using Terminal.Gui.Resources;
namespace Terminal.Gui;
///
/// Provides navigation and a user interface (UI) to collect related data across multiple steps. Each step (
/// ) can host arbitrary s, much like a . Each step also
/// has a pane for help text. Along the bottom of the Wizard view are customizable buttons enabling the user to
/// navigate forward and backward through the Wizard.
///
///
/// The Wizard can be displayed either as a modal (pop-up) (like ) or as
/// an embedded . By default, is true. In this case launch the
/// Wizard with Application.Run(wizard). See for more details.
///
///
///
/// using Terminal.Gui;
/// using System.Text;
///
/// Application.Init();
///
/// var wizard = new Wizard ($"Setup Wizard");
///
/// // Add 1st step
/// var firstStep = new WizardStep ("End User License Agreement");
/// wizard.AddStep(firstStep);
/// firstStep.NextButtonText = "Accept!";
/// firstStep.HelpText = "This is the End User License Agreement.";
///
/// // Add 2nd step
/// var secondStep = new WizardStep ("Second Step");
/// wizard.AddStep(secondStep);
/// secondStep.HelpText = "This is the help text for the Second Step.";
/// var lbl = new Label () { Text = "Name:" };
/// secondStep.Add(lbl);
///
/// var name = new TextField { X = Pos.Right (lbl) + 1, Width = Dim.Fill () - 1 };
/// secondStep.Add(name);
///
/// wizard.Finished += (args) =>
/// {
/// MessageBox.Query("Wizard", $"Finished. The Name entered is '{name.Text}'", "Ok");
/// Application.RequestStop();
/// };
///
/// Application.Top.Add (wizard);
/// Application.Run ();
/// Application.Shutdown ();
///
///
public class Wizard : Dialog
{
private readonly LinkedList _steps = new ();
private WizardStep _currentStep;
private bool _finishedPressed;
private string _wizardTitle = string.Empty;
///
/// Initializes a new instance of the class.
///
///
/// The Wizard will be vertically and horizontally centered in the container. After initialization use X,
/// Y, Width, and Height change size and position.
///
public Wizard ()
{
// TODO: LastEndRestStart will enable a "Quit" button to always appear at the far left
ButtonAlignment = Alignment.Start;
ButtonAlignmentModes |= AlignmentModes.IgnoreFirstOrLast;
BorderStyle = LineStyle.Double;
BackButton = new () { Text = Strings.wzBack };
NextFinishButton = new ()
{
Text = Strings.wzFinish,
IsDefault = true
};
//// Add a horiz separator
var separator = new LineView (Orientation.Horizontal) { Y = Pos.Top (BackButton) - 1 };
Add (separator);
AddButton (BackButton);
AddButton (NextFinishButton);
BackButton.Accepting += BackBtn_Clicked;
NextFinishButton.Accepting += NextfinishBtn_Clicked;
Loaded += Wizard_Loaded;
Closing += Wizard_Closing;
TitleChanged += Wizard_TitleChanged;
SetNeedsLayout ();
}
///
/// If the is not the first step in the wizard, this button causes the
/// event to be fired and the wizard moves to the previous step.
///
/// Use the event to be notified when the user attempts to go back.
public Button BackButton { get; }
/// Gets or sets the currently active .
public WizardStep CurrentStep
{
get => _currentStep;
set => GoToStep (value);
}
///
/// Determines whether the is displayed as modal pop-up or not. The default is
/// . The Wizard will be shown with a frame and title and will behave like any
/// window. If set to false the Wizard will have no frame and will behave like any
/// embedded . To use Wizard as an embedded View
///
/// -
/// Set to false.
///
/// -
/// Add the Wizard to a containing view with .
///
///
/// If a non-Modal Wizard is added to the application after
/// has
/// been called the first step must be explicitly set by setting to
/// :
///
/// wizard.CurrentStep = wizard.GetNextStep();
///
///
public new bool Modal
{
get => base.Modal;
set
{
base.Modal = value;
foreach (WizardStep step in _steps)
{
SizeStep (step);
}
if (base.Modal)
{
ColorScheme = Colors.ColorSchemes ["Dialog"];
BorderStyle = LineStyle.Rounded;
}
else
{
if (SuperView is { })
{
ColorScheme = SuperView.ColorScheme;
}
else
{
ColorScheme = Colors.ColorSchemes ["Base"];
}
CanFocus = true;
BorderStyle = LineStyle.None;
}
}
}
///
/// If the is the last step in the wizard, this button causes the
/// event to be fired and the wizard to close. If the step is not the last step, the event
/// will be fired and the wizard will move next step.
///
///
/// Use the and events to be notified when the user
/// attempts go to the next step or finish the wizard.
///
public Button NextFinishButton { get; }
///
/// Adds a step to the wizard. The Next and Back buttons navigate through the added steps in the order they were
/// added.
///
///
/// The "Next..." button of the last step added will read "Finish" (unless changed from default).
public void AddStep (WizardStep newStep)
{
SizeStep (newStep);
newStep.EnabledChanged += (s, e) => UpdateButtonsAndTitle ();
newStep.TitleChanged += (s, e) => UpdateButtonsAndTitle ();
_steps.AddLast (newStep);
Add (newStep);
UpdateButtonsAndTitle ();
}
///
/// Raised when the user has cancelled the by pressing the Esc key. To prevent a modal (
/// is true) Wizard from closing, cancel the event by setting
/// to true before returning from the event handler.
///
public event EventHandler Cancelled;
///
/// Raised when the Next/Finish button in the is clicked. The Next/Finish button is always
/// the last button in the array of Buttons passed to the constructor, if any. This event is only
/// raised if the is the last Step in the Wizard flow (otherwise the
/// event is raised).
///
public event EventHandler Finished;
/// Returns the first enabled step in the Wizard
/// The last enabled step
public WizardStep GetFirstStep () { return _steps.FirstOrDefault (s => s.Enabled); }
/// Returns the last enabled step in the Wizard
/// The last enabled step
public WizardStep GetLastStep () { return _steps.LastOrDefault (s => s.Enabled); }
///
/// Returns the next enabled after the current step. Takes into account steps which are
/// disabled. If is null returns the first enabled step.
///
///
/// The next step after the current step, if there is one; otherwise returns null, which indicates either
/// there are no enabled steps or the current step is the last enabled step.
///
public WizardStep GetNextStep ()
{
LinkedListNode step = null;
if (CurrentStep is null)
{
// Get first step, assume it is next
step = _steps.First;
}
else
{
// Get the step after current
step = _steps.Find (CurrentStep);
if (step is { })
{
step = step.Next;
}
}
// step now points to the potential next step
while (step is { })
{
if (step.Value.Enabled)
{
return step.Value;
}
step = step.Next;
}
return null;
}
///
/// Returns the first enabled before the current step. Takes into account steps which are
/// disabled. If is null returns the last enabled step.
///
///
/// The first step ahead of the current step, if there is one; otherwise returns null, which indicates
/// either there are no enabled steps or the current step is the first enabled step.
///
public WizardStep GetPreviousStep ()
{
LinkedListNode step = null;
if (CurrentStep is null)
{
// Get last step, assume it is previous
step = _steps.Last;
}
else
{
// Get the step before current
step = _steps.Find (CurrentStep);
if (step is { })
{
step = step.Previous;
}
}
// step now points to the potential previous step
while (step is { })
{
if (step.Value.Enabled)
{
return step.Value;
}
step = step.Previous;
}
return null;
}
///
/// Causes the wizard to move to the previous enabled step (or first step if is not set).
/// If there is no previous step, does nothing.
///
public void GoBack ()
{
WizardStep previous = GetPreviousStep ();
if (previous is { })
{
GoToStep (previous);
}
}
///
/// Causes the wizard to move to the next enabled step (or last step if is not set). If
/// there is no previous step, does nothing.
///
public void GoNext ()
{
WizardStep nextStep = GetNextStep ();
if (nextStep is { })
{
GoToStep (nextStep);
}
}
/// Changes to the specified .
/// The step to go to.
/// True if the transition to the step succeeded. False if the step was not found or the operation was cancelled.
public bool GoToStep (WizardStep newStep)
{
if (OnStepChanging (_currentStep, newStep) || (newStep is { } && !newStep.Enabled))
{
return false;
}
// Hide all but the new step
foreach (WizardStep step in _steps)
{
step.Visible = step == newStep;
step.ShowHide ();
}
WizardStep oldStep = _currentStep;
_currentStep = newStep;
UpdateButtonsAndTitle ();
// Set focus on the contentview
if (newStep is { })
{
newStep.Subviews.ToArray () [0].SetFocus ();
}
if (OnStepChanged (oldStep, _currentStep))
{
// For correctness we do this, but it's meaningless because there's nothing to cancel
return false;
}
return true;
}
///
/// Raised when the Back button in the is clicked. The Back button is always the first button
/// in the array of Buttons passed to the constructor, if any.
///
public event EventHandler MovingBack;
///
/// Raised when the Next/Finish button in the is clicked (or the user presses Enter). The
/// Next/Finish button is always the last button in the array of Buttons passed to the
/// constructor, if any. This event is only raised if the is the last Step in the Wizard flow
/// (otherwise the event is raised).
///
public event EventHandler MovingNext;
///
/// is derived from and Dialog causes Esc to call
/// , closing the Dialog. Wizard overrides
/// to instead fire the event when Wizard is being used as a
/// non-modal (see ).
///
///
///
protected override bool OnKeyDownNotHandled (Key key)
{
//// BUGBUG: Why is this not handled by a key binding???
if (!Modal)
{
if (key == Key.Esc)
{
var args = new WizardButtonEventArgs ();
Cancelled?.Invoke (this, args);
return false;
}
}
return false;
}
///
/// Called when the has completed transition to a new . Fires the
/// event.
///
/// The step the Wizard changed from
/// The step the Wizard has changed to
/// True if the change is to be cancelled.
public virtual bool OnStepChanged (WizardStep oldStep, WizardStep newStep)
{
var args = new StepChangeEventArgs (oldStep, newStep);
StepChanged?.Invoke (this, args);
return args.Cancel;
}
///
/// Called when the is about to transition to another . Fires the
/// event.
///
/// The step the Wizard is about to change from
/// The step the Wizard is about to change to
/// True if the change is to be cancelled.
public virtual bool OnStepChanging (WizardStep oldStep, WizardStep newStep)
{
var args = new StepChangeEventArgs (oldStep, newStep);
StepChanging?.Invoke (this, args);
return args.Cancel;
}
/// This event is raised after the has changed the .
public event EventHandler StepChanged;
///
/// This event is raised when the current ) is about to change. Use
/// to abort the transition.
///
public event EventHandler StepChanging;
private void BackBtn_Clicked (object sender, EventArgs e)
{
var args = new WizardButtonEventArgs ();
MovingBack?.Invoke (this, args);
if (!args.Cancel)
{
GoBack ();
}
}
private void NextfinishBtn_Clicked (object sender, EventArgs e)
{
if (CurrentStep == GetLastStep ())
{
var args = new WizardButtonEventArgs ();
Finished?.Invoke (this, args);
if (!args.Cancel)
{
_finishedPressed = true;
if (IsCurrentTop)
{
Application.RequestStop (this);
}
// Wizard was created as a non-modal (just added to another View).
// Do nothing
}
}
else
{
var args = new WizardButtonEventArgs ();
MovingNext?.Invoke (this, args);
if (!args.Cancel)
{
GoNext ();
}
}
}
private void SizeStep (WizardStep step)
{
if (Modal)
{
// If we're modal, then we expand the WizardStep so that the top and side
// borders and not visible. The bottom border is the separator above the buttons.
step.X = step.Y = 0;
step.Height = Dim.Fill (
Dim.Func (
() => IsInitialized
? Subviews.First (view => view.Y.Has (out _)).Frame.Height + 1
: 1)); // for button frame (+1 for lineView)
step.Width = Dim.Fill ();
}
else
{
// If we're not a modal, then we show the border around the WizardStep
step.X = step.Y = 0;
step.Height = Dim.Fill (
Dim.Func (
() => IsInitialized
? Subviews.First (view => view.Y.Has (out _)).Frame.Height + 1
: 2)); // for button frame (+1 for lineView)
step.Width = Dim.Fill ();
}
}
private void UpdateButtonsAndTitle ()
{
if (CurrentStep is null)
{
return;
}
Title = $"{_wizardTitle}{(_steps.Count > 0 ? " - " + CurrentStep.Title : string.Empty)}";
// Configure the Back button
BackButton.Text = CurrentStep.BackButtonText != string.Empty
? CurrentStep.BackButtonText
: Strings.wzBack; // "_Back";
BackButton.Visible = CurrentStep != GetFirstStep ();
// Configure the Next/Finished button
if (CurrentStep == GetLastStep ())
{
NextFinishButton.Text = CurrentStep.NextButtonText != string.Empty
? CurrentStep.NextButtonText
: Strings.wzFinish; // "Fi_nish";
}
else
{
NextFinishButton.Text = CurrentStep.NextButtonText != string.Empty
? CurrentStep.NextButtonText
: Strings.wzNext; // "_Next...";
}
SizeStep (CurrentStep);
SetNeedsLayout ();
}
private void Wizard_Closing (object sender, ToplevelClosingEventArgs obj)
{
if (!_finishedPressed)
{
var args = new WizardButtonEventArgs ();
Cancelled?.Invoke (this, args);
}
}
private void Wizard_Loaded (object sender, EventArgs args)
{
CurrentStep = GetFirstStep ();
// gets the first step if CurrentStep == null
}
private void Wizard_TitleChanged (object sender, EventArgs e)
{
if (string.IsNullOrEmpty (_wizardTitle))
{
_wizardTitle = e.CurrentValue;
}
}
}