Files
Terminal.Gui/Terminal.Gui/Core/Window.cs
Charlie Kindel fddfcf8802 Charlie's Mondo Patch (#600)
This PR includes:

#586 - Fixed Clipping
#587 - LayoutComplete
#591 - Sys Console Scenario
#590 - Significantly improves MessageBox, Dialog, Frame drawning and more
See the PRs above for all the details.

Here are the issues this closes:

Closes #299 - MessageBox now auto sizes
Closes #557 - MessageBoxes on small screens
Closes #432 - MessageBox does not deal with long text; width/height params are goofy
Closes #521 - MessageBox should take ustrings (BREAKING CHANGE)
Closes #35 - Dialog should have 1 char padding around edges
Closes #570 - Dialog should use computed layout for buttons
Closes #470 - UI Catalog: Add Dialogs Scenario
Closes #569 - LayoutComplete event
Plus probably more.
2020-06-03 11:33:06 -04:00

247 lines
7.8 KiB
C#

//
// Authors:
// Miguel de Icaza (miguel@gnome.org)
//
using System.Collections;
using NStack;
namespace Terminal.Gui {
/// <summary>
/// A <see cref="Toplevel"/> <see cref="View"/> that draws a frame around its region and has a "Content" subview where the contents are added.
/// </summary>
public class Window : Toplevel, IEnumerable {
View contentView;
ustring title;
/// <summary>
/// The title to be displayed for this window.
/// </summary>
/// <value>The title.</value>
public ustring Title {
get => title;
set {
title = value;
SetNeedsDisplay ();
}
}
class ContentView : View {
public ContentView (Rect frame) : base (frame) { }
public ContentView () : base () { }
#if false
public override void Redraw (Rect bounds)
{
Driver.SetAttribute (ColorScheme.Focus);
for (int y = 0; y < Frame.Height; y++) {
Move (0, y);
for (int x = 0; x < Frame.Width; x++) {
Driver.AddRune ('x');
}
}
base.Redraw (region);
}
#endif
}
/// <summary>
/// Initializes a new instance of the <see cref="Gui.Window"/> class with an optional title and a set frame.
/// </summary>
/// <param name="frame">Frame.</param>
/// <param name="title">Title.</param>
/// <remarks>
/// This constructor intitalizes a Window with a <see cref="LayoutStyle"/> of <see cref="LayoutStyle.Absolute"/>. Use constructors
/// that do not take <c>Rect</c> parameters to initialize a Window with <see cref="LayoutStyle"/> of <see cref="LayoutStyle.Computed"/>
/// </remarks>
public Window (Rect frame, ustring title = null) : this (frame, title, padding: 0)
{
}
/// <summary>
/// Initializes a new instance of the <see cref="Window"/> class with an optional title.
/// </summary>
/// <param name="title">Title.</param>
/// <remarks>
/// This constructor intitalize a View with a <see cref="LayoutStyle"/> of <see cref="LayoutStyle.Computed"/>.
/// Use <see cref="View.X"/>, <see cref="View.Y"/>, <see cref="View.Width"/>, and <see cref="View.Height"/> properties to dynamically control the size and location of the view.
/// </remarks>
public Window (ustring title = null) : this (title, padding: 0)
{
}
int padding;
/// <summary>
/// Initializes a new instance of the <see cref="Window"/> with the specified frame for its location, with the specified border,
/// and an optional title.
/// </summary>
/// <param name="frame">Frame.</param>
/// <param name="padding">Number of characters to use for padding of the drawn frame.</param>
/// <param name="title">Title.</param>
/// <remarks>
/// This constructor intitalizes a Window with a <see cref="LayoutStyle"/> of <see cref="LayoutStyle.Absolute"/>. Use constructors
/// that do not take <c>Rect</c> parameters to initialize a Window with <see cref="LayoutStyle"/> of <see cref="LayoutStyle.Computed"/>
/// </remarks>
public Window (Rect frame, ustring title = null, int padding = 0) : base (frame)
{
this.Title = title;
int wb = 2 * (1 + padding);
this.padding = padding;
var cFrame = new Rect (1 + padding, 1 + padding, frame.Width - wb, frame.Height - wb);
contentView = new ContentView (cFrame);
base.Add (contentView);
}
/// <summary>
/// Initializes a new instance of the <see cref="Window"/> with the specified frame for its location, with the specified border,
/// and an optional title.
/// </summary>
/// <param name="padding">Number of characters to use for padding of the drawn frame.</param>
/// <param name="title">Title.</param>
/// <remarks>
/// This constructor intitalize a View with a <see cref="LayoutStyle"/> of <see cref="LayoutStyle.Computed"/>.
/// Use <see cref="View.X"/>, <see cref="View.Y"/>, <see cref="View.Width"/>, and <see cref="View.Height"/> properties to dynamically control the size and location of the view.
/// </remarks>
public Window (ustring title = null, int padding = 0) : base ()
{
this.Title = title;
int wb = 1 + padding;
this.padding = padding;
contentView = new ContentView () {
X = wb,
Y = wb,
Width = Dim.Fill (wb),
Height = Dim.Fill (wb)
};
base.Add (contentView);
}
/// <summary>
/// Enumerates the various <see cref="View"/>s in the embedded <see cref="ContentView"/>.
/// </summary>
/// <returns>The enumerator.</returns>
public new IEnumerator GetEnumerator ()
{
return contentView.GetEnumerator ();
}
/// <inheritdoc cref="Add(View)"/>
public override void Add (View view)
{
contentView.Add (view);
if (view.CanFocus)
CanFocus = true;
}
/// <inheritdoc cref="Remove(View)"/>
public override void Remove (View view)
{
if (view == null)
return;
SetNeedsDisplay ();
var touched = view.Frame;
contentView.Remove (view);
if (contentView.InternalSubviews.Count < 1)
this.CanFocus = false;
}
/// <inheritdoc cref="RemoveAll()"/>
public override void RemoveAll ()
{
contentView.RemoveAll ();
}
///<inheritdoc cref="Redraw"/>
public override void Redraw (Rect bounds)
{
//var padding = 0;
Application.CurrentView = this;
var scrRect = ViewToScreen (new Rect (0, 0, Frame.Width, Frame.Height));
// BUGBUG: Why do we draw the frame twice? This call is here to clear the content area, I think. Why not just clear that area?
if (NeedDisplay != null && !NeedDisplay.IsEmpty) {
Driver.SetAttribute (ColorScheme.Normal);
Driver.DrawWindowFrame (scrRect, padding + 1, padding + 1, padding + 1, padding + 1, border: true, fill: true);
}
var savedClip = ClipToBounds ();
contentView.Redraw (contentView.Bounds);
Driver.Clip = savedClip;
ClearNeedsDisplay ();
Driver.SetAttribute (ColorScheme.Normal);
Driver.DrawWindowFrame (scrRect, padding + 1, padding + 1, padding + 1, padding + 1, border: true, fill: false);
if (HasFocus)
Driver.SetAttribute (ColorScheme.HotNormal);
Driver.DrawWindowTitle (scrRect, Title, padding, padding, padding, padding);
Driver.SetAttribute (ColorScheme.Normal);
}
//
// FIXED:It does not look like the event is raised on clicked-drag
// need to figure that out.
//
internal static Point? dragPosition;
Point start;
///<inheritdoc cref="MouseEvent(Gui.MouseEvent)"/>
public override bool MouseEvent (MouseEvent mouseEvent)
{
// FIXED:The code is currently disabled, because the
// Driver.UncookMouse does not seem to have an effect if there is
// a pending mouse event activated.
int nx, ny;
if ((mouseEvent.Flags == (MouseFlags.Button1Pressed | MouseFlags.ReportMousePosition) ||
mouseEvent.Flags == MouseFlags.Button3Pressed)) {
if (dragPosition.HasValue) {
if (SuperView == null) {
Application.Top.SetNeedsDisplay (Frame);
Application.Top.Redraw (Bounds);
} else {
SuperView.SetNeedsDisplay (Frame);
}
EnsureVisibleBounds (this, mouseEvent.X + mouseEvent.OfX - start.X,
mouseEvent.Y + mouseEvent.OfY, out nx, out ny);
dragPosition = new Point (nx, ny);
Frame = new Rect (nx, ny, Frame.Width, Frame.Height);
X = nx;
Y = ny;
//Demo.ml2.Text = $"{dx},{dy}";
// FIXED: optimize, only SetNeedsDisplay on the before/after regions.
SetNeedsDisplay ();
return true;
} else {
// Only start grabbing if the user clicks on the title bar.
if (mouseEvent.Y == 0) {
start = new Point (mouseEvent.X, mouseEvent.Y);
dragPosition = new Point ();
nx = mouseEvent.X - mouseEvent.OfX;
ny = mouseEvent.Y - mouseEvent.OfY;
dragPosition = new Point (nx, ny);
Application.GrabMouse (this);
}
//Demo.ml2.Text = $"Starting at {dragPosition}";
return true;
}
}
if (mouseEvent.Flags == MouseFlags.Button1Released && dragPosition.HasValue) {
Application.UngrabMouse ();
Driver.UncookMouse ();
dragPosition = null;
}
//Demo.ml.Text = me.ToString ();
return false;
}
}
}