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; } } }