// // Driver.cs: Definition for the Console Driver API // // Authors: // Miguel de Icaza (miguel@gnome.org) // using System; using System.Collections.Generic; using System.Runtime.InteropServices; using Mono.Terminal; using NStack; using Unix.Terminal; namespace Terminal.Gui { /// /// Basic colors that can be used to set the foreground and background colors in console applications. These can only be /// public enum Color { /// /// The black color. /// Black, /// /// The blue color. /// Blue, /// /// The green color. /// Green, /// /// The cyan color. /// Cyan, /// /// The red color. /// Red, /// /// The magenta color. /// Magenta, /// /// The brown color. /// Brown, /// /// The gray color. /// Gray, /// /// The dark gray color. /// DarkGray, /// /// The bright bBlue color. /// BrightBlue, /// /// The bright green color. /// BrightGreen, /// /// The brigh cyan color. /// BrighCyan, /// /// The bright red color. /// BrightRed, /// /// The bright magenta color. /// BrightMagenta, /// /// The bright yellow color. /// BrightYellow, /// /// The White color. /// White } /// /// Attributes are used as elements that contain both a foreground and a background or platform specific features /// /// /// Attributes are needed to map colors to terminal capabilities that might lack colors, on color /// scenarios, they encode both the foreground and the background color and are used in the ColorScheme /// class to define color schemes that can be used in your application. /// public struct Attribute { internal int value; /// /// Initializes a new instance of the struct. /// /// Value. public Attribute (int value) { this.value = value; } public static implicit operator int (Attribute c) => c.value; public static implicit operator Attribute (int v) => new Attribute (v); } /// /// Color scheme definitions, they cover some common scenarios and are used /// typically in toplevel containers to set the scheme that is used by all the /// views contained inside. /// public class ColorScheme { /// /// The default color for text, when the view is not focused. /// public Attribute Normal; /// /// The color for text when the view has the focus. /// public Attribute Focus; /// /// The color for the hotkey when a view is not focused /// public Attribute HotNormal; /// /// The color for the hotkey when the view is focused. /// public Attribute HotFocus; } /// /// The default ColorSchemes for the application. /// public static class Colors { /// /// The base color scheme, for the default toplevel views. /// public static ColorScheme Base; /// /// The dialog color scheme, for standard popup dialog boxes /// public static ColorScheme Dialog; /// /// The menu bar color /// public static ColorScheme Menu; /// /// The color scheme for showing errors. /// public static ColorScheme Error; } /// /// Special characters that can be drawn with Driver.AddSpecial. /// public enum SpecialChar { /// /// Horizontal line character. /// HLine, /// /// Vertical line character. /// VLine, /// /// Stipple pattern /// Stipple, /// /// Diamond character /// Diamond, /// /// Upper left corner /// ULCorner, /// /// Lower left corner /// LLCorner, /// /// Upper right corner /// URCorner, /// /// Lower right corner /// LRCorner, /// /// Left tee /// LeftTee, /// /// Right tee /// RightTee, /// /// Top tee /// TopTee, /// /// The bottom tee. /// BottomTee, } /// /// ConsoleDriver is an abstract class that defines the requirements for a console driver. One implementation if the CursesDriver, and another one uses the .NET Console one. /// public abstract class ConsoleDriver { /// /// The current number of columns in the terminal. /// public abstract int Cols { get; } /// /// The current number of rows in the terminal. /// public abstract int Rows { get; } /// /// Initializes the driver /// /// Method to invoke when the terminal is resized. public abstract void Init (Action terminalResized); /// /// Moves the cursor to the specified column and row. /// /// Column to move the cursor to. /// Row to move the cursor to. public abstract void Move (int col, int row); /// /// Adds the specified rune to the display at the current cursor position /// /// Rune to add. public abstract void AddRune (Rune rune); /// /// Adds the specified /// /// String. public abstract void AddStr (ustring str); public abstract void PrepareToRun (MainLoop mainLoop, Action keyHandler, Action mouseHandler); /// /// Updates the screen to reflect all the changes that have been done to the display buffer /// public abstract void Refresh (); /// /// Updates the location of the cursor position /// public abstract void UpdateCursor (); /// /// Ends the execution of the console driver. /// public abstract void End (); /// /// Redraws the physical screen with the contents that have been queued up via any of the printing commands. /// public abstract void UpdateScreen (); /// /// Selects the specified attribute as the attribute to use for future calls to AddRune, AddString. /// /// C. public abstract void SetAttribute (Attribute c); // Set Colors from limit sets of colors public abstract void SetColors (ConsoleColor foreground, ConsoleColor background); // Advanced uses - set colors to any pre-set pairs, you would need to init_color // that independently with the R, G, B values. /// /// Advanced uses - set colors to any pre-set pairs, you would need to init_color /// that independently with the R, G, B values. /// /// Foreground color identifier. /// Background color identifier. public abstract void SetColors (short foregroundColorId, short backgroundColorId); /// /// Draws a frame on the specified region with the specified padding around the frame. /// /// Region where the frame will be drawn.. /// Padding to add on the sides. /// If set to true it will clear the contents with the current color, otherwise the contents will be left untouched. public virtual void DrawFrame (Rect region, int padding, bool fill) { int width = region.Width; int height = region.Height; int b; int fwidth = width - padding * 2; int fheight = height - 1 - padding; Move (region.X, region.Y); if (padding > 0) { for (int l = 0; l < padding; l++) for (b = 0; b < width; b++) AddRune (' '); } Move (region.X, region.Y + padding); for (int c = 0; c < padding; c++) AddRune (' '); AddRune (ULCorner); for (b = 0; b < fwidth - 2; b++) AddRune (HLine); AddRune (URCorner); for (int c = 0; c < padding; c++) AddRune (' '); for (b = 1 + padding; b < fheight; b++) { Move (region.X, region.Y + b); for (int c = 0; c < padding; c++) AddRune (' '); AddRune (VLine); if (fill) { for (int x = 1; x < fwidth - 1; x++) AddRune (' '); } else Move (region.X + fwidth - 1, region.Y + b); AddRune (VLine); for (int c = 0; c < padding; c++) AddRune (' '); } Move (region.X, region.Y + fheight); for (int c = 0; c < padding; c++) AddRune (' '); AddRune (LLCorner); for (b = 0; b < fwidth - 2; b++) AddRune (HLine); AddRune (LRCorner); for (int c = 0; c < padding; c++) AddRune (' '); if (padding > 0) { Move (region.X, region.Y + height - padding); for (int l = 0; l < padding; l++) for (b = 0; b < width; b++) AddRune (' '); } } /// /// Suspend the application, typically needs to save the state, suspend the app and upon return, reset the console driver. /// public abstract void Suspend (); Rect clip; /// /// Controls the current clipping region that AddRune/AddStr is subject to. /// /// The clip. public Rect Clip { get => clip; set => this.clip = value; } public abstract void StartReportingMouseMoves (); public abstract void StopReportingMouseMoves (); /// /// Disables the cooked event processing from the mouse driver. At startup, it is assumed mouse events are cooked. /// public abstract void UncookMouse (); /// /// Enables the cooked event processing from the mouse driver /// public abstract void CookMouse (); /// /// Horizontal line character. /// public Rune HLine; /// /// Vertical line character. /// public Rune VLine; /// /// Stipple pattern /// public Rune Stipple; /// /// Diamond character /// public Rune Diamond; /// /// Upper left corner /// public Rune ULCorner; /// /// Lower left corner /// public Rune LLCorner; /// /// Upper right corner /// public Rune URCorner; /// /// Lower right corner /// public Rune LRCorner; /// /// Left tee /// public Rune LeftTee; /// /// Right tee /// public Rune RightTee; /// /// Top tee /// public Rune TopTee; /// /// The bottom tee. /// public Rune BottomTee; } }