mirror of
https://github.com/gui-cs/Terminal.Gui.git
synced 2025-12-29 09:18:01 +01:00
1488 lines
50 KiB
C#
1488 lines
50 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Threading;
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using System.Linq;
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using System.Globalization;
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using System.Reflection;
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using System.IO;
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using System.Text.Json.Serialization;
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namespace Terminal.Gui;
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/// <summary>
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/// A static, singleton class representing the application. This class is the entry point for the application.
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/// </summary>
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/// <example>
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/// <code>
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/// // A simple Terminal.Gui app that creates a window with a frame and title with
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/// // 5 rows/columns of padding.
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/// Application.Init();
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/// var win = new Window ($"Example App ({Application.QuitKey} to quit)") {
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/// X = 5,
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/// Y = 5,
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/// Width = Dim.Fill (5),
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/// Height = Dim.Fill (5)
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/// };
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/// Application.Top.Add(win);
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/// Application.Run();
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/// Application.Shutdown();
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/// </code>
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/// </example>
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/// <remarks>
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/// TODO: Flush this out.
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/// </remarks>
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public static partial class Application {
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/// <summary>
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/// Gets the <see cref="ConsoleDriver"/> that has been selected. See also <see cref="UseSystemConsole"/>.
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/// </summary>
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public static ConsoleDriver Driver { get; internal set; }
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/// <summary>
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/// If <see langword="true"/>, forces the use of the System.Console-based (see <see cref="NetDriver"/>) driver. The default is <see langword="false"/>.
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/// </summary>
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[SerializableConfigurationProperty (Scope = typeof (SettingsScope))]
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public static bool UseSystemConsole { get; set; } = false;
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/// <summary>
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/// Gets or sets whether <see cref="Application.Driver"/> will be forced to output only the 16 colors defined in <see cref="ColorName"/>.
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/// The default is <see langword="false"/>, meaning 24-bit (TrueColor) colors will be output as long as the selected <see cref="ConsoleDriver"/>
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/// supports TrueColor.
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/// </summary>
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[SerializableConfigurationProperty (Scope = typeof (SettingsScope))]
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public static bool Force16Colors { get; set; } = false;
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// For Unit testing - ignores UseSystemConsole
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internal static bool _forceFakeConsole;
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static List<CultureInfo> _cachedSupportedCultures;
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/// <summary>
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/// Gets all cultures supported by the application without the invariant language.
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/// </summary>
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public static List<CultureInfo> SupportedCultures => _cachedSupportedCultures;
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static List<CultureInfo> GetSupportedCultures ()
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{
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var culture = CultureInfo.GetCultures (CultureTypes.AllCultures);
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// Get the assembly
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var assembly = Assembly.GetExecutingAssembly ();
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//Find the location of the assembly
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string assemblyLocation = AppDomain.CurrentDomain.BaseDirectory;
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// Find the resource file name of the assembly
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string resourceFilename = $"{Path.GetFileNameWithoutExtension (assembly.Location)}.resources.dll";
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// Return all culture for which satellite folder found with culture code.
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return culture.Where (cultureInfo =>
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Directory.Exists (Path.Combine (assemblyLocation, cultureInfo.Name)) &&
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File.Exists (Path.Combine (assemblyLocation, cultureInfo.Name, resourceFilename))
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).ToList ();
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}
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#region Initialization (Init/Shutdown)
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/// <summary>
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/// Initializes a new instance of <see cref="Terminal.Gui"/> Application.
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/// </summary>
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/// <para>
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/// Call this method once per instance (or after <see cref="Shutdown"/> has been called).
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/// </para>
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/// <para>
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/// This function loads the right <see cref="ConsoleDriver"/> for the platform,
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/// Creates a <see cref="Toplevel"/>. and assigns it to <see cref="Top"/>
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/// </para>
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/// <para>
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/// <see cref="Shutdown"/> must be called when the application is closing (typically after <see cref="Run(Func{Exception, bool})"/> has
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/// returned) to ensure resources are cleaned up and terminal settings restored.
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/// </para>
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/// <para>
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/// The <see cref="Run{T}(Func{Exception, bool}, ConsoleDriver)"/> function
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/// combines <see cref="Init(ConsoleDriver)"/> and <see cref="Run(Toplevel, Func{Exception, bool})"/>
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/// into a single call. An application cam use <see cref="Run{T}(Func{Exception, bool}, ConsoleDriver)"/>
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/// without explicitly calling <see cref="Init(ConsoleDriver)"/>.
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/// </para>
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/// <param name="driver">
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/// The <see cref="ConsoleDriver"/> to use. If not specified the default driver for the
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/// platform will be used (see <see cref="WindowsDriver"/>, <see cref="CursesDriver"/>, and <see cref="NetDriver"/>).</param>
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public static void Init (ConsoleDriver driver = null) => InternalInit (() => Toplevel.Create (), driver);
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internal static bool _initialized = false;
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internal static int _mainThreadId = -1;
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// INTERNAL function for initializing an app with a Toplevel factory object, driver, and mainloop.
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//
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// Called from:
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//
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// Init() - When the user wants to use the default Toplevel. calledViaRunT will be false, causing all state to be reset.
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// 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.
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// Unit Tests - To initialize the app with a custom Toplevel, using the FakeDriver. calledViaRunT will be false, causing all state to be reset.
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//
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// calledViaRunT: If false (default) all state will be reset. If true the state will not be reset.
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internal static void InternalInit (Func<Toplevel> topLevelFactory, ConsoleDriver driver = null, bool calledViaRunT = false)
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{
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if (_initialized && driver == null) {
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return;
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}
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if (_initialized) {
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throw new InvalidOperationException ("Init has already been called and must be bracketed by Shutdown.");
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}
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if (!calledViaRunT) {
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// Reset all class variables (Application is a singleton).
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ResetState ();
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}
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// For UnitTests
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if (driver != null) {
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Driver = driver;
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}
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// Start the process of configuration management.
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// Note that we end up calling LoadConfigurationFromAllSources
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// multiple times. We need to do this because some settings are only
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// valid after a Driver is loaded. In this cases we need just
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// `Settings` so we can determine which driver to use.
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Load (true);
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Apply ();
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Driver ??= Environment.OSVersion.Platform switch {
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_ when _forceFakeConsole => new FakeDriver (), // for unit testing only
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_ when UseSystemConsole => new NetDriver (),
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PlatformID.Win32NT or PlatformID.Win32S or PlatformID.Win32Windows => new WindowsDriver (),
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_ => new CursesDriver ()
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};
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if (Driver == null) {
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throw new InvalidOperationException ("Init could not determine the ConsoleDriver to use.");
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}
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try {
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MainLoop = Driver.Init ();
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} catch (InvalidOperationException ex) {
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// This is a case where the driver is unable to initialize the console.
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// This can happen if the console is already in use by another process or
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// if running in unit tests.
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// In this case, we want to throw a more specific exception.
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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);
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}
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Driver.SizeChanged += Driver_SizeChanged;
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Driver.KeyDown += Driver_KeyDown;
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Driver.KeyUp += Driver_KeyUp;
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Driver.MouseEvent += Driver_MouseEvent;
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SynchronizationContext.SetSynchronizationContext (new MainLoopSyncContext ());
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Top = topLevelFactory ();
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Current = Top;
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_cachedSupportedCultures = GetSupportedCultures ();
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_mainThreadId = Thread.CurrentThread.ManagedThreadId;
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_initialized = true;
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}
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static void Driver_SizeChanged (object sender, SizeChangedEventArgs e) => OnSizeChanging (e);
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static void Driver_KeyDown (object sender, Key e) => OnKeyDown (e);
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static void Driver_KeyUp (object sender, Key e) => OnKeyUp (e);
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static void Driver_MouseEvent (object sender, MouseEventEventArgs e) => OnMouseEvent (e);
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/// <summary>
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/// Shutdown an application initialized with <see cref="Init(ConsoleDriver)"/>.
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/// </summary>
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/// <remarks>
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/// Shutdown must be called for every call to <see cref="Init(ConsoleDriver)"/> or <see cref="Application.Run(Toplevel, Func{Exception, bool})"/>
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/// to ensure all resources are cleaned up (Disposed) and terminal settings are restored.
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/// </remarks>
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public static void Shutdown ()
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{
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ResetState ();
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PrintJsonErrors ();
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}
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// Encapsulate all setting of initial state for Application; Having
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// this in a function like this ensures we don't make mistakes in
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// guaranteeing that the state of this singleton is deterministic when Init
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// starts running and after Shutdown returns.
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static void ResetState ()
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{
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// Shutdown is the bookend for Init. As such it needs to clean up all resources
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// Init created. Apps that do any threading will need to code defensively for this.
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// e.g. see Issue #537
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foreach (var t in _topLevels) {
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t.Running = false;
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t.Dispose ();
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}
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_topLevels.Clear ();
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Current = null;
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Top?.Dispose ();
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Top = null;
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// BUGBUG: OverlappedTop is not cleared here, but it should be?
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MainLoop?.Dispose ();
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MainLoop = null;
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if (Driver != null) {
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Driver.SizeChanged -= Driver_SizeChanged;
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Driver.KeyDown -= Driver_KeyDown;
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Driver.KeyUp -= Driver_KeyUp;
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Driver.MouseEvent -= Driver_MouseEvent;
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Driver?.End ();
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Driver = null;
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}
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Iteration = null;
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MouseEvent = null;
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KeyDown = null;
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KeyUp = null;
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SizeChanging = null;
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_mainThreadId = -1;
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NotifyNewRunState = null;
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NotifyStopRunState = null;
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_initialized = false;
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MouseGrabView = null;
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_mouseEnteredView = null;
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// Reset synchronization context to allow the user to run async/await,
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// as the main loop has been ended, the synchronization context from
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// gui.cs does no longer process any callbacks. See #1084 for more details:
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// (https://github.com/gui-cs/Terminal.Gui/issues/1084).
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SynchronizationContext.SetSynchronizationContext (syncContext: null);
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}
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#endregion Initialization (Init/Shutdown)
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#region Run (Begin, Run, End, Stop)
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/// <summary>
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/// Notify that a new <see cref="RunState"/> was created (<see cref="Begin(Toplevel)"/> was called). The token is created in
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/// <see cref="Begin(Toplevel)"/> and this event will be fired before that function exits.
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/// </summary>
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/// <remarks>
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/// If <see cref="EndAfterFirstIteration"/> is <see langword="true"/> callers to
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/// <see cref="Begin(Toplevel)"/> must also subscribe to <see cref="NotifyStopRunState"/>
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/// and manually dispose of the <see cref="RunState"/> token when the application is done.
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/// </remarks>
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public static event EventHandler<RunStateEventArgs> NotifyNewRunState;
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/// <summary>
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/// Notify that a existent <see cref="RunState"/> is stopping (<see cref="End(RunState)"/> was called).
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/// </summary>
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/// <remarks>
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/// If <see cref="EndAfterFirstIteration"/> is <see langword="true"/> callers to
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/// <see cref="Begin(Toplevel)"/> must also subscribe to <see cref="NotifyStopRunState"/>
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/// and manually dispose of the <see cref="RunState"/> token when the application is done.
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/// </remarks>
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public static event EventHandler<ToplevelEventArgs> NotifyStopRunState;
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/// <summary>
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/// Building block API: Prepares the provided <see cref="Toplevel"/> for execution.
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/// </summary>
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/// <returns>The <see cref="RunState"/> handle that needs to be passed to the <see cref="End(RunState)"/> method upon completion.</returns>
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/// <param name="Toplevel">The <see cref="Toplevel"/> to prepare execution for.</param>
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/// <remarks>
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/// This method prepares the provided <see cref="Toplevel"/> for running with the focus,
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/// it adds this to the list of <see cref="Toplevel"/>s, lays out the Subviews, focuses the first element, and draws the
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/// <see cref="Toplevel"/> in the screen. This is usually followed by executing
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/// the <see cref="RunLoop"/> method, and then the <see cref="End(RunState)"/> method upon termination which will
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/// undo these changes.
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/// </remarks>
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public static RunState Begin (Toplevel Toplevel)
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{
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if (Toplevel == null) {
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throw new ArgumentNullException (nameof (Toplevel));
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} else if (Toplevel.IsOverlappedContainer && OverlappedTop != Toplevel && OverlappedTop != null) {
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throw new InvalidOperationException ("Only one Overlapped Container is allowed.");
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}
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// Ensure the mouse is ungrabed.
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MouseGrabView = null;
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var rs = new RunState (Toplevel);
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// View implements ISupportInitializeNotification which is derived from ISupportInitialize
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if (!Toplevel.IsInitialized) {
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Toplevel.BeginInit ();
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Toplevel.EndInit ();
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}
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lock (_topLevels) {
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// If Top was already initialized with Init, and Begin has never been called
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// Top was not added to the Toplevels Stack. It will thus never get disposed.
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// Clean it up here:
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if (Top != null && Toplevel != Top && !_topLevels.Contains (Top)) {
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Top.Dispose ();
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Top = null;
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} else if (Top != null && Toplevel != Top && _topLevels.Contains (Top)) {
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Top.OnLeave (Toplevel);
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}
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// BUGBUG: We should not depend on `Id` internally.
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// BUGBUG: It is super unclear what this code does anyway.
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if (string.IsNullOrEmpty (Toplevel.Id)) {
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int count = 1;
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string id = (_topLevels.Count + count).ToString ();
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while (_topLevels.Count > 0 && _topLevels.FirstOrDefault (x => x.Id == id) != null) {
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count++;
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id = (_topLevels.Count + count).ToString ();
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}
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Toplevel.Id = (_topLevels.Count + count).ToString ();
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_topLevels.Push (Toplevel);
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} else {
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var dup = _topLevels.FirstOrDefault (x => x.Id == Toplevel.Id);
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if (dup == null) {
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_topLevels.Push (Toplevel);
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}
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}
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if (_topLevels.FindDuplicates (new ToplevelEqualityComparer ()).Count > 0) {
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throw new ArgumentException ("There are duplicates Toplevels Id's");
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}
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}
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if (Top == null || Toplevel.IsOverlappedContainer) {
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Top = Toplevel;
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}
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bool refreshDriver = true;
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if (OverlappedTop == null || Toplevel.IsOverlappedContainer || Current?.Modal == false && Toplevel.Modal
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|| Current?.Modal == false && !Toplevel.Modal || Current?.Modal == true && Toplevel.Modal) {
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if (Toplevel.Visible) {
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Current = Toplevel;
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SetCurrentOverlappedAsTop ();
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} else {
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refreshDriver = false;
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}
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} else if (OverlappedTop != null && Toplevel != OverlappedTop && Current?.Modal == true && !_topLevels.Peek ().Modal
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|| OverlappedTop != null && Toplevel != OverlappedTop && Current?.Running == false) {
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refreshDriver = false;
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MoveCurrent (Toplevel);
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} else {
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refreshDriver = false;
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MoveCurrent (Current);
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}
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if (Toplevel.LayoutStyle == LayoutStyle.Computed) {
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Toplevel.SetRelativeLayout (new Rect (0, 0, Driver.Cols, Driver.Rows));
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}
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Toplevel.LayoutSubviews ();
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Toplevel.PositionToplevels ();
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Toplevel.FocusFirst ();
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if (refreshDriver) {
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OverlappedTop?.OnChildLoaded (Toplevel);
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Toplevel.OnLoaded ();
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Toplevel.SetNeedsDisplay ();
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Toplevel.Draw ();
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Toplevel.PositionCursor ();
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Driver.Refresh ();
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}
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NotifyNewRunState?.Invoke (Toplevel, new RunStateEventArgs (rs));
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return rs;
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}
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/// <summary>
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/// Runs the application by calling <see cref="Run(Toplevel, Func{Exception, bool})"/> with the value of <see cref="Top"/>.
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/// </summary>
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/// <remarks>
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/// See <see cref="Run(Toplevel, Func{Exception, bool})"/> for more details.
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/// </remarks>
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public static void Run (Func<Exception, bool> errorHandler = null) => Run (Top, errorHandler);
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/// <summary>
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/// Runs the application by calling <see cref="Run(Toplevel, Func{Exception, bool})"/>
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/// with a new instance of the specified <see cref="Toplevel"/>-derived class.
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/// <para>
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/// Calling <see cref="Init(ConsoleDriver)"/> first is not needed as this function will initialize the application.
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/// </para>
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/// <para>
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/// <see cref="Shutdown"/> must be called when the application is closing (typically after Run> has
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/// returned) to ensure resources are cleaned up and terminal settings restored.
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/// </para>
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/// </summary>
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/// <remarks>
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/// See <see cref="Run(Toplevel, Func{Exception, bool})"/> for more details.
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/// </remarks>
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/// <param name="errorHandler"></param>
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/// <param name="driver">The <see cref="ConsoleDriver"/> to use. If not specified the default driver for the
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/// platform will be used (<see cref="WindowsDriver"/>, <see cref="CursesDriver"/>, or <see cref="NetDriver"/>).
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/// Must be <see langword="null"/> if <see cref="Init(ConsoleDriver)"/> has already been called.
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/// </param>
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public static void Run<T> (Func<Exception, bool> errorHandler = null, ConsoleDriver driver = null) where T : Toplevel, new ()
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{
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if (_initialized) {
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if (Driver != null) {
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// Init() has been called and we have a driver, so just run the app.
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var top = new T ();
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var type = top.GetType ().BaseType;
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while (type != typeof (Toplevel) && type != typeof (object)) {
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type = type.BaseType;
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}
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if (type != typeof (Toplevel)) {
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throw new ArgumentException ($"{top.GetType ().Name} must be derived from TopLevel");
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}
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Run (top, errorHandler);
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} else {
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// This code path should be impossible because Init(null, null) will select the platform default driver
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throw new InvalidOperationException ("Init() completed without a driver being set (this should be impossible); Run<T>() cannot be called.");
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}
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} else {
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// Init() has NOT been called.
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InternalInit (() => new T (), driver, true);
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Run (Top, errorHandler);
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}
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}
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/// <summary>
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/// Runs the main loop on the given <see cref="Toplevel"/> container.
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/// </summary>
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/// <remarks>
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/// <para>
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/// This method is used to start processing events
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/// for the main application, but it is also used to
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/// run other modal <see cref="View"/>s such as <see cref="Dialog"/> boxes.
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/// </para>
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/// <para>
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/// To make a <see cref="Run(Toplevel, Func{Exception, bool})"/> stop execution, call <see cref="Application.RequestStop"/>.
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/// </para>
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/// <para>
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/// Calling <see cref="Run(Toplevel, Func{Exception, bool})"/> is equivalent to calling <see cref="Begin(Toplevel)"/>,
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/// followed by <see cref="RunLoop(RunState)"/>, and then calling <see cref="End(RunState)"/>.
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/// </para>
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/// <para>
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/// Alternatively, to have a program control the main loop and
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/// process events manually, call <see cref="Begin(Toplevel)"/> to set things up manually and then
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/// repeatedly call <see cref="RunLoop(RunState)"/> with the wait parameter set to false. By doing this
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/// the <see cref="RunLoop(RunState)"/> method will only process any pending events, timers, idle handlers and
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/// 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;
|
|
}
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#endregion Keyboard handling
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}
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/// <summary>
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/// Event arguments for the <see cref="Application.Iteration"/> event.
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/// </summary>
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public class IterationEventArgs { } |