StatusBar.cs 6.7 KB

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  1. //
  2. // StatusBar.cs: a statusbar for an application
  3. //
  4. // Authors:
  5. // Miguel de Icaza ([email protected])
  6. //
  7. // TODO:
  8. // Add mouse support
  9. using System;
  10. using System.Collections.Generic;
  11. using NStack;
  12. namespace Terminal.Gui {
  13. /// <summary>
  14. /// <see cref="StatusItem"/> objects are contained by <see cref="StatusBar"/> <see cref="View"/>s.
  15. /// Each <see cref="StatusItem"/> has a title, a shortcut (hotkey), and an <see cref="Action"/> that will be invoked when the
  16. /// <see cref="StatusItem.Shortcut"/> is pressed.
  17. /// The <see cref="StatusItem.Shortcut"/> will be a global hotkey for the application in the current context of the screen.
  18. /// The colour of the <see cref="StatusItem.Title"/> will be changed after each ~.
  19. /// A <see cref="StatusItem.Title"/> set to `~F1~ Help` will render as *F1* using <see cref="ColorScheme.HotNormal"/> and
  20. /// *Help* as <see cref="ColorScheme.HotNormal"/>.
  21. /// </summary>
  22. public class StatusItem {
  23. /// <summary>
  24. /// Initializes a new <see cref="StatusItem"/>.
  25. /// </summary>
  26. /// <param name="shortcut">Shortcut to activate the <see cref="StatusItem"/>.</param>
  27. /// <param name="title">Title for the <see cref="StatusItem"/>.</param>
  28. /// <param name="action">Action to invoke when the <see cref="StatusItem"/> is activated.</param>
  29. public StatusItem (Key shortcut, ustring title, Action action)
  30. {
  31. Title = title ?? "";
  32. Shortcut = shortcut;
  33. Action = action;
  34. }
  35. /// <summary>
  36. /// Gets the global shortcut to invoke the action on the menu.
  37. /// </summary>
  38. public Key Shortcut { get; }
  39. /// <summary>
  40. /// Gets or sets the title.
  41. /// </summary>
  42. /// <value>The title.</value>
  43. /// <remarks>
  44. /// The colour of the <see cref="StatusItem.Title"/> will be changed after each ~.
  45. /// A <see cref="StatusItem.Title"/> set to `~F1~ Help` will render as *F1* using <see cref="ColorScheme.HotNormal"/> and
  46. /// *Help* as <see cref="ColorScheme.HotNormal"/>.
  47. /// </remarks>
  48. public ustring Title { get; set; }
  49. /// <summary>
  50. /// Gets or sets the action to be invoked when the statusbar item is triggered
  51. /// </summary>
  52. /// <value>Action to invoke.</value>
  53. public Action Action { get; }
  54. };
  55. /// <summary>
  56. /// A status bar is a <see cref="View"/> that snaps to the bottom of a <see cref="Toplevel"/> displaying set of <see cref="StatusItem"/>s.
  57. /// The <see cref="StatusBar"/> should be context sensitive. This means, if the main menu and an open text editor are visible, the items probably shown will
  58. /// be ~F1~ Help ~F2~ Save ~F3~ Load. While a dialog to ask a file to load is executed, the remaining commands will probably be ~F1~ Help.
  59. /// So for each context must be a new instance of a statusbar.
  60. /// </summary>
  61. public class StatusBar : View {
  62. /// <summary>
  63. /// The items that compose the <see cref="StatusBar"/>
  64. /// </summary>
  65. public StatusItem [] Items { get; set; }
  66. /// <summary>
  67. /// Initializes a new instance of the <see cref="StatusBar"/> class.
  68. /// </summary>
  69. public StatusBar () : this (items: new StatusItem [] { }) { }
  70. /// <summary>
  71. /// Initializes a new instance of the <see cref="StatusBar"/> class with the specified set of <see cref="StatusItem"/>s.
  72. /// The <see cref="StatusBar"/> will be drawn on the lowest line of the terminal or <see cref="View.SuperView"/> (if not null).
  73. /// </summary>
  74. /// <param name="items">A list of statusbar items.</param>
  75. public StatusBar (StatusItem [] items) : base ()
  76. {
  77. Items = items;
  78. CanFocus = false;
  79. ColorScheme = Colors.Menu;
  80. X = 0;
  81. Y = Pos.AnchorEnd (1);
  82. Width = Dim.Fill ();
  83. Height = 1;
  84. }
  85. static ustring shortcutDelimiter = "-";
  86. /// <summary>
  87. /// Used for change the shortcut delimiter separator.
  88. /// </summary>
  89. public static ustring ShortcutDelimiter {
  90. get => shortcutDelimiter;
  91. set {
  92. if (shortcutDelimiter != value) {
  93. shortcutDelimiter = value == ustring.Empty ? " " : value;
  94. }
  95. }
  96. }
  97. Attribute ToggleScheme (Attribute scheme)
  98. {
  99. var result = scheme == ColorScheme.Normal ? ColorScheme.HotNormal : ColorScheme.Normal;
  100. Driver.SetAttribute (result);
  101. return result;
  102. }
  103. ///<inheritdoc/>
  104. public override void Redraw (Rect bounds)
  105. {
  106. Move (0, 0);
  107. Driver.SetAttribute (GetNormalColor ());
  108. for (int i = 0; i < Frame.Width; i++)
  109. Driver.AddRune (' ');
  110. Move (1, 0);
  111. var scheme = GetNormalColor ();
  112. Driver.SetAttribute (scheme);
  113. for (int i = 0; i < Items.Length; i++) {
  114. var title = Items [i].Title.ToString ();
  115. for (int n = 0; n < Items [i].Title.RuneCount; n++) {
  116. if (title [n] == '~') {
  117. scheme = ToggleScheme (scheme);
  118. continue;
  119. }
  120. Driver.AddRune (title [n]);
  121. }
  122. if (i + 1 < Items.Length) {
  123. Driver.AddRune (' ');
  124. Driver.AddRune (Driver.VLine);
  125. Driver.AddRune (' ');
  126. }
  127. }
  128. }
  129. ///<inheritdoc/>
  130. public override bool ProcessHotKey (KeyEvent kb)
  131. {
  132. foreach (var item in Items) {
  133. if (kb.Key == item.Shortcut) {
  134. Run (item.Action);
  135. return true;
  136. }
  137. }
  138. return false;
  139. }
  140. ///<inheritdoc/>
  141. public override bool MouseEvent (MouseEvent me)
  142. {
  143. if (me.Flags != MouseFlags.Button1Clicked)
  144. return false;
  145. int pos = 1;
  146. for (int i = 0; i < Items.Length; i++) {
  147. if (me.X >= pos && me.X < pos + GetItemTitleLength (Items [i].Title)) {
  148. Run (Items [i].Action);
  149. break;
  150. }
  151. pos += GetItemTitleLength (Items [i].Title) + 3;
  152. }
  153. return true;
  154. }
  155. int GetItemTitleLength (ustring title)
  156. {
  157. int len = 0;
  158. foreach (var ch in title) {
  159. if (ch == '~')
  160. continue;
  161. len++;
  162. }
  163. return len;
  164. }
  165. void Run (Action action)
  166. {
  167. if (action == null)
  168. return;
  169. Application.MainLoop.AddIdle (() => {
  170. action ();
  171. return false;
  172. });
  173. }
  174. ///<inheritdoc/>
  175. public override bool OnEnter (View view)
  176. {
  177. Application.Driver.SetCursorVisibility (CursorVisibility.Invisible);
  178. return base.OnEnter (view);
  179. }
  180. /// <summary>
  181. /// Inserts a <see cref="StatusItem"/> in the specified index of <see cref="Items"/>.
  182. /// </summary>
  183. /// <param name="index">The zero-based index at which item should be inserted.</param>
  184. /// <param name="item">The item to insert.</param>
  185. public void AddItemAt (int index, StatusItem item)
  186. {
  187. var itemsList = new List<StatusItem> (Items);
  188. itemsList.Insert (index, item);
  189. Items = itemsList.ToArray ();
  190. SetNeedsDisplay ();
  191. }
  192. /// <summary>
  193. /// Removes a <see cref="StatusItem"/> at specified index of <see cref="Items"/>.
  194. /// </summary>
  195. /// <param name="index">The zero-based index of the item to remove.</param>
  196. /// <returns>The <see cref="StatusItem"/> removed.</returns>
  197. public StatusItem RemoveItem (int index)
  198. {
  199. var itemsList = new List<StatusItem> (Items);
  200. var item = itemsList [index];
  201. itemsList.RemoveAt (index);
  202. Items = itemsList.ToArray ();
  203. SetNeedsDisplay ();
  204. return item;
  205. }
  206. }
  207. }