#nullable enable
using System.Diagnostics;
namespace Terminal.Gui;
public partial class View // Drawing APIs
{
private ColorScheme? _colorScheme;
/// The color scheme for this view, if it is not defined, it returns the 's color scheme.
public virtual ColorScheme? ColorScheme
{
get
{
if (_colorScheme is null)
{
return SuperView?.ColorScheme;
}
return _colorScheme;
}
set
{
if (_colorScheme != value)
{
_colorScheme = value;
if (Border is { } && Border.LineStyle != LineStyle.None && Border.ColorScheme is { })
{
Border.ColorScheme = _colorScheme;
}
SetNeedsDisplay ();
}
}
}
/// The canvas that any line drawing that is to be shared by subviews of this view should add lines to.
/// adds border lines to this LineCanvas.
public LineCanvas LineCanvas { get; } = new ();
///
/// Gets or sets whether this View will use it's SuperView's for rendering any
/// lines. If the rendering of any borders drawn by this Frame will be done by its parent's
/// SuperView. If (the default) this View's method will be
/// called to render the borders.
///
public virtual bool SuperViewRendersLineCanvas { get; set; } = false;
/// Draws the specified character in the specified viewport-relative column and row of the View.
///
/// If the provided coordinates are outside the visible content area, this method does nothing.
///
///
/// The top-left corner of the visible content area is ViewPort.Location.
///
/// Column (viewport-relative).
/// Row (viewport-relative).
/// The Rune.
public void AddRune (int col, int row, Rune rune)
{
if (Move (col, row))
{
Driver?.AddRune (rune);
}
}
/// Clears with the normal background.
///
///
/// If has only
/// the portion of the content
/// area that is visible within the will be cleared. This is useful for views that have
/// a
/// content area larger than the Viewport (e.g. when is
/// enabled) and want
/// the area outside the content to be visually distinct.
///
///
public void Clear ()
{
if (Driver is null)
{
return;
}
// Get screen-relative coords
Rectangle toClear = ViewportToScreen (Viewport with { Location = new (0, 0) });
Rectangle prevClip = Driver.Clip;
if (ViewportSettings.HasFlag (ViewportSettings.ClearContentOnly))
{
Rectangle visibleContent = ViewportToScreen (new Rectangle (new (-Viewport.X, -Viewport.Y), GetContentSize ()));
toClear = Rectangle.Intersect (toClear, visibleContent);
}
Attribute prev = Driver.SetAttribute (GetNormalColor ());
Driver.FillRect (toClear);
Driver.SetAttribute (prev);
Driver.Clip = prevClip;
}
/// Fills the specified -relative rectangle with the specified color.
/// The Viewport-relative rectangle to clear.
/// The color to use to fill the rectangle. If not provided, the Normal background color will be used.
public void FillRect (Rectangle rect, Color? color = null)
{
if (Driver is null)
{
return;
}
// Get screen-relative coords
Rectangle toClear = ViewportToScreen (rect);
Rectangle prevClip = Driver.Clip;
Driver.Clip = Rectangle.Intersect (prevClip, ViewportToScreen (Viewport with { Location = new (0, 0) }));
Attribute prev = Driver.SetAttribute (new (color ?? GetNormalColor ().Background));
Driver.FillRect (toClear);
Driver.SetAttribute (prev);
Driver.Clip = prevClip;
}
/// Sets the 's clip region to .
///
///
/// By default, the clip rectangle is set to the intersection of the current clip region and the
/// . This ensures that drawing is constrained to the viewport, but allows
/// content to be drawn beyond the viewport.
///
///
/// If has set, clipping will be
/// applied to just the visible content area.
///
///
///
/// The current screen-relative clip region, which can be then re-applied by setting
/// .
///
public Rectangle SetClip ()
{
if (Driver is null)
{
return Rectangle.Empty;
}
Rectangle previous = Driver.Clip;
// Clamp the Clip to the entire visible area
Rectangle clip = Rectangle.Intersect (ViewportToScreen (Viewport with { Location = Point.Empty }), previous);
if (ViewportSettings.HasFlag (ViewportSettings.ClipContentOnly))
{
// Clamp the Clip to the just content area that is within the viewport
Rectangle visibleContent = ViewportToScreen (new Rectangle (new (-Viewport.X, -Viewport.Y), GetContentSize ()));
clip = Rectangle.Intersect (clip, visibleContent);
}
Driver.Clip = clip;
return previous;
}
///
/// Draws the view if it needs to be drawn. Causes the following virtual methods to be called (along with their related events):
/// , .
///
///
///
/// The view will only be drawn if it is visible, and has any of , ,
/// or set.
///
///
/// Always use (view-relative) when calling , NOT
/// (superview-relative).
///
///
/// Views should set the color that they want to use on entry, as otherwise this will inherit the last color that
/// was set globally on the driver.
///
///
/// Overrides of must ensure they do not set Driver.Clip to a clip
/// region larger than the property, as this will cause the driver to clip the entire
/// region.
///
///
public void Draw ()
{
if (!CanBeVisible (this))
{
return;
}
if (IsLayoutNeeded ())
{
//Debug.WriteLine ($"Layout should be de-coupled from drawing: {this}");
}
//// TODO: This ensures overlapped views are drawn correctly. However, this is inefficient.
//// TODO: The correct fix is to implement non-rectangular clip regions: https://github.com/gui-cs/Terminal.Gui/issues/3413
//if ((this != Application.Top || this is Toplevel { Modal: true }) && Arrangement.HasFlag (ViewArrangement.Overlapped))
//{
// SetNeedsDisplay ();
//}
if (!NeedsDisplay && !SubViewNeedsDisplay)
{
return;
}
OnDrawAdornments ();
if (ColorScheme is { })
{
//Driver.SetAttribute (HasFocus ? GetFocusColor () : GetNormalColor ());
Driver?.SetAttribute (GetNormalColor ());
}
// By default, we clip to the viewport preventing drawing outside the viewport
// We also clip to the content, but if a developer wants to draw outside the viewport, they can do
// so via settings. SetClip honors the ViewportSettings.DisableVisibleContentClipping flag.
Rectangle prevClip = SetClip ();
// Invoke DrawContentEvent
var dev = new DrawEventArgs (Viewport, Rectangle.Empty);
DrawContent?.Invoke (this, dev);
if (!dev.Cancel)
{
OnDrawContent (Viewport);
}
if (Driver is { })
{
Driver.Clip = prevClip;
}
OnRenderLineCanvas ();
// TODO: This is a hack to force the border subviews to draw.
if (Border?.Subviews is { })
{
foreach (View view in Border.Subviews)
{
view.SetNeedsDisplay ();
view.Draw ();
}
}
// Invoke DrawContentCompleteEvent
OnDrawContentComplete (Viewport);
ClearNeedsDisplay ();
}
/// Event invoked when the content area of the View is to be drawn.
///
/// Will be invoked before any subviews added with have been drawn.
///
/// Rect provides the view-relative rectangle describing the currently visible viewport into the
/// .
///
///
public event EventHandler? DrawContent;
/// Event invoked when the content area of the View is completed drawing.
///
/// Will be invoked after any subviews removed with have been completed drawing.
///
/// Rect provides the view-relative rectangle describing the currently visible viewport into the
/// .
///
///
public event EventHandler? DrawContentComplete;
/// Utility function to draw strings that contain a hotkey.
/// String to display, the hotkey specifier before a letter flags the next letter as the hotkey.
/// Hot color.
/// Normal color.
///
///
/// The hotkey is any character following the hotkey specifier, which is the underscore ('_') character by
/// default.
///
/// The hotkey specifier can be changed via
///
public void DrawHotString (string text, Attribute hotColor, Attribute normalColor)
{
Rune hotkeySpec = HotKeySpecifier == (Rune)0xffff ? (Rune)'_' : HotKeySpecifier;
Application.Driver?.SetAttribute (normalColor);
foreach (Rune rune in text.EnumerateRunes ())
{
if (rune == new Rune (hotkeySpec.Value))
{
Application.Driver?.SetAttribute (hotColor);
continue;
}
Application.Driver?.AddRune (rune);
Application.Driver?.SetAttribute (normalColor);
}
}
///
/// Utility function to draw strings that contains a hotkey using a and the "focused"
/// state.
///
/// String to display, the underscore before a letter flags the next letter as the hotkey.
///
/// If set to this uses the focused colors from the color scheme, otherwise
/// the regular ones.
///
public void DrawHotString (string text, bool focused)
{
if (focused)
{
DrawHotString (text, GetHotFocusColor (), GetFocusColor ());
}
else
{
DrawHotString (
text,
Enabled ? GetHotNormalColor () : ColorScheme!.Disabled,
Enabled ? GetNormalColor () : ColorScheme!.Disabled
);
}
}
/// Determines the current based on the value.
///
/// if is or
/// if is . If it's
/// overridden can return other values.
///
public virtual Attribute GetFocusColor ()
{
ColorScheme? cs = ColorScheme;
if (cs is null)
{
cs = new ();
}
return Enabled ? GetColor (cs.Focus) : cs.Disabled;
}
/// Determines the current based on the value.
///
/// if is or
/// if is . If it's
/// overridden can return other values.
///
public virtual Attribute GetHotFocusColor ()
{
ColorScheme? cs = ColorScheme ?? new ();
return Enabled ? GetColor (cs.HotFocus) : cs.Disabled;
}
/// Determines the current based on the value.
///
/// if is or
/// if is . If it's
/// overridden can return other values.
///
public virtual Attribute GetHotNormalColor ()
{
ColorScheme? cs = ColorScheme;
if (cs is null)
{
cs = new ();
}
return Enabled ? GetColor (cs.HotNormal) : cs.Disabled;
}
/// Determines the current based on the value.
///
/// if is or
/// if is . If it's
/// overridden can return other values.
///
public virtual Attribute GetNormalColor ()
{
ColorScheme? cs = ColorScheme;
if (cs is null)
{
cs = new ();
}
Attribute disabled = new (cs.Disabled.Foreground, cs.Disabled.Background);
if (Diagnostics.HasFlag (ViewDiagnosticFlags.Hover) && _hovering)
{
disabled = new (disabled.Foreground.GetDarkerColor (), disabled.Background.GetDarkerColor ());
}
return Enabled ? GetColor (cs.Normal) : disabled;
}
private Attribute GetColor (Attribute inputAttribute)
{
Attribute attr = inputAttribute;
if (Diagnostics.HasFlag (ViewDiagnosticFlags.Hover) && _hovering)
{
attr = new (attr.Foreground.GetDarkerColor (), attr.Background.GetDarkerColor ());
}
return attr;
}
/// Moves the drawing cursor to the specified -relative location in the view.
///
///
/// If the provided coordinates are outside the visible content area, this method does nothing.
///
///
/// The top-left corner of the visible content area is ViewPort.Location.
///
///
/// Column (viewport-relative).
/// Row (viewport-relative).
public bool Move (int col, int row)
{
if (Driver is null || Driver?.Rows == 0)
{
return false;
}
if (col < 0 || row < 0 || col >= Viewport.Width || row >= Viewport.Height)
{
return false;
}
Point screen = ViewportToScreen (new Point (col, row));
Driver?.Move (screen.X, screen.Y);
return true;
}
// TODO: Make this cancelable
///
/// Prepares . If is true, only the
/// of this view's subviews will be rendered. If is
/// false (the default), this method will cause the be prepared to be rendered.
///
///
public virtual bool OnDrawAdornments ()
{
// Each of these renders lines to either this View's LineCanvas
// Those lines will be finally rendered in OnRenderLineCanvas
// QUESTION: Why are we not calling Draw here?
Margin?.OnDrawContent (Margin.Viewport);
Border?.OnDrawContent (Border.Viewport);
Padding?.OnDrawContent (Padding.Viewport);
return true;
}
///
/// Draws the view's content, including Subviews.
///
///
///
/// The parameter is provided as a convenience; it has the same values as the
/// property.
///
///
/// The Location and Size indicate what part of the View's content, defined
/// by , is visible and should be drawn. The coordinates taken by
/// and
/// are relative to , thus if ViewPort.Location.Y is 5
/// the 6th row of the content should be drawn using MoveTo (x, 5).
///
///
/// If is larger than ViewPort.Size drawing code should use
///
/// to constrain drawing for better performance.
///
///
/// The may define smaller area than ; complex drawing code
/// can be more
/// efficient by using to constrain drawing for better performance.
///
///
/// Overrides should loop through the subviews and call .
///
///
///
/// The rectangle describing the currently visible viewport into the ; has the same value as
/// .
///
public virtual void OnDrawContent (Rectangle viewport)
{
if (!CanBeVisible (this))
{
return;
}
// BUGBUG: this clears way too frequently. Need to optimize this.
if (NeedsDisplay/* || Arrangement.HasFlag (ViewArrangement.Overlapped)*/)
{
Clear ();
}
if (!string.IsNullOrEmpty (TextFormatter.Text))
{
TextFormatter.NeedsFormat = true;
}
// This should NOT clear
// TODO: If the output is not in the Viewport, do nothing
var drawRect = new Rectangle (ContentToScreen (Point.Empty), GetContentSize ());
TextFormatter?.Draw (
drawRect,
HasFocus ? GetFocusColor () : GetNormalColor (),
HasFocus ? GetHotFocusColor () : GetHotNormalColor (),
Rectangle.Empty
);
SetSubViewNeedsDisplay ();
// TODO: Move drawing of subviews to a separate OnDrawSubviews virtual method
// Draw subviews
// TODO: Implement OnDrawSubviews (cancelable);
if (_subviews is { } && SubViewNeedsDisplay)
{
IEnumerable subviewsNeedingDraw = _subviews.Where (
view => view.Visible
&& (view.NeedsDisplay
|| view.SubViewNeedsDisplay
// || view.Arrangement.HasFlag (ViewArrangement.Overlapped)
));
foreach (View view in subviewsNeedingDraw)
{
if (view.IsLayoutNeeded ())
{
//Debug.WriteLine ($"Layout should be de-coupled from drawing: {view}");
//view.LayoutSubviews ();
}
// TODO: This ensures overlapped views are drawn correctly. However, this is inefficient.
// TODO: The correct fix is to implement non-rectangular clip regions: https://github.com/gui-cs/Terminal.Gui/issues/3413
if (view.Arrangement.HasFlag (ViewArrangement.Overlapped))
{
// view.SetNeedsDisplay ();
}
view.Draw ();
}
}
}
///
/// Called after to enable overrides.
///
///
/// The viewport-relative rectangle describing the currently visible viewport into the
///
///
public virtual void OnDrawContentComplete (Rectangle viewport) { DrawContentComplete?.Invoke (this, new (viewport, Rectangle.Empty)); }
// TODO: Make this cancelable
///
/// Renders . If is true, only the
/// of this view's subviews will be rendered. If is
/// false (the default), this method will cause the to be rendered.
///
///
public virtual bool OnRenderLineCanvas ()
{
if (Driver is null)
{
return false;
}
// If we have a SuperView, it'll render our frames.
if (!SuperViewRendersLineCanvas && LineCanvas.Viewport != Rectangle.Empty)
{
foreach (KeyValuePair p in LineCanvas.GetCellMap ())
{
// Get the entire map
if (p.Value is { })
{
Driver.SetAttribute (p.Value.Value.Attribute ?? ColorScheme!.Normal);
Driver.Move (p.Key.X, p.Key.Y);
// TODO: #2616 - Support combining sequences that don't normalize
Driver.AddRune (p.Value.Value.Rune);
}
}
LineCanvas.Clear ();
}
if (Subviews.Any (s => s.SuperViewRendersLineCanvas))
{
foreach (View subview in Subviews.Where (s => s.SuperViewRendersLineCanvas))
{
// Combine the LineCanvas'
LineCanvas.Merge (subview.LineCanvas);
subview.LineCanvas.Clear ();
}
foreach (KeyValuePair p in LineCanvas.GetCellMap ())
{
// Get the entire map
if (p.Value is { })
{
Driver.SetAttribute (p.Value.Value.Attribute ?? ColorScheme!.Normal);
Driver.Move (p.Key.X, p.Key.Y);
// TODO: #2616 - Support combining sequences that don't normalize
Driver.AddRune (p.Value.Value.Rune);
}
}
LineCanvas.Clear ();
}
return true;
}
#region NeedsDisplay
// The viewport-relative region that needs to be redrawn. Marked internal for unit tests.
internal Rectangle _needsDisplayRect = Rectangle.Empty;
/// Gets or sets whether the view needs to be redrawn.
public bool NeedsDisplay
{
get => _needsDisplayRect != Rectangle.Empty || IsLayoutNeeded ();
set
{
if (value)
{
SetNeedsDisplay ();
}
else
{
ClearNeedsDisplay ();
}
}
}
/// Gets whether any Subviews need to be redrawn.
public bool SubViewNeedsDisplay { get; private set; }
/// Sets that the of this View needs to be redrawn.
///
/// If the view has not been initialized ( is ), this method
/// does nothing.
///
public void SetNeedsDisplay ()
{
Rectangle viewport = Viewport;
if (_needsDisplayRect != Rectangle.Empty && viewport.IsEmpty)
{
// This handles the case where the view has not been initialized yet
return;
}
SetNeedsDisplay (viewport);
}
/// Expands the area of this view needing to be redrawn to include .
///
///
/// The location of is relative to the View's .
///
///
/// If the view has not been initialized ( is ), the area to be
/// redrawn will be the .
///
///
/// The relative region that needs to be redrawn.
public void SetNeedsDisplay (Rectangle viewPortRelativeRegion)
{
if (_needsDisplayRect.IsEmpty)
{
_needsDisplayRect = viewPortRelativeRegion;
}
else
{
int x = Math.Min (Viewport.X, viewPortRelativeRegion.X);
int y = Math.Min (Viewport.Y, viewPortRelativeRegion.Y);
int w = Math.Max (Viewport.Width, viewPortRelativeRegion.Width);
int h = Math.Max (Viewport.Height, viewPortRelativeRegion.Height);
_needsDisplayRect = new (x, y, w, h);
}
Margin?.SetNeedsDisplay ();
Border?.SetNeedsDisplay ();
Padding?.SetNeedsDisplay ();
SuperView?.SetSubViewNeedsDisplay ();
if (this is Adornment adornment)
{
adornment.Parent?.SetSubViewNeedsDisplay ();
}
foreach (View subview in Subviews)
{
if (subview.Frame.IntersectsWith (viewPortRelativeRegion))
{
Rectangle subviewRegion = Rectangle.Intersect (subview.Frame, viewPortRelativeRegion);
subviewRegion.X -= subview.Frame.X;
subviewRegion.Y -= subview.Frame.Y;
subview.SetNeedsDisplay (subviewRegion);
}
}
}
/// Sets to for this View and all Superviews.
public void SetSubViewNeedsDisplay ()
{
SubViewNeedsDisplay = true;
if (this is Adornment adornment)
{
adornment.Parent?.SetSubViewNeedsDisplay ();
}
if (SuperView is { SubViewNeedsDisplay: false })
{
SuperView.SetSubViewNeedsDisplay ();
}
}
/// Clears and .
protected void ClearNeedsDisplay ()
{
_needsDisplayRect = Rectangle.Empty;
SubViewNeedsDisplay = false;
Margin?.ClearNeedsDisplay ();
Border?.ClearNeedsDisplay ();
Padding?.ClearNeedsDisplay ();
foreach (View subview in Subviews)
{
subview.ClearNeedsDisplay ();
}
}
#endregion NeedsDisplay
}