Files
Terminal.Gui/Terminal.Gui/Application.cs

1488 lines
50 KiB
C#

using System;
using System.Collections.Generic;
using System.Threading;
using System.Linq;
using System.Globalization;
using System.Reflection;
using System.IO;
using System.Text.Json.Serialization;
namespace Terminal.Gui;
/// <summary>
/// A static, singleton class representing the application. This class is the entry point for the application.
/// </summary>
/// <example>
/// <code>
/// // A simple Terminal.Gui app that creates a window with a frame and title with
/// // 5 rows/columns of padding.
/// Application.Init();
/// var win = new Window ($"Example App ({Application.QuitKey} to quit)") {
/// X = 5,
/// Y = 5,
/// Width = Dim.Fill (5),
/// Height = Dim.Fill (5)
/// };
/// Application.Top.Add(win);
/// Application.Run();
/// Application.Shutdown();
/// </code>
/// </example>
/// <remarks>
/// TODO: Flush this out.
/// </remarks>
public static partial class Application {
/// <summary>
/// Gets the <see cref="ConsoleDriver"/> that has been selected. See also <see cref="UseSystemConsole"/>.
/// </summary>
public static ConsoleDriver Driver { get; internal set; }
/// <summary>
/// If <see langword="true"/>, forces the use of the System.Console-based (see <see cref="NetDriver"/>) driver. The default is <see langword="false"/>.
/// </summary>
[SerializableConfigurationProperty (Scope = typeof (SettingsScope))]
public static bool UseSystemConsole { get; set; } = false;
/// <summary>
/// Gets or sets whether <see cref="Application.Driver"/> will be forced to output only the 16 colors defined in <see cref="ColorName"/>.
/// The default is <see langword="false"/>, meaning 24-bit (TrueColor) colors will be output as long as the selected <see cref="ConsoleDriver"/>
/// supports TrueColor.
/// </summary>
[SerializableConfigurationProperty (Scope = typeof (SettingsScope))]
public static bool Force16Colors { get; set; } = false;
// For Unit testing - ignores UseSystemConsole
internal static bool _forceFakeConsole;
static List<CultureInfo> _cachedSupportedCultures;
/// <summary>
/// Gets all cultures supported by the application without the invariant language.
/// </summary>
public static List<CultureInfo> SupportedCultures => _cachedSupportedCultures;
static List<CultureInfo> GetSupportedCultures ()
{
var culture = CultureInfo.GetCultures (CultureTypes.AllCultures);
// Get the assembly
var assembly = Assembly.GetExecutingAssembly ();
//Find the location of the assembly
string assemblyLocation = AppDomain.CurrentDomain.BaseDirectory;
// Find the resource file name of the assembly
string resourceFilename = $"{Path.GetFileNameWithoutExtension (assembly.Location)}.resources.dll";
// Return all culture for which satellite folder found with culture code.
return culture.Where (cultureInfo =>
Directory.Exists (Path.Combine (assemblyLocation, cultureInfo.Name)) &&
File.Exists (Path.Combine (assemblyLocation, cultureInfo.Name, resourceFilename))
).ToList ();
}
#region Initialization (Init/Shutdown)
/// <summary>
/// Initializes a new instance of <see cref="Terminal.Gui"/> Application.
/// </summary>
/// <para>
/// Call this method once per instance (or after <see cref="Shutdown"/> has been called).
/// </para>
/// <para>
/// This function loads the right <see cref="ConsoleDriver"/> for the platform,
/// Creates a <see cref="Toplevel"/>. and assigns it to <see cref="Top"/>
/// </para>
/// <para>
/// <see cref="Shutdown"/> must be called when the application is closing (typically after <see cref="Run(Func{Exception, bool})"/> has
/// returned) to ensure resources are cleaned up and terminal settings restored.
/// </para>
/// <para>
/// The <see cref="Run{T}(Func{Exception, bool}, ConsoleDriver)"/> function
/// combines <see cref="Init(ConsoleDriver)"/> and <see cref="Run(Toplevel, Func{Exception, bool})"/>
/// into a single call. An application cam use <see cref="Run{T}(Func{Exception, bool}, ConsoleDriver)"/>
/// without explicitly calling <see cref="Init(ConsoleDriver)"/>.
/// </para>
/// <param name="driver">
/// The <see cref="ConsoleDriver"/> to use. If not specified the default driver for the
/// platform will be used (see <see cref="WindowsDriver"/>, <see cref="CursesDriver"/>, and <see cref="NetDriver"/>).</param>
public static void Init (ConsoleDriver driver = null) => InternalInit (() => Toplevel.Create (), driver);
internal static bool _initialized = false;
internal static int _mainThreadId = -1;
// INTERNAL function for initializing an app with a Toplevel factory object, driver, and mainloop.
//
// Called from:
//
// Init() - When the user wants to use the default Toplevel. calledViaRunT will be false, causing all state to be reset.
// Run<T>() - When the user wants to use a custom Toplevel. calledViaRunT will be true, enabling Run<T>() to be called without calling Init first.
// Unit Tests - To initialize the app with a custom Toplevel, using the FakeDriver. calledViaRunT will be false, causing all state to be reset.
//
// calledViaRunT: If false (default) all state will be reset. If true the state will not be reset.
internal static void InternalInit (Func<Toplevel> topLevelFactory, ConsoleDriver driver = null, bool calledViaRunT = false)
{
if (_initialized && driver == null) {
return;
}
if (_initialized) {
throw new InvalidOperationException ("Init has already been called and must be bracketed by Shutdown.");
}
if (!calledViaRunT) {
// Reset all class variables (Application is a singleton).
ResetState ();
}
// For UnitTests
if (driver != null) {
Driver = driver;
}
// Start the process of configuration management.
// Note that we end up calling LoadConfigurationFromAllSources
// multiple times. We need to do this because some settings are only
// valid after a Driver is loaded. In this cases we need just
// `Settings` so we can determine which driver to use.
Load (true);
Apply ();
Driver ??= Environment.OSVersion.Platform switch {
_ when _forceFakeConsole => new FakeDriver (), // for unit testing only
_ when UseSystemConsole => new NetDriver (),
PlatformID.Win32NT or PlatformID.Win32S or PlatformID.Win32Windows => new WindowsDriver (),
_ => new CursesDriver ()
};
if (Driver == null) {
throw new InvalidOperationException ("Init could not determine the ConsoleDriver to use.");
}
try {
MainLoop = Driver.Init ();
} catch (InvalidOperationException ex) {
// This is a case where the driver is unable to initialize the console.
// This can happen if the console is already in use by another process or
// if running in unit tests.
// In this case, we want to throw a more specific exception.
throw new InvalidOperationException ("Unable to initialize the console. This can happen if the console is already in use by another process or in unit tests.", ex);
}
Driver.SizeChanged += Driver_SizeChanged;
Driver.KeyDown += Driver_KeyDown;
Driver.KeyUp += Driver_KeyUp;
Driver.MouseEvent += Driver_MouseEvent;
SynchronizationContext.SetSynchronizationContext (new MainLoopSyncContext ());
Top = topLevelFactory ();
Current = Top;
_cachedSupportedCultures = GetSupportedCultures ();
_mainThreadId = Thread.CurrentThread.ManagedThreadId;
_initialized = true;
}
static void Driver_SizeChanged (object sender, SizeChangedEventArgs e) => OnSizeChanging (e);
static void Driver_KeyDown (object sender, Key e) => OnKeyDown (e);
static void Driver_KeyUp (object sender, Key e) => OnKeyUp (e);
static void Driver_MouseEvent (object sender, MouseEventEventArgs e) => OnMouseEvent (e);
/// <summary>
/// Shutdown an application initialized with <see cref="Init(ConsoleDriver)"/>.
/// </summary>
/// <remarks>
/// Shutdown must be called for every call to <see cref="Init(ConsoleDriver)"/> or <see cref="Application.Run(Toplevel, Func{Exception, bool})"/>
/// to ensure all resources are cleaned up (Disposed) and terminal settings are restored.
/// </remarks>
public static void Shutdown ()
{
ResetState ();
PrintJsonErrors ();
}
// Encapsulate all setting of initial state for Application; Having
// this in a function like this ensures we don't make mistakes in
// guaranteeing that the state of this singleton is deterministic when Init
// starts running and after Shutdown returns.
static void ResetState ()
{
// Shutdown is the bookend for Init. As such it needs to clean up all resources
// Init created. Apps that do any threading will need to code defensively for this.
// e.g. see Issue #537
foreach (var t in _topLevels) {
t.Running = false;
t.Dispose ();
}
_topLevels.Clear ();
Current = null;
Top?.Dispose ();
Top = null;
// BUGBUG: OverlappedTop is not cleared here, but it should be?
MainLoop?.Dispose ();
MainLoop = null;
if (Driver != null) {
Driver.SizeChanged -= Driver_SizeChanged;
Driver.KeyDown -= Driver_KeyDown;
Driver.KeyUp -= Driver_KeyUp;
Driver.MouseEvent -= Driver_MouseEvent;
Driver?.End ();
Driver = null;
}
Iteration = null;
MouseEvent = null;
KeyDown = null;
KeyUp = null;
SizeChanging = null;
_mainThreadId = -1;
NotifyNewRunState = null;
NotifyStopRunState = null;
_initialized = false;
MouseGrabView = null;
_mouseEnteredView = null;
// Reset synchronization context to allow the user to run async/await,
// as the main loop has been ended, the synchronization context from
// gui.cs does no longer process any callbacks. See #1084 for more details:
// (https://github.com/gui-cs/Terminal.Gui/issues/1084).
SynchronizationContext.SetSynchronizationContext (syncContext: null);
}
#endregion Initialization (Init/Shutdown)
#region Run (Begin, Run, End, Stop)
/// <summary>
/// Notify that a new <see cref="RunState"/> was created (<see cref="Begin(Toplevel)"/> was called). The token is created in
/// <see cref="Begin(Toplevel)"/> and this event will be fired before that function exits.
/// </summary>
/// <remarks>
/// If <see cref="EndAfterFirstIteration"/> is <see langword="true"/> callers to
/// <see cref="Begin(Toplevel)"/> must also subscribe to <see cref="NotifyStopRunState"/>
/// and manually dispose of the <see cref="RunState"/> token when the application is done.
/// </remarks>
public static event EventHandler<RunStateEventArgs> NotifyNewRunState;
/// <summary>
/// Notify that a existent <see cref="RunState"/> is stopping (<see cref="End(RunState)"/> was called).
/// </summary>
/// <remarks>
/// If <see cref="EndAfterFirstIteration"/> is <see langword="true"/> callers to
/// <see cref="Begin(Toplevel)"/> must also subscribe to <see cref="NotifyStopRunState"/>
/// and manually dispose of the <see cref="RunState"/> token when the application is done.
/// </remarks>
public static event EventHandler<ToplevelEventArgs> NotifyStopRunState;
/// <summary>
/// Building block API: Prepares the provided <see cref="Toplevel"/> for execution.
/// </summary>
/// <returns>The <see cref="RunState"/> handle that needs to be passed to the <see cref="End(RunState)"/> method upon completion.</returns>
/// <param name="Toplevel">The <see cref="Toplevel"/> to prepare execution for.</param>
/// <remarks>
/// This method prepares the provided <see cref="Toplevel"/> for running with the focus,
/// it adds this to the list of <see cref="Toplevel"/>s, lays out the Subviews, focuses the first element, and draws the
/// <see cref="Toplevel"/> in the screen. This is usually followed by executing
/// the <see cref="RunLoop"/> method, and then the <see cref="End(RunState)"/> method upon termination which will
/// undo these changes.
/// </remarks>
public static RunState Begin (Toplevel Toplevel)
{
if (Toplevel == null) {
throw new ArgumentNullException (nameof (Toplevel));
} else if (Toplevel.IsOverlappedContainer && OverlappedTop != Toplevel && OverlappedTop != null) {
throw new InvalidOperationException ("Only one Overlapped Container is allowed.");
}
// Ensure the mouse is ungrabed.
MouseGrabView = null;
var rs = new RunState (Toplevel);
// View implements ISupportInitializeNotification which is derived from ISupportInitialize
if (!Toplevel.IsInitialized) {
Toplevel.BeginInit ();
Toplevel.EndInit ();
}
lock (_topLevels) {
// If Top was already initialized with Init, and Begin has never been called
// Top was not added to the Toplevels Stack. It will thus never get disposed.
// Clean it up here:
if (Top != null && Toplevel != Top && !_topLevels.Contains (Top)) {
Top.Dispose ();
Top = null;
} else if (Top != null && Toplevel != Top && _topLevels.Contains (Top)) {
Top.OnLeave (Toplevel);
}
// BUGBUG: We should not depend on `Id` internally.
// BUGBUG: It is super unclear what this code does anyway.
if (string.IsNullOrEmpty (Toplevel.Id)) {
int count = 1;
string id = (_topLevels.Count + count).ToString ();
while (_topLevels.Count > 0 && _topLevels.FirstOrDefault (x => x.Id == id) != null) {
count++;
id = (_topLevels.Count + count).ToString ();
}
Toplevel.Id = (_topLevels.Count + count).ToString ();
_topLevels.Push (Toplevel);
} else {
var dup = _topLevels.FirstOrDefault (x => x.Id == Toplevel.Id);
if (dup == null) {
_topLevels.Push (Toplevel);
}
}
if (_topLevels.FindDuplicates (new ToplevelEqualityComparer ()).Count > 0) {
throw new ArgumentException ("There are duplicates Toplevels Id's");
}
}
if (Top == null || Toplevel.IsOverlappedContainer) {
Top = Toplevel;
}
bool refreshDriver = true;
if (OverlappedTop == null || Toplevel.IsOverlappedContainer || Current?.Modal == false && Toplevel.Modal
|| Current?.Modal == false && !Toplevel.Modal || Current?.Modal == true && Toplevel.Modal) {
if (Toplevel.Visible) {
Current = Toplevel;
SetCurrentOverlappedAsTop ();
} else {
refreshDriver = false;
}
} else if (OverlappedTop != null && Toplevel != OverlappedTop && Current?.Modal == true && !_topLevels.Peek ().Modal
|| OverlappedTop != null && Toplevel != OverlappedTop && Current?.Running == false) {
refreshDriver = false;
MoveCurrent (Toplevel);
} else {
refreshDriver = false;
MoveCurrent (Current);
}
if (Toplevel.LayoutStyle == LayoutStyle.Computed) {
Toplevel.SetRelativeLayout (new Rect (0, 0, Driver.Cols, Driver.Rows));
}
Toplevel.LayoutSubviews ();
Toplevel.PositionToplevels ();
Toplevel.FocusFirst ();
if (refreshDriver) {
OverlappedTop?.OnChildLoaded (Toplevel);
Toplevel.OnLoaded ();
Toplevel.SetNeedsDisplay ();
Toplevel.Draw ();
Toplevel.PositionCursor ();
Driver.Refresh ();
}
NotifyNewRunState?.Invoke (Toplevel, new RunStateEventArgs (rs));
return rs;
}
/// <summary>
/// Runs the application by calling <see cref="Run(Toplevel, Func{Exception, bool})"/> with the value of <see cref="Top"/>.
/// </summary>
/// <remarks>
/// See <see cref="Run(Toplevel, Func{Exception, bool})"/> for more details.
/// </remarks>
public static void Run (Func<Exception, bool> errorHandler = null) => Run (Top, errorHandler);
/// <summary>
/// Runs the application by calling <see cref="Run(Toplevel, Func{Exception, bool})"/>
/// with a new instance of the specified <see cref="Toplevel"/>-derived class.
/// <para>
/// Calling <see cref="Init(ConsoleDriver)"/> first is not needed as this function will initialize the application.
/// </para>
/// <para>
/// <see cref="Shutdown"/> must be called when the application is closing (typically after Run> has
/// returned) to ensure resources are cleaned up and terminal settings restored.
/// </para>
/// </summary>
/// <remarks>
/// See <see cref="Run(Toplevel, Func{Exception, bool})"/> for more details.
/// </remarks>
/// <param name="errorHandler"></param>
/// <param name="driver">The <see cref="ConsoleDriver"/> to use. If not specified the default driver for the
/// platform will be used (<see cref="WindowsDriver"/>, <see cref="CursesDriver"/>, or <see cref="NetDriver"/>).
/// Must be <see langword="null"/> if <see cref="Init(ConsoleDriver)"/> has already been called.
/// </param>
public static void Run<T> (Func<Exception, bool> errorHandler = null, ConsoleDriver driver = null) where T : Toplevel, new ()
{
if (_initialized) {
if (Driver != null) {
// Init() has been called and we have a driver, so just run the app.
var top = new T ();
var type = top.GetType ().BaseType;
while (type != typeof (Toplevel) && type != typeof (object)) {
type = type.BaseType;
}
if (type != typeof (Toplevel)) {
throw new ArgumentException ($"{top.GetType ().Name} must be derived from TopLevel");
}
Run (top, errorHandler);
} else {
// This code path should be impossible because Init(null, null) will select the platform default driver
throw new InvalidOperationException ("Init() completed without a driver being set (this should be impossible); Run<T>() cannot be called.");
}
} else {
// Init() has NOT been called.
InternalInit (() => new T (), driver, true);
Run (Top, errorHandler);
}
}
/// <summary>
/// Runs the main loop on the given <see cref="Toplevel"/> container.
/// </summary>
/// <remarks>
/// <para>
/// This method is used to start processing events
/// for the main application, but it is also used to
/// run other modal <see cref="View"/>s such as <see cref="Dialog"/> boxes.
/// </para>
/// <para>
/// To make a <see cref="Run(Toplevel, Func{Exception, bool})"/> stop execution, call <see cref="Application.RequestStop"/>.
/// </para>
/// <para>
/// Calling <see cref="Run(Toplevel, Func{Exception, bool})"/> is equivalent to calling <see cref="Begin(Toplevel)"/>,
/// followed by <see cref="RunLoop(RunState)"/>, and then calling <see cref="End(RunState)"/>.
/// </para>
/// <para>
/// Alternatively, to have a program control the main loop and
/// process events manually, call <see cref="Begin(Toplevel)"/> to set things up manually and then
/// repeatedly call <see cref="RunLoop(RunState)"/> with the wait parameter set to false. By doing this
/// the <see cref="RunLoop(RunState)"/> method will only process any pending events, timers, idle handlers and
/// then return control immediately.
/// </para>
/// <para>
/// RELEASE builds only: When <paramref name="errorHandler"/> is <see langword="null"/> any exceptions will be rethrown.
/// Otherwise, if <paramref name="errorHandler"/> will be called. If <paramref name="errorHandler"/>
/// returns <see langword="true"/> the <see cref="RunLoop(RunState)"/> will resume; otherwise
/// this method will exit.
/// </para>
/// </remarks>
/// <param name="view">The <see cref="Toplevel"/> to run as a modal.</param>
/// <param name="errorHandler">RELEASE builds only: Handler for any unhandled exceptions (resumes when returns true, rethrows when null).</param>
public static void Run (Toplevel view, Func<Exception, bool> errorHandler = null)
{
bool resume = true;
while (resume) {
#if !DEBUG
try {
#endif
resume = false;
var runState = Begin (view);
// If EndAfterFirstIteration is true then the user must dispose of the runToken
// by using NotifyStopRunState event.
RunLoop (runState);
if (!EndAfterFirstIteration) {
End (runState);
}
#if !DEBUG
}
catch (Exception error)
{
if (errorHandler == null)
{
throw;
}
resume = errorHandler(error);
}
#endif
}
}
/// <summary>
/// Adds a timeout to the application.
/// </summary>
/// <remarks>
/// When time specified passes, the callback will be invoked.
/// If the callback returns true, the timeout will be reset, repeating
/// the invocation. If it returns false, the timeout will stop and be removed.
///
/// The returned value is a token that can be used to stop the timeout
/// by calling <see cref="RemoveTimeout(object)"/>.
/// </remarks>
public static object AddTimeout (TimeSpan time, Func<bool> callback) => MainLoop?.AddTimeout (time, callback);
/// <summary>
/// Removes a previously scheduled timeout
/// </summary>
/// <remarks>
/// The token parameter is the value returned by <see cref="AddTimeout"/>.
/// </remarks>
/// Returns <c>true</c>if the timeout is successfully removed; otherwise, <c>false</c>.
/// This method also returns <c>false</c> if the timeout is not found.
public static bool RemoveTimeout (object token) => MainLoop?.RemoveTimeout (token) ?? false;
/// <summary>
/// Runs <paramref name="action"/> on the thread that is processing events
/// </summary>
/// <param name="action">the action to be invoked on the main processing thread.</param>
public static void Invoke (Action action) => MainLoop?.AddIdle (() => {
action ();
return false;
});
// TODO: Determine if this is really needed. The only code that calls WakeUp I can find
// is ProgressBarStyles and it's not clear it needs to.
/// <summary>
/// Wakes up the running application that might be waiting on input.
/// </summary>
public static void Wakeup () => MainLoop?.Wakeup ();
/// <summary>
/// Triggers a refresh of the entire display.
/// </summary>
public static void Refresh ()
{
// TODO: Figure out how to remove this call to ClearContents. Refresh should just repaint damaged areas, not clear
Driver.ClearContents ();
View last = null;
foreach (var v in _topLevels.Reverse ()) {
if (v.Visible) {
v.SetNeedsDisplay ();
v.SetSubViewNeedsDisplay ();
v.Draw ();
}
last = v;
}
last?.PositionCursor ();
Driver.Refresh ();
}
/// <summary>
/// This event is raised on each iteration of the main loop.
/// </summary>
/// <remarks>
/// See also <see cref="Timeout"/>
/// </remarks>
public static event EventHandler<IterationEventArgs> Iteration;
/// <summary>
/// The <see cref="MainLoop"/> driver for the application
/// </summary>
/// <value>The main loop.</value>
internal static MainLoop MainLoop { get; private set; }
/// <summary>
/// Set to true to cause <see cref="End"/> to be called after the first iteration.
/// Set to false (the default) to cause the application to continue running until Application.RequestStop () is called.
/// </summary>
public static bool EndAfterFirstIteration { get; set; } = false;
//
// provides the sync context set while executing code in Terminal.Gui, to let
// users use async/await on their code
//
class MainLoopSyncContext : SynchronizationContext {
public override SynchronizationContext CreateCopy () => new MainLoopSyncContext ();
public override void Post (SendOrPostCallback d, object state) => MainLoop.AddIdle (() => {
d (state);
return false;
});
//_mainLoop.Driver.Wakeup ();
public override void Send (SendOrPostCallback d, object state)
{
if (Thread.CurrentThread.ManagedThreadId == _mainThreadId) {
d (state);
} else {
bool wasExecuted = false;
Invoke (() => {
d (state);
wasExecuted = true;
});
while (!wasExecuted) {
Thread.Sleep (15);
}
}
}
}
/// <summary>
/// Building block API: Runs the main loop for the created <see cref="Toplevel"/>.
/// </summary>
/// <param name="state">The state returned by the <see cref="Begin(Toplevel)"/> method.</param>
public static void RunLoop (RunState state)
{
if (state == null) {
throw new ArgumentNullException (nameof (state));
}
if (state.Toplevel == null) {
throw new ObjectDisposedException ("state");
}
bool firstIteration = true;
for (state.Toplevel.Running = true; state.Toplevel.Running;) {
MainLoop.Running = true;
if (EndAfterFirstIteration && !firstIteration) {
return;
}
RunIteration (ref state, ref firstIteration);
}
MainLoop.Running = false;
// Run one last iteration to consume any outstanding input events from Driver
// This is important for remaining OnKeyUp events.
RunIteration (ref state, ref firstIteration);
}
/// <summary>
/// Run one application iteration.
/// </summary>
/// <param name="state">The state returned by <see cref="Begin(Toplevel)"/>.</param>
/// <param name="firstIteration">Set to <see langword="true"/> if this is the first run loop iteration. Upon return,
/// it will be set to <see langword="false"/> if at least one iteration happened.</param>
public static void RunIteration (ref RunState state, ref bool firstIteration)
{
if (MainLoop.EventsPending () && MainLoop.Running) {
// Notify Toplevel it's ready
if (firstIteration) {
state.Toplevel.OnReady ();
}
MainLoop.RunIteration ();
Iteration?.Invoke (null, new IterationEventArgs ());
EnsureModalOrVisibleAlwaysOnTop (state.Toplevel);
if (state.Toplevel != Current) {
OverlappedTop?.OnDeactivate (state.Toplevel);
state.Toplevel = Current;
OverlappedTop?.OnActivate (state.Toplevel);
Top.SetSubViewNeedsDisplay ();
Refresh ();
}
}
firstIteration = false;
if (state.Toplevel != Top &&
(Top.NeedsDisplay || Top.SubViewNeedsDisplay || Top.LayoutNeeded)) {
state.Toplevel.SetNeedsDisplay (state.Toplevel.Frame);
Top.Draw ();
foreach (var top in _topLevels.Reverse ()) {
if (top != Top && top != state.Toplevel) {
top.SetNeedsDisplay ();
top.SetSubViewNeedsDisplay ();
top.Draw ();
}
}
}
if (_topLevels.Count == 1 && state.Toplevel == Top
&& (Driver.Cols != state.Toplevel.Frame.Width || Driver.Rows != state.Toplevel.Frame.Height)
&& (state.Toplevel.NeedsDisplay || state.Toplevel.SubViewNeedsDisplay || state.Toplevel.LayoutNeeded)) {
state.Toplevel.Clear (new Rect (Point.Empty, new Size (Driver.Cols, Driver.Rows)));
}
if (state.Toplevel.NeedsDisplay ||
state.Toplevel.SubViewNeedsDisplay ||
state.Toplevel.LayoutNeeded ||
OverlappedChildNeedsDisplay ()) {
state.Toplevel.Draw ();
state.Toplevel.PositionCursor ();
Driver.Refresh ();
} else {
Driver.UpdateCursor ();
}
if (state.Toplevel != Top &&
!state.Toplevel.Modal &&
(Top.NeedsDisplay || Top.SubViewNeedsDisplay || Top.LayoutNeeded)) {
Top.Draw ();
}
}
/// <summary>
/// Stops running the most recent <see cref="Toplevel"/> or the <paramref name="top"/> if provided.
/// </summary>
/// <param name="top">The <see cref="Toplevel"/> to stop.</param>
/// <remarks>
/// <para>
/// This will cause <see cref="Application.Run(Func{Exception, bool})"/> to return.
/// </para>
/// <para>
/// Calling <see cref="Application.RequestStop"/> is equivalent to setting the <see cref="Toplevel.Running"/> property
/// on the currently running <see cref="Toplevel"/> to false.
/// </para>
/// </remarks>
public static void RequestStop (Toplevel top = null)
{
if (OverlappedTop == null || top == null || OverlappedTop == null && top != null) {
top = Current;
}
if (OverlappedTop != null && top.IsOverlappedContainer && top?.Running == true
&& (Current?.Modal == false || Current?.Modal == true && Current?.Running == false)) {
OverlappedTop.RequestStop ();
} else if (OverlappedTop != null && top != Current && Current?.Running == true && Current?.Modal == true
&& top.Modal && top.Running) {
var ev = new ToplevelClosingEventArgs (Current);
Current.OnClosing (ev);
if (ev.Cancel) {
return;
}
ev = new ToplevelClosingEventArgs (top);
top.OnClosing (ev);
if (ev.Cancel) {
return;
}
Current.Running = false;
OnNotifyStopRunState (Current);
top.Running = false;
OnNotifyStopRunState (top);
} else if (OverlappedTop != null && top != OverlappedTop && top != Current && Current?.Modal == false
&& Current?.Running == true && !top.Running
|| OverlappedTop != null && top != OverlappedTop && top != Current && Current?.Modal == false
&& Current?.Running == false && !top.Running && _topLevels.ToArray () [1].Running) {
MoveCurrent (top);
} else if (OverlappedTop != null && Current != top && Current?.Running == true && !top.Running
&& Current?.Modal == true && top.Modal) {
// The Current and the top are both modal so needed to set the Current.Running to false too.
Current.Running = false;
OnNotifyStopRunState (Current);
} else if (OverlappedTop != null && Current == top && OverlappedTop?.Running == true && Current?.Running == true && top.Running
&& Current?.Modal == true && top.Modal) {
// The OverlappedTop was requested to stop inside a modal Toplevel which is the Current and top,
// both are the same, so needed to set the Current.Running to false too.
Current.Running = false;
OnNotifyStopRunState (Current);
} else {
Toplevel currentTop;
if (top == Current || Current?.Modal == true && !top.Modal) {
currentTop = Current;
} else {
currentTop = top;
}
if (!currentTop.Running) {
return;
}
var ev = new ToplevelClosingEventArgs (currentTop);
currentTop.OnClosing (ev);
if (ev.Cancel) {
return;
}
currentTop.Running = false;
OnNotifyStopRunState (currentTop);
}
}
static void OnNotifyStopRunState (Toplevel top)
{
if (EndAfterFirstIteration) {
NotifyStopRunState?.Invoke (top, new ToplevelEventArgs (top));
}
}
/// <summary>
/// Building block API: completes the execution of a <see cref="Toplevel"/> that was started with <see cref="Begin(Toplevel)"/> .
/// </summary>
/// <param name="runState">The <see cref="RunState"/> returned by the <see cref="Begin(Toplevel)"/> method.</param>
public static void End (RunState runState)
{
if (runState == null) {
throw new ArgumentNullException (nameof (runState));
}
if (OverlappedTop != null) {
OverlappedTop.OnChildUnloaded (runState.Toplevel);
} else {
runState.Toplevel.OnUnloaded ();
}
// End the RunState.Toplevel
// First, take it off the Toplevel Stack
if (_topLevels.Count > 0) {
if (_topLevels.Peek () != runState.Toplevel) {
// If there the top of the stack is not the RunState.Toplevel then
// this call to End is not balanced with the call to Begin that started the RunState
throw new ArgumentException ("End must be balanced with calls to Begin");
}
_topLevels.Pop ();
}
// Notify that it is closing
runState.Toplevel?.OnClosed (runState.Toplevel);
// If there is a OverlappedTop that is not the RunState.Toplevel then runstate.TopLevel
// is a child of MidTop and we should notify the OverlappedTop that it is closing
if (OverlappedTop != null && !runState.Toplevel.Modal && runState.Toplevel != OverlappedTop) {
OverlappedTop.OnChildClosed (runState.Toplevel);
}
// Set Current and Top to the next TopLevel on the stack
if (_topLevels.Count == 0) {
Current = null;
} else {
Current = _topLevels.Peek ();
if (_topLevels.Count == 1 && Current == OverlappedTop) {
OverlappedTop.OnAllChildClosed ();
} else {
SetCurrentOverlappedAsTop ();
runState.Toplevel.OnLeave (Current);
Current.OnEnter (runState.Toplevel);
}
Refresh ();
}
runState.Toplevel?.Dispose ();
runState.Toplevel = null;
runState.Dispose ();
}
#endregion Run (Begin, Run, End)
#region Toplevel handling
/// <summary>
/// Holds the stack of TopLevel views.
/// </summary>
// BUGBUG: Techncally, this is not the full lst of TopLevels. THere be dragons hwre. E.g. see how Toplevel.Id is used. What
// about TopLevels that are just a SubView of another View?
static readonly Stack<Toplevel> _topLevels = new ();
/// <summary>
/// The <see cref="Toplevel"/> object used for the application on startup (<seealso cref="Application.Top"/>)
/// </summary>
/// <value>The top.</value>
public static Toplevel Top { get; private set; }
/// <summary>
/// The current <see cref="Toplevel"/> object. This is updated when <see cref="Application.Run(Func{Exception, bool})"/>
/// enters and leaves to point to the current <see cref="Toplevel"/> .
/// </summary>
/// <value>The current.</value>
public static Toplevel Current { get; private set; }
static void EnsureModalOrVisibleAlwaysOnTop (Toplevel Toplevel)
{
if (!Toplevel.Running || Toplevel == Current && Toplevel.Visible || OverlappedTop == null || _topLevels.Peek ().Modal) {
return;
}
foreach (var top in _topLevels.Reverse ()) {
if (top.Modal && top != Current) {
MoveCurrent (top);
return;
}
}
if (!Toplevel.Visible && Toplevel == Current) {
OverlappedMoveNext ();
}
}
static View FindDeepestTop (Toplevel start, int x, int y, out int resx, out int resy)
{
var startFrame = start.Frame;
if (!startFrame.Contains (x, y)) {
resx = 0;
resy = 0;
return null;
}
if (_topLevels != null) {
int count = _topLevels.Count;
if (count > 0) {
int rx = x - startFrame.X;
int ry = y - startFrame.Y;
foreach (var t in _topLevels) {
if (t != Current) {
if (t != start && t.Visible && t.Frame.Contains (rx, ry)) {
start = t;
break;
}
}
}
}
}
resx = x - startFrame.X;
resy = y - startFrame.Y;
return start;
}
static View FindTopFromView (View view)
{
var top = view?.SuperView != null && view?.SuperView != Top
? view.SuperView : view;
while (top?.SuperView != null && top?.SuperView != Top) {
top = top.SuperView;
}
return top;
}
// Only return true if the Current has changed.
static bool MoveCurrent (Toplevel top)
{
// The Current is modal and the top is not modal Toplevel then
// the Current must be moved above the first not modal Toplevel.
if (OverlappedTop != null && top != OverlappedTop && top != Current && Current?.Modal == true && !_topLevels.Peek ().Modal) {
lock (_topLevels) {
_topLevels.MoveTo (Current, 0, new ToplevelEqualityComparer ());
}
int index = 0;
var savedToplevels = _topLevels.ToArray ();
foreach (var t in savedToplevels) {
if (!t.Modal && t != Current && t != top && t != savedToplevels [index]) {
lock (_topLevels) {
_topLevels.MoveTo (top, index, new ToplevelEqualityComparer ());
}
}
index++;
}
return false;
}
// The Current and the top are both not running Toplevel then
// the top must be moved above the first not running Toplevel.
if (OverlappedTop != null && top != OverlappedTop && top != Current && Current?.Running == false && !top.Running) {
lock (_topLevels) {
_topLevels.MoveTo (Current, 0, new ToplevelEqualityComparer ());
}
int index = 0;
foreach (var t in _topLevels.ToArray ()) {
if (!t.Running && t != Current && index > 0) {
lock (_topLevels) {
_topLevels.MoveTo (top, index - 1, new ToplevelEqualityComparer ());
}
}
index++;
}
return false;
}
if (OverlappedTop != null && top?.Modal == true && _topLevels.Peek () != top
|| OverlappedTop != null && Current != OverlappedTop && Current?.Modal == false && top == OverlappedTop
|| OverlappedTop != null && Current?.Modal == false && top != Current
|| OverlappedTop != null && Current?.Modal == true && top == OverlappedTop) {
lock (_topLevels) {
_topLevels.MoveTo (top, 0, new ToplevelEqualityComparer ());
Current = top;
}
}
return true;
}
/// <summary>
/// Invoked when the terminal's size changed. The new size of the terminal is provided.
/// </summary>
/// <remarks>
/// Event handlers can set <see cref="SizeChangedEventArgs.Cancel"/> to <see langword="true"/>
/// to prevent <see cref="Application"/> from changing it's size to match the new terminal size.
/// </remarks>
public static event EventHandler<SizeChangedEventArgs> SizeChanging;
/// <summary>
/// Called when the application's size changes. Sets the size of all <see cref="Toplevel"/>s and
/// fires the <see cref="SizeChanging"/> event.
/// </summary>
/// <param name="args">The new size.</param>
/// <returns><see lanword="true"/>if the size was changed.</returns>
public static bool OnSizeChanging (SizeChangedEventArgs args)
{
SizeChanging?.Invoke (null, args);
if (args.Cancel) {
return false;
}
foreach (var t in _topLevels) {
t.SetRelativeLayout (new Rect (0, 0, args.Size.Width, args.Size.Height));
t.LayoutSubviews ();
t.PositionToplevels ();
t.OnSizeChanging (new SizeChangedEventArgs (args.Size));
}
Refresh ();
return true;
}
#endregion Toplevel handling
#region Mouse handling
/// <summary>
/// Disable or enable the mouse. The mouse is enabled by default.
/// </summary>
[SerializableConfigurationProperty (Scope = typeof (SettingsScope))]
public static bool IsMouseDisabled { get; set; }
/// <summary>
/// The current <see cref="View"/> object that wants continuous mouse button pressed events.
/// </summary>
public static View WantContinuousButtonPressedView { get; private set; }
/// <summary>
/// Gets the view that grabbed the mouse (e.g. for dragging). When this is set, all mouse events will be
/// routed to this view until the view calls <see cref="UngrabMouse"/> or the mouse is released.
/// </summary>
public static View MouseGrabView { get; private set; }
/// <summary>
/// Invoked when a view wants to grab the mouse; can be canceled.
/// </summary>
public static event EventHandler<GrabMouseEventArgs> GrabbingMouse;
/// <summary>
/// Invoked when a view wants un-grab the mouse; can be canceled.
/// </summary>
public static event EventHandler<GrabMouseEventArgs> UnGrabbingMouse;
/// <summary>
/// Invoked after a view has grabbed the mouse.
/// </summary>
public static event EventHandler<ViewEventArgs> GrabbedMouse;
/// <summary>
/// Invoked after a view has un-grabbed the mouse.
/// </summary>
public static event EventHandler<ViewEventArgs> UnGrabbedMouse;
/// <summary>
/// Grabs the mouse, forcing all mouse events to be routed to the specified view until <see cref="UngrabMouse"/> is called.
/// </summary>
/// <param name="view">View that will receive all mouse events until <see cref="UngrabMouse"/> is invoked.</param>
public static void GrabMouse (View view)
{
if (view == null) {
return;
}
if (!OnGrabbingMouse (view)) {
OnGrabbedMouse (view);
MouseGrabView = view;
}
}
/// <summary>
/// Releases the mouse grab, so mouse events will be routed to the view on which the mouse is.
/// </summary>
public static void UngrabMouse ()
{
if (MouseGrabView == null) {
return;
}
if (!OnUnGrabbingMouse (MouseGrabView)) {
OnUnGrabbedMouse (MouseGrabView);
MouseGrabView = null;
}
}
static bool OnGrabbingMouse (View view)
{
if (view == null) {
return false;
}
var evArgs = new GrabMouseEventArgs (view);
GrabbingMouse?.Invoke (view, evArgs);
return evArgs.Cancel;
}
static bool OnUnGrabbingMouse (View view)
{
if (view == null) {
return false;
}
var evArgs = new GrabMouseEventArgs (view);
UnGrabbingMouse?.Invoke (view, evArgs);
return evArgs.Cancel;
}
static void OnGrabbedMouse (View view)
{
if (view == null) {
return;
}
GrabbedMouse?.Invoke (view, new ViewEventArgs (view));
}
static void OnUnGrabbedMouse (View view)
{
if (view == null) {
return;
}
UnGrabbedMouse?.Invoke (view, new ViewEventArgs (view));
}
// Used by OnMouseEvent to track the last view that was clicked on.
static View _mouseEnteredView;
/// <summary>
/// Event fired when a mouse move or click occurs. Coordinates are screen relative.
/// </summary>
/// <remarks>
/// <para>
/// Use this event to receive mouse events in screen coordinates. Use <see cref="Responder.MouseEvent"/> to receive
/// mouse events relative to a <see cref="View"/>'s bounds.
/// </para>
/// <para>
/// The <see cref="MouseEvent.View"/> will contain the <see cref="View"/> that contains the mouse coordinates.
/// </para>
/// </remarks>
public static event EventHandler<MouseEventEventArgs> MouseEvent;
/// <summary>
/// Called when a mouse event occurs. Fires the <see cref="MouseEvent"/> event.
/// </summary>
/// <remarks>
/// This method can be used to simulate a mouse event, e.g. in unit tests.
/// </remarks>
/// <param name="a">The mouse event with coordinates relative to the screen.</param>
public static void OnMouseEvent (MouseEventEventArgs a)
{
static bool OutsideRect (Point p, Rect r) => p.X < 0 || p.X > r.Right || p.Y < 0 || p.Y > r.Bottom;
if (IsMouseDisabled) {
return;
}
var view = View.FindDeepestView (Current, a.MouseEvent.X, a.MouseEvent.Y, out int screenX, out int screenY);
if (view != null && view.WantContinuousButtonPressed) {
WantContinuousButtonPressedView = view;
} else {
WantContinuousButtonPressedView = null;
}
if (view != null) {
a.MouseEvent.View = view;
}
MouseEvent?.Invoke (null, new MouseEventEventArgs (a.MouseEvent));
if (a.MouseEvent.Handled) {
return;
}
if (MouseGrabView != null) {
// If the mouse is grabbed, send the event to the view that grabbed it.
// The coordinates are relative to the Bounds of the view that grabbed the mouse.
var newxy = MouseGrabView.ScreenToFrame (a.MouseEvent.X, a.MouseEvent.Y);
var nme = new MouseEvent () {
X = newxy.X,
Y = newxy.Y,
Flags = a.MouseEvent.Flags,
OfX = a.MouseEvent.X - newxy.X,
OfY = a.MouseEvent.Y - newxy.Y,
View = view
};
if (OutsideRect (new Point (nme.X, nme.Y), MouseGrabView.Bounds)) {
// The mouse has moved outside the bounds of the the view that
// grabbed the mouse, so we tell the view that last got
// OnMouseEnter the mouse is leaving
// BUGBUG: That sentence makes no sense. Either I'm missing something
// or this logic is flawed.
_mouseEnteredView?.OnMouseLeave (a.MouseEvent);
}
//System.Diagnostics.Debug.WriteLine ($"{nme.Flags};{nme.X};{nme.Y};{mouseGrabView}");
if (MouseGrabView?.OnMouseEvent (nme) == true) {
return;
}
}
if ((view == null || view == OverlappedTop) &&
Current is { Modal: false } && OverlappedTop != null &&
a.MouseEvent.Flags != MouseFlags.ReportMousePosition &&
a.MouseEvent.Flags != 0) {
var top = FindDeepestTop (Top, a.MouseEvent.X, a.MouseEvent.Y, out _, out _);
view = View.FindDeepestView (top, a.MouseEvent.X, a.MouseEvent.Y, out screenX, out screenY);
if (view != null && view != OverlappedTop && top != Current) {
MoveCurrent ((Toplevel)top);
}
}
bool FrameHandledMouseEvent (Frame frame)
{
if (frame?.Thickness.Contains (frame.FrameToScreen (), a.MouseEvent.X, a.MouseEvent.Y) ?? false) {
var boundsPoint = frame.ScreenToBounds (a.MouseEvent.X, a.MouseEvent.Y);
var me = new MouseEvent () {
X = boundsPoint.X,
Y = boundsPoint.Y,
Flags = a.MouseEvent.Flags,
OfX = boundsPoint.X,
OfY = boundsPoint.Y,
View = frame
};
frame.OnMouseEvent (me);
return true;
}
return false;
}
if (view != null) {
// Work inside-out (Padding, Border, Margin)
// TODO: Debate whether inside-out or outside-in is the right strategy
if (FrameHandledMouseEvent (view?.Padding)) {
return;
}
if (FrameHandledMouseEvent (view?.Border)) {
if (view is Toplevel) {
// TODO: This is a temporary hack to work around the fact that
// drag handling is handled in Toplevel (See Issue #2537)
var me = new MouseEvent () {
X = screenX,
Y = screenY,
Flags = a.MouseEvent.Flags,
OfX = screenX,
OfY = screenY,
View = view
};
if (_mouseEnteredView == null) {
_mouseEnteredView = view;
view.OnMouseEnter (me);
} else if (_mouseEnteredView != view) {
_mouseEnteredView.OnMouseLeave (me);
view.OnMouseEnter (me);
_mouseEnteredView = view;
}
if (!view.WantMousePositionReports && a.MouseEvent.Flags == MouseFlags.ReportMousePosition) {
return;
}
WantContinuousButtonPressedView = view.WantContinuousButtonPressed ? view : null;
if (view.OnMouseEvent (me)) {
// Should we bubble up the event, if it is not handled?
//return;
}
BringOverlappedTopToFront ();
}
return;
}
if (FrameHandledMouseEvent (view?.Margin)) {
return;
}
var bounds = view.BoundsToScreen (view.Bounds);
if (bounds.Contains (a.MouseEvent.X, a.MouseEvent.Y)) {
var boundsPoint = view.ScreenToBounds (a.MouseEvent.X, a.MouseEvent.Y);
var me = new MouseEvent () {
X = boundsPoint.X,
Y = boundsPoint.Y,
Flags = a.MouseEvent.Flags,
OfX = boundsPoint.X,
OfY = boundsPoint.Y,
View = view
};
if (_mouseEnteredView == null) {
_mouseEnteredView = view;
view.OnMouseEnter (me);
} else if (_mouseEnteredView != view) {
_mouseEnteredView.OnMouseLeave (me);
view.OnMouseEnter (me);
_mouseEnteredView = view;
}
if (!view.WantMousePositionReports && a.MouseEvent.Flags == MouseFlags.ReportMousePosition) {
return;
}
WantContinuousButtonPressedView = view.WantContinuousButtonPressed ? view : null;
if (view.OnMouseEvent (me)) {
// Should we bubble up the event, if it is not handled?
//return;
}
BringOverlappedTopToFront ();
}
}
}
#endregion Mouse handling
#region Keyboard handling
static Key _alternateForwardKey = new (KeyCode.PageDown | KeyCode.CtrlMask);
/// <summary>
/// Alternative key to navigate forwards through views. Ctrl+Tab is the primary key.
/// </summary>
[SerializableConfigurationProperty (Scope = typeof (SettingsScope))] [JsonConverter (typeof (KeyJsonConverter))]
public static Key AlternateForwardKey {
get => _alternateForwardKey;
set {
if (_alternateForwardKey != value) {
var oldKey = _alternateForwardKey;
_alternateForwardKey = value;
OnAlternateForwardKeyChanged (new KeyChangedEventArgs (oldKey, value));
}
}
}
static void OnAlternateForwardKeyChanged (KeyChangedEventArgs e)
{
foreach (var top in _topLevels.ToArray ()) {
top.OnAlternateForwardKeyChanged (e);
}
}
static Key _alternateBackwardKey = new (KeyCode.PageUp | KeyCode.CtrlMask);
/// <summary>
/// Alternative key to navigate backwards through views. Shift+Ctrl+Tab is the primary key.
/// </summary>
[SerializableConfigurationProperty (Scope = typeof (SettingsScope))] [JsonConverter (typeof (KeyJsonConverter))]
public static Key AlternateBackwardKey {
get => _alternateBackwardKey;
set {
if (_alternateBackwardKey != value) {
var oldKey = _alternateBackwardKey;
_alternateBackwardKey = value;
OnAlternateBackwardKeyChanged (new KeyChangedEventArgs (oldKey, value));
}
}
}
static void OnAlternateBackwardKeyChanged (KeyChangedEventArgs oldKey)
{
foreach (var top in _topLevels.ToArray ()) {
top.OnAlternateBackwardKeyChanged (oldKey);
}
}
static Key _quitKey = new (KeyCode.Q | KeyCode.CtrlMask);
/// <summary>
/// Gets or sets the key to quit the application.
/// </summary>
[SerializableConfigurationProperty (Scope = typeof (SettingsScope))] [JsonConverter (typeof (KeyJsonConverter))]
public static Key QuitKey {
get => _quitKey;
set {
if (_quitKey != value) {
var oldKey = _quitKey;
_quitKey = value;
OnQuitKeyChanged (new KeyChangedEventArgs (oldKey, value));
}
}
}
static void OnQuitKeyChanged (KeyChangedEventArgs e)
{
// Duplicate the list so if it changes during enumeration we're safe
foreach (var top in _topLevels.ToArray ()) {
top.OnQuitKeyChanged (e);
}
}
/// <summary>
/// Event fired when the user presses a key. Fired by <see cref="OnKeyDown"/>.
/// <para>
/// Set <see cref="Key.Handled"/> to <see langword="true"/> to indicate the key was handled and
/// to prevent additional processing.
/// </para>
/// </summary>
/// <remarks>
/// All drivers support firing the <see cref="KeyDown"/> event. Some drivers (Curses)
/// do not support firing the <see cref="KeyDown"/> and <see cref="KeyUp"/> events.
/// <para>
/// Fired after <see cref="KeyDown"/> and before <see cref="KeyUp"/>.
/// </para>
/// </remarks>
public static event EventHandler<Key> KeyDown;
/// <summary>
/// Called by the <see cref="ConsoleDriver"/> when the user presses a key.
/// Fires the <see cref="KeyDown"/> event
/// then calls <see cref="View.NewKeyDownEvent"/> on all top level views.
/// Called after <see cref="OnKeyDown"/> and before <see cref="OnKeyUp"/>.
/// </summary>
/// <remarks>
/// Can be used to simulate key press events.
/// </remarks>
/// <param name="keyEvent"></param>
/// <returns><see langword="true"/> if the key was handled.</returns>
public static bool OnKeyDown (Key keyEvent)
{
if (!_initialized) {
return true;
}
KeyDown?.Invoke (null, keyEvent);
if (keyEvent.Handled) {
return true;
}
foreach (var topLevel in _topLevels.ToList ()) {
if (topLevel.NewKeyDownEvent (keyEvent)) {
return true;
}
if (topLevel.Modal) {
break;
}
}
// Invoke any Global KeyBindings
foreach (var topLevel in _topLevels.ToList ()) {
foreach (var view in topLevel.Subviews.Where (v => v.KeyBindings.TryGet (keyEvent.KeyCode, KeyBindingScope.Application, out var _))) {
if (view.KeyBindings.TryGet (keyEvent.KeyCode, KeyBindingScope.Application, out var _)) {
keyEvent.Scope = KeyBindingScope.Application;
bool? handled = view.OnInvokingKeyBindings (keyEvent);
if (handled != null && (bool)handled) {
return true;
}
}
}
}
return false;
}
/// <summary>
/// Event fired when the user releases a key. Fired by <see cref="OnKeyUp"/>.
/// <para>
/// Set <see cref="Key.Handled"/> to <see langword="true"/> to indicate the key was handled and
/// to prevent additional processing.
/// </para>
/// </summary>
/// <remarks>
/// All drivers support firing the <see cref="KeyDown"/> event. Some drivers (Curses)
/// do not support firing the <see cref="KeyDown"/> and <see cref="KeyUp"/> events.
/// <para>
/// Fired after <see cref="KeyDown"/>.
/// </para>
/// </remarks>
public static event EventHandler<Key> KeyUp;
/// <summary>
/// Called by the <see cref="ConsoleDriver"/> when the user releases a key.
/// Fires the <see cref="KeyUp"/> event
/// then calls <see cref="View.NewKeyUpEvent"/> on all top level views.
/// Called after <see cref="OnKeyDown"/>.
/// </summary>
/// <remarks>
/// Can be used to simulate key press events.
/// </remarks>
/// <param name="a"></param>
/// <returns><see langword="true"/> if the key was handled.</returns>
public static bool OnKeyUp (Key a)
{
if (!_initialized) {
return true;
}
KeyUp?.Invoke (null, a);
if (a.Handled) {
return true;
}
foreach (var topLevel in _topLevels.ToList ()) {
if (topLevel.NewKeyUpEvent (a)) {
return true;
}
if (topLevel.Modal) {
break;
}
}
return false;
}
#endregion Keyboard handling
}
/// <summary>
/// Event arguments for the <see cref="Application.Iteration"/> event.
/// </summary>
public class IterationEventArgs { }