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- using System.Data;
- using System.Globalization;
- namespace Terminal.Gui;
- /// <summary>Delegate for providing color to <see cref="TableView"/> cells based on the value being rendered</summary>
- /// <param name="args">Contains information about the cell for which color is needed</param>
- /// <returns></returns>
- public delegate ColorScheme CellColorGetterDelegate (CellColorGetterArgs args);
- /// <summary>Delegate for providing color for a whole row of a <see cref="TableView"/></summary>
- /// <param name="args"></param>
- /// <returns></returns>
- public delegate ColorScheme RowColorGetterDelegate (RowColorGetterArgs args);
- /// <summary>
- /// View for tabular data based on a <see cref="ITableSource"/>.
- /// <a href="../docs/tableview.md">See TableView Deep Dive for more information</a>.
- /// </summary>
- public class TableView : View, IDesignable
- {
- /// <summary>
- /// The default maximum cell width for <see cref="TableView.MaxCellWidth"/> and <see cref="ColumnStyle.MaxWidth"/>
- /// </summary>
- public const int DefaultMaxCellWidth = 100;
- /// <summary>The default minimum cell width for <see cref="ColumnStyle.MinAcceptableWidth"/></summary>
- public const int DefaultMinAcceptableWidth = 100;
- // TODO: Update to use Key instead of KeyCode
- private KeyCode cellActivationKey = KeyCode.Enter;
- private int columnOffset;
- private int rowOffset;
- private Point? scrollLeftPoint;
- private Point? scrollRightPoint;
- private int selectedColumn;
- private int selectedRow;
- private TableStyle style = new ();
- private ITableSource table;
- /// <summary>Initializes a <see cref="TableView"/> class.</summary>
- /// <param name="table">The table to display in the control</param>
- public TableView (ITableSource table) : this () { Table = table; }
- /// <summary>
- /// Initializes a <see cref="TableView"/> class. Set the
- /// <see cref="Table"/> property to begin editing
- /// </summary>
- public TableView ()
- {
- CanFocus = true;
- CollectionNavigator = new TableCollectionNavigator (this);
- // Things this view knows how to do
- AddCommand (
- Command.Right,
- () => ChangeSelectionByOffsetWithReturn (1, 0));
- AddCommand (
- Command.Left,
- () => ChangeSelectionByOffsetWithReturn (-1, 0));
- AddCommand (
- Command.Up,
- () => ChangeSelectionByOffsetWithReturn (0, -1));
- AddCommand (
- Command.Down,
- () => ChangeSelectionByOffsetWithReturn (0, 1));
- AddCommand (
- Command.PageUp,
- () =>
- {
- PageUp (false);
- return true;
- }
- );
- AddCommand (
- Command.PageDown,
- () =>
- {
- PageDown (false);
- return true;
- }
- );
- AddCommand (
- Command.LeftStart,
- () =>
- {
- ChangeSelectionToStartOfRow (false);
- return true;
- }
- );
- AddCommand (
- Command.RightEnd,
- () =>
- {
- ChangeSelectionToEndOfRow (false);
- return true;
- }
- );
- AddCommand (
- Command.Start,
- () =>
- {
- ChangeSelectionToStartOfTable (false);
- return true;
- }
- );
- AddCommand (
- Command.End,
- () =>
- {
- ChangeSelectionToEndOfTable (false);
- return true;
- }
- );
- AddCommand (
- Command.RightExtend,
- () =>
- {
- ChangeSelectionByOffset (1, 0, true);
- return true;
- }
- );
- AddCommand (
- Command.LeftExtend,
- () =>
- {
- ChangeSelectionByOffset (-1, 0, true);
- return true;
- }
- );
- AddCommand (
- Command.UpExtend,
- () =>
- {
- ChangeSelectionByOffset (0, -1, true);
- return true;
- }
- );
- AddCommand (
- Command.DownExtend,
- () =>
- {
- ChangeSelectionByOffset (0, 1, true);
- return true;
- }
- );
- AddCommand (
- Command.PageUpExtend,
- () =>
- {
- PageUp (true);
- return true;
- }
- );
- AddCommand (
- Command.PageDownExtend,
- () =>
- {
- PageDown (true);
- return true;
- }
- );
- AddCommand (
- Command.LeftStartExtend,
- () =>
- {
- ChangeSelectionToStartOfRow (true);
- return true;
- }
- );
- AddCommand (
- Command.RightEndExtend,
- () =>
- {
- ChangeSelectionToEndOfRow (true);
- return true;
- }
- );
- AddCommand (
- Command.StartExtend,
- () =>
- {
- ChangeSelectionToStartOfTable (true);
- return true;
- }
- );
- AddCommand (
- Command.EndExtend,
- () =>
- {
- ChangeSelectionToEndOfTable (true);
- return true;
- }
- );
- AddCommand (
- Command.SelectAll,
- () =>
- {
- SelectAll ();
- return true;
- }
- );
- AddCommand (Command.Accept, () => OnCellActivated (new CellActivatedEventArgs (Table, SelectedColumn, SelectedRow)));
- AddCommand (
- Command.Select, // was Command.ToggleChecked
- (ctx) =>
- {
- if (ToggleCurrentCellSelection () is true)
- {
- return RaiseSelecting (ctx) is true;
- }
- return false;
- }
- );
- // Default keybindings for this view
- KeyBindings.Add (Key.CursorLeft, Command.Left);
- KeyBindings.Add (Key.CursorRight, Command.Right);
- KeyBindings.Add (Key.CursorUp, Command.Up);
- KeyBindings.Add (Key.CursorDown, Command.Down);
- KeyBindings.Add (Key.PageUp, Command.PageUp);
- KeyBindings.Add (Key.PageDown, Command.PageDown);
- KeyBindings.Add (Key.Home, Command.LeftStart);
- KeyBindings.Add (Key.End, Command.RightEnd);
- KeyBindings.Add (Key.Home.WithCtrl, Command.Start);
- KeyBindings.Add (Key.End.WithCtrl, Command.End);
- KeyBindings.Add (Key.CursorLeft.WithShift, Command.LeftExtend);
- KeyBindings.Add (Key.CursorRight.WithShift, Command.RightExtend);
- KeyBindings.Add (Key.CursorUp.WithShift, Command.UpExtend);
- KeyBindings.Add (Key.CursorDown.WithShift, Command.DownExtend);
- KeyBindings.Add (Key.PageUp.WithShift, Command.PageUpExtend);
- KeyBindings.Add (Key.PageDown.WithShift, Command.PageDownExtend);
- KeyBindings.Add (Key.Home.WithShift, Command.LeftStartExtend);
- KeyBindings.Add (Key.End.WithShift, Command.RightEndExtend);
- KeyBindings.Add (Key.Home.WithCtrl.WithShift, Command.StartExtend);
- KeyBindings.Add (Key.End.WithCtrl.WithShift, Command.EndExtend);
- KeyBindings.Add (Key.A.WithCtrl, Command.SelectAll);
- KeyBindings.Remove (CellActivationKey);
- KeyBindings.Add (CellActivationKey, Command.Accept);
- }
- // TODO: Update to use Key instead of KeyCode
- /// <summary>The key which when pressed should trigger <see cref="CellActivated"/> event. Defaults to Enter.</summary>
- public KeyCode CellActivationKey
- {
- get => cellActivationKey;
- set
- {
- if (cellActivationKey != value)
- {
- if (KeyBindings.TryGet (cellActivationKey, out _))
- {
- KeyBindings.Replace (cellActivationKey, value);
- }
- else
- {
- KeyBindings.Add (value, Command.Accept);
- }
- cellActivationKey = value;
- }
- }
- }
- /// <summary>Navigator for cycling the selected item in the table by typing. Set to null to disable this feature.</summary>
- public CollectionNavigatorBase CollectionNavigator { get; set; }
- /// <summary>
- /// Horizontal scroll offset. The index of the first column in <see cref="Table"/> to display when when rendering
- /// the view.
- /// </summary>
- /// <remarks>This property allows very wide tables to be rendered with horizontal scrolling</remarks>
- public int ColumnOffset
- {
- get => columnOffset;
- //try to prevent this being set to an out of bounds column
- set
- {
- int prev = columnOffset;
- columnOffset = TableIsNullOrInvisible () ? 0 : Math.Max (0, Math.Min (Table.Columns - 1, value));
- if (prev != columnOffset)
- {
- SetNeedsDraw ();
- }
- }
- }
- /// <summary>True to select the entire row at once. False to select individual cells. Defaults to false</summary>
- public bool FullRowSelect { get; set; }
- /// <summary>
- /// The maximum number of characters to render in any given column. This prevents one long column from pushing
- /// out all the others
- /// </summary>
- public int MaxCellWidth { get; set; } = DefaultMaxCellWidth;
- /// <summary>The minimum number of characters to render in any given column.</summary>
- public int MinCellWidth { get; set; }
- /// <summary>True to allow regions to be selected</summary>
- /// <value></value>
- public bool MultiSelect { get; set; } = true;
- /// <summary>
- /// When <see cref="MultiSelect"/> is enabled this property contain all rectangles of selected cells. Rectangles
- /// describe column/rows selected in <see cref="Table"/> (not screen coordinates)
- /// </summary>
- /// <returns></returns>
- public Stack<TableSelection> MultiSelectedRegions { get; } = new ();
- /// <summary>The text representation that should be rendered for cells with the value <see cref="DBNull.Value"/></summary>
- public string NullSymbol { get; set; } = "-";
- /// <summary>
- /// Vertical scroll offset. The index of the first row in <see cref="Table"/> to display in the first non header
- /// line of the control when rendering the view.
- /// </summary>
- public int RowOffset
- {
- get => rowOffset;
- set
- {
- int prev = rowOffset;
- rowOffset = TableIsNullOrInvisible () ? 0 : Math.Max (0, Math.Min (Table.Rows - 1, value));
- if (rowOffset != prev)
- {
- SetNeedsDraw ();
- }
- }
- }
- /// <summary>The index of <see cref="DataTable.Columns"/> in <see cref="Table"/> that the user has currently selected</summary>
- public int SelectedColumn
- {
- get => selectedColumn;
- set
- {
- int oldValue = selectedColumn;
- //try to prevent this being set to an out of bounds column
- selectedColumn = TableIsNullOrInvisible () ? 0 : Math.Min (Table.Columns - 1, Math.Max (0, value));
- if (oldValue != selectedColumn)
- {
- OnSelectedCellChanged (
- new SelectedCellChangedEventArgs (
- Table,
- oldValue,
- SelectedColumn,
- SelectedRow,
- SelectedRow
- )
- );
- }
- }
- }
- /// <summary>The index of <see cref="DataTable.Rows"/> in <see cref="Table"/> that the user has currently selected</summary>
- public int SelectedRow
- {
- get => selectedRow;
- set
- {
- int oldValue = selectedRow;
- selectedRow = TableIsNullOrInvisible () ? 0 : Math.Min (Table.Rows - 1, Math.Max (0, value));
- if (oldValue != selectedRow)
- {
- OnSelectedCellChanged (
- new SelectedCellChangedEventArgs (
- Table,
- SelectedColumn,
- SelectedColumn,
- oldValue,
- selectedRow
- )
- );
- }
- }
- }
- /// <summary>
- /// The symbol to add after each cell value and header value to visually separate values (if not using vertical
- /// gridlines)
- /// </summary>
- public char SeparatorSymbol { get; set; } = ' ';
- /// <summary>Contains options for changing how the table is rendered</summary>
- public TableStyle Style
- {
- get => style;
- set
- {
- style = value;
- Update ();
- }
- }
- /// <summary>The data table to render in the view. Setting this property automatically updates and redraws the control.</summary>
- public ITableSource Table
- {
- get => table;
- set
- {
- table = value;
- Update ();
- }
- }
- /// <summary>
- /// This event is raised when a cell is activated e.g. by double-clicking or pressing
- /// <see cref="CellActivationKey"/>
- /// </summary>
- public event EventHandler<CellActivatedEventArgs> CellActivated;
- /// <summary>This event is raised when a cell is toggled (see <see cref="Command.Select"/></summary>
- public event EventHandler<CellToggledEventArgs> CellToggled;
- /// <summary>
- /// Returns the screen position (relative to the control client area) that the given cell is rendered or null if
- /// it is outside the current scroll area or no table is loaded
- /// </summary>
- /// <param name="tableColumn">The index of the <see cref="Table"/> column you are looking for</param>
- /// <param name="tableRow">The index of the row in <see cref="Table"/> that you are looking for</param>
- /// <returns></returns>
- public Point? CellToScreen (int tableColumn, int tableRow)
- {
- if (TableIsNullOrInvisible ())
- {
- return null;
- }
- IEnumerable<ColumnToRender> viewPort = CalculateViewport (Viewport);
- int headerHeight = GetHeaderHeightIfAny ();
- ColumnToRender colHit = viewPort.FirstOrDefault (c => c.Column == tableColumn);
- // current column is outside the scroll area
- if (colHit is null)
- {
- return null;
- }
- // the cell is too far up above the current scroll area
- if (RowOffset > tableRow)
- {
- return null;
- }
- // the cell is way down below the scroll area and off the screen
- if (tableRow > RowOffset + (Viewport.Height - headerHeight))
- {
- return null;
- }
- return new Point (colHit.X, tableRow + headerHeight - RowOffset);
- }
- /// <summary>
- /// Private override of <see cref="ChangeSelectionByOffset"/> that returns true if the selection has
- /// changed as a result of moving the selection. Used by key handling logic to determine whether e.g.
- /// the cursor right resulted in a change or should be forwarded on to toggle logic handling.
- /// </summary>
- /// <param name="offsetX"></param>
- /// <param name="offsetY"></param>
- /// <returns></returns>
- private bool ChangeSelectionByOffsetWithReturn (int offsetX, int offsetY)
- {
- var oldSelection = GetSelectionSnapshot ();
- SetSelection (SelectedColumn + offsetX, SelectedRow + offsetY, false);
- Update ();
- return !SelectionIsSame (oldSelection);
- }
- private TableViewSelectionSnapshot GetSelectionSnapshot ()
- {
- return new (
- SelectedColumn,
- SelectedRow,
- MultiSelectedRegions.Select (s => s.Rectangle).ToArray ());
- }
- private bool SelectionIsSame (TableViewSelectionSnapshot oldSelection)
- {
- var newSelection = GetSelectionSnapshot ();
- return oldSelection.SelectedColumn == newSelection.SelectedColumn
- && oldSelection.SelectedRow == newSelection.SelectedRow
- && oldSelection.multiSelection.SequenceEqual (newSelection.multiSelection);
- }
- private record TableViewSelectionSnapshot (int SelectedColumn, int SelectedRow, Rectangle [] multiSelection);
- /// <summary>
- /// Moves the <see cref="SelectedRow"/> and <see cref="SelectedColumn"/> by the provided offsets. Optionally
- /// starting a box selection (see <see cref="MultiSelect"/>)
- /// </summary>
- /// <param name="offsetX">Offset in number of columns</param>
- /// <param name="offsetY">Offset in number of rows</param>
- /// <param name="extendExistingSelection">True to create a multi cell selection or adjust an existing one</param>
- public void ChangeSelectionByOffset (int offsetX, int offsetY, bool extendExistingSelection)
- {
- SetSelection (SelectedColumn + offsetX, SelectedRow + offsetY, extendExistingSelection);
- Update ();
- }
- /// <summary>Moves or extends the selection to the last cell in the current row</summary>
- /// <param name="extend">true to extend the current selection (if any) instead of replacing</param>
- public void ChangeSelectionToEndOfRow (bool extend)
- {
- SetSelection (Table.Columns - 1, SelectedRow, extend);
- Update ();
- }
- /// <summary>
- /// Moves or extends the selection to the final cell in the table (nX,nY). If <see cref="FullRowSelect"/> is
- /// enabled then selection instead moves to ( <see cref="SelectedColumn"/>,nY) i.e. no horizontal scrolling.
- /// </summary>
- /// <param name="extend">true to extend the current selection (if any) instead of replacing</param>
- public void ChangeSelectionToEndOfTable (bool extend)
- {
- int finalColumn = Table.Columns - 1;
- SetSelection (FullRowSelect ? SelectedColumn : finalColumn, Table.Rows - 1, extend);
- Update ();
- }
- /// <summary>Moves or extends the selection to the first cell in the current row</summary>
- /// <param name="extend">true to extend the current selection (if any) instead of replacing</param>
- public void ChangeSelectionToStartOfRow (bool extend)
- {
- SetSelection (0, SelectedRow, extend);
- Update ();
- }
- /// <summary>
- /// Moves or extends the selection to the first cell in the table (0,0). If <see cref="FullRowSelect"/> is enabled
- /// then selection instead moves to ( <see cref="SelectedColumn"/>,0) i.e. no horizontal scrolling.
- /// </summary>
- /// <param name="extend">true to extend the current selection (if any) instead of replacing</param>
- public void ChangeSelectionToStartOfTable (bool extend)
- {
- SetSelection (FullRowSelect ? SelectedColumn : 0, 0, extend);
- Update ();
- }
- /// <summary>
- /// Updates scroll offsets to ensure that the selected cell is visible. Has no effect if <see cref="Table"/> has
- /// not been set.
- /// </summary>
- /// <remarks>
- /// Changes will not be immediately visible in the display until you call <see cref="View.SetNeedsDraw()"/>
- /// </remarks>
- public void EnsureSelectedCellIsVisible ()
- {
- if (Table is null || Table.Columns <= 0)
- {
- return;
- }
- ColumnToRender [] columnsToRender = CalculateViewport (Viewport).ToArray ();
- int headerHeight = GetHeaderHeightIfAny ();
- //if we have scrolled too far to the left
- if (SelectedColumn < columnsToRender.Min (r => r.Column))
- {
- ColumnOffset = SelectedColumn;
- }
- //if we have scrolled too far to the right
- if (SelectedColumn > columnsToRender.Max (r => r.Column))
- {
- if (Style.SmoothHorizontalScrolling)
- {
- // Scroll right 1 column at a time until the users selected column is visible
- while (SelectedColumn > columnsToRender.Max (r => r.Column))
- {
- ColumnOffset++;
- columnsToRender = CalculateViewport (Viewport).ToArray ();
- // if we are already scrolled to the last column then break
- // this will prevent any theoretical infinite loop
- if (ColumnOffset >= Table.Columns - 1)
- {
- break;
- }
- }
- }
- else
- {
- ColumnOffset = SelectedColumn;
- }
- }
- //if we have scrolled too far down
- if (SelectedRow >= RowOffset + (Viewport.Height - headerHeight))
- {
- RowOffset = SelectedRow - (Viewport.Height - headerHeight) + 1;
- }
- //if we have scrolled too far up
- if (SelectedRow < RowOffset)
- {
- RowOffset = SelectedRow;
- }
- }
- /// <summary>
- /// Updates <see cref="ColumnOffset"/> and <see cref="RowOffset"/> where they are outside the bounds of the table
- /// (by adjusting them to the nearest existing cell). Has no effect if <see cref="Table"/> has not been set.
- /// </summary>
- /// <remarks>
- /// Changes will not be immediately visible in the display until you call <see cref="View.SetNeedsDraw()"/>
- /// </remarks>
- public void EnsureValidScrollOffsets ()
- {
- if (TableIsNullOrInvisible ())
- {
- return;
- }
- ColumnOffset = Math.Max (Math.Min (ColumnOffset, Table.Columns - 1), 0);
- RowOffset = Math.Max (Math.Min (RowOffset, Table.Rows - 1), 0);
- }
- /// <summary>
- /// Updates <see cref="SelectedColumn"/>, <see cref="SelectedRow"/> and <see cref="MultiSelectedRegions"/> where
- /// they are outside the bounds of the table (by adjusting them to the nearest existing cell). Has no effect if
- /// <see cref="Table"/> has not been set.
- /// </summary>
- /// <remarks>
- /// Changes will not be immediately visible in the display until you call <see cref="View.SetNeedsDraw()"/>
- /// </remarks>
- public void EnsureValidSelection ()
- {
- if (TableIsNullOrInvisible ())
- {
- // Table doesn't exist, we should probably clear those selections
- ClearMultiSelectedRegions (false);
- return;
- }
- SelectedColumn = Math.Max (Math.Min (SelectedColumn, Table.Columns - 1), 0);
- SelectedRow = Math.Max (Math.Min (SelectedRow, Table.Rows - 1), 0);
- // If SelectedColumn is invisible move it to a visible one
- SelectedColumn = GetNearestVisibleColumn (SelectedColumn, true, true);
- IEnumerable<TableSelection> oldRegions = MultiSelectedRegions.ToArray ().Reverse ();
- MultiSelectedRegions.Clear ();
- // evaluate
- foreach (TableSelection region in oldRegions)
- {
- // ignore regions entirely below current table state
- if (region.Rectangle.Top >= Table.Rows)
- {
- continue;
- }
- // ignore regions entirely too far right of table columns
- if (region.Rectangle.Left >= Table.Columns)
- {
- continue;
- }
- // ensure region's origin exists
- region.Origin = new Point (
- Math.Max (Math.Min (region.Origin.X, Table.Columns - 1), 0),
- Math.Max (Math.Min (region.Origin.Y, Table.Rows - 1), 0)
- );
- // ensure regions do not go over edge of table bounds
- region.Rectangle = Rectangle.FromLTRB (
- region.Rectangle.Left,
- region.Rectangle.Top,
- Math.Max (Math.Min (region.Rectangle.Right, Table.Columns), 0),
- Math.Max (Math.Min (region.Rectangle.Bottom, Table.Rows), 0)
- );
- MultiSelectedRegions.Push (region);
- }
- }
- /// <summary>
- /// Returns all cells in any <see cref="MultiSelectedRegions"/> (if <see cref="MultiSelect"/> is enabled) and the
- /// selected cell
- /// </summary>
- /// <returns></returns>
- public IEnumerable<Point> GetAllSelectedCells ()
- {
- if (TableIsNullOrInvisible () || Table.Rows == 0)
- {
- return Enumerable.Empty<Point> ();
- }
- EnsureValidSelection ();
- HashSet<Point> toReturn = new ();
- // If there are one or more rectangular selections
- if (MultiSelect && MultiSelectedRegions.Any ())
- {
- // Quiz any cells for whether they are selected. For performance we only need to check those between the top left and lower right vertex of selection regions
- int yMin = MultiSelectedRegions.Min (r => r.Rectangle.Top);
- int yMax = MultiSelectedRegions.Max (r => r.Rectangle.Bottom);
- int xMin = FullRowSelect ? 0 : MultiSelectedRegions.Min (r => r.Rectangle.Left);
- int xMax = FullRowSelect ? Table.Columns : MultiSelectedRegions.Max (r => r.Rectangle.Right);
- for (int y = yMin; y < yMax; y++)
- {
- for (int x = xMin; x < xMax; x++)
- {
- if (IsSelected (x, y))
- {
- toReturn.Add (new Point (x, y));
- }
- }
- }
- }
- // if there are no region selections then it is just the active cell
- // if we are selecting the full row
- if (FullRowSelect)
- {
- // all cells in active row are selected
- for (var x = 0; x < Table.Columns; x++)
- {
- toReturn.Add (new Point (x, SelectedRow));
- }
- }
- else
- {
- // Not full row select and no multi selections
- toReturn.Add (new Point (SelectedColumn, SelectedRow));
- }
- return toReturn;
- }
- /// <summary>
- /// <para>
- /// Returns true if the given cell is selected either because it is the active cell or part of a multi cell
- /// selection (e.g. <see cref="FullRowSelect"/>).
- /// </para>
- /// <remarks>Returns <see langword="false"/> if <see cref="ColumnStyle.Visible"/> is <see langword="false"/>.</remarks>
- /// </summary>
- /// <param name="col"></param>
- /// <param name="row"></param>
- /// <returns></returns>
- public bool IsSelected (int col, int row)
- {
- if (!IsColumnVisible (col))
- {
- return false;
- }
- if (GetMultiSelectedRegionsContaining (col, row).Any ())
- {
- return true;
- }
- return row == SelectedRow && (col == SelectedColumn || FullRowSelect);
- }
- ///<inheritdoc/>
- protected override bool OnMouseEvent (MouseEventArgs me)
- {
- if (!me.Flags.HasFlag (MouseFlags.Button1Clicked)
- && !me.Flags.HasFlag (MouseFlags.Button1DoubleClicked)
- && me.Flags != MouseFlags.WheeledDown
- && me.Flags != MouseFlags.WheeledUp
- && me.Flags != MouseFlags.WheeledLeft
- && me.Flags != MouseFlags.WheeledRight)
- {
- return false;
- }
- if (!HasFocus && CanFocus)
- {
- SetFocus ();
- }
- if (TableIsNullOrInvisible ())
- {
- return false;
- }
- // Scroll wheel flags
- switch (me.Flags)
- {
- case MouseFlags.WheeledDown:
- RowOffset++;
- EnsureValidScrollOffsets ();
- //SetNeedsDraw ();
- return true;
- case MouseFlags.WheeledUp:
- RowOffset--;
- EnsureValidScrollOffsets ();
- //SetNeedsDraw ();
- return true;
- case MouseFlags.WheeledRight:
- ColumnOffset++;
- EnsureValidScrollOffsets ();
- //SetNeedsDraw ();
- return true;
- case MouseFlags.WheeledLeft:
- ColumnOffset--;
- EnsureValidScrollOffsets ();
- //SetNeedsDraw ();
- return true;
- }
- int boundsX = me.Position.X;
- int boundsY = me.Position.Y;
- if (me.Flags.HasFlag (MouseFlags.Button1Clicked))
- {
- if (scrollLeftPoint != null
- && scrollLeftPoint.Value.X == boundsX
- && scrollLeftPoint.Value.Y == boundsY)
- {
- ColumnOffset--;
- EnsureValidScrollOffsets ();
- SetNeedsDraw ();
- }
- if (scrollRightPoint != null
- && scrollRightPoint.Value.X == boundsX
- && scrollRightPoint.Value.Y == boundsY)
- {
- ColumnOffset++;
- EnsureValidScrollOffsets ();
- SetNeedsDraw ();
- }
- Point? hit = ScreenToCell (boundsX, boundsY);
- if (hit is { })
- {
- if (MultiSelect && HasControlOrAlt (me))
- {
- UnionSelection (hit.Value.X, hit.Value.Y);
- }
- else
- {
- SetSelection (hit.Value.X, hit.Value.Y, me.Flags.HasFlag (MouseFlags.ButtonShift));
- }
- Update ();
- }
- }
- // Double clicking a cell activates
- if (me.Flags == MouseFlags.Button1DoubleClicked)
- {
- Point? hit = ScreenToCell (boundsX, boundsY);
- if (hit is { })
- {
- return OnCellActivated (new CellActivatedEventArgs (Table, hit.Value.X, hit.Value.Y));
- }
- }
- return me.Handled;
- }
- ///<inheritdoc/>
- protected override bool OnDrawingContent ()
- {
- Move (0, 0);
- scrollRightPoint = null;
- scrollLeftPoint = null;
- // What columns to render at what X offset in viewport
- ColumnToRender [] columnsToRender = CalculateViewport (Viewport).ToArray ();
- SetAttribute (GetNormalColor ());
- //invalidate current row (prevents scrolling around leaving old characters in the frame
- Driver?.AddStr (new string (' ', Viewport.Width));
- var line = 0;
- if (ShouldRenderHeaders ())
- {
- // Render something like:
- /*
- ┌────────────────────┬──────────┬───────────┬──────────────┬─────────┐
- │ArithmeticComparator│chi │Healthboard│Interpretation│Labnumber│
- └────────────────────┴──────────┴───────────┴──────────────┴─────────┘
- */
- if (Style.ShowHorizontalHeaderOverline)
- {
- RenderHeaderOverline (line, Viewport.Width, columnsToRender);
- line++;
- }
- if (Style.ShowHeaders)
- {
- RenderHeaderMidline (line, columnsToRender);
- line++;
- }
- if (Style.ShowHorizontalHeaderUnderline)
- {
- RenderHeaderUnderline (line, Viewport.Width, columnsToRender);
- line++;
- }
- }
- int headerLinesConsumed = line;
- //render the cells
- for (; line < Viewport.Height; line++)
- {
- ClearLine (line, Viewport.Width);
- //work out what Row to render
- int rowToRender = RowOffset + (line - headerLinesConsumed);
- //if we have run off the end of the table
- if (TableIsNullOrInvisible () || rowToRender < 0)
- {
- continue;
- }
- // No more data
- if (rowToRender >= Table.Rows)
- {
- if (rowToRender == Table.Rows && Style.ShowHorizontalBottomline)
- {
- RenderBottomLine (line, Viewport.Width, columnsToRender);
- }
- continue;
- }
- RenderRow (line, rowToRender, columnsToRender);
- }
- return true;
- }
- /// <inheritdoc/>
- protected override bool OnKeyDown (Key key)
- {
- if (TableIsNullOrInvisible ())
- {
- return false;
- }
- if (CollectionNavigator != null
- && HasFocus
- && Table.Rows != 0
- && key != KeyBindings.GetFirstFromCommands (Command.Accept)
- && key != CellActivationKey
- && CollectionNavigatorBase.IsCompatibleKey (key)
- && !key.KeyCode.HasFlag (KeyCode.CtrlMask)
- && !key.KeyCode.HasFlag (KeyCode.AltMask)
- && Rune.IsLetterOrDigit ((Rune)key))
- {
- return CycleToNextTableEntryBeginningWith (key);
- }
- return false;
- }
- /// <summary>Moves the selection down by one page</summary>
- /// <param name="extend">true to extend the current selection (if any) instead of replacing</param>
- public void PageDown (bool extend)
- {
- ChangeSelectionByOffset (0, Viewport.Height - GetHeaderHeightIfAny (), extend);
- Update ();
- }
- /// <summary>Moves the selection up by one page</summary>
- /// <param name="extend">true to extend the current selection (if any) instead of replacing</param>
- public void PageUp (bool extend)
- {
- ChangeSelectionByOffset (0, -(Viewport.Height - GetHeaderHeightIfAny ()), extend);
- Update ();
- }
- /// <summary>
- /// Positions the cursor in the area of the screen in which the start of the active cell is rendered. Calls base
- /// implementation if active cell is not visible due to scrolling or table is loaded etc
- /// </summary>
- public override Point? PositionCursor ()
- {
- if (TableIsNullOrInvisible ())
- {
- return base.PositionCursor ();
- }
- Point? screenPoint = CellToScreen (SelectedColumn, SelectedRow);
- if (screenPoint is { })
- {
- Move (screenPoint.Value.X, screenPoint.Value.Y);
- return null;//screenPoint;
- }
- return null;
- }
- /// <summary>
- /// Returns the column and row of <see cref="Table"/> that corresponds to a given point on the screen (relative
- /// to the control client area). Returns null if the point is in the header, no table is loaded or outside the control
- /// bounds.
- /// </summary>
- /// <param name="clientX">X offset from the top left of the control.</param>
- /// <param name="clientY">Y offset from the top left of the control.</param>
- /// <returns>Cell clicked or null.</returns>
- public Point? ScreenToCell (int clientX, int clientY) { return ScreenToCell (clientX, clientY, out _, out _); }
- /// <summary>
- /// Returns the column and row of <see cref="Table"/> that corresponds to a given point on the screen (relative
- /// to the control client area). Returns null if the point is in the header, no table is loaded or outside the control
- /// bounds.
- /// </summary>
- /// <param name="client">offset from the top left of the control.</param>
- /// <returns>The position.</returns>
- public Point? ScreenToCell (Point client) { return ScreenToCell (client, out _, out _); }
- /// <summary>
- /// . Returns the column and row of <see cref="Table"/> that corresponds to a given point on the screen (relative
- /// to the control client area). Returns null if the point is in the header, no table is loaded or outside the control
- /// bounds.
- /// </summary>
- /// <param name="clientX">X offset from the top left of the control.</param>
- /// <param name="clientY">Y offset from the top left of the control.</param>
- /// <param name="headerIfAny">If the click is in a header this is the column clicked.</param>
- public Point? ScreenToCell (int clientX, int clientY, out int? headerIfAny) { return ScreenToCell (clientX, clientY, out headerIfAny, out _); }
- /// <summary>
- /// Returns the column and row of <see cref="Table"/> that corresponds to a given point on the screen (relative
- /// to the control client area). Returns null if the point is in the header, no table is loaded or outside the control
- /// bounds.
- /// </summary>
- /// <param name="client">offset from the top left of the control.</param>
- /// <param name="headerIfAny">If the click is in a header this is the column clicked.</param>
- public Point? ScreenToCell (Point client, out int? headerIfAny) { return ScreenToCell (client, out headerIfAny, out _); }
- /// <summary>
- /// Returns the column and row of <see cref="Table"/> that corresponds to a given point on the screen (relative
- /// to the control client area). Returns null if the point is in the header, no table is loaded or outside the control
- /// bounds.
- /// </summary>
- /// <param name="clientX">X offset from the top left of the control.</param>
- /// <param name="clientY">Y offset from the top left of the control.</param>
- /// <param name="headerIfAny">If the click is in a header this is the column clicked.</param>
- /// <param name="offsetX">The horizontal offset of the click within the returned cell.</param>
- public Point? ScreenToCell (int clientX, int clientY, out int? headerIfAny, out int? offsetX)
- {
- headerIfAny = null;
- offsetX = null;
- if (TableIsNullOrInvisible ())
- {
- return null;
- }
- IEnumerable<ColumnToRender> viewPort = CalculateViewport (Viewport);
- int headerHeight = GetHeaderHeightIfAny ();
- ColumnToRender col = viewPort.LastOrDefault (c => c.X <= clientX);
- // Click is on the header section of rendered UI
- if (clientY < headerHeight)
- {
- headerIfAny = col?.Column;
- offsetX = col is { } ? clientX - col.X : null;
- return null;
- }
- int rowIdx = RowOffset - headerHeight + clientY;
- // if click is off bottom of the rows don't give an
- // invalid index back to user!
- if (rowIdx >= Table.Rows)
- {
- return null;
- }
- if (col is { } && rowIdx >= 0)
- {
- offsetX = clientX - col.X;
- return new Point (col.Column, rowIdx);
- }
- return null;
- }
- /// <summary>
- /// Returns the column and row of <see cref="Table"/> that corresponds to a given point on the screen (relative
- /// to the control client area). Returns null if the point is in the header, no table is loaded or outside the control
- /// bounds.
- /// </summary>
- /// <param name="client">offset from the top left of the control.</param>
- /// <param name="headerIfAny">If the click is in a header this is the column clicked.</param>
- /// <param name="offsetX">The horizontal offset of the click within the returned cell.</param>
- public Point? ScreenToCell (Point client, out int? headerIfAny, out int? offsetX)
- {
- return ScreenToCell (client.X, client.Y, out headerIfAny, out offsetX);
- }
- /// <summary>
- /// When <see cref="MultiSelect"/> is on, creates selection over all cells in the table (replacing any old
- /// selection regions)
- /// </summary>
- public void SelectAll ()
- {
- if (TableIsNullOrInvisible () || !MultiSelect || Table.Rows == 0)
- {
- return;
- }
- ClearMultiSelectedRegions (true);
- // Create a single region over entire table, set the origin of the selection to the active cell so that a followup spread selection e.g. shift-right behaves properly
- MultiSelectedRegions.Push (
- new TableSelection (
- new (SelectedColumn, SelectedRow),
- new (0, 0, Table.Columns, table.Rows)
- )
- );
- Update ();
- }
- /// <summary>This event is raised when the selected cell in the table changes.</summary>
- public event EventHandler<SelectedCellChangedEventArgs> SelectedCellChanged;
- /// <summary>
- /// Moves the <see cref="SelectedRow"/> and <see cref="SelectedColumn"/> to the given col/row in
- /// <see cref="Table"/>. Optionally starting a box selection (see <see cref="MultiSelect"/>)
- /// </summary>
- /// <param name="col"></param>
- /// <param name="row"></param>
- /// <param name="extendExistingSelection">True to create a multi cell selection or adjust an existing one</param>
- public void SetSelection (int col, int row, bool extendExistingSelection)
- {
- // if we are trying to increase the column index then
- // we are moving right otherwise we are moving left
- bool lookRight = col > selectedColumn;
- col = GetNearestVisibleColumn (col, lookRight, true);
- if (!MultiSelect || !extendExistingSelection)
- {
- ClearMultiSelectedRegions (true);
- }
- if (extendExistingSelection)
- {
- // If we are extending current selection but there isn't one
- if (MultiSelectedRegions.Count == 0 || MultiSelectedRegions.All (m => m.IsToggled))
- {
- // Create a new region between the old active cell and the new cell
- TableSelection rect = CreateTableSelection (SelectedColumn, SelectedRow, col, row);
- MultiSelectedRegions.Push (rect);
- }
- else
- {
- // Extend the current head selection to include the new cell
- TableSelection head = MultiSelectedRegions.Pop ();
- TableSelection newRect = CreateTableSelection (head.Origin.X, head.Origin.Y, col, row);
- MultiSelectedRegions.Push (newRect);
- }
- }
- SelectedColumn = col;
- SelectedRow = row;
- }
- /// <summary>
- /// Updates the view to reflect changes to <see cref="Table"/> and to (<see cref="ColumnOffset"/> /
- /// <see cref="RowOffset"/>) etc
- /// </summary>
- /// <remarks>This always calls <see cref="View.SetNeedsDraw()"/></remarks>
- public void Update ()
- {
- if (!IsInitialized || TableIsNullOrInvisible ())
- {
- SetNeedsDraw ();
- return;
- }
- EnsureValidScrollOffsets ();
- EnsureValidSelection ();
- EnsureSelectedCellIsVisible ();
- SetNeedsDraw ();
- }
- /// <summary>Invokes the <see cref="CellActivated"/> event</summary>
- /// <param name="args"></param>
- /// <returns><see langword="true"/> if the CellActivated event was raised.</returns>
- protected virtual bool OnCellActivated (CellActivatedEventArgs args)
- {
- CellActivated?.Invoke (this, args);
- return CellActivated is { };
- }
- /// <summary>Invokes the <see cref="CellToggled"/> event</summary>
- /// <param name="args"></param>
- protected virtual void OnCellToggled (CellToggledEventArgs args) { CellToggled?.Invoke (this, args); }
- /// <summary>Invokes the <see cref="SelectedCellChanged"/> event</summary>
- protected virtual void OnSelectedCellChanged (SelectedCellChangedEventArgs args) { SelectedCellChanged?.Invoke (this, args); }
- /// <summary>
- /// Override to provide custom multi colouring to cells. Use <see cref="View.Driver"/> to with
- /// <see cref="IConsoleDriver.AddStr(string)"/>. The driver will already be in the correct place when rendering and you
- /// must render the full <paramref name="render"/> or the view will not look right. For simpler provision of color use
- /// <see cref="ColumnStyle.ColorGetter"/> For changing the content that is rendered use
- /// <see cref="ColumnStyle.RepresentationGetter"/>
- /// </summary>
- /// <param name="cellColor"></param>
- /// <param name="render"></param>
- /// <param name="isPrimaryCell"></param>
- protected virtual void RenderCell (Attribute cellColor, string render, bool isPrimaryCell)
- {
- // If the cell is the selected col/row then draw the first rune in inverted colors
- // this allows the user to track which cell is the active one during a multi cell
- // selection or in full row select mode
- if (Style.InvertSelectedCellFirstCharacter && isPrimaryCell)
- {
- if (render.Length > 0)
- {
- // invert the color of the current cell for the first character
- SetAttribute (new Attribute (cellColor.Background, cellColor.Foreground));
- Driver?.AddRune ((Rune)render [0]);
- if (render.Length > 1)
- {
- SetAttribute (cellColor);
- Driver?.AddStr (render.Substring (1));
- }
- }
- }
- else
- {
- SetAttribute (cellColor);
- Driver?.AddStr (render);
- }
- }
- /// <summary>Returns the amount of vertical space required to display the header</summary>
- /// <returns></returns>
- internal int GetHeaderHeight ()
- {
- int heightRequired = Style.ShowHeaders ? 1 : 0;
- if (Style.ShowHorizontalHeaderOverline)
- {
- heightRequired++;
- }
- if (Style.ShowHorizontalHeaderUnderline)
- {
- heightRequired++;
- }
- return heightRequired;
- }
- /// <summary>Returns the amount of vertical space currently occupied by the header or 0 if it is not visible.</summary>
- /// <returns></returns>
- internal int GetHeaderHeightIfAny () { return ShouldRenderHeaders () ? GetHeaderHeight () : 0; }
- private void AddRuneAt (IConsoleDriver d, int col, int row, Rune ch)
- {
- Move (col, row);
- d?.AddRune (ch);
- }
- /// <summary>
- /// Returns the maximum of the <paramref name="col"/> name and the maximum length of data that will be rendered
- /// starting at <see cref="RowOffset"/> and rendering <paramref name="rowsToRender"/>
- /// </summary>
- /// <param name="col"></param>
- /// <param name="rowsToRender"></param>
- /// <param name="colStyle"></param>
- /// <returns></returns>
- private int CalculateMaxCellWidth (int col, int rowsToRender, ColumnStyle colStyle)
- {
- int spaceRequired = table.ColumnNames [col].EnumerateRunes ().Sum (c => c.GetColumns ());
- // if table has no rows
- if (RowOffset < 0)
- {
- return spaceRequired;
- }
- for (int i = RowOffset; i < RowOffset + rowsToRender && i < Table.Rows; i++)
- {
- //expand required space if cell is bigger than the last biggest cell or header
- spaceRequired = Math.Max (
- spaceRequired,
- GetRepresentation (Table [i, col], colStyle)
- .EnumerateRunes ()
- .Sum (c => c.GetColumns ())
- );
- }
- // Don't require more space than the style allows
- if (colStyle is { })
- {
- // enforce maximum cell width based on style
- if (spaceRequired > colStyle.MaxWidth)
- {
- spaceRequired = colStyle.MaxWidth;
- }
- // enforce minimum cell width based on style
- if (spaceRequired < colStyle.MinWidth)
- {
- spaceRequired = colStyle.MinWidth;
- }
- }
- // enforce maximum cell width based on global table style
- if (spaceRequired > MaxCellWidth)
- {
- spaceRequired = MaxCellWidth;
- }
- return spaceRequired;
- }
- /// <summary>
- /// Calculates which columns should be rendered given the <paramref name="bounds"/> in which to display and the
- /// <see cref="ColumnOffset"/>
- /// </summary>
- /// <param name="bounds"></param>
- /// <param name="padding"></param>
- /// <returns></returns>
- private IEnumerable<ColumnToRender> CalculateViewport (Rectangle bounds, int padding = 1)
- {
- if (TableIsNullOrInvisible ())
- {
- return Enumerable.Empty<ColumnToRender> ();
- }
- List<ColumnToRender> toReturn = new ();
- var usedSpace = 0;
- //if horizontal space is required at the start of the line (before the first header)
- if (Style.ShowVerticalHeaderLines || Style.ShowVerticalCellLines)
- {
- usedSpace += 1;
- }
- int availableHorizontalSpace = bounds.Width;
- int rowsToRender = bounds.Height;
- // reserved for the headers row
- if (ShouldRenderHeaders ())
- {
- rowsToRender -= GetHeaderHeight ();
- }
- var first = true;
- int lastColumn = Table.Columns - 1;
- // TODO : Maybe just a for loop?
- foreach (int col in Enumerable.Range (0, Table.Columns).Skip (ColumnOffset))
- {
- int startingIdxForCurrentHeader = usedSpace;
- ColumnStyle colStyle = Style.GetColumnStyleIfAny (col);
- int colWidth;
- // if column is not being rendered
- if (colStyle?.Visible == false)
- {
- // do not add it to the returned columns
- continue;
- }
- // is there enough space for this column (and it's data)?
- colWidth = CalculateMaxCellWidth (col, rowsToRender, colStyle) + padding;
- if (MinCellWidth > 0 && colWidth < MinCellWidth + padding)
- {
- if (MinCellWidth > MaxCellWidth)
- {
- colWidth = MaxCellWidth + padding;
- }
- else
- {
- colWidth = MinCellWidth + padding;
- }
- }
- // there is not enough space for this columns
- // visible content
- if (usedSpace + colWidth > availableHorizontalSpace)
- {
- var showColumn = false;
- // if this column accepts flexible width rendering and
- // is therefore happy rendering into less space
- if (colStyle != null
- && colStyle.MinAcceptableWidth > 0
- &&
- // is there enough space to meet the MinAcceptableWidth
- availableHorizontalSpace - usedSpace >= colStyle.MinAcceptableWidth)
- {
- // show column and use whatever space is
- // left for rendering it
- showColumn = true;
- colWidth = availableHorizontalSpace - usedSpace;
- }
- // If it's the only column we are able to render then
- // accept it anyway (that must be one massively wide column!)
- if (first)
- {
- showColumn = true;
- }
- // no special exceptions and we are out of space
- // so stop accepting new columns for the render area
- if (!showColumn)
- {
- break;
- }
- }
- usedSpace += colWidth;
- // required for if we end up here because first == true i.e. we have a single massive width (overspilling bounds) column to present
- colWidth = Math.Min (availableHorizontalSpace, colWidth);
- bool isVeryLast = lastColumn == col;
- // there is space
- toReturn.Add (new ColumnToRender (col, startingIdxForCurrentHeader, colWidth, isVeryLast));
- first = false;
- }
- if (Style.ExpandLastColumn)
- {
- ColumnToRender last = toReturn.Last ();
- last.Width = Math.Max (last.Width, availableHorizontalSpace - last.X);
- }
- return toReturn;
- }
- /// <summary>Clears a line of the console by filling it with spaces</summary>
- /// <param name="row"></param>
- /// <param name="width"></param>
- private void ClearLine (int row, int width)
- {
- if (Driver is null)
- {
- return;
- }
- Move (0, row);
- SetAttribute (GetNormalColor ());
- Driver.AddStr (new string (' ', width));
- }
- private void ClearMultiSelectedRegions (bool keepToggledSelections)
- {
- if (!keepToggledSelections)
- {
- MultiSelectedRegions.Clear ();
- return;
- }
- IEnumerable<TableSelection> oldRegions = MultiSelectedRegions.ToArray ().Reverse ();
- MultiSelectedRegions.Clear ();
- foreach (TableSelection region in oldRegions)
- {
- if (region.IsToggled)
- {
- MultiSelectedRegions.Push (region);
- }
- }
- }
- /// <summary>
- /// Returns a new rectangle between the two points with positive width/height regardless of relative positioning
- /// of the points. pt1 is always considered the <see cref="TableSelection.Origin"/> point
- /// </summary>
- /// <param name="pt1X">Origin point for the selection in X</param>
- /// <param name="pt1Y">Origin point for the selection in Y</param>
- /// <param name="pt2X">End point for the selection in X</param>
- /// <param name="pt2Y">End point for the selection in Y</param>
- /// <param name="toggle">True if selection is result of <see cref="Command.Select"/></param>
- /// <returns></returns>
- private TableSelection CreateTableSelection (int pt1X, int pt1Y, int pt2X, int pt2Y, bool toggle = false)
- {
- int top = Math.Max (Math.Min (pt1Y, pt2Y), 0);
- int bot = Math.Max (Math.Max (pt1Y, pt2Y), 0);
- int left = Math.Max (Math.Min (pt1X, pt2X), 0);
- int right = Math.Max (Math.Max (pt1X, pt2X), 0);
- // Rect class is inclusive of Top Left but exclusive of Bottom Right so extend by 1
- return new TableSelection (new (pt1X, pt1Y), new (left, top, right - left + 1, bot - top + 1))
- {
- IsToggled = toggle
- };
- }
- /// <summary>Returns a single point as a <see cref="TableSelection"/></summary>
- /// <param name="x"></param>
- /// <param name="y"></param>
- /// <returns></returns>
- private TableSelection CreateTableSelection (int x, int y) { return CreateTableSelection (x, y, x, y); }
- private bool CycleToNextTableEntryBeginningWith (Key key)
- {
- int row = SelectedRow;
- // There is a multi select going on and not just for the current row
- if (GetAllSelectedCells ().Any (c => c.Y != row))
- {
- return false;
- }
- int match = CollectionNavigator.GetNextMatchingItem (row, (char)key);
- if (match != -1)
- {
- SelectedRow = match;
- EnsureValidSelection ();
- EnsureSelectedCellIsVisible ();
- SetNeedsDraw ();
- return true;
- }
- return false;
- }
- private IEnumerable<TableSelection> GetMultiSelectedRegionsContaining (int col, int row)
- {
- if (!MultiSelect)
- {
- return Enumerable.Empty<TableSelection> ();
- }
- if (FullRowSelect)
- {
- return MultiSelectedRegions.Where (r => r.Rectangle.Bottom > row && r.Rectangle.Top <= row);
- }
- return MultiSelectedRegions.Where (r => r.Rectangle.Contains (col, row));
- }
- /// <summary>
- /// Returns <paramref name="columnIndex"/> unless the <see cref="ColumnStyle.Visible"/> is false for the indexed
- /// column. If so then the index returned is nudged to the nearest visible column.
- /// </summary>
- /// <remarks>Returns <paramref name="columnIndex"/> unchanged if it is invalid (e.g. out of bounds).</remarks>
- /// <param name="columnIndex">The input column index.</param>
- /// <param name="lookRight">
- /// When nudging invisible selections look right first. <see langword="true"/> to look right,
- /// <see langword="false"/> to look left.
- /// </param>
- /// <param name="allowBumpingInOppositeDirection">
- /// If we cannot find anything visible when looking in direction of
- /// <paramref name="lookRight"/> then should we look in the opposite direction instead? Use true if you want to push a
- /// selection to a valid index no matter what. Use false if you are primarily interested in learning about directional
- /// column visibility.
- /// </param>
- private int GetNearestVisibleColumn (int columnIndex, bool lookRight, bool allowBumpingInOppositeDirection)
- {
- if (TryGetNearestVisibleColumn (columnIndex, lookRight, allowBumpingInOppositeDirection, out int answer))
- {
- return answer;
- }
- return columnIndex;
- }
- /// <summary>
- /// Returns the value that should be rendered to best represent a strongly typed <paramref name="value"/> read
- /// from <see cref="Table"/>
- /// </summary>
- /// <param name="value"></param>
- /// <param name="colStyle">Optional style defining how to represent cell values</param>
- /// <returns></returns>
- private string GetRepresentation (object value, ColumnStyle colStyle)
- {
- if (value is null || value == DBNull.Value)
- {
- return NullSymbol;
- }
- return colStyle is { } ? colStyle.GetRepresentation (value) : value.ToString ();
- }
- private bool HasControlOrAlt (MouseEventArgs me) { return me.Flags.HasFlag (MouseFlags.ButtonAlt) || me.Flags.HasFlag (MouseFlags.ButtonCtrl); }
- /// <summary>
- /// Returns true if the given <paramref name="columnIndex"/> indexes a visible column otherwise false. Returns
- /// false for indexes that are out of bounds.
- /// </summary>
- /// <param name="columnIndex"></param>
- /// <returns></returns>
- private bool IsColumnVisible (int columnIndex)
- {
- // if the column index provided is out of bounds
- if (columnIndex < 0 || columnIndex >= table.Columns)
- {
- return false;
- }
- return Style.GetColumnStyleIfAny (columnIndex)?.Visible ?? true;
- }
- private void RenderBottomLine (int row, int availableWidth, ColumnToRender [] columnsToRender)
- {
- // Renders a line at the bottom of the table after all the data like:
- // └─────────────────────────────────┴──────────┴──────┴──────────┴────────┴────────────────────────────────────────────┘
- for (var c = 0; c < availableWidth; c++)
- {
- // Start by assuming we just draw a straight line the
- // whole way but update to instead draw BottomTee / Corner etc
- Rune rune = Glyphs.HLine;
- if (Style.ShowVerticalCellLines)
- {
- if (c == 0)
- {
- // for first character render line
- rune = Glyphs.LLCorner;
- }
- else if (columnsToRender.Any (r => r.X == c + 1))
- {
- // if the next column is the start of a header
- rune = Glyphs.BottomTee;
- }
- else if (c == availableWidth - 1)
- {
- // for the last character in the table
- rune = Glyphs.LRCorner;
- }
- else if (Style.ExpandLastColumn == false && columnsToRender.Any (r => r.IsVeryLast && r.X + r.Width - 1 == c))
- {
- // if the next console column is the last column's end
- rune = Glyphs.BottomTee;
- }
- }
- AddRuneAt (Driver, c, row, rune);
- }
- }
- private void RenderHeaderMidline (int row, ColumnToRender [] columnsToRender)
- {
- // Renders something like:
- // │ArithmeticComparator│chi │Healthboard│Interpretation│Labnumber│
- ClearLine (row, Viewport.Width);
- //render start of line
- if (style.ShowVerticalHeaderLines)
- {
- AddRune (0, row, Glyphs.VLine);
- }
- for (var i = 0; i < columnsToRender.Length; i++)
- {
- ColumnToRender current = columnsToRender [i];
- ColumnStyle colStyle = Style.GetColumnStyleIfAny (current.Column);
- string colName = table.ColumnNames [current.Column];
- RenderSeparator (current.X - 1, row, true);
- Move (current.X, row);
- Driver?.AddStr (TruncateOrPad (colName, colName, current.Width, colStyle));
- if (Style.ExpandLastColumn == false && current.IsVeryLast)
- {
- RenderSeparator (current.X + current.Width - 1, row, true);
- }
- }
- //render end of line
- if (style.ShowVerticalHeaderLines)
- {
- AddRune (Viewport.Width - 1, row, Glyphs.VLine);
- }
- }
- private void RenderHeaderOverline (int row, int availableWidth, ColumnToRender [] columnsToRender)
- {
- // Renders a line above table headers (when visible) like:
- // ┌────────────────────┬──────────┬───────────┬──────────────┬─────────┐
- for (var c = 0; c < availableWidth; c++)
- {
- Rune rune = Glyphs.HLine;
- if (Style.ShowVerticalHeaderLines)
- {
- if (c == 0)
- {
- rune = Glyphs.ULCorner;
- }
- // if the next column is the start of a header
- else if (columnsToRender.Any (r => r.X == c + 1))
- {
- rune = Glyphs.TopTee;
- }
- else if (c == availableWidth - 1)
- {
- rune = Glyphs.URCorner;
- }
- // if the next console column is the last column's end
- else if (Style.ExpandLastColumn == false && columnsToRender.Any (r => r.IsVeryLast && r.X + r.Width - 1 == c))
- {
- rune = Glyphs.TopTee;
- }
- }
- if (Driver is { })
- {
- AddRuneAt (Driver, c, row, rune);
- }
- }
- }
- private void RenderHeaderUnderline (int row, int availableWidth, ColumnToRender [] columnsToRender)
- {
- /*
- * First lets work out if we should be rendering scroll indicators
- */
- // are there are visible columns to the left that have been pushed
- // off the screen due to horizontal scrolling?
- bool moreColumnsToLeft = ColumnOffset > 0;
- // if we moved left would we find a new column (or are they all invisible?)
- if (!TryGetNearestVisibleColumn (ColumnOffset - 1, false, false, out _))
- {
- moreColumnsToLeft = false;
- }
- // are there visible columns to the right that have not yet been reached?
- // lets find out, what is the column index of the last column we are rendering
- int lastColumnIdxRendered = ColumnOffset + columnsToRender.Length - 1;
- // are there more valid indexes?
- bool moreColumnsToRight = lastColumnIdxRendered < Table.Columns;
- // if we went right from the last column would we find a new visible column?
- if (!TryGetNearestVisibleColumn (lastColumnIdxRendered + 1, true, false, out _))
- {
- // no we would not
- moreColumnsToRight = false;
- }
- /*
- * Now lets draw the line itself
- */
- // Renders a line below the table headers (when visible) like:
- // ├──────────┼───────────┼───────────────────┼──────────┼────────┼─────────────┤
- for (var c = 0; c < availableWidth; c++)
- {
- // Start by assuming we just draw a straight line the
- // whole way but update to instead draw a header indicator
- // or scroll arrow etc
- Rune rune = Glyphs.HLine;
- if (Style.ShowVerticalHeaderLines)
- {
- if (c == 0)
- {
- // for first character render line
- rune = Style.ShowVerticalCellLines ? Glyphs.LeftTee : Glyphs.LLCorner;
- // unless we have horizontally scrolled along
- // in which case render an arrow, to indicate user
- // can scroll left
- if (Style.ShowHorizontalScrollIndicators && moreColumnsToLeft)
- {
- rune = Glyphs.LeftArrow;
- scrollLeftPoint = new Point (c, row);
- }
- }
- // if the next column is the start of a header
- else if (columnsToRender.Any (r => r.X == c + 1))
- {
- /*TODO: is ┼ symbol in Driver?*/
- rune = Style.ShowVerticalCellLines ? Glyphs.Cross : Glyphs.BottomTee;
- }
- else if (c == availableWidth - 1)
- {
- // for the last character in the table
- rune = Style.ShowVerticalCellLines ? Glyphs.RightTee : Glyphs.LRCorner;
- // unless there is more of the table we could horizontally
- // scroll along to see. In which case render an arrow,
- // to indicate user can scroll right
- if (Style.ShowHorizontalScrollIndicators && moreColumnsToRight)
- {
- rune = Glyphs.RightArrow;
- scrollRightPoint = new Point (c, row);
- }
- }
- // if the next console column is the last column's end
- else if (Style.ExpandLastColumn == false && columnsToRender.Any (r => r.IsVeryLast && r.X + r.Width - 1 == c))
- {
- rune = Style.ShowVerticalCellLines ? Glyphs.Cross : Glyphs.BottomTee;
- }
- }
- AddRuneAt (Driver, c, row, rune);
- }
- }
- private void RenderRow (int row, int rowToRender, ColumnToRender [] columnsToRender)
- {
- bool focused = HasFocus;
- ColorScheme rowScheme = Style.RowColorGetter?.Invoke (
- new RowColorGetterArgs (Table, rowToRender)
- )
- ?? ColorScheme;
- //start by clearing the entire line
- Move (0, row);
- Attribute? color;
- if (FullRowSelect && IsSelected (0, rowToRender))
- {
- color = focused ? rowScheme?.Focus : rowScheme?.HotNormal;
- }
- else
- {
- color = Enabled ? rowScheme?.Normal : rowScheme?.Disabled;
- }
- if (color is { })
- {
- SetAttribute (color.Value);
- }
- Driver?.AddStr (new string (' ', Viewport.Width));
- // Render cells for each visible header for the current row
- for (var i = 0; i < columnsToRender.Length; i++)
- {
- ColumnToRender current = columnsToRender [i];
- ColumnStyle colStyle = Style.GetColumnStyleIfAny (current.Column);
- // move to start of cell (in line with header positions)
- Move (current.X, row);
- // Set color scheme based on whether the current cell is the selected one
- bool isSelectedCell = IsSelected (current.Column, rowToRender);
- object val = Table [rowToRender, current.Column];
- // Render the (possibly truncated) cell value
- string representation = GetRepresentation (val, colStyle);
- // to get the colour scheme
- CellColorGetterDelegate colorSchemeGetter = colStyle?.ColorGetter;
- ColorScheme scheme;
- if (colorSchemeGetter is { })
- {
- // user has a delegate for defining row color per cell, call it
- scheme = colorSchemeGetter (
- new CellColorGetterArgs (
- Table,
- rowToRender,
- current.Column,
- val,
- representation,
- rowScheme
- )
- );
- // if users custom color getter returned null, use the row scheme
- if (scheme is null)
- {
- scheme = rowScheme;
- }
- }
- else
- {
- // There is no custom cell coloring delegate so use the scheme for the row
- scheme = rowScheme;
- }
- Attribute? cellColor;
- if (isSelectedCell)
- {
- cellColor = focused ? scheme?.Focus : scheme?.HotNormal;
- }
- else
- {
- cellColor = Enabled ? scheme?.Normal : scheme?.Disabled;
- }
- string render = TruncateOrPad (val, representation, current.Width, colStyle);
- // While many cells can be selected (see MultiSelectedRegions) only one cell is the primary (drives navigation etc)
- bool isPrimaryCell = current.Column == selectedColumn && rowToRender == selectedRow;
- if (cellColor.HasValue)
- {
- RenderCell (cellColor.Value, render, isPrimaryCell);
- }
- // Reset color scheme to normal for drawing separators if we drew text with custom scheme
- if (scheme != rowScheme)
- {
- if (isSelectedCell)
- {
- color = focused ? rowScheme.Focus : rowScheme.HotNormal;
- }
- else
- {
- color = Enabled ? rowScheme.Normal : rowScheme.Disabled;
- }
- SetAttribute (color.Value);
- }
- // If not in full row select mode always, reset color scheme to normal and render the vertical line (or space) at the end of the cell
- if (!FullRowSelect)
- {
- if (rowScheme is { })
- {
- SetAttribute (Enabled ? rowScheme.Normal : rowScheme.Disabled);
- }
- }
- if (style.AlwaysUseNormalColorForVerticalCellLines && style.ShowVerticalCellLines)
- {
- if (rowScheme is { })
- {
- SetAttribute (rowScheme.Normal);
- }
- }
- RenderSeparator (current.X - 1, row, false);
- if (Style.ExpandLastColumn == false && current.IsVeryLast)
- {
- RenderSeparator (current.X + current.Width - 1, row, false);
- }
- }
- if (style.ShowVerticalCellLines)
- {
- if (rowScheme is { })
- {
- SetAttribute (rowScheme.Normal);
- }
- //render start and end of line
- AddRune (0, row, Glyphs.VLine);
- AddRune (Viewport.Width - 1, row, Glyphs.VLine);
- }
- }
- private void RenderSeparator (int col, int row, bool isHeader)
- {
- if (col < 0)
- {
- return;
- }
- bool renderLines = isHeader ? style.ShowVerticalHeaderLines : style.ShowVerticalCellLines;
- Rune symbol = renderLines ? Glyphs.VLine : (Rune)SeparatorSymbol;
- AddRune (col, row, symbol);
- }
- private bool ShouldRenderHeaders ()
- {
- if (TableIsNullOrInvisible ())
- {
- return false;
- }
- return Style.AlwaysShowHeaders || rowOffset == 0;
- }
- /// <summary>
- /// Returns true if the <see cref="Table"/> is not set or all the columns in the <see cref="Table"/> have an
- /// explicit <see cref="ColumnStyle"/> that marks them <see cref="ColumnStyle.Visible"/> <see langword="false"/>.
- /// </summary>
- /// <returns></returns>
- private bool TableIsNullOrInvisible ()
- {
- return Table == null
- || Table.Columns <= 0
- || Enumerable.Range (0, Table.Columns)
- .All (
- c => (Style.GetColumnStyleIfAny (c)?.Visible ?? true) == false
- );
- }
- private bool? ToggleCurrentCellSelection ()
- {
- var e = new CellToggledEventArgs (Table, selectedColumn, selectedRow);
- OnCellToggled (e);
- if (e.Cancel)
- {
- return false;
- }
- if (!MultiSelect)
- {
- return null;
- }
- TableSelection [] regions = GetMultiSelectedRegionsContaining (selectedColumn, selectedRow).ToArray ();
- TableSelection [] toggles = regions.Where (s => s.IsToggled).ToArray ();
- // Toggle it off
- if (toggles.Any ())
- {
- IEnumerable<TableSelection> oldRegions = MultiSelectedRegions.ToArray ().Reverse ();
- MultiSelectedRegions.Clear ();
- foreach (TableSelection region in oldRegions)
- {
- if (!toggles.Contains (region))
- {
- MultiSelectedRegions.Push (region);
- }
- }
- }
- else
- {
- // user is toggling selection within a rectangular
- // select. So toggle the full region
- if (regions.Any ())
- {
- foreach (TableSelection r in regions)
- {
- r.IsToggled = true;
- }
- }
- else
- {
- // Toggle on a single cell selection
- MultiSelectedRegions.Push (
- CreateTableSelection (
- selectedColumn,
- SelectedRow,
- selectedColumn,
- selectedRow,
- true
- )
- );
- }
- }
- return true;
- }
- /// <summary>
- /// Truncates or pads <paramref name="representation"/> so that it occupies a exactly
- /// <paramref name="availableHorizontalSpace"/> using the alignment specified in <paramref name="colStyle"/> (or left
- /// if no style is defined)
- /// </summary>
- /// <param name="originalCellValue">The object in this cell of the <see cref="Table"/></param>
- /// <param name="representation">The string representation of <paramref name="originalCellValue"/></param>
- /// <param name="availableHorizontalSpace"></param>
- /// <param name="colStyle">Optional style indicating custom alignment for the cell</param>
- /// <returns></returns>
- private string TruncateOrPad (
- object originalCellValue,
- string representation,
- int availableHorizontalSpace,
- ColumnStyle colStyle
- )
- {
- if (string.IsNullOrEmpty (representation))
- {
- return new string (' ', availableHorizontalSpace);
- }
- // if value is not wide enough
- if (representation.EnumerateRunes ().Sum (c => c.GetColumns ()) < availableHorizontalSpace)
- {
- // pad it out with spaces to the given alignment
- int toPad = availableHorizontalSpace
- - (representation.EnumerateRunes ().Sum (c => c.GetColumns ())
- + 1 /*leave 1 space for cell boundary*/);
- switch (colStyle?.GetAlignment (originalCellValue) ?? Alignment.Start)
- {
- case Alignment.Start:
- return representation + new string (' ', toPad);
- case Alignment.End:
- return new string (' ', toPad) + representation;
- // TODO: With single line cells, centered and justified are the same right?
- case Alignment.Center:
- case Alignment.Fill:
- return
- new string (' ', (int)Math.Floor (toPad / 2.0))
- + // round down
- representation
- + new string (' ', (int)Math.Ceiling (toPad / 2.0)); // round up
- }
- }
- // value is too wide
- return new string (
- representation.TakeWhile (c => (availableHorizontalSpace -= ((Rune)c).GetColumns ()) > 0)
- .ToArray ()
- );
- }
- private bool TryGetNearestVisibleColumn (
- int columnIndex,
- bool lookRight,
- bool allowBumpingInOppositeDirection,
- out int idx
- )
- {
- // if the column index provided is out of bounds
- if (table is null || columnIndex < 0 || columnIndex >= table.Columns)
- {
- idx = columnIndex;
- return false;
- }
- // get the column visibility by index (if no style visible is true)
- bool [] columnVisibility =
- Enumerable.Range (0, Table.Columns)
- .Select (c => Style.GetColumnStyleIfAny (c)?.Visible ?? true)
- .ToArray ();
- // column is visible
- if (columnVisibility [columnIndex])
- {
- idx = columnIndex;
- return true;
- }
- int increment = lookRight ? 1 : -1;
- // move in that direction
- for (int i = columnIndex; i >= 0 && i < columnVisibility.Length; i += increment)
- {
- // if we find a visible column
- if (columnVisibility [i])
- {
- idx = i;
- return true;
- }
- }
- // Caller only wants to look in one direction and we did not find any
- // visible columns in that direction
- if (!allowBumpingInOppositeDirection)
- {
- idx = columnIndex;
- return false;
- }
- // Caller will let us look in the other direction so
- // now look other way
- increment = -increment;
- for (int i = columnIndex; i >= 0 && i < columnVisibility.Length; i += increment)
- {
- // if we find a visible column
- if (columnVisibility [i])
- {
- idx = i;
- return true;
- }
- }
- // nothing seems to be visible so just return input index
- idx = columnIndex;
- return false;
- }
- /// <summary>Unions the current selected cell (and/or regions) with the provided cell and makes it the active one.</summary>
- /// <param name="col"></param>
- /// <param name="row"></param>
- private void UnionSelection (int col, int row)
- {
- if (!MultiSelect || TableIsNullOrInvisible ())
- {
- return;
- }
- EnsureValidSelection ();
- int oldColumn = SelectedColumn;
- int oldRow = SelectedRow;
- // move us to the new cell
- SelectedColumn = col;
- SelectedRow = row;
- MultiSelectedRegions.Push (
- CreateTableSelection (col, row)
- );
- // if the old cell was not part of a rectangular select
- // or otherwise selected we need to retain it in the selection
- if (!IsSelected (oldColumn, oldRow))
- {
- MultiSelectedRegions.Push (
- CreateTableSelection (oldColumn, oldRow)
- );
- }
- }
- /// <summary>Describes a desire to render a column at a given horizontal position in the UI</summary>
- internal class ColumnToRender
- {
- public ColumnToRender (int col, int x, int width, bool isVeryLast)
- {
- Column = col;
- X = x;
- Width = width;
- IsVeryLast = isVeryLast;
- }
- /// <summary>The column to render</summary>
- public int Column { get; set; }
- /// <summary>True if this column is the very last column in the <see cref="Table"/> (not just the last visible column)</summary>
- public bool IsVeryLast { get; }
- /// <summary>
- /// The width that the column should occupy as calculated by <see cref="CalculateViewport(Rectangle, int)"/>. Note
- /// that this includes space for padding i.e. the separator between columns.
- /// </summary>
- public int Width { get; internal set; }
- /// <summary>The horizontal position to begin rendering the column at</summary>
- public int X { get; set; }
- }
- bool IDesignable.EnableForDesign ()
- {
- var dt = BuildDemoDataTable (5, 5);
- Table = new DataTableSource (dt);
- return true;
- }
- /// <summary>
- /// Generates a new demo <see cref="DataTable"/> with the given number of <paramref name="cols"/> (min 5) and
- /// <paramref name="rows"/>
- /// </summary>
- /// <param name="cols"></param>
- /// <param name="rows"></param>
- /// <returns></returns>
- public static DataTable BuildDemoDataTable (int cols, int rows)
- {
- var dt = new DataTable ();
- var explicitCols = 6;
- dt.Columns.Add (new DataColumn ("StrCol", typeof (string)));
- dt.Columns.Add (new DataColumn ("DateCol", typeof (DateTime)));
- dt.Columns.Add (new DataColumn ("IntCol", typeof (int)));
- dt.Columns.Add (new DataColumn ("DoubleCol", typeof (double)));
- dt.Columns.Add (new DataColumn ("NullsCol", typeof (string)));
- dt.Columns.Add (new DataColumn ("Unicode", typeof (string)));
- for (var i = 0; i < cols - explicitCols; i++)
- {
- dt.Columns.Add ("Column" + (i + explicitCols));
- }
- var r = new Random (100);
- for (var i = 0; i < rows; i++)
- {
- List<object> row = new ()
- {
- $"Demo text in row {i}",
- new DateTime (2000 + i, 12, 25),
- r.Next (i),
- r.NextDouble () * i - 0.5 /*add some negatives to demo styles*/,
- DBNull.Value,
- "Les Mise"
- + char.ConvertFromUtf32 (int.Parse ("0301", NumberStyles.HexNumber))
- + "rables"
- };
- for (var j = 0; j < cols - explicitCols; j++)
- {
- row.Add ("SomeValue" + r.Next (100));
- }
- dt.Rows.Add (row.ToArray ());
- }
- return dt;
- }
- }
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