keyboard.md 9.6 KB

Keyboard Events

Tenets for Terminal.Gui Keyboard Handling (Unless you know better ones...)

Tenets higher in the list have precedence over tenets lower in the list.

  • Users Have Control - Terminal.Gui provides default key bindings consistent with these tenets, but those defaults are configurable by the user. For example, ConfigurationManager allows users to redefine key bindings for the system, a user, or an application.

  • More Editor than Command Line - Once a Terminal.Gui app starts, the user is no longer using the command line. Users expect keyboard idioms in TUI apps to be consistent with GUI apps (such as VS Code, Vim, and Emacs). For example, in almost all GUI apps, Ctrl-V is Paste. But the Linux shells often use Shift-Insert. Terminal.Gui binds Ctrl-V by default.

  • Be Consistent With the User's Platform - Users get to choose the platform they run Terminal.Gui apps on and those apps should respond to keyboard input in a way that is consistent with the platform. For example, on Windows to erase a word to the left, users press Ctrl-Backspace. But on Linux, Ctrl-W is used.

  • The Source of Truth is Wikipedia - We use this Wikipedia article as our guide for default key bindings.

Keyboard APIs

Terminal.Gui provides the following APIs for handling keyboard input:

Key

The Key class provides a platform-independent abstraction for common keyboard operations. It is used for processing keyboard input and raising keyboard events. This class provides a high-level abstraction with helper methods and properties for common keyboard operations. Use this class instead of the low-level KeyCode enum when possible.

See Key for more details.

Key Bindings

The default key for activating a button is Space. You can change this using
Keybindings.Clear and Keybinding.Add methods:

var btn = new Button ("Press Me");
btn.Keybinding.Remove (Command.Accept);
btn.KeyBinding.Add (Key.B, Command.Accept);

The Command enum lists generic operations that are implemented by views. For example Command.Accept in a Button results in the Clicked event firing while in TableView it is bound to CellActivated. Not all commands are implemented by all views (e.g. you cannot scroll in a Button). Use the GetSupportedCommands() method to determine which commands are implemented by a View.

HotKey

A HotKey is a keypress that selects a visible UI item. For selecting items across Views (e.g. a Button in a Dialog) the keypress must have the Alt modifier. For selecting items within a View that are not Views themselves, the keypress can be key without the Alt modifier. For example, in a Dialog, a Button with the text of "_Text" can be selected with Alt-T. Or, in a Menu with "_File _Edit", Alt-F will select (show) the "_File" menu. If the "_File" menu has a sub-menu of "_New" Alt-N or N will ONLY select the "_New" sub-menu if the "_File" menu is already opened.

By default, the Text of a View is used to determine the HotKey by looking for the first occurrence of the HotKeySpecifier (which is underscore (_) by default). The character following the underscore is the HotKey. If the HotKeySpecifier is not found in Text, the first character of Text is used as the HotKey. The Text of a View can be changed at runtime, and the HotKey will be updated accordingly. HotKey is virtual enabling this behavior to be customized.

**Shortcut - An opinionated (visually & API) View for displaying a command, helptext, key.

**

A Shortcut is a keypress that invokes a Command or View-defined action even if the View that defines them is not focused or visible (but the View must be enabled). Shortcuts can be any keypress; Key.A, Key.A | Key.Ctrl, Key.A | Key.Ctrl | Key.Alt, Key.Del, and Key.F1, are all valid.

Shortcuts are used to define application-wide actions (e.g. Quit), or actions that are not visible (e.g. Copy).

MenuBar, ContextMenu, and StatusBar support Shortcuts.

Handling Keyboard Events

Keyboard events are retrieved from Console Drivers and passed on to the Application class by the Main Loop.

Application then determines the current Toplevel view (either the default created by calling Application.Init, or the one set by calling Application.Run). The mouse event, using Bounds-relative coordinates is then passed to the NewKeyDownEvent method of the current Toplevel view.

If the view is enabled, the NewKeyDownEvent method will do the following:

1) If the view has a subview that has focus, 'ProcessKeyDown' on the focused view will be called. If the focused view handles the keypress, processing stops. 2) If there is no focused sub-view, or the focused sub-view does not handle the keypress, OnKeyDown will be called. If the view handles the keypress, processing stops. 3) If the view does not handle the keypress, OnInvokingKeyBindings will be called. This method callsInvokeKeyBindings to invoke any keys bound to commands. If the key is bound and any of it's command handlers return true, processing stops. 4) If the key is not bound, or the bound command handlers do not return true, OnProcessKeyDow is called. If the view handles the keypress, processing stops.

Global Key Handling

To define global key handling logic for an entire application in cases where the methods listed above are not suitable, use the Application.OnKeyDown event.

Key Down/Up Events

Terminal.Gui supports key up/down events with OnKeyDown and OnKeyUp, but not all Console Drivers do. To receive these key down and key up events, you must use a driver that supports them (e.g. WindowsDriver).

General input model

  • Key Down and Up events are generated by ConsoleDriver.
  • Application subscribes to ConsoleDriver.Down/Up events and forwards them to the most-focused TopLevel view using View.NewKeyDownEvent and View.NewKeyUpEvent.
  • The base (View) implementation of NewKeyDownEvent follows a pattern of "Before", "During", and "After" processing:

    • Before
    • If Enabled == false that view should never see keyboard (or mouse input).
    • NewKeyDownEvent is called on the most-focused SubView (if any) that has focus. If that call returns true, the method returns.
    • Calls OnKeyDown.
    • During
    • Assuming OnKeyDown call returns false (indicating the key wasn't handled)
      • OnInvokingKeyBindings is called to invoke any bound commands.
      • OnInvokingKeyBindings fires the InvokingKeyBindings event
    • After
    • Assuming OnInvokingKeyBindings returns false (indicating the key wasn't handled)
      • OnProcessKeyDown is called to process the key.
      • OnProcessKeyDown fires the ProcessKeyDown event
  • Subclasses of View can (rarely) override OnKeyDown to see keys before they are processed by OnInvokingKeyBindings and `OnProcessKeyDown

  • Subclasses of View can (rarely) override OnInvokingKeyBindings to see keys before they are processed by OnProcessKeyDown

  • Subclasses of View can (often) override OnProcessKeyDown to do normal key processing.

ConsoleDriver

  • No concept of Command or KeyBindings
  • Use the low-level KeyCode enum.
  • Exposes non-cancelable KeyDown/Up events. The OnKey/Down/Up methods are public and can be used to simulate keyboard input (in addition to SendKeys).

Application

  • Implements support for KeyBindingScope.Application.
  • Exposes cancelable KeyDown/Up events (via Handled = true). The OnKey/Down/Up/ methods are public and can be used to simulate keyboard input.

View

  • Implements support for KeyBindingScope.View and KeyBindingScope.HotKey.
  • Exposes cancelable non-virtual methods for a new key event: NewKeyDownEvent and NewKeyUpEvent. These methods are called by Application can be called to simulate keyboard input.
  • Exposes cancelable virtual methods for a new key event: OnKeyDown and OnKeyUp. These methods are called by NewKeyDownEvent and NewKeyUpEvent and can be overridden to handle keyboard input.