mirror of
https://github.com/gui-cs/Terminal.Gui.git
synced 2025-12-29 17:28:01 +01:00
* Adds basic MainLoop unit tests * Remove WinChange action from Curses * Remove WinChange action from Curses * Remove ProcessInput action from Windows MainLoop * Simplified MainLoop/ConsoleDriver by making MainLoop internal and moving impt fns to Application * Modernized Terminal resize events * Modernized Terminal resize events * Removed un used property * for _isWindowsTerminal devenv->wininit; not sure what changed * Modernized mouse/keyboard events (Action->EventHandler) * Updated OnMouseEvent API docs * Using WT_SESSION to detect WT * removes hacky GetParentProcess * Updates to fix #2634 (clear last line) * removes hacky GetParentProcess2 * Addressed mac resize issue * Addressed mac resize issue * Removes ConsoleDriver.PrepareToRun, has Init return MainLoop * Removes unneeded Attribute methods * Removed GetProcesssName * Removed GetProcesssName * Refactored KeyEvent and KeyEventEventArgs into a single class * Revert "Refactored KeyEvent and KeyEventEventArgs into a single class" This reverts commit88a00658db. * Fixed key repeat issue; reverted stupidity on 1049/1047 confusion * Updated CSI API Docs * merge * Rearranged Event.cs to Keyboard.cs and Mouse.cs * Renamed KeyEventEventArgs KeyEventArgs * temp renamed KeyEvent OldKeyEvent * Merged KeyEvent into KeyEventArgs * Renamed Application.ProcessKey members * Renamed Application.ProcessKey members * Renamed Application.ProcessKey members * Added Responder.KeyPressed * Removed unused references * Fixed arg naming * InvokeKeybindings->InvokeKeyBindings * InvokeKeybindings->InvokeKeyBindings * Fixed unit tests fail * More progress on refactoring key input; still broken and probably wrong * Moved OnKeyPressed out of Responder and made ProcessKeyPrssed non-virtual * Updated API docs * Moved key handling from Responder to View * Updated API docs * Updated HotKey API docs * Updated shortcut API docs * Fixed responder unit tests * Removed Shortcut from View as it is not used * Removed unneeded OnHotKey override from Button * Fixed BackTab logic * Button now uses Key Bindings exclusively * Button now uses Key Bindings exclusively * Updated keyboard.md docs * Fixed unit tests to account for Toplevel handling default button * Added View.InvokeCommand API * Modernized RadioGroup * Removed ColdKey * Modernized (partially) StatusBar * Worked around FileDialog issue with Ctrl-F * Fixed driver unit test; view must be focused to reciev key pressed * Application code cleanup * Start on updaing menu * Menu now mostly works * Menu Select refinement * Fixed known menu bugs! * Enabled HotKey to cause focus- experimental * Fixes #3022 & adds unit test to prove it * Actually Fixes #3022 & adds unit test to prove it * Working through hotkey issues * Misc fixes * removed hot/cold key stuff from Keys scenario * Fixed scenarios * Simplified shortcut string handling * Modernized Checkbox * Modernized TileView * Updated API docs * Updated API docs * attempting to publish v2 docs * Revert "attempting to publish v2 docs" This reverts commit59dcec111b. * Playing with api docs * Removed Key.BackTab * Removed Caps/Scroll/Numlock * Partial removal of keymodifiers - unit tests pass * Partial removal of keymodifiers - broke netdriver somewhere * WindowsDriver & added KeyEventArgsTests * Fixing menu shortcut/hotkeys - broke Menu.cs into separate files * Fixed MenuBar! * Finished modernizing Menu/MenuBar * Removed Key.a-z. Broke lots of stuff * checkout@v4 * progress on key mapping and formatting * VK tests are still failing * Fixed some unit tests * Added Hotkey and Keybinding unit tests * fixed unit test * All unit tests pass again... * Fixed broken unit tests * KeyEventArgs.KeyValue -> AsRune * Fixed bugs. Still some broken * Added KeyEventArgs.IsAlpha. Added KeyEventArgs.cast ops. Fixed bugs. Unit tests pass * Fixed WindowsDriver * Oops. * Refactoring based on bdisp's help. Not complete! * removed calling into subviews from OnKeyBindings * removed calling into subviews from OnKeyBindings * Improved View KeyEvent unit tests * More hotkey unit tests * BIg change - Got rid of KeyPress w/in Application/Drivers * Unit tests now pass again * Refreshed API docs * Better HotKey logic. More progress. Getting close. * Fixed handling of shifted chars like ö * Minor code cleanup * Minor code cleanup2 * Why is build Action failing? * Why is build Action failing?? * upgraded to .net8 to try to fix weird CI/CD build errors * upgraded to .net8 to try to fix weird CI/CD build errors2 * Disabling TextViewTests to diagnose build errors * reenable TextViewTests to diagnose build errors * Arrrrrrg * Merged v2_develop * Fixed uppercase accented keys in WindowsDriver * Fixed key binding api docs * Experimental impl of CommandScope.SubViews for MenuBar * Removed dead code from application.cs * Removed dead code from application.cs * Removed dead code from ConsoleDriver.cs * Cleaned up some key binding stuff * Disabled Alt to activate menu for now * Updated label commands * Fixed menu bugs. Upgraded menu unit tests * Fixed unit tests * Working on NetDriver * fixed netdriver * Fixed issues called out by @bdisp CR * fixed CursesDriver * added todo to netdriver * Cherry picked treeview test fix1b415e5* Fix NetDriver. * CommandScope->KeyBindingScope * Address some tznind feedback * Refactored KeyBindings big time! * Added key consts to KeyEventArgs and renamed Key to ConsoleDriverKey * Fixed some API docs * Moved ConsoleDriverKey to ConsoleDriver.cs * Renamed Key->ConsoleDriverKey * Renamed Key->ConsoleDriverKey * Renamed Key->ConsoleDriverKey * renamed file I forgot to rename before * Updated name and API docs of KeyEventArgs.isAlpha * Fixed issues with OnKeyUp not doing the right thing. * Fixed MainLoop.Running never being used * Fixed MainLoop.Running never being used - unit tests * Claned up BUGBUG comments * Disabled a unit test to see why ci/cd tests are failing * Removed defunct commented code * Removed more defunct commented code * Re-eanbled unit test; jsut removing one test case... * Disabled more... * Renambed Global->Applicaton and updated scope API docs * Disabled more unit tests... * Removed dead code * Disabled more unit tests...2 * Disabled more unit tests...3 * Renambed Global->Applicaton and updated scope API docs 2 * Added more KeyBinding scope tests * Added more KeyBinding scope tests2 * ConsoleDriverKey too long. Key too ambiguous. Settled on KeyCode. (Partialy because eventually I want to intro a class named Key). * KeyEventArgs improvements. cast to Rune must be explicit as it's lossy * Fixed warnings * Renamed KeyEventArgs to Key... progress on fixing broken stuff that resulted * Fix ConsoleKeyMapping bugs. * Fix NetDriver issue from converting a lower case to a upper case. * Started migration to Key from KeyCode - e.g. made HotKeys all consistent. * Fixed build warnings * Added key defns to Key * KeyBindings now uses Key vs. KeyCode * Verified by tweaking UICatalog * Fixed treeview test ... again * Renamed ProcessKeyDown/Up to NewKeyDown/Up and OnKeyPressed to OnProcessKeyDown to make things more clear * Added test AllViews_KeyDown_All_EventsFire unit tests and fixed a few Views that were wrong * fixed stupid KeyUp event bug * If key not handled, return false for datefield * dotnet test --no-restore --verbosity diag * dotnet test --blame * run tests on windows * Fix TestVKPacket unit test and move it to ConsoleKeyMappingTests.cs file. * Remove unnecessary commented code. * Tweaked unit tests and removed Key.BareKey * Fixed little details and updated api docs * updated api docs * AddKeyBindingsForHotKey: KeyCode->Key * Cleaned up more old KeyCode usages. Added TODOs --------- Co-authored-by: BDisp <bd.bdisp@gmail.com>
382 lines
11 KiB
C#
382 lines
11 KiB
C#
//
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// MainLoop.cs: IMainLoopDriver and MainLoop for Terminal.Gui
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//
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// Authors:
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// Miguel de Icaza (miguel@gnome.org)
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//
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using System;
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using System.Collections.Generic;
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using System.Collections.ObjectModel;
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namespace Terminal.Gui {
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/// <summary>
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/// Interface to create a platform specific <see cref="MainLoop"/> driver.
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/// </summary>
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internal interface IMainLoopDriver {
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/// <summary>
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/// Initializes the <see cref="MainLoop"/>, gets the calling main loop for the initialization.
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/// </summary>
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/// <remarks>
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/// Call <see cref="TearDown"/> to release resources.
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/// </remarks>
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/// <param name="mainLoop">Main loop.</param>
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void Setup (MainLoop mainLoop);
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/// <summary>
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/// Wakes up the <see cref="MainLoop"/> that might be waiting on input, must be thread safe.
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/// </summary>
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void Wakeup ();
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/// <summary>
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/// Must report whether there are any events pending, or even block waiting for events.
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/// </summary>
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/// <returns><c>true</c>, if there were pending events, <c>false</c> otherwise.</returns>
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bool EventsPending ();
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/// <summary>
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/// The iteration function.
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/// </summary>
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void Iteration ();
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/// <summary>
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/// Tears down the <see cref="MainLoop"/> driver. Releases resources created in <see cref="Setup"/>.
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/// </summary>
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void TearDown ();
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}
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/// <summary>
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/// The MainLoop monitors timers and idle handlers.
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/// </summary>
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/// <remarks>
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/// Monitoring of file descriptors is only available on Unix, there
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/// does not seem to be a way of supporting this on Windows.
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/// </remarks>
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internal class MainLoop : IDisposable {
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internal SortedList<long, Timeout> _timeouts = new SortedList<long, Timeout> ();
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readonly object _timeoutsLockToken = new object ();
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/// <summary>
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/// The idle handlers and lock that must be held while manipulating them
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/// </summary>
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readonly object _idleHandlersLock = new object ();
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internal List<Func<bool>> _idleHandlers = new List<Func<bool>> ();
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/// <summary>
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/// Gets the list of all timeouts sorted by the <see cref="TimeSpan"/> time ticks.
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/// A shorter limit time can be added at the end, but it will be called before an
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/// earlier addition that has a longer limit time.
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/// </summary>
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internal SortedList<long, Timeout> Timeouts => _timeouts;
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/// <summary>
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/// Gets a copy of the list of all idle handlers.
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/// </summary>
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internal ReadOnlyCollection<Func<bool>> IdleHandlers {
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get {
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lock (_idleHandlersLock) {
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return new List<Func<bool>> (_idleHandlers).AsReadOnly ();
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}
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}
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}
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/// <summary>
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/// The current <see cref="IMainLoopDriver"/> in use.
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/// </summary>
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/// <value>The main loop driver.</value>
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internal IMainLoopDriver MainLoopDriver { get; private set; }
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/// <summary>
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/// Invoked when a new timeout is added. To be used in the case
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/// when <see cref="Application.EndAfterFirstIteration"/> is <see langword="true"/>.
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/// </summary>
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internal event EventHandler<TimeoutEventArgs> TimeoutAdded;
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/// <summary>
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/// Creates a new MainLoop.
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/// </summary>
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/// <remarks>
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/// Use <see cref="Dispose"/> to release resources.
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/// </remarks>
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/// <param name="driver">The <see cref="ConsoleDriver"/> instance
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/// (one of the implementations FakeMainLoop, UnixMainLoop, NetMainLoop or WindowsMainLoop).</param>
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internal MainLoop (IMainLoopDriver driver)
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{
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MainLoopDriver = driver;
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driver.Setup (this);
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}
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/// <summary>
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/// Adds specified idle handler function to <see cref="MainLoop"/> processing.
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/// The handler function will be called once per iteration of the main loop after other events have been handled.
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/// </summary>
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/// <remarks>
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/// <para>
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/// Remove an idle handler by calling <see cref="RemoveIdle(Func{bool})"/> with the token this method returns.
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/// </para>
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/// <para>
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/// If the <paramref name="idleHandler"/> returns <see langword="false"/> it will be removed and not called subsequently.
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/// </para>
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/// </remarks>
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/// <param name="idleHandler">Token that can be used to remove the idle handler with <see cref="RemoveIdle(Func{bool})"/> .</param>
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internal Func<bool> AddIdle (Func<bool> idleHandler)
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{
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lock (_idleHandlersLock) {
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_idleHandlers.Add (idleHandler);
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}
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MainLoopDriver.Wakeup ();
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return idleHandler;
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}
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/// <summary>
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/// Removes an idle handler added with <see cref="AddIdle(Func{bool})"/> from processing.
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/// </summary>
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/// <param name="token">A token returned by <see cref="AddIdle(Func{bool})"/></param>
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/// Returns <c>true</c>if the idle handler is successfully removed; otherwise, <c>false</c>.
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/// This method also returns <c>false</c> if the idle handler is not found.
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internal bool RemoveIdle (Func<bool> token)
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{
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lock (_idleHandlersLock) {
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return _idleHandlers.Remove (token);
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}
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}
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void AddTimeout (TimeSpan time, Timeout timeout)
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{
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lock (_timeoutsLockToken) {
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var k = (DateTime.UtcNow + time).Ticks;
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_timeouts.Add (NudgeToUniqueKey (k), timeout);
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TimeoutAdded?.Invoke (this, new TimeoutEventArgs (timeout, k));
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}
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}
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/// <summary>
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/// Adds a timeout to the <see cref="MainLoop"/>.
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/// </summary>
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/// <remarks>
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/// When time specified passes, the callback will be invoked.
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/// If the callback returns true, the timeout will be reset, repeating
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/// the invocation. If it returns false, the timeout will stop and be removed.
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///
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/// The returned value is a token that can be used to stop the timeout
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/// by calling <see cref="RemoveTimeout(object)"/>.
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/// </remarks>
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internal object AddTimeout (TimeSpan time, Func<bool> callback)
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{
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if (callback == null) {
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throw new ArgumentNullException (nameof (callback));
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}
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var timeout = new Timeout () {
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Span = time,
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Callback = callback
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};
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AddTimeout (time, timeout);
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return timeout;
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}
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/// <summary>
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/// Removes a previously scheduled timeout
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/// </summary>
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/// <remarks>
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/// The token parameter is the value returned by AddTimeout.
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/// </remarks>
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/// Returns <c>true</c>if the timeout is successfully removed; otherwise, <c>false</c>.
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/// This method also returns <c>false</c> if the timeout is not found.
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internal bool RemoveTimeout (object token)
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{
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lock (_timeoutsLockToken) {
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var idx = _timeouts.IndexOfValue (token as Timeout);
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if (idx == -1) {
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return false;
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}
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_timeouts.RemoveAt (idx);
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}
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return true;
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}
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void RunTimers ()
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{
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var now = DateTime.UtcNow.Ticks;
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SortedList<long, Timeout> copy;
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// lock prevents new timeouts being added
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// after we have taken the copy but before
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// we have allocated a new list (which would
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// result in lost timeouts or errors during enumeration)
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lock (_timeoutsLockToken) {
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copy = _timeouts;
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_timeouts = new SortedList<long, Timeout> ();
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}
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foreach ((var k, var timeout) in copy) {
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if (k < now) {
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if (timeout.Callback ()) {
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AddTimeout (timeout.Span, timeout);
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}
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} else {
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lock (_timeoutsLockToken) {
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_timeouts.Add (NudgeToUniqueKey (k), timeout);
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}
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}
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}
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}
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/// <summary>
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/// Called from <see cref="IMainLoopDriver.EventsPending"/> to check if there are any outstanding timers or idle handlers.
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/// </summary>
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/// <param name="waitTimeout">Returns the number of milliseconds remaining in the current timer (if any). Will be -1 if
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/// there are no active timers.</param>
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/// <returns><see langword="true"/> if there is a timer or idle handler active.</returns>
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internal bool CheckTimersAndIdleHandlers (out int waitTimeout)
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{
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var now = DateTime.UtcNow.Ticks;
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waitTimeout = 0;
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lock (_timeouts) {
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if (_timeouts.Count > 0) {
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waitTimeout = (int)((_timeouts.Keys [0] - now) / TimeSpan.TicksPerMillisecond);
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if (waitTimeout < 0) {
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// This avoids 'poll' waiting infinitely if 'waitTimeout < 0' until some action is detected
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// This can occur after IMainLoopDriver.Wakeup is executed where the pollTimeout is less than 0
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// and no event occurred in elapsed time when the 'poll' is start running again.
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waitTimeout = 0;
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}
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return true;
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}
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// ManualResetEventSlim.Wait, which is called by IMainLoopDriver.EventsPending, will wait indefinitely if
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// the timeout is -1.
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waitTimeout = -1;
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}
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// There are no timers set, check if there are any idle handlers
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lock (_idleHandlers) {
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return _idleHandlers.Count > 0;
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}
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}
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/// <summary>
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/// Finds the closest number to <paramref name="k"/> that is not
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/// present in <see cref="_timeouts"/> (incrementally).
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/// </summary>
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/// <param name="k"></param>
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/// <returns></returns>
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long NudgeToUniqueKey (long k)
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{
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lock (_timeoutsLockToken) {
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while (_timeouts.ContainsKey (k)) {
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k++;
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}
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}
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return k;
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}
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void RunIdle ()
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{
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List<Func<bool>> iterate;
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lock (_idleHandlersLock) {
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iterate = _idleHandlers;
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_idleHandlers = new List<Func<bool>> ();
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}
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foreach (var idle in iterate) {
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if (idle ()) {
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lock (_idleHandlersLock) {
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_idleHandlers.Add (idle);
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}
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}
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}
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}
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/// <summary>
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/// Used for unit tests.
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/// </summary>
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internal bool Running { get; set; }
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/// <summary>
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/// Determines whether there are pending events to be processed.
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/// </summary>
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/// <remarks>
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/// You can use this method if you want to probe if events are pending.
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/// Typically used if you need to flush the input queue while still
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/// running some of your own code in your main thread.
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/// </remarks>
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internal bool EventsPending ()
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{
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return MainLoopDriver.EventsPending ();
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}
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/// <summary>
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/// Runs one iteration of timers and file watches
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/// </summary>
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/// <remarks>
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/// Use this to process all pending events (timers, idle handlers and file watches).
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///
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/// <code>
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/// while (main.EventsPending ()) RunIteration ();
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/// </code>
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/// </remarks>
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internal void RunIteration ()
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{
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lock (_timeouts) {
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if (_timeouts.Count > 0) {
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RunTimers ();
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}
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}
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MainLoopDriver.Iteration ();
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var runIdle = false;
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lock (_idleHandlersLock) {
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runIdle = _idleHandlers.Count > 0;
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}
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if (runIdle) {
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RunIdle ();
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}
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}
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/// <summary>
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/// Runs the <see cref="MainLoop"/>. Used only for unit tests.
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/// </summary>
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internal void Run ()
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{
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var prev = Running;
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Running = true;
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while (Running) {
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EventsPending ();
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RunIteration ();
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}
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Running = prev;
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}
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/// <summary>
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/// Wakes up the <see cref="MainLoop"/> that might be waiting on input.
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/// </summary>
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internal void Wakeup () => MainLoopDriver?.Wakeup ();
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/// <summary>
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/// Stops the main loop driver and calls <see cref="IMainLoopDriver.Wakeup"/>. Used only for unit tests.
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/// </summary>
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internal void Stop ()
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{
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Running = false;
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Wakeup ();
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}
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/// <inheritdoc/>
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public void Dispose ()
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{
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GC.SuppressFinalize (this);
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Stop ();
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Running = false;
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MainLoopDriver?.TearDown ();
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MainLoopDriver = null;
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}
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}
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}
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