#nullable enable
using System.Diagnostics;
namespace Terminal.Gui;
public partial class View // Keyboard APIs
{
///
/// Helper to configure all things keyboard related for a View. Called from the View constructor.
///
private void SetupKeyboard ()
{
KeyBindings = new (this);
KeyBindings.Add (Key.Space, Command.Select);
KeyBindings.Add (Key.Enter, Command.Accept);
// Note, setting HotKey will bind HotKey to Command.HotKey
HotKeySpecifier = (Rune)'_';
TitleTextFormatter.HotKeyChanged += TitleTextFormatter_HotKeyChanged;
}
///
/// Helper to dispose all things keyboard related for a View. Called from the View Dispose method.
///
private void DisposeKeyboard () { TitleTextFormatter.HotKeyChanged -= TitleTextFormatter_HotKeyChanged; }
#region HotKey Support
/// Invoked when the is changed.
public event EventHandler? HotKeyChanged;
private Key _hotKey = new ();
private void TitleTextFormatter_HotKeyChanged (object? sender, KeyChangedEventArgs e) { HotKeyChanged?.Invoke (this, e); }
///
/// Gets or sets the hot key defined for this view. Pressing the hot key on the keyboard while this view has focus will
/// invoke . By default, the HotKey is set to the first character of
/// that is prefixed with .
///
/// A HotKey is a keypress that causes a visible UI item to perform an action. For example, in a Dialog,
/// with a Button with the text of "_Text" Alt+T will cause the button to gain focus and to raise its
/// event.
/// Or, in a
/// with "_File _Edit", Alt+F will select (show) the "_File" menu. If the "_File" menu
/// has a
/// sub-menu of "_New" Alt+N or N will ONLY select the "_New" sub-menu if the "_File" menu is already
/// opened.
///
///
/// View subclasses can use to
/// define the
/// behavior of the hot key.
///
///
///
/// See for an overview of Terminal.Gui keyboard APIs.
///
/// This is a helper API for configuring a key binding for the hot key. By default, this property is set whenever
/// changes.
///
///
/// By default, when the Hot Key is set, key bindings are added for both the base key (e.g.
/// ) and the Alt-shifted key (e.g. .
/// ). This behavior can be overriden by overriding
/// .
///
///
/// By default, when the HotKey is set to through key bindings will
/// be added for both the un-shifted and shifted versions. This means if the HotKey is , key
/// bindings for Key.A and Key.A.WithShift will be added. This behavior can be overriden by
/// overriding .
///
/// If the hot key is changed, the event is fired.
/// Set to to disable the hot key.
///
public virtual Key HotKey
{
get => _hotKey;
set
{
if (value is null)
{
throw new ArgumentException (
@"HotKey must not be null. Use Key.Empty to clear the HotKey.",
nameof (value)
);
}
if (AddKeyBindingsForHotKey (_hotKey, value))
{
// This will cause TextFormatter_HotKeyChanged to be called, firing HotKeyChanged
// BUGBUG: _hotkey should be set BEFORE setting TextFormatter.HotKey
_hotKey = value;
TitleTextFormatter.HotKey = value;
}
}
}
///
/// Adds key bindings for the specified HotKey. Useful for views that contain multiple items that each have their
/// own HotKey such as .
///
///
///
/// By default, key bindings are added for both the base key (e.g. ) and the Alt-shifted key
/// (e.g. Key.D3.WithAlt) This behavior can be overriden by overriding
/// .
///
///
/// By default, when is through key bindings
/// will be added for both the un-shifted and shifted versions. This means if the HotKey is ,
/// key bindings for Key.A and Key.A.WithShift will be added. This behavior can be overriden by
/// overriding .
///
///
/// The HotKey is replacing. Key bindings for this key will be removed.
/// The new HotKey. If bindings will be removed.
/// Arbitrary context that can be associated with this key binding.
/// if the HotKey bindings were added.
///
public virtual bool AddKeyBindingsForHotKey (Key prevHotKey, Key hotKey, object? context = null)
{
if (_hotKey == hotKey)
{
return false;
}
Key newKey = hotKey;
Key baseKey = newKey.NoAlt.NoShift.NoCtrl;
if (newKey != Key.Empty && (baseKey == Key.Space || Rune.IsControl (baseKey.AsRune)))
{
throw new ArgumentException (@$"HotKey must be a printable (and non-space) key ({hotKey}).");
}
if (newKey != baseKey)
{
if (newKey.IsCtrl)
{
throw new ArgumentException (@$"HotKey does not support CtrlMask ({hotKey}).");
}
// Strip off the shift mask if it's A...Z
if (baseKey.IsKeyCodeAtoZ)
{
newKey = newKey.NoShift;
}
// Strip off the Alt mask
newKey = newKey.NoAlt;
}
// Remove base version
if (KeyBindings.TryGet (prevHotKey, out _))
{
KeyBindings.Remove (prevHotKey);
}
// Remove the Alt version
if (KeyBindings.TryGet (prevHotKey.WithAlt, out _))
{
KeyBindings.Remove (prevHotKey.WithAlt);
}
if (_hotKey.IsKeyCodeAtoZ)
{
// Remove the shift version
if (KeyBindings.TryGet (prevHotKey.WithShift, out _))
{
KeyBindings.Remove (prevHotKey.WithShift);
}
// Remove alt | shift version
if (KeyBindings.TryGet (prevHotKey.WithShift.WithAlt, out _))
{
KeyBindings.Remove (prevHotKey.WithShift.WithAlt);
}
}
// Add the new
if (newKey != Key.Empty)
{
KeyBinding keyBinding = new ([Command.HotKey], KeyBindingScope.HotKey, context);
// Add the base and Alt key
KeyBindings.Remove (newKey);
KeyBindings.Add (newKey, keyBinding);
KeyBindings.Remove (newKey.WithAlt);
KeyBindings.Add (newKey.WithAlt, keyBinding);
// If the Key is A..Z, add ShiftMask and AltMask | ShiftMask
if (newKey.IsKeyCodeAtoZ)
{
KeyBindings.Remove (newKey.WithShift);
KeyBindings.Add (newKey.WithShift, keyBinding);
KeyBindings.Remove (newKey.WithShift.WithAlt);
KeyBindings.Add (newKey.WithShift.WithAlt, keyBinding);
}
}
return true;
}
///
/// Gets or sets the specifier character for the hot key (e.g. '_'). Set to '\xffff' to disable automatic hot key
/// setting support for this View instance. The default is '\xffff'.
///
public virtual Rune HotKeySpecifier
{
get => TitleTextFormatter.HotKeySpecifier;
set
{
TitleTextFormatter.HotKeySpecifier = TextFormatter.HotKeySpecifier = value;
SetHotKeyFromTitle ();
}
}
private void SetHotKeyFromTitle ()
{
if (TitleTextFormatter == null || HotKeySpecifier == new Rune ('\xFFFF'))
{
return; // throw new InvalidOperationException ("Can't set HotKey unless a TextFormatter has been created");
}
if (TextFormatter.FindHotKey (_title, HotKeySpecifier, out _, out Key hk))
{
if (_hotKey != hk)
{
HotKey = hk;
}
}
else
{
HotKey = Key.Empty;
}
}
#endregion HotKey Support
#region Low-level Key handling
#region Key Down Event
///
/// If the view is enabled, processes a new key down event and returns if the event was
/// handled.
///
///
///
/// If the view has a sub view that is focused, will be called on the focused view
/// first.
///
///
/// If the focused sub view does not handle the key press, this method calls to allow the
/// view to pre-process the key press. If returns , this method then
/// calls to invoke any key bindings. Then, only if no key bindings are
/// handled, will be called allowing the view to process the key press.
///
/// See for an overview of Terminal.Gui keyboard APIs.
///
///
/// if the event was handled.
public bool NewKeyDownEvent (Key keyEvent)
{
if (!Enabled)
{
return false;
}
// By default the KeyBindingScope is View
if (Focused?.NewKeyDownEvent (keyEvent) == true)
{
return true;
}
// Before (fire the cancellable event)
if (OnKeyDown (keyEvent))
{
return true;
}
// During (this is what can be cancelled)
InvokingKeyBindings?.Invoke (this, keyEvent);
if (keyEvent.Handled)
{
return true;
}
// TODO: NewKeyDownEvent returns bool. It should be bool? so state of InvokeCommand can be reflected up stack
bool? handled = OnInvokingKeyBindings (keyEvent, KeyBindingScope.HotKey | KeyBindingScope.Focused);
if (handled is { } && (bool)handled)
{
return true;
}
// TODO: The below is not right. OnXXX handlers are supposed to fire the events.
// TODO: But I've moved it outside of the v-function to test something.
// After (fire the cancellable event)
// fire event
ProcessKeyDown?.Invoke (this, keyEvent);
if (!keyEvent.Handled && OnProcessKeyDown (keyEvent))
{
return true;
}
return keyEvent.Handled;
}
///
/// Low-level API called when the user presses a key, allowing a view to pre-process the key down event. This is
/// called from before .
///
/// Contains the details about the key that produced the event.
///
/// if the key press was not handled. if the keypress was handled
/// and no other view should see it.
///
///
///
/// For processing s and commands, use and
/// instead.
///
/// Fires the event.
///
public virtual bool OnKeyDown (Key keyEvent)
{
// fire event
KeyDown?.Invoke (this, keyEvent);
return keyEvent.Handled;
}
///
/// Invoked when the user presses a key, allowing subscribers to pre-process the key down event. This is fired
/// from before . Set to true to
/// stop the key from being processed by other views.
///
///
///
/// Not all terminals support key distinct up notifications, Applications should avoid depending on distinct
/// KeyUp events.
///
/// See for an overview of Terminal.Gui keyboard APIs.
///
public event EventHandler? KeyDown;
///
/// Low-level API called when the user presses a key, allowing views do things during key down events. This is
/// called from after .
///
/// Contains the details about the key that produced the event.
///
/// if the key press was not handled. if the keypress was handled
/// and no other view should see it.
///
///
///
/// Override to override the behavior of how the base class processes key down
/// events.
///
///
/// For processing s and commands, use and
/// instead.
///
/// Fires the event.
///
/// Not all terminals support distinct key up notifications; applications should avoid depending on distinct
/// KeyUp events.
///
///
public virtual bool OnProcessKeyDown (Key keyEvent)
{
//ProcessKeyDown?.Invoke (this, keyEvent);
return keyEvent.Handled;
}
///
/// Invoked when the user presses a key, allowing subscribers to do things during key down events. Set
/// to true to stop the key from being processed by other views. Invoked after
/// and before .
///
///
///
/// SubViews can use the of their super view override the default behavior of when
/// key bindings are invoked.
///
///
/// Not all terminals support distinct key up notifications; applications should avoid depending on distinct
/// KeyUp events.
///
/// See for an overview of Terminal.Gui keyboard APIs.
///
public event EventHandler? ProcessKeyDown;
#endregion KeyDown Event
#region KeyUp Event
///
/// If the view is enabled, processes a new key up event and returns if the event was
/// handled. Called before .
///
///
///
/// Not all terminals support key distinct down/up notifications, Applications should avoid depending on distinct
/// KeyUp events.
///
///
/// If the view has a sub view that is focused, will be called on the focused view
/// first.
///
///
/// If the focused sub view does not handle the key press, this method calls , which is
/// cancellable.
///
/// See for an overview of Terminal.Gui keyboard APIs.
///
///
/// if the event was handled.
public bool NewKeyUpEvent (Key keyEvent)
{
if (!Enabled)
{
return false;
}
if (Focused?.NewKeyUpEvent (keyEvent) == true)
{
return true;
}
// Before (fire the cancellable event)
if (OnKeyUp (keyEvent))
{
return true;
}
// During (this is what can be cancelled)
// TODO: Until there's a clear use-case, we will not define 'during' event (e.g. OnDuringKeyUp).
// After (fire the cancellable event InvokingKeyBindings)
// TODO: Until there's a clear use-case, we will not define an 'after' event (e.g. OnAfterKeyUp).
return false;
}
/// Method invoked when a key is released. This method is called from .
/// Contains the details about the key that produced the event.
///
/// if the key stroke was not handled. if no other view should see
/// it.
///
///
/// Not all terminals support key distinct down/up notifications, Applications should avoid depending on distinct KeyUp
/// events.
///
/// Overrides must call into the base and return if the base returns
/// .
///
/// See for an overview of Terminal.Gui keyboard APIs.
///
public virtual bool OnKeyUp (Key keyEvent)
{
// fire event
KeyUp?.Invoke (this, keyEvent);
if (keyEvent.Handled)
{
return true;
}
return false;
}
///
/// Invoked when a key is released. Set to true to stop the key up event from being processed
/// by other views.
///
/// Not all terminals support key distinct down/up notifications, Applications should avoid depending on
/// distinct KeyDown and KeyUp events and instead should use .
/// See for an overview of Terminal.Gui keyboard APIs.
///
///
public event EventHandler? KeyUp;
#endregion KeyUp Event
#endregion Low-level Key handling
#region Key Bindings
/// Gets the key bindings for this view.
public KeyBindings KeyBindings { get; internal set; } = null!;
private Dictionary CommandImplementations { get; } = new ();
///
/// Low-level API called when a user presses a key; invokes any key bindings set on the view. This is called
/// during after has returned.
///
///
/// Fires the event.
/// See for an overview of Terminal.Gui keyboard APIs.
///
/// Contains the details about the key that produced the event.
/// The scope.
///
/// if no event was raised; input proessing should continue.
/// if the event was raised and was not handled (or cancelled); input proessing should continue.
/// if the event was raised and handled (or cancelled); input proessing should stop.
///
public virtual bool? OnInvokingKeyBindings (Key keyEvent, KeyBindingScope scope)
{
// fire event only if there's a hotkey binding for the key
if (KeyBindings.TryGet (keyEvent, scope, out KeyBinding kb))
{
InvokingKeyBindings?.Invoke (this, keyEvent);
if (keyEvent.Handled)
{
return true;
}
}
// * If no key binding was found, `InvokeKeyBindings` returns `null`.
// Continue passing the event (return `false` from `OnInvokeKeyBindings`).
// * If key bindings were found, but none handled the key (all `Command`s returned `false`),
// `InvokeKeyBindings` returns `false`. Continue passing the event (return `false` from `OnInvokeKeyBindings`)..
// * If key bindings were found, and any handled the key (at least one `Command` returned `true`),
// `InvokeKeyBindings` returns `true`. Continue passing the event (return `false` from `OnInvokeKeyBindings`).
bool? handled = InvokeKeyBindings (keyEvent, scope);
if (handled is { } && (bool)handled)
{
// Stop processing if any key binding handled the key.
// DO NOT stop processing if there are no matching key bindings or none of the key bindings handled the key
return true;
}
if (Margin is { } && ProcessAdornmentKeyBindings (Margin, keyEvent, scope, ref handled))
{
return true;
}
if (Padding is { } && ProcessAdornmentKeyBindings (Padding, keyEvent, scope, ref handled))
{
return true;
}
if (Border is { } && ProcessAdornmentKeyBindings (Border, keyEvent, scope, ref handled))
{
return true;
}
if (ProcessSubViewKeyBindings (keyEvent, scope, ref handled))
{
return true;
}
return handled;
}
private bool ProcessAdornmentKeyBindings (Adornment adornment, Key keyEvent, KeyBindingScope scope, ref bool? handled)
{
bool? adornmentHandled = adornment.OnInvokingKeyBindings (keyEvent, scope);
if (adornmentHandled is true)
{
return true;
}
if (adornment?.Subviews is null)
{
return false;
}
foreach (View subview in adornment.Subviews)
{
bool? subViewHandled = subview.OnInvokingKeyBindings (keyEvent, scope);
if (subViewHandled is { })
{
handled = subViewHandled;
if ((bool)subViewHandled)
{
return true;
}
}
}
return false;
}
private bool ProcessSubViewKeyBindings (Key keyEvent, KeyBindingScope scope, ref bool? handled, bool invoke = true)
{
// Now, process any key bindings in the subviews that are tagged to KeyBindingScope.HotKey.
foreach (View subview in Subviews)
{
if (subview == Focused)
{
continue;
}
if (subview.KeyBindings.TryGet (keyEvent, scope, out KeyBinding binding))
{
if (binding.Scope == KeyBindingScope.Focused && !subview.HasFocus)
{
continue;
}
if (!invoke)
{
return true;
}
bool? subViewHandled = subview.OnInvokingKeyBindings (keyEvent, scope);
if (subViewHandled is { })
{
handled = subViewHandled;
if ((bool)subViewHandled)
{
return true;
}
}
}
bool recurse = subview.ProcessSubViewKeyBindings (keyEvent, scope, ref handled, invoke);
if (recurse || (handled is { } && (bool)handled))
{
return true;
}
}
return false;
}
// TODO: This is a "prototype" debug check. It may be too annoying vs. useful.
// TODO: A better approach would be to have Application hold a list of bound Hotkeys, similar to
// TODO: how Application holds a list of Application Scoped key bindings and then check that list.
///
/// Returns true if Key is bound in this view hierarchy. For debugging
///
/// The key to test.
/// Returns the view the key is bound to.
///
public bool IsHotKeyKeyBound (Key key, out View? boundView)
{
// recurse through the subviews to find the views that has the key bound
boundView = null;
foreach (View subview in Subviews)
{
if (subview.KeyBindings.TryGet (key, KeyBindingScope.HotKey, out _))
{
boundView = subview;
return true;
}
if (subview.IsHotKeyKeyBound (key, out boundView))
{
return true;
}
}
return false;
}
///
/// Raised when a key is pressed that may be mapped to a key binding. Set to true to
/// stop the key from being processed by other views.
///
public event EventHandler? InvokingKeyBindings;
///
/// Invokes any binding that is registered on this and matches the
/// See for an overview of Terminal.Gui keyboard APIs.
///
/// The key event passed.
/// The scope.
///
/// if no command was invoked; input proessing should continue.
/// if at least one command was invoked and was not handled (or cancelled); input proessing should continue.
/// if at least one command was invoked and handled (or cancelled); input proessing should stop.
///
protected bool? InvokeKeyBindings (Key key, KeyBindingScope scope)
{
bool? toReturn = null;
if (!KeyBindings.TryGet (key, scope, out KeyBinding binding))
{
return null;
}
#if DEBUG
// TODO: Determine if App scope bindings should be fired first or last (currently last).
if (Application.KeyBindings.TryGet (key, KeyBindingScope.Focused | KeyBindingScope.HotKey, out KeyBinding b))
{
//var boundView = views [0];
//var commandBinding = boundView.KeyBindings.Get (key);
Debug.WriteLine (
$"WARNING: InvokeKeyBindings ({key}) - An Application scope binding exists for this key. The registered view will not invoke Command."); //{commandBinding.Commands [0]}: {boundView}.");
}
// TODO: This is a "prototype" debug check. It may be too annoying vs. useful.
// Scour the bindings up our View hierarchy
// to ensure that the key is not already bound to a different set of commands.
if (SuperView?.IsHotKeyKeyBound (key, out View? previouslyBoundView) ?? false)
{
Debug.WriteLine ($"WARNING: InvokeKeyBindings ({key}) - A subview or peer has bound this Key and will not see it: {previouslyBoundView}.");
}
#endif
return InvokeCommands (binding.Commands, key, binding);
foreach (Command command in binding.Commands)
{
if (!CommandImplementations.ContainsKey (command))
{
throw new NotSupportedException (
@$"A KeyBinding was set up for the command {command} ({key}) but that command is not supported by this View ({GetType ().Name})"
);
}
// each command has its own return value
bool? thisReturn = InvokeCommand (command, key, binding);
// if we haven't got anything yet, the current command result should be used
toReturn ??= thisReturn;
// if ever see a true then that's what we will return
if (thisReturn ?? false)
{
toReturn = true;
}
}
return toReturn;
}
#endregion Key Bindings
}