//
// StatusBar.cs: a statusbar for an application
//
// Authors:
// Miguel de Icaza (miguel@gnome.org)
//
// TODO:
// Add mouse support
using System;
using NStack;
namespace Terminal.Gui {
///
/// objects are contained by s.
/// Each has a title, a shortcut (hotkey), and an that will be invoked when the
/// is pressed.
/// The will be a global hotkey for the application in the current context of the screen.
/// The colour of the will be changed after each ~.
/// A set to `~F1~ Help` will render as *F1* using and
/// *Help* as .
///
public class StatusItem {
///
/// Initializes a new .
///
/// Shortcut to activate the .
/// Title for the .
/// Action to invoke when the is activated.
public StatusItem (Key shortcut, ustring title, Action action)
{
Title = title ?? "";
Shortcut = shortcut;
Action = action;
}
///
/// Gets the global shortcut to invoke the action on the menu.
///
public Key Shortcut { get; }
///
/// Gets or sets the title.
///
/// The title.
///
/// The colour of the will be changed after each ~.
/// A set to `~F1~ Help` will render as *F1* using and
/// *Help* as .
///
public ustring Title { get; set;}
///
/// Gets or sets the action to be invoked when the statusbar item is triggered
///
/// Action to invoke.
public Action Action { get; }
};
///
/// 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 statusbar.
///
public class StatusBar : View {
// After attempting to implement this, I noticed that there are hard dependencies
// on StatusBar and MenuBars within core. They will need to be refactored for having the
// StatusBar work at the top
#if SNAP_TO_TOP
///
/// The style supported by StatusBar
///
public enum StatusBarStyle {
Default = 0,
///
/// The StatusBar will snap at the the bottom line of the Parent view.
/// If the console window is made larger while the app is runing, the StatusBar
/// will continue to snap to the bottom line of the Parent, staying visible.
/// On consoles that support resizing of console apps (e.g. Windows Terminal and ConEmu),
/// if the console window is subsequently made shorter, the status bar will remain visible
/// as the Parent view resizes. If Parent is null, the StatusBar will snap to the bottom line
/// of the console window.
/// This is the default.
///
SnapToBottom = Default,
///
/// The StatusBar will act identically to MenuBar, snapping to the first line of the
/// console window.
///
SnapToTop = 1,
}
public StatusBarStyle Style { get; set; } = StatusBarStyle.Default;
#endif
///
/// The parent view of the .
///
public View Parent { get; set; }
///
/// The items that compose the
///
public StatusItem [] Items { get; set; }
///
/// Initializes a new instance of the class with the specified set of s.
/// The will be drawn on the lowest line of the terminal or (if not null).
///
/// A list of statusbar items.
public StatusBar (StatusItem [] items) : base ()
{
Width = Dim.Fill ();
Height = 1;
Items = items;
CanFocus = false;
ColorScheme = Colors.Menu;
X = 0;
Y = Driver.Rows - 1;
Width = Dim.Fill ();
Height = 1;
Application.Loaded += (sender, e) => {
X = 0;
Height = 1;
#if SNAP_TO_TOP
switch (Style) {
case StatusBarStyle.SnapToTop:
X = 0;
Y = 0;
break;
case StatusBarStyle.SnapToBottom:
#endif
if (Parent == null) {
Y = e.Rows - 1;
} else {
Y = Pos.Bottom (Parent);
}
#if SNAP_TO_TOP
break;
}
#endif
};
}
Attribute ToggleScheme (Attribute scheme)
{
var result = scheme == ColorScheme.Normal ? ColorScheme.HotNormal : ColorScheme.Normal;
Driver.SetAttribute (result);
return result;
}
///
public override void Redraw (Rect region)
{
//if (Frame.Y != Driver.Rows - 1) {
// Frame = new Rect (Frame.X, Driver.Rows - 1, Frame.Width, Frame.Height);
// Y = Driver.Rows - 1;
// SetNeedsDisplay ();
//}
Move (0, 0);
Driver.SetAttribute (ColorScheme.Normal);
for (int i = 0; i < Frame.Width; i++)
Driver.AddRune (' ');
Move (1, 0);
var scheme = ColorScheme.Normal;
Driver.SetAttribute (scheme);
for (int i = 0; i < Items.Length; i++) {
var title = Items [i].Title;
for (int n = 0; n < title.Length; n++) {
if (title [n] == '~') {
scheme = ToggleScheme (scheme);
continue;
}
Driver.AddRune (title [n]);
}
Driver.AddRune (' ');
}
}
///
public override bool ProcessHotKey (KeyEvent kb)
{
foreach (var item in Items) {
if (kb.Key == item.Shortcut) {
if (item.Action != null) item.Action ();
return true;
}
}
return false;
}
}
}