using System;
using System.Collections.Generic;
using System.Threading;
using System.Linq;
using System.Globalization;
using System.Reflection;
using System.IO;
using System.Text.Json.Serialization;
using static Terminal.Gui.ConfigurationManager;
namespace Terminal.Gui {
///
/// A static, singleton class representing the application. This class is the entry point for the application.
///
///
///
/// // A simple Terminal.Gui app that creates a window with a frame and title with
/// // 5 rows/columns of padding.
/// Application.Init();
/// var win = new Window ($"Example App ({Application.QuitKey} to quit)") {
/// X = 5,
/// Y = 5,
/// Width = Dim.Fill (5),
/// Height = Dim.Fill (5)
/// };
/// Application.Top.Add(win);
/// Application.Run();
/// Application.Shutdown();
///
///
///
///
/// Creates a instance of to process input events, handle timers and
/// other sources of data. It is accessible via the property.
///
///
/// The event is invoked on each iteration of the .
///
///
/// When invoked it sets the to one that is tied
/// to the , allowing user code to use async/await.
///
///
public static partial class Application {
///
/// The current in use.
///
public static ConsoleDriver Driver;
///
/// If , forces the use of the System.Console-based (see ) driver. The default is .
///
[SerializableConfigurationProperty (Scope = typeof (SettingsScope))]
public static bool UseSystemConsole { get; set; } = false;
// For Unit testing - ignores UseSystemConsole
internal static bool _forceFakeConsole;
private static bool? _enableConsoleScrolling;
///
/// The current used in the terminal.
///
///
///
/// If (the default) the height of the Terminal.Gui application ()
/// tracks to the height of the visible console view when the console is resized. In this case
/// scrolling in the console will be disabled and all will remain visible.
///
///
/// If then height of the Terminal.Gui application only tracks
/// the height of the visible console view when the console is made larger (the application will only grow in height, never shrink).
/// In this case console scrolling is enabled and the contents ( high) will scroll
/// as the console scrolls.
///
/// This API was previously named 'HeightAsBuffer` but was renamed to make its purpose more clear.
///
[SerializableConfigurationProperty (Scope = typeof (SettingsScope))]
public static bool EnableConsoleScrolling {
get {
if (Driver == null) {
return _enableConsoleScrolling.HasValue && _enableConsoleScrolling.Value;
}
return Driver.EnableConsoleScrolling;
}
set {
_enableConsoleScrolling = value;
if (Driver == null) {
return;
}
Driver.EnableConsoleScrolling = value;
}
}
private static List _cachedSupportedCultures;
///
/// Gets all cultures supported by the application without the invariant language.
///
public static List SupportedCultures => _cachedSupportedCultures;
private static List GetSupportedCultures ()
{
CultureInfo [] culture = CultureInfo.GetCultures (CultureTypes.AllCultures);
// Get the assembly
Assembly assembly = Assembly.GetExecutingAssembly ();
//Find the location of the assembly
string assemblyLocation = AppDomain.CurrentDomain.BaseDirectory;
// Find the resource file name of the assembly
string resourceFilename = $"{Path.GetFileNameWithoutExtension (assembly.Location)}.resources.dll";
// Return all culture for which satellite folder found with culture code.
return culture.Where (cultureInfo =>
assemblyLocation != null &&
Directory.Exists (Path.Combine (assemblyLocation, cultureInfo.Name)) &&
File.Exists (Path.Combine (assemblyLocation, cultureInfo.Name, resourceFilename))
).ToList ();
}
#region Initialization (Init/Shutdown)
///
/// Initializes a new instance of Application.
///
///
/// Call this method once per instance (or after has been called).
///
///
/// This function loads the right for the platform,
/// Creates a . and assigns it to
///
///
/// must be called when the application is closing (typically after has
/// returned) to ensure resources are cleaned up and terminal settings restored.
///
///
/// The function
/// combines and
/// into a single call. An applciation cam use
/// without explicitly calling .
///
///
/// The to use. If not specified the default driver for the
/// platform will be used (see , , and ).
///
/// Specifies the to use.
/// Must not be if is not .
///
public static void Init (ConsoleDriver driver = null, IMainLoopDriver mainLoopDriver = null) => InternalInit (() => Toplevel.Create (), driver, mainLoopDriver);
internal static bool _initialized = false;
internal static int _mainThreadId = -1;
// INTERNAL function for initializing an app with a Toplevel factory object, driver, and mainloop.
//
// Called from:
//
// Init() - When the user wants to use the default Toplevel. calledViaRunT will be false, causing all state to be reset.
// Run() - When the user wants to use a custom Toplevel. calledViaRunT will be true, enabling Run() to be called without calling Init first.
// Unit Tests - To initialize the app with a custom Toplevel, using the FakeDriver. calledViaRunT will be false, causing all state to be reset.
//
// calledViaRunT: If false (default) all state will be reset. If true the state will not be reset.
internal static void InternalInit (Func topLevelFactory, ConsoleDriver driver = null, IMainLoopDriver mainLoopDriver = null, bool calledViaRunT = false)
{
if (_initialized && driver == null) return;
if (_initialized) {
throw new InvalidOperationException ("Init has already been called and must be bracketed by Shutdown.");
}
if (!calledViaRunT) {
// Reset all class variables (Application is a singleton).
ResetState ();
}
// For UnitTests
if (driver != null) {
Driver = driver;
}
// Start the process of configuration management.
// Note that we end up calling LoadConfigurationFromAllSources
// multiple times. We need to do this because some settings are only
// valid after a Driver is loaded. In this cases we need just
// `Settings` so we can determine which driver to use.
ConfigurationManager.Load (true);
ConfigurationManager.Apply ();
if (Driver == null) {
var p = Environment.OSVersion.Platform;
if (_forceFakeConsole) {
// For Unit Testing only
Driver = new FakeDriver ();
} else if (UseSystemConsole) {
Driver = new NetDriver ();
} else if (p == PlatformID.Win32NT || p == PlatformID.Win32S || p == PlatformID.Win32Windows) {
Driver = new WindowsDriver ();
} else {
Driver = new CursesDriver ();
}
if (Driver == null) {
throw new InvalidOperationException ("Init could not determine the ConsoleDriver to use.");
}
}
if (mainLoopDriver == null) {
// TODO: Move this logic into ConsoleDriver
if (Driver is FakeDriver) {
mainLoopDriver = new FakeMainLoop (Driver);
} else if (Driver is NetDriver) {
mainLoopDriver = new NetMainLoop (Driver);
} else if (Driver is WindowsDriver) {
mainLoopDriver = new WindowsMainLoop (Driver);
} else if (Driver is CursesDriver) {
mainLoopDriver = new UnixMainLoop (Driver);
}
if (mainLoopDriver == null) {
throw new InvalidOperationException ("Init could not determine the MainLoopDriver to use.");
}
}
MainLoop = new MainLoop (mainLoopDriver);
try {
Driver.EnableConsoleScrolling = EnableConsoleScrolling;
Driver.Init (OnTerminalResized);
} catch (InvalidOperationException ex) {
// This is a case where the driver is unable to initialize the console.
// This can happen if the console is already in use by another process or
// if running in unit tests.
// In this case, we want to throw a more specific exception.
throw new InvalidOperationException ("Unable to initialize the console. This can happen if the console is already in use by another process or in unit tests.", ex);
}
SynchronizationContext.SetSynchronizationContext (new MainLoopSyncContext (MainLoop));
Top = topLevelFactory ();
Current = Top;
_cachedSupportedCultures = GetSupportedCultures ();
_mainThreadId = Thread.CurrentThread.ManagedThreadId;
_initialized = true;
}
///
/// Shutdown an application initialized with .
///
///
/// Shutdown must be called for every call to or
/// to ensure all resources are cleaned up (Disposed) and terminal settings are restored.
///
public static void Shutdown ()
{
ResetState ();
ConfigurationManager.PrintJsonErrors ();
}
// Encapsulate all setting of initial state for Application; Having
// this in a function like this ensures we don't make mistakes in
// guaranteeing that the state of this singleton is deterministic when Init
// starts running and after Shutdown returns.
static void ResetState ()
{
// Shutdown is the bookend for Init. As such it needs to clean up all resources
// Init created. Apps that do any threading will need to code defensively for this.
// e.g. see Issue #537
foreach (var t in _toplevels) {
t.Running = false;
t.Dispose ();
}
_toplevels.Clear ();
Current = null;
Top?.Dispose ();
Top = null;
// BUGBUG: OverlappedTop is not cleared here, but it should be?
MainLoop = null;
Driver?.End ();
Driver = null;
Iteration = null;
RootMouseEvent = null;
RootKeyEvent = null;
TerminalResized = null;
_mainThreadId = -1;
NotifyNewRunState = null;
NotifyStopRunState = null;
_initialized = false;
_mouseGrabView = null;
_enableConsoleScrolling = false;
_lastMouseOwnerView = null;
// Reset synchronization context to allow the user to run async/await,
// as the main loop has been ended, the synchronization context from
// gui.cs does no longer process any callbacks. See #1084 for more details:
// (https://github.com/gui-cs/Terminal.Gui/issues/1084).
SynchronizationContext.SetSynchronizationContext (syncContext: null);
}
#endregion Initialization (Init/Shutdown)
#region Run (Begin, Run, End)
///
/// Notify that a new was created ( was called). The token is created in
/// and this event will be fired before that function exits.
///
///
/// If is callers to
/// must also subscribe to
/// and manually dispose of the token when the application is done.
///
public static event EventHandler NotifyNewRunState;
///
/// Notify that a existent is stopping ( was called).
///
///
/// If is callers to
/// must also subscribe to
/// and manually dispose of the token when the application is done.
///
public static event EventHandler NotifyStopRunState;
///
/// The execution state for a view.
///
public class RunState : IDisposable {
///
/// Initializes a new class.
///
///
public RunState (Toplevel view)
{
Toplevel = view;
}
///
/// The belonging to this .
///
public Toplevel Toplevel { get; internal set; }
#if DEBUG_IDISPOSABLE
///
/// For debug (see DEBUG_IDISPOSABLE define) purposes to verify objects are being disposed properly
///
public bool WasDisposed = false;
///
/// For debug (see DEBUG_IDISPOSABLE define) purposes to verify objects are being disposed properly
///
public int DisposedCount = 0;
///
/// For debug (see DEBUG_IDISPOSABLE define) purposes; the runstate instances that have been created
///
public static List Instances = new List ();
///
/// Creates a new RunState object.
///
public RunState ()
{
Instances.Add (this);
}
#endif
///
/// Releases all resource used by the object.
///
///
/// Call when you are finished using the .
///
///
/// method leaves the in an unusable state. After
/// calling , you must release all references to the
/// so the garbage collector can reclaim the memory that the
/// was occupying.
///
public void Dispose ()
{
Dispose (true);
GC.SuppressFinalize (this);
#if DEBUG_IDISPOSABLE
WasDisposed = true;
#endif
}
///
/// Releases all resource used by the object.
///
/// If set to we are disposing and should dispose held objects.
protected virtual void Dispose (bool disposing)
{
if (Toplevel != null && disposing) {
throw new InvalidOperationException ("You must clean up (Dispose) the Toplevel before calling Application.RunState.Dispose");
}
}
}
///
/// Building block API: Prepares the provided for execution.
///
/// The handle that needs to be passed to the method upon completion.
/// The to prepare execution for.
///
/// This method prepares the provided for running with the focus,
/// it adds this to the list of s, sets up the to process the
/// event, lays out the Subviews, focuses the first element, and draws the
/// in the screen. This is usually followed by executing
/// the method, and then the method upon termination which will
/// undo these changes.
///
public static RunState Begin (Toplevel Toplevel)
{
if (Toplevel == null) {
throw new ArgumentNullException (nameof (Toplevel));
} else if (Toplevel.IsOverlappedContainer && OverlappedTop != Toplevel && OverlappedTop != null) {
throw new InvalidOperationException ("Only one Overlapped Container is allowed.");
}
var rs = new RunState (Toplevel);
// View implements ISupportInitializeNotification which is derived from ISupportInitialize
if (!Toplevel.IsInitialized) {
Toplevel.BeginInit ();
Toplevel.EndInit ();
}
lock (_toplevels) {
// If Top was already initialized with Init, and Begin has never been called
// Top was not added to the Toplevels Stack. It will thus never get disposed.
// Clean it up here:
if (Top != null && Toplevel != Top && !_toplevels.Contains (Top)) {
Top.Dispose ();
Top = null;
} else if (Top != null && Toplevel != Top && _toplevels.Contains (Top)) {
Top.OnLeave (Toplevel);
}
if (string.IsNullOrEmpty (Toplevel.Id.ToString ())) {
var count = 1;
var id = (_toplevels.Count + count).ToString ();
while (_toplevels.Count > 0 && _toplevels.FirstOrDefault (x => x.Id.ToString () == id) != null) {
count++;
id = (_toplevels.Count + count).ToString ();
}
Toplevel.Id = (_toplevels.Count + count).ToString ();
_toplevels.Push (Toplevel);
} else {
var dup = _toplevels.FirstOrDefault (x => x.Id.ToString () == Toplevel.Id);
if (dup == null) {
_toplevels.Push (Toplevel);
}
}
if (_toplevels.FindDuplicates (new ToplevelEqualityComparer ()).Count > 0) {
throw new ArgumentException ("There are duplicates Toplevels Id's");
}
}
if (Top == null || Toplevel.IsOverlappedContainer) {
Top = Toplevel;
}
var refreshDriver = true;
if (OverlappedTop == null || Toplevel.IsOverlappedContainer || (Current?.Modal == false && Toplevel.Modal)
|| (Current?.Modal == false && !Toplevel.Modal) || (Current?.Modal == true && Toplevel.Modal)) {
if (Toplevel.Visible) {
Current = Toplevel;
SetCurrentOverlappedAsTop ();
} else {
refreshDriver = false;
}
} else if ((OverlappedTop != null && Toplevel != OverlappedTop && Current?.Modal == true && !_toplevels.Peek ().Modal)
|| (OverlappedTop != null && Toplevel != OverlappedTop && Current?.Running == false)) {
refreshDriver = false;
MoveCurrent (Toplevel);
} else {
refreshDriver = false;
MoveCurrent (Current);
}
Driver.PrepareToRun (MainLoop, ProcessKeyEvent, ProcessKeyDownEvent, ProcessKeyUpEvent, ProcessMouseEvent);
if (Toplevel.LayoutStyle == LayoutStyle.Computed) {
Toplevel.SetRelativeLayout (new Rect (0, 0, Driver.Cols, Driver.Rows));
}
Toplevel.LayoutSubviews ();
Toplevel.PositionToplevels ();
Toplevel.FocusFirst ();
if (refreshDriver) {
OverlappedTop?.OnChildLoaded (Toplevel);
Toplevel.OnLoaded ();
Toplevel.SetNeedsDisplay ();
Toplevel.Redraw (Toplevel.Bounds);
Toplevel.PositionCursor ();
Driver.Refresh ();
}
NotifyNewRunState?.Invoke (Toplevel, new RunStateEventArgs (rs));
return rs;
}
///
/// Runs the application by calling with the value of .
///
///
/// See for more details.
///
public static void Run (Func errorHandler = null)
{
Run (Top, errorHandler);
}
///
/// Runs the application by calling
/// with a new instance of the specified -derived class.
///
/// Calling first is not needed as this function will initialize the application.
///
///
/// must be called when the application is closing (typically after Run> has
/// returned) to ensure resources are cleaned up and terminal settings restored.
///
///
///
/// See for more details.
///
///
/// The to use. If not specified the default driver for the
/// platform will be used (, , or ).
/// Must be if has already been called.
///
/// Specifies the to use.
public static void Run (Func errorHandler = null, ConsoleDriver driver = null, IMainLoopDriver mainLoopDriver = null) where T : Toplevel, new()
{
if (_initialized) {
if (Driver != null) {
// Init() has been called and we have a driver, so just run the app.
var top = new T ();
var type = top.GetType ().BaseType;
while (type != typeof (Toplevel) && type != typeof (object)) {
type = type.BaseType;
}
if (type != typeof (Toplevel)) {
throw new ArgumentException ($"{top.GetType ().Name} must be derived from TopLevel");
}
Run (top, errorHandler);
} else {
// This codepath should be impossible because Init(null, null) will select the platform default driver
throw new InvalidOperationException ("Init() completed without a driver being set (this should be impossible); Run() cannot be called.");
}
} else {
// Init() has NOT been called.
InternalInit (() => new T (), driver, mainLoopDriver, calledViaRunT: true);
Run (Top, errorHandler);
}
}
///
/// Runs the main loop on the given container.
///
///
///
/// This method is used to start processing events
/// for the main application, but it is also used to
/// run other modal s such as boxes.
///
///
/// To make a stop execution, call .
///
///
/// Calling is equivalent to calling , followed by ,
/// and then calling .
///
///
/// Alternatively, to have a program control the main loop and
/// process events manually, call to set things up manually and then
/// repeatedly call with the wait parameter set to false. By doing this
/// the method will only process any pending events, timers, idle handlers and
/// then return control immediately.
///
///
/// RELEASE builds only: When is any exeptions will be rethrown.
/// Otherwise, if will be called. If
/// returns the will resume; otherwise
/// this method will exit.
///
///
/// The to run modally.
/// RELEASE builds only: Handler for any unhandled exceptions (resumes when returns true, rethrows when null).
public static void Run (Toplevel view, Func errorHandler = null)
{
var resume = true;
while (resume) {
#if !DEBUG
try {
#endif
resume = false;
var runToken = Begin (view);
// If ExitRunLoopAfterFirstIteration is true then the user must dispose of the runToken
// by using NotifyStopRunState event.
RunLoop (runToken);
if (!ExitRunLoopAfterFirstIteration) {
End (runToken);
}
#if !DEBUG
}
catch (Exception error)
{
if (errorHandler == null)
{
throw;
}
resume = errorHandler(error);
}
#endif
}
}
///
/// Triggers a refresh of the entire display.
///
public static void Refresh ()
{
Driver.UpdateOffScreen ();
View last = null;
foreach (var v in _toplevels.Reverse ()) {
if (v.Visible) {
v.SetNeedsDisplay ();
v.Redraw (v.Bounds);
}
last = v;
}
last?.PositionCursor ();
Driver.Refresh ();
}
///
/// This event is raised on each iteration of the .
///
///
/// See also
///
public static Action Iteration;
///
/// The driver for the application
///
/// The main loop.
public static MainLoop MainLoop { get; private set; }
///
/// Set to true to cause the RunLoop method to exit after the first iterations.
/// Set to false (the default) to cause the RunLoop to continue running until Application.RequestStop() is called.
///
public static bool ExitRunLoopAfterFirstIteration { get; set; } = false;
//
// provides the sync context set while executing code in Terminal.Gui, to let
// users use async/await on their code
//
class MainLoopSyncContext : SynchronizationContext {
readonly MainLoop mainLoop;
public MainLoopSyncContext (MainLoop mainLoop)
{
this.mainLoop = mainLoop;
}
public override SynchronizationContext CreateCopy ()
{
return new MainLoopSyncContext (MainLoop);
}
public override void Post (SendOrPostCallback d, object state)
{
mainLoop.AddIdle (() => {
d (state);
return false;
});
//mainLoop.Driver.Wakeup ();
}
public override void Send (SendOrPostCallback d, object state)
{
if (Thread.CurrentThread.ManagedThreadId == _mainThreadId) {
d (state);
} else {
var wasExecuted = false;
mainLoop.Invoke (() => {
d (state);
wasExecuted = true;
});
while (!wasExecuted) {
Thread.Sleep (15);
}
}
}
}
///
/// Building block API: Runs the for the created .
///
///
/// Use the parameter to control whether this is a blocking or non-blocking call.
///
/// The state returned by the method.
/// By default this is which will execute the loop waiting for events,
/// if set to , a single iteration will execute.
public static void RunLoop (RunState state, bool wait = true)
{
if (state == null)
throw new ArgumentNullException (nameof (state));
if (state.Toplevel == null)
throw new ObjectDisposedException ("state");
bool firstIteration = true;
for (state.Toplevel.Running = true; state.Toplevel.Running;) {
if (ExitRunLoopAfterFirstIteration && !firstIteration) {
return;
}
RunMainLoopIteration (ref state, wait, ref firstIteration);
}
}
///
/// Run one iteration of the .
///
/// The state returned by .
/// If will execute the waiting for events. If
/// will return after a single iteration.
/// Set to if this is the first run loop iteration. Upon return,
/// it will be set to if at least one iteration happened.
public static void RunMainLoopIteration (ref RunState state, bool wait, ref bool firstIteration)
{
if (MainLoop.EventsPending (wait)) {
// Notify Toplevel it's ready
if (firstIteration) {
state.Toplevel.OnReady ();
}
MainLoop.RunIteration ();
Iteration?.Invoke ();
EnsureModalOrVisibleAlwaysOnTop (state.Toplevel);
if ((state.Toplevel != Current && Current?.Modal == true)
|| (state.Toplevel != Current && Current?.Modal == false)) {
OverlappedTop?.OnDeactivate (state.Toplevel);
state.Toplevel = Current;
OverlappedTop?.OnActivate (state.Toplevel);
Top.SetSubViewNeedsDisplay ();
Refresh ();
}
if (Driver.EnsureCursorVisibility ()) {
state.Toplevel.SetNeedsDisplay ();
}
} else if (!wait) {
return;
}
firstIteration = false;
if (state.Toplevel != Top
&& (!Top._needsDisplay.IsEmpty || Top._childNeedsDisplay || Top.LayoutNeeded)) {
state.Toplevel.SetNeedsDisplay (state.Toplevel.Bounds);
Top.Redraw (Top.Bounds);
foreach (var top in _toplevels.Reverse ()) {
if (top != Top && top != state.Toplevel) {
top.SetNeedsDisplay ();
top.Redraw (top.Bounds);
}
}
}
if (_toplevels.Count == 1 && state.Toplevel == Top
&& (Driver.Cols != state.Toplevel.Frame.Width || Driver.Rows != state.Toplevel.Frame.Height)
&& (!state.Toplevel._needsDisplay.IsEmpty || state.Toplevel._childNeedsDisplay || state.Toplevel.LayoutNeeded)) {
Driver.SetAttribute (Colors.TopLevel.Normal);
state.Toplevel.Clear (new Rect (0, 0, Driver.Cols, Driver.Rows));
}
if (!state.Toplevel._needsDisplay.IsEmpty || state.Toplevel._childNeedsDisplay || state.Toplevel.LayoutNeeded
|| OverlappedChildNeedsDisplay ()) {
state.Toplevel.Redraw (state.Toplevel.Bounds);
//if (state.Toplevel.SuperView != null) {
// state.Toplevel.SuperView?.OnRenderLineCanvas ();
//} else {
// state.Toplevel.OnRenderLineCanvas ();
//}
state.Toplevel.PositionCursor ();
Driver.Refresh ();
} else {
Driver.UpdateCursor ();
}
if (state.Toplevel != Top && !state.Toplevel.Modal
&& (!Top._needsDisplay.IsEmpty || Top._childNeedsDisplay || Top.LayoutNeeded)) {
Top.Redraw (Top.Bounds);
}
}
///
/// Wakes up the that might be waiting on input; must be thread safe.
///
public static void DoEvents ()
{
MainLoop.Driver.Wakeup ();
}
///
/// Stops running the most recent or the if provided.
///
/// The to stop.
///
///
/// This will cause to return.
///
///
/// Calling is equivalent to setting the property
/// on the currently running to false.
///
///
public static void RequestStop (Toplevel top = null)
{
if (OverlappedTop == null || top == null || (OverlappedTop == null && top != null)) {
top = Current;
}
if (OverlappedTop != null && top.IsOverlappedContainer && top?.Running == true
&& (Current?.Modal == false || (Current?.Modal == true && Current?.Running == false))) {
OverlappedTop.RequestStop ();
} else if (OverlappedTop != null && top != Current && Current?.Running == true && Current?.Modal == true
&& top.Modal && top.Running) {
var ev = new ToplevelClosingEventArgs (Current);
Current.OnClosing (ev);
if (ev.Cancel) {
return;
}
ev = new ToplevelClosingEventArgs (top);
top.OnClosing (ev);
if (ev.Cancel) {
return;
}
Current.Running = false;
OnNotifyStopRunState (Current);
top.Running = false;
OnNotifyStopRunState (top);
} else if ((OverlappedTop != null && top != OverlappedTop && top != Current && Current?.Modal == false
&& Current?.Running == true && !top.Running)
|| (OverlappedTop != null && top != OverlappedTop && top != Current && Current?.Modal == false
&& Current?.Running == false && !top.Running && _toplevels.ToArray () [1].Running)) {
MoveCurrent (top);
} else if (OverlappedTop != null && Current != top && Current?.Running == true && !top.Running
&& Current?.Modal == true && top.Modal) {
// The Current and the top are both modal so needed to set the Current.Running to false too.
Current.Running = false;
OnNotifyStopRunState (Current);
} else if (OverlappedTop != null && Current == top && OverlappedTop?.Running == true && Current?.Running == true && top.Running
&& Current?.Modal == true && top.Modal) {
// The OverlappedTop was requested to stop inside a modal Toplevel which is the Current and top,
// both are the same, so needed to set the Current.Running to false too.
Current.Running = false;
OnNotifyStopRunState (Current);
} else {
Toplevel currentTop;
if (top == Current || (Current?.Modal == true && !top.Modal)) {
currentTop = Current;
} else {
currentTop = top;
}
if (!currentTop.Running) {
return;
}
var ev = new ToplevelClosingEventArgs (currentTop);
currentTop.OnClosing (ev);
if (ev.Cancel) {
return;
}
currentTop.Running = false;
OnNotifyStopRunState (currentTop);
}
}
static void OnNotifyStopRunState (Toplevel top)
{
if (ExitRunLoopAfterFirstIteration) {
NotifyStopRunState?.Invoke (top, new ToplevelEventArgs (top));
}
}
///
/// Building block API: completes the execution of a that was started with .
///
/// The returned by the method.
public static void End (RunState runState)
{
if (runState == null)
throw new ArgumentNullException (nameof (runState));
if (OverlappedTop != null) {
OverlappedTop.OnChildUnloaded (runState.Toplevel);
} else {
runState.Toplevel.OnUnloaded ();
}
// End the RunState.Toplevel
// First, take it off the Toplevel Stack
if (_toplevels.Count > 0) {
if (_toplevels.Peek () != runState.Toplevel) {
// If there the top of the stack is not the RunState.Toplevel then
// this call to End is not balanced with the call to Begin that started the RunState
throw new ArgumentException ("End must be balanced with calls to Begin");
}
_toplevels.Pop ();
}
// Notify that it is closing
runState.Toplevel?.OnClosed (runState.Toplevel);
// If there is a OverlappedTop that is not the RunState.Toplevel then runstate.TopLevel
// is a child of MidTop and we should notify the OverlappedTop that it is closing
if (OverlappedTop != null && !(runState.Toplevel).Modal && runState.Toplevel != OverlappedTop) {
OverlappedTop.OnChildClosed (runState.Toplevel);
}
// Set Current and Top to the next TopLevel on the stack
if (_toplevels.Count == 0) {
Current = null;
} else {
Current = _toplevels.Peek ();
if (_toplevels.Count == 1 && Current == OverlappedTop) {
OverlappedTop.OnAllChildClosed ();
} else {
SetCurrentOverlappedAsTop ();
Current.OnEnter (Current);
}
Refresh ();
}
runState.Toplevel?.Dispose ();
runState.Toplevel = null;
runState.Dispose ();
}
#endregion Run (Begin, Run, End)
#region Toplevel handling
static readonly Stack _toplevels = new Stack ();
///
/// The object used for the application on startup ()
///
/// The top.
public static Toplevel Top { get; private set; }
///
/// The current object. This is updated when
/// enters and leaves to point to the current .
///
/// The current.
public static Toplevel Current { get; private set; }
static void EnsureModalOrVisibleAlwaysOnTop (Toplevel Toplevel)
{
if (!Toplevel.Running || (Toplevel == Current && Toplevel.Visible) || OverlappedTop == null || _toplevels.Peek ().Modal) {
return;
}
foreach (var top in _toplevels.Reverse ()) {
if (top.Modal && top != Current) {
MoveCurrent (top);
return;
}
}
if (!Toplevel.Visible && Toplevel == Current) {
OverlappedMoveNext ();
}
}
static View FindDeepestTop (Toplevel start, int x, int y, out int resx, out int resy)
{
var startFrame = start.Frame;
if (!startFrame.Contains (x, y)) {
resx = 0;
resy = 0;
return null;
}
if (_toplevels != null) {
int count = _toplevels.Count;
if (count > 0) {
var rx = x - startFrame.X;
var ry = y - startFrame.Y;
foreach (var t in _toplevels) {
if (t != Current) {
if (t != start && t.Visible && t.Frame.Contains (rx, ry)) {
start = t;
break;
}
}
}
}
}
resx = x - startFrame.X;
resy = y - startFrame.Y;
return start;
}
static View FindTopFromView (View view)
{
View top = view?.SuperView != null && view?.SuperView != Top
? view.SuperView : view;
while (top?.SuperView != null && top?.SuperView != Top) {
top = top.SuperView;
}
return top;
}
// Only return true if the Current has changed.
static bool MoveCurrent (Toplevel top)
{
// The Current is modal and the top is not modal Toplevel then
// the Current must be moved above the first not modal Toplevel.
if (OverlappedTop != null && top != OverlappedTop && top != Current && Current?.Modal == true && !_toplevels.Peek ().Modal) {
lock (_toplevels) {
_toplevels.MoveTo (Current, 0, new ToplevelEqualityComparer ());
}
var index = 0;
var savedToplevels = _toplevels.ToArray ();
foreach (var t in savedToplevels) {
if (!t.Modal && t != Current && t != top && t != savedToplevels [index]) {
lock (_toplevels) {
_toplevels.MoveTo (top, index, new ToplevelEqualityComparer ());
}
}
index++;
}
return false;
}
// The Current and the top are both not running Toplevel then
// the top must be moved above the first not running Toplevel.
if (OverlappedTop != null && top != OverlappedTop && top != Current && Current?.Running == false && !top.Running) {
lock (_toplevels) {
_toplevels.MoveTo (Current, 0, new ToplevelEqualityComparer ());
}
var index = 0;
foreach (var t in _toplevels.ToArray ()) {
if (!t.Running && t != Current && index > 0) {
lock (_toplevels) {
_toplevels.MoveTo (top, index - 1, new ToplevelEqualityComparer ());
}
}
index++;
}
return false;
}
if ((OverlappedTop != null && top?.Modal == true && _toplevels.Peek () != top)
|| (OverlappedTop != null && Current != OverlappedTop && Current?.Modal == false && top == OverlappedTop)
|| (OverlappedTop != null && Current?.Modal == false && top != Current)
|| (OverlappedTop != null && Current?.Modal == true && top == OverlappedTop)) {
lock (_toplevels) {
_toplevels.MoveTo (top, 0, new ToplevelEqualityComparer ());
Current = top;
}
}
return true;
}
///
/// Invoked when the terminal was resized. The new size of the terminal is provided.
///
public static Action TerminalResized;
static void OnTerminalResized ()
{
var full = new Rect (0, 0, Driver.Cols, Driver.Rows);
TerminalResized?.Invoke (new ResizedEventArgs () { Cols = full.Width, Rows = full.Height });
Driver.Clip = full;
foreach (var t in _toplevels) {
t.SetRelativeLayout (full);
t.LayoutSubviews ();
t.PositionToplevels ();
t.OnTerminalResized (new SizeChangedEventArgs (full.Size));
}
Refresh ();
}
#endregion Toplevel handling
#region Mouse handling
///
/// Disable or enable the mouse. The mouse is enabled by default.
///
[SerializableConfigurationProperty (Scope = typeof (SettingsScope))]
public static bool IsMouseDisabled { get; set; }
///
/// The current object that wants continuous mouse button pressed events.
///
public static View WantContinuousButtonPressedView { get; private set; }
static View _mouseGrabView;
///
/// The view that grabbed the mouse, to where mouse events will be routed to.
///
public static View MouseGrabView => _mouseGrabView;
///
/// Invoked when a view wants to grab the mouse; can be canceled.
///
public static event EventHandler GrabbingMouse;
///
/// Invoked when a view wants ungrab the mouse; can be canceled.
///
public static event EventHandler UnGrabbingMouse;
///
/// Invoked after a view has grabbed the mouse.
///
public static event EventHandler GrabbedMouse;
///
/// Invoked after a view has ungrabbed the mouse.
///
public static event EventHandler UnGrabbedMouse;
///
/// Grabs the mouse, forcing all mouse events to be routed to the specified view until is called.
///
/// View that will receive all mouse events until is invoked.
public static void GrabMouse (View view)
{
if (view == null)
return;
if (!OnGrabbingMouse (view)) {
OnGrabbedMouse (view);
_mouseGrabView = view;
Driver.UncookMouse ();
}
}
///
/// Releases the mouse grab, so mouse events will be routed to the view on which the mouse is.
///
public static void UngrabMouse ()
{
if (_mouseGrabView == null)
return;
if (!OnUnGrabbingMouse (_mouseGrabView)) {
OnUnGrabbedMouse (_mouseGrabView);
_mouseGrabView = null;
Driver.CookMouse ();
}
}
static bool OnGrabbingMouse (View view)
{
if (view == null)
return false;
var evArgs = new GrabMouseEventArgs (view);
GrabbingMouse?.Invoke (view, evArgs);
return evArgs.Cancel;
}
static bool OnUnGrabbingMouse (View view)
{
if (view == null)
return false;
var evArgs = new GrabMouseEventArgs (view);
UnGrabbingMouse?.Invoke (view, evArgs);
return evArgs.Cancel;
}
static void OnGrabbedMouse (View view)
{
if (view == null)
return;
GrabbedMouse?.Invoke (view, new ViewEventArgs (view));
}
static void OnUnGrabbedMouse (View view)
{
if (view == null)
return;
UnGrabbedMouse?.Invoke (view, new ViewEventArgs (view));
}
///
/// Merely a debugging aid to see the raw mouse events
///
public static Action RootMouseEvent;
static View _lastMouseOwnerView;
static void ProcessMouseEvent (MouseEvent me)
{
bool OutsideFrame (Point p, Rect r)
{
return p.X < 0 || p.X > r.Width - 1 || p.Y < 0 || p.Y > r.Height - 1;
}
if (IsMouseDisabled) {
return;
}
var view = View.FindDeepestView (Current, me.X, me.Y, out int rx, out int ry);
if (view != null && view.WantContinuousButtonPressed) {
WantContinuousButtonPressedView = view;
} else {
WantContinuousButtonPressedView = null;
}
if (view != null) {
me.View = view;
}
RootMouseEvent?.Invoke (me);
if (me.Handled) {
return;
}
if (_mouseGrabView != null) {
var newxy = _mouseGrabView.ScreenToView (me.X, me.Y);
var nme = new MouseEvent () {
X = newxy.X,
Y = newxy.Y,
Flags = me.Flags,
OfX = me.X - newxy.X,
OfY = me.Y - newxy.Y,
View = view
};
if (OutsideFrame (new Point (nme.X, nme.Y), _mouseGrabView.Frame)) {
_lastMouseOwnerView?.OnMouseLeave (me);
}
//System.Diagnostics.Debug.WriteLine ($"{nme.Flags};{nme.X};{nme.Y};{mouseGrabView}");
if (_mouseGrabView?.OnMouseEvent (nme) == true) {
return;
}
}
if ((view == null || view == OverlappedTop) && !Current.Modal && OverlappedTop != null
&& me.Flags != MouseFlags.ReportMousePosition && me.Flags != 0) {
var top = FindDeepestTop (Top, me.X, me.Y, out _, out _);
view = View.FindDeepestView (top, me.X, me.Y, out rx, out ry);
if (view != null && view != OverlappedTop && top != Current) {
MoveCurrent ((Toplevel)top);
}
}
if (view != null) {
var nme = new MouseEvent () {
X = rx,
Y = ry,
Flags = me.Flags,
OfX = 0,
OfY = 0,
View = view
};
if (_lastMouseOwnerView == null) {
_lastMouseOwnerView = view;
view.OnMouseEnter (nme);
} else if (_lastMouseOwnerView != view) {
_lastMouseOwnerView.OnMouseLeave (nme);
view.OnMouseEnter (nme);
_lastMouseOwnerView = view;
}
if (!view.WantMousePositionReports && me.Flags == MouseFlags.ReportMousePosition)
return;
if (view.WantContinuousButtonPressed)
WantContinuousButtonPressedView = view;
else
WantContinuousButtonPressedView = null;
// Should we bubbled up the event, if it is not handled?
view.OnMouseEvent (nme);
BringOverlappedTopToFront ();
}
}
#endregion Mouse handling
#region Keyboard handling
static Key _alternateForwardKey = Key.PageDown | Key.CtrlMask;
///
/// Alternative key to navigate forwards through views. Ctrl+Tab is the primary key.
///
[SerializableConfigurationProperty (Scope = typeof (SettingsScope)), JsonConverter (typeof (KeyJsonConverter))]
public static Key AlternateForwardKey {
get => _alternateForwardKey;
set {
if (_alternateForwardKey != value) {
var oldKey = _alternateForwardKey;
_alternateForwardKey = value;
OnAlternateForwardKeyChanged (new KeyChangedEventArgs (oldKey, value));
}
}
}
static void OnAlternateForwardKeyChanged (KeyChangedEventArgs e)
{
foreach (var top in _toplevels.ToArray ()) {
top.OnAlternateForwardKeyChanged (e);
}
}
static Key _alternateBackwardKey = Key.PageUp | Key.CtrlMask;
///
/// Alternative key to navigate backwards through views. Shift+Ctrl+Tab is the primary key.
///
[SerializableConfigurationProperty (Scope = typeof (SettingsScope)), JsonConverter (typeof (KeyJsonConverter))]
public static Key AlternateBackwardKey {
get => _alternateBackwardKey;
set {
if (_alternateBackwardKey != value) {
var oldKey = _alternateBackwardKey;
_alternateBackwardKey = value;
OnAlternateBackwardKeyChanged (new KeyChangedEventArgs (oldKey, value));
}
}
}
static void OnAlternateBackwardKeyChanged (KeyChangedEventArgs oldKey)
{
foreach (var top in _toplevels.ToArray ()) {
top.OnAlternateBackwardKeyChanged (oldKey);
}
}
static Key _quitKey = Key.Q | Key.CtrlMask;
///
/// Gets or sets the key to quit the application.
///
[SerializableConfigurationProperty (Scope = typeof (SettingsScope)), JsonConverter (typeof (KeyJsonConverter))]
public static Key QuitKey {
get => _quitKey;
set {
if (_quitKey != value) {
var oldKey = _quitKey;
_quitKey = value;
OnQuitKeyChanged (new KeyChangedEventArgs (oldKey, value));
}
}
}
static void OnQuitKeyChanged (KeyChangedEventArgs e)
{
// Duplicate the list so if it changes during enumeration we're safe
foreach (var top in _toplevels.ToArray ()) {
top.OnQuitKeyChanged (e);
}
}
static void ProcessKeyEvent (KeyEvent ke)
{
if (RootKeyEvent?.Invoke (ke) ?? false) {
return;
}
var chain = _toplevels.ToList ();
foreach (var topLevel in chain) {
if (topLevel.ProcessHotKey (ke))
return;
if (topLevel.Modal)
break;
}
foreach (var topLevel in chain) {
if (topLevel.ProcessKey (ke))
return;
if (topLevel.Modal)
break;
}
foreach (var topLevel in chain) {
// Process the key normally
if (topLevel.ProcessColdKey (ke))
return;
if (topLevel.Modal)
break;
}
}
static void ProcessKeyDownEvent (KeyEvent ke)
{
var chain = _toplevels.ToList ();
foreach (var topLevel in chain) {
if (topLevel.OnKeyDown (ke))
return;
if (topLevel.Modal)
break;
}
}
static void ProcessKeyUpEvent (KeyEvent ke)
{
var chain = _toplevels.ToList ();
foreach (var topLevel in chain) {
if (topLevel.OnKeyUp (ke))
return;
if (topLevel.Modal)
break;
}
}
///
///
/// Called for new KeyPress events before any processing is performed or
/// views evaluate. Use for global key handling and/or debugging.
///
/// Return true to suppress the KeyPress event
///
public static Func RootKeyEvent;
#endregion Keyboard handling
}
}