// // Core.cs: The core engine for gui.cs // // Authors: // Miguel de Icaza (miguel@gnome.org) // // Pending: // - Check for NeedDisplay on the hierarchy and repaint // - Layout support // - "Colors" type or "Attributes" type? // - What to surface as "BackgroundCOlor" when clearing a window, an attribute or colors? // // Optimziations // - Add rendering limitation to the exposed area using System; using System.Collections; using System.Collections.Generic; using System.Threading; using System.Linq; using NStack; using System.ComponentModel; namespace Terminal.Gui { /// /// Responder base class implemented by objects that want to participate on keyboard and mouse input. /// public class Responder { /// /// Gets or sets a value indicating whether this can focus. /// /// true if can focus; otherwise, false. public virtual bool CanFocus { get; set; } /// /// Gets or sets a value indicating whether this has focus. /// /// true if has focus; otherwise, false. public virtual bool HasFocus { get; internal set; } // Key handling /// /// This method can be overwritten by view that /// want to provide accelerator functionality /// (Alt-key for example). /// /// /// /// Before keys are sent to the subview on the /// current view, all the views are /// processed and the key is passed to the widgets /// to allow some of them to process the keystroke /// as a hot-key. /// /// For example, if you implement a button that /// has a hotkey ok "o", you would catch the /// combination Alt-o here. If the event is /// caught, you must return true to stop the /// keystroke from being dispatched to other /// views. /// /// public virtual bool ProcessHotKey (KeyEvent kb) { return false; } /// /// If the view is focused, gives the view a /// chance to process the keystroke. /// /// /// /// Views can override this method if they are /// interested in processing the given keystroke. /// If they consume the keystroke, they must /// return true to stop the keystroke from being /// processed by other widgets or consumed by the /// widget engine. If they return false, the /// keystroke will be passed using the ProcessColdKey /// method to other views to process. /// /// /// The View implementation does nothing but return false, /// so it is not necessary to call base.ProcessKey if you /// derive directly from View, but you should if you derive /// other View subclasses. /// /// /// Contains the details about the key that produced the event. public virtual bool ProcessKey (KeyEvent keyEvent) { return false; } /// /// This method can be overwritten by views that /// want to provide accelerator functionality /// (Alt-key for example), but without /// interefering with normal ProcessKey behavior. /// /// /// /// After keys are sent to the subviews on the /// current view, all the view are /// processed and the key is passed to the views /// to allow some of them to process the keystroke /// as a cold-key. /// /// This functionality is used, for example, by /// default buttons to act on the enter key. /// Processing this as a hot-key would prevent /// non-default buttons from consuming the enter /// keypress when they have the focus. /// /// /// Contains the details about the key that produced the event. public virtual bool ProcessColdKey (KeyEvent keyEvent) { return false; } /// /// Method invoked when a key is pressed. /// /// Contains the details about the key that produced the event. /// true if the event was handled public virtual bool KeyDown (KeyEvent keyEvent) { return false; } /// /// Method invoked when a key is released. /// /// Contains the details about the key that produced the event. /// true if the event was handled public virtual bool KeyUp (KeyEvent keyEvent) { return false; } /// /// Method invoked when a mouse event is generated /// /// true, if the event was handled, false otherwise. /// Contains the details about the mouse event. public virtual bool MouseEvent (MouseEvent mouseEvent) { return false; } } /// /// Determines the LayoutStyle for a view, if Absolute, during LayoutSubviews, the /// value from the Frame will be used, if the value is Computer, then the Frame /// will be updated from the X, Y Pos objects and the Width and Height Dim objects. /// public enum LayoutStyle { /// /// The position and size of the view are based on the Frame value. /// Absolute, /// /// The position and size of the view will be computed based on the /// X, Y, Width and Height properties and set on the Frame. /// Computed } /// /// View is the base class for all views on the screen and represents a visible element that can render itself and contains zero or more nested views. /// /// /// /// The View defines the base functionality for user interface elements in Terminal/gui.cs. Views /// can contain one or more subviews, can respond to user input and render themselves on the screen. /// /// /// Views can either be created with an absolute position, by calling the constructor that takes a /// Rect parameter to specify the absolute position and size (the Frame of the View) or by setting the /// X, Y, Width and Height properties on the view. Both approaches use coordinates that are relative /// to the container they are being added to. /// /// /// When you do not specify a Rect frame you can use the more flexible /// Dim and Pos objects that can dynamically update the position of a view. /// The X and Y properties are of type /// and you can use either absolute positions, percentages or anchor /// points. The Width and Height properties are of type /// and can use absolute position, /// percentages and anchors. These are useful as they will take /// care of repositioning your views if your view's frames are resized /// or if the terminal size changes. /// /// /// When you specify the Rect parameter to a view, you are setting the LayoutStyle to Absolute, and the /// view will always stay in the position that you placed it. To change the position change the /// Frame property to the new position. /// /// /// Subviews can be added to a View by calling the Add method. The container of a view is the /// Superview. /// /// /// Developers can call the SetNeedsDisplay method on the view to flag a region or the entire view /// as requiring to be redrawn. /// /// /// Views have a ColorScheme property that defines the default colors that subviews /// should use for rendering. This ensures that the views fit in the context where /// they are being used, and allows for themes to be plugged in. For example, the /// default colors for windows and toplevels uses a blue background, while it uses /// a white background for dialog boxes and a red background for errors. /// /// /// If a ColorScheme is not set on a view, the result of the ColorScheme is the /// value of the SuperView and the value might only be valid once a view has been /// added to a SuperView, so your subclasses should not rely on ColorScheme being /// set at construction time. /// /// /// Using ColorSchemes has the advantage that your application will work both /// in color as well as black and white displays. /// /// /// Views that are focusable should implement the PositionCursor to make sure that /// the cursor is placed in a location that makes sense. Unix terminals do not have /// a way of hiding the cursor, so it can be distracting to have the cursor left at /// the last focused view. So views should make sure that they place the cursor /// in a visually sensible place. /// /// /// The metnod LayoutSubviews is invoked when the size or layout of a view has /// changed. The default processing system will keep the size and dimensions /// for views that use the LayoutKind.Absolute, and will recompute the /// frames for the vies that use LayoutKind.Computed. /// /// public class View : Responder, IEnumerable { internal enum Direction { Forward, Backward } View container = null; View focused = null; Direction focusDirection; /// /// Event fired when the view get focus. /// public event EventHandler OnEnter; /// /// Event fired when the view lost focus. /// public event EventHandler OnLeave; internal Direction FocusDirection { get => SuperView?.FocusDirection ?? focusDirection; set { if (SuperView != null) SuperView.FocusDirection = value; else focusDirection = value; } } /// /// Points to the current driver in use by the view, it is a convenience property /// for simplifying the development of new views. /// public static ConsoleDriver Driver { get { return Application.Driver; } } static IList empty = new List (0).AsReadOnly (); // This is null, and allocated on demand. List subviews; /// /// This returns a list of the subviews contained by this view. /// /// The subviews. public IList Subviews => subviews == null ? empty : subviews.AsReadOnly (); // Internally, we use InternalSubviews rather than subviews, as we do not expect us // to make the same mistakes our users make when they poke at the Subviews. internal IList InternalSubviews => subviews ?? empty; internal Rect NeedDisplay { get; private set; } = Rect.Empty; // The frame for the object Rect frame; /// /// Gets or sets an identifier for the view; /// /// The identifier. public ustring Id { get; set; } = ""; /// /// Gets or sets a value indicating whether this want mouse position reports. /// /// true if want mouse position reports; otherwise, false. public virtual bool WantMousePositionReports { get; set; } = false; /// /// Gets or sets the frame for the view. /// /// The frame. /// /// Altering the Frame of a view will trigger the redrawing of the /// view as well as the redrawing of the affected regions in the superview. /// public virtual Rect Frame { get => frame; set { if (SuperView != null) { SuperView.SetNeedsDisplay (frame); SuperView.SetNeedsDisplay (value); } frame = value; SetNeedsLayout (); SetNeedsDisplay (frame); } } /// /// Gets an enumerator that enumerates the subviews in this view. /// /// The enumerator. public IEnumerator GetEnumerator () { foreach (var v in InternalSubviews) yield return v; } LayoutStyle layoutStyle; /// /// Controls how the view's Frame is computed during the LayoutSubviews method, if Absolute, then /// LayoutSubviews does not change the Frame properties, otherwise the Frame is updated from the /// values in X, Y, Width and Height properties. /// /// The layout style. public LayoutStyle LayoutStyle { get => layoutStyle; set { layoutStyle = value; SetNeedsLayout (); } } /// /// The bounds represent the View-relative rectangle used for this view. Updates to the Bounds update the Frame, and has the same side effects as updating the frame. /// /// The bounds. public Rect Bounds { get => new Rect (Point.Empty, Frame.Size); set { Frame = new Rect (frame.Location, value.Size); } } Pos x, y; /// /// Gets or sets the X position for the view (the column). This is only used when the LayoutStyle is Computed, if the /// LayoutStyle is set to Absolute, this value is ignored. /// /// The X Position. public Pos X { get => x; set { x = value; SetNeedsLayout (); } } /// /// Gets or sets the Y position for the view (line). This is only used when the LayoutStyle is Computed, if the /// LayoutStyle is set to Absolute, this value is ignored. /// /// The y position (line). public Pos Y { get => y; set { y = value; SetNeedsLayout (); } } Dim width, height; /// /// Gets or sets the width for the view. This is only used when the LayoutStyle is Computed, if the /// LayoutStyle is set to Absolute, this value is ignored. /// /// The width. public Dim Width { get => width; set { width = value; SetNeedsLayout (); } } /// /// Gets or sets the height for the view. This is only used when the LayoutStyle is Computed, if the /// LayoutStyle is set to Absolute, this value is ignored. /// /// The height. public Dim Height { get => height; set { height = value; SetNeedsLayout (); } } /// /// Returns the container for this view, or null if this view has not been added to a container. /// /// The super view. public View SuperView => container; /// /// Initializes a new instance of the class with the absolute /// dimensions specified in the frame. If you want to have Views that can be positioned with /// Pos and Dim properties on X, Y, Width and Height, use the empty constructor. /// /// The region covered by this view. public View (Rect frame) { this.Frame = frame; CanFocus = false; LayoutStyle = LayoutStyle.Absolute; } /// /// Initializes a new instance of the class and sets the /// view up for Computed layout, which will use the values in X, Y, Width and Height to /// compute the View's Frame. /// public View () { CanFocus = false; LayoutStyle = LayoutStyle.Computed; } /// /// Invoke to flag that this view needs to be redisplayed, by any code /// that alters the state of the view. /// public void SetNeedsDisplay () { SetNeedsDisplay (Bounds); } internal bool layoutNeeded = true; internal void SetNeedsLayout () { if (layoutNeeded) return; layoutNeeded = true; if (SuperView == null) return; SuperView.SetNeedsLayout (); } /// /// Flags the specified rectangle region on this view as needing to be repainted. /// /// The region that must be flagged for repaint. public void SetNeedsDisplay (Rect region) { if (NeedDisplay.IsEmpty) NeedDisplay = region; else { var x = Math.Min (NeedDisplay.X, region.X); var y = Math.Min (NeedDisplay.Y, region.Y); var w = Math.Max (NeedDisplay.Width, region.Width); var h = Math.Max (NeedDisplay.Height, region.Height); NeedDisplay = new Rect (x, y, w, h); } if (container != null) container.ChildNeedsDisplay (); if (subviews == null) return; foreach (var view in subviews) if (view.Frame.IntersectsWith (region)) { var childRegion = Rect.Intersect (view.Frame, region); childRegion.X -= view.Frame.X; childRegion.Y -= view.Frame.Y; view.SetNeedsDisplay (childRegion); } } internal bool childNeedsDisplay; /// /// Flags this view for requiring the children views to be repainted. /// public void ChildNeedsDisplay () { childNeedsDisplay = true; if (container != null) container.ChildNeedsDisplay (); } /// /// Adds a subview to this view. /// /// /// public virtual void Add (View view) { if (view == null) return; if (subviews == null) subviews = new List (); subviews.Add (view); view.container = this; if (view.CanFocus) CanFocus = true; SetNeedsLayout (); SetNeedsDisplay (); } /// /// Adds the specified views to the view. /// /// Array of one or more views (can be optional parameter). public void Add (params View [] views) { if (views == null) return; foreach (var view in views) Add (view); } /// /// Removes all the widgets from this container. /// /// /// public virtual void RemoveAll () { if (subviews == null) return; while (subviews.Count > 0) { Remove (subviews[0]); } } /// /// Removes a widget from this container. /// /// /// public virtual void Remove (View view) { if (view == null || subviews == null) return; SetNeedsLayout (); SetNeedsDisplay (); var touched = view.Frame; subviews.Remove (view); view.container = null; if (subviews.Count < 1) this.CanFocus = false; foreach (var v in subviews) { if (v.Frame.IntersectsWith (touched)) view.SetNeedsDisplay (); } } void PerformActionForSubview (View subview, Action action) { if (subviews.Contains (subview)) { action (subview); } SetNeedsDisplay (); subview.SetNeedsDisplay (); } /// /// Brings the specified subview to the front so it is drawn on top of any other views. /// /// The subview to send to the front /// /// . /// public void BringSubviewToFront (View subview) { PerformActionForSubview (subview, x => { subviews.Remove (x); subviews.Add (x); }); } /// /// Sends the specified subview to the front so it is the first view drawn /// /// The subview to send to the front /// /// . /// public void SendSubviewToBack (View subview) { PerformActionForSubview (subview, x => { subviews.Remove (x); subviews.Insert (0, subview); }); } /// /// Moves the subview backwards in the hierarchy, only one step /// /// The subview to send backwards /// /// If you want to send the view all the way to the back use SendSubviewToBack. /// public void SendSubviewBackwards (View subview) { PerformActionForSubview (subview, x => { var idx = subviews.IndexOf (x); if (idx > 0) { subviews.Remove (x); subviews.Insert (idx - 1, x); } }); } /// /// Moves the subview backwards in the hierarchy, only one step /// /// The subview to send backwards /// /// If you want to send the view all the way to the back use SendSubviewToBack. /// public void BringSubviewForward (View subview) { PerformActionForSubview (subview, x => { var idx = subviews.IndexOf (x); if (idx+1 < subviews.Count) { subviews.Remove (x); subviews.Insert (idx+1, x); } }); } /// /// Clears the view region with the current color. /// /// /// /// This clears the entire region used by this view. /// /// public void Clear () { var h = Frame.Height; var w = Frame.Width; for (int line = 0; line < h; line++) { Move (0, line); for (int col = 0; col < w; col++) Driver.AddRune (' '); } } /// /// Clears the specified rectangular region with the current color /// public void Clear (Rect r) { var h = r.Height; var w = r.Width; for (int line = r.Y; line < r.Y + h; line++) { Driver.Move (r.X, line); for (int col = 0; col < w; col++) Driver.AddRune (' '); } } /// /// Converts the (col,row) position from the view into a screen (col,row). The values are clamped to (0..ScreenDim-1) /// /// View-based column. /// View-based row. /// Absolute column, display relative. /// Absolute row, display relative. /// Whether to clip the result of the ViewToScreen method, if set to true, the rcol, rrow values are clamped to the screen dimensions. internal void ViewToScreen (int col, int row, out int rcol, out int rrow, bool clipped = true) { // Computes the real row, col relative to the screen. rrow = row + frame.Y; rcol = col + frame.X; var ccontainer = container; while (ccontainer != null) { rrow += ccontainer.frame.Y; rcol += ccontainer.frame.X; ccontainer = ccontainer.container; } // The following ensures that the cursor is always in the screen boundaries. if (clipped) { rrow = Math.Max (0, Math.Min (rrow, Driver.Rows - 1)); rcol = Math.Max (0, Math.Min (rcol, Driver.Cols - 1)); } } /// /// Converts a point from screen coordinates into the view coordinate space. /// /// The mapped point. /// X screen-coordinate point. /// Y screen-coordinate point. public Point ScreenToView (int x, int y) { if (SuperView == null) { return new Point (x - Frame.X, y - frame.Y); } else { var parent = SuperView.ScreenToView (x, y); return new Point (parent.X - frame.X, parent.Y - frame.Y); } } // Converts a rectangle in view coordinates to screen coordinates. Rect RectToScreen (Rect rect) { ViewToScreen (rect.X, rect.Y, out var x, out var y, clipped: false); return new Rect (x, y, rect.Width, rect.Height); } // Clips a rectangle in screen coordinates to the dimensions currently available on the screen Rect ScreenClip (Rect rect) { var x = rect.X < 0 ? 0 : rect.X; var y = rect.Y < 0 ? 0 : rect.Y; var w = rect.X + rect.Width >= Driver.Cols ? Driver.Cols - rect.X : rect.Width; var h = rect.Y + rect.Height >= Driver.Rows ? Driver.Rows - rect.Y : rect.Height; return new Rect (x, y, w, h); } /// /// Sets the Console driver's clip region to the current View's Bounds. /// /// The existing driver's Clip region, which can be then set by setting the Driver.Clip property. public Rect ClipToBounds () { return SetClip (Bounds); } /// /// Sets the clipping region to the specified region, the region is view-relative /// /// The previous clip region. /// Rectangle region to clip into, the region is view-relative. public Rect SetClip (Rect rect) { var bscreen = RectToScreen (rect); var previous = Driver.Clip; Driver.Clip = ScreenClip (RectToScreen (Bounds)); return previous; } /// /// Draws a frame in the current view, clipped by the boundary of this view /// /// Rectangular region for the frame to be drawn. /// The padding to add to the drawn frame. /// If set to true it fill will the contents. public void DrawFrame (Rect rect, int padding = 0, bool fill = false) { var scrRect = RectToScreen (rect); var savedClip = Driver.Clip; Driver.Clip = ScreenClip (RectToScreen (Bounds)); Driver.DrawFrame (scrRect, padding, fill); Driver.Clip = savedClip; } /// /// Utility function to draw strings that contain a hotkey /// /// String to display, the underscoore before a letter flags the next letter as the hotkey. /// Hot color. /// Normal color. public void DrawHotString (ustring text, Attribute hotColor, Attribute normalColor) { Driver.SetAttribute (normalColor); foreach (var rune in text) { if (rune == '_') { Driver.SetAttribute (hotColor); continue; } Driver.AddRune (rune); Driver.SetAttribute (normalColor); } } /// /// Utility function to draw strings that contains a hotkey using a colorscheme and the "focused" state. /// /// String to display, the underscoore before a letter flags the next letter as the hotkey. /// If set to true this uses the focused colors from the color scheme, otherwise the regular ones. /// The color scheme to use. public void DrawHotString (ustring text, bool focused, ColorScheme scheme) { if (focused) DrawHotString (text, scheme.HotFocus, scheme.Focus); else DrawHotString (text, scheme.HotNormal, scheme.Normal); } /// /// This moves the cursor to the specified column and row in the view. /// /// The move. /// Col. /// Row. public void Move (int col, int row) { ViewToScreen (col, row, out var rcol, out var rrow); Driver.Move (rcol, rrow); } /// /// Positions the cursor in the right position based on the currently focused view in the chain. /// public virtual void PositionCursor () { if (focused != null) focused.PositionCursor (); else Move (frame.X, frame.Y); } /// /// Gets or sets a value indicating whether this has focus. /// /// true if has focus; otherwise, false. public override bool HasFocus { get { return base.HasFocus; } internal set { if (base.HasFocus != value) if (value == true) OnEnter?.Invoke (this, new EventArgs ()); else OnLeave?.Invoke (this, new EventArgs ()); SetNeedsDisplay (); base.HasFocus = value; // Remove focus down the chain of subviews if focus is removed if (value == false && focused != null) { OnLeave?.Invoke (focused, new EventArgs ()); focused.HasFocus = false; focused = null; } } } /// /// Returns the currently focused view inside this view, or null if nothing is focused. /// /// The focused. public View Focused => focused; /// /// Returns the most focused view in the chain of subviews (the leaf view that has the focus). /// /// The most focused. public View MostFocused { get { if (Focused == null) return null; var most = Focused.MostFocused; if (most != null) return most; return Focused; } } /// /// The color scheme for this view, if it is not defined, it returns the parent's /// color scheme. /// public ColorScheme ColorScheme { get { if (colorScheme == null) return SuperView?.ColorScheme; return colorScheme; } set { colorScheme = value; } } ColorScheme colorScheme; /// /// Displays the specified character in the specified column and row. /// /// Col. /// Row. /// Ch. public void AddRune (int col, int row, Rune ch) { if (row < 0 || col < 0) return; if (row > frame.Height - 1 || col > frame.Width - 1) return; Move (col, row); Driver.AddRune (ch); } /// /// Removes the SetNeedsDisplay and the ChildNeedsDisplay setting on this view. /// protected void ClearNeedsDisplay () { NeedDisplay = Rect.Empty; childNeedsDisplay = false; } /// /// Performs a redraw of this view and its subviews, only redraws the views that have been flagged for a re-display. /// /// The region to redraw, this is relative to the view itself. /// /// /// Views should set the color that they want to use on entry, as otherwise this will inherit /// the last color that was set globaly on the driver. /// /// public virtual void Redraw (Rect region) { var clipRect = new Rect (Point.Empty, frame.Size); if (subviews != null) { foreach (var view in subviews) { if (!view.NeedDisplay.IsEmpty || view.childNeedsDisplay) { if (view.Frame.IntersectsWith (clipRect) && view.Frame.IntersectsWith (region)) { // FIXED: optimize this by computing the intersection of region and view.Bounds if (view.layoutNeeded) view.LayoutSubviews (); view.Redraw (view.Bounds); } view.NeedDisplay = Rect.Empty; view.childNeedsDisplay = false; } } } ClearNeedsDisplay (); } /// /// Focuses the specified sub-view. /// /// View. public void SetFocus (View view) { if (view == null) return; //Console.WriteLine ($"Request to focus {view}"); if (!view.CanFocus) return; if (focused == view) return; // Make sure that this view is a subview View c; for (c = view.container; c != null; c = c.container) if (c == this) break; if (c == null) throw new ArgumentException ("the specified view is not part of the hierarchy of this view"); if (focused != null) focused.HasFocus = false; focused = view; focused.HasFocus = true; focused.EnsureFocus (); // Send focus upwards SuperView?.SetFocus(this); } /// Contains the details about the key that produced the event. public override bool ProcessKey (KeyEvent keyEvent) { if (Focused?.ProcessKey (keyEvent) == true) return true; return false; } /// Contains the details about the key that produced the event. public override bool ProcessHotKey (KeyEvent keyEvent) { if (subviews == null || subviews.Count == 0) return false; foreach (var view in subviews) if (view.ProcessHotKey (keyEvent)) return true; return false; } /// Contains the details about the key that produced the event. public override bool ProcessColdKey (KeyEvent keyEvent) { if (subviews == null || subviews.Count == 0) return false; foreach (var view in subviews) if (view.ProcessColdKey (keyEvent)) return true; return false; } /// /// Invoked when a key is pressed /// public Action OnKeyDown; /// Contains the details about the key that produced the event. public override bool KeyDown (KeyEvent keyEvent) { OnKeyDown?.Invoke (keyEvent); if (subviews == null || subviews.Count == 0) return false; foreach (var view in subviews) if (view.KeyDown (keyEvent)) return true; return false; } /// /// Invoked when a key is released /// public Action OnKeyUp; /// Contains the details about the key that produced the event. public override bool KeyUp (KeyEvent keyEvent) { OnKeyUp?.Invoke (keyEvent); if (subviews == null || subviews.Count == 0) return false; foreach (var view in subviews) if (view.KeyUp (keyEvent)) return true; return false; } /// /// Finds the first view in the hierarchy that wants to get the focus if nothing is currently focused, otherwise, it does nothing. /// public void EnsureFocus () { if (focused == null) if (FocusDirection == Direction.Forward) FocusFirst (); else FocusLast (); } /// /// Focuses the first focusable subview if one exists. /// public void FocusFirst () { if (subviews == null) { SuperView?.SetFocus (this); return; } foreach (var view in subviews) { if (view.CanFocus) { SetFocus (view); return; } } } /// /// Focuses the last focusable subview if one exists. /// public void FocusLast () { if (subviews == null) { SuperView?.SetFocus(this); return; } for (int i = subviews.Count; i > 0;) { i--; View v = subviews [i]; if (v.CanFocus) { SetFocus (v); return; } } } /// /// Focuses the previous view. /// /// true, if previous was focused, false otherwise. public bool FocusPrev () { FocusDirection = Direction.Backward; if (subviews == null || subviews.Count == 0) return false; if (focused == null) { FocusLast (); return focused != null; } int focused_idx = -1; for (int i = subviews.Count; i > 0;) { i--; View w = subviews [i]; if (w.HasFocus) { if (w.FocusPrev ()) return true; focused_idx = i; continue; } if (w.CanFocus && focused_idx != -1) { focused.HasFocus = false; if (w != null && w.CanFocus) w.FocusLast (); SetFocus (w); return true; } } if (focused != null) { focused.HasFocus = false; focused = null; } return false; } /// /// Focuses the next view. /// /// true, if next was focused, false otherwise. public bool FocusNext () { FocusDirection = Direction.Forward; if (subviews == null || subviews.Count == 0) return false; if (focused == null) { FocusFirst (); return focused != null; } int n = subviews.Count; int focused_idx = -1; for (int i = 0; i < n; i++) { View w = subviews [i]; if (w.HasFocus) { if (w.FocusNext ()) return true; focused_idx = i; continue; } if (w.CanFocus && focused_idx != -1) { focused.HasFocus = false; if (w != null && w.CanFocus) w.FocusFirst (); SetFocus (w); return true; } } if (focused != null) { focused.HasFocus = false; focused = null; } return false; } /// /// Computes the RelativeLayout for the view, given the frame for its container. /// /// The Frame for the host. internal void RelativeLayout (Rect hostFrame) { int w, h, _x, _y; if (x is Pos.PosCenter) { if (width == null) w = hostFrame.Width; else w = width.Anchor (hostFrame.Width); _x = x.Anchor (hostFrame.Width - w); } else { if (x == null) _x = 0; else _x = x.Anchor (hostFrame.Width); if (width == null) w = hostFrame.Width; else w = width.Anchor (hostFrame.Width - _x); } if (y is Pos.PosCenter) { if (height == null) h = hostFrame.Height; else h = height.Anchor (hostFrame.Height); _y = y.Anchor (hostFrame.Height - h); } else { if (y == null) _y = 0; else _y = y.Anchor (hostFrame.Height); if (height == null) h = hostFrame.Height; else h = height.Anchor (hostFrame.Height - _y); } Frame = new Rect (_x, _y, w, h); // layoutNeeded = false; } // https://en.wikipedia.org/wiki/Topological_sorting static List TopologicalSort (HashSet nodes, HashSet<(View, View)> edges) { var result = new List (); // Set of all nodes with no incoming edges var S = new HashSet (nodes.Where (n => edges.All (e => e.Item2.Equals (n) == false))); while (S.Any ()) { // remove a node n from S var n = S.First (); S.Remove (n); // add n to tail of L result.Add (n); // for each node m with an edge e from n to m do foreach (var e in edges.Where (e => e.Item1.Equals (n)).ToList ()) { var m = e.Item2; // remove edge e from the graph edges.Remove (e); // if m has no other incoming edges then if (edges.All (me => me.Item2.Equals (m) == false)) { // insert m into S S.Add (m); } } } // if graph has edges then if (edges.Any ()) { // return error (graph has at least one cycle) return null; } else { // return L (a topologically sorted order) return result; } } /// /// This virtual method is invoked when a view starts executing or /// when the dimensions of the view have changed, for example in /// response to the container view or terminal resizing. /// public virtual void LayoutSubviews () { if (!layoutNeeded) return; // Sort out the dependencies of the X, Y, Width, Height properties var nodes = new HashSet (); var edges = new HashSet<(View, View)> (); foreach (var v in InternalSubviews) { nodes.Add (v); if (v.LayoutStyle == LayoutStyle.Computed) { if (v.X is Pos.PosView) edges.Add ((v, (v.X as Pos.PosView).Target)); if (v.Y is Pos.PosView) edges.Add ((v, (v.Y as Pos.PosView).Target)); if (v.Width is Dim.DimView) edges.Add ((v, (v.Width as Dim.DimView).Target)); if (v.Height is Dim.DimView) edges.Add ((v, (v.Height as Dim.DimView).Target)); } } var ordered = TopologicalSort (nodes, edges); ordered.Reverse (); if (ordered == null) throw new Exception ("There is a recursive cycle in the relative Pos/Dim in the views of " + this); foreach (var v in ordered) { if (v.LayoutStyle == LayoutStyle.Computed) v.RelativeLayout (Frame); if (this?.SuperView != v) v.LayoutSubviews (); v.layoutNeeded = false; } layoutNeeded = false; } /// /// Returns a that represents the current . /// /// A that represents the current . public override string ToString () { return $"{GetType ().Name}({Id})({Frame})"; } } /// /// Toplevel views can be modally executed. /// /// /// /// Toplevels can be modally executing views, and they return control /// to the caller when the "Running" property is set to false, or /// by calling /// /// /// There will be a toplevel created for you on the first time use /// and can be accessed from the property , /// but new toplevels can be created and ran on top of it. To run, create the /// toplevel and then invoke with the /// new toplevel. /// /// /// TopLevels can also opt-in to more sophisticated initialization /// by implementing . When they do /// so, the and /// methods will be called /// before running the view. /// If first-run-only initialization is preferred, the /// can be implemented too, in which case the /// methods will only be called if /// is . This allows proper View inheritance hierarchies /// to override base class layout code optimally by doing so only on first run, /// instead of on every run. /// /// public class Toplevel : View { /// /// This flag is checked on each iteration of the mainloop and it continues /// running until this flag is set to false. /// public bool Running; /// /// Initializes a new instance of the class with the specified absolute layout. /// /// Frame. public Toplevel (Rect frame) : base (frame) { Initialize (); } /// /// Initializes a new instance of the class with Computed layout, defaulting to full screen. /// public Toplevel () : base () { Initialize (); Width = Dim.Fill (); Height = Dim.Fill (); } void Initialize () { ColorScheme = Colors.Base; } /// /// Convenience factory method that creates a new toplevel with the current terminal dimensions. /// /// The create. public static Toplevel Create () { return new Toplevel (new Rect (0, 0, Driver.Cols, Driver.Rows)); } public override bool CanFocus { get => true; } /// /// Determines whether the is modal or not. /// Causes to propagate keys upwards /// by default unless set to . /// public bool Modal { get; set; } /// /// Check id current toplevel has menu bar /// public bool HasMenuBar { get; set; } /// /// Check id current toplevel has status bar /// public bool HasStatusBar { get; set; } public override bool ProcessKey (KeyEvent keyEvent) { if (base.ProcessKey (keyEvent)) return true; switch (keyEvent.Key) { case Key.ControlC: // TODO: stop current execution of this container break; case Key.ControlZ: Driver.Suspend (); return true; #if false case Key.F5: Application.DebugDrawBounds = !Application.DebugDrawBounds; SetNeedsDisplay (); return true; #endif case Key.Tab: case Key.CursorRight: case Key.CursorDown: var old = Focused; if (!FocusNext ()) FocusNext (); if (old != Focused) { old?.SetNeedsDisplay (); Focused?.SetNeedsDisplay (); } return true; case Key.CursorLeft: case Key.CursorUp: case Key.BackTab: old = Focused; if (!FocusPrev ()) FocusPrev (); if (old != Focused) { old?.SetNeedsDisplay (); Focused?.SetNeedsDisplay (); } return true; case Key.ControlL: Application.Refresh (); return true; } return false; } public override void Add (View view) { if (this == Application.Top) { if (view is MenuBar) HasMenuBar = true; if (view is StatusBar) HasStatusBar = true; } base.Add (view); } public override void Remove (View view) { if (this == Application.Top) { if (view is MenuBar) HasMenuBar = true; if (view is StatusBar) HasStatusBar = true; } base.Remove (view); } public override void RemoveAll () { if (this == Application.Top) { HasMenuBar = false; HasStatusBar = false; } base.RemoveAll (); } internal void EnsureVisibleBounds (Toplevel top, int x, int y, out int nx, out int ny) { nx = Math.Max (x, 0); nx = nx + top.Frame.Width > Driver.Cols ? Math.Max(Driver.Cols - top.Frame.Width, 0) : nx; bool m, s; if (SuperView == null) m = Application.Top.HasMenuBar; else m = ((Toplevel)SuperView).HasMenuBar; int l = m ? 1 : 0; ny = Math.Max (y, l); if (SuperView == null) s = Application.Top.HasStatusBar; else s = ((Toplevel)SuperView).HasStatusBar; l = s ? Driver.Rows - 1 : Driver.Rows; ny = Math.Min (ny, l); ny = ny + top.Frame.Height > l ? Math.Max(l - top.Frame.Height, m ? 1 : 0) : ny; } internal void PositionToplevels () { if (this != Application.Top) { EnsureVisibleBounds (this, Frame.X, Frame.Y, out int nx, out int ny); if ((nx != Frame.X || ny != Frame.Y) && LayoutStyle != LayoutStyle.Computed) { X = nx; Y = ny; } } else { foreach (var top in Subviews) { if (top is Toplevel) { EnsureVisibleBounds ((Toplevel)top, top.Frame.X, top.Frame.Y, out int nx, out int ny); if ((nx != top.Frame.X || ny != top.Frame.Y) && top.LayoutStyle != LayoutStyle.Computed) { top.X = nx; top.Y = ny; } if (HasStatusBar && ny + top.Frame.Height > Driver.Rows - 1) { if (top.Height is Dim.DimFill) top.Height = Dim.Fill () - 1; } } } } } public override void Redraw (Rect region) { if (this == Application.Top) { if (!NeedDisplay.IsEmpty) { Driver.SetAttribute (Colors.TopLevel.Normal); Clear (region); Driver.SetAttribute (Colors.Base.Normal); } foreach (var view in Subviews) { if (view.Frame.IntersectsWith (region)) { //view.SetNeedsLayout (); view.SetNeedsDisplay (view.Bounds); } } ClearNeedsDisplay (); } base.Redraw (base.Bounds); } /// /// This method is invoked by Application.Begin as part of the Application.Run after /// the views have been laid out, and before the views are drawn for the first time. /// public virtual void WillPresent () { FocusFirst (); } } /// /// A toplevel view that draws a frame around its region and has a "ContentView" subview where the contents are added. /// public class Window : Toplevel, IEnumerable { View contentView; ustring title; /// /// The title to be displayed for this window. /// /// The title. public ustring Title { get => title; set { title = value; SetNeedsDisplay (); } } class ContentView : View { public ContentView (Rect frame) : base (frame) { } public ContentView () : base () { } #if false public override void Redraw (Rect region) { Driver.SetAttribute (ColorScheme.Focus); for (int y = 0; y < Frame.Height; y++) { Move (0, y); for (int x = 0; x < Frame.Width; x++) { Driver.AddRune ('x'); } } } #endif } /// /// Initializes a new instance of the class with an optional title and a set frame. /// /// Frame. /// Title. public Window (Rect frame, ustring title = null) : this (frame, title, padding: 0) { } /// /// Initializes a new instance of the class with an optional title. /// /// Title. public Window (ustring title = null) : this (title, padding: 0) { } int padding; /// /// Initializes a new instance of the with /// the specified frame for its location, with the specified border /// an optional title. /// /// Frame. /// Number of characters to use for padding of the drawn frame. /// Title. public Window (Rect frame, ustring title = null, int padding = 0) : base (frame) { this.Title = title; int wb = 2 * (1 + padding); this.padding = padding; var cFrame = new Rect (1 + padding, 1 + padding, frame.Width - wb, frame.Height - wb); contentView = new ContentView (cFrame); base.Add (contentView); } /// /// Initializes a new instance of the with /// the specified frame for its location, with the specified border /// an optional title. /// /// Number of characters to use for padding of the drawn frame. /// Title. public Window (ustring title = null, int padding = 0) : base () { this.Title = title; int wb = 1 + padding; this.padding = padding; contentView = new ContentView () { X = wb, Y = wb, Width = Dim.Fill (wb), Height = Dim.Fill (wb) }; base.Add (contentView); } /// /// Enumerates the various views in the ContentView. /// /// The enumerator. public new IEnumerator GetEnumerator () { return contentView.GetEnumerator (); } void DrawFrame () { DrawFrame (new Rect (0, 0, Frame.Width, Frame.Height), padding, fill: true); } /// /// Add the specified view to the ContentView. /// /// View to add to the window. public override void Add (View view) { contentView.Add (view); if (view.CanFocus) CanFocus = true; } /// /// Removes a widget from this container. /// /// /// public override void Remove (View view) { if (view == null) return; SetNeedsDisplay (); var touched = view.Frame; contentView.Remove (view); if (contentView.InternalSubviews.Count < 1) this.CanFocus = false; } /// /// Removes all widgets from this container. /// /// /// public override void RemoveAll () { contentView.RemoveAll (); } public override void Redraw (Rect bounds) { if (!NeedDisplay.IsEmpty) { Driver.SetAttribute (ColorScheme.Normal); DrawFrame (); if (HasFocus) Driver.SetAttribute (ColorScheme.Normal); var width = Frame.Width; if (Title != null && width > 4) { Move (1+padding, padding); Driver.AddRune (' '); var str = Title.Length > width ? Title [0, width-4] : Title; Driver.AddStr (str); Driver.AddRune (' '); } Driver.SetAttribute (ColorScheme.Normal); } contentView.Redraw (contentView.Bounds); ClearNeedsDisplay (); } // // FIXED:It does not look like the event is raised on clicked-drag // need to figure that out. // internal static Point? dragPosition; Point start; public override bool MouseEvent (MouseEvent mouseEvent) { // FIXED:The code is currently disabled, because the // Driver.UncookMouse does not seem to have an effect if there is // a pending mouse event activated. int nx, ny; if ((mouseEvent.Flags == (MouseFlags.Button1Pressed | MouseFlags.ReportMousePosition) || mouseEvent.Flags == MouseFlags.Button4Pressed)) { if (dragPosition.HasValue) { if (SuperView == null) { Application.Top.SetNeedsDisplay (Frame); Application.Top.Redraw (Frame); } else { SuperView.SetNeedsDisplay (Frame); } EnsureVisibleBounds (this, mouseEvent.X + mouseEvent.OfX - start.X, mouseEvent.Y + mouseEvent.OfY, out nx, out ny); dragPosition = new Point (nx, ny); Frame = new Rect (nx, ny, Frame.Width, Frame.Height); X = nx; Y = ny; //Demo.ml2.Text = $"{dx},{dy}"; // FIXED: optimize, only SetNeedsDisplay on the before/after regions. SetNeedsDisplay (); return true; } else { // Only start grabbing if the user clicks on the title bar. if (mouseEvent.Y == 0) { start = new Point (mouseEvent.X, mouseEvent.Y); dragPosition = new Point (); nx = mouseEvent.X - mouseEvent.OfX; ny = mouseEvent.Y - mouseEvent.OfY; dragPosition = new Point (nx, ny); Application.GrabMouse (this); } //Demo.ml2.Text = $"Starting at {dragPosition}"; return true; } } if (mouseEvent.Flags == MouseFlags.Button1Released && dragPosition.HasValue) { Application.UngrabMouse (); Driver.UncookMouse (); dragPosition = null; } //Demo.ml.Text = me.ToString (); return false; } } /// /// The application driver for gui.cs /// /// /// /// You can hook up to the Iteration event to have your method /// invoked on each iteration of the mainloop. /// /// /// Creates a mainloop to process input events, handle timers and /// other sources of data. It is accessible via the MainLoop property. /// /// /// When invoked sets the SynchronizationContext to one that is tied /// to the mainloop, allowing user code to use async/await. /// /// public static class Application { /// /// The current Console Driver in use. /// public static ConsoleDriver Driver; /// /// The Toplevel object used for the application on startup. /// /// The top. public static Toplevel Top { get; private set; } /// /// The current toplevel object. This is updated when Application.Run enters and leaves and points to the current toplevel. /// /// The current. public static Toplevel Current { get; private set; } /// /// The mainloop driver for the applicaiton /// /// The main loop. public static Mono.Terminal.MainLoop MainLoop { get; private set; } static Stack toplevels = new Stack (); /// /// This event is raised on each iteration of the /// main loop. /// /// /// See also /// static public event EventHandler Iteration; /// /// Returns a rectangle that is centered in the screen for the provided size. /// /// The centered rect. /// Size for the rectangle. public static Rect MakeCenteredRect (Size size) { return new Rect (new Point ((Driver.Cols - size.Width) / 2, (Driver.Rows - size.Height) / 2), size); } // // provides the sync context set while executing code in gui.cs, to let // users use async/await on their code // class MainLoopSyncContext : SynchronizationContext { Mono.Terminal.MainLoop mainLoop; public MainLoopSyncContext (Mono.Terminal.MainLoop mainLoop) { this.mainLoop = mainLoop; } public override SynchronizationContext CreateCopy () { return new MainLoopSyncContext (MainLoop); } public override void Post (SendOrPostCallback d, object state) { mainLoop.AddIdle (() => { d (state); return false; }); mainLoop.Driver.Wakeup (); } public override void Send (SendOrPostCallback d, object state) { mainLoop.Invoke (() => { d (state); }); } } /// /// If set, it forces the use of the System.Console-based driver. /// public static bool UseSystemConsole; /// /// Initializes the Application /// public static void Init () => Init (() => Toplevel.Create ()); internal static bool _initialized = false; /// /// Initializes the Application /// static void Init (Func topLevelFactory) { if (_initialized) return; var p = Environment.OSVersion.Platform; Mono.Terminal.IMainLoopDriver mainLoopDriver; if (UseSystemConsole) { mainLoopDriver = new Mono.Terminal.NetMainLoop (); Driver = new NetDriver (); } else if (p == PlatformID.Win32NT || p == PlatformID.Win32S || p == PlatformID.Win32Windows){ var windowsDriver = new WindowsDriver (); mainLoopDriver = windowsDriver; Driver = windowsDriver; } else { mainLoopDriver = new Mono.Terminal.UnixMainLoop (); Driver = new CursesDriver (); } Driver.Init (TerminalResized); MainLoop = new Mono.Terminal.MainLoop (mainLoopDriver); SynchronizationContext.SetSynchronizationContext (new MainLoopSyncContext (MainLoop)); Top = topLevelFactory (); Current = Top; _initialized = true; } /// /// Captures the execution state for the provided TopLevel view. /// public class RunState : IDisposable { internal RunState (Toplevel view) { Toplevel = view; } internal Toplevel Toplevel; /// /// Releases alTop = l resource used by the object. /// /// Call when you are finished using the . The /// method leaves the in an unusable state. After /// calling , you must release all references to the /// so the garbage collector can reclaim the memory that the /// was occupying. public void Dispose () { Dispose (true); GC.SuppressFinalize (this); } /// /// Dispose the specified disposing. /// /// The dispose. /// If set to true disposing. protected virtual void Dispose (bool disposing) { if (Toplevel != null) { End (Toplevel); Toplevel = null; } } } static void ProcessKeyEvent (KeyEvent ke) { var chain = toplevels.ToList(); foreach (var topLevel in chain) { if (topLevel.ProcessHotKey (ke)) return; if (topLevel.Modal) break; } foreach (var topLevel in chain) { if (topLevel.ProcessKey (ke)) return; if (topLevel.Modal) break; } foreach (var topLevel in chain) { // Process the key normally if (topLevel.ProcessColdKey (ke)) return; if (topLevel.Modal) break; } } static void ProcessKeyDownEvent (KeyEvent ke) { var chain = toplevels.ToList (); foreach (var topLevel in chain) { if (topLevel.KeyDown (ke)) return; if (topLevel.Modal) break; } } static void ProcessKeyUpEvent (KeyEvent ke) { var chain = toplevels.ToList (); foreach (var topLevel in chain) { if (topLevel.KeyUp (ke)) return; if (topLevel.Modal) break; } } static View FindDeepestView (View start, int x, int y, out int resx, out int resy) { var startFrame = start.Frame; if (!startFrame.Contains (x, y)) { resx = 0; resy = 0; return null; } if (start.InternalSubviews != null){ int count = start.InternalSubviews.Count; if (count > 0) { var rx = x - startFrame.X; var ry = y - startFrame.Y; for (int i = count - 1; i >= 0; i--) { View v = start.InternalSubviews [i]; if (v.Frame.Contains (rx, ry)) { var deep = FindDeepestView (v, rx, ry, out resx, out resy); if (deep == null) return v; return deep; } } } } resx = x-startFrame.X; resy = y-startFrame.Y; return start; } internal static View mouseGrabView; /// /// Grabs the mouse, forcing all mouse events to be routed to the specified view until UngrabMouse is called. /// /// The grab. /// View that will receive all mouse events until UngrabMouse is invoked. public static void GrabMouse (View view) { if (view == null) return; mouseGrabView = view; Driver.UncookMouse (); } /// /// Releases the mouse grab, so mouse events will be routed to the view on which the mouse is. /// public static void UngrabMouse () { mouseGrabView = null; Driver.CookMouse (); } /// /// Merely a debugging aid to see the raw mouse events /// static public Action RootMouseEvent; static void ProcessMouseEvent (MouseEvent me) { var view = FindDeepestView (Current, me.X, me.Y, out int rx, out int ry); RootMouseEvent?.Invoke (me); if (mouseGrabView != null) { var newxy = mouseGrabView.ScreenToView (me.X, me.Y); var nme = new MouseEvent () { X = newxy.X, Y = newxy.Y, Flags = me.Flags, OfX = me.X - newxy.X, OfY = me.Y - newxy.Y, View = view }; mouseGrabView.MouseEvent (nme); return; } if (view != null) { if (!view.WantMousePositionReports && me.Flags == MouseFlags.ReportMousePosition) return; var nme = new MouseEvent () { X = rx, Y = ry, Flags = me.Flags, OfX = rx, OfY = ry, View = view }; // Should we bubbled up the event, if it is not handled? view.MouseEvent (nme); } } /// /// Building block API: Prepares the provided toplevel for execution. /// /// The runstate handle that needs to be passed to the End() method upon completion. /// Toplevel to prepare execution for. /// /// This method prepares the provided toplevel for running with the focus, /// it adds this to the list of toplevels, sets up the mainloop to process the /// event, lays out the subviews, focuses the first element, and draws the /// toplevel in the screen. This is usually followed by executing /// the method, and then the method upon termination which will /// undo these changes. /// static public RunState Begin (Toplevel toplevel) { if (toplevel == null) throw new ArgumentNullException (nameof (toplevel)); var rs = new RunState (toplevel); Init (); if (toplevel is ISupportInitializeNotification initializableNotification && !initializableNotification.IsInitialized) { initializableNotification.BeginInit(); initializableNotification.EndInit(); } else if (toplevel is ISupportInitialize initializable) { initializable.BeginInit(); initializable.EndInit(); } toplevels.Push (toplevel); Current = toplevel; Driver.PrepareToRun (MainLoop, ProcessKeyEvent, ProcessKeyDownEvent, ProcessKeyUpEvent, ProcessMouseEvent); if (toplevel.LayoutStyle == LayoutStyle.Computed) toplevel.RelativeLayout (new Rect (0, 0, Driver.Cols, Driver.Rows)); toplevel.LayoutSubviews (); toplevel.WillPresent (); Redraw (toplevel); toplevel.PositionCursor (); Driver.Refresh (); return rs; } /// /// Building block API: completes the execution of a Toplevel that was started with Begin. /// /// The runstate returned by the method. static public void End (RunState runState) { if (runState == null) throw new ArgumentNullException (nameof (runState)); runState.Dispose (); } /// /// Finalize the driver. /// public static void Shutdown () { Driver.End (); _initialized = false; } static void Redraw (View view) { view.Redraw (view.Bounds); Driver.Refresh (); } static void Refresh (View view) { view.Redraw (view.Bounds); Driver.Refresh (); } /// /// Triggers a refresh of the entire display. /// public static void Refresh () { Driver.UpdateScreen (); View last = null; foreach (var v in toplevels.Reverse ()) { v.SetNeedsDisplay (); v.Redraw (v.Bounds); last = v; } last?.PositionCursor (); Driver.Refresh (); } internal static void End (View view) { if (toplevels.Peek () != view) throw new ArgumentException ("The view that you end with must be balanced"); toplevels.Pop (); if (toplevels.Count == 0) Shutdown (); else { Current = toplevels.Peek(); Refresh (); } } /// /// Building block API: Runs the main loop for the created dialog /// /// /// Use the wait parameter to control whether this is a /// blocking or non-blocking call. /// /// The state returned by the Begin method. /// By default this is true which will execute the runloop waiting for events, if you pass false, you can use this method to run a single iteration of the events. public static void RunLoop (RunState state, bool wait = true) { if (state == null) throw new ArgumentNullException (nameof (state)); if (state.Toplevel == null) throw new ObjectDisposedException ("state"); for (state.Toplevel.Running = true; state.Toplevel.Running;) { if (MainLoop.EventsPending (wait)) { MainLoop.MainIteration (); Iteration?.Invoke (null, EventArgs.Empty); } else if (wait == false) return; if (!state.Toplevel.NeedDisplay.IsEmpty || state.Toplevel.childNeedsDisplay) { state.Toplevel.Redraw (state.Toplevel.Bounds); if (DebugDrawBounds) DrawBounds (state.Toplevel); state.Toplevel.PositionCursor (); Driver.Refresh (); } else Driver.UpdateCursor (); } } internal static bool DebugDrawBounds; // Need to look into why this does not work properly. static void DrawBounds (View v) { v.DrawFrame (v.Frame, padding: 0, fill: false); if (v.InternalSubviews != null && v.InternalSubviews.Count > 0) foreach (var sub in v.InternalSubviews) DrawBounds (sub); } /// /// Runs the application with the built-in toplevel view /// public static void Run () { Run (Top); } /// /// Runs the application with a new instance of the specified toplevel view /// public static void Run () where T : Toplevel, new() { Init (() => new T()); Run (Top); } /// /// Runs the main loop on the given container. /// /// /// /// This method is used to start processing events /// for the main application, but it is also used to /// run modal dialog boxes. /// /// /// To make a toplevel stop execution, set the "Running" /// property to false. /// /// /// This is equivalent to calling Begin on the toplevel view, followed by RunLoop with the /// returned value, and then calling end on the return value. /// /// /// Alternatively, if your program needs to control the main loop and needs to /// process events manually, you can invoke Begin to set things up manually and then /// repeatedly call RunLoop with the wait parameter set to false. By doing this /// the RunLoop method will only process any pending events, timers, idle handlers and /// then return control immediately. /// /// public static void Run (Toplevel view) { var runToken = Begin (view); RunLoop (runToken); End (runToken); } /// /// Stops running the most recent toplevel /// public static void RequestStop () { Current.Running = false; } /// /// Invoked when the terminal was resized. /// static public Action OnResized; static void TerminalResized () { OnResized?.Invoke (); var full = new Rect (0, 0, Driver.Cols, Driver.Rows); Driver.Clip = full; foreach (var t in toplevels) { t.PositionToplevels (); t.RelativeLayout (full); t.LayoutSubviews (); } Refresh (); } } }