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+ <div class="col-md-10">
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+ <article class="content wrap" id="_content" data-uid="">
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+<h1 id="terminalgui-api-overview">Terminal.Gui API Overview</h1>
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+
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+<p><code>Terminal.Gui</code> is a library intended to create console-based
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+applications using C#. The framework has been designed to make it
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+easy to write applications that will work on monochrome terminals, as
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+well as modern color terminals with mouse support.</p>
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+<p>This library works across Windows, Linux and MacOS.</p>
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+<p>This library provides a text-based toolkit as works in a way similar
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+to graphic toolkits. There are many controls that can be used to
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+create your applications and it is event based, meaning that you
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+create the user interface, hook up various events and then let the
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+a processing loop run your application, and your code is invoked via
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+one or more callbacks.</p>
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+<p>The simplest application looks like this:</p>
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+<pre><code class="lang-csharp">using Terminal.Gui;
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+
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+class Demo {
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+ static int Main ()
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+ {
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+ Application.Init ();
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+
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+ var n = MessageBox.Query (50, 7,
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+ "Question", "Do you like console apps?", "Yes", "No");
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+
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+ return n;
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+ }
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+}
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+</code></pre><p>This example shows a prompt and returns an integer value depending on
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+which value was selected by the user (Yes, No, or if they use chose
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+not to make a decision and instead pressed the ESC key).</p>
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+<p>More interesting user interfaces can be created by composing some of
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+the various views that are included. In the following sections, you
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+will see how applications are put together.</p>
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+<p>In the example above, you can see that we have initialized the runtime by calling the
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+<a href="../api/Terminal.Gui/Terminal.Gui.Application.html#Terminal_Gui_Application_Init"><code>Init</code></a> method in the Application class - this sets up the environment, initializes the color
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+schemes available for your application and clears the screen to start your application.</p>
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+<p>The <a href="../api/Terminal.Gui/Terminal.Gui.Application.html"><code>Application</code></a> class, additionally creates an instance of the [Toplevel]((../api/Terminal.Gui/Terminal.Gui.Toplevel.html) class that is ready to be consumed,
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+this instance is available in the <code>Application.Top</code> property, and can be used like this:</p>
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+<pre><code class="lang-csharp">using Terminal.Gui;
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+
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+class Demo {
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+ static int Main ()
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+ {
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+ Application.Init ();
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+
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+ var label = new Label ("Hello World") {
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+ X = Pos.Center (),
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+ Y = Pos.Center (),
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+ Height = 1,
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+ };
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+ Application.Top.Add (label);
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+ Application.Run ();
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+ }
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+}
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+</code></pre><p>Typically, you will want your application to have more than a label, you might
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+want a menu, and a region for your application to live in, the following code
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+does this:</p>
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+<pre><code class="lang-csharp">using Terminal.Gui;
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+
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+class Demo {
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+ static int Main ()
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+ {
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+ Application.Init ();
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+ var menu = new MenuBar (new MenuBarItem [] {
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+ new MenuBarItem ("_File", new MenuItem [] {
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+ new MenuItem ("_Quit", "", () => {
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+ Application.RequestStop ();
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+ })
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+ }),
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+ });
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+
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+ var win = new Window ("Hello") {
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+ X = 0,
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+ Y = 1,
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+ Width = Dim.Fill (),
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+ Height = Dim.Fill () - 1
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+ };
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+
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+ // Add both menu and win in a single call
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+ Application.Top.Add (menu, win);
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+ Application.Run ();
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+ }
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+}
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+</code></pre><h1 id="views">Views</h1>
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+<p>All visible elements on a Terminal.Gui application are implemented as
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+<a href="../api/Terminal.Gui/Terminal.Gui.View.html">Views</a>. Views are self-contained
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+objects that take care of displaying themselves, can receive keyboard and mouse
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+input and participate in the focus mechanism.</p>
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+<p>Every view can contain an arbitrary number of children views. These are called
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+the Subviews. You can add a view to an existing view, by calling the
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+<a href="../api/Terminal.Gui/Terminal.Gui.View.html#Terminal_Gui_View_Add_Terminal_Gui_View_"><code>Add</code></a> method, for example, to add a couple of buttons to a UI, you can do this:</p>
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+<pre><code class="lang-csharp">void SetupMyView (View myView)
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+{
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+ var label = new Label ("Username: ") {
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+ X = 1,
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+ Y = 1,
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+ Width = 20,
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+ Height = 1
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+ };
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+ myView.Add (label);
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+
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+ var username = new TextField ("") {
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+ X = 1,
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+ Y = 2,
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+ Width = 30,
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+ Height = 1
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+ };
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+ myView.Add (username);
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+}
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+</code></pre><p>The container of a given view is called the <code>SuperView</code> and it is a property of every
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+View.</p>
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+<p>There are many views that you can use to spice up your application:</p>
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+<p><a href="../api/Terminal.Gui/Terminal.Gui.Button.html">Buttons</a>, <a href="../api/Terminal.Gui/Terminal.Gui.Label.html">Labels</a>, <a href="../api/Terminal.Gui/Terminal.Gui.TextField.html">Text entry</a>, <a href="../api/Terminal.Gui/Terminal.Gui.TextView.html">Text view</a>, <a href="../api/Terminal.Gui/Terminal.Gui.RadioGroup.html">Radio buttons</a>, <a href="../api/Terminal.Gui/Terminal.Gui.CheckBox.html">Checkboxes</a>, <a href="../api/Terminal.Gui/Terminal.Gui.Dialog.html">Dialog boxes</a>, <a href="../api/Terminal.Gui/Terminal.Gui.MessageBox.html">Message boxes</a>, <a href="../api/Terminal.Gui/Terminal.Gui.Window.html">Windows</a>, <a href="../api/Terminal.Gui/Terminal.Gui.MenuBar.html">Menus</a>, <a href="../api/Terminal.Gui/Terminal.Gui.ListView.html">ListViews</a>, <a href="../api/Terminal.Gui/Terminal.Gui.FrameView.html">Frames</a>, <a href="../api/Terminal.Gui/Terminal.Gui.ProgressBar.html">ProgressBars</a>, <a href="../api/Terminal.Gui/Terminal.Gui.ScrollView.html">Scroll views</a> and <a href="../api/Terminal.Gui/Terminal.Gui.ScrollBarView.html">Scrollbars</a>.</p>
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+<h2 id="layout">Layout</h2>
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+<p><code>Terminal.Gui</code> supports two different layout systems, absolute and computed \
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+(controlled by the <a href="../api/Terminal.Gui/Terminal.Gui.LayoutStyle.html"><code>LayoutStyle</code></a>
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+property on the view.</p>
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+<p>The absolute system is used when you want the view to be positioned exactly in
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+one location and want to manually control where the view is. This is done
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+by invoking your View constructor with an argument of type <a href="../api/Terminal.Gui/Terminal.Gui.Rect.html"><code>Rect</code></a>. When you do this, to change the
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+position of the View, you can change the <code>Frame</code> property on the View.</p>
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+<p>The computed layout system offers a few additional capabilities, like automatic
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+centering, expanding of dimensions and a handful of other features. To use
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+this you construct your object without an initial <code>Frame</code>, but set the
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+ <code>X</code>, <code>Y</code>, <code>Width</code> and <code>Height</code> properties after the object has been created.</p>
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+<p>Examples:</p>
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+<pre><code class="lang-csharp">
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+// Dynamically computed
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+var label = new Label ("Hello") {
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+ X = 1,
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+ Y = Pos.Center (),
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+ Width = Dim.Fill (),
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+ Height = 1
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+};
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+
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+// Absolute position using the provided rectangle
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+var label2 = new Label (new Rect (1, 2, 20, 1), "World")
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+</code></pre><p>The computed layout system does not take integers, instead the <code>X</code> and <code>Y</code> properties are of type <a href="../api/Terminal.Gui/Terminal.Gui.Pos.html"><code>Pos</code></a> and the <code>Width</code> and <code>Height</code> properties are of type <a href="../api/Terminal.Gui/Terminal.Gui.Dim.html"><code>Dim</code></a> both which can be created implicitly from integer values.</p>
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+<h3 id="the-pos-type">The <code>Pos</code> Type</h3>
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+<p>The <code>Pos</code> type on <code>X</code> and <code>Y</code> offers a few options:</p>
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+<ul>
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+<li>Absolute position, by passing an integer</li>
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+<li>Percentage of the parent's view size - <code>Pos.Percent(n)</code></li>
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+<li>Anchored from the end of the dimension - <code>AnchorEnd(int margin=0)</code></li>
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+<li>Centered, using <code>Center()</code></li>
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+<li>Reference the Left (X), Top (Y), Bottom, Right positions of another view</li>
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+</ul>
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+<p>The <code>Pos</code> values can be added or subtracted, like this:</p>
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+<pre><code class="lang-csharp">// Set the X coordinate to 10 characters left from the center
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+view.X = Pos.Center () - 10;
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+
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+view.Y = Pos.Percent (20);
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+
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+anotherView.X = AnchorEnd (10);
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+anotherView.Width = 9;
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+
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+myView.X = Pos.X (view);
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+myView.Y = Pos.Bottom (anotherView);
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+</code></pre><h3 id="the-dim-type">The <code>Dim</code> Type</h3>
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+<p>The <code>Dim</code> type is used for the <code>Width</code> and <code>Height</code> properties on the View and offers
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+the following options:</p>
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+<ul>
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+<li>Absolute size, by passing an integer</li>
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+<li>Percentage of the parent's view size - <code>Dim.Percent(n)</code></li>
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+<li>Fill to the end - <code>Dim.Fill ()</code></li>
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+<li>Reference the Width or Height of another view</li>
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+</ul>
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+<p>Like, <code>Pos</code>, objects of type <code>Dim</code> can be added an subtracted, like this:</p>
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+<pre><code class="lang-csharp">// Set the Width to be 10 characters less than filling
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+// the remaining portion of the screen
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+view.Width = Dim.Fill () - 10;
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+
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+view.Height = Dim.Percent(20) - 1;
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+
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+anotherView.Height = Dim.Height (view)+1
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+</code></pre><h1 id="toplevels-windows-and-dialogs">TopLevels, Windows and Dialogs.</h1>
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+<p>Among the many kinds of views, you typically will create a <a href="../api/Terminal.Gui/Terminal.Gui.Toplevel.html">Toplevel</a> view (or any of its subclasses,
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+like <a href="../api/Terminal.Gui/Terminal.Gui.Window.html">Window</a> or <a href="../api/Terminal.Gui/Terminal.Gui.Dialog.html">Dialog</a> which is special kind of views
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+that can be executed modally - that is, the view can take over all input and returns
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+only when the user chooses to complete their work there. </p>
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+<p>The following sections cover the differences.</p>
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+<h2 id="toplevel-views">TopLevel Views</h2>
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+<p><a href="../api/Terminal.Gui/Terminal.Gui.Toplevel.html">Toplevel</a> views have no visible user interface elements and occupy an arbitrary portion of the screen.</p>
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+<p>You would use a toplevel Modal view for example to launch an entire new experience in your application, one where you would have a new top-level menu for example. You
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+typically would add a Menu and a Window to your Toplevel, it would look like this:</p>
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+<pre><code class="lang-csharp">using Terminal.Gui;
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+
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+class Demo {
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+ static void Edit (string filename)
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+ {
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+ var top = new Toplevel () {
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+ X = 0,
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+ Y = 0,
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+ Width = Dim.Fill (),
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+ Height = Dim.Fill ()
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+ };
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+ var menu = new MenuBar (new MenuBarItem [] {
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+ new MenuBarItem ("_File", new MenuItem [] {
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+ new MenuItem ("_Close", "", () => {
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+ Application.RequestStop ();
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+ })
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+ }),
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+ });
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+
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+ // nest a window for the editor
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+ var win = new Window (filename) {
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+ X = 0,
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+ Y = 1,
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+ Width = Dim.Fill (),
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+ Height = Dim.Fill () - 1
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+ };
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+
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+ var editor = new TextView () {
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+ X = 0,
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+ Y = 0,
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+ Width = Dim.Fill (),
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+ Height = Dim.Fill ()
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+ };
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+ editor.Text = System.IO.File.ReadAllText (filename);
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+ win.Add (editor);
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+
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+ // Add both menu and win in a single call
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+ top.Add (win, menu);
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+ Application.Run (top);
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+ }
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+}
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+</code></pre><h2 id="window-views">Window Views</h2>
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+<p><a href="../api/Terminal.Gui/Terminal.Gui.Window.html">Window</a> views extend the Toplevel view by providing a frame and a title around the toplevel - and can be moved on the screen with the mouse (caveat: code is currently disabled)</p>
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+<p>From a user interface perspective, you might have more than one Window on the screen at a given time.</p>
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+<h2 id="dialogs">Dialogs</h2>
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+<p><a href="../api/Terminal.Gui/Terminal.Gui.Dialog.html">Dialog</a> are <a href="../api/Terminal.Gui/Terminal.Gui.Window.html">Window</a> objects that happen to be centered in the middle of the screen.</p>
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+<p>Dialogs are instances of a Window that are centered in the screen, and are intended
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+to be used modally - that is, they run, and they are expected to return a result
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+before resuming execution of your application.</p>
|
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+<p>Dialogs are a subclass of <code>Window</code> and additionally expose the
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+<a href="https://migueldeicaza.github.io/gui.cs/api/Terminal.Gui/Terminal.Gui.Dialog.html#Terminal_Gui_Dialog_AddButton_Terminal_Gui_Button_"><code>AddButton</code></a> API which manages the layout
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+of any button passed to it, ensuring that the buttons are at the bottom of the dialog.</p>
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+<p>Example:</p>
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+<pre><code class="lang-csharp">bool okpressed = false;
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+var ok = new Button("Ok");
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+var cancel = new Button("Cancel");
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+var dialog = new Dialog ("Quit", 60, 7, ok, cancel);
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+</code></pre><p>Which will show something like this:</p>
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+<pre><code>+- Quit -----------------------------------------------+
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+| |
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+| |
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+| [ Ok ] [ Cancel ] |
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++------------------------------------------------------+
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+</code></pre><h2 id="running-modally">Running Modally</h2>
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+<p>To run your Dialog, Window or Toplevel modally, you will invoke the <code>Application.Run</code>
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+method on the toplevel. It is up to your code and event handlers to invoke the <code>Application.RequestStop()</code> method to terminate the modal execution.</p>
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+<pre><code class="lang-csharp">bool okpressed = false;
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+var ok = new Button(3, 14, "Ok") {
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|
+ Clicked = () => { Application.RequestStop (); okpressed = true; }
|
|
|
+};
|
|
|
+var cancel = new Button(10, 14, "Cancel") {
|
|
|
+ Clicked = () => Application.RequestStop ()
|
|
|
+};
|
|
|
+var dialog = new Dialog ("Login", 60, 18, ok, cancel);
|
|
|
+
|
|
|
+var entry = new TextField () {
|
|
|
+ X = 1,
|
|
|
+ Y = 1,
|
|
|
+ Width = Dim.Fill (),
|
|
|
+ Height = 1
|
|
|
+};
|
|
|
+dialog.Add (entry);
|
|
|
+Application.Run (dialog);
|
|
|
+if (okpressed)
|
|
|
+ Console.WriteLine ("The user entered: " + entry.Text);
|
|
|
+</code></pre><p>There is no return value from running modally, so your code will need to have a mechanism
|
|
|
+of indicating the reason that the execution of the modal dialog was completed, in the
|
|
|
+case above, the <code>okpressed</code> value is set to true if the user pressed or selected the Ok button.</p>
|
|
|
+<h1 id="input-handling">Input Handling</h1>
|
|
|
+<p>Every view has a focused view, and if that view has nested views, one of those is
|
|
|
+the focused view. This is called the focus chain, and at any given time, only one
|
|
|
+View has the focus. </p>
|
|
|
+<p>The library binds the key Tab to focus the next logical view,
|
|
|
+and the Shift-Tab combination to focus the previous logical view. </p>
|
|
|
+<p>Keyboard processing is divided in three stages: HotKey processing, regular processing and
|
|
|
+cold key processing. </p>
|
|
|
+<ul>
|
|
|
+<li><p>Hot key processing happens first, and it gives all the views in the current
|
|
|
+toplevel a chance to monitor whether the key needs to be treated specially. This
|
|
|
+for example handles the scenarios where the user pressed Alt-o, and a view with a
|
|
|
+highlighted "o" is being displayed.</p>
|
|
|
+</li>
|
|
|
+<li><p>If no view processed the hotkey, then the key is sent to the currently focused
|
|
|
+view.</p>
|
|
|
+</li>
|
|
|
+<li><p>If the key was not processed by the normal processing, all views are given
|
|
|
+a chance to process the keystroke in their cold processing stage. Examples
|
|
|
+include the processing of the "return" key in a dialog when a button in the
|
|
|
+dialog has been flagged as the "default" action.</p>
|
|
|
+</li>
|
|
|
+</ul>
|
|
|
+<p>The most common case is the normal processing, which sends the keystrokes to the
|
|
|
+currently focused view.</p>
|
|
|
+<p>Mouse events are processed in visual order, and the event will be sent to the
|
|
|
+view on the screen. The only exception is that no mouse events are delivered
|
|
|
+to background views when a modal view is running. </p>
|
|
|
+<p>More details are available on the <a href="keyboard.html"><code>Keyboard Event Processing</code></a> document.</p>
|
|
|
+<h1 id="colors-and-color-schemes">Colors and Color Schemes</h1>
|
|
|
+<p>All views have been configured with a color scheme that will work both in color
|
|
|
+terminals as well as the more limited black and white terminals. </p>
|
|
|
+<p>The various styles are captured in the <a href="../api/Terminal.Gui/Terminal.Gui.Colors.html"><code>Colors</code></a> class which defined color schemes for
|
|
|
+the normal views, the menu bar, popup dialog boxes and error dialog boxes, that you can use like this:</p>
|
|
|
+<ul>
|
|
|
+<li><code>Colors.Base</code></li>
|
|
|
+<li><code>Colors.Menu</code></li>
|
|
|
+<li><code>Colors.Dialog</code></li>
|
|
|
+<li><code>Colors.Error</code></li>
|
|
|
+</ul>
|
|
|
+<p>You can use them for example like this to set the colors for a new Window:</p>
|
|
|
+<pre><code>var w = new Window ("Hello");
|
|
|
+w.ColorScheme = Colors.Error
|
|
|
+</code></pre><p>The <a href="../api/Terminal.Gui/Terminal.Gui.ColorScheme.html"><code>ColorScheme</code></a> represents
|
|
|
+four values, the color used for Normal text, the color used for normal text when
|
|
|
+a view is focused an the colors for the hot-keys both in focused and unfocused modes.</p>
|
|
|
+<p>By using <code>ColorSchemes</code> you ensure that your application will work correctbly both
|
|
|
+in color and black and white terminals.</p>
|
|
|
+<p>Some views support setting individual color attributes, you create an
|
|
|
+attribute for a particular pair of Foreground/Background like this:</p>
|
|
|
+<pre><code>var myColor = Application.Driver.MakeAttribute (Color.Blue, Color.Red);
|
|
|
+var label = new Label (...);
|
|
|
+label.TextColor = myColor
|
|
|
+</code></pre><h1 id="mainloop-threads-and-input-handling">MainLoop, Threads and Input Handling</h1>
|
|
|
+<p>Detailed description of the mainlop is described on the <a href="mainloop.html">Event Processing and the Application Main Loop</a> document.</p>
|
|
|
+</article>
|
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+ </div>
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+
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+
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