using System.Diagnostics;
using System.Globalization;
using System.Reflection;
using System.Text.Json.Serialization;
namespace Terminal.Gui;
/// A static, singleton class representing the application. This class is the entry point for the application.
///
///
/// Application.Init();
/// var win = new Window ($"Example App ({Application.QuitKey} to quit)");
/// Application.Run(win);
/// win.Dispose();
/// Application.Shutdown();
///
///
/// TODO: Flush this out.
public static partial class Application
{
// For Unit testing - ignores UseSystemConsole
internal static bool _forceFakeConsole;
/// Gets the that has been selected. See also .
public static ConsoleDriver Driver { get; internal set; }
///
/// Gets or sets whether will be forced to output only the 16 colors defined in
/// . The default is , meaning 24-bit (TrueColor) colors will be output
/// as long as the selected supports TrueColor.
///
[SerializableConfigurationProperty (Scope = typeof (SettingsScope))]
public static bool Force16Colors { get; set; }
///
/// Forces the use of the specified driver (one of "fake", "ansi", "curses", "net", or "windows"). If not
/// specified, the driver is selected based on the platform.
///
///
/// Note, will override this configuration setting if called
/// with either `driver` or `driverName` specified.
///
[SerializableConfigurationProperty (Scope = typeof (SettingsScope))]
public static string ForceDriver { get; set; } = string.Empty;
/// Gets all cultures supported by the application without the invariant language.
public static List SupportedCultures { get; private set; }
internal static List GetSupportedCultures ()
{
CultureInfo [] culture = 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 = $"{Path.GetFileNameWithoutExtension (assembly.Location)}.resources.dll";
// Return all culture for which satellite folder found with culture code.
return culture.Where (
cultureInfo =>
Directory.Exists (Path.Combine (assemblyLocation, cultureInfo.Name))
&& File.Exists (Path.Combine (assemblyLocation, cultureInfo.Name, resourceFilename))
)
.ToList ();
}
// When `End ()` is called, it is possible `RunState.Toplevel` is a different object than `Top`.
// This variable is set in `End` in this case so that `Begin` correctly sets `Top`.
private static Toplevel _cachedRunStateToplevel;
// 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 ()
{
// 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 DEBUG_IDISPOSABLE
// Don't dispose the toplevels. It's up to caller dispose them
Debug.Assert (t.WasDisposed);
#endif
}
_topLevels.Clear ();
Current = null;
#if DEBUG_IDISPOSABLE
// Don't dispose the Top. It's up to caller dispose it
if (Top is { })
{
Debug.Assert (Top.WasDisposed);
// 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;
// Driver stuff
if (Driver is { })
{
Driver.SizeChanged -= Driver_SizeChanged;
Driver.KeyDown -= Driver_KeyDown;
Driver.KeyUp -= Driver_KeyUp;
Driver.MouseEvent -= Driver_MouseEvent;
Driver?.End ();
Driver = 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;
MouseGrabView = null;
_initialized = false;
// Mouse
_mouseEnteredView = null;
WantContinuousButtonPressedView = null;
MouseEvent = null;
GrabbedMouse = null;
UnGrabbingMouse = null;
GrabbedMouse = null;
UnGrabbedMouse = null;
// Keyboard
AlternateBackwardKey = Key.Empty;
AlternateForwardKey = Key.Empty;
QuitKey = Key.Empty;
KeyDown = null;
KeyUp = null;
SizeChanging = null;
Colors.Reset ();
// 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);
}
#region Initialization (Init/Shutdown)
/// Initializes a new instance of Application.
/// Call this method once per instance (or after has been called).
///
/// This function loads the right for the platform, Creates a . and
/// assigns it to
///
///
/// must be called when the application is closing (typically after
/// has returned) to ensure resources are cleaned up and
/// terminal settings
/// restored.
///
///
/// The function combines
/// and
/// into a single
/// call. An application cam use without explicitly calling
/// .
///
///
/// The to use. If neither or
/// are specified the default driver for the platform will be used.
///
///
/// The short name (e.g. "net", "windows", "ansi", "fake", or "curses") of the
/// to use. If neither or are
/// specified the default driver for the platform will be used.
///
public static void Init (ConsoleDriver driver = null, string driverName = null) { InternalInit (driver, driverName); }
internal static bool _initialized;
internal static int _mainThreadId = -1;
// INTERNAL function for initializing an app with a Toplevel factory object, driver, and mainloop.
//
// Called from:
//
// Init() - When the user wants to use the default Toplevel. calledViaRunT will be false, causing all state to be reset.
// Run() - When the user wants to use a custom Toplevel. calledViaRunT will be true, enabling Run() to be called without calling Init first.
// Unit Tests - To initialize the app with a custom Toplevel, using the FakeDriver. calledViaRunT will be false, causing all state to be reset.
//
// calledViaRunT: If false (default) all state will be reset. If true the state will not be reset.
internal static void InternalInit (
ConsoleDriver driver = null,
string driverName = null,
bool calledViaRunT = false
)
{
if (_initialized && driver is null)
{
return;
}
if (_initialized)
{
throw new InvalidOperationException ("Init has already been called and must be bracketed by Shutdown.");
}
if (!calledViaRunT)
{
// Reset all class variables (Application is a singleton).
ResetState ();
}
// For UnitTests
if (driver is { })
{
Driver = driver;
}
// Start the process of configuration management.
// Note that we end up calling LoadConfigurationFromAllSources
// multiple times. We need to do this because some settings are only
// valid after a Driver is loaded. In this cases we need just
// `Settings` so we can determine which driver to use.
// Don't reset, so we can inherit the theme from the previous run.
Load ();
Apply ();
// Ignore Configuration for ForceDriver if driverName is specified
if (!string.IsNullOrEmpty (driverName))
{
ForceDriver = driverName;
}
if (Driver is null)
{
PlatformID p = Environment.OSVersion.Platform;
if (string.IsNullOrEmpty (ForceDriver))
{
if (p == PlatformID.Win32NT || p == PlatformID.Win32S || p == PlatformID.Win32Windows)
{
Driver = new WindowsDriver ();
}
else
{
Driver = new CursesDriver ();
}
}
else
{
List drivers = GetDriverTypes ();
Type driverType = drivers.FirstOrDefault (t => t.Name.Equals (ForceDriver, StringComparison.InvariantCultureIgnoreCase));
if (driverType is { })
{
Driver = (ConsoleDriver)Activator.CreateInstance (driverType);
}
else
{
throw new ArgumentException (
$"Invalid driver name: {ForceDriver}. Valid names are {string.Join (", ", drivers.Select (t => t.Name))}"
);
}
}
}
try
{
MainLoop = Driver.Init ();
}
catch (InvalidOperationException ex)
{
// This is a case where the driver is unable to initialize the console.
// This can happen if the console is already in use by another process or
// if running in unit tests.
// In this case, we want to throw a more specific exception.
throw new InvalidOperationException (
"Unable to initialize the console. This can happen if the console is already in use by another process or in unit tests.",
ex
);
}
Driver.SizeChanged += (s, args) => OnSizeChanging (args);
Driver.KeyDown += (s, args) => OnKeyDown (args);
Driver.KeyUp += (s, args) => OnKeyUp (args);
Driver.MouseEvent += (s, args) => OnMouseEvent (args);
SynchronizationContext.SetSynchronizationContext (new MainLoopSyncContext ());
SupportedCultures = GetSupportedCultures ();
_mainThreadId = Thread.CurrentThread.ManagedThreadId;
_initialized = true;
}
private static void Driver_SizeChanged (object sender, SizeChangedEventArgs e) { OnSizeChanging (e); }
private static void Driver_KeyDown (object sender, Key e) { OnKeyDown (e); }
private static void Driver_KeyUp (object sender, Key e) { OnKeyUp (e); }
private static void Driver_MouseEvent (object sender, MouseEventEventArgs e) { OnMouseEvent (e); }
/// Gets of list of types that are available.
///
public static List GetDriverTypes ()
{
// use reflection to get the list of drivers
List driverTypes = new ();
foreach (Assembly asm in AppDomain.CurrentDomain.GetAssemblies ())
{
foreach (Type type in asm.GetTypes ())
{
if (type.IsSubclassOf (typeof (ConsoleDriver)) && !type.IsAbstract)
{
driverTypes.Add (type);
}
}
}
return driverTypes;
}
/// Shutdown an application initialized with .
///
/// Shutdown must be called for every call to or
/// to ensure all resources are cleaned
/// up (Disposed)
/// and terminal settings are restored.
///
public static void Shutdown ()
{
// TODO: Throw an exception if Init hasn't been called.
ResetState ();
PrintJsonErrors ();
}
#endregion Initialization (Init/Shutdown)
#region Run (Begin, Run, End, Stop)
///
/// Notify that a new was created ( was called). The token is
/// created in and this event will be fired before that function exits.
///
///
/// If is callers to
/// must also subscribe to and manually dispose of the token
/// when the application is done.
///
public static event EventHandler NotifyNewRunState;
/// Notify that a existent is stopping ( was called).
///
/// If is callers to
/// must also subscribe to and manually dispose of the token
/// when the application is done.
///
public static event EventHandler NotifyStopRunState;
/// Building block API: Prepares the provided for execution.
///
/// The handle that needs to be passed to the method upon
/// completion.
///
/// The to prepare execution for.
///
/// This method prepares the provided for running with the focus, it adds this to the list
/// of s, lays out the Subviews, focuses the first element, and draws the
/// in the screen. This is usually followed by executing the method, and then the
/// method upon termination which will undo these changes.
///
public static RunState Begin (Toplevel toplevel)
{
ArgumentNullException.ThrowIfNull (toplevel);
#if DEBUG_IDISPOSABLE
Debug.Assert (!toplevel.WasDisposed);
if (_cachedRunStateToplevel is { } && _cachedRunStateToplevel != toplevel)
{
Debug.Assert (_cachedRunStateToplevel.WasDisposed);
}
#endif
if (toplevel.IsOverlappedContainer && OverlappedTop != toplevel && OverlappedTop is { })
{
throw new InvalidOperationException ("Only one Overlapped Container is allowed.");
}
// Ensure the mouse is ungrabbed.
MouseGrabView = null;
var rs = new RunState (toplevel);
// View implements ISupportInitializeNotification which is derived from ISupportInitialize
if (!toplevel.IsInitialized)
{
toplevel.BeginInit ();
toplevel.EndInit ();
}
#if DEBUG_IDISPOSABLE
if (Top is { } && toplevel != Top && !_topLevels.Contains (Top))
{
// This assertion confirm if the Top was already disposed
Debug.Assert (Top.WasDisposed);
Debug.Assert (Top == _cachedRunStateToplevel);
}
#endif
lock (_topLevels)
{
if (Top is { } && toplevel != Top && !_topLevels.Contains (Top))
{
// If Top was already disposed and isn't on the Toplevels Stack,
// clean it up here if is the same as _cachedRunStateToplevel
if (Top == _cachedRunStateToplevel)
{
Top = null;
}
else
{
// Probably this will never hit
throw new ObjectDisposedException (Top.GetType ().FullName);
}
}
else if (OverlappedTop is { } && toplevel != Top && _topLevels.Contains (Top))
{
Top.OnLeave (toplevel);
}
// BUGBUG: We should not depend on `Id` internally.
// BUGBUG: It is super unclear what this code does anyway.
if (string.IsNullOrEmpty (toplevel.Id))
{
var count = 1;
var id = (_topLevels.Count + count).ToString ();
while (_topLevels.Count > 0 && _topLevels.FirstOrDefault (x => x.Id == id) is { })
{
count++;
id = (_topLevels.Count + count).ToString ();
}
toplevel.Id = (_topLevels.Count + count).ToString ();
_topLevels.Push (toplevel);
}
else
{
Toplevel dup = _topLevels.FirstOrDefault (x => x.Id == toplevel.Id);
if (dup is null)
{
_topLevels.Push (toplevel);
}
}
if (_topLevels.FindDuplicates (new ToplevelEqualityComparer ()).Count > 0)
{
throw new ArgumentException ("There are duplicates Toplevel IDs");
}
}
if (Top is null || toplevel.IsOverlappedContainer)
{
Top = toplevel;
}
var refreshDriver = true;
if (OverlappedTop is null
|| toplevel.IsOverlappedContainer
|| (Current?.Modal == false && toplevel.Modal)
|| (Current?.Modal == false && !toplevel.Modal)
|| (Current?.Modal == true && toplevel.Modal))
{
if (toplevel.Visible)
{
Current?.OnDeactivate (toplevel);
Toplevel previousCurrent = Current;
Current = toplevel;
Current.OnActivate (previousCurrent);
SetCurrentOverlappedAsTop ();
}
else
{
refreshDriver = false;
}
}
else if ((OverlappedTop != null
&& toplevel != OverlappedTop
&& Current?.Modal == true
&& !_topLevels.Peek ().Modal)
|| (OverlappedTop is { } && toplevel != OverlappedTop && Current?.Running == false))
{
refreshDriver = false;
MoveCurrent (toplevel);
}
else
{
refreshDriver = false;
MoveCurrent (Current);
}
toplevel.SetRelativeLayout (Driver.Bounds);
// BUGBUG: This call is likely not needed.
toplevel.LayoutSubviews ();
toplevel.PositionToplevels ();
toplevel.FocusFirst ();
if (refreshDriver)
{
OverlappedTop?.OnChildLoaded (toplevel);
toplevel.OnLoaded ();
toplevel.SetNeedsDisplay ();
toplevel.Draw ();
toplevel.PositionCursor ();
Driver.Refresh ();
}
NotifyNewRunState?.Invoke (toplevel, new (rs));
return rs;
}
///
/// Runs the application by creating a object and calling
/// .
///
///
/// Calling first is not needed as this function will initialize the application.
///
/// must be called when the application is closing (typically after Run> has returned) to
/// ensure resources are cleaned up and terminal settings restored.
///
///
/// The caller is responsible for disposing the object returned by this method.
///
///
/// The created object. The caller is responsible for disposing this object.
public static Toplevel Run (Func errorHandler = null, ConsoleDriver driver = null) { return Run (errorHandler, driver); }
///
/// Runs the application by creating a -derived object of type T and calling
/// .
///
///
/// Calling first is not needed as this function will initialize the application.
///
/// must be called when the application is closing (typically after Run> has returned) to
/// ensure resources are cleaned up and terminal settings restored.
///
///
/// The caller is responsible for disposing the object returned by this method.
///
///
///
///
/// The to use. If not specified the default driver for the platform will
/// be used ( , , or ). Must be
/// if has already been called.
///
/// The created T object. The caller is responsible for disposing this object.
public static T Run (Func errorHandler = null, ConsoleDriver driver = null)
where T : Toplevel, new()
{
var top = new T ();
Run (top, errorHandler, driver);
return top;
}
/// Runs the Application using the provided view.
///
///
/// This method is used to start processing events for the main application, but it is also used to run other
/// modal s such as boxes.
///
///
/// To make a stop execution, call
/// .
///
///
/// Calling is equivalent to calling
/// , followed by , and then calling
/// .
///
///
/// Alternatively, to have a program control the main loop and process events manually, call
/// to set things up manually and then repeatedly call
/// with the wait parameter set to false. By doing this the
/// method will only process any pending events, timers, idle handlers and then
/// return control immediately.
///
/// Calling first is not needed as this function will initialize the application.
///
/// RELEASE builds only: When is any exceptions will be
/// rethrown. Otherwise, if will be called. If
/// returns the will resume; otherwise this method will
/// exit.
///
///
/// The to run as a modal.
///
/// RELEASE builds only: Handler for any unhandled exceptions (resumes when returns true,
/// rethrows when null).
///
///
/// The to use. If not specified the default driver for the platform will
/// be used ( , , or ). Must be
/// if was called.
///
public static void Run (Toplevel view, Func errorHandler = null, ConsoleDriver driver = null)
{
ArgumentNullException.ThrowIfNull (view);
if (_initialized)
{
if (Driver is null)
{
// Disposing before throwing
view.Dispose ();
// This code path should be impossible because Init(null, null) will select the platform default driver
throw new InvalidOperationException (
"Init() completed without a driver being set (this should be impossible); Run() cannot be called."
);
}
}
else
{
// Init() has NOT been called.
InternalInit (driver, null, true);
}
var resume = true;
while (resume)
{
#if !DEBUG
try
{
#endif
resume = false;
RunState runState = Begin (view);
// If EndAfterFirstIteration is true then the user must dispose of the runToken
// by using NotifyStopRunState event.
RunLoop (runState);
if (runState.Toplevel is null)
{
#if DEBUG_IDISPOSABLE
Debug.Assert (_topLevels.Count == 0);
#endif
runState.Dispose ();
return;
}
if (!EndAfterFirstIteration)
{
End (runState);
}
#if !DEBUG
}
catch (Exception error)
{
if (errorHandler is null)
{
throw;
}
resume = errorHandler (error);
}
#endif
}
}
/// Adds a timeout to the application.
///
/// When time specified passes, the callback will be invoked. If the callback returns true, the timeout will be
/// reset, repeating the invocation. If it returns false, the timeout will stop and be removed. The returned value is a
/// token that can be used to stop the timeout by calling .
///
public static object AddTimeout (TimeSpan time, Func callback) { return MainLoop?.AddTimeout (time, callback); }
/// Removes a previously scheduled timeout
/// The token parameter is the value returned by .
/// Returns
/// true
/// if the timeout is successfully removed; otherwise,
/// false
/// .
/// This method also returns
/// false
/// if the timeout is not found.
public static bool RemoveTimeout (object token) { return MainLoop?.RemoveTimeout (token) ?? false; }
/// Runs on the thread that is processing events
/// the action to be invoked on the main processing thread.
public static void Invoke (Action action)
{
MainLoop?.AddIdle (
() =>
{
action ();
return false;
}
);
}
// TODO: Determine if this is really needed. The only code that calls WakeUp I can find
// is ProgressBarStyles and it's not clear it needs to.
/// Wakes up the running application that might be waiting on input.
public static void Wakeup () { MainLoop?.Wakeup (); }
/// Triggers a refresh of the entire display.
public static void Refresh ()
{
// TODO: Figure out how to remove this call to ClearContents. Refresh should just repaint damaged areas, not clear
Driver.ClearContents ();
View last = null;
foreach (Toplevel v in _topLevels.Reverse ())
{
if (v.Visible)
{
v.SetNeedsDisplay ();
v.SetSubViewNeedsDisplay ();
v.Draw ();
}
last = v;
}
last?.PositionCursor ();
Driver.Refresh ();
}
/// This event is raised on each iteration of the main loop.
/// See also
public static event EventHandler Iteration;
/// The driver for the application
/// The main loop.
internal static MainLoop MainLoop { get; private set; }
///
/// Set to true to cause to be called after the first iteration. Set to false (the default) to
/// cause the application to continue running until Application.RequestStop () is called.
///
public static bool EndAfterFirstIteration { get; set; }
/// Building block API: Runs the main loop for the created .
/// The state returned by the method.
public static void RunLoop (RunState state)
{
ArgumentNullException.ThrowIfNull (state);
ObjectDisposedException.ThrowIf (state.Toplevel is null, "state");
var firstIteration = true;
for (state.Toplevel.Running = true; state.Toplevel?.Running == true;)
{
MainLoop.Running = true;
if (EndAfterFirstIteration && !firstIteration)
{
return;
}
RunIteration (ref state, ref firstIteration);
}
MainLoop.Running = false;
// Run one last iteration to consume any outstanding input events from Driver
// This is important for remaining OnKeyUp events.
RunIteration (ref state, ref firstIteration);
}
/// Run one application iteration.
/// The state returned by .
///
/// Set to if this is the first run loop iteration. Upon return, it
/// will be set to if at least one iteration happened.
///
public static void RunIteration (ref RunState state, ref bool firstIteration)
{
if (MainLoop.Running && MainLoop.EventsPending ())
{
// Notify Toplevel it's ready
if (firstIteration)
{
state.Toplevel.OnReady ();
}
MainLoop.RunIteration ();
Iteration?.Invoke (null, new ());
EnsureModalOrVisibleAlwaysOnTop (state.Toplevel);
if (state.Toplevel != Current)
{
OverlappedTop?.OnDeactivate (state.Toplevel);
state.Toplevel = Current;
OverlappedTop?.OnActivate (state.Toplevel);
Top.SetSubViewNeedsDisplay ();
Refresh ();
}
}
firstIteration = false;
if (Current == null)
{
return;
}
if (state.Toplevel != Top && (Top.NeedsDisplay || Top.SubViewNeedsDisplay || Top.LayoutNeeded))
{
state.Toplevel.SetNeedsDisplay (state.Toplevel.Frame);
Top.Draw ();
foreach (Toplevel top in _topLevels.Reverse ())
{
if (top != Top && top != state.Toplevel)
{
top.SetNeedsDisplay ();
top.SetSubViewNeedsDisplay ();
top.Draw ();
}
}
}
if (_topLevels.Count == 1
&& state.Toplevel == Top
&& (Driver.Cols != state.Toplevel.Frame.Width
|| Driver.Rows != state.Toplevel.Frame.Height)
&& (state.Toplevel.NeedsDisplay
|| state.Toplevel.SubViewNeedsDisplay
|| state.Toplevel.LayoutNeeded))
{
Driver.ClearContents ();
}
if (state.Toplevel.NeedsDisplay || state.Toplevel.SubViewNeedsDisplay || state.Toplevel.LayoutNeeded || OverlappedChildNeedsDisplay ())
{
state.Toplevel.Draw ();
state.Toplevel.PositionCursor ();
Driver.Refresh ();
}
else
{
Driver.UpdateCursor ();
}
if (state.Toplevel != Top && !state.Toplevel.Modal && (Top.NeedsDisplay || Top.SubViewNeedsDisplay || Top.LayoutNeeded))
{
Top.Draw ();
}
}
/// Stops the provided , causing or the if provided.
/// The to stop.
///
/// This will cause to return.
///
/// Calling is equivalent to setting the
/// property on the currently running to false.
///
///
public static void RequestStop (Toplevel top = null)
{
if (OverlappedTop is null || top is null || (OverlappedTop is null && top is { }))
{
top = Current;
}
if (OverlappedTop != null
&& top.IsOverlappedContainer
&& top?.Running == true
&& (Current?.Modal == false || (Current?.Modal == true && Current?.Running == false)))
{
OverlappedTop.RequestStop ();
}
else if (OverlappedTop != null
&& top != Current
&& Current?.Running == true
&& Current?.Modal == true
&& top.Modal
&& top.Running)
{
var ev = new ToplevelClosingEventArgs (Current);
Current.OnClosing (ev);
if (ev.Cancel)
{
return;
}
ev = new (top);
top.OnClosing (ev);
if (ev.Cancel)
{
return;
}
Current.Running = false;
OnNotifyStopRunState (Current);
top.Running = false;
OnNotifyStopRunState (top);
}
else if ((OverlappedTop != null
&& top != OverlappedTop
&& top != Current
&& Current?.Modal == false
&& Current?.Running == true
&& !top.Running)
|| (OverlappedTop != null
&& top != OverlappedTop
&& top != Current
&& Current?.Modal == false
&& Current?.Running == false
&& !top.Running
&& _topLevels.ToArray () [1].Running))
{
MoveCurrent (top);
}
else if (OverlappedTop != null
&& Current != top
&& Current?.Running == true
&& !top.Running
&& Current?.Modal == true
&& top.Modal)
{
// The Current and the top are both modal so needed to set the Current.Running to false too.
Current.Running = false;
OnNotifyStopRunState (Current);
}
else if (OverlappedTop != null
&& Current == top
&& OverlappedTop?.Running == true
&& Current?.Running == true
&& top.Running
&& Current?.Modal == true
&& top.Modal)
{
// The OverlappedTop was requested to stop inside a modal Toplevel which is the Current and top,
// both are the same, so needed to set the Current.Running to false too.
Current.Running = false;
OnNotifyStopRunState (Current);
}
else
{
Toplevel currentTop;
if (top == Current || (Current?.Modal == true && !top.Modal))
{
currentTop = Current;
}
else
{
currentTop = top;
}
if (!currentTop.Running)
{
return;
}
var ev = new ToplevelClosingEventArgs (currentTop);
currentTop.OnClosing (ev);
if (ev.Cancel)
{
return;
}
currentTop.Running = false;
OnNotifyStopRunState (currentTop);
}
}
private static void OnNotifyStopRunState (Toplevel top)
{
if (EndAfterFirstIteration)
{
NotifyStopRunState?.Invoke (top, new (top));
}
}
///
/// Building block API: completes the execution of a that was started with
/// .
///
/// The returned by the method.
public static void End (RunState runState)
{
ArgumentNullException.ThrowIfNull (runState);
if (OverlappedTop is { })
{
OverlappedTop.OnChildUnloaded (runState.Toplevel);
}
else
{
runState.Toplevel.OnUnloaded ();
}
// End the RunState.Toplevel
// First, take it off the Toplevel Stack
if (_topLevels.Count > 0)
{
if (_topLevels.Peek () != runState.Toplevel)
{
// If there the top of the stack is not the RunState.Toplevel then
// this call to End is not balanced with the call to Begin that started the RunState
throw new ArgumentException ("End must be balanced with calls to Begin");
}
_topLevels.Pop ();
}
// Notify that it is closing
runState.Toplevel?.OnClosed (runState.Toplevel);
// If there is a OverlappedTop that is not the RunState.Toplevel then runstate.TopLevel
// is a child of MidTop and we should notify the OverlappedTop that it is closing
if (OverlappedTop is { } && !runState.Toplevel.Modal && runState.Toplevel != OverlappedTop)
{
OverlappedTop.OnChildClosed (runState.Toplevel);
}
// Set Current and Top to the next TopLevel on the stack
if (_topLevels.Count == 0)
{
Current = null;
}
else
{
if (_topLevels.Count > 1 && _topLevels.Peek () == OverlappedTop && OverlappedChildren.Any (t => t.Visible) is { })
{
OverlappedMoveNext ();
}
Current = _topLevels.Peek ();
if (_topLevels.Count == 1 && Current == OverlappedTop)
{
OverlappedTop.OnAllChildClosed ();
}
else
{
SetCurrentOverlappedAsTop ();
runState.Toplevel.OnLeave (Current);
Current.OnEnter (runState.Toplevel);
}
Refresh ();
}
// Don't dispose runState.Toplevel. It's up to caller dispose it
// If it's not the same as the current in the RunIteration,
// it will be fixed later in the next RunIteration.
if (OverlappedTop is { } && !_topLevels.Contains (OverlappedTop))
{
_cachedRunStateToplevel = OverlappedTop;
}
else
{
_cachedRunStateToplevel = runState.Toplevel;
}
runState.Toplevel = null;
runState.Dispose ();
}
#endregion Run (Begin, Run, End)
#region Toplevel handling
/// Holds the stack of TopLevel views.
// BUGBUG: Techncally, this is not the full lst of TopLevels. THere be dragons hwre. E.g. see how Toplevel.Id is used. What
// about TopLevels that are just a SubView of another View?
internal static readonly Stack _topLevels = new ();
/// The object used for the application on startup ()
/// The top.
public static Toplevel Top { get; private set; }
///
/// The current object. This is updated in enters and leaves to
/// point to the current
/// .
///
///
/// Only relevant in scenarios where is .
///
/// The current.
public static Toplevel Current { get; private set; }
private static void EnsureModalOrVisibleAlwaysOnTop (Toplevel Toplevel)
{
if (!Toplevel.Running
|| (Toplevel == Current && Toplevel.Visible)
|| OverlappedTop == null
|| _topLevels.Peek ().Modal)
{
return;
}
foreach (Toplevel top in _topLevels.Reverse ())
{
if (top.Modal && top != Current)
{
MoveCurrent (top);
return;
}
}
if (!Toplevel.Visible && Toplevel == Current)
{
OverlappedMoveNext ();
}
}
#nullable enable
private static Toplevel? FindDeepestTop (Toplevel start, int x, int y)
{
if (!start.Frame.Contains (x, y))
{
return null;
}
if (_topLevels is { Count: > 0 })
{
int rx = x - start.Frame.X;
int ry = y - start.Frame.Y;
foreach (Toplevel t in _topLevels)
{
if (t != Current)
{
if (t != start && t.Visible && t.Frame.Contains (rx, ry))
{
start = t;
break;
}
}
}
}
return start;
}
#nullable restore
private static View FindTopFromView (View view)
{
View top = view?.SuperView is { } && view?.SuperView != Top
? view.SuperView
: view;
while (top?.SuperView is { } && top?.SuperView != Top)
{
top = top.SuperView;
}
return top;
}
#nullable enable
// Only return true if the Current has changed.
private static bool MoveCurrent (Toplevel? top)
{
// The Current is modal and the top is not modal Toplevel then
// the Current must be moved above the first not modal Toplevel.
if (OverlappedTop is { }
&& top != OverlappedTop
&& top != Current
&& Current?.Modal == true
&& !_topLevels.Peek ().Modal)
{
lock (_topLevels)
{
_topLevels.MoveTo (Current, 0, new ToplevelEqualityComparer ());
}
var index = 0;
Toplevel [] savedToplevels = _topLevels.ToArray ();
foreach (Toplevel t in savedToplevels)
{
if (!t.Modal && t != Current && t != top && t != savedToplevels [index])
{
lock (_topLevels)
{
_topLevels.MoveTo (top, index, new ToplevelEqualityComparer ());
}
}
index++;
}
return false;
}
// The Current and the top are both not running Toplevel then
// the top must be moved above the first not running Toplevel.
if (OverlappedTop is { }
&& top != OverlappedTop
&& top != Current
&& Current?.Running == false
&& top?.Running == false)
{
lock (_topLevels)
{
_topLevels.MoveTo (Current, 0, new ToplevelEqualityComparer ());
}
var index = 0;
foreach (Toplevel t in _topLevels.ToArray ())
{
if (!t.Running && t != Current && index > 0)
{
lock (_topLevels)
{
_topLevels.MoveTo (top, index - 1, new ToplevelEqualityComparer ());
}
}
index++;
}
return false;
}
if ((OverlappedTop is { } && top?.Modal == true && _topLevels.Peek () != top)
|| (OverlappedTop is { } && Current != OverlappedTop && Current?.Modal == false && top == OverlappedTop)
|| (OverlappedTop is { } && Current?.Modal == false && top != Current)
|| (OverlappedTop is { } && Current?.Modal == true && top == OverlappedTop))
{
lock (_topLevels)
{
_topLevels.MoveTo (top, 0, new ToplevelEqualityComparer ());
Current = top;
}
}
return true;
}
#nullable restore
/// Invoked when the terminal's size changed. The new size of the terminal is provided.
///
/// Event handlers can set to to prevent
/// from changing it's size to match the new terminal size.
///
public static event EventHandler SizeChanging;
///
/// Called when the application's size changes. Sets the size of all s and fires the
/// event.
///
/// The new size.
/// if the size was changed.
public static bool OnSizeChanging (SizeChangedEventArgs args)
{
SizeChanging?.Invoke (null, args);
if (args.Cancel)
{
return false;
}
foreach (Toplevel t in _topLevels)
{
t.SetRelativeLayout (Rectangle.Empty with { Size = args.Size });
t.LayoutSubviews ();
t.PositionToplevels ();
t.OnSizeChanging (new (args.Size));
}
Refresh ();
return true;
}
#endregion Toplevel handling
#region Mouse handling
/// Disable or enable the mouse. The mouse is enabled by default.
[SerializableConfigurationProperty (Scope = typeof (SettingsScope))]
public static bool IsMouseDisabled { get; set; }
/// The current object that wants continuous mouse button pressed events.
public static View WantContinuousButtonPressedView { get; private set; }
///
/// Gets the view that grabbed the mouse (e.g. for dragging). When this is set, all mouse events will be routed to
/// this view until the view calls or the mouse is released.
///
public static View MouseGrabView { get; private set; }
/// Invoked when a view wants to grab the mouse; can be canceled.
public static event EventHandler GrabbingMouse;
/// Invoked when a view wants un-grab the mouse; can be canceled.
public static event EventHandler UnGrabbingMouse;
/// Invoked after a view has grabbed the mouse.
public static event EventHandler GrabbedMouse;
/// Invoked after a view has un-grabbed the mouse.
public static event EventHandler UnGrabbedMouse;
///
/// Grabs the mouse, forcing all mouse events to be routed to the specified view until
/// is called.
///
/// View that will receive all mouse events until is invoked.
public static void GrabMouse (View view)
{
if (view is null)
{
return;
}
if (!OnGrabbingMouse (view))
{
OnGrabbedMouse (view);
MouseGrabView = view;
}
}
/// Releases the mouse grab, so mouse events will be routed to the view on which the mouse is.
public static void UngrabMouse ()
{
if (MouseGrabView is null)
{
return;
}
if (!OnUnGrabbingMouse (MouseGrabView))
{
View view = MouseGrabView;
MouseGrabView = null;
OnUnGrabbedMouse (view);
}
}
private static bool OnGrabbingMouse (View view)
{
if (view is null)
{
return false;
}
var evArgs = new GrabMouseEventArgs (view);
GrabbingMouse?.Invoke (view, evArgs);
return evArgs.Cancel;
}
private static bool OnUnGrabbingMouse (View view)
{
if (view is null)
{
return false;
}
var evArgs = new GrabMouseEventArgs (view);
UnGrabbingMouse?.Invoke (view, evArgs);
return evArgs.Cancel;
}
private static void OnGrabbedMouse (View view)
{
if (view is null)
{
return;
}
GrabbedMouse?.Invoke (view, new (view));
}
private static void OnUnGrabbedMouse (View view)
{
if (view is null)
{
return;
}
UnGrabbedMouse?.Invoke (view, new (view));
}
#nullable enable
// Used by OnMouseEvent to track the last view that was clicked on.
internal static View? _mouseEnteredView;
/// Event fired when a mouse move or click occurs. Coordinates are screen relative.
///
///
/// Use this event to receive mouse events in screen coordinates. Use to
/// receive mouse events relative to a 's bounds.
///
/// The will contain the that contains the mouse coordinates.
///
public static event EventHandler MouseEvent;
/// Called when a mouse event occurs. Raises the event.
/// This method can be used to simulate a mouse event, e.g. in unit tests.
/// The mouse event with coordinates relative to the screen.
internal static void OnMouseEvent (MouseEventEventArgs a)
{
if (IsMouseDisabled)
{
return;
}
// TODO: In PR #3273, FindDeepestView will return adornments. Update logic below to fix adornment mouse handling
var view = View.FindDeepestView (Current, a.MouseEvent.X, a.MouseEvent.Y);
if (view is { })
{
a.MouseEvent.View = view;
}
MouseEvent?.Invoke (null, new (a.MouseEvent));
if (a.MouseEvent.Handled)
{
return;
}
if (MouseGrabView is { })
{
// If the mouse is grabbed, send the event to the view that grabbed it.
// The coordinates are relative to the Bounds of the view that grabbed the mouse.
Point boundsLoc = MouseGrabView.ScreenToBounds (a.MouseEvent.X, a.MouseEvent.Y);
var viewRelativeMouseEvent = new MouseEvent
{
X = boundsLoc.X,
Y = boundsLoc.Y,
Flags = a.MouseEvent.Flags,
ScreenPosition = new (a.MouseEvent.X, a.MouseEvent.Y),
View = MouseGrabView
};
if (MouseGrabView.Bounds.Contains (viewRelativeMouseEvent.X, viewRelativeMouseEvent.Y) is false)
{
// The mouse has moved outside the bounds of the view that grabbed the mouse
_mouseEnteredView?.OnMouseLeave (a.MouseEvent);
}
//System.Diagnostics.Debug.WriteLine ($"{nme.Flags};{nme.X};{nme.Y};{mouseGrabView}");
if (MouseGrabView?.OnMouseEvent (viewRelativeMouseEvent) == true)
{
return;
}
}
if (view is { WantContinuousButtonPressed: true })
{
WantContinuousButtonPressedView = view;
}
else
{
WantContinuousButtonPressedView = null;
}
if (view is not Adornment)
{
if ((view is null || view == OverlappedTop)
&& Current is { Modal: false }
&& OverlappedTop != null
&& a.MouseEvent.Flags != MouseFlags.ReportMousePosition
&& a.MouseEvent.Flags != 0)
{
// This occurs when there are multiple overlapped "tops"
// E.g. "Mdi" - in the Background Worker Scenario
View? top = FindDeepestTop (Top, a.MouseEvent.X, a.MouseEvent.Y);
view = View.FindDeepestView (top, a.MouseEvent.X, a.MouseEvent.Y);
if (view is { } && view != OverlappedTop && top != Current)
{
MoveCurrent ((Toplevel)top);
}
}
}
if (view is null)
{
return;
}
MouseEvent? me = null;
if (view is Adornment adornment)
{
Point frameLoc = adornment.ScreenToFrame (a.MouseEvent.X, a.MouseEvent.Y);
me = new ()
{
X = frameLoc.X,
Y = frameLoc.Y,
Flags = a.MouseEvent.Flags,
ScreenPosition = new (a.MouseEvent.X, a.MouseEvent.Y),
View = view
};
}
else if (view.BoundsToScreen (view.Bounds).Contains (a.MouseEvent.X, a.MouseEvent.Y))
{
Point boundsPoint = view.ScreenToBounds (a.MouseEvent.X, a.MouseEvent.Y);
me = new ()
{
X = boundsPoint.X,
Y = boundsPoint.Y,
Flags = a.MouseEvent.Flags,
ScreenPosition = new (a.MouseEvent.X, a.MouseEvent.Y),
View = view
};
}
if (me is null)
{
return;
}
if (_mouseEnteredView is null)
{
_mouseEnteredView = view;
view.OnMouseEnter (me);
}
else if (_mouseEnteredView != view)
{
_mouseEnteredView.OnMouseLeave (me);
view.OnMouseEnter (me);
_mouseEnteredView = view;
}
if (!view.WantMousePositionReports && a.MouseEvent.Flags == MouseFlags.ReportMousePosition)
{
return;
}
WantContinuousButtonPressedView = view.WantContinuousButtonPressed ? view : null;
//Debug.WriteLine ($"OnMouseEvent: ({a.MouseEvent.X},{a.MouseEvent.Y}) - {a.MouseEvent.Flags}");
if (view.OnMouseEvent (me))
{
// Should we bubble up the event, if it is not handled?
//return;
}
BringOverlappedTopToFront ();
}
#nullable restore
#endregion Mouse handling
#region Keyboard handling
private static Key _alternateForwardKey = Key.Empty; // Defined in config.json
/// Alternative key to navigate forwards through views. Ctrl+Tab is the primary key.
[SerializableConfigurationProperty (Scope = typeof (SettingsScope))]
[JsonConverter (typeof (KeyJsonConverter))]
public static Key AlternateForwardKey
{
get => _alternateForwardKey;
set
{
if (_alternateForwardKey != value)
{
Key oldKey = _alternateForwardKey;
_alternateForwardKey = value;
OnAlternateForwardKeyChanged (new (oldKey, value));
}
}
}
private static void OnAlternateForwardKeyChanged (KeyChangedEventArgs e)
{
foreach (Toplevel top in _topLevels.ToArray ())
{
top.OnAlternateForwardKeyChanged (e);
}
}
private static Key _alternateBackwardKey = Key.Empty; // Defined in config.json
/// Alternative key to navigate backwards through views. Shift+Ctrl+Tab is the primary key.
[SerializableConfigurationProperty (Scope = typeof (SettingsScope))]
[JsonConverter (typeof (KeyJsonConverter))]
public static Key AlternateBackwardKey
{
get => _alternateBackwardKey;
set
{
if (_alternateBackwardKey != value)
{
Key oldKey = _alternateBackwardKey;
_alternateBackwardKey = value;
OnAlternateBackwardKeyChanged (new (oldKey, value));
}
}
}
private static void OnAlternateBackwardKeyChanged (KeyChangedEventArgs oldKey)
{
foreach (Toplevel top in _topLevels.ToArray ())
{
top.OnAlternateBackwardKeyChanged (oldKey);
}
}
private static Key _quitKey = Key.Empty; // Defined in config.json
/// Gets or sets the key to quit the application.
[SerializableConfigurationProperty (Scope = typeof (SettingsScope))]
[JsonConverter (typeof (KeyJsonConverter))]
public static Key QuitKey
{
get => _quitKey;
set
{
if (_quitKey != value)
{
Key oldKey = _quitKey;
_quitKey = value;
OnQuitKeyChanged (new (oldKey, value));
}
}
}
private static void OnQuitKeyChanged (KeyChangedEventArgs e)
{
// Duplicate the list so if it changes during enumeration we're safe
foreach (Toplevel top in _topLevels.ToArray ())
{
top.OnQuitKeyChanged (e);
}
}
///
/// Event fired when the user presses a key. Fired by .
///
/// Set to to indicate the key was handled and to prevent
/// additional processing.
///
///
///
/// All drivers support firing the event. Some drivers (Curses) do not support firing the
/// and events.
/// Fired after and before .
///
public static event EventHandler KeyDown;
///
/// Called by the when the user presses a key. Fires the event
/// then calls on all top level views. Called after and
/// before .
///
/// Can be used to simulate key press events.
///
/// if the key was handled.
public static bool OnKeyDown (Key keyEvent)
{
if (!_initialized)
{
return true;
}
KeyDown?.Invoke (null, keyEvent);
if (keyEvent.Handled)
{
return true;
}
foreach (Toplevel topLevel in _topLevels.ToList ())
{
if (topLevel.NewKeyDownEvent (keyEvent))
{
return true;
}
if (topLevel.Modal)
{
break;
}
}
// Invoke any Global KeyBindings
foreach (Toplevel topLevel in _topLevels.ToList ())
{
foreach (View view in topLevel.Subviews.Where (
v => v.KeyBindings.TryGet (
keyEvent,
KeyBindingScope.Application,
out KeyBinding _
)
))
{
if (view.KeyBindings.TryGet (keyEvent.KeyCode, KeyBindingScope.Application, out KeyBinding _))
{
bool? handled = view.OnInvokingKeyBindings (keyEvent);
if (handled is { } && (bool)handled)
{
return true;
}
}
}
}
return false;
}
///
/// Event fired when the user releases a key. Fired by .
///
/// Set to to indicate the key was handled and to prevent
/// additional processing.
///
///
///
/// All drivers support firing the event. Some drivers (Curses) do not support firing the
/// and events.
/// Fired after .
///
public static event EventHandler KeyUp;
///
/// Called by the when the user releases a key. Fires the event
/// then calls on all top level views. Called after .
///
/// Can be used to simulate key press events.
///
/// if the key was handled.
public static bool OnKeyUp (Key a)
{
if (!_initialized)
{
return true;
}
KeyUp?.Invoke (null, a);
if (a.Handled)
{
return true;
}
foreach (Toplevel topLevel in _topLevels.ToList ())
{
if (topLevel.NewKeyUpEvent (a))
{
return true;
}
if (topLevel.Modal)
{
break;
}
}
return false;
}
#endregion Keyboard handling
}