Files
Terminal.Gui/Terminal.Gui/Drivers/ConsoleDriver.cs
Charlie Kindel a5a1ecbd8e Fixes All Warnings (#450)
* Revert "Drop NuGet restore"

This reverts commit 5c7a0d05f0.

* Revert "Revert "Drop NuGet restore""

This reverts commit 2dc5fce865.

* terminal.sln

* there. That wasn't so hard

* fixed some cases where <inheritdoc/> should have been used

* fixed some cases where <inheritdoc/> should have been used
2020-05-20 13:26:56 -04:00

721 lines
21 KiB
C#

//
// Driver.cs: Definition for the Console Driver API
//
// Authors:
// Miguel de Icaza (miguel@gnome.org)
//
using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using Mono.Terminal;
using NStack;
using Unix.Terminal;
namespace Terminal.Gui {
/// <summary>
/// Basic colors that can be used to set the foreground and background colors in console applications. These can only be
/// </summary>
public enum Color {
/// <summary>
/// The black color.
/// </summary>
Black,
/// <summary>
/// The blue color.
/// </summary>
Blue,
/// <summary>
/// The green color.
/// </summary>
Green,
/// <summary>
/// The cyan color.
/// </summary>
Cyan,
/// <summary>
/// The red color.
/// </summary>
Red,
/// <summary>
/// The magenta color.
/// </summary>
Magenta,
/// <summary>
/// The brown color.
/// </summary>
Brown,
/// <summary>
/// The gray color.
/// </summary>
Gray,
/// <summary>
/// The dark gray color.
/// </summary>
DarkGray,
/// <summary>
/// The bright bBlue color.
/// </summary>
BrightBlue,
/// <summary>
/// The bright green color.
/// </summary>
BrightGreen,
/// <summary>
/// The brigh cyan color.
/// </summary>
BrighCyan,
/// <summary>
/// The bright red color.
/// </summary>
BrightRed,
/// <summary>
/// The bright magenta color.
/// </summary>
BrightMagenta,
/// <summary>
/// The bright yellow color.
/// </summary>
BrightYellow,
/// <summary>
/// The White color.
/// </summary>
White
}
/// <summary>
/// Attributes are used as elements that contain both a foreground and a background or platform specific features
/// </summary>
/// <remarks>
/// Attributes are needed to map colors to terminal capabilities that might lack colors, on color
/// scenarios, they encode both the foreground and the background color and are used in the ColorScheme
/// class to define color schemes that can be used in your application.
/// </remarks>
public struct Attribute {
internal int value;
internal Color foreground;
internal Color background;
/// <summary>
/// Initializes a new instance of the <see cref="T:Terminal.Gui.Attribute"/> struct.
/// </summary>
/// <param name="value">Value.</param>
/// <param name="foreground">Foreground</param>
/// <param name="background">Background</param>
public Attribute (int value, Color foreground = new Color(), Color background = new Color())
{
this.value = value;
this.foreground = foreground;
this.background = background;
}
/// <summary>
/// Initializes a new instance of the <see cref="T:Terminal.Gui.Attribute"/> struct.
/// </summary>
/// <param name="foreground">Foreground</param>
/// <param name="background">Background</param>
public Attribute (Color foreground = new Color (), Color background = new Color ())
{
this.value = value = ((int)foreground | (int)background << 4);
this.foreground = foreground;
this.background = background;
}
/// <summary>
/// Implicit conversion from an attribute to the underlying Int32 representation
/// </summary>
/// <returns>The integer value stored in the attribute.</returns>
/// <param name="c">The attribute to convert</param>
public static implicit operator int (Attribute c) => c.value;
/// <summary>
/// Implicitly convert an integer value into an attribute
/// </summary>
/// <returns>An attribute with the specified integer value.</returns>
/// <param name="v">value</param>
public static implicit operator Attribute (int v) => new Attribute (v);
/// <summary>
/// Creates an attribute from the specified foreground and background.
/// </summary>
/// <returns>The make.</returns>
/// <param name="foreground">Foreground color to use.</param>
/// <param name="background">Background color to use.</param>
public static Attribute Make (Color foreground, Color background)
{
if (Application.Driver == null)
throw new InvalidOperationException ("The Application has not been initialized");
return Application.Driver.MakeAttribute (foreground, background);
}
}
/// <summary>
/// Color scheme definitions, they cover some common scenarios and are used
/// typically in toplevel containers to set the scheme that is used by all the
/// views contained inside.
/// </summary>
public class ColorScheme {
Attribute _normal;
Attribute _focus;
Attribute _hotNormal;
Attribute _hotFocus;
Attribute _disabled;
internal string caller = "";
/// <summary>
/// The default color for text, when the view is not focused.
/// </summary>
public Attribute Normal { get { return _normal; } set { _normal = SetAttribute (value); } }
/// <summary>
/// The color for text when the view has the focus.
/// </summary>
public Attribute Focus { get { return _focus; } set { _focus = SetAttribute (value); } }
/// <summary>
/// The color for the hotkey when a view is not focused
/// </summary>
public Attribute HotNormal { get { return _hotNormal; } set { _hotNormal = SetAttribute (value); } }
/// <summary>
/// The color for the hotkey when the view is focused.
/// </summary>
public Attribute HotFocus { get { return _hotFocus; } set { _hotFocus = SetAttribute (value); } }
/// <summary>
/// The default color for text, when the view is disabled.
/// </summary>
public Attribute Disabled { get { return _disabled; } set { _disabled = SetAttribute (value); } }
bool preparingScheme = false;
Attribute SetAttribute (Attribute attribute, [CallerMemberName]string callerMemberName = null)
{
if (!Application._initialized && !preparingScheme)
return attribute;
if (preparingScheme)
return attribute;
preparingScheme = true;
switch (caller) {
case "TopLevel":
switch (callerMemberName) {
case "Normal":
HotNormal = Application.Driver.MakeAttribute (HotNormal.foreground, attribute.background);
break;
case "Focus":
HotFocus = Application.Driver.MakeAttribute (HotFocus.foreground, attribute.background);
break;
case "HotNormal":
HotFocus = Application.Driver.MakeAttribute (attribute.foreground, HotFocus.background);
break;
case "HotFocus":
HotNormal = Application.Driver.MakeAttribute (attribute.foreground, HotNormal.background);
if (Focus.foreground != attribute.background)
Focus = Application.Driver.MakeAttribute (Focus.foreground, attribute.background);
break;
}
break;
case "Base":
switch (callerMemberName) {
case "Normal":
HotNormal = Application.Driver.MakeAttribute (HotNormal.foreground, attribute.background);
break;
case "Focus":
HotFocus = Application.Driver.MakeAttribute (HotFocus.foreground, attribute.background);
break;
case "HotNormal":
HotFocus = Application.Driver.MakeAttribute (attribute.foreground, HotFocus.background);
Normal = Application.Driver.MakeAttribute (Normal.foreground, attribute.background);
break;
case "HotFocus":
HotNormal = Application.Driver.MakeAttribute (attribute.foreground, HotNormal.background);
if (Focus.foreground != attribute.background)
Focus = Application.Driver.MakeAttribute (Focus.foreground, attribute.background);
break;
}
break;
case "Menu":
switch (callerMemberName) {
case "Normal":
if (Focus.background != attribute.background)
Focus = Application.Driver.MakeAttribute (attribute.foreground, Focus.background);
HotNormal = Application.Driver.MakeAttribute (HotNormal.foreground, attribute.background);
Disabled = Application.Driver.MakeAttribute (Disabled.foreground, attribute.background);
break;
case "Focus":
Normal = Application.Driver.MakeAttribute (attribute.foreground, Normal.background);
HotFocus = Application.Driver.MakeAttribute (HotFocus.foreground, attribute.background);
break;
case "HotNormal":
if (Focus.background != attribute.background)
HotFocus = Application.Driver.MakeAttribute (attribute.foreground, HotFocus.background);
Normal = Application.Driver.MakeAttribute (Normal.foreground, attribute.background);
Disabled = Application.Driver.MakeAttribute (Disabled.foreground, attribute.background);
break;
case "HotFocus":
HotNormal = Application.Driver.MakeAttribute (attribute.foreground, HotNormal.background);
if (Focus.foreground != attribute.background)
Focus = Application.Driver.MakeAttribute (Focus.foreground, attribute.background);
break;
case "Disabled":
if (Focus.background != attribute.background)
HotFocus = Application.Driver.MakeAttribute (attribute.foreground, HotFocus.background);
Normal = Application.Driver.MakeAttribute (Normal.foreground, attribute.background);
HotNormal = Application.Driver.MakeAttribute (HotNormal.foreground, attribute.background);
break;
}
break;
case "Dialog":
switch (callerMemberName) {
case "Normal":
if (Focus.background != attribute.background)
Focus = Application.Driver.MakeAttribute (attribute.foreground, Focus.background);
HotNormal = Application.Driver.MakeAttribute (HotNormal.foreground, attribute.background);
break;
case "Focus":
Normal = Application.Driver.MakeAttribute (attribute.foreground, Normal.background);
HotFocus = Application.Driver.MakeAttribute (HotFocus.foreground, attribute.background);
break;
case "HotNormal":
if (Focus.background != attribute.background)
HotFocus = Application.Driver.MakeAttribute (attribute.foreground, HotFocus.background);
if (Normal.foreground != attribute.background)
Normal = Application.Driver.MakeAttribute (Normal.foreground, attribute.background);
break;
case "HotFocus":
HotNormal = Application.Driver.MakeAttribute (attribute.foreground, HotNormal.background);
if (Focus.foreground != attribute.background)
Focus = Application.Driver.MakeAttribute (Focus.foreground, attribute.background);
break;
}
break;
case "Error":
switch (callerMemberName) {
case "Normal":
HotNormal = Application.Driver.MakeAttribute (HotNormal.foreground, attribute.background);
HotFocus = Application.Driver.MakeAttribute (HotFocus.foreground, attribute.background);
break;
case "HotNormal":
case "HotFocus":
HotFocus = Application.Driver.MakeAttribute (attribute.foreground, attribute.background);
Normal = Application.Driver.MakeAttribute (Normal.foreground, attribute.background);
break;
}
break;
}
preparingScheme = false;
return attribute;
}
}
/// <summary>
/// The default ColorSchemes for the application.
/// </summary>
public static class Colors {
static ColorScheme _toplevel;
static ColorScheme _base;
static ColorScheme _dialog;
static ColorScheme _menu;
static ColorScheme _error;
/// <summary>
/// The application toplevel color scheme, for the default toplevel views.
/// </summary>
public static ColorScheme TopLevel { get { return _toplevel; } set { _toplevel = SetColorScheme (value); } }
/// <summary>
/// The base color scheme, for the default toplevel views.
/// </summary>
public static ColorScheme Base { get { return _base; } set { _base = SetColorScheme (value); } }
/// <summary>
/// The dialog color scheme, for standard popup dialog boxes
/// </summary>
public static ColorScheme Dialog { get { return _dialog; } set { _dialog = SetColorScheme (value); } }
/// <summary>
/// The menu bar color
/// </summary>
public static ColorScheme Menu { get { return _menu; } set { _menu = SetColorScheme (value); } }
/// <summary>
/// The color scheme for showing errors.
/// </summary>
public static ColorScheme Error { get { return _error; } set { _error = SetColorScheme (value); } }
static ColorScheme SetColorScheme (ColorScheme colorScheme, [CallerMemberName]string callerMemberName = null)
{
colorScheme.caller = callerMemberName;
return colorScheme;
}
}
/// <summary>
/// Special characters that can be drawn with Driver.AddSpecial.
/// </summary>
public enum SpecialChar {
/// <summary>
/// Horizontal line character.
/// </summary>
HLine,
/// <summary>
/// Vertical line character.
/// </summary>
VLine,
/// <summary>
/// Stipple pattern
/// </summary>
Stipple,
/// <summary>
/// Diamond character
/// </summary>
Diamond,
/// <summary>
/// Upper left corner
/// </summary>
ULCorner,
/// <summary>
/// Lower left corner
/// </summary>
LLCorner,
/// <summary>
/// Upper right corner
/// </summary>
URCorner,
/// <summary>
/// Lower right corner
/// </summary>
LRCorner,
/// <summary>
/// Left tee
/// </summary>
LeftTee,
/// <summary>
/// Right tee
/// </summary>
RightTee,
/// <summary>
/// Top tee
/// </summary>
TopTee,
/// <summary>
/// The bottom tee.
/// </summary>
BottomTee,
}
/// <summary>
/// ConsoleDriver is an abstract class that defines the requirements for a console driver. One implementation if the CursesDriver, and another one uses the .NET Console one.
/// </summary>
public abstract class ConsoleDriver {
/// <summary>
/// The handler fired when the terminal is resized.
/// </summary>
protected Action TerminalResized;
/// <summary>
/// The current number of columns in the terminal.
/// </summary>
public abstract int Cols { get; }
/// <summary>
/// The current number of rows in the terminal.
/// </summary>
public abstract int Rows { get; }
/// <summary>
/// Initializes the driver
/// </summary>
/// <param name="terminalResized">Method to invoke when the terminal is resized.</param>
public abstract void Init (Action terminalResized);
/// <summary>
/// Moves the cursor to the specified column and row.
/// </summary>
/// <param name="col">Column to move the cursor to.</param>
/// <param name="row">Row to move the cursor to.</param>
public abstract void Move (int col, int row);
/// <summary>
/// Adds the specified rune to the display at the current cursor position
/// </summary>
/// <param name="rune">Rune to add.</param>
public abstract void AddRune (Rune rune);
/// <summary>
/// Adds the specified
/// </summary>
/// <param name="str">String.</param>
public abstract void AddStr (ustring str);
/// <summary>
/// Prepare the driver and set the key and mouse events handlers.
/// </summary>
/// <param name="mainLoop">The main loop.</param>
/// <param name="keyHandler">The handler for ProcessKey</param>
/// <param name="keyDownHandler">The handler for key down events</param>
/// <param name="keyUpHandler">The handler for key up events</param>
/// <param name="mouseHandler">The handler for mouse events</param>
public abstract void PrepareToRun (MainLoop mainLoop, Action<KeyEvent> keyHandler, Action<KeyEvent> keyDownHandler, Action<KeyEvent> keyUpHandler, Action<MouseEvent> mouseHandler);
/// <summary>
/// Updates the screen to reflect all the changes that have been done to the display buffer
/// </summary>
public abstract void Refresh ();
/// <summary>
/// Updates the location of the cursor position
/// </summary>
public abstract void UpdateCursor ();
/// <summary>
/// Ends the execution of the console driver.
/// </summary>
public abstract void End ();
/// <summary>
/// Redraws the physical screen with the contents that have been queued up via any of the printing commands.
/// </summary>
public abstract void UpdateScreen ();
/// <summary>
/// Selects the specified attribute as the attribute to use for future calls to AddRune, AddString.
/// </summary>
/// <param name="c">C.</param>
public abstract void SetAttribute (Attribute c);
/// <summary>
/// Set Colors from limit sets of colors.
/// </summary>
/// <param name="foreground">Foreground.</param>
/// <param name="background">Background.</param>
public abstract void SetColors (ConsoleColor foreground, ConsoleColor background);
// Advanced uses - set colors to any pre-set pairs, you would need to init_color
// that independently with the R, G, B values.
/// <summary>
/// Advanced uses - set colors to any pre-set pairs, you would need to init_color
/// that independently with the R, G, B values.
/// </summary>
/// <param name="foregroundColorId">Foreground color identifier.</param>
/// <param name="backgroundColorId">Background color identifier.</param>
public abstract void SetColors (short foregroundColorId, short backgroundColorId);
/// <summary>
/// Set the handler when the terminal is resized.
/// </summary>
/// <param name="terminalResized"></param>
public void SetTerminalResized(Action terminalResized)
{
TerminalResized = terminalResized;
}
/// <summary>
/// Draws a frame on the specified region with the specified padding around the frame.
/// </summary>
/// <param name="region">Region where the frame will be drawn..</param>
/// <param name="padding">Padding to add on the sides.</param>
/// <param name="fill">If set to <c>true</c> it will clear the contents with the current color, otherwise the contents will be left untouched.</param>
public virtual void DrawFrame (Rect region, int padding, bool fill)
{
int width = region.Width;
int height = region.Height;
int b;
int fwidth = width - padding * 2;
int fheight = height - 1 - padding;
Move (region.X, region.Y);
if (padding > 0) {
for (int l = 0; l < padding; l++)
for (b = region.X; b < region.X + width; b++) {
AddRune (' ');
Move (b + 1, region.Y);
}
}
Move (region.X, region.Y + padding);
for (int c = 0; c < padding; c++) {
AddRune (' ');
Move (region.X + 1, region.Y + padding);
}
AddRune (ULCorner);
for (b = region.X; b < region.X + fwidth - 2; b++) {
AddRune (HLine);
Move (b + (padding > 0 ? padding + 2 : 2), region.Y + padding);
}
AddRune (URCorner);
for (int c = 0; c < padding; c++) {
AddRune (' ');
Move (region.X + 1, region.Y + padding);
}
for (b = 1 + padding; b < fheight; b++) {
Move (region.X, region.Y + b);
for (int c = 0; c < padding; c++) {
AddRune (' ');
Move (region.X + 1, region.Y + b);
}
AddRune (VLine);
if (fill) {
for (int x = region.X + 1; x < region.X + fwidth - 1; x++) {
AddRune (' ');
Move (x + (padding > 0 ? padding + 1 : 1), region.Y + b);
}
} else {
if (padding > 0)
Move (region.X + fwidth, region.Y + b);
else
Move (region.X + fwidth - 1, region.Y + b);
}
AddRune (VLine);
for (int c = 0; c < padding; c++) {
AddRune (' ');
Move (region.X + 1, region.Y + b);
}
}
Move (region.X, region.Y + fheight);
for (int c = 0; c < padding; c++) {
AddRune (' ');
Move (region.X + 1, region.Y + b);
}
AddRune (LLCorner);
for (b = region.X; b < region.X + fwidth - 2; b++) {
AddRune (HLine);
Move (b + (padding > 0 ? padding + 2 : 2), region.Y + fheight);
}
AddRune (LRCorner);
for (int c = 0; c < padding; c++) {
AddRune (' ');
Move (region.X + 1, region.Y);
}
if (padding > 0) {
Move (region.X, region.Y + height - padding);
for (int l = 0; l < padding; l++) {
for (b = region.X; b < region.X + width; b++) {
AddRune (' ');
Move (b + 1, region.Y + height - padding);
}
}
}
}
/// <summary>
/// Suspend the application, typically needs to save the state, suspend the app and upon return, reset the console driver.
/// </summary>
public abstract void Suspend ();
Rect clip;
/// <summary>
/// Controls the current clipping region that AddRune/AddStr is subject to.
/// </summary>
/// <value>The clip.</value>
public Rect Clip {
get => clip;
set => this.clip = value;
}
/// <summary>
/// Start of mouse moves.
/// </summary>
public abstract void StartReportingMouseMoves ();
/// <summary>
/// Stop reporting mouses moves.
/// </summary>
public abstract void StopReportingMouseMoves ();
/// <summary>
/// Disables the cooked event processing from the mouse driver. At startup, it is assumed mouse events are cooked.
/// </summary>
public abstract void UncookMouse ();
/// <summary>
/// Enables the cooked event processing from the mouse driver
/// </summary>
public abstract void CookMouse ();
/// <summary>
/// Horizontal line character.
/// </summary>
public Rune HLine;
/// <summary>
/// Vertical line character.
/// </summary>
public Rune VLine;
/// <summary>
/// Stipple pattern
/// </summary>
public Rune Stipple;
/// <summary>
/// Diamond character
/// </summary>
public Rune Diamond;
/// <summary>
/// Upper left corner
/// </summary>
public Rune ULCorner;
/// <summary>
/// Lower left corner
/// </summary>
public Rune LLCorner;
/// <summary>
/// Upper right corner
/// </summary>
public Rune URCorner;
/// <summary>
/// Lower right corner
/// </summary>
public Rune LRCorner;
/// <summary>
/// Left tee
/// </summary>
public Rune LeftTee;
/// <summary>
/// Right tee
/// </summary>
public Rune RightTee;
/// <summary>
/// Top tee
/// </summary>
public Rune TopTee;
/// <summary>
/// The bottom tee.
/// </summary>
public Rune BottomTee;
/// <summary>
/// Make the attribute for the foreground and background colors.
/// </summary>
/// <param name="fore">Foreground.</param>
/// <param name="back">Background.</param>
/// <returns></returns>
public abstract Attribute MakeAttribute (Color fore, Color back);
}
}