Terminal.Gui provides a rich system for how View
objects are laid out relative to each other. The layout system also defines how coordinates are specified.
Screen
changes size and the applicaiton will be resized to fit. Screen-Relative means an origin (0, 0
) at the top-left corner of the terminal. ConsoleDriver
s operate exclusively on Screen-Relative coordinates.Application
is effectively the same as Screen
from a layout perspective. Application-Relative currently means an origin (0, 0
) at the top-left corner of the terminal. Applicaiton.Top
is a View
with a top-left corner fixed at the Application.Relative coordinate of (0, 0
) and is the size of Screen
.Frame
property of a View
is a rectangle that describes the current location and size of the view relative to the Superview
's content area. Frame-Relative means a coordinate is relative to the top-left corner of the View in question. View.FrameToScreen ()
and View.ScreenToFrame ()
are helper methods for translating a Frame-Relative coordinate to a Screen-Relative coordinate and vice-versa.0, 0
) and size (defined by View.GetContentSize()
) where the View's content exists. Content-Relative means a coordinate is relative to the top-left corner of the content, which is always (0,0
). View.ContentToScreen ()
and View.ScreenToContent ()
are helper methods for translating a Content-Relative coordinate to a Screen-Relative coordinate and vice-versa.View.GetContentSize()
is larger than the Viewport, scrolling is enabled. Viewport-Relative means a coordinate that is bound by (0,0
) and the size of the inner-rectangle of the View's Padding
. The View drawing primitives (e.g. View.Move
) take Viewport-Relative coordinates; Move (0, 0)
means the Cell
in the top-left corner of the inner rectangle of Padding
. View.ViewportToScreen ()
and View.ScreenToViewport ()
are helper methods for translating a Viewport-Relative coordinate to a Screen-Relative coordinate and vice-versa. To convert a Viewport-Relative coordinate to a Content-Relative coordinate, simply subtract Viewport.X
and/or Viewport.Y
from the Content-Relative coordinate. To convert a Viewport-Relative coordinate to a Frame-Relative coordinate, subtract the point returned by View.GetViewportOffsetFromFrame
.The Frame
property of a View
is a rectangle that describes the current location and size of the view relative to the Superview
's content area. The Frame
has a Location
and Size
. The Location
describes the top-left corner of the view relative to the Superview
's content area. The Size
describes the width and height of the view. The Frame
is used to determine where the view is drawn on the screen and is used to calculate the Viewport and content size.
The content area is the area where the view's content is drawn. Content can be any combination of the View.Text
property, Subviews
, and other content drawn by the View. The View.GetContentSize()
property gets the size of the content area of the view. Content Area refers to the rectangle with a location of 0,0
with a size of ContentSize
.
The Content size tracks the size of the Viewport
by default. If the content size is set via SetContentSize()
, the content area is the provided size. If the content size is larger than the Viewport
, scrolling is enabled.
The Viewport (View.Viewport
) is a rectangle describing the portion of the Content Area that is currently visible to the user. It is a "portal" into the content. The Viewport.Location
is relative to the top-left corner of the inner rectangle of View.Padding
. If Viewport.Size
is the same as View.GetContentSize()
, Viewport.Location
will be 0,0
.
To enable scrolling call View.SetContentSize()
and then set Viewport.Location
to positive values. Making Viewport.Location
positive moves the Viewport down and to the right in the content.
The View.ViewportSettings
property controls how the Viewport is constrained. By default, the ViewportSettings
is set to ViewportSettings.None
. To enable the viewport to be moved up-and-to-the-left of the content, use ViewportSettings.AllowNegativeX
and or ViewportSettings.AllowNegativeY
.
The default ViewportSettings
also constrains the Viewport to the size of the content, ensuring the right-most column or bottom-most row of the content will always be visible (in v1 the equivalent concept was ScrollBarView.AlwaysKeepContentInViewport
). To allow the Viewport to be smaller than the content, set ViewportSettings.AllowXGreaterThanContentWidth
and/or ViewportSettings.AllowXGreaterThanContentHeight
.
Terminal.Gui provides a rich system for how views are laid out relative to each other. The position of a view is set by setting the X
and Y
properties, which are of time Pos. The size is set via Width
and Height
, which are of type Dim.
var label1 = new Label () { X = 1, Y = 2, Width = 3, Height = 4, Title = "Absolute")
var label2 = new Label () {
Title = "Computed",
X = Pos.Right (otherView),
Y = Pos.Center (),
Width = Dim.Fill (),
Height = Dim.Percent (50)
};
The Frame
property is a rectangle that provides the current location and size of the view relative to the View's Superview
's Content area.
Pos
TypeThe Pos is the type of View.X
and View.Y
and supports the following sub-types:
Pos.Absolute(n)
.Pos.Percent(percent)
.Pos.AnchorEnd()
.Pos.Center()
.Pos.Left(otherView)
, Pos.Top(otherView)
, Pos.Bottom(otherView)
, Pos.Right(otherView)
positions of another view.Pos.Justify(Justification)
.All Pos
coordinates are relative to the Superview's content area.
Pos
values can be combined using addition or subtraction:
// Set the X coordinate to 10 characters left from the center
view.X = Pos.Center () - 10;
view.Y = Pos.Percent (20);
anotherView.X = AnchorEnd (10);
anotherView.Width = 9;
myView.X = Pos.X (view);
myView.Y = Pos.Bottom (anotherView) + 5;
Dim
TypeThe Dim is the type of View.Width
and View.Height
and supports the following sub-types:
Dim.Absolute(n)
.Dim.Percent(percent)
.Dim.Fill ()
.Dim.Width (otherView)
, Dim.Height (otherView)
.Dim.Function(fn)
Dim.Auto()
- See the DimAuto Deep Dive for more information.All Dim
dimensions are relative to the Superview's content area.
Like, Pos
, objects of type Dim
can be combined using addition or subtraction, like this:
// Set the Width to be 10 characters less than filling
// the remaining portion of the screen
view.Width = Dim.Fill () - 10;
view.Height = Dim.Percent(20) - 1;
anotherView.Height = Dim.Height (view) + 1;