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