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https://github.com/gui-cs/Terminal.Gui.git
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* Pulled from v2_release * Refactor migration guide for Terminal.Gui v2 Restructured and expanded the migration guide to provide a comprehensive resource for transitioning from Terminal.Gui v1 to v2. Key updates include: - Added a Table of Contents for easier navigation. - Summarized major architectural changes in v2, including the instance-based application model, IRunnable architecture, and 24-bit TrueColor support. - Updated examples to reflect new patterns, such as initializers replacing constructors and explicit disposal using `IDisposable`. - Documented changes to the layout system, including the removal of `Absolute`/`Computed` styles and the introduction of `Viewport`. - Standardized event patterns to use `object sender, EventArgs args`. - Detailed updates to the Keyboard, Mouse, and Navigation APIs, including configurable key bindings and viewport-relative mouse coordinates. - Replaced legacy components like `ScrollView` and `ContextMenu` with built-in scrolling and `PopoverMenu`. - Clarified disposal rules and introduced best practices for resource management. - Provided a complete migration example and a summary of breaking changes. This update aims to simplify the migration process by addressing breaking changes, introducing new features, and aligning with modern .NET conventions. * Refactor to use Application.Instance for lifecycle management Replaced all occurrences of `ApplicationImpl.Instance` with the new `Application.Instance` property across the codebase to align with the updated application lifecycle model. Encapsulated the `ApplicationImpl` class by making it `internal`, ensuring it is no longer directly accessible outside its assembly. Introduced the `[Obsolete]` `Application.Instance` property as a backward-compatible singleton for the legacy static `Application` model, while encouraging the use of `Application.Create()` for new code. Updated `MessageBox` methods to use `Application.Instance` for consistent modal dialog management. Improved documentation to reflect these changes and emphasize the transition to the instance-based application model. Performed code cleanup in multiple classes to ensure consistency and maintainability. These changes maintain backward compatibility while preparing the codebase for the eventual removal of the legacy `ApplicationImpl` class. * Fix doc bug * - Removed obsolete `.cd` class diagram files. - Introduced `IRunnable` interface for decoupling component execution. - Added fluent API for running dialogs and retrieving results. - Enhanced `View` with `App` and `Driver` properties for better decoupling. - Improved testability with support for mock and real applications. - Implemented `IDisposable` for proper resource cleanup. - Replaced `RunnableSessionStack` with `SessionStack` for session management. - Updated driver architecture to align with the new model. - Scoped `IKeyboard` to application contexts for modularity. - Updated documentation with migration strategies and best practices. These changes modernize the library, improve maintainability, and align with current development practices.
279 lines
11 KiB
C#
279 lines
11 KiB
C#
#nullable enable
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using System.Globalization;
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using JetBrains.Annotations;
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// ReSharper disable AccessToDisposedClosure
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namespace UICatalog.Scenarios;
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[ScenarioMetadata ("ContextMenus", "Context Menu Sample.")]
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[ScenarioCategory ("Menus")]
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public class ContextMenus : Scenario
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{
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private PopoverMenu? _winContextMenu;
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private TextField? _tfTopLeft, _tfTopRight, _tfMiddle, _tfBottomLeft, _tfBottomRight;
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private readonly List<CultureInfo>? _cultureInfos = Application.SupportedCultures;
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private readonly Key _winContextMenuKey = Key.Space.WithCtrl;
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private Window? _appWindow;
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public override void Main ()
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{
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// Init
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Application.Init ();
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// Setup - Create a top-level application window and configure it.
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_appWindow = new ()
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{
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Title = GetQuitKeyAndName (),
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Arrangement = ViewArrangement.Fixed,
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SchemeName = "Runnable"
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};
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_appWindow.Initialized += AppWindowOnInitialized;
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// Run - Start the application.
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Application.Run (_appWindow);
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_appWindow.Dispose ();
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_appWindow.KeyDown -= OnAppWindowOnKeyDown;
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_appWindow.MouseClick -= OnAppWindowOnMouseClick;
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_winContextMenu?.Dispose ();
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// Shutdown - Calling Application.Shutdown is required.
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Application.Shutdown ();
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return;
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void AppWindowOnInitialized (object? sender, EventArgs e)
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{
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var text = "Context Menu";
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var width = 20;
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CreateWinContextMenu (Application.Instance);
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var label = new Label
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{
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X = Pos.Center (), Y = 1, Text = $"Press '{_winContextMenuKey}' to open the Window context menu."
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};
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_appWindow.Add (label);
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label = new ()
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{
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X = Pos.Center (),
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Y = Pos.Bottom (label),
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Text = $"Press '{PopoverMenu.DefaultKey}' to open the TextField context menu."
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};
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_appWindow.Add (label);
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_tfTopLeft = new () { Id = "_tfTopLeft", Width = width, Text = text };
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_appWindow.Add (_tfTopLeft);
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_tfTopRight = new () { Id = "_tfTopRight", X = Pos.AnchorEnd (width), Width = width, Text = text };
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_appWindow.Add (_tfTopRight);
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_tfMiddle = new () { Id = "_tfMiddle", X = Pos.Center (), Y = Pos.Center (), Width = width, Text = text };
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_appWindow.Add (_tfMiddle);
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_tfBottomLeft = new () { Id = "_tfBottomLeft", Y = Pos.AnchorEnd (1), Width = width, Text = text };
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_appWindow.Add (_tfBottomLeft);
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_tfBottomRight = new () { Id = "_tfBottomRight", X = Pos.AnchorEnd (width), Y = Pos.AnchorEnd (1), Width = width, Text = text };
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_appWindow.Add (_tfBottomRight);
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_appWindow.KeyDown += OnAppWindowOnKeyDown;
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_appWindow.MouseClick += OnAppWindowOnMouseClick;
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CultureInfo originalCulture = Thread.CurrentThread.CurrentUICulture;
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_appWindow.IsRunningChanged += (s, e) => {
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if (!e.Value)
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{
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Thread.CurrentThread.CurrentUICulture = originalCulture;
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} };
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}
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void OnAppWindowOnMouseClick (object? s, MouseEventArgs e)
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{
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if (e.Flags == MouseFlags.Button3Clicked)
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{
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// ReSharper disable once AccessToDisposedClosure
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_winContextMenu?.MakeVisible (e.ScreenPosition);
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e.Handled = true;
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}
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}
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void OnAppWindowOnKeyDown (object? s, Key e)
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{
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if (e == _winContextMenuKey)
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{
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// ReSharper disable once AccessToDisposedClosure
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_winContextMenu?.MakeVisible ();
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e.Handled = true;
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}
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}
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}
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private void CreateWinContextMenu (IApplication? app)
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{
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_winContextMenu = new (
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[
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new MenuItem
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{
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Title = "C_ultures",
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SubMenu = GetSupportedCultureMenu (),
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},
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new Line (),
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new MenuItem
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{
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Title = "_Configuration...",
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HelpText = "Show configuration",
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Action = () => MessageBox.Query (app,
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50,
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10,
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"Configuration",
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"This would be a configuration dialog",
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"Ok"
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)
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},
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new MenuItem
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{
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Title = "M_ore options",
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SubMenu = new (
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[
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new MenuItem
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{
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Title = "_Setup...",
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HelpText = "Perform setup",
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Action = () => MessageBox
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.Query (app,
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50,
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10,
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"Setup",
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"This would be a setup dialog",
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"Ok"
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),
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Key = Key.T.WithCtrl
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},
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new MenuItem
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{
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Title = "_Maintenance...",
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HelpText = "Maintenance mode",
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Action = () => MessageBox
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.Query (app,
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50,
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10,
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"Maintenance",
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"This would be a maintenance dialog",
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"Ok"
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)
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}
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])
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},
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new Line (),
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new MenuItem
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{
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Title = "_Quit",
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Action = () => Application.RequestStop ()
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}
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])
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{
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Key = _winContextMenuKey
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};
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Application.Popover?.Register (_winContextMenu);
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}
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private Menu GetSupportedCultureMenu ()
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{
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List<MenuItem> supportedCultures = [];
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int index = -1;
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foreach (CultureInfo c in _cultureInfos!)
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{
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MenuItem culture = new ();
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culture.CommandView = new CheckBox { CanFocus = false };
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if (index == -1)
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{
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// Create English because GetSupportedCutures doesn't include it
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culture.Id = "_English";
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culture.Title = "_English";
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culture.HelpText = "en-US";
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((CheckBox)culture.CommandView).CheckedState =
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Thread.CurrentThread.CurrentUICulture.Name == "en-US" ? CheckState.Checked : CheckState.UnChecked;
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CreateAction (supportedCultures, culture);
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supportedCultures.Add (culture);
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index++;
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culture = new ();
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culture.CommandView = new CheckBox { CanFocus = false };
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}
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culture.Id = $"_{c.Parent.EnglishName}";
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culture.Title = $"_{c.Parent.EnglishName}";
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culture.HelpText = c.Name;
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((CheckBox)culture.CommandView).CheckedState =
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Thread.CurrentThread.CurrentUICulture.Name == culture.HelpText ? CheckState.Checked : CheckState.UnChecked;
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CreateAction (supportedCultures, culture);
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supportedCultures.Add (culture);
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}
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Menu menu = new (supportedCultures.ToArray ());
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return menu;
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void CreateAction (List<MenuItem> cultures, MenuItem culture)
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{
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culture.Action += () =>
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{
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Thread.CurrentThread.CurrentUICulture = new (culture.HelpText);
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foreach (MenuItem item in cultures)
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{
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((CheckBox)item.CommandView).CheckedState =
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Thread.CurrentThread.CurrentUICulture.Name == item.HelpText ? CheckState.Checked : CheckState.UnChecked;
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}
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};
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}
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}
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public override List<Key> GetDemoKeyStrokes ()
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{
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List<Key> keys = new ();
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keys.Add (Key.F10.WithShift);
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keys.Add (Key.Esc);
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keys.Add (Key.Space.WithCtrl);
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keys.Add (Key.CursorDown);
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keys.Add (Key.Enter);
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keys.Add (Key.F10.WithShift);
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keys.Add (Key.Esc);
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keys.Add (Key.Tab);
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keys.Add (Key.Space.WithCtrl);
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keys.Add (Key.CursorDown);
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keys.Add (Key.CursorDown);
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keys.Add (Key.Enter);
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keys.Add (Key.F10.WithShift);
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keys.Add (Key.Esc);
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keys.Add (Key.Tab);
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keys.Add (Key.Space.WithCtrl);
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keys.Add (Key.CursorDown);
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keys.Add (Key.CursorDown);
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keys.Add (Key.CursorDown);
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keys.Add (Key.Enter);
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keys.Add (Key.F10.WithShift);
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keys.Add (Key.Esc);
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return keys;
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}
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}
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