Terminal.Gui provides a rich system for how View
objects are laid our relative to each other. The layout system also defines how coordinates are specified.
The coordinate systems in Terminal.Gui are:
Screen
- Describes the dimensions and characteristcs of the underlying terminal. Currently Terminal.Gui only supports applications that run "full-screen", meaning they fill the entire terminal when running. As the user resizes their terminal, the Screen
changes size and a Terminal.Gui 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
- The dimensions and charactersistcs of the application. Because only full-screen apps are currently supported, 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
who's top-left corner is fixed at the Application.Relative coordinate of (0, 0
) and who's size is the same as the size of the Screen
.View Frame
- A rectangle at a particular point, and of a particular size, within another View
, referred to as the Superview
. 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.View Content
- A rectangle, with an origin of (0, 0
) and size (defined by View.ContentSize
) 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.Viewport
- A Contnet-Relative rectangle representing the subset of the View's content that is visible to the user. If View.ContentSize
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 Viewport (View.Viewport
) is a rectangle describing a sub-set of the View's content. 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.ContentSize
, Viewport.Location
will be 0,0
. Non-zero values for the location indicate the visible area is offset into the View's content area, enabling scrolling. Making Viewport.Location
positive, moves the Viewport down and to the right in the content. If the location values are negative, it means the Viewport
is positioned above and to the left of the content.
Terminal.Gui provides a rich sytem for how views are laid out relative to each other. Computed Layout means the position and size of a View is declared to be computed by the layout engine. Absolute Layout means the position and size of a View is explicitly declared by the develeper to be an absolute value. The position of a view is set by setting the X
and Y
properties, which are of time Pos. The size is set via that Width
and Height
properties, which are of type Dim.
Computed Layout supports dynamic console apps where UI elements (Views) adjust layout as the terminal resizes or other Views change size or position. The X, Y, Width, and Height properties are Dim and Pos objects that dynamically update the position of a view.
Absolute Layout requires specifying coordinates and sizes of Views explicitly, and the View will typically stay in a fixed position and size.
// Absolute layout using a provided rectangle
var label1 = new Label () { X = 1, Y = 2, Width = 3, Height = 4, Title = "Absolute")
// Computed Layout
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.
The View.LayoutStyle
property can be used to determine how the View is treated. If the style is Absolute
, the X
, Y
, Width
, and Height
objects are all absolute values. If the style is Computed
, one or more of the X
, Y
, Width
, and Height
objects describe a computed value.
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(margin)
.Pos.Center()
.Pos.Left(otherView)
, Pos.Top(otherView)
, Pos.Bottom(otherView)
, Pos.Right(otherView)
positions of another view.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()
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;