using System.Data;
using System.Globalization;
namespace Terminal.Gui;
/// Delegate for providing color to cells based on the value being rendered
/// Contains information about the cell for which color is needed
///
public delegate ColorScheme CellColorGetterDelegate (CellColorGetterArgs args);
/// Delegate for providing color for a whole row of a
///
///
public delegate ColorScheme RowColorGetterDelegate (RowColorGetterArgs args);
///
/// View for tabular data based on a .
/// See TableView Deep Dive for more information.
///
public class TableView : View, IDesignable
{
///
/// The default maximum cell width for and
///
public const int DefaultMaxCellWidth = 100;
/// The default minimum cell width for
public const int DefaultMinAcceptableWidth = 100;
// TODO: Update to use Key instead of KeyCode
private KeyCode cellActivationKey = KeyCode.Enter;
private int columnOffset;
private int rowOffset;
private Point? scrollLeftPoint;
private Point? scrollRightPoint;
private int selectedColumn;
private int selectedRow;
private TableStyle style = new ();
private ITableSource table;
/// Initializes a class.
/// The table to display in the control
public TableView (ITableSource table) : this () { Table = table; }
///
/// Initializes a class. Set the
/// property to begin editing
///
public TableView ()
{
CanFocus = true;
CollectionNavigator = new TableCollectionNavigator (this);
// Things this view knows how to do
AddCommand (
Command.Right,
() => ChangeSelectionByOffsetWithReturn (1, 0));
AddCommand (
Command.Left,
() => ChangeSelectionByOffsetWithReturn (-1, 0));
AddCommand (
Command.Up,
() => ChangeSelectionByOffsetWithReturn (0, -1));
AddCommand (
Command.Down,
() => ChangeSelectionByOffsetWithReturn (0, 1));
AddCommand (
Command.PageUp,
() =>
{
PageUp (false);
return true;
}
);
AddCommand (
Command.PageDown,
() =>
{
PageDown (false);
return true;
}
);
AddCommand (
Command.LeftStart,
() =>
{
ChangeSelectionToStartOfRow (false);
return true;
}
);
AddCommand (
Command.RightEnd,
() =>
{
ChangeSelectionToEndOfRow (false);
return true;
}
);
AddCommand (
Command.Start,
() =>
{
ChangeSelectionToStartOfTable (false);
return true;
}
);
AddCommand (
Command.End,
() =>
{
ChangeSelectionToEndOfTable (false);
return true;
}
);
AddCommand (
Command.RightExtend,
() =>
{
ChangeSelectionByOffset (1, 0, true);
return true;
}
);
AddCommand (
Command.LeftExtend,
() =>
{
ChangeSelectionByOffset (-1, 0, true);
return true;
}
);
AddCommand (
Command.UpExtend,
() =>
{
ChangeSelectionByOffset (0, -1, true);
return true;
}
);
AddCommand (
Command.DownExtend,
() =>
{
ChangeSelectionByOffset (0, 1, true);
return true;
}
);
AddCommand (
Command.PageUpExtend,
() =>
{
PageUp (true);
return true;
}
);
AddCommand (
Command.PageDownExtend,
() =>
{
PageDown (true);
return true;
}
);
AddCommand (
Command.LeftStartExtend,
() =>
{
ChangeSelectionToStartOfRow (true);
return true;
}
);
AddCommand (
Command.RightEndExtend,
() =>
{
ChangeSelectionToEndOfRow (true);
return true;
}
);
AddCommand (
Command.StartExtend,
() =>
{
ChangeSelectionToStartOfTable (true);
return true;
}
);
AddCommand (
Command.EndExtend,
() =>
{
ChangeSelectionToEndOfTable (true);
return true;
}
);
AddCommand (
Command.SelectAll,
() =>
{
SelectAll ();
return true;
}
);
AddCommand (Command.Accept, () => OnCellActivated (new CellActivatedEventArgs (Table, SelectedColumn, SelectedRow)));
AddCommand (
Command.Select, // was Command.ToggleChecked
(ctx) =>
{
if (ToggleCurrentCellSelection () is true)
{
return RaiseSelecting (ctx) is true;
}
return false;
}
);
// Default keybindings for this view
KeyBindings.Add (Key.CursorLeft, Command.Left);
KeyBindings.Add (Key.CursorRight, Command.Right);
KeyBindings.Add (Key.CursorUp, Command.Up);
KeyBindings.Add (Key.CursorDown, Command.Down);
KeyBindings.Add (Key.PageUp, Command.PageUp);
KeyBindings.Add (Key.PageDown, Command.PageDown);
KeyBindings.Add (Key.Home, Command.LeftStart);
KeyBindings.Add (Key.End, Command.RightEnd);
KeyBindings.Add (Key.Home.WithCtrl, Command.Start);
KeyBindings.Add (Key.End.WithCtrl, Command.End);
KeyBindings.Add (Key.CursorLeft.WithShift, Command.LeftExtend);
KeyBindings.Add (Key.CursorRight.WithShift, Command.RightExtend);
KeyBindings.Add (Key.CursorUp.WithShift, Command.UpExtend);
KeyBindings.Add (Key.CursorDown.WithShift, Command.DownExtend);
KeyBindings.Add (Key.PageUp.WithShift, Command.PageUpExtend);
KeyBindings.Add (Key.PageDown.WithShift, Command.PageDownExtend);
KeyBindings.Add (Key.Home.WithShift, Command.LeftStartExtend);
KeyBindings.Add (Key.End.WithShift, Command.RightEndExtend);
KeyBindings.Add (Key.Home.WithCtrl.WithShift, Command.StartExtend);
KeyBindings.Add (Key.End.WithCtrl.WithShift, Command.EndExtend);
KeyBindings.Add (Key.A.WithCtrl, Command.SelectAll);
KeyBindings.Remove (CellActivationKey);
KeyBindings.Add (CellActivationKey, Command.Accept);
}
// TODO: Update to use Key instead of KeyCode
/// The key which when pressed should trigger event. Defaults to Enter.
public KeyCode CellActivationKey
{
get => cellActivationKey;
set
{
if (cellActivationKey != value)
{
if (KeyBindings.TryGet (cellActivationKey, out _))
{
KeyBindings.ReplaceKey (cellActivationKey, value);
}
else
{
KeyBindings.Add (value, Command.Accept);
}
cellActivationKey = value;
}
}
}
/// Navigator for cycling the selected item in the table by typing. Set to null to disable this feature.
public CollectionNavigatorBase CollectionNavigator { get; set; }
///
/// Horizontal scroll offset. The index of the first column in to display when when rendering
/// the view.
///
/// This property allows very wide tables to be rendered with horizontal scrolling
public int ColumnOffset
{
get => columnOffset;
//try to prevent this being set to an out of bounds column
set
{
columnOffset = TableIsNullOrInvisible () ? 0 : Math.Max (0, Math.Min (Table.Columns - 1, value));
SetNeedsDraw ();
}
}
/// True to select the entire row at once. False to select individual cells. Defaults to false
public bool FullRowSelect { get; set; }
///
/// The maximum number of characters to render in any given column. This prevents one long column from pushing
/// out all the others
///
public int MaxCellWidth { get; set; } = DefaultMaxCellWidth;
/// The minimum number of characters to render in any given column.
public int MinCellWidth { get; set; }
/// True to allow regions to be selected
///
public bool MultiSelect { get; set; } = true;
///
/// When is enabled this property contain all rectangles of selected cells. Rectangles
/// describe column/rows selected in (not screen coordinates)
///
///
public Stack MultiSelectedRegions { get; } = new ();
/// The text representation that should be rendered for cells with the value
public string NullSymbol { get; set; } = "-";
///
/// Vertical scroll offset. The index of the first row in to display in the first non header
/// line of the control when rendering the view.
///
public int RowOffset
{
get => rowOffset;
set => rowOffset = TableIsNullOrInvisible () ? 0 : Math.Max (0, Math.Min (Table.Rows - 1, value));
}
/// The index of in that the user has currently selected
public int SelectedColumn
{
get => selectedColumn;
set
{
int oldValue = selectedColumn;
//try to prevent this being set to an out of bounds column
selectedColumn = TableIsNullOrInvisible () ? 0 : Math.Min (Table.Columns - 1, Math.Max (0, value));
if (oldValue != selectedColumn)
{
OnSelectedCellChanged (
new SelectedCellChangedEventArgs (
Table,
oldValue,
SelectedColumn,
SelectedRow,
SelectedRow
)
);
}
}
}
/// The index of in that the user has currently selected
public int SelectedRow
{
get => selectedRow;
set
{
int oldValue = selectedRow;
selectedRow = TableIsNullOrInvisible () ? 0 : Math.Min (Table.Rows - 1, Math.Max (0, value));
if (oldValue != selectedRow)
{
OnSelectedCellChanged (
new SelectedCellChangedEventArgs (
Table,
SelectedColumn,
SelectedColumn,
oldValue,
selectedRow
)
);
}
}
}
///
/// The symbol to add after each cell value and header value to visually separate values (if not using vertical
/// gridlines)
///
public char SeparatorSymbol { get; set; } = ' ';
/// Contains options for changing how the table is rendered
public TableStyle Style
{
get => style;
set
{
style = value;
Update ();
}
}
/// The data table to render in the view. Setting this property automatically updates and redraws the control.
public ITableSource Table
{
get => table;
set
{
table = value;
Update ();
}
}
///
/// This event is raised when a cell is activated e.g. by double-clicking or pressing
///
///
public event EventHandler CellActivated;
/// This event is raised when a cell is toggled (see
public event EventHandler CellToggled;
///
/// Returns the screen position (relative to the control client area) that the given cell is rendered or null if
/// it is outside the current scroll area or no table is loaded
///
/// The index of the column you are looking for
/// The index of the row in that you are looking for
///
public Point? CellToScreen (int tableColumn, int tableRow)
{
if (TableIsNullOrInvisible ())
{
return null;
}
IEnumerable viewPort = CalculateViewport (Viewport);
int headerHeight = GetHeaderHeightIfAny ();
ColumnToRender colHit = viewPort.FirstOrDefault (c => c.Column == tableColumn);
// current column is outside the scroll area
if (colHit is null)
{
return null;
}
// the cell is too far up above the current scroll area
if (RowOffset > tableRow)
{
return null;
}
// the cell is way down below the scroll area and off the screen
if (tableRow > RowOffset + (Viewport.Height - headerHeight))
{
return null;
}
return new Point (colHit.X, tableRow + headerHeight - RowOffset);
}
///
/// Private override of that returns true if the selection has
/// changed as a result of moving the selection. Used by key handling logic to determine whether e.g.
/// the cursor right resulted in a change or should be forwarded on to toggle logic handling.
///
///
///
///
private bool ChangeSelectionByOffsetWithReturn (int offsetX, int offsetY)
{
var oldSelection = GetSelectionSnapshot ();
SetSelection (SelectedColumn + offsetX, SelectedRow + offsetY, false);
Update ();
return !SelectionIsSame (oldSelection);
}
private TableViewSelectionSnapshot GetSelectionSnapshot ()
{
return new (
SelectedColumn,
SelectedRow,
MultiSelectedRegions.Select (s => s.Rectangle).ToArray ());
}
private bool SelectionIsSame (TableViewSelectionSnapshot oldSelection)
{
var newSelection = GetSelectionSnapshot ();
return oldSelection.SelectedColumn == newSelection.SelectedColumn
&& oldSelection.SelectedRow == newSelection.SelectedRow
&& oldSelection.multiSelection.SequenceEqual (newSelection.multiSelection);
}
private record TableViewSelectionSnapshot (int SelectedColumn, int SelectedRow, Rectangle [] multiSelection);
///
/// Moves the and by the provided offsets. Optionally
/// starting a box selection (see )
///
/// Offset in number of columns
/// Offset in number of rows
/// True to create a multi cell selection or adjust an existing one
public void ChangeSelectionByOffset (int offsetX, int offsetY, bool extendExistingSelection)
{
SetSelection (SelectedColumn + offsetX, SelectedRow + offsetY, extendExistingSelection);
Update ();
}
/// Moves or extends the selection to the last cell in the current row
/// true to extend the current selection (if any) instead of replacing
public void ChangeSelectionToEndOfRow (bool extend)
{
SetSelection (Table.Columns - 1, SelectedRow, extend);
Update ();
}
///
/// Moves or extends the selection to the final cell in the table (nX,nY). If is
/// enabled then selection instead moves to ( ,nY) i.e. no horizontal scrolling.
///
/// true to extend the current selection (if any) instead of replacing
public void ChangeSelectionToEndOfTable (bool extend)
{
int finalColumn = Table.Columns - 1;
SetSelection (FullRowSelect ? SelectedColumn : finalColumn, Table.Rows - 1, extend);
Update ();
}
/// Moves or extends the selection to the first cell in the current row
/// true to extend the current selection (if any) instead of replacing
public void ChangeSelectionToStartOfRow (bool extend)
{
SetSelection (0, SelectedRow, extend);
Update ();
}
///
/// Moves or extends the selection to the first cell in the table (0,0). If is enabled
/// then selection instead moves to ( ,0) i.e. no horizontal scrolling.
///
/// true to extend the current selection (if any) instead of replacing
public void ChangeSelectionToStartOfTable (bool extend)
{
SetSelection (FullRowSelect ? SelectedColumn : 0, 0, extend);
Update ();
}
///
/// Updates scroll offsets to ensure that the selected cell is visible. Has no effect if has
/// not been set.
///
///
/// Changes will not be immediately visible in the display until you call
///
public void EnsureSelectedCellIsVisible ()
{
if (Table is null || Table.Columns <= 0)
{
return;
}
ColumnToRender [] columnsToRender = CalculateViewport (Viewport).ToArray ();
int headerHeight = GetHeaderHeightIfAny ();
//if we have scrolled too far to the left
if (SelectedColumn < columnsToRender.Min (r => r.Column))
{
ColumnOffset = SelectedColumn;
}
//if we have scrolled too far to the right
if (SelectedColumn > columnsToRender.Max (r => r.Column))
{
if (Style.SmoothHorizontalScrolling)
{
// Scroll right 1 column at a time until the users selected column is visible
while (SelectedColumn > columnsToRender.Max (r => r.Column))
{
ColumnOffset++;
columnsToRender = CalculateViewport (Viewport).ToArray ();
// if we are already scrolled to the last column then break
// this will prevent any theoretical infinite loop
if (ColumnOffset >= Table.Columns - 1)
{
break;
}
}
}
else
{
ColumnOffset = SelectedColumn;
}
}
//if we have scrolled too far down
if (SelectedRow >= RowOffset + (Viewport.Height - headerHeight))
{
RowOffset = SelectedRow - (Viewport.Height - headerHeight) + 1;
}
//if we have scrolled too far up
if (SelectedRow < RowOffset)
{
RowOffset = SelectedRow;
}
}
///
/// Updates and where they are outside the bounds of the table
/// (by adjusting them to the nearest existing cell). Has no effect if has not been set.
///
///
/// Changes will not be immediately visible in the display until you call
///
public void EnsureValidScrollOffsets ()
{
if (TableIsNullOrInvisible ())
{
return;
}
ColumnOffset = Math.Max (Math.Min (ColumnOffset, Table.Columns - 1), 0);
RowOffset = Math.Max (Math.Min (RowOffset, Table.Rows - 1), 0);
}
///
/// Updates , and where
/// they are outside the bounds of the table (by adjusting them to the nearest existing cell). Has no effect if
/// has not been set.
///
///
/// Changes will not be immediately visible in the display until you call
///
public void EnsureValidSelection ()
{
if (TableIsNullOrInvisible ())
{
// Table doesn't exist, we should probably clear those selections
ClearMultiSelectedRegions (false);
return;
}
SelectedColumn = Math.Max (Math.Min (SelectedColumn, Table.Columns - 1), 0);
SelectedRow = Math.Max (Math.Min (SelectedRow, Table.Rows - 1), 0);
// If SelectedColumn is invisible move it to a visible one
SelectedColumn = GetNearestVisibleColumn (SelectedColumn, true, true);
IEnumerable oldRegions = MultiSelectedRegions.ToArray ().Reverse ();
MultiSelectedRegions.Clear ();
// evaluate
foreach (TableSelection region in oldRegions)
{
// ignore regions entirely below current table state
if (region.Rectangle.Top >= Table.Rows)
{
continue;
}
// ignore regions entirely too far right of table columns
if (region.Rectangle.Left >= Table.Columns)
{
continue;
}
// ensure region's origin exists
region.Origin = new Point (
Math.Max (Math.Min (region.Origin.X, Table.Columns - 1), 0),
Math.Max (Math.Min (region.Origin.Y, Table.Rows - 1), 0)
);
// ensure regions do not go over edge of table bounds
region.Rectangle = Rectangle.FromLTRB (
region.Rectangle.Left,
region.Rectangle.Top,
Math.Max (Math.Min (region.Rectangle.Right, Table.Columns), 0),
Math.Max (Math.Min (region.Rectangle.Bottom, Table.Rows), 0)
);
MultiSelectedRegions.Push (region);
}
}
///
/// Returns all cells in any (if is enabled) and the
/// selected cell
///
///
public IEnumerable GetAllSelectedCells ()
{
if (TableIsNullOrInvisible () || Table.Rows == 0)
{
return Enumerable.Empty ();
}
EnsureValidSelection ();
HashSet toReturn = new ();
// If there are one or more rectangular selections
if (MultiSelect && MultiSelectedRegions.Any ())
{
// Quiz any cells for whether they are selected. For performance we only need to check those between the top left and lower right vertex of selection regions
int yMin = MultiSelectedRegions.Min (r => r.Rectangle.Top);
int yMax = MultiSelectedRegions.Max (r => r.Rectangle.Bottom);
int xMin = FullRowSelect ? 0 : MultiSelectedRegions.Min (r => r.Rectangle.Left);
int xMax = FullRowSelect ? Table.Columns : MultiSelectedRegions.Max (r => r.Rectangle.Right);
for (int y = yMin; y < yMax; y++)
{
for (int x = xMin; x < xMax; x++)
{
if (IsSelected (x, y))
{
toReturn.Add (new Point (x, y));
}
}
}
}
// if there are no region selections then it is just the active cell
// if we are selecting the full row
if (FullRowSelect)
{
// all cells in active row are selected
for (var x = 0; x < Table.Columns; x++)
{
toReturn.Add (new Point (x, SelectedRow));
}
}
else
{
// Not full row select and no multi selections
toReturn.Add (new Point (SelectedColumn, SelectedRow));
}
return toReturn;
}
///
///
/// Returns true if the given cell is selected either because it is the active cell or part of a multi cell
/// selection (e.g. ).
///
/// Returns if is .
///
///
///
///
public bool IsSelected (int col, int row)
{
if (!IsColumnVisible (col))
{
return false;
}
if (GetMultiSelectedRegionsContaining (col, row).Any ())
{
return true;
}
return row == SelectedRow && (col == SelectedColumn || FullRowSelect);
}
///
protected override bool OnMouseEvent (MouseEventArgs me)
{
if (!me.Flags.HasFlag (MouseFlags.Button1Clicked)
&& !me.Flags.HasFlag (MouseFlags.Button1DoubleClicked)
&& me.Flags != MouseFlags.WheeledDown
&& me.Flags != MouseFlags.WheeledUp
&& me.Flags != MouseFlags.WheeledLeft
&& me.Flags != MouseFlags.WheeledRight)
{
return false;
}
if (!HasFocus && CanFocus)
{
SetFocus ();
}
if (TableIsNullOrInvisible ())
{
return false;
}
// Scroll wheel flags
switch (me.Flags)
{
case MouseFlags.WheeledDown:
RowOffset++;
EnsureValidScrollOffsets ();
SetNeedsDraw ();
return true;
case MouseFlags.WheeledUp:
RowOffset--;
EnsureValidScrollOffsets ();
SetNeedsDraw ();
return true;
case MouseFlags.WheeledRight:
ColumnOffset++;
EnsureValidScrollOffsets ();
SetNeedsDraw ();
return true;
case MouseFlags.WheeledLeft:
ColumnOffset--;
EnsureValidScrollOffsets ();
SetNeedsDraw ();
return true;
}
int boundsX = me.Position.X;
int boundsY = me.Position.Y;
if (me.Flags.HasFlag (MouseFlags.Button1Clicked))
{
if (scrollLeftPoint != null
&& scrollLeftPoint.Value.X == boundsX
&& scrollLeftPoint.Value.Y == boundsY)
{
ColumnOffset--;
EnsureValidScrollOffsets ();
SetNeedsDraw ();
}
if (scrollRightPoint != null
&& scrollRightPoint.Value.X == boundsX
&& scrollRightPoint.Value.Y == boundsY)
{
ColumnOffset++;
EnsureValidScrollOffsets ();
SetNeedsDraw ();
}
Point? hit = ScreenToCell (boundsX, boundsY);
if (hit is { })
{
if (MultiSelect && HasControlOrAlt (me))
{
UnionSelection (hit.Value.X, hit.Value.Y);
}
else
{
SetSelection (hit.Value.X, hit.Value.Y, me.Flags.HasFlag (MouseFlags.ButtonShift));
}
Update ();
}
}
// Double clicking a cell activates
if (me.Flags == MouseFlags.Button1DoubleClicked)
{
Point? hit = ScreenToCell (boundsX, boundsY);
if (hit is { })
{
return OnCellActivated (new CellActivatedEventArgs (Table, hit.Value.X, hit.Value.Y));
}
}
return me.Handled;
}
///
protected override bool OnDrawingContent ()
{
Move (0, 0);
scrollRightPoint = null;
scrollLeftPoint = null;
// What columns to render at what X offset in viewport
ColumnToRender [] columnsToRender = CalculateViewport (Viewport).ToArray ();
SetAttribute (GetNormalColor ());
//invalidate current row (prevents scrolling around leaving old characters in the frame
Driver?.AddStr (new string (' ', Viewport.Width));
var line = 0;
if (ShouldRenderHeaders ())
{
// Render something like:
/*
┌────────────────────┬──────────┬───────────┬──────────────┬─────────┐
│ArithmeticComparator│chi │Healthboard│Interpretation│Labnumber│
└────────────────────┴──────────┴───────────┴──────────────┴─────────┘
*/
if (Style.ShowHorizontalHeaderOverline)
{
RenderHeaderOverline (line, Viewport.Width, columnsToRender);
line++;
}
if (Style.ShowHeaders)
{
RenderHeaderMidline (line, columnsToRender);
line++;
}
if (Style.ShowHorizontalHeaderUnderline)
{
RenderHeaderUnderline (line, Viewport.Width, columnsToRender);
line++;
}
}
int headerLinesConsumed = line;
//render the cells
for (; line < Viewport.Height; line++)
{
ClearLine (line, Viewport.Width);
//work out what Row to render
int rowToRender = RowOffset + (line - headerLinesConsumed);
//if we have run off the end of the table
if (TableIsNullOrInvisible () || rowToRender < 0)
{
continue;
}
// No more data
if (rowToRender >= Table.Rows)
{
if (rowToRender == Table.Rows && Style.ShowHorizontalBottomline)
{
RenderBottomLine (line, Viewport.Width, columnsToRender);
}
continue;
}
RenderRow (line, rowToRender, columnsToRender);
}
return true;
}
///
protected override bool OnKeyDown (Key key)
{
if (TableIsNullOrInvisible ())
{
return false;
}
if (CollectionNavigator != null
&& HasFocus
&& Table.Rows != 0
&& key != KeyBindings.GetKeyFromCommands (Command.Accept)
&& key != CellActivationKey
&& CollectionNavigatorBase.IsCompatibleKey (key)
&& !key.KeyCode.HasFlag (KeyCode.CtrlMask)
&& !key.KeyCode.HasFlag (KeyCode.AltMask)
&& Rune.IsLetterOrDigit ((Rune)key))
{
return CycleToNextTableEntryBeginningWith (key);
}
return false;
}
/// Moves the selection down by one page
/// true to extend the current selection (if any) instead of replacing
public void PageDown (bool extend)
{
ChangeSelectionByOffset (0, Viewport.Height - GetHeaderHeightIfAny (), extend);
Update ();
}
/// Moves the selection up by one page
/// true to extend the current selection (if any) instead of replacing
public void PageUp (bool extend)
{
ChangeSelectionByOffset (0, -(Viewport.Height - GetHeaderHeightIfAny ()), extend);
Update ();
}
///
/// Positions the cursor in the area of the screen in which the start of the active cell is rendered. Calls base
/// implementation if active cell is not visible due to scrolling or table is loaded etc
///
public override Point? PositionCursor ()
{
if (TableIsNullOrInvisible ())
{
return base.PositionCursor ();
}
Point? screenPoint = CellToScreen (SelectedColumn, SelectedRow);
if (screenPoint is { })
{
Move (screenPoint.Value.X, screenPoint.Value.Y);
return null;//screenPoint;
}
return null;
}
///
/// Returns the column and row of that corresponds to a given point on the screen (relative
/// to the control client area). Returns null if the point is in the header, no table is loaded or outside the control
/// bounds.
///
/// X offset from the top left of the control.
/// Y offset from the top left of the control.
/// Cell clicked or null.
public Point? ScreenToCell (int clientX, int clientY) { return ScreenToCell (clientX, clientY, out _, out _); }
///
/// Returns the column and row of that corresponds to a given point on the screen (relative
/// to the control client area). Returns null if the point is in the header, no table is loaded or outside the control
/// bounds.
///
/// offset from the top left of the control.
/// The position.
public Point? ScreenToCell (Point client) { return ScreenToCell (client, out _, out _); }
///
/// . Returns the column and row of that corresponds to a given point on the screen (relative
/// to the control client area). Returns null if the point is in the header, no table is loaded or outside the control
/// bounds.
///
/// X offset from the top left of the control.
/// Y offset from the top left of the control.
/// If the click is in a header this is the column clicked.
public Point? ScreenToCell (int clientX, int clientY, out int? headerIfAny) { return ScreenToCell (clientX, clientY, out headerIfAny, out _); }
///
/// Returns the column and row of that corresponds to a given point on the screen (relative
/// to the control client area). Returns null if the point is in the header, no table is loaded or outside the control
/// bounds.
///
/// offset from the top left of the control.
/// If the click is in a header this is the column clicked.
public Point? ScreenToCell (Point client, out int? headerIfAny) { return ScreenToCell (client, out headerIfAny, out _); }
///
/// Returns the column and row of that corresponds to a given point on the screen (relative
/// to the control client area). Returns null if the point is in the header, no table is loaded or outside the control
/// bounds.
///
/// X offset from the top left of the control.
/// Y offset from the top left of the control.
/// If the click is in a header this is the column clicked.
/// The horizontal offset of the click within the returned cell.
public Point? ScreenToCell (int clientX, int clientY, out int? headerIfAny, out int? offsetX)
{
headerIfAny = null;
offsetX = null;
if (TableIsNullOrInvisible ())
{
return null;
}
IEnumerable viewPort = CalculateViewport (Viewport);
int headerHeight = GetHeaderHeightIfAny ();
ColumnToRender col = viewPort.LastOrDefault (c => c.X <= clientX);
// Click is on the header section of rendered UI
if (clientY < headerHeight)
{
headerIfAny = col?.Column;
offsetX = col is { } ? clientX - col.X : null;
return null;
}
int rowIdx = RowOffset - headerHeight + clientY;
// if click is off bottom of the rows don't give an
// invalid index back to user!
if (rowIdx >= Table.Rows)
{
return null;
}
if (col is { } && rowIdx >= 0)
{
offsetX = clientX - col.X;
return new Point (col.Column, rowIdx);
}
return null;
}
///
/// Returns the column and row of that corresponds to a given point on the screen (relative
/// to the control client area). Returns null if the point is in the header, no table is loaded or outside the control
/// bounds.
///
/// offset from the top left of the control.
/// If the click is in a header this is the column clicked.
/// The horizontal offset of the click within the returned cell.
public Point? ScreenToCell (Point client, out int? headerIfAny, out int? offsetX)
{
return ScreenToCell (client.X, client.Y, out headerIfAny, out offsetX);
}
///
/// When is on, creates selection over all cells in the table (replacing any old
/// selection regions)
///
public void SelectAll ()
{
if (TableIsNullOrInvisible () || !MultiSelect || Table.Rows == 0)
{
return;
}
ClearMultiSelectedRegions (true);
// Create a single region over entire table, set the origin of the selection to the active cell so that a followup spread selection e.g. shift-right behaves properly
MultiSelectedRegions.Push (
new TableSelection (
new (SelectedColumn, SelectedRow),
new (0, 0, Table.Columns, table.Rows)
)
);
Update ();
}
/// This event is raised when the selected cell in the table changes.
public event EventHandler SelectedCellChanged;
///
/// Moves the and to the given col/row in
/// . Optionally starting a box selection (see )
///
///
///
/// True to create a multi cell selection or adjust an existing one
public void SetSelection (int col, int row, bool extendExistingSelection)
{
// if we are trying to increase the column index then
// we are moving right otherwise we are moving left
bool lookRight = col > selectedColumn;
col = GetNearestVisibleColumn (col, lookRight, true);
if (!MultiSelect || !extendExistingSelection)
{
ClearMultiSelectedRegions (true);
}
if (extendExistingSelection)
{
// If we are extending current selection but there isn't one
if (MultiSelectedRegions.Count == 0 || MultiSelectedRegions.All (m => m.IsToggled))
{
// Create a new region between the old active cell and the new cell
TableSelection rect = CreateTableSelection (SelectedColumn, SelectedRow, col, row);
MultiSelectedRegions.Push (rect);
}
else
{
// Extend the current head selection to include the new cell
TableSelection head = MultiSelectedRegions.Pop ();
TableSelection newRect = CreateTableSelection (head.Origin.X, head.Origin.Y, col, row);
MultiSelectedRegions.Push (newRect);
}
}
SelectedColumn = col;
SelectedRow = row;
}
///
/// Updates the view to reflect changes to and to ( /
/// ) etc
///
/// This always calls
public void Update ()
{
if (!IsInitialized || TableIsNullOrInvisible ())
{
SetNeedsDraw ();
return;
}
EnsureValidScrollOffsets ();
EnsureValidSelection ();
EnsureSelectedCellIsVisible ();
SetNeedsDraw ();
}
/// Invokes the event
///
/// if the CellActivated event was raised.
protected virtual bool OnCellActivated (CellActivatedEventArgs args)
{
CellActivated?.Invoke (this, args);
return CellActivated is { };
}
/// Invokes the event
///
protected virtual void OnCellToggled (CellToggledEventArgs args) { CellToggled?.Invoke (this, args); }
/// Invokes the event
protected virtual void OnSelectedCellChanged (SelectedCellChangedEventArgs args) { SelectedCellChanged?.Invoke (this, args); }
///
/// Override to provide custom multi colouring to cells. Use to with
/// . The driver will already be in the correct place when rendering and you
/// must render the full or the view will not look right. For simpler provision of color use
/// For changing the content that is rendered use
///
///
///
///
///
protected virtual void RenderCell (Attribute cellColor, string render, bool isPrimaryCell)
{
// If the cell is the selected col/row then draw the first rune in inverted colors
// this allows the user to track which cell is the active one during a multi cell
// selection or in full row select mode
if (Style.InvertSelectedCellFirstCharacter && isPrimaryCell)
{
if (render.Length > 0)
{
// invert the color of the current cell for the first character
SetAttribute (new Attribute (cellColor.Background, cellColor.Foreground));
Driver.AddRune ((Rune)render [0]);
if (render.Length > 1)
{
SetAttribute (cellColor);
Driver.AddStr (render.Substring (1));
}
}
}
else
{
SetAttribute (cellColor);
Driver.AddStr (render);
}
}
/// Returns the amount of vertical space required to display the header
///
internal int GetHeaderHeight ()
{
int heightRequired = Style.ShowHeaders ? 1 : 0;
if (Style.ShowHorizontalHeaderOverline)
{
heightRequired++;
}
if (Style.ShowHorizontalHeaderUnderline)
{
heightRequired++;
}
return heightRequired;
}
/// Returns the amount of vertical space currently occupied by the header or 0 if it is not visible.
///
internal int GetHeaderHeightIfAny () { return ShouldRenderHeaders () ? GetHeaderHeight () : 0; }
private void AddRuneAt (ConsoleDriver d, int col, int row, Rune ch)
{
Move (col, row);
d?.AddRune (ch);
}
///
/// Returns the maximum of the name and the maximum length of data that will be rendered
/// starting at and rendering
///
///
///
///
///
private int CalculateMaxCellWidth (int col, int rowsToRender, ColumnStyle colStyle)
{
int spaceRequired = table.ColumnNames [col].EnumerateRunes ().Sum (c => c.GetColumns ());
// if table has no rows
if (RowOffset < 0)
{
return spaceRequired;
}
for (int i = RowOffset; i < RowOffset + rowsToRender && i < Table.Rows; i++)
{
//expand required space if cell is bigger than the last biggest cell or header
spaceRequired = Math.Max (
spaceRequired,
GetRepresentation (Table [i, col], colStyle)
.EnumerateRunes ()
.Sum (c => c.GetColumns ())
);
}
// Don't require more space than the style allows
if (colStyle is { })
{
// enforce maximum cell width based on style
if (spaceRequired > colStyle.MaxWidth)
{
spaceRequired = colStyle.MaxWidth;
}
// enforce minimum cell width based on style
if (spaceRequired < colStyle.MinWidth)
{
spaceRequired = colStyle.MinWidth;
}
}
// enforce maximum cell width based on global table style
if (spaceRequired > MaxCellWidth)
{
spaceRequired = MaxCellWidth;
}
return spaceRequired;
}
///
/// Calculates which columns should be rendered given the in which to display and the
///
///
///
///
///
private IEnumerable CalculateViewport (Rectangle bounds, int padding = 1)
{
if (TableIsNullOrInvisible ())
{
return Enumerable.Empty ();
}
List toReturn = new ();
var usedSpace = 0;
//if horizontal space is required at the start of the line (before the first header)
if (Style.ShowVerticalHeaderLines || Style.ShowVerticalCellLines)
{
usedSpace += 1;
}
int availableHorizontalSpace = bounds.Width;
int rowsToRender = bounds.Height;
// reserved for the headers row
if (ShouldRenderHeaders ())
{
rowsToRender -= GetHeaderHeight ();
}
var first = true;
int lastColumn = Table.Columns - 1;
// TODO : Maybe just a for loop?
foreach (int col in Enumerable.Range (0, Table.Columns).Skip (ColumnOffset))
{
int startingIdxForCurrentHeader = usedSpace;
ColumnStyle colStyle = Style.GetColumnStyleIfAny (col);
int colWidth;
// if column is not being rendered
if (colStyle?.Visible == false)
{
// do not add it to the returned columns
continue;
}
// is there enough space for this column (and it's data)?
colWidth = CalculateMaxCellWidth (col, rowsToRender, colStyle) + padding;
if (MinCellWidth > 0 && colWidth < MinCellWidth + padding)
{
if (MinCellWidth > MaxCellWidth)
{
colWidth = MaxCellWidth + padding;
}
else
{
colWidth = MinCellWidth + padding;
}
}
// there is not enough space for this columns
// visible content
if (usedSpace + colWidth > availableHorizontalSpace)
{
var showColumn = false;
// if this column accepts flexible width rendering and
// is therefore happy rendering into less space
if (colStyle != null
&& colStyle.MinAcceptableWidth > 0
&&
// is there enough space to meet the MinAcceptableWidth
availableHorizontalSpace - usedSpace >= colStyle.MinAcceptableWidth)
{
// show column and use whatever space is
// left for rendering it
showColumn = true;
colWidth = availableHorizontalSpace - usedSpace;
}
// If it's the only column we are able to render then
// accept it anyway (that must be one massively wide column!)
if (first)
{
showColumn = true;
}
// no special exceptions and we are out of space
// so stop accepting new columns for the render area
if (!showColumn)
{
break;
}
}
usedSpace += colWidth;
// required for if we end up here because first == true i.e. we have a single massive width (overspilling bounds) column to present
colWidth = Math.Min (availableHorizontalSpace, colWidth);
bool isVeryLast = lastColumn == col;
// there is space
toReturn.Add (new ColumnToRender (col, startingIdxForCurrentHeader, colWidth, isVeryLast));
first = false;
}
if (Style.ExpandLastColumn)
{
ColumnToRender last = toReturn.Last ();
last.Width = Math.Max (last.Width, availableHorizontalSpace - last.X);
}
return toReturn;
}
/// Clears a line of the console by filling it with spaces
///
///
private void ClearLine (int row, int width)
{
if (Driver is null)
{
return;
}
Move (0, row);
SetAttribute (GetNormalColor ());
Driver.AddStr (new string (' ', width));
}
private void ClearMultiSelectedRegions (bool keepToggledSelections)
{
if (!keepToggledSelections)
{
MultiSelectedRegions.Clear ();
return;
}
IEnumerable oldRegions = MultiSelectedRegions.ToArray ().Reverse ();
MultiSelectedRegions.Clear ();
foreach (TableSelection region in oldRegions)
{
if (region.IsToggled)
{
MultiSelectedRegions.Push (region);
}
}
}
///
/// Returns a new rectangle between the two points with positive width/height regardless of relative positioning
/// of the points. pt1 is always considered the point
///
/// Origin point for the selection in X
/// Origin point for the selection in Y
/// End point for the selection in X
/// End point for the selection in Y
/// True if selection is result of
///
private TableSelection CreateTableSelection (int pt1X, int pt1Y, int pt2X, int pt2Y, bool toggle = false)
{
int top = Math.Max (Math.Min (pt1Y, pt2Y), 0);
int bot = Math.Max (Math.Max (pt1Y, pt2Y), 0);
int left = Math.Max (Math.Min (pt1X, pt2X), 0);
int right = Math.Max (Math.Max (pt1X, pt2X), 0);
// Rect class is inclusive of Top Left but exclusive of Bottom Right so extend by 1
return new TableSelection (new (pt1X, pt1Y), new (left, top, right - left + 1, bot - top + 1))
{
IsToggled = toggle
};
}
/// Returns a single point as a
///
///
///
private TableSelection CreateTableSelection (int x, int y) { return CreateTableSelection (x, y, x, y); }
private bool CycleToNextTableEntryBeginningWith (Key key)
{
int row = SelectedRow;
// There is a multi select going on and not just for the current row
if (GetAllSelectedCells ().Any (c => c.Y != row))
{
return false;
}
int match = CollectionNavigator.GetNextMatchingItem (row, (char)key);
if (match != -1)
{
SelectedRow = match;
EnsureValidSelection ();
EnsureSelectedCellIsVisible ();
SetNeedsDraw ();
return true;
}
return false;
}
private IEnumerable GetMultiSelectedRegionsContaining (int col, int row)
{
if (!MultiSelect)
{
return Enumerable.Empty ();
}
if (FullRowSelect)
{
return MultiSelectedRegions.Where (r => r.Rectangle.Bottom > row && r.Rectangle.Top <= row);
}
return MultiSelectedRegions.Where (r => r.Rectangle.Contains (col, row));
}
///
/// Returns unless the is false for the indexed
/// column. If so then the index returned is nudged to the nearest visible column.
///
/// Returns unchanged if it is invalid (e.g. out of bounds).
/// The input column index.
///
/// When nudging invisible selections look right first. to look right,
/// to look left.
///
///
/// If we cannot find anything visible when looking in direction of
/// then should we look in the opposite direction instead? Use true if you want to push a
/// selection to a valid index no matter what. Use false if you are primarily interested in learning about directional
/// column visibility.
///
private int GetNearestVisibleColumn (int columnIndex, bool lookRight, bool allowBumpingInOppositeDirection)
{
if (TryGetNearestVisibleColumn (columnIndex, lookRight, allowBumpingInOppositeDirection, out int answer))
{
return answer;
}
return columnIndex;
}
///
/// Returns the value that should be rendered to best represent a strongly typed read
/// from
///
///
/// Optional style defining how to represent cell values
///
private string GetRepresentation (object value, ColumnStyle colStyle)
{
if (value is null || value == DBNull.Value)
{
return NullSymbol;
}
return colStyle is { } ? colStyle.GetRepresentation (value) : value.ToString ();
}
private bool HasControlOrAlt (MouseEventArgs me) { return me.Flags.HasFlag (MouseFlags.ButtonAlt) || me.Flags.HasFlag (MouseFlags.ButtonCtrl); }
///
/// Returns true if the given indexes a visible column otherwise false. Returns
/// false for indexes that are out of bounds.
///
///
///
private bool IsColumnVisible (int columnIndex)
{
// if the column index provided is out of bounds
if (columnIndex < 0 || columnIndex >= table.Columns)
{
return false;
}
return Style.GetColumnStyleIfAny (columnIndex)?.Visible ?? true;
}
private void RenderBottomLine (int row, int availableWidth, ColumnToRender [] columnsToRender)
{
// Renders a line at the bottom of the table after all the data like:
// └─────────────────────────────────┴──────────┴──────┴──────────┴────────┴────────────────────────────────────────────┘
for (var c = 0; c < availableWidth; c++)
{
// Start by assuming we just draw a straight line the
// whole way but update to instead draw BottomTee / Corner etc
Rune rune = Glyphs.HLine;
if (Style.ShowVerticalCellLines)
{
if (c == 0)
{
// for first character render line
rune = Glyphs.LLCorner;
}
else if (columnsToRender.Any (r => r.X == c + 1))
{
// if the next column is the start of a header
rune = Glyphs.BottomTee;
}
else if (c == availableWidth - 1)
{
// for the last character in the table
rune = Glyphs.LRCorner;
}
else if (Style.ExpandLastColumn == false && columnsToRender.Any (r => r.IsVeryLast && r.X + r.Width - 1 == c))
{
// if the next console column is the last column's end
rune = Glyphs.BottomTee;
}
}
AddRuneAt (Driver, c, row, rune);
}
}
private void RenderHeaderMidline (int row, ColumnToRender [] columnsToRender)
{
// Renders something like:
// │ArithmeticComparator│chi │Healthboard│Interpretation│Labnumber│
ClearLine (row, Viewport.Width);
//render start of line
if (style.ShowVerticalHeaderLines)
{
AddRune (0, row, Glyphs.VLine);
}
for (var i = 0; i < columnsToRender.Length; i++)
{
ColumnToRender current = columnsToRender [i];
ColumnStyle colStyle = Style.GetColumnStyleIfAny (current.Column);
string colName = table.ColumnNames [current.Column];
RenderSeparator (current.X - 1, row, true);
Move (current.X, row);
Driver?.AddStr (TruncateOrPad (colName, colName, current.Width, colStyle));
if (Style.ExpandLastColumn == false && current.IsVeryLast)
{
RenderSeparator (current.X + current.Width - 1, row, true);
}
}
//render end of line
if (style.ShowVerticalHeaderLines)
{
AddRune (Viewport.Width - 1, row, Glyphs.VLine);
}
}
private void RenderHeaderOverline (int row, int availableWidth, ColumnToRender [] columnsToRender)
{
// Renders a line above table headers (when visible) like:
// ┌────────────────────┬──────────┬───────────┬──────────────┬─────────┐
for (var c = 0; c < availableWidth; c++)
{
Rune rune = Glyphs.HLine;
if (Style.ShowVerticalHeaderLines)
{
if (c == 0)
{
rune = Glyphs.ULCorner;
}
// if the next column is the start of a header
else if (columnsToRender.Any (r => r.X == c + 1))
{
rune = Glyphs.TopTee;
}
else if (c == availableWidth - 1)
{
rune = Glyphs.URCorner;
}
// if the next console column is the last column's end
else if (Style.ExpandLastColumn == false && columnsToRender.Any (r => r.IsVeryLast && r.X + r.Width - 1 == c))
{
rune = Glyphs.TopTee;
}
}
if (Driver is { })
{
AddRuneAt (Driver, c, row, rune);
}
}
}
private void RenderHeaderUnderline (int row, int availableWidth, ColumnToRender [] columnsToRender)
{
/*
* First lets work out if we should be rendering scroll indicators
*/
// are there are visible columns to the left that have been pushed
// off the screen due to horizontal scrolling?
bool moreColumnsToLeft = ColumnOffset > 0;
// if we moved left would we find a new column (or are they all invisible?)
if (!TryGetNearestVisibleColumn (ColumnOffset - 1, false, false, out _))
{
moreColumnsToLeft = false;
}
// are there visible columns to the right that have not yet been reached?
// lets find out, what is the column index of the last column we are rendering
int lastColumnIdxRendered = ColumnOffset + columnsToRender.Length - 1;
// are there more valid indexes?
bool moreColumnsToRight = lastColumnIdxRendered < Table.Columns;
// if we went right from the last column would we find a new visible column?
if (!TryGetNearestVisibleColumn (lastColumnIdxRendered + 1, true, false, out _))
{
// no we would not
moreColumnsToRight = false;
}
/*
* Now lets draw the line itself
*/
// Renders a line below the table headers (when visible) like:
// ├──────────┼───────────┼───────────────────┼──────────┼────────┼─────────────┤
for (var c = 0; c < availableWidth; c++)
{
// Start by assuming we just draw a straight line the
// whole way but update to instead draw a header indicator
// or scroll arrow etc
Rune rune = Glyphs.HLine;
if (Style.ShowVerticalHeaderLines)
{
if (c == 0)
{
// for first character render line
rune = Style.ShowVerticalCellLines ? Glyphs.LeftTee : Glyphs.LLCorner;
// unless we have horizontally scrolled along
// in which case render an arrow, to indicate user
// can scroll left
if (Style.ShowHorizontalScrollIndicators && moreColumnsToLeft)
{
rune = Glyphs.LeftArrow;
scrollLeftPoint = new Point (c, row);
}
}
// if the next column is the start of a header
else if (columnsToRender.Any (r => r.X == c + 1))
{
/*TODO: is ┼ symbol in Driver?*/
rune = Style.ShowVerticalCellLines ? Glyphs.Cross : Glyphs.BottomTee;
}
else if (c == availableWidth - 1)
{
// for the last character in the table
rune = Style.ShowVerticalCellLines ? Glyphs.RightTee : Glyphs.LRCorner;
// unless there is more of the table we could horizontally
// scroll along to see. In which case render an arrow,
// to indicate user can scroll right
if (Style.ShowHorizontalScrollIndicators && moreColumnsToRight)
{
rune = Glyphs.RightArrow;
scrollRightPoint = new Point (c, row);
}
}
// if the next console column is the last column's end
else if (Style.ExpandLastColumn == false && columnsToRender.Any (r => r.IsVeryLast && r.X + r.Width - 1 == c))
{
rune = Style.ShowVerticalCellLines ? Glyphs.Cross : Glyphs.BottomTee;
}
}
AddRuneAt (Driver, c, row, rune);
}
}
private void RenderRow (int row, int rowToRender, ColumnToRender [] columnsToRender)
{
bool focused = HasFocus;
ColorScheme rowScheme = Style.RowColorGetter?.Invoke (
new RowColorGetterArgs (Table, rowToRender)
)
?? ColorScheme;
//start by clearing the entire line
Move (0, row);
Attribute? color;
if (FullRowSelect && IsSelected (0, rowToRender))
{
color = focused ? rowScheme?.Focus : rowScheme?.HotNormal;
}
else
{
color = Enabled ? rowScheme?.Normal : rowScheme?.Disabled;
}
if (color is { })
{
SetAttribute (color.Value);
}
Driver?.AddStr (new string (' ', Viewport.Width));
// Render cells for each visible header for the current row
for (var i = 0; i < columnsToRender.Length; i++)
{
ColumnToRender current = columnsToRender [i];
ColumnStyle colStyle = Style.GetColumnStyleIfAny (current.Column);
// move to start of cell (in line with header positions)
Move (current.X, row);
// Set color scheme based on whether the current cell is the selected one
bool isSelectedCell = IsSelected (current.Column, rowToRender);
object val = Table [rowToRender, current.Column];
// Render the (possibly truncated) cell value
string representation = GetRepresentation (val, colStyle);
// to get the colour scheme
CellColorGetterDelegate colorSchemeGetter = colStyle?.ColorGetter;
ColorScheme scheme;
if (colorSchemeGetter is { })
{
// user has a delegate for defining row color per cell, call it
scheme = colorSchemeGetter (
new CellColorGetterArgs (
Table,
rowToRender,
current.Column,
val,
representation,
rowScheme
)
);
// if users custom color getter returned null, use the row scheme
if (scheme is null)
{
scheme = rowScheme;
}
}
else
{
// There is no custom cell coloring delegate so use the scheme for the row
scheme = rowScheme;
}
Attribute? cellColor;
if (isSelectedCell)
{
cellColor = focused ? scheme?.Focus : scheme?.HotNormal;
}
else
{
cellColor = Enabled ? scheme?.Normal : scheme?.Disabled;
}
string render = TruncateOrPad (val, representation, current.Width, colStyle);
// While many cells can be selected (see MultiSelectedRegions) only one cell is the primary (drives navigation etc)
bool isPrimaryCell = current.Column == selectedColumn && rowToRender == selectedRow;
if (cellColor.HasValue)
{
RenderCell (cellColor.Value, render, isPrimaryCell);
}
// Reset color scheme to normal for drawing separators if we drew text with custom scheme
if (scheme != rowScheme)
{
if (isSelectedCell)
{
color = focused ? rowScheme.Focus : rowScheme.HotNormal;
}
else
{
color = Enabled ? rowScheme.Normal : rowScheme.Disabled;
}
SetAttribute (color.Value);
}
// If not in full row select mode always, reset color scheme to normal and render the vertical line (or space) at the end of the cell
if (!FullRowSelect)
{
if (rowScheme is { })
{
SetAttribute (Enabled ? rowScheme.Normal : rowScheme.Disabled);
}
}
if (style.AlwaysUseNormalColorForVerticalCellLines && style.ShowVerticalCellLines)
{
if (rowScheme is { })
{
SetAttribute (rowScheme.Normal);
}
}
RenderSeparator (current.X - 1, row, false);
if (Style.ExpandLastColumn == false && current.IsVeryLast)
{
RenderSeparator (current.X + current.Width - 1, row, false);
}
}
if (style.ShowVerticalCellLines)
{
if (rowScheme is { })
{
SetAttribute (rowScheme.Normal);
}
//render start and end of line
AddRune (0, row, Glyphs.VLine);
AddRune (Viewport.Width - 1, row, Glyphs.VLine);
}
}
private void RenderSeparator (int col, int row, bool isHeader)
{
if (col < 0)
{
return;
}
bool renderLines = isHeader ? style.ShowVerticalHeaderLines : style.ShowVerticalCellLines;
Rune symbol = renderLines ? Glyphs.VLine : (Rune)SeparatorSymbol;
AddRune (col, row, symbol);
}
private bool ShouldRenderHeaders ()
{
if (TableIsNullOrInvisible ())
{
return false;
}
return Style.AlwaysShowHeaders || rowOffset == 0;
}
///
/// Returns true if the is not set or all the columns in the have an
/// explicit that marks them .
///
///
private bool TableIsNullOrInvisible ()
{
return Table == null
|| Table.Columns <= 0
|| Enumerable.Range (0, Table.Columns)
.All (
c => (Style.GetColumnStyleIfAny (c)?.Visible ?? true) == false
);
}
private bool? ToggleCurrentCellSelection ()
{
var e = new CellToggledEventArgs (Table, selectedColumn, selectedRow);
OnCellToggled (e);
if (e.Cancel)
{
return false;
}
if (!MultiSelect)
{
return null;
}
TableSelection [] regions = GetMultiSelectedRegionsContaining (selectedColumn, selectedRow).ToArray ();
TableSelection [] toggles = regions.Where (s => s.IsToggled).ToArray ();
// Toggle it off
if (toggles.Any ())
{
IEnumerable oldRegions = MultiSelectedRegions.ToArray ().Reverse ();
MultiSelectedRegions.Clear ();
foreach (TableSelection region in oldRegions)
{
if (!toggles.Contains (region))
{
MultiSelectedRegions.Push (region);
}
}
}
else
{
// user is toggling selection within a rectangular
// select. So toggle the full region
if (regions.Any ())
{
foreach (TableSelection r in regions)
{
r.IsToggled = true;
}
}
else
{
// Toggle on a single cell selection
MultiSelectedRegions.Push (
CreateTableSelection (
selectedColumn,
SelectedRow,
selectedColumn,
selectedRow,
true
)
);
}
}
return true;
}
///
/// Truncates or pads so that it occupies a exactly
/// using the alignment specified in (or left
/// if no style is defined)
///
/// The object in this cell of the
/// The string representation of
///
/// Optional style indicating custom alignment for the cell
///
private string TruncateOrPad (
object originalCellValue,
string representation,
int availableHorizontalSpace,
ColumnStyle colStyle
)
{
if (string.IsNullOrEmpty (representation))
{
return new string (' ', availableHorizontalSpace);
}
// if value is not wide enough
if (representation.EnumerateRunes ().Sum (c => c.GetColumns ()) < availableHorizontalSpace)
{
// pad it out with spaces to the given alignment
int toPad = availableHorizontalSpace
- (representation.EnumerateRunes ().Sum (c => c.GetColumns ())
+ 1 /*leave 1 space for cell boundary*/);
switch (colStyle?.GetAlignment (originalCellValue) ?? Alignment.Start)
{
case Alignment.Start:
return representation + new string (' ', toPad);
case Alignment.End:
return new string (' ', toPad) + representation;
// TODO: With single line cells, centered and justified are the same right?
case Alignment.Center:
case Alignment.Fill:
return
new string (' ', (int)Math.Floor (toPad / 2.0))
+ // round down
representation
+ new string (' ', (int)Math.Ceiling (toPad / 2.0)); // round up
}
}
// value is too wide
return new string (
representation.TakeWhile (c => (availableHorizontalSpace -= ((Rune)c).GetColumns ()) > 0)
.ToArray ()
);
}
private bool TryGetNearestVisibleColumn (
int columnIndex,
bool lookRight,
bool allowBumpingInOppositeDirection,
out int idx
)
{
// if the column index provided is out of bounds
if (table is null || columnIndex < 0 || columnIndex >= table.Columns)
{
idx = columnIndex;
return false;
}
// get the column visibility by index (if no style visible is true)
bool [] columnVisibility =
Enumerable.Range (0, Table.Columns)
.Select (c => Style.GetColumnStyleIfAny (c)?.Visible ?? true)
.ToArray ();
// column is visible
if (columnVisibility [columnIndex])
{
idx = columnIndex;
return true;
}
int increment = lookRight ? 1 : -1;
// move in that direction
for (int i = columnIndex; i >= 0 && i < columnVisibility.Length; i += increment)
{
// if we find a visible column
if (columnVisibility [i])
{
idx = i;
return true;
}
}
// Caller only wants to look in one direction and we did not find any
// visible columns in that direction
if (!allowBumpingInOppositeDirection)
{
idx = columnIndex;
return false;
}
// Caller will let us look in the other direction so
// now look other way
increment = -increment;
for (int i = columnIndex; i >= 0 && i < columnVisibility.Length; i += increment)
{
// if we find a visible column
if (columnVisibility [i])
{
idx = i;
return true;
}
}
// nothing seems to be visible so just return input index
idx = columnIndex;
return false;
}
/// Unions the current selected cell (and/or regions) with the provided cell and makes it the active one.
///
///
private void UnionSelection (int col, int row)
{
if (!MultiSelect || TableIsNullOrInvisible ())
{
return;
}
EnsureValidSelection ();
int oldColumn = SelectedColumn;
int oldRow = SelectedRow;
// move us to the new cell
SelectedColumn = col;
SelectedRow = row;
MultiSelectedRegions.Push (
CreateTableSelection (col, row)
);
// if the old cell was not part of a rectangular select
// or otherwise selected we need to retain it in the selection
if (!IsSelected (oldColumn, oldRow))
{
MultiSelectedRegions.Push (
CreateTableSelection (oldColumn, oldRow)
);
}
}
/// Describes a desire to render a column at a given horizontal position in the UI
internal class ColumnToRender
{
public ColumnToRender (int col, int x, int width, bool isVeryLast)
{
Column = col;
X = x;
Width = width;
IsVeryLast = isVeryLast;
}
/// The column to render
public int Column { get; set; }
/// True if this column is the very last column in the (not just the last visible column)
public bool IsVeryLast { get; }
///
/// The width that the column should occupy as calculated by . Note
/// that this includes space for padding i.e. the separator between columns.
///
public int Width { get; internal set; }
/// The horizontal position to begin rendering the column at
public int X { get; set; }
}
bool IDesignable.EnableForDesign ()
{
var dt = BuildDemoDataTable (5, 5);
Table = new DataTableSource (dt);
return true;
}
///
/// Generates a new demo with the given number of (min 5) and
///
///
///
///
///
public static DataTable BuildDemoDataTable (int cols, int rows)
{
var dt = new DataTable ();
var explicitCols = 6;
dt.Columns.Add (new DataColumn ("StrCol", typeof (string)));
dt.Columns.Add (new DataColumn ("DateCol", typeof (DateTime)));
dt.Columns.Add (new DataColumn ("IntCol", typeof (int)));
dt.Columns.Add (new DataColumn ("DoubleCol", typeof (double)));
dt.Columns.Add (new DataColumn ("NullsCol", typeof (string)));
dt.Columns.Add (new DataColumn ("Unicode", typeof (string)));
for (var i = 0; i < cols - explicitCols; i++)
{
dt.Columns.Add ("Column" + (i + explicitCols));
}
var r = new Random (100);
for (var i = 0; i < rows; i++)
{
List