// // Authors: // Miguel de Icaza (miguel@gnome.org) // // Pending: // - Check for NeedDisplay on the hierarchy and repaint // - Layout support // - "Colors" type or "Attributes" type? // - What to surface as "BackgroundCOlor" when clearing a window, an attribute or colors? // // Optimziations // - Add rendering limitation to the exposed area using System; using System.Collections; using System.Collections.Generic; using System.Linq; using NStack; namespace Terminal.Gui { /// /// Determines the LayoutStyle for a view, if Absolute, during LayoutSubviews, the /// value from the Frame will be used, if the value is Computed, then the Frame /// will be updated from the X, Y Pos objects and the Width and Height Dim objects. /// public enum LayoutStyle { /// /// The position and size of the view are based on the Frame value. /// Absolute, /// /// The position and size of the view will be computed based on the /// X, Y, Width and Height properties and set on the Frame. /// Computed } /// /// View is the base class for all views on the screen and represents a visible element that can render itself and contains zero or more nested views. /// /// /// /// The View defines the base functionality for user interface elements in Terminal.Gui. Views /// can contain one or more subviews, can respond to user input and render themselves on the screen. /// /// /// Views supports two layout styles: Absolute or Computed. The choice as to which layout style is used by the View /// is determined when the View is initizlied. To create a View using Absolute layout, call a constructor that takes a /// Rect parameter to specify the absolute position and size (the View.)/. To create a View /// using Computed layout use a constructor that does not take a Rect parametr and set the X, Y, Width and Height /// properties on the view. Both approaches use coordinates that are relative to the container they are being added to. /// /// /// To switch between Absolute and Computed layout, use the property. /// /// /// Computed layout is more flexible and supports dynamic console apps where controls adjust layout /// as the terminal resizes or other Views change size or position. The X, Y, Width and Height /// properties are Dim and Pos objects that dynamically update the position of a view. /// The X and Y properties are of type /// and you can use either absolute positions, percentages or anchor /// points. The Width and Height properties are of type /// and can use absolute position, /// percentages and anchors. These are useful as they will take /// care of repositioning views when view's frames are resized or /// if the terminal size changes. /// /// /// Absolute layout requires specifying coordiantes and sizes of Views explicitly, and the /// View will typcialy stay in a fixed position and size. To change the position and size use the /// property. /// /// /// Subviews (child views) can be added to a View by calling the method. /// The container of a View can be accessed with the property. /// /// /// To flag a region of the View's to be redrawn call . To flag the entire view /// for redraw call . /// /// /// Views have a property that defines the default colors that subviews /// should use for rendering. This ensures that the views fit in the context where /// they are being used, and allows for themes to be plugged in. For example, the /// default colors for windows and toplevels uses a blue background, while it uses /// a white background for dialog boxes and a red background for errors. /// /// /// Subclasses should not rely on being /// set at construction time. If a is not set on a view, the view will inherit the /// value from its and the value might only be valid once a view has been /// added to a SuperView. /// /// /// By using applications will work both /// in color as well as black and white displays. /// /// /// Views that are focusable should implement the to make sure that /// the cursor is placed in a location that makes sense. Unix terminals do not have /// a way of hiding the cursor, so it can be distracting to have the cursor left at /// the last focused view. So views should make sure that they place the cursor /// in a visually sensible place. /// /// /// The method is invoked when the size or layout of a view has /// changed. The default processing system will keep the size and dimensions /// for views that use the , and will recompute the /// frames for the vies that use . /// /// public class View : Responder, IEnumerable { internal enum Direction { Forward, Backward } // container == SuperView View container = null; View focused = null; Direction focusDirection; /// /// Event fired when the view gets focus. /// public event Action Enter; /// /// Event fired when the view looses focus. /// public event Action Leave; /// /// Event fired when the view receives the mouse event for the first time. /// public event Action MouseEnter; /// /// Event fired when the view receives a mouse event for the last time. /// public event Action MouseLeave; /// /// Event fired when a mouse event is generated. /// public event Action MouseClick; internal Direction FocusDirection { get => SuperView?.FocusDirection ?? focusDirection; set { if (SuperView != null) SuperView.FocusDirection = value; else focusDirection = value; } } /// /// Points to the current driver in use by the view, it is a convenience property /// for simplifying the development of new views. /// public static ConsoleDriver Driver { get { return Application.Driver; } } static IList empty = new List (0).AsReadOnly (); // This is null, and allocated on demand. List subviews; /// /// This returns a list of the subviews contained by this view. /// /// The subviews. public IList Subviews => subviews == null ? empty : subviews.AsReadOnly (); // Internally, we use InternalSubviews rather than subviews, as we do not expect us // to make the same mistakes our users make when they poke at the Subviews. internal IList InternalSubviews => subviews ?? empty; internal Rect NeedDisplay { get; private set; } = Rect.Empty; // The frame for the object. Superview relative. Rect frame; /// /// Gets or sets an identifier for the view; /// /// The identifier. /// The id should be unique across all Views that share a SuperView. public ustring Id { get; set; } = ""; /// /// Returns a value indicating if this View is currently on Top (Active) /// public bool IsCurrentTop { get { return Application.Current == this; } } /// /// Gets or sets a value indicating whether this wants mouse position reports. /// /// true if want mouse position reports; otherwise, false. public virtual bool WantMousePositionReports { get; set; } = false; /// /// Gets or sets a value indicating whether this want continuous button pressed event. /// public virtual bool WantContinuousButtonPressed { get; set; } = false; /// /// Gets or sets the frame for the view. The frame is relative to the view's container (). /// /// The frame. /// /// /// Change the Frame when using the layout style to move or resize views. /// /// /// Altering the Frame of a view will trigger the redrawing of the /// view as well as the redrawing of the affected regions of the . /// /// public virtual Rect Frame { get => frame; set { if (SuperView != null) { SuperView.SetNeedsDisplay (frame); SuperView.SetNeedsDisplay (value); } frame = value; SetNeedsLayout (); SetNeedsDisplay (frame); } } /// /// Gets an enumerator that enumerates the subviews in this view. /// /// The enumerator. public IEnumerator GetEnumerator () { foreach (var v in InternalSubviews) yield return v; } LayoutStyle layoutStyle; /// /// Controls how the View's is computed during the LayoutSubviews method, if the style is set to , /// LayoutSubviews does not change the . If the style is the is updated using /// the , , , and properties. /// /// The layout style. public LayoutStyle LayoutStyle { get => layoutStyle; set { layoutStyle = value; SetNeedsLayout (); } } /// /// The bounds represent the View-relative rectangle used for this view; the area inside of the view. /// /// The bounds. /// /// /// Updates to the Bounds update the , /// and has the same side effects as updating the . /// /// /// Because coordinates are relative to the upper-left corner of the , /// the coordinates of the upper-left corner of the rectangle returned by this property are (0,0). /// Use this property to obtain the size and coordinates of the client area of the /// control for tasks such as drawing on the surface of the control. /// /// public Rect Bounds { get => new Rect (Point.Empty, Frame.Size); set { Frame = new Rect (frame.Location, value.Size); } } Pos x, y; /// /// Gets or sets the X position for the view (the column). Only used whe is . /// /// The X Position. /// /// If is changing this property has no effect and its value is indeterminate. /// public Pos X { get => x; set { x = value; SetNeedsLayout (); } } /// /// Gets or sets the Y position for the view (the row). Only used whe is . /// /// The y position (line). /// /// If is changing this property has no effect and its value is indeterminate. /// public Pos Y { get => y; set { y = value; SetNeedsLayout (); } } Dim width, height; /// /// Gets or sets the width of the view. Only used whe is . /// /// The width. /// /// If is changing this property has no effect and its value is indeterminate. /// public Dim Width { get => width; set { width = value; SetNeedsLayout (); } } /// /// Gets or sets the height of the view. Only used whe is . /// /// The height. /// If is changing this property has no effect and its value is indeterminate. public Dim Height { get => height; set { height = value; SetNeedsLayout (); } } /// /// Returns the container for this view, or null if this view has not been added to a container. /// /// The super view. public View SuperView => container; /// /// Initializes a new instance of a class with the absolute /// dimensions specified in the frame parameter. /// /// The region covered by this view. /// /// This constructor intitalize a View with a of . Use to /// initialize a View with of /// public View (Rect frame) { this.Frame = frame; CanFocus = false; LayoutStyle = LayoutStyle.Absolute; } /// /// Initializes a new instance of class. /// /// /// Use , , , and properties to dynamically control the size and location of the view. /// /// /// This constructor intitalize a View with a of . /// Use , , , and properties to dynamically control the size and location of the view. /// public View () { CanFocus = false; LayoutStyle = LayoutStyle.Computed; x = Pos.At (0); y = Pos.At (0); Height = 0; Width = 0; } /// /// Sets a flag indicating this view needs to be redisplayed because its state has changed. /// public void SetNeedsDisplay () { SetNeedsDisplay (Bounds); } internal bool layoutNeeded = true; internal void SetNeedsLayout () { if (layoutNeeded) return; layoutNeeded = true; if (SuperView == null) return; SuperView.SetNeedsLayout (); } /// /// Flags the view-relative region on this View as needing to be repainted. /// /// The view-relative region that must be flagged for repaint. public void SetNeedsDisplay (Rect region) { if (NeedDisplay == null || NeedDisplay.IsEmpty) NeedDisplay = region; else { var x = Math.Min (NeedDisplay.X, region.X); var y = Math.Min (NeedDisplay.Y, region.Y); var w = Math.Max (NeedDisplay.Width, region.Width); var h = Math.Max (NeedDisplay.Height, region.Height); NeedDisplay = new Rect (x, y, w, h); } if (container != null) container.ChildNeedsDisplay (); if (subviews == null) return; foreach (var view in subviews) if (view.Frame.IntersectsWith (region)) { var childRegion = Rect.Intersect (view.Frame, region); childRegion.X -= view.Frame.X; childRegion.Y -= view.Frame.Y; view.SetNeedsDisplay (childRegion); } } internal bool childNeedsDisplay; /// /// Indicates that any child views (in the list) need to be repainted. /// public void ChildNeedsDisplay () { childNeedsDisplay = true; if (container != null) container.ChildNeedsDisplay (); } /// /// Adds a subview (child) to this view. /// /// /// The Views that have been added to this view can be retrieved via the property. See also /// public virtual void Add (View view) { if (view == null) return; if (subviews == null) subviews = new List (); subviews.Add (view); view.container = this; if (view.CanFocus) CanFocus = true; SetNeedsLayout (); SetNeedsDisplay (); } /// /// Adds the specified views (children) to the view. /// /// Array of one or more views (can be optional parameter). /// /// The Views that have been added to this view can be retrieved via the property. See also /// public void Add (params View [] views) { if (views == null) return; foreach (var view in views) Add (view); } /// /// Removes all subviews (children) added via or from this View. /// public virtual void RemoveAll () { if (subviews == null) return; while (subviews.Count > 0) { Remove (subviews [0]); } } /// /// Removes a subview added via or from this View. /// /// /// public virtual void Remove (View view) { if (view == null || subviews == null) return; SetNeedsLayout (); SetNeedsDisplay (); var touched = view.Frame; subviews.Remove (view); view.container = null; if (subviews.Count < 1) this.CanFocus = false; foreach (var v in subviews) { if (v.Frame.IntersectsWith (touched)) view.SetNeedsDisplay (); } } void PerformActionForSubview (View subview, Action action) { if (subviews.Contains (subview)) { action (subview); } SetNeedsDisplay (); subview.SetNeedsDisplay (); } /// /// Brings the specified subview to the front so it is drawn on top of any other views. /// /// The subview to send to the front /// /// . /// public void BringSubviewToFront (View subview) { PerformActionForSubview (subview, x => { subviews.Remove (x); subviews.Add (x); }); } /// /// Sends the specified subview to the front so it is the first view drawn /// /// The subview to send to the front /// /// . /// public void SendSubviewToBack (View subview) { PerformActionForSubview (subview, x => { subviews.Remove (x); subviews.Insert (0, subview); }); } /// /// Moves the subview backwards in the hierarchy, only one step /// /// The subview to send backwards /// /// If you want to send the view all the way to the back use SendSubviewToBack. /// public void SendSubviewBackwards (View subview) { PerformActionForSubview (subview, x => { var idx = subviews.IndexOf (x); if (idx > 0) { subviews.Remove (x); subviews.Insert (idx - 1, x); } }); } /// /// Moves the subview backwards in the hierarchy, only one step /// /// The subview to send backwards /// /// If you want to send the view all the way to the back use SendSubviewToBack. /// public void BringSubviewForward (View subview) { PerformActionForSubview (subview, x => { var idx = subviews.IndexOf (x); if (idx + 1 < subviews.Count) { subviews.Remove (x); subviews.Insert (idx + 1, x); } }); } /// /// Clears the view region with the current color. /// /// /// /// This clears the entire region used by this view. /// /// public void Clear () { var h = Frame.Height; var w = Frame.Width; for (int line = 0; line < h; line++) { Move (0, line); for (int col = 0; col < w; col++) Driver.AddRune (' '); } } /// /// Clears the specified region with the current color. /// /// /// /// The screen-relative region to clear. public void Clear (Rect regionScreen) { var h = regionScreen.Height; var w = regionScreen.Width; for (int line = regionScreen.Y; line < regionScreen.Y + h; line++) { Driver.Move (regionScreen.X, line); for (int col = 0; col < w; col++) Driver.AddRune (' '); } } /// /// Converts a view-relative (col,row) position to a screen-relative position (col,row). The values are optionally clamped to the screen dimensions. /// /// View-relative column. /// View-relative row. /// Absolute column; screen-relative. /// Absolute row; screen-relative. /// Whether to clip the result of the ViewToScreen method, if set to true, the rcol, rrow values are clamped to the screen (terminal) dimensions (0..TerminalDim-1). internal void ViewToScreen (int col, int row, out int rcol, out int rrow, bool clipped = true) { // Computes the real row, col relative to the screen. rrow = row + frame.Y; rcol = col + frame.X; var ccontainer = container; while (ccontainer != null) { rrow += ccontainer.frame.Y; rcol += ccontainer.frame.X; ccontainer = ccontainer.container; } // The following ensures that the cursor is always in the screen boundaries. if (clipped) { rrow = Math.Max (0, Math.Min (rrow, Driver.Rows - 1)); rcol = Math.Max (0, Math.Min (rcol, Driver.Cols - 1)); } } /// /// Converts a point from screen-relative coordinates to view-relative coordinates. /// /// The mapped point. /// X screen-coordinate point. /// Y screen-coordinate point. public Point ScreenToView (int x, int y) { if (SuperView == null) { return new Point (x - Frame.X, y - frame.Y); } else { var parent = SuperView.ScreenToView (x, y); return new Point (parent.X - frame.X, parent.Y - frame.Y); } } /// /// Converts a region in view-relative coordinates to screen-relative coordinates. /// internal Rect ViewToScreen (Rect region) { ViewToScreen (region.X, region.Y, out var x, out var y, clipped: false); return new Rect (x, y, region.Width, region.Height); } // Clips a rectangle in screen coordinates to the dimensions currently available on the screen internal Rect ScreenClip (Rect regionScreen) { var x = regionScreen.X < 0 ? 0 : regionScreen.X; var y = regionScreen.Y < 0 ? 0 : regionScreen.Y; var w = regionScreen.X + regionScreen.Width >= Driver.Cols ? Driver.Cols - regionScreen.X : regionScreen.Width; var h = regionScreen.Y + regionScreen.Height >= Driver.Rows ? Driver.Rows - regionScreen.Y : regionScreen.Height; return new Rect (x, y, w, h); } /// /// Sets the 's clip region to the current View's . /// /// The existing driver's clip region, which can be then re-eapplied by setting .Clip (). /// /// is View-relative. /// public Rect ClipToBounds () { return SetClip (Bounds); } /// /// Sets the clip region to the specified view-relative region. /// /// The previous screen-relative clip region. /// View-relative clip region. public Rect SetClip (Rect region) { var previous = Driver.Clip; Driver.Clip = Rect.Intersect (previous, ViewToScreen (region)); return previous; } /// /// Draws a frame in the current view, clipped by the boundary of this view /// /// View-relative region for the frame to be drawn. /// The padding to add around the outside of the drawn frame. /// If set to true it fill will the contents. public void DrawFrame (Rect region, int padding = 0, bool fill = false) { var scrRect = ViewToScreen (region); var savedClip = ClipToBounds (); Driver.DrawWindowFrame (scrRect, padding + 1, padding + 1, padding + 1, padding + 1, border: true, fill: fill); Driver.Clip = savedClip; } /// /// Utility function to draw strings that contain a hotkey. /// /// String to display, the underscoore before a letter flags the next letter as the hotkey. /// Hot color. /// Normal color. /// /// The hotkey is any character following an underscore ('_') character. public void DrawHotString (ustring text, Attribute hotColor, Attribute normalColor) { Driver.SetAttribute (normalColor); foreach (var rune in text) { if (rune == '_') { Driver.SetAttribute (hotColor); continue; } Driver.AddRune (rune); Driver.SetAttribute (normalColor); } } /// /// Utility function to draw strings that contains a hotkey using a and the "focused" state. /// /// String to display, the underscoore before a letter flags the next letter as the hotkey. /// If set to true this uses the focused colors from the color scheme, otherwise the regular ones. /// The color scheme to use. public void DrawHotString (ustring text, bool focused, ColorScheme scheme) { if (focused) DrawHotString (text, scheme.HotFocus, scheme.Focus); else DrawHotString (text, scheme.HotNormal, scheme.Normal); } /// /// This moves the cursor to the specified column and row in the view. /// /// The move. /// Col (view-relative). /// Row (view-relative). public void Move (int col, int row) { ViewToScreen (col, row, out var rcol, out var rrow); Driver.Move (rcol, rrow); } /// /// Positions the cursor in the right position based on the currently focused view in the chain. /// /// Views that are focusable should override to ensure /// the cursor is placed in a location that makes sense. Unix terminals do not have /// a way of hiding the cursor, so it can be distracting to have the cursor left at /// the last focused view. Views should make sure that they place the cursor /// in a visually sensible place. public virtual void PositionCursor () { if (focused != null) focused.PositionCursor (); else Move (frame.X, frame.Y); } /// public override bool HasFocus { get { return base.HasFocus; } internal set { if (base.HasFocus != value) if (value) OnEnter (); else OnLeave (); SetNeedsDisplay (); base.HasFocus = value; // Remove focus down the chain of subviews if focus is removed if (!value && focused != null) { focused.OnLeave (); focused.HasFocus = false; focused = null; } } } /// /// Defines the event arguments for /// public class FocusEventArgs : EventArgs { /// /// Constructs. /// public FocusEventArgs () { } /// /// Indicates if the current focus event has already been processed and the driver should stop notifying any other event subscriber. /// Its important to set this value to true specially when updating any View's layout from inside the subscriber method. /// public bool Handled { get; set; } } /// public override bool OnEnter () { FocusEventArgs args = new FocusEventArgs (); Enter?.Invoke (args); if (args.Handled) return true; if (base.OnEnter ()) return true; return false; } /// public override bool OnLeave () { FocusEventArgs args = new FocusEventArgs (); Leave?.Invoke (args); if (args.Handled) return true; if (base.OnLeave ()) return true; return false; } /// /// Returns the currently focused view inside this view, or null if nothing is focused. /// /// The focused. public View Focused => focused; /// /// Returns the most focused view in the chain of subviews (the leaf view that has the focus). /// /// The most focused. public View MostFocused { get { if (Focused == null) return null; var most = Focused.MostFocused; if (most != null) return most; return Focused; } } /// /// The color scheme for this view, if it is not defined, it returns the 's /// color scheme. /// public ColorScheme ColorScheme { get { if (colorScheme == null) return SuperView?.ColorScheme; return colorScheme; } set { colorScheme = value; } } ColorScheme colorScheme; /// /// Displays the specified character in the specified column and row of the View. /// /// Column (view-relative). /// Row (view-relative). /// Ch. public void AddRune (int col, int row, Rune ch) { if (row < 0 || col < 0) return; if (row > frame.Height - 1 || col > frame.Width - 1) return; Move (col, row); Driver.AddRune (ch); } /// /// Removes the and the setting on this view. /// protected void ClearNeedsDisplay () { NeedDisplay = Rect.Empty; childNeedsDisplay = false; } /// /// Redraws this view and its subviews; only redraws the views that have been flagged for a re-display. /// /// The bounds (view-relative region) to redraw. /// /// /// 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 globaly on the driver. /// /// /// Overrides of must ensure they do not set Driver.Clip to a clip region /// larger than the region parameter. /// /// public virtual void Redraw (Rect bounds) { var clipRect = new Rect (Point.Empty, frame.Size); // Invoke DrawContentEvent OnDrawContent (bounds); if (subviews != null) { foreach (var view in subviews) { if (view.NeedDisplay != null && (!view.NeedDisplay.IsEmpty || view.childNeedsDisplay)) { if (view.Frame.IntersectsWith (clipRect) && view.Frame.IntersectsWith (bounds)) { // FIXED: optimize this by computing the intersection of region and view.Bounds if (view.layoutNeeded) view.LayoutSubviews (); Application.CurrentView = view; // Clip the sub-view var savedClip = ClipToBounds (); // Draw the subview // Use the view's bounds (view-relative; Location will always be (0,0) because view.Redraw (view.Bounds); // Undo the clip Driver.Clip = savedClip; } view.NeedDisplay = Rect.Empty; view.childNeedsDisplay = false; } } } 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 Action DrawContent; /// /// Enables overrides to draw infinitely scrolled content and/or a background behind added controls. /// /// The view-relative rectangle describing the currently visible viewport into the /// /// This method will be called before any subviews added with have been drawn. /// public virtual void OnDrawContent (Rect viewport) { DrawContent?.Invoke (viewport); } /// /// Causes the specified subview to have focus. /// /// View. public void SetFocus (View view) { if (view == null) return; //Console.WriteLine ($"Request to focus {view}"); if (!view.CanFocus) return; if (focused == view) return; // Make sure that this view is a subview View c; for (c = view.container; c != null; c = c.container) if (c == this) break; if (c == null) throw new ArgumentException ("the specified view is not part of the hierarchy of this view"); if (focused != null) focused.HasFocus = false; focused = view; focused.HasFocus = true; focused.EnsureFocus (); // Send focus upwards SuperView?.SetFocus (this); } /// /// Defines the event arguments for /// public class KeyEventEventArgs : EventArgs { /// /// Constructs. /// /// public KeyEventEventArgs (KeyEvent ke) => KeyEvent = ke; /// /// The for the event. /// public KeyEvent KeyEvent { get; set; } /// /// Indicates if the current Key event has already been processed and the driver should stop notifying any other event subscriber. /// Its important to set this value to true specially when updating any View's layout from inside the subscriber method. /// public bool Handled { get; set; } = false; } /// /// Invoked when a character key is pressed and occurs after the key up event. /// public event Action KeyPress; /// public override bool ProcessKey (KeyEvent keyEvent) { KeyEventEventArgs args = new KeyEventEventArgs (keyEvent); KeyPress?.Invoke (args); if (args.Handled) return true; if (Focused?.ProcessKey (keyEvent) == true) return true; return false; } /// public override bool ProcessHotKey (KeyEvent keyEvent) { KeyEventEventArgs args = new KeyEventEventArgs (keyEvent); KeyPress?.Invoke (args); if (args.Handled) return true; if (subviews == null || subviews.Count == 0) return false; foreach (var view in subviews) if (view.SuperView.IsCurrentTop && view.ProcessHotKey (keyEvent)) return true; return false; } /// public override bool ProcessColdKey (KeyEvent keyEvent) { KeyEventEventArgs args = new KeyEventEventArgs (keyEvent); KeyPress?.Invoke (args); if (args.Handled) return true; if (subviews == null || subviews.Count == 0) return false; foreach (var view in subviews) if (view.SuperView.IsCurrentTop && view.ProcessColdKey (keyEvent)) return true; return false; } /// /// Invoked when a key is pressed /// public event Action KeyDown; /// Contains the details about the key that produced the event. public override bool OnKeyDown (KeyEvent keyEvent) { KeyEventEventArgs args = new KeyEventEventArgs (keyEvent); KeyDown?.Invoke (args); if (args.Handled) return true; if (subviews == null || subviews.Count == 0) return false; foreach (var view in subviews) if (view.SuperView.IsCurrentTop && view.OnKeyDown (keyEvent)) return true; return false; } /// /// Invoked when a key is released /// public event Action KeyUp; /// Contains the details about the key that produced the event. public override bool OnKeyUp (KeyEvent keyEvent) { KeyEventEventArgs args = new KeyEventEventArgs (keyEvent); KeyUp?.Invoke (args); if (args.Handled) return true; if (subviews == null || subviews.Count == 0) return false; foreach (var view in subviews) if (view.SuperView.IsCurrentTop && view.OnKeyUp (keyEvent)) return true; return false; } /// /// Finds the first view in the hierarchy that wants to get the focus if nothing is currently focused, otherwise, it does nothing. /// public void EnsureFocus () { if (focused == null) if (FocusDirection == Direction.Forward) FocusFirst (); else FocusLast (); } /// /// Focuses the first focusable subview if one exists. /// public void FocusFirst () { if (subviews == null) { SuperView?.SetFocus (this); return; } foreach (var view in subviews) { if (view.CanFocus) { SetFocus (view); return; } } } /// /// Focuses the last focusable subview if one exists. /// public void FocusLast () { if (subviews == null) { SuperView?.SetFocus (this); return; } for (int i = subviews.Count; i > 0;) { i--; View v = subviews [i]; if (v.CanFocus) { SetFocus (v); return; } } } /// /// Focuses the previous view. /// /// true, if previous was focused, false otherwise. public bool FocusPrev () { FocusDirection = Direction.Backward; if (subviews == null || subviews.Count == 0) return false; if (focused == null) { FocusLast (); return focused != null; } int focused_idx = -1; for (int i = subviews.Count; i > 0;) { i--; View w = subviews [i]; if (w.HasFocus) { if (w.FocusPrev ()) return true; focused_idx = i; continue; } if (w.CanFocus && focused_idx != -1) { focused.HasFocus = false; if (w != null && w.CanFocus) w.FocusLast (); SetFocus (w); return true; } } if (focused != null) { focused.HasFocus = false; focused = null; } return false; } /// /// Focuses the next view. /// /// true, if next was focused, false otherwise. public bool FocusNext () { FocusDirection = Direction.Forward; if (subviews == null || subviews.Count == 0) return false; if (focused == null) { FocusFirst (); return focused != null; } int n = subviews.Count; int focused_idx = -1; for (int i = 0; i < n; i++) { View w = subviews [i]; if (w.HasFocus) { if (w.FocusNext ()) return true; focused_idx = i; continue; } if (w.CanFocus && focused_idx != -1) { focused.HasFocus = false; if (w != null && w.CanFocus) w.FocusFirst (); SetFocus (w); return true; } } if (focused != null) { focused.HasFocus = false; focused = null; } return false; } /// /// Sets the View's to the relative coordinates if its container, given the for its container. /// /// The screen-relative frame for the host. /// /// Reminder: is superview-relative; is view-relative. /// internal void SetRelativeLayout (Rect hostFrame) { int w, h, _x, _y; if (x is Pos.PosCenter) { if (width == null) w = hostFrame.Width; else w = width.Anchor (hostFrame.Width); _x = x.Anchor (hostFrame.Width - w); } else { if (x == null) _x = 0; else _x = x.Anchor (hostFrame.Width); if (width == null) w = hostFrame.Width; else w = width.Anchor (hostFrame.Width - _x); } if (y is Pos.PosCenter) { if (height == null) h = hostFrame.Height; else h = height.Anchor (hostFrame.Height); _y = y.Anchor (hostFrame.Height - h); } else { if (y == null) _y = 0; else _y = y.Anchor (hostFrame.Height); if (height == null) h = hostFrame.Height; else h = height.Anchor (hostFrame.Height - _y); } Frame = new Rect (_x, _y, w, h); } // https://en.wikipedia.org/wiki/Topological_sorting List TopologicalSort (HashSet nodes, HashSet<(View From, View To)> edges) { var result = new List (); // Set of all nodes with no incoming edges var S = new HashSet (nodes.Where (n => edges.All (e => e.To.Equals (n) == false))); while (S.Any ()) { // remove a node n from S var n = S.First (); S.Remove (n); // add n to tail of L if (n != this?.SuperView) result.Add (n); // for each node m with an edge e from n to m do foreach (var e in edges.Where (e => e.From.Equals (n)).ToArray ()) { var m = e.To; // remove edge e from the graph edges.Remove (e); // if m has no other incoming edges then if (edges.All (me => me.To.Equals (m) == false) && m != this?.SuperView) { // insert m into S S.Add (m); } } } // if graph has edges then if (edges.Any ()) { // return error (graph has at least one cycle) return null; } else { // return L (a topologically sorted order) return result; } } /// /// Event arguments for the event. /// public class LayoutEventArgs : EventArgs { /// /// The view-relative bounds of the before it was laid out. /// public Rect OldBounds { get; set; } } /// /// Fired after the Views's method has completed. /// /// /// Subscribe to this event to perform tasks when the has been resized or the layout has otherwise changed. /// public event Action LayoutComplete; /// /// Raises the event. Called from after all sub-views have been laid out. /// internal virtual void OnLayoutComplete (LayoutEventArgs args) { LayoutComplete?.Invoke (args); } /// /// Invoked when a view starts executing or when the dimensions of the view have changed, for example in /// response to the container view or terminal resizing. /// /// /// Calls (which raises the event) before it returns. /// public virtual void LayoutSubviews () { if (!layoutNeeded) return; Rect oldBounds = Bounds; // Sort out the dependencies of the X, Y, Width, Height properties var nodes = new HashSet (); var edges = new HashSet<(View, View)> (); foreach (var v in InternalSubviews) { nodes.Add (v); if (v.LayoutStyle == LayoutStyle.Computed) { if (v.X is Pos.PosView vX) edges.Add ((vX.Target, v)); if (v.Y is Pos.PosView vY) edges.Add ((vY.Target, v)); if (v.Width is Dim.DimView vWidth) edges.Add ((vWidth.Target, v)); if (v.Height is Dim.DimView vHeight) edges.Add ((vHeight.Target, v)); } } var ordered = TopologicalSort (nodes, edges); if (ordered == null) throw new Exception ("There is a recursive cycle in the relative Pos/Dim in the views of " + this); foreach (var v in ordered) { if (v.LayoutStyle == LayoutStyle.Computed) v.SetRelativeLayout (Frame); v.LayoutSubviews (); v.layoutNeeded = false; } if (SuperView == Application.Top && layoutNeeded && ordered.Count == 0 && LayoutStyle == LayoutStyle.Computed) { SetRelativeLayout (Frame); } layoutNeeded = false; OnLayoutComplete (new LayoutEventArgs () { OldBounds = oldBounds }); } /// /// Pretty prints the View /// /// public override string ToString () { return $"{GetType ().Name}({Id})({Frame})"; } /// /// Specifies the event arguments for /// public class MouseEventEventArgs : EventArgs { /// /// Constructs. /// /// public MouseEventEventArgs (MouseEvent me) => MouseEvent = me; /// /// The for the event. /// public MouseEvent MouseEvent { get; set; } /// /// Indicates if the current mouse event has already been processed and the driver should stop notifying any other event subscriber. /// Its important to set this value to true specially when updating any View's layout from inside the subscriber method. /// public bool Handled { get; set; } } /// public override bool OnMouseEnter (MouseEvent mouseEvent) { MouseEventEventArgs args = new MouseEventEventArgs (mouseEvent); MouseEnter?.Invoke (args); if (args.Handled) return true; if (base.OnMouseEnter (mouseEvent)) return true; return false; } /// public override bool OnMouseLeave (MouseEvent mouseEvent) { MouseEventEventArgs args = new MouseEventEventArgs (mouseEvent); MouseLeave?.Invoke (args); if (args.Handled) return true; if (base.OnMouseLeave (mouseEvent)) return true; return false; } /// /// Method invoked when a mouse event is generated /// /// /// true, if the event was handled, false otherwise. public virtual bool OnMouseEvent (MouseEvent mouseEvent) { MouseEventEventArgs args = new MouseEventEventArgs (mouseEvent); MouseClick?.Invoke (args); if (args.Handled) return true; if (MouseEvent (mouseEvent)) return true; return false; } } }