using System;
using System.Reflection;
namespace Terminal.Gui;
///
/// A status bar is a that snaps to the bottom of a displaying set of
/// s. The should be context sensitive. This means, if the main menu
/// and an open text editor are visible, the items probably shown will be ~F1~ Help ~F2~ Save ~F3~ Load. While a dialog
/// to ask a file to load is executed, the remaining commands will probably be ~F1~ Help. So for each context must be a
/// new instance of a status bar.
///
public class StatusBar : Bar, IDesignable
{
///
public StatusBar () : this ([]) { }
///
public StatusBar (IEnumerable shortcuts) : base (shortcuts)
{
TabStop = TabBehavior.NoStop;
Orientation = Orientation.Horizontal;
Y = Pos.AnchorEnd ();
Width = Dim.Fill ();
Height = Dim.Auto (DimAutoStyle.Content, 1);
BorderStyle = LineStyle.Dashed;
ColorScheme = Colors.ColorSchemes ["Menu"];
SubviewLayout += StatusBar_LayoutStarted;
}
// StatusBar arranges the items horizontally.
// The first item has no left border, the last item has no right border.
// The Shortcuts are configured with the command, help, and key views aligned in reverse order (EndToStart).
private void StatusBar_LayoutStarted (object sender, LayoutEventArgs e)
{
for (int index = 0; index < Subviews.Count; index++)
{
View barItem = Subviews [index];
barItem.BorderStyle = BorderStyle;
if (index == Subviews.Count - 1)
{
barItem.Border.Thickness = new Thickness (0, 0, 0, 0);
}
else
{
barItem.Border.Thickness = new Thickness (0, 0, 1, 0);
}
if (barItem is Shortcut shortcut)
{
shortcut.Orientation = Orientation.Horizontal;
}
}
}
///
public override View Add (View view)
{
// Call base first, because otherwise it resets CanFocus to true
base.Add (view);
view.CanFocus = false;
if (view is Shortcut shortcut)
{
// TODO: not happy about using AlignmentModes for this. Too implied.
// TODO: instead, add a property (a style enum?) to Shortcut to control this
shortcut.AlignmentModes = AlignmentModes.EndToStart;
}
return view;
}
///
bool IDesignable.EnableForDesign ()
{
var shortcut = new Shortcut
{
Text = "Quit",
Title = "Q_uit",
Key = Key.Z.WithCtrl,
};
Add (shortcut);
shortcut = new Shortcut
{
Text = "Help Text",
Title = "Help",
Key = Key.F1,
};
Add (shortcut);
shortcut = new Shortcut
{
Title = "_Show/Hide",
Key = Key.F10,
CommandView = new CheckBox
{
CanFocus = false,
Text = "_Show/Hide"
},
};
Add (shortcut);
var button1 = new Button
{
Text = "I'll Hide",
// Visible = false
};
button1.Accepting += Button_Clicked;
Add (button1);
shortcut.Accepting += (s, e) =>
{
button1.Visible = !button1.Visible;
button1.Enabled = button1.Visible;
e.Cancel = false;
};
Add (new Label
{
HotKeySpecifier = new Rune ('_'),
Text = "Fo_cusLabel",
CanFocus = true
});
var button2 = new Button
{
Text = "Or me!",
};
button2.Accepting += (s, e) => Application.RequestStop ();
Add (button2);
return true;
void Button_Clicked (object sender, EventArgs e) { MessageBox.Query ("Hi", $"You clicked {sender}"); }
}
}