Files
Terminal.Gui/UICatalog/Scenario.cs
2024-07-13 23:55:51 +01:00

242 lines
10 KiB
C#

using System;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.Linq;
using Terminal.Gui;
namespace UICatalog;
/// <summary>
/// <para>Base class for each demo/scenario.</para>
/// <para>
/// To define a new scenario:
/// <list type="number">
/// <item>
/// <description>
/// Create a new <c>.cs</c> file in the <cs>Scenarios</cs> directory that derives from
/// <see cref="Scenario"/>.
/// </description>
/// </item>
/// <item>
/// <description>
/// Annotate the <see cref="Scenario"/> derived class with a
/// <see cref="Scenario.ScenarioMetadata"/> attribute specifying the scenario's name and description.
/// </description>
/// </item>
/// <item>
/// <description>
/// Add one or more <see cref="Scenario.ScenarioCategory"/> attributes to the class specifying
/// which categories the scenario belongs to. If you don't specify a category the scenario will show up
/// in "_All".
/// </description>
/// </item>
/// <item>
/// <description>
/// Implement the <see cref="Setup"/> override which will be called when a user selects the
/// scenario to run.
/// </description>
/// </item>
/// <item>
/// <description>
/// Optionally, implement the <see cref="Init()"/> and/or <see cref="Run"/> overrides to
/// provide a custom implementation.
/// </description>
/// </item>
/// </list>
/// </para>
/// <para>
/// The UI Catalog program uses reflection to find all scenarios and adds them to the ListViews. Press ENTER to
/// run the selected scenario. Press the default quit key to quit.
/// </para>
/// </summary>
/// <example>
/// The example below is provided in the `Scenarios` directory as a generic sample that can be copied and re-named:
/// <code>
/// using Terminal.Gui;
///
/// namespace UICatalog {
/// [ScenarioMetadata (Name: "Generic", Description: "Generic sample - A template for creating new Scenarios")]
/// [ScenarioCategory ("Controls")]
/// class MyScenario : Scenario {
/// public override void Setup ()
/// {
/// // Put your scenario code here, e.g.
/// Win.Add (new Button () { Text = "Press me!",
/// X = Pos.Center (),
/// Y = Pos.Center (),
/// Clicked = () => MessageBox.Query (20, 7, "Hi", "Neat?", "Yes", "No")
/// });
/// }
/// }
/// }
/// </code>
/// </example>
public class Scenario : IDisposable
{
private static int _maxScenarioNameLen = 30;
public string Theme = "Default";
public string TopLevelColorScheme = "Base";
private bool _disposedValue;
/// <summary>
/// Helper function to get the list of categories a <see cref="Scenario"/> belongs to (defined in
/// <see cref="ScenarioCategory"/>)
/// </summary>
/// <returns>list of category names</returns>
public List<string> GetCategories () { return ScenarioCategory.GetCategories (GetType ()); }
/// <summary>Helper to get the <see cref="Scenario"/> Description (defined in <see cref="ScenarioMetadata"/>)</summary>
/// <returns></returns>
public string GetDescription () { return ScenarioMetadata.GetDescription (GetType ()); }
/// <summary>Helper to get the <see cref="Scenario"/> Name (defined in <see cref="ScenarioMetadata"/>)</summary>
/// <returns></returns>
public string GetName () { return ScenarioMetadata.GetName (GetType ()); }
/// <summary>Helper to get the <see cref="Application.QuitKey"/> and the <see cref="Scenario"/> Name (defined in <see cref="ScenarioMetadata"/>)</summary>
/// <returns></returns>
public string GetQuitKeyAndName () { return $"{Application.QuitKey} to Quit - Scenario: {GetName ()}"; }
/// <summary>
/// Returns a list of all <see cref="Scenario"/> instanaces defined in the project, sorted by
/// <see cref="ScenarioMetadata.Name"/>.
/// https://stackoverflow.com/questions/5411694/get-all-inherited-classes-of-an-abstract-class
/// </summary>
public static ObservableCollection<Scenario> GetScenarios ()
{
List<Scenario> objects = new ();
foreach (Type type in typeof (Scenario).Assembly.ExportedTypes
.Where (
myType => myType.IsClass
&& !myType.IsAbstract
&& myType.IsSubclassOf (typeof (Scenario))
))
{
var scenario = (Scenario)Activator.CreateInstance (type);
objects.Add (scenario);
_maxScenarioNameLen = Math.Max (_maxScenarioNameLen, scenario.GetName ().Length + 1);
}
return new (objects.OrderBy (s => s.GetName ()).ToList ());
}
/// <summary>
/// Called by UI Catalog to run the <see cref="Scenario"/>. This is the main entry point for the <see cref="Scenario"/>
/// .
/// </summary>
/// <remarks>
/// <para>
/// Scenario developers are encouraged to override this method as the primary way of authoring a new
/// scenario.
/// </para>
/// <para>
/// The base implementation calls <see cref="Init"/>, <see cref="Setup"/>, and <see cref="Run"/>.
/// </para>
/// </remarks>
public virtual void Main ()
{
}
/// <summary>Gets the Scenario Name + Description with the Description padded based on the longest known Scenario name.</summary>
/// <returns></returns>
public override string ToString () { return $"{GetName ().PadRight (_maxScenarioNameLen)}{GetDescription ()}"; }
#region IDispose
public void Dispose ()
{
// Do not change this code. Put cleanup code in 'Dispose(bool disposing)' method
Dispose (true);
GC.SuppressFinalize (this);
}
protected virtual void Dispose (bool disposing)
{
if (!_disposedValue)
{
if (disposing)
{
}
_disposedValue = true;
}
}
#endregion IDispose
/// <summary>Returns a list of all Categories set by all of the <see cref="Scenario"/>s defined in the project.</summary>
internal static ObservableCollection<string> GetAllCategories ()
{
List<string> aCategories = [];
aCategories = typeof (Scenario).Assembly.GetTypes ()
.Where (
myType => myType.IsClass
&& !myType.IsAbstract
&& myType.IsSubclassOf (typeof (Scenario)))
.Select (type => System.Attribute.GetCustomAttributes (type).ToList ())
.Aggregate (
aCategories,
(current, attrs) => current
.Union (
attrs.Where (a => a is ScenarioCategory)
.Select (a => ((ScenarioCategory)a).Name))
.ToList ());
// Sort
ObservableCollection<string> categories = new (aCategories.OrderBy (c => c).ToList ());
// Put "All" at the top
categories.Insert (0, "All Scenarios");
return categories;
}
/// <summary>Defines the category names used to categorize a <see cref="Scenario"/></summary>
[AttributeUsage (AttributeTargets.Class, AllowMultiple = true)]
public class ScenarioCategory (string name) : System.Attribute
{
/// <summary>Static helper function to get the <see cref="Scenario"/> Categories given a Type</summary>
/// <param name="t"></param>
/// <returns>list of category names</returns>
public static List<string> GetCategories (Type t)
{
return GetCustomAttributes (t)
.ToList ()
.Where (a => a is ScenarioCategory)
.Select (a => ((ScenarioCategory)a).Name)
.ToList ();
}
/// <summary>Static helper function to get the <see cref="Scenario"/> Name given a Type</summary>
/// <param name="t"></param>
/// <returns>Name of the category</returns>
public static string GetName (Type t) { return ((ScenarioCategory)GetCustomAttributes (t) [0]).Name; }
/// <summary>Category Name</summary>
public string Name { get; set; } = name;
}
/// <summary>Defines the metadata (Name and Description) for a <see cref="Scenario"/></summary>
[AttributeUsage (AttributeTargets.Class)]
public class ScenarioMetadata (string name, string description) : System.Attribute
{
/// <summary><see cref="Scenario"/> Description</summary>
public string Description { get; set; } = description;
/// <summary>Static helper function to get the <see cref="Scenario"/> Description given a Type</summary>
/// <param name="t"></param>
/// <returns></returns>
public static string GetDescription (Type t) { return ((ScenarioMetadata)GetCustomAttributes (t) [0]).Description; }
/// <summary>Static helper function to get the <see cref="Scenario"/> Name given a Type</summary>
/// <param name="t"></param>
/// <returns></returns>
public static string GetName (Type t) { return ((ScenarioMetadata)GetCustomAttributes (t) [0]).Name; }
/// <summary><see cref="Scenario"/> Name</summary>
public string Name { get; set; } = name;
}
}