#nullable enable // We use global using directives to simplify the code and avoid repetitive namespace declarations. // Put them here so they are available throughout the application. // Do not put them in AssemblyInfo.cs as it will break GitVersion's /updateassemblyinfo global using Attribute = Terminal.Gui.Drawing.Attribute; global using Color = Terminal.Gui.Drawing.Color; global using CM = Terminal.Gui.Configuration.ConfigurationManager; global using Terminal.Gui.App; global using Terminal.Gui.Drivers; global using Terminal.Gui.Input; global using Terminal.Gui.Configuration; global using Terminal.Gui.ViewBase; global using Terminal.Gui.Views; global using Terminal.Gui.Drawing; global using Terminal.Gui.Text; global using Terminal.Gui.Resources; global using Terminal.Gui.FileServices; using System.Diagnostics; using System.Globalization; using System.Reflection; using System.Resources; namespace Terminal.Gui.App; /// A static, singleton class representing the application. This class is the entry point for the application. /// /// /// Application.Init(); /// var win = new Window() /// { /// Title = $"Example App ({Application.QuitKey} to quit)" /// }; /// Application.Run(win); /// win.Dispose(); /// Application.Shutdown(); /// /// /// public static partial class Application { /// Gets all cultures supported by the application without the invariant language. public static List? SupportedCultures { get; private set; } = GetSupportedCultures (); /// /// /// Handles recurring events. These are invoked on the main UI thread - allowing for /// safe updates to instances. /// /// public static ITimedEvents? TimedEvents => ApplicationImpl.Instance?.TimedEvents; /// /// Maximum number of iterations of the main loop (and hence draws) /// to allow to occur per second. Defaults to > which is a 40ms sleep /// after iteration (factoring in how long iteration took to run). /// Note that not every iteration draws (see ). /// Only affects v2 drivers. /// public static ushort MaximumIterationsPerSecond = DefaultMaximumIterationsPerSecond; /// /// Default value for /// public const ushort DefaultMaximumIterationsPerSecond = 25; /// /// Gets a string representation of the Application as rendered by . /// /// A string representation of the Application public new static string ToString () { IConsoleDriver? driver = Driver; if (driver is null) { return string.Empty; } return ToString (driver); } /// /// Gets a string representation of the Application rendered by the provided . /// /// The driver to use to render the contents. /// A string representation of the Application public static string ToString (IConsoleDriver? driver) { if (driver is null) { return string.Empty; } var sb = new StringBuilder (); Cell [,] contents = driver?.Contents!; for (var r = 0; r < driver!.Rows; r++) { for (var c = 0; c < driver.Cols; c++) { Rune rune = contents [r, c].Rune; if (rune.DecodeSurrogatePair (out char []? sp)) { sb.Append (sp); } else { sb.Append ((char)rune.Value); } if (rune.GetColumns () > 1) { c++; } // See Issue #2616 //foreach (var combMark in contents [r, c].CombiningMarks) { // sb.Append ((char)combMark.Value); //} } sb.AppendLine (); } return sb.ToString (); } internal static List GetAvailableCulturesFromEmbeddedResources () { ResourceManager rm = new (typeof (Strings)); CultureInfo [] cultures = CultureInfo.GetCultures (CultureTypes.AllCultures); return cultures.Where ( cultureInfo => !cultureInfo.Equals (CultureInfo.InvariantCulture) && rm.GetResourceSet (cultureInfo, true, false) is { } ) .ToList (); } // BUGBUG: This does not return en-US even though it's supported by default internal static List GetSupportedCultures () { CultureInfo [] cultures = CultureInfo.GetCultures (CultureTypes.AllCultures); // Get the assembly var assembly = Assembly.GetExecutingAssembly (); //Find the location of the assembly string assemblyLocation = AppDomain.CurrentDomain.BaseDirectory; // Find the resource file name of the assembly var resourceFilename = $"{assembly.GetName ().Name}.resources.dll"; if (cultures.Length > 1 && Directory.Exists (Path.Combine (assemblyLocation, "pt-PT"))) { // Return all culture for which satellite folder found with culture code. return cultures.Where ( cultureInfo => Directory.Exists (Path.Combine (assemblyLocation, cultureInfo.Name)) && File.Exists (Path.Combine (assemblyLocation, cultureInfo.Name, resourceFilename)) ) .ToList (); } // It's called from a self-contained single-file and get available cultures from the embedded resources strings. return GetAvailableCulturesFromEmbeddedResources (); } // IMPORTANT: Ensure all property/fields are reset here. See Init_ResetState_Resets_Properties unit test. // 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. internal static void ResetState (bool ignoreDisposed = false) { // 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 (Toplevel? t in TopLevels) { t!.Running = false; } if (Popover?.GetActivePopover () is View popover) { // This forcefully closes the popover; invoking Command.Quit would be more graceful // but since this is shutdown, doing this is ok. popover.Visible = false; } Popover?.Dispose (); Popover = null; TopLevels.Clear (); #if DEBUG_IDISPOSABLE // Don't dispose the Top. It's up to caller dispose it if (View.EnableDebugIDisposableAsserts && !ignoreDisposed && Top is { }) { Debug.Assert (Top.WasDisposed, $"Title = {Top.Title}, Id = {Top.Id}"); // If End wasn't called _cachedRunStateToplevel may be null if (_cachedRunStateToplevel is { }) { Debug.Assert (_cachedRunStateToplevel.WasDisposed); Debug.Assert (_cachedRunStateToplevel == Top); } } #endif Top = null; _cachedRunStateToplevel = null; // MainLoop stuff MainLoop?.Dispose (); MainLoop = null; MainThreadId = -1; Iteration = null; EndAfterFirstIteration = false; ClearScreenNextIteration = false; // Driver stuff if (Driver is { }) { UnsubscribeDriverEvents (); Driver?.End (); Driver = null; } _screen = null; // Don't reset ForceDriver; it needs to be set before Init is called. //ForceDriver = string.Empty; //Force16Colors = false; _forceFakeConsole = false; // Run State stuff NotifyNewRunState = null; NotifyStopRunState = null; MouseGrabHandler = new MouseGrabHandler (); Initialized = false; // Mouse // Do not clear _lastMousePosition; Popover's require it to stay set with // last mouse pos. //_lastMousePosition = null; CachedViewsUnderMouse.Clear (); MouseEvent = null; // Keyboard KeyDown = null; KeyUp = null; SizeChanging = null; Navigation = null; KeyBindings.Clear (); AddKeyBindings (); // 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 (null); } }