//
// StatusBar.cs: a statusbar for an application
//
// Authors:
// Miguel de Icaza (miguel@gnome.org)
//
// TODO:
// Add mouse support
// Uses internals of Application
using System;
using NStack;
namespace Terminal.Gui
{
///
/// A statusbar item has a title, a shortcut aka hotkey, and an action to execute on activation.
/// Such an item is ment to be as part of the global hotkeys of the application, which are available in the current context of the screen.
/// The colour of the text will be changed after each ~. Having an statusbar item with a text of `~F1~ Help` will draw *F1* as shortcut and
/// *Help* as standard text.
///
public class StatusItem
{
///
/// Initializes a new .
///
/// Shortcut to activate the item.
/// Title for the statusbar item.
/// Action to invoke when the staturbar item is activated.
public StatusItem(Key shortcut, ustring title, Action action)
{
Title = title ?? "";
Shortcut = shortcut;
Action = action;
}
///
/// This is the global setting that can be used as a global shortcut to invoke the action on the menu.
///
public Key Shortcut { get; }
///
/// Gets or sets the title.
///
/// The title.
public ustring Title { get; }
///
/// Gets or sets the action to be invoked when the statusbar item is triggered
///
/// Method to invoke.
public Action Action { get; }
};
///
/// A statusbar for your application.
/// The statusbar 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
{
public StatusItem [] Items { get; set; }
///
/// Initializes a new instance of the class with the specified set of statusbar items.
/// It will be drawn in the lowest column of the terminal.
///
/// A list of statusbar items.
public StatusBar(StatusItem [] items) : base()
{
X = 0;
Y = Application.Driver.Rows - 1; // TODO: using internals of Application
Width = Dim.Fill ();
Height = 1;
Items = items;
CanFocus = false;
ColorScheme = Colors.Menu;
}
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