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- #nullable enable
- using System.Diagnostics;
- using System.Globalization;
- using System.Reflection;
- using System.Resources;
- using Terminal.Gui.Resources;
- namespace Terminal.Gui;
- /// <summary>A static, singleton class representing the application. This class is the entry point for the application.</summary>
- /// <example>
- /// <code>
- /// Application.Init();
- /// var win = new Window()
- /// {
- /// Title = $"Example App ({Application.QuitKey} to quit)"
- /// };
- /// Application.Run(win);
- /// win.Dispose();
- /// Application.Shutdown();
- /// </code>
- /// </example>
- /// <remarks></remarks>
- public static partial class Application
- {
- /// <summary>Gets all cultures supported by the application without the invariant language.</summary>
- public static List<CultureInfo>? SupportedCultures { get; private set; } = GetSupportedCultures ();
- /// <summary>
- /// Gets a string representation of the Application as rendered by <see cref="Driver"/>.
- /// </summary>
- /// <returns>A string representation of the Application </returns>
- public new static string ToString ()
- {
- IConsoleDriver? driver = Driver;
- if (driver is null)
- {
- return string.Empty;
- }
- return ToString (driver);
- }
- /// <summary>
- /// Gets a string representation of the Application rendered by the provided <see cref="IConsoleDriver"/>.
- /// </summary>
- /// <param name="driver">The driver to use to render the contents.</param>
- /// <returns>A string representation of the Application </returns>
- public static string ToString (IConsoleDriver? driver)
- {
- if (driver is null)
- {
- return string.Empty;
- }
- var sb = new StringBuilder ();
- Cell [,] contents = driver?.Contents!;
- for (var r = 0; r < driver!.Rows; r++)
- {
- for (var c = 0; c < driver.Cols; c++)
- {
- Rune rune = contents [r, c].Rune;
- if (rune.DecodeSurrogatePair (out char [] sp))
- {
- sb.Append (sp);
- }
- else
- {
- sb.Append ((char)rune.Value);
- }
- if (rune.GetColumns () > 1)
- {
- c++;
- }
- // See Issue #2616
- //foreach (var combMark in contents [r, c].CombiningMarks) {
- // sb.Append ((char)combMark.Value);
- //}
- }
- sb.AppendLine ();
- }
- return sb.ToString ();
- }
- internal static List<CultureInfo> GetAvailableCulturesFromEmbeddedResources ()
- {
- ResourceManager rm = new (typeof (Strings));
- CultureInfo [] cultures = CultureInfo.GetCultures (CultureTypes.AllCultures);
- return cultures.Where (
- cultureInfo =>
- !cultureInfo.Equals (CultureInfo.InvariantCulture)
- && rm.GetResourceSet (cultureInfo, true, false) is { }
- )
- .ToList ();
- }
- internal static List<CultureInfo> GetSupportedCultures ()
- {
- CultureInfo [] cultures = CultureInfo.GetCultures (CultureTypes.AllCultures);
- // Get the assembly
- var assembly = Assembly.GetExecutingAssembly ();
- //Find the location of the assembly
- string assemblyLocation = AppDomain.CurrentDomain.BaseDirectory;
- // Find the resource file name of the assembly
- var resourceFilename = $"{assembly.GetName ().Name}.resources.dll";
- if (cultures.Length > 1 && Directory.Exists (Path.Combine (assemblyLocation, "pt-PT")))
- {
- // Return all culture for which satellite folder found with culture code.
- return cultures.Where (
- cultureInfo =>
- Directory.Exists (Path.Combine (assemblyLocation, cultureInfo.Name))
- && File.Exists (Path.Combine (assemblyLocation, cultureInfo.Name, resourceFilename))
- )
- .ToList ();
- }
- // It's called from a self-contained single-file and get available cultures from the embedded resources strings.
- return GetAvailableCulturesFromEmbeddedResources ();
- }
- // IMPORTANT: Ensure all property/fields are reset here. See Init_ResetState_Resets_Properties unit test.
- // Encapsulate all setting of initial state for Application; Having
- // this in a function like this ensures we don't make mistakes in
- // guaranteeing that the state of this singleton is deterministic when Init
- // starts running and after Shutdown returns.
- internal static void ResetState (bool ignoreDisposed = false)
- {
- Application.Navigation = new ApplicationNavigation ();
- // Shutdown is the bookend for Init. As such it needs to clean up all resources
- // Init created. Apps that do any threading will need to code defensively for this.
- // e.g. see Issue #537
- foreach (Toplevel? t in TopLevels)
- {
- t!.Running = false;
- }
- TopLevels.Clear ();
- #if DEBUG_IDISPOSABLE
- // Don't dispose the Top. It's up to caller dispose it
- if (!ignoreDisposed && Top is { })
- {
- Debug.Assert (Top.WasDisposed);
- // If End wasn't called _cachedRunStateToplevel may be null
- if (_cachedRunStateToplevel is { })
- {
- Debug.Assert (_cachedRunStateToplevel.WasDisposed);
- Debug.Assert (_cachedRunStateToplevel == Top);
- }
- }
- #endif
- Top = null;
- _cachedRunStateToplevel = null;
- // MainLoop stuff
- MainLoop?.Dispose ();
- MainLoop = null;
- MainThreadId = -1;
- Iteration = null;
- EndAfterFirstIteration = false;
- // Driver stuff
- if (Driver is { })
- {
- UnsubscribeDriverEvents ();
- Driver?.End ();
- Driver = null;
- }
- _screen = null;
- // Don't reset ForceDriver; it needs to be set before Init is called.
- //ForceDriver = string.Empty;
- //Force16Colors = false;
- _forceFakeConsole = false;
- // Run State stuff
- NotifyNewRunState = null;
- NotifyStopRunState = null;
- MouseGrabView = null;
- Initialized = false;
- // Mouse
- _lastMousePosition = null;
- _cachedViewsUnderMouse.Clear ();
- WantContinuousButtonPressedView = null;
- MouseEvent = null;
- GrabbedMouse = null;
- UnGrabbingMouse = null;
- GrabbedMouse = null;
- UnGrabbedMouse = null;
- // Keyboard
- KeyDown = null;
- KeyUp = null;
- SizeChanging = null;
- Navigation = null;
- ClearScreenNextIteration = false;
- KeyBindings.Clear ();
- AddKeyBindings ();
- // Reset synchronization context to allow the user to run async/await,
- // as the main loop has been ended, the synchronization context from
- // gui.cs does no longer process any callbacks. See #1084 for more details:
- // (https://github.com/gui-cs/Terminal.Gui/issues/1084).
- SynchronizationContext.SetSynchronizationContext (null);
- }
- /// <summary>
- /// Adds specified idle handler function to main iteration processing. The handler function will be called
- /// once per iteration of the main loop after other events have been handled.
- /// </summary>
- public static void AddIdle (Func<bool> func) => ApplicationImpl.Instance.AddIdle (func);
- }
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