// // 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 { bool disposedValue; /// /// The items that compose the /// public StatusItem [] Items { get; set; } /// /// Initializes a new instance of the class. /// public StatusBar () : this (items: new StatusItem [] { }) { } /// /// 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 = SuperView != null ? SuperView.Frame.Height - 1 : Pos.AnchorEnd (1); Width = Dim.Fill (); Height = 1; Application.Resized += Application_Resized (); } private Action Application_Resized () { return delegate { X = 0; Height = 1; if (SuperView == null || SuperView is Toplevel) { Y = SuperView.Frame.Height - 1; } else { //Y = Pos.Bottom (SuperView); } }; } Attribute ToggleScheme (Attribute scheme) { var result = scheme == ColorScheme.Normal ? ColorScheme.HotNormal : ColorScheme.Normal; Driver.SetAttribute (result); return result; } /// public override void Redraw (Rect bounds) { //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 (Colors.Menu.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.RuneCount; n++) { if (title [n] == '~') { scheme = ToggleScheme (scheme); continue; } Driver.AddRune (title [n]); } if (i + 1 < Items.Length) { Driver.AddRune (' '); Driver.AddRune (Driver.VLine); Driver.AddRune (' '); } } } /// public override bool ProcessHotKey (KeyEvent kb) { foreach (var item in Items) { if (kb.Key == item.Shortcut) { item.Action?.Invoke (); return true; } } return false; } /// public override bool MouseEvent (MouseEvent me) { if (me.Flags != MouseFlags.Button1Clicked) return false; int pos = 1; for (int i = 0; i < Items.Length; i++) { if (me.X >= pos && me.X < pos + GetItemTitleLength (Items [i].Title)) { Run (Items [i].Action); } pos += GetItemTitleLength (Items [i].Title) + 3; } return true; } int GetItemTitleLength (ustring title) { int len = 0; foreach (var ch in title) { if (ch == '~') continue; len++; } return len; } void Run (Action action) { if (action == null) return; Application.MainLoop.AddIdle (() => { action (); return false; }); } /// protected override void Dispose (bool disposing) { if (!disposedValue) { if (disposing) { Application.Resized -= Application_Resized (); } disposedValue = true; } } } }