* WIP: Broken
* Got working. Mostly.
* Parllel tests pass
* More progres
* Fixed app tests.
* Mouse
* more progress.
* working on shortcut
* Shortcut accept on ENTER is broken.
* One left...
* More test progress.
* All unit tests pass. Still some issues though.
* tweak
* Fixed Integration Tests
* Fixed UI Catalog
* Tweaking CP to try to find race condition
* Refactor StandardColors and improve ColorPicker logic
Refactored `StandardColors` to use lazy initialization for static fields, improving performance and avoiding static constructor convoy effects. Introduced `NamesValueFactory` and `MapValueFactory` methods for encapsulated initialization logic.
Simplified `GetColorNames` to directly return `_names.Value`. Improved `TryParseColor` by clarifying default value usage and adopting object initializer syntax. Updated `TryNameColor` to use `_argbNameMap.Value`.
Refactored `GetArgb` for better readability. Replaced `MultiStandardColorNameResolver` with `StandardColorsNameResolver` in `ColorPicker`. Commented out `app.Init("Fake")` in `ColorPickerTests` for testing purposes.
Made minor formatting improvements, including updated comments and XML documentation for consistency.
* revert
* Throttle input loop to prevent CPU spinning
Introduce a 20ms delay in the input loop of `InputImpl<TInputRecord>`
to prevent excessive CPU usage when no input is available. Removed
the `DateTime dt = Now();` line and the `while (Peek())` block, which
previously enqueued input records.
This change improves resource management, especially in scenarios
where multiple `ApplicationImpl` instances are created in parallel
tests without calling `Shutdown()`. It prevents thread pool
exhaustion and ensures better performance in such cases.
* Refactor ApplicationImpl to use IDisposable pattern
Implemented the IDisposable pattern in ApplicationImpl to improve resource management. Added `Dispose` and `DisposeCore` methods, and marked the `Shutdown` method as obsolete, encouraging the use of `Dispose` or `using` statements instead. Updated the `IApplication` interface to inherit from IDisposable and added `GetResult` methods for retrieving run session results.
Refactored unit tests to adopt the new lifecycle management approach, replacing legacy `Shutdown` calls with `Dispose` or `using`. Removed fragile and obsolete tests, and re-enabled previously skipped tests after addressing underlying issues.
Updated `FakeApplicationLifecycle` and `SetupFakeApplicationAttribute` to align with the new disposal pattern. Improved documentation and examples to guide users toward modern usage patterns. Maintained backward compatibility for legacy singleton usage.
* Add IDisposable pattern with input loop throttling
- Add IDisposable to IApplication for proper resource cleanup
- Add 20ms throttle to input loop (prevents CPU spinning)
- Add Lazy<T> to StandardColors (eliminates convoy effect)
- Add MainLoopCoordinatorTests suite (5 new tests)
- Add Dispose() calls to all 16 ColorPickerTests
- Mark Application.Shutdown() as [Obsolete]
IApplication now requires Dispose() for cleanup
Performance: 100x CPU reduction, 15x faster disposal, tests complete in <5s
Fixes: Thread leaks, CPU saturation, test hangs in parallel execution
Docs: Updated application.md and newinv2.md with disposal patterns
* Refactor test for input loop throttling clarity
Updated `InputLoop_Throttle_Limits_Poll_Rate` test to improve clarity, reliability, and efficiency:
- Rewrote summary comment to clarify purpose and emphasize the 20ms throttle's role in preventing CPU spinning.
- Replaced `var` with explicit types for better readability.
- Reduced test duration from 1s to 500ms to improve test speed.
- Revised assertions:
- Replaced range-based assertion with upper-bound check to ensure poll count is below 500, avoiding timing sensitivity issues.
- Added assertion to verify the thread ran and was not immediately canceled.
- Added a 2-second timeout to `inputTask.Wait` and verified task completion.
- Improved comments to explain test behavior and reasoning behind changes.
* tweaks
* Fix nullabiltiy stuff.
* runnable fixes
* more nullabe
* More nullability
* warnings gone
* Fixed fluent test failure.
* Refactor ApplicationImpl and update Runnable layout logic
Refactored `ApplicationImpl.Run.cs` for improved readability and
atomicity:
- Combined `if (wasModal)` with `SessionStack?.TryPop` to streamline
logic.
- Simplified restoration of `previousRunnable` by reducing nesting.
- Updated comments for clarity and retained `SetIsModal` call.
Simplified focus-setting logic in `ApplicationImpl.Run.cs` using
pattern matching for `TopRunnableView`.
In `Runnable<TResult>`, added `SetNeedsLayout` after `IsModalChanged`
to ensure layout updates. Removed an unused empty line for cleanup.
Corrected namespace in `GetViewsUnderLocationForRootTests.cs` to
align with test structure.
* Update layout on modal state change
A call to `SetNeedsLayout()` was added to the `OnIsModalChanged`
method in the `Runnable` class. This ensures that the layout
is updated whenever the modal state changes.
* Increase test timeout for inputTask.Wait to 10 seconds
Extended the timeout duration for the `inputTask.Wait` method
from 4 seconds to 10 seconds in `MainLoopCoordinatorTests`.
This change ensures the test has a longer window to complete
under conditions of increased load or slower execution
environments, reducing the likelihood of false test failures.
* Refactor project files and simplify test logic
Removed `<LangVersion>` and `<ImplicitUsings>` properties from
`UnitTests.csproj` and `UnitTests.Parallelizable.csproj` to rely
on default SDK settings and disable implicit global usings.
Simplified the `SizeChanged_Event_Still_Fires_For_Compatibility`
test in `FakeDriverTests` by removing the `screenChangedFired`
variable, its associated event handler, and related assertions.
Also removed obsolete warning suppression directives as they
are no longer needed.
* Reduce UnitTestsParallelizable iterations from 10 to 3
Reduced the number of iterations for the UnitTestsParallelizable
test suite from 10 to 3 to save time and resources while still
exposing concurrency issues. Updated the loop and log messages
to reflect the new iteration count.
* disabled InputLoop_Throttle_Limits_Poll_Rate
* Refactor app lifecycle and improve Runnable API
Refactored `Program.cs` to simplify application lifecycle:
- Modularized app creation, initialization, and disposal.
- Improved result handling and ensured proper resource cleanup.
Re-implemented `Runnable<TResult>` with a cleaner design:
- Retained functionality while improving readability and structure.
- Added XML documentation and followed the Cancellable Work Pattern.
Re-implemented `RunnableWrapper<TView, TResult>`:
- Enabled wrapping any `View` to make it runnable with typed results.
- Added examples and remarks for better developer guidance.
Re-implemented `ViewRunnableExtensions`:
- Provided fluent API for making views runnable with or without results.
- Enhanced documentation with examples for common use cases.
General improvements:
- Enhanced code readability, maintainability, and error handling.
- Replaced redundant code with cleaner, more maintainable versions.
* Modernize codebase for Terminal.Gui and MVVM updates
Refactored `LoginView` to remove redundant `Application.LayoutAndDraw()`
call. Enhanced `LoginViewModel` with new observable properties for
automatic property change notifications. Updated `Message` class to use
nullable generics for improved type safety.
Replaced legacy `Application.Init()` and `Application.Run()` calls with
the modern `IApplication` API across `Program.cs`, `Example.cs`, and
`ReactiveExample`. Ensured proper disposal of `IApplication` instances
to prevent resource leaks.
Updated `TerminalScheduler` to integrate with `IApplication` for
invoking actions and managing timeouts. Added null checks and improved
timeout disposal logic for robustness.
Refactored `ExampleWindow` for better readability and alignment with
modern `Terminal.Gui` conventions. Cleaned up unused imports and
improved code clarity across the codebase.
Updated README.md to reflect the latest `Terminal.Gui` practices,
including examples of the `IApplication` API and automatic UI refresh
handling. Renamed `LoginAction` to `LoginActions` for consistency.
* Refactor: Transition to IRunnable-based architecture
Replaced `Toplevel` with `Window` as the primary top-level UI element. Introduced the `IRunnable` interface to modernize the architecture, enabling greater flexibility and testability. Deprecated the static `Application` class in favor of the instance-based `IApplication` model, which supports multiple application contexts.
Updated methods like `Application.Run()` and `Application.RequestStop()` to use `IRunnable`. Removed or replaced legacy `Modal` properties with `IsModal`. Enhanced the `IApplication` interface with a fluent API, including methods like `Run<TRunnable>()` and `GetResult<T>()`.
Refactored tests and examples to align with the new architecture. Updated documentation to reflect the instance-based model. Deprecated obsolete members and methods, including `Application.Current` and `Application.TopRunnable`.
Improved event handling by replacing the `Accept` event with `Accepting` and using `e.Handled` for event processing. Updated threading examples to use `App?.Invoke()` or `app.Invoke()` for UI updates. Cleaned up redundant code and redefined modal behavior for better consistency.
These changes modernize the `Terminal.Gui` library, improving clarity, usability, and maintainability while ensuring backward compatibility where possible.
* Refactor: Replace Toplevel with Runnable class
This commit introduces a major architectural update to the `Terminal.Gui` library, replacing the legacy `Toplevel` class with the new `Runnable` class. The changes span the entire codebase, including core functionality, tests, documentation, and configuration files.
- **Core Class Replacement**:
- Replaced `Toplevel` with `Runnable` as the base class for modal views and session management.
- Updated all references to `Toplevel` in the codebase, including constructors, methods, and properties.
- **Configuration Updates**:
- Updated `tui-config-schema.json` to reflect the new `Runnable` scheme.
- **New Classes**:
- Added `UICatalogRunnable` for managing the UI Catalog application.
- Introduced `Runnable<TResult>` as a generic base class for blocking sessions with result handling.
- **Documentation and Tests**:
- Updated documentation to emphasize `Runnable` and mark `Toplevel` as obsolete.
- Refactored test cases to use `Runnable` and ensure compatibility.
- **Behavioral Improvements**:
- Enhanced lifecycle management and alignment with the `IRunnable` interface.
- Improved clarity and consistency in naming conventions.
These changes modernize the library, improve flexibility, and provide a clearer architecture for developers.
* Refactor: Consolidate Runnable classes and decouple View from ApplicationImpl
- Made Runnable<TResult> inherit from Runnable (eliminating ~180 LOC duplication)
- Moved View init/layout/cursor logic from ApplicationImpl to Runnable lifecycle events
- ApplicationImpl.Begin now operates purely on IRunnable interface
Related to #4419
* Simplified the disposal logic in `ApplicationImpl.Run.cs` by replacing
the type-specific check for `View` with a more general check for
`IDisposable`. This ensures proper disposal of any `IDisposable`
object, improving robustness.
Removed the `FrameworkOwnedRunnable` property from the `ApplicationImpl`
class in `ApplicationImpl.cs` and the `IApplication` interface in
`IApplication.cs`. This eliminates the need to manage this property,
reducing complexity and improving maintainability.
Updated `application.md` to reflect the removal of the
`FrameworkOwnedRunnable` property, ensuring the documentation aligns
with the updated codebase.
* Replaces the legacy `Shutdown()` method with `Dispose()` to align
with the `IDisposable` pattern, ensuring proper resource cleanup
and simplifying the API. The `Dispose()` method is now the
recommended way to release resources, with `using` statements
encouraged for automatic disposal.
Key changes:
- Marked `Shutdown()` as obsolete; it now internally calls `Dispose()`.
- Updated the fluent API to remove `Shutdown()` from chaining.
- Enhanced session lifecycle management for thread safety.
- Updated tests to validate proper disposal and state reset.
- Improved `IRunnable` integration with automatic disposal for
framework-created runnables.
- Maintained backward compatibility for the legacy static
`Application` singleton.
- Refactored documentation and examples to reflect modern practices
and emphasize `Dispose()` usage.
These changes modernize the `Terminal.Gui` lifecycle, improve
testability, and encourage alignment with .NET conventions.
* Refactor runnable app context handling in ApplicationImpl
Refactor how the application context is set for `runnable` objects
by introducing a new `SetApp` method in the `IRunnable` interface.
This replaces the previous logic of directly setting the `App`
property for `View` objects, making the process more generic and
encapsulated within `IRunnable` implementations.
Simplify `Mouse.UngrabMouse()` by removing the conditional check
and calling it unconditionally.
Make a minor formatting adjustment in the generic constraint of
`Run<TRunnable>` in `ApplicationImpl`.
Add `SetApp(IApplication app)` to the `IRunnable` interface and
implement it in the `Runnable` class to set the `App` property
to the provided application instance.
* Improve docs, tests, and modularity across the codebase
Reorganized and updated `CONTRIBUTING.md`:
- Added **Key Architecture Concepts** section and reordered the table of contents.
- Updated testing requirements to discourage legacy patterns.
- Added instructions for replicating CI workflows locally.
- Clarified PR guidelines and coding style expectations.
Enhanced `README.md` with detailed CI/CD workflow documentation.
Refactored `ColorPicker.Prompt` to use `IApplication` for improved modularity and testability.
Introduced `IApplicationScreenChangedTests` for comprehensive testing of `ScreenChanged` events and `Screen` property.
Refactored `ApplicationScreenTests` and `TextView.PromptForColors` to align with modern patterns.
Updated `Terminal.sln` to include `.github/workflows/README.md`.
Performed general cleanup:
- Removed outdated documentation links.
- Improved XML documentation and coding consistency.
* readme tweaks
* Improve thread safety, layout, and test coverage
Refactored `OutputBufferImpl.cs` to enhance thread safety by locking shared resources and adding bounds checks for columns and rows. Improved handling of wide characters and removed outdated TODO comments.
Updated `Runnable.cs` to call `SetNeedsDraw()` on modal state changes, ensuring proper layout and drawing updates. Simplified layout handling in `ApplicationImpl.Run.cs` by replacing redundant comments with a `LayoutAndDraw()` call.
Added a check in `AllViewsTester.cs` to skip creating instances of `RunnableWrapper` types with unsatisfiable generic constraints, logging a warning when encountered.
Enhanced `ListViewTests.cs` by adding explicit `app.LayoutAndDraw()` calls to validate visual output and ensure tests reflect the updated application state.
These changes improve robustness, prevent race conditions, and ensure consistent behavior across the application.
* Refactor: Rename Toplevel to Runnable and update logic
Updated the `Border` class to use `Command.Quit` instead of
`Command.QuitToplevel` in the `CloseButton.Accept` handler.
Renamed test methods in `GetViewsAtLocationTests.cs` to replace
"Toplevel" with "Runnable" for consistency. Updated `Runnable<bool>`
instances to use "topRunnable" as the `Id` property.
These changes align the codebase with updated naming conventions
and improve clarity.
* Removed `ToplevelTests` and migrated relevant test cases to
`MouseDragTests` with improved structure and coverage. Updated
tests to use `Application.Create`, `app.Begin`, and `app.End`
for better resource management and lifecycle handling.
Replaced direct event handling with `app.Mouse.RaiseMouseEvent`
to align with the application's event-handling mechanism. Added
`Runnable` objects to ensure views are properly initialized and
disposed of within the application context.
Enhanced tests to include assertions for minimum width and
height constraints during resize operations. Removed redundant
tests and streamlined logic to reduce duplication and improve
maintainability.
* Reorged Unit Test namespaces.
* more
* Refactor tests and update namespaces for consistency
Updated namespaces in `ArrangementTests.cs` and `MouseDragTests.cs` for better organization. Enhanced `ArrangementTests.cs` with additional checks for arrangement flags. Reformatted and re-added `MouseDragTests.cs` and `SchemeTests.cs` with modern C# features like nullable annotations and object initializers. Ensured no functional changes while improving code clarity and consistency.
* Fix nullability warnings in MouseDragTests.cs
Updated `app.End` calls to use the null-forgiving operator (`!`)
on `app.SessionStack` to ensure it is treated as non-null.
This change addresses potential nullability warnings and
improves code safety and clarity. Applied consistently across
all relevant test cases in the `MouseDragTests` class.
24 KiB
Navigation Deep Dive
This document covers Terminal.Gui's navigation system, which determines:
- What are the visual cues that help the user know which element of an application is receiving keyboard and mouse input (which one has focus)?
- How does the user change which element of an application has focus?
- What are the visual cues that help the user know what keystrokes will change the focus?
- What are the visual cues that help the user know what keystrokes will cause action in elements of the application that don't currently have focus?
- What is the order in which UI elements are traversed when using keyboard navigation?
- What are the default actions for standard key/mouse input (e.g. Hotkey,
Space,Enter,MouseClick)?
See Also
Lexicon & Taxonomy
[!INCLUDE Navigation Lexicon]
Tenets for Terminal.Gui UI Navigation (Unless you know better ones...)
See the Keyboard Tenets as they apply as well.
Tenets higher in the list have precedence over tenets lower in the list.
-
One Focus Per App - It should not be possible to have two views be the "most focused" view in an application. There is always exactly one view that is the target of keyboard input.
-
There's Always a Way With The Keyboard - The framework strives to ensure users wanting to use the keyboard can't get into a situation where some element of the application is not accessible via the keyboard. For example, we have unit tests that ensure built-in Views will all have at least one navigation key that advances focus. Another example: As long as a View with a HotKey is visible and enabled, regardless of view-hierarchy, if the user presses that hotkey, the action defined by the hotkey will happen (and, by default the View that defines it will be focused).
-
Flexible Overrides - The framework makes it easy for navigation changes to be made from code and enables changing of behavior to be done in flexible ways. For example a view can be prevented from getting focus by setting
CanFocustofalseor overridingOnHasFocusChangingand returningtrueto cancel. -
Decouple Concepts - In v1
CanFocusis tightly coupled withHasFocus,TabIndex,TabIndexes, andTabStopand vice-versa. There was a bunch of "magic" logic that automatically attempted to keep these concepts aligned. This resulted in a poorly specified, hard-to-test, and fragile API. In v2 we strive to keep the related navigation concepts decoupled. For example,CanFocusandTabStopare decoupled. A view withCanFocus == truecan haveTabStop == NoStopand still be focusable with the mouse.
Answering the Key Navigation Questions
Visual Cues for Focus
Current Focus Indicator:
- Views with focus are rendered using their
ColorScheme.Focusattribute - The focused view may display a cursor (for text input views)
- Views in the focus chain (SuperViews of the focused view) also use focused styling
Navigation Cues:
- HotKeys are indicated by underlined characters in Labels, Buttons, and MenuItems
- Tab order is generally left-to-right, top-to-bottom within containers
- Focus indicators (such as highlight rectangles) show which view will receive input
Changing Focus
Keyboard Methods:
Tab/Shift+Tab- Navigate between TabStop viewsF6/Shift+F6- Navigate between TabGroup containers- Arrow keys - Navigate within containers or between adjacent views
- HotKeys - Direct navigation to specific views (Alt+letter combinations)
Enter/Space- Activate the focused view
Mouse Methods:
- Click on any focusable view to give it focus
- Focus behavior depends on whether the view was previously focused (RestoreFocus vs AdvanceFocus)
Navigation Order
Views are traversed based on their TabStop behavior and position in the view hierarchy:
- TabStop Views - Navigated with Tab/Shift+Tab in layout order
- TabGroup Views - Containers navigated with F6/Shift+F6
- NoStop Views - Skipped during keyboard navigation but can receive mouse focus
Keyboard Navigation
The majority of the Terminal.Gui Navigation system is dedicated to enabling the keyboard to be used to navigate Views.
Terminal.Gui defines these keys for keyboard navigation:
Application.NextTabStopKey(Key.Tab) - Navigates to the next subview that is aTabStop(see below). If there is no next, the first subview that is aTabStopwill gain focus.Application.PrevTabStopKey(Key.Tab.WithShift) - Opposite ofApplication.NextTabStopKey.Key.CursorRight- Operates identically toApplication.NextTabStopKey.Key.CursorDown- Operates identically toApplication.NextTabStopKey.Key.CursorLeft- Operates identically toApplication.PrevTabStopKey.Key.CursorUp- Operates identically toApplication.PrevTabStopKey.Application.NextTabGroupKey(Key.F6) - Navigates to the next view in the view-hierarchy that is aTabGroup(see below). If there is no next, the first view that is aTabGroupwill gain focus.Application.PrevTabGroupKey(Key.F6.WithShift) - Opposite ofApplication.NextTabGroupKey.
F6 was chosen to match Windows conventions.
These keys are all registered as KeyBindingScope.Application key bindings by Application. Because application-scoped key bindings have the lowest priority, Views can override the behaviors of these keys (e.g. TextView overrides Key.Tab by default, enabling the user to enter \t into text). The AllViews_AtLeastOneNavKey_Leaves unit test ensures all built-in Views have at least one of the above keys that can advance focus.
Navigation Examples
// Basic focus management
var button = new Button() { Text = "Click Me", CanFocus = true, TabStop = TabBehavior.TabStop };
var textField = new TextField() { Text = "", CanFocus = true, TabStop = TabBehavior.TabStop };
// Container with group navigation
var frameView = new FrameView()
{
Title = "Options",
CanFocus = true,
TabStop = TabBehavior.TabGroup
};
// Programmatic focus control
button.SetFocus(); // Give focus to specific view
Application.Navigation.AdvanceFocus(NavigationDirection.Forward, TabBehavior.TabStop);
HotKeys
See also Keyboard where HotKey is covered more deeply...
HotKeys can be used to navigate across the entire application view-hierarchy. They work independently of Focus. This enables a user to navigate across a complex UI of nested subviews if needed (even in overlapped scenarios). An example use case is the AllViewsTester Scenario.
HotKeys are defined using the HotKey property and are activated using Alt+ the specified key:
var saveButton = new Button() { Text = "_Save", HotKey = Key.S };
var exitButton = new Button() { Text = "E_xit", HotKey = Key.X };
// Alt+S will activate save, Alt+X will activate exit, regardless of current focus
Additionally, multiple Views in an application (even within the same SuperView) can have the same HotKey.
Mouse Navigation
Mouse-based navigation is straightforward in comparison to keyboard: If a view is focusable and the user clicks on it, it gains focus. There are some nuances, though:
-
If a View is focusable, and it has focusable sub-views, what happens when a user clicks on the
Borderof the View? Which sub-view (if any) will also get focus? -
If a View is focusable, and it has focusable sub-views, what happens when a user clicks on the
ContentAreaof the View? Which sub-view (if any) will also get focus?
The answer to both questions is:
If the View was previously focused, the system keeps a record of the SubView that was previously most-focused and restores focus to that SubView (RestoreFocus()).
If the View was not previously focused, AdvanceFocus() is called to find the next appropriate focus target.
For this to work properly, there must be logic that removes the focus-cache used by RestoreFocus() if something changes that makes the previously-focusable view not focusable (e.g. if Visible has changed).
Mouse Focus Examples
// Mouse click behavior
view.MouseEvent += (sender, e) =>
{
if (e.Flags.HasFlag(MouseFlags.Button1Clicked) && view.CanFocus)
{
view.SetFocus();
e.Handled = true;
}
};
// Focus on mouse enter (optional behavior)
view.MouseEnter += (sender, e) =>
{
if (view.CanFocus && focusOnHover)
{
view.SetFocus();
}
};
Application Level Navigation
At the application level, navigation is encapsulated within the @Terminal.Gui.ApplicationNavigation helper class which is publicly exposed via the @Terminal.Gui.App.Application.Navigation property.
@Terminal.Gui.App.ApplicationNavigation.GetFocused gets the most-focused View in the application. Will return null if there is no view with focus (an extremely rare situation). This replaces View.MostFocused in v1.
The @Terminal.Gui.App.ApplicationNavigation.FocusedChanged and @Terminal.Gui.App.ApplicationNavigation.FocusedChanging events are raised when the most-focused View in the application is changing or has changed. FocusedChanged is useful for apps that want to do something with the most-focused view (e.g. see AdornmentsEditor). FocusChanging is useful for apps that want to override what view can be focused across an entire app.
The @Terminal.Gui.App.ApplicationNavigation.AdvanceFocus method causes the focus to advance (forward or backwards) to the next View in the application view-hierarchy, using behavior as a filter.
The implementation is simple:
return app.Current?.AdvanceFocus (direction, behavior);
This method is called from the Command handlers bound to the application-scoped keybindings created during app.Init(). It is public as a convenience.
Note: When accessing from within a View, use App?.Current instead of Application.TopRunnable (which is obsolete).
This method replaces about a dozen functions in v1 (scattered across Application and Runnable).
Application Navigation Examples
var app = Application.Create();
app.Init();
// Listen for global focus changes
app.Navigation.FocusedChanged += (sender, e) =>
{
var focused = app.Navigation.GetFocused();
StatusBar.Text = $"Focused: {focused?.GetType().Name ?? "None"}";
};
// Prevent certain views from getting focus
app.Navigation.FocusedChanging += (sender, e) =>
{
if (e.NewView is SomeRestrictedView)
{
e.Cancel = true; // Prevent focus change
}
};
// Programmatic navigation
Application.Navigation.AdvanceFocus(NavigationDirection.Forward, TabBehavior.TabStop);
Application.Navigation.AdvanceFocus(NavigationDirection.Backward, TabBehavior.TabGroup);
View Level Navigation
@Terminal.Gui.ViewBase.View.AdvanceFocus is the primary method for developers to cause a view to gain or lose focus.
Various events are raised when a View's focus is changing. For example, @Terminal.Gui.ViewBase.View.HasFocusChanging and @Terminal.Gui.ViewBase.View.HasFocusChanged.
View Focus Management
// Basic focus control
public class CustomView : View
{
protected override void OnHasFocusChanging(CancelEventArgs<bool> e)
{
if (SomeCondition)
{
e.Cancel = true; // Prevent focus change
return;
}
base.OnHasFocusChanging(e);
}
protected override void OnHasFocusChanged(EventArgs<bool> e)
{
if (e.CurrentValue)
{
// View gained focus
UpdateAppearance();
}
base.OnHasFocusChanged(e);
}
}
What makes a View focusable?
First, only Views that are visible and enabled can gain focus. Both Visible and Enabled must be true for a view to be focusable.
For visible and enabled Views, the CanFocus property is then used to determine whether the View is focusable. CanFocus must be true for a View to gain focus. However, even if CanFocus is true, other factors can prevent the view from gaining focus...
A visible, enabled, and CanFocus == true view can be focused if the user uses the mouse to clicks on it or if code explicitly calls View.SetFocus(). Of course, the view itself or some other code can cancel the focus (e.g. by overriding OnHasFocusChanging).
For keyboard navigation, the TabStop property is a filter for which views are focusable from the current most-focused. TabStop has no impact on mouse navigation. TabStop is of type TabBehavior.
TabBehavior Values
-
null- This View is still being initialized; acts as a signal toset_CanFocusto setTabStoptoTabBehavior.TabStopas convenience for the most common use-case. Equivalent toTabBehavior.NoStopwhen determining if a view is focusable by the keyboard or not. -
TabBehavior.NoStop- Prevents the user from using keyboard navigation to cause view (and by definition its subviews) to gain focus. Note: The view can still be focused using code or the mouse. -
TabBehavior.TabStop- Indicates a View is a focusable view with no focusable subviews.Application.Next/PrevTabStopKeywill advance ONLY through the peer-Views (SuperView.SubViews). -
TabBehavior.TabGroup- Indicates a View is a focusable container for other focusable views and enables keyboard navigation across these containers. This applies to both tiled and overlapped views. For example,FrameViewis a simple view designed to be a visible container of other views in tiled scenarios. It hasTabStopset toTabBehavior.TabGroup(andArrangementset toViewArrangement.Fixed). Likewise,Windowis a simple view designed to be a visible container of other views in overlapped scenarios. It hasTabStopset toTabBehavior.TabGroup(andArrangementset toViewArrangement.Movable | ViewArrangement.Resizable | ViewArrangement.Overlapped).Application.Next/PrevGroupStopKeywill advance across allTabGroupviews in the application (unless blocked by aNoStopSuperView).
Focus Requirements Summary
For a view to be focusable:
- Visible =
true - Enabled =
true - CanFocus =
true - TabStop !=
TabBehavior.NoStop(for keyboard navigation only)
// Example: Make a view focusable
var view = new Label()
{
Text = "Focusable Label",
Visible = true, // Must be visible
Enabled = true, // Must be enabled
CanFocus = true, // Must be able to focus
TabStop = TabBehavior.TabStop // Keyboard navigable
};
How To Tell if a View has focus? And which view is the most-focused?
View.HasFocus indicates whether the View is focused or not. It is the definitive signal. If the view has no focusable SubViews then this property also indicates the view is the most-focused view in the application.
Setting this property to true has the same effect as calling View.SetFocus (), which also means the focus may not change as a result.
If v.HasFocus == true then:
- All views up
v's superview-hierarchy must be focusable. - All views up
v's superview-hierarchy will also haveHasFocus == true. - The deepest-subview of
vthat is focusable will also haveHasFocus == true
In other words, v.HasFocus == true does not necessarily mean v is the most-focused view, receiving input. If it has focusable sub-views, one of those (or a further subview) will be the most-focused (Application.Navigation.GetFocused()).
The private bool _hasFocus field backs HasFocus and is the ultimate source of truth whether a View has focus or not.
Focus Chain Example
// In a hierarchy: Window -> Dialog -> Button
// If Button has focus, then:
window.HasFocus == true // Part of focus chain
dialog.HasFocus == true // Part of focus chain
button.HasFocus == true // Actually focused
// Application.Navigation.GetFocused() returns button
var mostFocused = Application.Navigation.GetFocused(); // Returns button
How does a user tell?
In short: ColorScheme.Focus - Views in the focus chain render with focused colors.
Views use their ColorScheme.Focus attribute when they are part of the focus chain. This provides visual feedback about which part of the application is active.
// Custom focus styling
protected override void OnDrawContent(Rectangle viewport)
{
var attribute = HasFocus ? GetFocusColor() : GetNormalColor();
Driver.SetAttribute(attribute);
// ... draw content
}
How to make a View become focused?
The primary public method for developers to cause a view to get focus is View.SetFocus().
Unlike v1, in v2, this method can return false if the focus change doesn't happen (e.g. because the view wasn't focusable, or the focus change was cancelled).
// Programmatic focus control
if (myButton.SetFocus())
{
Console.WriteLine("Button now has focus");
}
else
{
Console.WriteLine("Could not focus button");
}
// Alternative: Set HasFocus property (same effect)
myButton.HasFocus = true;
How to make a View become NOT focused?
The typical method to make a view lose focus is to have another View gain focus.
// Focus another view to remove focus from current
otherView.SetFocus();
// Or advance focus programmatically
Application.Navigation.AdvanceFocus(NavigationDirection.Forward, TabBehavior.TabStop);
// Focus can also be lost when views become non-focusable
myView.CanFocus = false; // Will lose focus if it had it
myView.Visible = false; // Will lose focus if it had it
myView.Enabled = false; // Will lose focus if it had it
Determining the Most Focused SubView
In v1 View had MostFocused property that traversed up the view-hierarchy returning the last view found with HasFocus == true. In v2, Application.Navigation.GetFocused() provides the same functionality with less overhead.
// v2 way to get the most focused view
var focused = Application.Navigation.GetFocused();
// This replaces the v1 pattern:
// var focused = Application.TopRunnable.MostFocused;
How Does View.Add/Remove Work?
In v1, calling super.Add (view) where view.CanFocus == true caused all views up the hierarchy (all SuperViews) to get CanFocus set to true as well.
Also, in v1, if view.CanFocus == true, Add would automatically set TabStop.
In v2, developers need to explicitly set CanFocus for any view in the view-hierarchy where focus is desired. This simplifies the implementation significantly and removes confusing behavior.
In v2, the automatic setting of TabStop in Add is retained because it is not overly complex to do so and is a nice convenience for developers to not have to set both TabStop and CanFocus. Note we do NOT automatically change CanFocus if TabStop is changed.
// v2 explicit focus setup
var container = new FrameView()
{
Title = "Container",
CanFocus = true, // Must be explicitly set
TabStop = TabBehavior.TabGroup
};
var button = new Button()
{
Text = "Click Me",
CanFocus = true, // Must be explicitly set
TabStop = TabBehavior.TabStop // Set automatically by Add(), but can override
};
container.Add(button); // Does not automatically set CanFocus on container
Knowing When a View's Focus is Changing
@Terminal.Gui.ViewBase.View.HasFocusChanging and @Terminal.Gui.ViewBase.View.HasFocusChanged are raised when a View's focus is changing.
// Monitor focus changes
view.HasFocusChanging += (sender, e) =>
{
if (e.NewValue && !ValidateCanFocus())
{
e.Cancel = true; // Prevent gaining focus
}
};
view.HasFocusChanged += (sender, e) =>
{
if (e.CurrentValue)
{
OnViewGainedFocus();
}
else
{
OnViewLostFocus();
}
};
Built-In Views Interactivity
The following table summarizes how built-in views respond to various input methods:
| View | States | Static | Default | HotKeys | Select Cmd | Accept Cmd | HotKey Cmd | Click Focus | DblClick | RightClick | GrabMouse |
|---|---|---|---|---|---|---|---|---|---|---|---|
| View | 1 | Yes | No | 1 | OnSelect | OnAccept | Focus | Focus | - | - | No |
| Label | 1 | Yes | No | 1 | OnSelect | OnAccept | FocusNext | Focus | - | FocusNext | No |
| Button | 1 | No | Yes | 1 | OnSelect | Focus+OnAccept | Focus+OnAccept | HotKey | - | Select | No |
| CheckBox | 3 | No | No | 1 | OnSelect+Advance | OnAccept | OnAccept | Select | - | Select | No |
| OptionSelector | >1 | No | No | 2+ | Advance | SetValue+OnAccept | Focus+SetValue | SetFocus+SetCursor | - | SetFocus+SetCursor | No |
| Slider | >1 | No | No | 1 | SetFocusedOption | SetFocusedOption+OnAccept | Focus | SetFocus+SetOption | - | SetFocus+SetOption | Yes |
| ListView | >1 | No | No | 1 | MarkUnMarkRow | OpenSelected+OnAccept | OnAccept | SetMark+OnSelectedChanged | OpenSelected+OnAccept | - | No |
| TextField | 1 | No | No | 1 | - | OnAccept | Focus | Focus | SelectAll | ContextMenu | No |
| TextView | 1 | No | No | 1 | - | OnAccept | Focus | Focus | - | ContextMenu | Yes |
Table Legend
- States: Number of visual/functional states the view can have
- Static: Whether the view is primarily for display (non-interactive)
- Default: Whether the view can be a default button (activated by Enter)
- HotKeys: Number of hotkeys the view typically supports
- Select Cmd: What happens when Command.Select is invoked
- Accept Cmd: What happens when Command.Accept is invoked
- HotKey Cmd: What happens when the view's hotkey is pressed
- Click Focus: Behavior when clicked (if CanFocus=true)
- DblClick: Behavior on double-click
- RightClick: Behavior on right-click
- GrabMouse: Whether the view captures mouse for drag operations
Common Navigation Patterns
Dialog Navigation
var dialog = new Dialog()
{
Title = "Settings",
CanFocus = true,
TabStop = TabBehavior.TabGroup
};
var okButton = new Button() { Text = "OK", IsDefault = true };
var cancelButton = new Button() { Text = "Cancel" };
// Tab navigates between buttons, Enter activates default
dialog.Add(okButton, cancelButton);
Container Navigation
var leftPanel = new FrameView()
{
Title = "Options",
TabStop = TabBehavior.TabGroup,
X = 0,
Width = Dim.Percent(50)
};
var rightPanel = new FrameView()
{
Title = "Preview",
TabStop = TabBehavior.TabGroup,
X = Pos.Right(leftPanel),
Width = Dim.Fill()
};
// F6 navigates between panels, Tab navigates within panels
List Navigation
var listView = new ListView()
{
CanFocus = true,
TabStop = TabBehavior.TabStop
};
// Arrow keys navigate items, Enter selects, Space toggles
listView.KeyBindings.Add(Key.CursorUp, Command.Up);
listView.KeyBindings.Add(Key.CursorDown, Command.Down);
listView.KeyBindings.Add(Key.Enter, Command.Accept);
Accessibility Considerations
Terminal.Gui's navigation system is designed with accessibility in mind:
Keyboard Accessibility
- All functionality must be accessible via keyboard
- Tab order should be logical and predictable
- HotKeys provide direct access to important functions
- Arrow keys provide fine-grained navigation within controls
Visual Accessibility
- Focus indicators must be clearly visible
- Color is not the only indicator of focus state
- Text and background contrast meets accessibility standards
- HotKeys are visually indicated (underlined characters)
Screen Reader Support
- Focus changes are announced through system events
- View titles and labels provide context
- Status information is available programmatically
Best Practices for Accessible Navigation
// Provide meaningful labels
var button = new Button() { Text = "_Save Document", HotKey = Key.S };
// Set logical tab order
container.TabStop = TabBehavior.TabGroup;
foreach (var view in container.Subviews)
{
view.TabStop = TabBehavior.TabStop;
}
// Provide keyboard alternatives to mouse actions
view.KeyBindings.Add(Key.F10, Command.Context); // Right-click equivalent
view.KeyBindings.Add(Key.Space, Command.Select); // Click equivalent
For more information on accessibility standards, see: