#region Low Level Mouse Events
/// <summary>
/// Gets or sets whether the <see cref="View"/> wants continuous button pressed events. When set to
/// <see langword="true"/>,
/// and the user presses and holds the mouse button, <see cref="NewMouseEvent"/> will be
/// repeatedly called with the same <see cref="MouseFlags"/> for as long as the mouse button remains pressed.
/// </summary>
public bool WantContinuousButtonPressed { get; set; }
/// <summary>Gets or sets whether the <see cref="View"/> wants mouse position reports.</summary>
/// <value><see langword="true"/> if mouse position reports are wanted; otherwise, <see langword="false"/>.</value>
public bool WantMousePositionReports { get; set; }
/// <summary>
/// Processes a new <see cref="MouseEvent"/>. This method is called by <see cref="IMouse.RaiseMouseEvent"/> when a
/// mouse
/// event occurs.
/// </summary>
/// <remarks>
/// <para>
/// A view must be both enabled and visible to receive mouse events.
/// </para>
/// <para>
/// This method raises <see cref="RaiseMouseEvent"/>/<see cref="MouseEvent"/>; if not handled, and one of the
/// mouse buttons was clicked, the <see cref="RaiseMouseClickEvent"/>/<see cref="MouseClick"/> event will be raised
/// </para>
/// <para>
/// If <see cref="WantContinuousButtonPressed"/> is <see langword="true"/>, and the user presses and holds the
/// mouse button, <see cref="NewMouseEvent"/> will be repeatedly called with the same <see cref="MouseFlags"/> for
/// as long as the mouse button remains pressed.
/// </para>
/// </remarks>
/// <param name="mouseEvent"></param>
/// <returns><see langword="true"/> if the event was handled, <see langword="false"/> otherwise.</returns>
public bool? NewMouseEvent (MouseEventArgs mouseEvent)
{
// Pre-conditions
if (!Enabled)
{
// A disabled view should not eat mouse events
return false;
}
if (!CanBeVisible (this))
{
return false;
}
if (!WantMousePositionReports && mouseEvent.Flags == MouseFlags.ReportMousePosition)
{
return false;
}
// Cancellable event
if (RaiseMouseEvent (mouseEvent) || mouseEvent.Handled)
{
return true;
}
// Post-Conditions
if (HighlightStates != MouseState.None || WantContinuousButtonPressed)
{
if (WhenGrabbedHandlePressed (mouseEvent))
{
return mouseEvent.Handled;
}
if (WhenGrabbedHandleReleased (mouseEvent))
{
return mouseEvent.Handled;
}
if (WhenGrabbedHandleClicked (mouseEvent))
{
return mouseEvent.Handled;
}
}
// We get here if the view did not handle the mouse event via OnMouseEvent/MouseEvent, and
// it did not handle the press/release/clicked events via HandlePress/HandleRelease/HandleClicked
if (mouseEvent.IsSingleDoubleOrTripleClicked)
{
return RaiseMouseClickEvent (mouseEvent);
}
if (mouseEvent.IsWheel)
{
return RaiseMouseWheelEvent (mouseEvent);
}
return false;
}
/// <summary>
/// Raises the <see cref="RaiseMouseEvent"/>/<see cref="MouseEvent"/> event.
/// </summary>
/// <param name="mouseEvent"></param>
/// <returns><see langword="true"/>, if the event was handled, <see langword="false"/> otherwise.</returns>
public bool RaiseMouseEvent (MouseEventArgs mouseEvent)
{
// TODO: probably this should be moved elsewhere, please advise
if (WantContinuousButtonPressed && MouseHeldDown != null)
{
if (mouseEvent.IsPressed)
{
MouseHeldDown.Start ();
}
else
{
MouseHeldDown.Stop ();
}
}
if (OnMouseEvent (mouseEvent) || mouseEvent.Handled)
{
return true;
}
MouseEvent?.Invoke (this, mouseEvent);
return mouseEvent.Handled;
}
/// <summary>Called when a mouse event occurs within the view's <see cref="Viewport"/>.</summary>
/// <remarks>
/// <para>
/// The coordinates are relative to <see cref="View.Viewport"/>.
/// </para>
/// </remarks>
/// <param name="mouseEvent"></param>
/// <returns><see langword="true"/>, if the event was handled, <see langword="false"/> otherwise.</returns>
protected virtual bool OnMouseEvent (MouseEventArgs mouseEvent) { return false; }
/// <summary>Raised when a mouse event occurs.</summary>
/// <remarks>
/// <para>
/// The coordinates are relative to <see cref="View.Viewport"/>.
/// </para>
/// </remarks>
public event EventHandler<MouseEventArgs>? MouseEvent;
#endregion Low Level Mouse Events
#region Mouse Pressed Events
/// <summary>
/// INTERNAL For cases where the view is grabbed and the mouse is clicked, this method handles the released event
/// (typically
/// when <see cref="WantContinuousButtonPressed"/> or <see cref="HighlightStates"/> are set).
/// </summary>
/// <remarks>
/// Marked internal just to support unit tests
/// </remarks>
/// <param name="mouseEvent"></param>
/// <returns><see langword="true"/>, if the event was handled, <see langword="false"/> otherwise.</returns>
internal bool WhenGrabbedHandleReleased (MouseEventArgs mouseEvent)
{
mouseEvent.Handled = false;
if (mouseEvent.IsReleased)
{
if (App?.Mouse.MouseGrabView == this)
{
//Logging.Debug ($"{Id} - {MouseState}");
MouseState &= ~MouseState.Pressed;
MouseState &= ~MouseState.PressedOutside;
}
return mouseEvent.Handled = true;
}
return false;
}
/// <summary>
/// INTERNAL For cases where the view is grabbed and the mouse is clicked, this method handles the released event
/// (typically
/// when <see cref="WantContinuousButtonPressed"/> or <see cref="HighlightStates"/> are set).
/// </summary>
/// <remarks>
/// <para>
/// Marked internal just to support unit tests
/// </para>
/// </remarks>
/// <param name="mouseEvent"></param>
/// <returns><see langword="true"/>, if the event was handled, <see langword="false"/> otherwise.</returns>
private bool WhenGrabbedHandlePressed (MouseEventArgs mouseEvent)
{
mouseEvent.Handled = false;
if (mouseEvent.IsPressed)
{
// The first time we get pressed event, grab the mouse and set focus
if (App?.Mouse.MouseGrabView != this)
{
App?.Mouse.GrabMouse (this);
if (!HasFocus && CanFocus)
{
// Set the focus, but don't invoke Accept
SetFocus ();
}
mouseEvent.Handled = true;
}
if (Viewport.Contains (mouseEvent.Position))
{
//Logging.Debug ($"{Id} - Inside Viewport: {MouseState}");
// The mouse is inside.
if (HighlightStates.HasFlag (MouseState.Pressed))
{
MouseState |= MouseState.Pressed;
}
// Always clear PressedOutside when the mouse is pressed inside the Viewport
MouseState &= ~MouseState.PressedOutside;
}
if (!Viewport.Contains (mouseEvent.Position))
{
// Logging.Debug ($"{Id} - Outside Viewport: {MouseState}");
// The mouse is outside.
// When WantContinuousButtonPressed is set we want to keep the mouse state as pressed (e.g. a repeating button).
// This shows the user that the button is doing something, even if the mouse is outside the Viewport.
if (HighlightStates.HasFlag (MouseState.PressedOutside) && !WantContinuousButtonPressed)
{
MouseState |= MouseState.PressedOutside;
}
}
return mouseEvent.Handled = true;
}
return false;
}
#endregion Mouse Pressed Events
#region Mouse Click Events
/// <summary>Raises the <see cref="OnMouseClick"/>/<see cref="MouseClick"/> event.</summary>
/// <remarks>
/// <para>
/// Called when the mouse is either clicked or double-clicked.
/// </para>
/// <para>
/// If <see cref="WantContinuousButtonPressed"/> is <see langword="true"/>, will be invoked on every mouse event
/// where
/// the mouse button is pressed.
/// </para>
/// </remarks>
/// <returns><see langword="true"/>, if the event was handled, <see langword="false"/> otherwise.</returns>
protected bool RaiseMouseClickEvent (MouseEventArgs args)
{
// Pre-conditions
if (!Enabled)
{
// QUESTION: Is this right? Should a disabled view eat mouse clicks?
return args.Handled = false;
}
// Cancellable event
if (OnMouseClick (args) || args.Handled)
{
return args.Handled;
}
MouseClick?.Invoke (this, args);
if (args.Handled)
{
return true;
}
// Post-conditions
// By default, this will raise Selecting/OnSelecting - Subclasses can override this via AddCommand (Command.Select ...).
args.Handled = InvokeCommandsBoundToMouse (args) == true;
return args.Handled;
}
/// <summary>
/// Called when a mouse click occurs. Check <see cref="MouseEventArgs.Flags"/> to see which button was clicked.
/// </summary>
/// <remarks>
/// <para>
/// Called when the mouse is either clicked or double-clicked.
/// </para>
/// <para>
/// If <see cref="WantContinuousButtonPressed"/> is <see langword="true"/>, will be called on every mouse event
/// where
/// the mouse button is pressed.
/// </para>
/// </remarks>
/// <param name="args"></param>
/// <returns><see langword="true"/>, if the event was handled, <see langword="false"/> otherwise.</returns>
protected virtual bool OnMouseClick (MouseEventArgs args) { return false; }
/// <summary>Raised when a mouse click occurs.</summary>
/// <remarks>
/// <para>
/// Raised when the mouse is either clicked or double-clicked.
/// </para>
/// <para>
/// If <see cref="WantContinuousButtonPressed"/> is <see langword="true"/>, will be raised on every mouse event
/// where
/// the mouse button is pressed.
/// </para>
/// </remarks>
public event EventHandler<MouseEventArgs>? MouseClick;
/// <summary>
/// INTERNAL For cases where the view is grabbed and the mouse is clicked, this method handles the click event
/// (typically
/// when <see cref="WantContinuousButtonPressed"/> or <see cref="HighlightStates"/> are set).
/// </summary>
/// <remarks>
/// Marked internal just to support unit tests
/// </remarks>
/// <param name="mouseEvent"></param>
/// <returns><see langword="true"/>, if the event was handled, <see langword="false"/> otherwise.</returns>
internal bool WhenGrabbedHandleClicked (MouseEventArgs mouseEvent)
{
mouseEvent.Handled = false;
if (App?.Mouse.MouseGrabView == this && mouseEvent.IsSingleClicked)
{
// We're grabbed. Clicked event comes after the last Release. This is our signal to ungrab
App?.Mouse.UngrabMouse ();
// TODO: Prove we need to unset MouseState.Pressed and MouseState.PressedOutside here
// TODO: There may be perf gains if we don't unset these flags here
MouseState &= ~MouseState.Pressed;
MouseState &= ~MouseState.PressedOutside;
// If mouse is still in bounds, generate a click
if (!WantMousePositionReports && Viewport.Contains (mouseEvent.Position))
{
return RaiseMouseClickEvent (mouseEvent);
}
return mouseEvent.Handled = true;
}
return false;
}
#endregion Mouse Clicked Events
#region Mouse Wheel Events
/// <summary>Raises the <see cref="OnMouseWheel"/>/<see cref="MouseWheel"/> event.</summary>
/// <remarks>
/// </remarks>
/// <returns><see langword="true"/>, if the event was handled, <see langword="false"/> otherwise.</returns>
protected bool RaiseMouseWheelEvent (MouseEventArgs args)
{
// Pre-conditions
if (!Enabled)
{
// QUESTION: Is this right? Should a disabled view eat mouse?
return args.Handled = false;
}
// Cancellable event
if (OnMouseWheel (args) || args.Handled)
{
return args.Handled;
}
MouseWheel?.Invoke (this, args);
if (args.Handled)
{
return true;
}
args.Handled = InvokeCommandsBoundToMouse (args) == true;
return args.Handled;
}
/// <summary>
/// Called when a mouse wheel event occurs. Check <see cref="MouseEventArgs.Flags"/> to see which wheel was moved was
/// clicked.
/// </summary>
/// <remarks>
/// </remarks>
/// <param name="args"></param>
/// <returns><see langword="true"/>, if the event was handled, <see langword="false"/> otherwise.</returns>
protected virtual bool OnMouseWheel (MouseEventArgs args) { return false; }
/// <summary>Raised when a mouse wheel event occurs.</summary>
/// <remarks>
/// </remarks>
public event EventHandler<MouseEventArgs>? MouseWheel;
#endregion Mouse Wheel Events
#region MouseState Handling
private MouseState _mouseState;
/// <summary>
/// Gets the state of the mouse relative to the View. When changed, the <see cref="MouseStateChanged"/>/
/// <see cref="OnMouseStateChanged"/>
/// event will be raised.
/// </summary>
public MouseState MouseState
{
get => _mouseState;
internal set
{
if (_mouseState == value)
{
return;
}
EventArgs<MouseState> args = new (value);
RaiseMouseStateChanged (args);
_mouseState = value;
}
}
/// <summary>
/// Gets or sets which <see cref="MouseState"/> changes should cause the View to change its appearance.
/// </summary>
/// <remarks>
/// <para>
/// <see cref="MouseState.In"/> is set by default, which means the View will be highlighted when the
/// mouse is over it. The default behavior of <see cref="SetAttributeForRole"/>
/// is to use the <see cref="Drawing.VisualRole.Highlight"/> role for the highlight Attribute.
/// </para>
/// <para>
/// <see cref="MouseState.Pressed"/> means the View will be highlighted when the mouse is pressed over it.
/// <see cref="Border"/>'s default behavior is to use
/// the <see cref="VisualRole.Highlight"/> role when the Border is pressed for Arrangement.
/// <see cref="Margin"/>'s default behavior, when shadows are enabled, is to move the shadow providing
/// a pressed effect.
/// </para>
/// <para>
/// <see cref="MouseState.PressedOutside"/> means the View will be highlighted when the mouse was pressed
/// inside it and then moved outside of it, unless <see cref="WantContinuousButtonPressed"/> is set to
/// <see langword="true"/>, in which case the flag has no effect.
/// </para>
/// </remarks>
public MouseState HighlightStates { get; set; }
/// <summary>
/// INTERNAL Raises the <see cref="MouseStateChanged"/> event.
/// </summary>
/// <param name="args"></param>
private void RaiseMouseStateChanged (EventArgs<MouseState> args)
{
//Logging.Debug ($"{Id} - {args.Value} -> {args.Value}");
OnMouseStateChanged (args);
MouseStateChanged?.Invoke (this, args);
}
/// <summary>
/// Called when <see cref="MouseState"/> has changed, indicating the View should be highlighted or not. The <see cref="MouseState"/> passed in the event
/// indicates the highlight style that will be applied.
/// </summary>
protected virtual void OnMouseStateChanged (EventArgs<MouseState> args) { }
/// <summary>
/// RaisedCalled when <see cref="MouseState"/> has changed, indicating the View should be highlighted or not. The <see cref="MouseState"/> passed in the event
/// indicates the highlight style that will be applied.
/// </summary>
public event EventHandler<EventArgs<MouseState>>? MouseStateChanged;
#endregion MouseState Handling
private void DisposeMouse () { }
}