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- //
- // Core.cs: The core engine for gui.cs
- //
- // Authors:
- // Miguel de Icaza ([email protected])
- //
- // Pending:
- // - Check for NeedDisplay on the hierarchy and repaint
- // - Layout support
- // - "Colors" type or "Attributes" type?
- // - What to surface as "BackgroundCOlor" when clearing a window, an attribute or colors?
- //
- // Optimziations
- // - Add rendering limitation to the exposed area
- using System;
- using System.Collections;
- using System.Collections.Generic;
- using System.Threading;
- using System.Linq;
- using NStack;
- using System.ComponentModel;
- namespace Terminal.Gui {
- /// <summary>
- /// Responder base class implemented by objects that want to participate on keyboard and mouse input.
- /// </summary>
- public class Responder {
- /// <summary>
- /// Gets or sets a value indicating whether this <see cref="Responder"/> can focus.
- /// </summary>
- /// <value><c>true</c> if can focus; otherwise, <c>false</c>.</value>
- public virtual bool CanFocus { get; set; }
- /// <summary>
- /// Gets or sets a value indicating whether this <see cref="Responder"/> has focus.
- /// </summary>
- /// <value><c>true</c> if has focus; otherwise, <c>false</c>.</value>
- public virtual bool HasFocus { get; internal set; }
- // Key handling
- /// <summary>
- /// This method can be overwritten by view that
- /// want to provide accelerator functionality
- /// (Alt-key for example).
- /// </summary>
- /// <remarks>
- /// <para>
- /// Before keys are sent to the subview on the
- /// current view, all the views are
- /// processed and the key is passed to the widgets
- /// to allow some of them to process the keystroke
- /// as a hot-key. </para>
- /// <para>
- /// For example, if you implement a button that
- /// has a hotkey ok "o", you would catch the
- /// combination Alt-o here. If the event is
- /// caught, you must return true to stop the
- /// keystroke from being dispatched to other
- /// views.
- /// </para>
- /// </remarks>
- public virtual bool ProcessHotKey (KeyEvent kb)
- {
- return false;
- }
- /// <summary>
- /// If the view is focused, gives the view a
- /// chance to process the keystroke.
- /// </summary>
- /// <remarks>
- /// <para>
- /// Views can override this method if they are
- /// interested in processing the given keystroke.
- /// If they consume the keystroke, they must
- /// return true to stop the keystroke from being
- /// processed by other widgets or consumed by the
- /// widget engine. If they return false, the
- /// keystroke will be passed using the ProcessColdKey
- /// method to other views to process.
- /// </para>
- /// <para>
- /// The View implementation does nothing but return false,
- /// so it is not necessary to call base.ProcessKey if you
- /// derive directly from View, but you should if you derive
- /// other View subclasses.
- /// </para>
- /// </remarks>
- /// <param name="keyEvent">Contains the details about the key that produced the event.</param>
- public virtual bool ProcessKey (KeyEvent keyEvent)
- {
- return false;
- }
- /// <summary>
- /// This method can be overwritten by views that
- /// want to provide accelerator functionality
- /// (Alt-key for example), but without
- /// interefering with normal ProcessKey behavior.
- /// </summary>
- /// <remarks>
- /// <para>
- /// After keys are sent to the subviews on the
- /// current view, all the view are
- /// processed and the key is passed to the views
- /// to allow some of them to process the keystroke
- /// as a cold-key. </para>
- /// <para>
- /// This functionality is used, for example, by
- /// default buttons to act on the enter key.
- /// Processing this as a hot-key would prevent
- /// non-default buttons from consuming the enter
- /// keypress when they have the focus.
- /// </para>
- /// </remarks>
- /// <param name="keyEvent">Contains the details about the key that produced the event.</param>
- public virtual bool ProcessColdKey (KeyEvent keyEvent)
- {
- return false;
- }
- /// <summary>
- /// Method invoked when a key is pressed.
- /// </summary>
- /// <param name="keyEvent">Contains the details about the key that produced the event.</param>
- /// <returns>true if the event was handled</returns>
- public virtual bool OnKeyDown (KeyEvent keyEvent)
- {
- return false;
- }
- /// <summary>
- /// Method invoked when a key is released.
- /// </summary>
- /// <param name="keyEvent">Contains the details about the key that produced the event.</param>
- /// <returns>true if the event was handled</returns>
- public virtual bool OnKeyUp (KeyEvent keyEvent)
- {
- return false;
- }
- /// <summary>
- /// Method invoked when a mouse event is generated
- /// </summary>
- /// <returns><c>true</c>, if the event was handled, <c>false</c> otherwise.</returns>
- /// <param name="mouseEvent">Contains the details about the mouse event.</param>
- public virtual bool MouseEvent (MouseEvent mouseEvent)
- {
- return false;
- }
- /// <summary>
- /// Method invoked when a mouse event is generated for the first time.
- /// </summary>
- /// <param name="mouseEvent"></param>
- /// <returns><c>true</c>, if the event was handled, <c>false</c> otherwise.</returns>
- public virtual bool OnMouseEnter (MouseEvent mouseEvent)
- {
- return false;
- }
- /// <summary>
- /// Method invoked when a mouse event is generated for the last time.
- /// </summary>
- /// <param name="mouseEvent"></param>
- /// <returns><c>true</c>, if the event was handled, <c>false</c> otherwise.</returns>
- public virtual bool OnMouseLeave (MouseEvent mouseEvent)
- {
- return false;
- }
- /// <summary>
- /// Method invoked when a view gets focus.
- /// </summary>
- /// <returns><c>true</c>, if the event was handled, <c>false</c> otherwise.</returns>
- public virtual bool OnEnter ()
- {
- return false;
- }
- /// <summary>
- /// Method invoked when a view loses focus.
- /// </summary>
- /// <returns><c>true</c>, if the event was handled, <c>false</c> otherwise.</returns>
- public virtual bool OnLeave ()
- {
- return false;
- }
- }
- /// <summary>
- /// Determines the LayoutStyle for a view, if Absolute, during LayoutSubviews, the
- /// value from the Frame will be used, if the value is Computer, then the Frame
- /// will be updated from the X, Y Pos objects and the Width and Height Dim objects.
- /// </summary>
- public enum LayoutStyle {
- /// <summary>
- /// The position and size of the view are based on the Frame value.
- /// </summary>
- Absolute,
- /// <summary>
- /// The position and size of the view will be computed based on the
- /// X, Y, Width and Height properties and set on the Frame.
- /// </summary>
- Computed
- }
- /// <summary>
- /// View is the base class for all views on the screen and represents a visible element that can render itself and contains zero or more nested views.
- /// </summary>
- /// <remarks>
- /// <para>
- /// The View defines the base functionality for user interface elements in Terminal/gui.cs. Views
- /// can contain one or more subviews, can respond to user input and render themselves on the screen.
- /// </para>
- /// <para>
- /// Views can either be created with an absolute position, by calling the constructor that takes a
- /// Rect parameter to specify the absolute position and size (the Frame of the View) or by setting the
- /// X, Y, Width and Height properties on the view. Both approaches use coordinates that are relative
- /// to the container they are being added to.
- /// </para>
- /// <para>
- /// When you do not specify a Rect frame you can use the more flexible
- /// Dim and Pos objects that can dynamically update the position of a view.
- /// The X and Y properties are of type <see cref="Pos"/>
- /// and you can use either absolute positions, percentages or anchor
- /// points. The Width and Height properties are of type
- /// <see cref="Dim"/> and can use absolute position,
- /// percentages and anchors. These are useful as they will take
- /// care of repositioning your views if your view's frames are resized
- /// or if the terminal size changes.
- /// </para>
- /// <para>
- /// When you specify the Rect parameter to a view, you are setting the LayoutStyle to Absolute, and the
- /// view will always stay in the position that you placed it. To change the position change the
- /// Frame property to the new position.
- /// </para>
- /// <para>
- /// Subviews can be added to a View by calling the Add method. The container of a view is the
- /// Superview.
- /// </para>
- /// <para>
- /// Developers can call the SetNeedsDisplay method on the view to flag a region or the entire view
- /// as requiring to be redrawn.
- /// </para>
- /// <para>
- /// Views have a ColorScheme property that defines the default colors that subviews
- /// should use for rendering. This ensures that the views fit in the context where
- /// they are being used, and allows for themes to be plugged in. For example, the
- /// default colors for windows and toplevels uses a blue background, while it uses
- /// a white background for dialog boxes and a red background for errors.
- /// </para>
- /// <para>
- /// If a ColorScheme is not set on a view, the result of the ColorScheme is the
- /// value of the SuperView and the value might only be valid once a view has been
- /// added to a SuperView, so your subclasses should not rely on ColorScheme being
- /// set at construction time.
- /// </para>
- /// <para>
- /// Using ColorSchemes has the advantage that your application will work both
- /// in color as well as black and white displays.
- /// </para>
- /// <para>
- /// Views that are focusable should implement the PositionCursor to make sure that
- /// the cursor is placed in a location that makes sense. Unix terminals do not have
- /// a way of hiding the cursor, so it can be distracting to have the cursor left at
- /// the last focused view. So views should make sure that they place the cursor
- /// in a visually sensible place.
- /// </para>
- /// <para>
- /// The metnod LayoutSubviews is invoked when the size or layout of a view has
- /// changed. The default processing system will keep the size and dimensions
- /// for views that use the LayoutKind.Absolute, and will recompute the
- /// frames for the vies that use LayoutKind.Computed.
- /// </para>
- /// </remarks>
- public class View : Responder, IEnumerable {
- internal enum Direction {
- Forward,
- Backward
- }
- View container = null;
- View focused = null;
- Direction focusDirection;
- /// <summary>
- /// Event fired when the view get focus.
- /// </summary>
- public event EventHandler Enter;
- /// <summary>
- /// Event fired when the view lost focus.
- /// </summary>
- public event EventHandler Leave;
- /// <summary>
- /// Event fired when the view receives the mouse event for the first time.
- /// </summary>
- public event EventHandler<MouseEvent> MouseEnter;
- /// <summary>
- /// Event fired when the view loses mouse event for the last time.
- /// </summary>
- public event EventHandler<MouseEvent> MouseLeave;
- internal Direction FocusDirection {
- get => SuperView?.FocusDirection ?? focusDirection;
- set {
- if (SuperView != null)
- SuperView.FocusDirection = value;
- else
- focusDirection = value;
- }
- }
- /// <summary>
- /// Points to the current driver in use by the view, it is a convenience property
- /// for simplifying the development of new views.
- /// </summary>
- public static ConsoleDriver Driver { get { return Application.Driver; } }
- static IList<View> empty = new List<View> (0).AsReadOnly ();
- // This is null, and allocated on demand.
- List<View> subviews;
- /// <summary>
- /// This returns a list of the subviews contained by this view.
- /// </summary>
- /// <value>The subviews.</value>
- public IList<View> Subviews => subviews == null ? empty : subviews.AsReadOnly ();
- // Internally, we use InternalSubviews rather than subviews, as we do not expect us
- // to make the same mistakes our users make when they poke at the Subviews.
- internal IList<View> InternalSubviews => subviews ?? empty;
- internal Rect NeedDisplay { get; private set; } = Rect.Empty;
- // The frame for the object
- Rect frame;
- /// <summary>
- /// Gets or sets an identifier for the view;
- /// </summary>
- /// <value>The identifier.</value>
- public ustring Id { get; set; } = "";
- /// <summary>
- /// Returns a value indicating if this View is currently on Top (Active)
- /// </summary>
- public bool IsCurrentTop {
- get {
- return Application.Current == this;
- }
- }
- /// <summary>
- /// Gets or sets a value indicating whether this <see cref="View"/> want mouse position reports.
- /// </summary>
- /// <value><c>true</c> if want mouse position reports; otherwise, <c>false</c>.</value>
- public virtual bool WantMousePositionReports { get; set; } = false;
- /// <summary>
- /// Gets or sets a value indicating whether this <see cref="View"/> want continuous button pressed event.
- /// </summary>
- public virtual bool WantContinuousButtonPressed { get; set; } = false;
- /// <summary>
- /// Gets or sets the frame for the view.
- /// </summary>
- /// <value>The frame.</value>
- /// <remarks>
- /// Altering the Frame of a view will trigger the redrawing of the
- /// view as well as the redrawing of the affected regions in the superview.
- /// </remarks>
- public virtual Rect Frame {
- get => frame;
- set {
- if (SuperView != null) {
- SuperView.SetNeedsDisplay (frame);
- SuperView.SetNeedsDisplay (value);
- }
- frame = value;
- SetNeedsLayout ();
- SetNeedsDisplay (frame);
- }
- }
- /// <summary>
- /// Gets an enumerator that enumerates the subviews in this view.
- /// </summary>
- /// <returns>The enumerator.</returns>
- public IEnumerator GetEnumerator ()
- {
- foreach (var v in InternalSubviews)
- yield return v;
- }
- LayoutStyle layoutStyle;
- /// <summary>
- /// Controls how the view's Frame is computed during the LayoutSubviews method, if Absolute, then
- /// LayoutSubviews does not change the Frame properties, otherwise the Frame is updated from the
- /// values in X, Y, Width and Height properties.
- /// </summary>
- /// <value>The layout style.</value>
- public LayoutStyle LayoutStyle {
- get => layoutStyle;
- set {
- layoutStyle = value;
- SetNeedsLayout ();
- }
- }
- /// <summary>
- /// The bounds represent the View-relative rectangle used for this view. Updates to the Bounds update the Frame, and has the same side effects as updating the frame.
- /// </summary>
- /// <value>The bounds.</value>
- public Rect Bounds {
- get => new Rect (Point.Empty, Frame.Size);
- set {
- Frame = new Rect (frame.Location, value.Size);
- }
- }
- Pos x, y;
- /// <summary>
- /// Gets or sets the X position for the view (the column). This is only used when the LayoutStyle is Computed, if the
- /// LayoutStyle is set to Absolute, this value is ignored.
- /// </summary>
- /// <value>The X Position.</value>
- public Pos X {
- get => x;
- set {
- x = value;
- SetNeedsLayout ();
- }
- }
- /// <summary>
- /// Gets or sets the Y position for the view (line). This is only used when the LayoutStyle is Computed, if the
- /// LayoutStyle is set to Absolute, this value is ignored.
- /// </summary>
- /// <value>The y position (line).</value>
- public Pos Y {
- get => y;
- set {
- y = value;
- SetNeedsLayout ();
- }
- }
- Dim width, height;
- /// <summary>
- /// Gets or sets the width for the view. This is only used when the LayoutStyle is Computed, if the
- /// LayoutStyle is set to Absolute, this value is ignored.
- /// </summary>
- /// <value>The width.</value>
- public Dim Width {
- get => width;
- set {
- width = value;
- SetNeedsLayout ();
- }
- }
- /// <summary>
- /// Gets or sets the height for the view. This is only used when the LayoutStyle is Computed, if the
- /// LayoutStyle is set to Absolute, this value is ignored.
- /// </summary>
- /// <value>The height.</value>
- public Dim Height {
- get => height;
- set {
- height = value;
- SetNeedsLayout ();
- }
- }
- /// <summary>
- /// Returns the container for this view, or null if this view has not been added to a container.
- /// </summary>
- /// <value>The super view.</value>
- public View SuperView => container;
- /// <summary>
- /// Initializes a new instance of the <see cref="View"/> class with the absolute
- /// dimensions specified in the frame. If you want to have Views that can be positioned with
- /// Pos and Dim properties on X, Y, Width and Height, use the empty constructor.
- /// </summary>
- /// <param name="frame">The region covered by this view.</param>
- public View (Rect frame)
- {
- this.Frame = frame;
- CanFocus = false;
- LayoutStyle = LayoutStyle.Absolute;
- }
- /// <summary>
- /// Initializes a new instance of the <see cref="View"/> class and sets the
- /// view up for Computed layout, which will use the values in X, Y, Width and Height to
- /// compute the View's Frame.
- /// </summary>
- public View ()
- {
- CanFocus = false;
- LayoutStyle = LayoutStyle.Computed;
- }
- /// <summary>
- /// Invoke to flag that this view needs to be redisplayed, by any code
- /// that alters the state of the view.
- /// </summary>
- public void SetNeedsDisplay ()
- {
- SetNeedsDisplay (Bounds);
- }
- internal bool layoutNeeded = true;
- internal void SetNeedsLayout ()
- {
- if (layoutNeeded)
- return;
- layoutNeeded = true;
- if (SuperView == null)
- return;
- SuperView.SetNeedsLayout ();
- }
- /// <summary>
- /// Flags the specified rectangle region on this view as needing to be repainted.
- /// </summary>
- /// <param name="region">The region that must be flagged for repaint.</param>
- public void SetNeedsDisplay (Rect region)
- {
- if (NeedDisplay == null || NeedDisplay.IsEmpty)
- NeedDisplay = region;
- else {
- var x = Math.Min (NeedDisplay.X, region.X);
- var y = Math.Min (NeedDisplay.Y, region.Y);
- var w = Math.Max (NeedDisplay.Width, region.Width);
- var h = Math.Max (NeedDisplay.Height, region.Height);
- NeedDisplay = new Rect (x, y, w, h);
- }
- if (container != null)
- container.ChildNeedsDisplay ();
- if (subviews == null)
- return;
- foreach (var view in subviews)
- if (view.Frame.IntersectsWith (region)) {
- var childRegion = Rect.Intersect (view.Frame, region);
- childRegion.X -= view.Frame.X;
- childRegion.Y -= view.Frame.Y;
- view.SetNeedsDisplay (childRegion);
- }
- }
- internal bool childNeedsDisplay;
- /// <summary>
- /// Flags this view for requiring the children views to be repainted.
- /// </summary>
- public void ChildNeedsDisplay ()
- {
- childNeedsDisplay = true;
- if (container != null)
- container.ChildNeedsDisplay ();
- }
- /// <summary>
- /// Adds a subview to this view.
- /// </summary>
- /// <remarks>
- /// </remarks>
- public virtual void Add (View view)
- {
- if (view == null)
- return;
- if (subviews == null)
- subviews = new List<View> ();
- subviews.Add (view);
- view.container = this;
- if (view.CanFocus)
- CanFocus = true;
- SetNeedsLayout ();
- SetNeedsDisplay ();
- }
- /// <summary>
- /// Adds the specified views to the view.
- /// </summary>
- /// <param name="views">Array of one or more views (can be optional parameter).</param>
- public void Add (params View [] views)
- {
- if (views == null)
- return;
- foreach (var view in views)
- Add (view);
- }
- /// <summary>
- /// Removes all the widgets from this container.
- /// </summary>
- /// <remarks>
- /// </remarks>
- public virtual void RemoveAll ()
- {
- if (subviews == null)
- return;
- while (subviews.Count > 0) {
- Remove (subviews [0]);
- }
- }
- /// <summary>
- /// Removes a widget from this container.
- /// </summary>
- /// <remarks>
- /// </remarks>
- public virtual void Remove (View view)
- {
- if (view == null || subviews == null)
- return;
- SetNeedsLayout ();
- SetNeedsDisplay ();
- var touched = view.Frame;
- subviews.Remove (view);
- view.container = null;
- if (subviews.Count < 1)
- this.CanFocus = false;
- foreach (var v in subviews) {
- if (v.Frame.IntersectsWith (touched))
- view.SetNeedsDisplay ();
- }
- }
- void PerformActionForSubview (View subview, Action<View> action)
- {
- if (subviews.Contains (subview)) {
- action (subview);
- }
- SetNeedsDisplay ();
- subview.SetNeedsDisplay ();
- }
- /// <summary>
- /// Brings the specified subview to the front so it is drawn on top of any other views.
- /// </summary>
- /// <param name="subview">The subview to send to the front</param>
- /// <remarks>
- /// <seealso cref="SendSubviewToBack"/>.
- /// </remarks>
- public void BringSubviewToFront (View subview)
- {
- PerformActionForSubview (subview, x => {
- subviews.Remove (x);
- subviews.Add (x);
- });
- }
- /// <summary>
- /// Sends the specified subview to the front so it is the first view drawn
- /// </summary>
- /// <param name="subview">The subview to send to the front</param>
- /// <remarks>
- /// <seealso cref="BringSubviewToFront(View)"/>.
- /// </remarks>
- public void SendSubviewToBack (View subview)
- {
- PerformActionForSubview (subview, x => {
- subviews.Remove (x);
- subviews.Insert (0, subview);
- });
- }
- /// <summary>
- /// Moves the subview backwards in the hierarchy, only one step
- /// </summary>
- /// <param name="subview">The subview to send backwards</param>
- /// <remarks>
- /// If you want to send the view all the way to the back use SendSubviewToBack.
- /// </remarks>
- public void SendSubviewBackwards (View subview)
- {
- PerformActionForSubview (subview, x => {
- var idx = subviews.IndexOf (x);
- if (idx > 0) {
- subviews.Remove (x);
- subviews.Insert (idx - 1, x);
- }
- });
- }
- /// <summary>
- /// Moves the subview backwards in the hierarchy, only one step
- /// </summary>
- /// <param name="subview">The subview to send backwards</param>
- /// <remarks>
- /// If you want to send the view all the way to the back use SendSubviewToBack.
- /// </remarks>
- public void BringSubviewForward (View subview)
- {
- PerformActionForSubview (subview, x => {
- var idx = subviews.IndexOf (x);
- if (idx + 1 < subviews.Count) {
- subviews.Remove (x);
- subviews.Insert (idx + 1, x);
- }
- });
- }
- /// <summary>
- /// Clears the view region with the current color.
- /// </summary>
- /// <remarks>
- /// <para>
- /// This clears the entire region used by this view.
- /// </para>
- /// </remarks>
- public void Clear ()
- {
- var h = Frame.Height;
- var w = Frame.Width;
- for (int line = 0; line < h; line++) {
- Move (0, line);
- for (int col = 0; col < w; col++)
- Driver.AddRune (' ');
- }
- }
- /// <summary>
- /// Clears the specified rectangular region with the current color
- /// </summary>
- public void Clear (Rect r)
- {
- var h = r.Height;
- var w = r.Width;
- for (int line = r.Y; line < r.Y + h; line++) {
- Driver.Move (r.X, line);
- for (int col = 0; col < w; col++)
- Driver.AddRune (' ');
- }
- }
- /// <summary>
- /// Converts the (col,row) position from the view into a screen (col,row). The values are clamped to (0..ScreenDim-1)
- /// </summary>
- /// <param name="col">View-based column.</param>
- /// <param name="row">View-based row.</param>
- /// <param name="rcol">Absolute column, display relative.</param>
- /// <param name="rrow">Absolute row, display relative.</param>
- /// <param name="clipped">Whether to clip the result of the ViewToScreen method, if set to true, the rcol, rrow values are clamped to the screen dimensions.</param>
- internal void ViewToScreen (int col, int row, out int rcol, out int rrow, bool clipped = true)
- {
- // Computes the real row, col relative to the screen.
- rrow = row + frame.Y;
- rcol = col + frame.X;
- var ccontainer = container;
- while (ccontainer != null) {
- rrow += ccontainer.frame.Y;
- rcol += ccontainer.frame.X;
- ccontainer = ccontainer.container;
- }
- // The following ensures that the cursor is always in the screen boundaries.
- if (clipped) {
- rrow = Math.Max (0, Math.Min (rrow, Driver.Rows - 1));
- rcol = Math.Max (0, Math.Min (rcol, Driver.Cols - 1));
- }
- }
- /// <summary>
- /// Converts a point from screen coordinates into the view coordinate space.
- /// </summary>
- /// <returns>The mapped point.</returns>
- /// <param name="x">X screen-coordinate point.</param>
- /// <param name="y">Y screen-coordinate point.</param>
- public Point ScreenToView (int x, int y)
- {
- if (SuperView == null) {
- return new Point (x - Frame.X, y - frame.Y);
- } else {
- var parent = SuperView.ScreenToView (x, y);
- return new Point (parent.X - frame.X, parent.Y - frame.Y);
- }
- }
- // Converts a rectangle in view coordinates to screen coordinates.
- Rect RectToScreen (Rect rect)
- {
- ViewToScreen (rect.X, rect.Y, out var x, out var y, clipped: false);
- return new Rect (x, y, rect.Width, rect.Height);
- }
- // Clips a rectangle in screen coordinates to the dimensions currently available on the screen
- Rect ScreenClip (Rect rect)
- {
- var x = rect.X < 0 ? 0 : rect.X;
- var y = rect.Y < 0 ? 0 : rect.Y;
- var w = rect.X + rect.Width >= Driver.Cols ? Driver.Cols - rect.X : rect.Width;
- var h = rect.Y + rect.Height >= Driver.Rows ? Driver.Rows - rect.Y : rect.Height;
- return new Rect (x, y, w, h);
- }
- /// <summary>
- /// Sets the Console driver's clip region to the current View's Bounds.
- /// </summary>
- /// <returns>The existing driver's Clip region, which can be then set by setting the Driver.Clip property.</returns>
- public Rect ClipToBounds ()
- {
- return SetClip (Bounds);
- }
- /// <summary>
- /// Sets the clipping region to the specified region, the region is view-relative
- /// </summary>
- /// <returns>The previous clip region.</returns>
- /// <param name="rect">Rectangle region to clip into, the region is view-relative.</param>
- public Rect SetClip (Rect rect)
- {
- var bscreen = RectToScreen (rect);
- var previous = Driver.Clip;
- Driver.Clip = ScreenClip (RectToScreen (Bounds));
- return previous;
- }
- /// <summary>
- /// Draws a frame in the current view, clipped by the boundary of this view
- /// </summary>
- /// <param name="rect">Rectangular region for the frame to be drawn.</param>
- /// <param name="padding">The padding to add to the drawn frame.</param>
- /// <param name="fill">If set to <c>true</c> it fill will the contents.</param>
- public void DrawFrame (Rect rect, int padding = 0, bool fill = false)
- {
- var scrRect = RectToScreen (rect);
- var savedClip = Driver.Clip;
- Driver.Clip = ScreenClip (RectToScreen (Bounds));
- Driver.DrawFrame (scrRect, padding, fill);
- Driver.Clip = savedClip;
- }
- /// <summary>
- /// Utility function to draw strings that contain a hotkey
- /// </summary>
- /// <param name="text">String to display, the underscoore before a letter flags the next letter as the hotkey.</param>
- /// <param name="hotColor">Hot color.</param>
- /// <param name="normalColor">Normal color.</param>
- public void DrawHotString (ustring text, Attribute hotColor, Attribute normalColor)
- {
- Driver.SetAttribute (normalColor);
- foreach (var rune in text) {
- if (rune == '_') {
- Driver.SetAttribute (hotColor);
- continue;
- }
- Driver.AddRune (rune);
- Driver.SetAttribute (normalColor);
- }
- }
- /// <summary>
- /// Utility function to draw strings that contains a hotkey using a colorscheme and the "focused" state.
- /// </summary>
- /// <param name="text">String to display, the underscoore before a letter flags the next letter as the hotkey.</param>
- /// <param name="focused">If set to <c>true</c> this uses the focused colors from the color scheme, otherwise the regular ones.</param>
- /// <param name="scheme">The color scheme to use.</param>
- public void DrawHotString (ustring text, bool focused, ColorScheme scheme)
- {
- if (focused)
- DrawHotString (text, scheme.HotFocus, scheme.Focus);
- else
- DrawHotString (text, scheme.HotNormal, scheme.Normal);
- }
- /// <summary>
- /// This moves the cursor to the specified column and row in the view.
- /// </summary>
- /// <returns>The move.</returns>
- /// <param name="col">Col.</param>
- /// <param name="row">Row.</param>
- public void Move (int col, int row)
- {
- ViewToScreen (col, row, out var rcol, out var rrow);
- Driver.Move (rcol, rrow);
- }
- /// <summary>
- /// Positions the cursor in the right position based on the currently focused view in the chain.
- /// </summary>
- public virtual void PositionCursor ()
- {
- if (focused != null)
- focused.PositionCursor ();
- else
- Move (frame.X, frame.Y);
- }
- /// <inheritdoc cref="HasFocus"/>
- public override bool HasFocus {
- get {
- return base.HasFocus;
- }
- internal set {
- if (base.HasFocus != value)
- if (value)
- OnEnter ();
- else
- OnLeave ();
- SetNeedsDisplay ();
- base.HasFocus = value;
- // Remove focus down the chain of subviews if focus is removed
- if (!value && focused != null) {
- focused.OnLeave ();
- focused.HasFocus = false;
- focused = null;
- }
- }
- }
- /// <inheritdoc cref="OnEnter"/>
- public override bool OnEnter ()
- {
- Enter?.Invoke (this, new EventArgs ());
- return base.OnEnter ();
- }
- /// <inheritdoc cref="OnLeave"/>
- public override bool OnLeave ()
- {
- Leave?.Invoke (this, new EventArgs ());
- return base.OnLeave ();
- }
- /// <summary>
- /// Returns the currently focused view inside this view, or null if nothing is focused.
- /// </summary>
- /// <value>The focused.</value>
- public View Focused => focused;
- /// <summary>
- /// Returns the most focused view in the chain of subviews (the leaf view that has the focus).
- /// </summary>
- /// <value>The most focused.</value>
- public View MostFocused {
- get {
- if (Focused == null)
- return null;
- var most = Focused.MostFocused;
- if (most != null)
- return most;
- return Focused;
- }
- }
- /// <summary>
- /// The color scheme for this view, if it is not defined, it returns the parent's
- /// color scheme.
- /// </summary>
- public ColorScheme ColorScheme {
- get {
- if (colorScheme == null)
- return SuperView?.ColorScheme;
- return colorScheme;
- }
- set {
- colorScheme = value;
- }
- }
- ColorScheme colorScheme;
- /// <summary>
- /// Displays the specified character in the specified column and row.
- /// </summary>
- /// <param name="col">Col.</param>
- /// <param name="row">Row.</param>
- /// <param name="ch">Ch.</param>
- public void AddRune (int col, int row, Rune ch)
- {
- if (row < 0 || col < 0)
- return;
- if (row > frame.Height - 1 || col > frame.Width - 1)
- return;
- Move (col, row);
- Driver.AddRune (ch);
- }
- /// <summary>
- /// Removes the SetNeedsDisplay and the ChildNeedsDisplay setting on this view.
- /// </summary>
- protected void ClearNeedsDisplay ()
- {
- NeedDisplay = Rect.Empty;
- childNeedsDisplay = false;
- }
- /// <summary>
- /// Performs a redraw of this view and its subviews, only redraws the views that have been flagged for a re-display.
- /// </summary>
- /// <param name="region">The region to redraw, this is relative to the view itself.</param>
- /// <remarks>
- /// <para>
- /// Views should set the color that they want to use on entry, as otherwise this will inherit
- /// the last color that was set globaly on the driver.
- /// </para>
- /// </remarks>
- public virtual void Redraw (Rect region)
- {
- var clipRect = new Rect (Point.Empty, frame.Size);
- if (subviews != null) {
- foreach (var view in subviews) {
- if (view.NeedDisplay != null && (!view.NeedDisplay.IsEmpty || view.childNeedsDisplay)) {
- if (view.Frame.IntersectsWith (clipRect) && view.Frame.IntersectsWith (region)) {
- // FIXED: optimize this by computing the intersection of region and view.Bounds
- if (view.layoutNeeded)
- view.LayoutSubviews ();
- Application.CurrentView = view;
- view.Redraw (view.Bounds);
- }
- view.NeedDisplay = Rect.Empty;
- view.childNeedsDisplay = false;
- }
- }
- }
- ClearNeedsDisplay ();
- }
- /// <summary>
- /// Focuses the specified sub-view.
- /// </summary>
- /// <param name="view">View.</param>
- public void SetFocus (View view)
- {
- if (view == null)
- return;
- //Console.WriteLine ($"Request to focus {view}");
- if (!view.CanFocus)
- return;
- if (focused == view)
- return;
- // Make sure that this view is a subview
- View c;
- for (c = view.container; c != null; c = c.container)
- if (c == this)
- break;
- if (c == null)
- throw new ArgumentException ("the specified view is not part of the hierarchy of this view");
- if (focused != null)
- focused.HasFocus = false;
- focused = view;
- focused.HasFocus = true;
- focused.EnsureFocus ();
- // Send focus upwards
- SuperView?.SetFocus (this);
- }
- /// <summary>
- /// Specifies the event arguments for <see cref="KeyEvent"/>
- /// </summary>
- public class KeyEventEventArgs : EventArgs {
- /// <summary>
- /// Constructs.
- /// </summary>
- /// <param name="ke"></param>
- public KeyEventEventArgs(KeyEvent ke) => KeyEvent = ke;
- /// <summary>
- /// The <see cref="KeyEvent"/> for the event.
- /// </summary>
- public KeyEvent KeyEvent { get; set; }
- /// <summary>
- /// Indicates if the current Key event has already been processed and the driver should stop notifying any other event subscriber.
- /// Its important to set this value to true specially when updating any View's layout from inside the subscriber method.
- /// </summary>
- public bool Handled { get; set; } = false;
- }
- /// <summary>
- /// Invoked when a character key is pressed and occurs after the key up event.
- /// </summary>
- public event EventHandler<KeyEventEventArgs> KeyPress;
- /// <inheritdoc cref="ProcessKey"/>
- public override bool ProcessKey (KeyEvent keyEvent)
- {
- KeyEventEventArgs args = new KeyEventEventArgs (keyEvent);
- KeyPress?.Invoke (this, args);
- if (args.Handled)
- return true;
- if (Focused?.ProcessKey (keyEvent) == true)
- return true;
- return false;
- }
- /// <inheritdoc cref="ProcessHotKey"/>
- public override bool ProcessHotKey (KeyEvent keyEvent)
- {
- KeyEventEventArgs args = new KeyEventEventArgs (keyEvent);
- KeyPress?.Invoke (this, args);
- if (args.Handled)
- return true;
- if (subviews == null || subviews.Count == 0)
- return false;
- foreach (var view in subviews)
- if (view.ProcessHotKey (keyEvent))
- return true;
- return false;
- }
- /// <inheritdoc cref="ProcessColdKey"/>
- public override bool ProcessColdKey (KeyEvent keyEvent)
- {
- KeyEventEventArgs args = new KeyEventEventArgs (keyEvent);
- KeyPress?.Invoke (this, args);
- if (args.Handled)
- return true;
- if (subviews == null || subviews.Count == 0)
- return false;
- foreach (var view in subviews)
- if (view.ProcessColdKey (keyEvent))
- return true;
- return false;
- }
- /// <summary>
- /// Invoked when a key is pressed
- /// </summary>
- public event EventHandler<KeyEventEventArgs> KeyDown;
- /// <param name="keyEvent">Contains the details about the key that produced the event.</param>
- public override bool OnKeyDown (KeyEvent keyEvent)
- {
- KeyEventEventArgs args = new KeyEventEventArgs (keyEvent);
- KeyDown?.Invoke (this, args);
- if (args.Handled)
- return true;
- if (subviews == null || subviews.Count == 0)
- return false;
- foreach (var view in subviews)
- if (view.OnKeyDown (keyEvent))
- return true;
- return false;
- }
- /// <summary>
- /// Invoked when a key is released
- /// </summary>
- public event EventHandler<KeyEventEventArgs> KeyUp;
- /// <param name="keyEvent">Contains the details about the key that produced the event.</param>
- public override bool OnKeyUp (KeyEvent keyEvent)
- {
- KeyEventEventArgs args = new KeyEventEventArgs (keyEvent);
- KeyUp?.Invoke (this, args);
- if (args.Handled)
- return true;
- if (subviews == null || subviews.Count == 0)
- return false;
- foreach (var view in subviews)
- if (view.OnKeyUp (keyEvent))
- return true;
- return false;
- }
- /// <summary>
- /// Finds the first view in the hierarchy that wants to get the focus if nothing is currently focused, otherwise, it does nothing.
- /// </summary>
- public void EnsureFocus ()
- {
- if (focused == null)
- if (FocusDirection == Direction.Forward)
- FocusFirst ();
- else
- FocusLast ();
- }
- /// <summary>
- /// Focuses the first focusable subview if one exists.
- /// </summary>
- public void FocusFirst ()
- {
- if (subviews == null) {
- SuperView?.SetFocus (this);
- return;
- }
- foreach (var view in subviews) {
- if (view.CanFocus) {
- SetFocus (view);
- return;
- }
- }
- }
- /// <summary>
- /// Focuses the last focusable subview if one exists.
- /// </summary>
- public void FocusLast ()
- {
- if (subviews == null) {
- SuperView?.SetFocus (this);
- return;
- }
- for (int i = subviews.Count; i > 0;) {
- i--;
- View v = subviews [i];
- if (v.CanFocus) {
- SetFocus (v);
- return;
- }
- }
- }
- /// <summary>
- /// Focuses the previous view.
- /// </summary>
- /// <returns><c>true</c>, if previous was focused, <c>false</c> otherwise.</returns>
- public bool FocusPrev ()
- {
- FocusDirection = Direction.Backward;
- if (subviews == null || subviews.Count == 0)
- return false;
- if (focused == null) {
- FocusLast ();
- return focused != null;
- }
- int focused_idx = -1;
- for (int i = subviews.Count; i > 0;) {
- i--;
- View w = subviews [i];
- if (w.HasFocus) {
- if (w.FocusPrev ())
- return true;
- focused_idx = i;
- continue;
- }
- if (w.CanFocus && focused_idx != -1) {
- focused.HasFocus = false;
- if (w != null && w.CanFocus)
- w.FocusLast ();
- SetFocus (w);
- return true;
- }
- }
- if (focused != null) {
- focused.HasFocus = false;
- focused = null;
- }
- return false;
- }
- /// <summary>
- /// Focuses the next view.
- /// </summary>
- /// <returns><c>true</c>, if next was focused, <c>false</c> otherwise.</returns>
- public bool FocusNext ()
- {
- FocusDirection = Direction.Forward;
- if (subviews == null || subviews.Count == 0)
- return false;
- if (focused == null) {
- FocusFirst ();
- return focused != null;
- }
- int n = subviews.Count;
- int focused_idx = -1;
- for (int i = 0; i < n; i++) {
- View w = subviews [i];
- if (w.HasFocus) {
- if (w.FocusNext ())
- return true;
- focused_idx = i;
- continue;
- }
- if (w.CanFocus && focused_idx != -1) {
- focused.HasFocus = false;
- if (w != null && w.CanFocus)
- w.FocusFirst ();
- SetFocus (w);
- return true;
- }
- }
- if (focused != null) {
- focused.HasFocus = false;
- focused = null;
- }
- return false;
- }
- /// <summary>
- /// Computes the RelativeLayout for the view, given the frame for its container.
- /// </summary>
- /// <param name="hostFrame">The Frame for the host.</param>
- internal void RelativeLayout (Rect hostFrame)
- {
- int w, h, _x, _y;
- if (x is Pos.PosCenter) {
- if (width == null)
- w = hostFrame.Width;
- else
- w = width.Anchor (hostFrame.Width);
- _x = x.Anchor (hostFrame.Width - w);
- } else {
- if (x == null)
- _x = 0;
- else
- _x = x.Anchor (hostFrame.Width);
- if (width == null)
- w = hostFrame.Width;
- else
- w = width.Anchor (hostFrame.Width - _x);
- }
- if (y is Pos.PosCenter) {
- if (height == null)
- h = hostFrame.Height;
- else
- h = height.Anchor (hostFrame.Height);
- _y = y.Anchor (hostFrame.Height - h);
- } else {
- if (y == null)
- _y = 0;
- else
- _y = y.Anchor (hostFrame.Height);
- if (height == null)
- h = hostFrame.Height;
- else
- h = height.Anchor (hostFrame.Height - _y);
- }
- Frame = new Rect (_x, _y, w, h);
- // layoutNeeded = false;
- }
- // https://en.wikipedia.org/wiki/Topological_sorting
- List<View> TopologicalSort (HashSet<View> nodes, HashSet<(View From, View To)> edges)
- {
- var result = new List<View> ();
- // Set of all nodes with no incoming edges
- var S = new HashSet<View> (nodes.Where (n => edges.All (e => e.To.Equals (n) == false)));
- while (S.Any ()) {
- // remove a node n from S
- var n = S.First ();
- S.Remove (n);
- // add n to tail of L
- if (n != this?.SuperView)
- result.Add (n);
- // for each node m with an edge e from n to m do
- foreach (var e in edges.Where (e => e.From.Equals (n)).ToArray ()) {
- var m = e.To;
- // remove edge e from the graph
- edges.Remove (e);
- // if m has no other incoming edges then
- if (edges.All (me => me.To.Equals (m) == false) && m != this?.SuperView) {
- // insert m into S
- S.Add (m);
- }
- }
- }
- // if graph has edges then
- if (edges.Any ()) {
- // return error (graph has at least one cycle)
- return null;
- } else {
- // return L (a topologically sorted order)
- return result;
- }
- }
- /// <summary>
- /// This virtual method is invoked when a view starts executing or
- /// when the dimensions of the view have changed, for example in
- /// response to the container view or terminal resizing.
- /// </summary>
- public virtual void LayoutSubviews ()
- {
- if (!layoutNeeded)
- return;
- // Sort out the dependencies of the X, Y, Width, Height properties
- var nodes = new HashSet<View> ();
- var edges = new HashSet<(View, View)> ();
- foreach (var v in InternalSubviews) {
- nodes.Add (v);
- if (v.LayoutStyle == LayoutStyle.Computed) {
- if (v.X is Pos.PosView vX)
- edges.Add ((vX.Target, v));
- if (v.Y is Pos.PosView vY)
- edges.Add ((vY.Target, v));
- if (v.Width is Dim.DimView vWidth)
- edges.Add ((vWidth.Target, v));
- if (v.Height is Dim.DimView vHeight)
- edges.Add ((vHeight.Target, v));
- }
- }
- var ordered = TopologicalSort (nodes, edges);
- if (ordered == null)
- throw new Exception ("There is a recursive cycle in the relative Pos/Dim in the views of " + this);
- foreach (var v in ordered) {
- if (v.LayoutStyle == LayoutStyle.Computed)
- v.RelativeLayout (Frame);
- v.LayoutSubviews ();
- v.layoutNeeded = false;
- }
- if (SuperView == Application.Top && layoutNeeded && ordered.Count == 0 && LayoutStyle == LayoutStyle.Computed) {
- RelativeLayout (Frame);
- }
- layoutNeeded = false;
- }
- /// <inheritdoc cref="ToString"/>
- public override string ToString ()
- {
- return $"{GetType ().Name}({Id})({Frame})";
- }
- /// <inheritdoc cref="OnMouseEnter(Gui.MouseEvent)"/>
- public override bool OnMouseEnter (MouseEvent mouseEvent)
- {
- if (!base.OnMouseEnter (mouseEvent)) {
- MouseEnter?.Invoke (this, mouseEvent);
- return false;
- }
- return true;
- }
- /// <inheritdoc cref="OnMouseLeave(Gui.MouseEvent)"/>
- public override bool OnMouseLeave (MouseEvent mouseEvent)
- {
- if (!base.OnMouseLeave (mouseEvent)) {
- MouseLeave?.Invoke (this, mouseEvent);
- return false;
- }
- return true;
- }
- }
- /// <summary>
- /// Toplevel views can be modally executed.
- /// </summary>
- /// <remarks>
- /// <para>
- /// Toplevels can be modally executing views, and they return control
- /// to the caller when the "Running" property is set to false, or
- /// by calling <see cref="M:Terminal.Gui.Application.RequestStop()"/>
- /// </para>
- /// <para>
- /// There will be a toplevel created for you on the first time use
- /// and can be accessed from the property <see cref="P:Terminal.Gui.Application.Top"/>,
- /// but new toplevels can be created and ran on top of it. To run, create the
- /// toplevel and then invoke <see cref="M:Terminal.Gui.Application.Run"/> with the
- /// new toplevel.
- /// </para>
- /// <para>
- /// TopLevels can also opt-in to more sophisticated initialization
- /// by implementing <see cref="ISupportInitialize"/>. When they do
- /// so, the <see cref="ISupportInitialize.BeginInit"/> and
- /// <see cref="ISupportInitialize.EndInit"/> methods will be called
- /// before running the view.
- /// If first-run-only initialization is preferred, the <see cref="ISupportInitializeNotification"/>
- /// can be implemented too, in which case the <see cref="ISupportInitialize"/>
- /// methods will only be called if <see cref="ISupportInitializeNotification.IsInitialized"/>
- /// is <see langword="false"/>. This allows proper View inheritance hierarchies
- /// to override base class layout code optimally by doing so only on first run,
- /// instead of on every run.
- /// </para>
- /// </remarks>
- public class Toplevel : View {
- /// <summary>
- /// Gets or sets whether the Mainloop for this <see cref="Toplevel"/> is running or not. Setting
- /// this property to false will cause the MainLoop to exit.
- /// </summary>
- public bool Running { get; set; }
- /// <summary>
- /// Fired once the Toplevel's MainLoop has started it's first iteration.
- /// Subscribe to this event to perform tasks when the <see cref="Toplevel"/> has been laid out and focus has been set.
- /// changes. A Ready event handler is a good place to finalize initialization after calling `<see cref="Application.Run()"/>(topLevel)`.
- /// </summary>
- public event EventHandler Ready;
- /// <summary>
- /// Called from Application.RunLoop after the <see cref="Toplevel"/> has entered it's first iteration of the loop.
- /// </summary>
- internal virtual void OnReady ()
- {
- Ready?.Invoke (this, EventArgs.Empty);
- }
- /// <summary>
- /// Initializes a new instance of the <see cref="Toplevel"/> class with the specified absolute layout.
- /// </summary>
- /// <param name="frame">Frame.</param>
- public Toplevel (Rect frame) : base (frame)
- {
- Initialize ();
- }
- /// <summary>
- /// Initializes a new instance of the <see cref="Toplevel"/> class with Computed layout, defaulting to <see langword="async"/> full screen.
- /// </summary>
- public Toplevel () : base ()
- {
- Initialize ();
- Width = Dim.Fill ();
- Height = Dim.Fill ();
- }
- void Initialize ()
- {
- ColorScheme = Colors.Base;
- }
- /// <summary>
- /// Convenience factory method that creates a new toplevel with the current terminal dimensions.
- /// </summary>
- /// <returns>The create.</returns>
- public static Toplevel Create ()
- {
- return new Toplevel (new Rect (0, 0, Driver.Cols, Driver.Rows));
- }
- /// <summary>
- /// Gets or sets a value indicating whether this <see cref="Toplevel"/> can focus.
- /// </summary>
- /// <value><c>true</c> if can focus; otherwise, <c>false</c>.</value>
- public override bool CanFocus {
- get => true;
- }
- /// <summary>
- /// Determines whether the <see cref="Toplevel"/> is modal or not.
- /// Causes <see cref="ProcessKey(KeyEvent)"/> to propagate keys upwards
- /// by default unless set to <see langword="true"/>.
- /// </summary>
- public bool Modal { get; set; }
- /// <summary>
- /// Check id current toplevel has menu bar
- /// </summary>
- public MenuBar MenuBar { get; set; }
- /// <summary>
- /// Check id current toplevel has status bar
- /// </summary>
- public StatusBar StatusBar { get; set; }
- ///<inheritdoc cref="ProcessKey"/>
- public override bool ProcessKey (KeyEvent keyEvent)
- {
- if (base.ProcessKey (keyEvent))
- return true;
- switch (keyEvent.Key) {
- case Key.ControlQ:
- // FIXED: stop current execution of this container
- Application.RequestStop ();
- break;
- case Key.ControlZ:
- Driver.Suspend ();
- return true;
- #if false
- case Key.F5:
- Application.DebugDrawBounds = !Application.DebugDrawBounds;
- SetNeedsDisplay ();
- return true;
- #endif
- case Key.Tab:
- case Key.CursorRight:
- case Key.CursorDown:
- case Key.ControlI: // Unix
- var old = Focused;
- if (!FocusNext ())
- FocusNext ();
- if (old != Focused) {
- old?.SetNeedsDisplay ();
- Focused?.SetNeedsDisplay ();
- }
- return true;
- case Key.CursorLeft:
- case Key.CursorUp:
- case Key.BackTab:
- old = Focused;
- if (!FocusPrev ())
- FocusPrev ();
- if (old != Focused) {
- old?.SetNeedsDisplay ();
- Focused?.SetNeedsDisplay ();
- }
- return true;
- case Key.ControlL:
- Application.Refresh ();
- return true;
- }
- return false;
- }
- ///<inheritdoc cref="Add"/>
- public override void Add (View view)
- {
- if (this == Application.Top) {
- if (view is MenuBar)
- MenuBar = view as MenuBar;
- if (view is StatusBar)
- StatusBar = view as StatusBar;
- }
- base.Add (view);
- }
- ///<inheritdoc cref="Remove"/>
- public override void Remove (View view)
- {
- if (this == Application.Top) {
- if (view is MenuBar)
- MenuBar = null;
- if (view is StatusBar)
- StatusBar = null;
- }
- base.Remove (view);
- }
- ///<inheritdoc cref="RemoveAll"/>
- public override void RemoveAll ()
- {
- if (this == Application.Top) {
- MenuBar = null;
- StatusBar = null;
- }
- base.RemoveAll ();
- }
- internal void EnsureVisibleBounds (Toplevel top, int x, int y, out int nx, out int ny)
- {
- nx = Math.Max (x, 0);
- nx = nx + top.Frame.Width > Driver.Cols ? Math.Max (Driver.Cols - top.Frame.Width, 0) : nx;
- bool m, s;
- if (SuperView == null || SuperView.GetType() != typeof(Toplevel))
- m = Application.Top.MenuBar != null;
- else
- m = ((Toplevel)SuperView).MenuBar != null;
- int l = m ? 1 : 0;
- ny = Math.Max (y, l);
- if (SuperView == null || SuperView.GetType() != typeof(Toplevel))
- s = Application.Top.StatusBar != null;
- else
- s = ((Toplevel)SuperView).StatusBar != null;
- l = s ? Driver.Rows - 1 : Driver.Rows;
- ny = Math.Min (ny, l);
- ny = ny + top.Frame.Height > l ? Math.Max (l - top.Frame.Height, m ? 1 : 0) : ny;
- }
- internal void PositionToplevels ()
- {
- if (this != Application.Top) {
- EnsureVisibleBounds (this, Frame.X, Frame.Y, out int nx, out int ny);
- if ((nx != Frame.X || ny != Frame.Y) && LayoutStyle != LayoutStyle.Computed) {
- X = nx;
- Y = ny;
- }
- } else {
- foreach (var top in Subviews) {
- if (top is Toplevel) {
- EnsureVisibleBounds ((Toplevel)top, top.Frame.X, top.Frame.Y, out int nx, out int ny);
- if ((nx != top.Frame.X || ny != top.Frame.Y) && top.LayoutStyle != LayoutStyle.Computed) {
- top.X = nx;
- top.Y = ny;
- }
- if (StatusBar != null) {
- if (ny + top.Frame.Height > Driver.Rows - 1) {
- if (top.Height is Dim.DimFill)
- top.Height = Dim.Fill () - 1;
- }
- if (StatusBar.Frame.Y != Driver.Rows - 1) {
- StatusBar.Y = Driver.Rows - 1;
- SetNeedsDisplay ();
- }
- }
- }
- }
- }
- }
- ///<inheritdoc cref="Redraw"/>
- public override void Redraw (Rect region)
- {
- Application.CurrentView = this;
- if (IsCurrentTop) {
- if (NeedDisplay != null && !NeedDisplay.IsEmpty) {
- Driver.SetAttribute (Colors.TopLevel.Normal);
- Clear (region);
- Driver.SetAttribute (Colors.Base.Normal);
- }
- foreach (var view in Subviews) {
- if (view.Frame.IntersectsWith (region)) {
- view.SetNeedsLayout ();
- view.SetNeedsDisplay (view.Bounds);
- }
- }
- ClearNeedsDisplay ();
- }
- base.Redraw (base.Bounds);
- }
- /// <summary>
- /// This method is invoked by Application.Begin as part of the Application.Run after
- /// the views have been laid out, and before the views are drawn for the first time.
- /// </summary>
- public virtual void WillPresent ()
- {
- FocusFirst ();
- }
- }
- /// <summary>
- /// A <see cref="Toplevel"/> <see cref="View"/> that draws a frame around its region and has a "ContentView" subview where the contents are added.
- /// </summary>
- public class Window : Toplevel, IEnumerable {
- View contentView;
- ustring title;
- /// <summary>
- /// The title to be displayed for this window.
- /// </summary>
- /// <value>The title.</value>
- public ustring Title {
- get => title;
- set {
- title = value;
- SetNeedsDisplay ();
- }
- }
- class ContentView : View {
- public ContentView (Rect frame) : base (frame) { }
- public ContentView () : base () { }
- #if false
- public override void Redraw (Rect region)
- {
- Driver.SetAttribute (ColorScheme.Focus);
- for (int y = 0; y < Frame.Height; y++) {
- Move (0, y);
- for (int x = 0; x < Frame.Width; x++) {
- Driver.AddRune ('x');
- }
- }
- }
- #endif
- }
- /// <summary>
- /// Initializes a new instance of the <see cref="Gui.Window"/> class with an optional title and a set frame.
- /// </summary>
- /// <param name="frame">Frame.</param>
- /// <param name="title">Title.</param>
- public Window (Rect frame, ustring title = null) : this (frame, title, padding: 0)
- {
- }
- /// <summary>
- /// Initializes a new instance of the <see cref="Window"/> class with an optional title.
- /// </summary>
- /// <param name="title">Title.</param>
- public Window (ustring title = null) : this (title, padding: 0)
- {
- }
- int padding;
- /// <summary>
- /// Initializes a new instance of the <see cref="Window"/> with
- /// the specified frame for its location, with the specified border
- /// an optional title.
- /// </summary>
- /// <param name="frame">Frame.</param>
- /// <param name="padding">Number of characters to use for padding of the drawn frame.</param>
- /// <param name="title">Title.</param>
- public Window (Rect frame, ustring title = null, int padding = 0) : base (frame)
- {
- this.Title = title;
- int wb = 2 * (1 + padding);
- this.padding = padding;
- var cFrame = new Rect (1 + padding, 1 + padding, frame.Width - wb, frame.Height - wb);
- contentView = new ContentView (cFrame);
- base.Add (contentView);
- }
- /// <summary>
- /// Initializes a new instance of the <see cref="Window"/> with
- /// the specified frame for its location, with the specified border
- /// an optional title.
- /// </summary>
- /// <param name="padding">Number of characters to use for padding of the drawn frame.</param>
- /// <param name="title">Title.</param>
- public Window (ustring title = null, int padding = 0) : base ()
- {
- this.Title = title;
- int wb = 1 + padding;
- this.padding = padding;
- contentView = new ContentView () {
- X = wb,
- Y = wb,
- Width = Dim.Fill (wb),
- Height = Dim.Fill (wb)
- };
- base.Add (contentView);
- }
- /// <summary>
- /// Enumerates the various <see cref="View"/>s in the embedded <see cref="ContentView"/>.
- /// </summary>
- /// <returns>The enumerator.</returns>
- public new IEnumerator GetEnumerator ()
- {
- return contentView.GetEnumerator ();
- }
- void DrawFrame (bool fill = true)
- {
- DrawFrame (new Rect (0, 0, Frame.Width, Frame.Height), padding, fill: fill);
- }
- /// <summary>
- /// Add the specified view to the <see cref="ContentView"/>.
- /// </summary>
- /// <param name="view">View to add to the window.</param>
- public override void Add (View view)
- {
- contentView.Add (view);
- if (view.CanFocus)
- CanFocus = true;
- }
- /// <summary>
- /// Removes a widget from this container.
- /// </summary>
- /// <remarks>
- /// </remarks>
- public override void Remove (View view)
- {
- if (view == null)
- return;
- SetNeedsDisplay ();
- var touched = view.Frame;
- contentView.Remove (view);
- if (contentView.InternalSubviews.Count < 1)
- this.CanFocus = false;
- }
- /// <summary>
- /// Removes all widgets from this container.
- /// </summary>
- /// <remarks>
- /// </remarks>
- public override void RemoveAll ()
- {
- contentView.RemoveAll ();
- }
- ///<inheritdoc cref="Redraw"/>
- public override void Redraw (Rect bounds)
- {
- Application.CurrentView = this;
- if (NeedDisplay != null && !NeedDisplay.IsEmpty) {
- DrawFrameWindow ();
- }
- contentView.Redraw (contentView.Bounds);
- ClearNeedsDisplay ();
- DrawFrameWindow (false);
- void DrawFrameWindow (bool fill = true)
- {
- Driver.SetAttribute (ColorScheme.Normal);
- DrawFrame (fill);
- if (HasFocus)
- Driver.SetAttribute (ColorScheme.HotNormal);
- var width = Frame.Width - (padding + 2) * 2;
- if (Title != null && width > 4) {
- Move (1 + padding, padding);
- Driver.AddRune (' ');
- var str = Title.Length >= width ? Title [0, width - 2] : Title;
- Driver.AddStr (str);
- Driver.AddRune (' ');
- }
- Driver.SetAttribute (ColorScheme.Normal);
- }
- }
- //
- // FIXED:It does not look like the event is raised on clicked-drag
- // need to figure that out.
- //
- internal static Point? dragPosition;
- Point start;
- ///<inheritdoc cref="MouseEvent(Gui.MouseEvent)"/>
- public override bool MouseEvent (MouseEvent mouseEvent)
- {
- // FIXED:The code is currently disabled, because the
- // Driver.UncookMouse does not seem to have an effect if there is
- // a pending mouse event activated.
- int nx, ny;
- if ((mouseEvent.Flags == (MouseFlags.Button1Pressed | MouseFlags.ReportMousePosition) ||
- mouseEvent.Flags == MouseFlags.Button3Pressed)) {
- if (dragPosition.HasValue) {
- if (SuperView == null) {
- Application.Top.SetNeedsDisplay (Frame);
- Application.Top.Redraw (Frame);
- } else {
- SuperView.SetNeedsDisplay (Frame);
- }
- EnsureVisibleBounds (this, mouseEvent.X + mouseEvent.OfX - start.X,
- mouseEvent.Y + mouseEvent.OfY, out nx, out ny);
- dragPosition = new Point (nx, ny);
- Frame = new Rect (nx, ny, Frame.Width, Frame.Height);
- X = nx;
- Y = ny;
- //Demo.ml2.Text = $"{dx},{dy}";
- // FIXED: optimize, only SetNeedsDisplay on the before/after regions.
- SetNeedsDisplay ();
- return true;
- } else {
- // Only start grabbing if the user clicks on the title bar.
- if (mouseEvent.Y == 0) {
- start = new Point (mouseEvent.X, mouseEvent.Y);
- dragPosition = new Point ();
- nx = mouseEvent.X - mouseEvent.OfX;
- ny = mouseEvent.Y - mouseEvent.OfY;
- dragPosition = new Point (nx, ny);
- Application.GrabMouse (this);
- }
- //Demo.ml2.Text = $"Starting at {dragPosition}";
- return true;
- }
- }
- if (mouseEvent.Flags == MouseFlags.Button1Released && dragPosition.HasValue) {
- Application.UngrabMouse ();
- Driver.UncookMouse ();
- dragPosition = null;
- }
- //Demo.ml.Text = me.ToString ();
- return false;
- }
- }
- /// <summary>
- /// The application driver for Terminal.Gui.
- /// </summary>
- /// <remarks>
- /// <para>
- /// You can hook up to the Iteration event to have your method
- /// invoked on each iteration of the mainloop.
- /// </para>
- /// <para>
- /// Creates a mainloop to process input events, handle timers and
- /// other sources of data. It is accessible via the MainLoop property.
- /// </para>
- /// <para>
- /// When invoked sets the SynchronizationContext to one that is tied
- /// to the mainloop, allowing user code to use async/await.
- /// </para>
- /// </remarks>
- public static class Application {
- /// <summary>
- /// The current <see cref="ConsoleDriver"/> in use.
- /// </summary>
- public static ConsoleDriver Driver;
- /// <summary>
- /// The <see cref="Toplevel"/> object used for the application on startup (<seealso cref="Application.Top"/>)
- /// </summary>
- /// <value>The top.</value>
- public static Toplevel Top { get; private set; }
- /// <summary>
- /// The current <see cref="Toplevel"/> object. This is updated when <see cref="Application.Run()"/> enters and leaves to point to the current <see cref="Toplevel"/> .
- /// </summary>
- /// <value>The current.</value>
- public static Toplevel Current { get; private set; }
- /// <summary>
- /// TThe current <see cref="View"/> object being redrawn.
- /// </summary>
- /// /// <value>The current.</value>
- public static View CurrentView { get; set; }
- /// <summary>
- /// The <see cref="MainLoop"/> driver for the applicaiton
- /// </summary>
- /// <value>The main loop.</value>
- public static Mono.Terminal.MainLoop MainLoop { get; private set; }
- static Stack<Toplevel> toplevels = new Stack<Toplevel> ();
- /// <summary>
- /// This event is raised on each iteration of the <see cref="MainLoop"/>
- /// </summary>
- /// <remarks>
- /// See also <see cref="Timeout"/>
- /// </remarks>
- public static event EventHandler Iteration;
- /// <summary>
- /// Returns a rectangle that is centered in the screen for the provided size.
- /// </summary>
- /// <returns>The centered rect.</returns>
- /// <param name="size">Size for the rectangle.</param>
- public static Rect MakeCenteredRect (Size size)
- {
- return new Rect (new Point ((Driver.Cols - size.Width) / 2, (Driver.Rows - size.Height) / 2), size);
- }
- //
- // provides the sync context set while executing code in Terminal.Gui, to let
- // users use async/await on their code
- //
- class MainLoopSyncContext : SynchronizationContext {
- Mono.Terminal.MainLoop mainLoop;
- public MainLoopSyncContext (Mono.Terminal.MainLoop mainLoop)
- {
- this.mainLoop = mainLoop;
- }
- public override SynchronizationContext CreateCopy ()
- {
- return new MainLoopSyncContext (MainLoop);
- }
- public override void Post (SendOrPostCallback d, object state)
- {
- mainLoop.AddIdle (() => {
- d (state);
- return false;
- });
- //mainLoop.Driver.Wakeup ();
- }
- public override void Send (SendOrPostCallback d, object state)
- {
- mainLoop.Invoke (() => {
- d (state);
- });
- }
- }
- /// <summary>
- /// If set, it forces the use of the System.Console-based driver.
- /// </summary>
- public static bool UseSystemConsole;
- /// <summary>
- /// Initializes a new instance of <see cref="Terminal.Gui"/> Application.
- /// </summary>
- /// <remarks>
- /// <para>
- /// Call this method once per instance (or after <see cref="Shutdown"/> has been called).
- /// </para>
- /// <para>
- /// Loads the right <see cref="ConsoleDriver"/> for the platform.
- /// </para>
- /// <para>
- /// Creates a <see cref="Toplevel"/> and assigns it to <see cref="Top"/> and <see cref="CurrentView"/>
- /// </para>
- /// </remarks>
- public static void Init () => Init (() => Toplevel.Create ());
- internal static bool _initialized = false;
- /// <summary>
- /// Initializes the Terminal.Gui application
- /// </summary>
- static void Init (Func<Toplevel> topLevelFactory)
- {
- if (_initialized) return;
- var p = Environment.OSVersion.Platform;
- Mono.Terminal.IMainLoopDriver mainLoopDriver;
- if (UseSystemConsole) {
- mainLoopDriver = new Mono.Terminal.NetMainLoop ();
- Driver = new NetDriver ();
- } else if (p == PlatformID.Win32NT || p == PlatformID.Win32S || p == PlatformID.Win32Windows) {
- var windowsDriver = new WindowsDriver ();
- mainLoopDriver = windowsDriver;
- Driver = windowsDriver;
- } else {
- mainLoopDriver = new Mono.Terminal.UnixMainLoop ();
- Driver = new CursesDriver ();
- }
- Driver.Init (TerminalResized);
- MainLoop = new Mono.Terminal.MainLoop (mainLoopDriver);
- SynchronizationContext.SetSynchronizationContext (new MainLoopSyncContext (MainLoop));
- Top = topLevelFactory ();
- Current = Top;
- CurrentView = Top;
- _initialized = true;
- }
- /// <summary>
- /// Captures the execution state for the provided <see cref="Toplevel"/> view.
- /// </summary>
- public class RunState : IDisposable {
- internal RunState (Toplevel view)
- {
- Toplevel = view;
- }
- internal Toplevel Toplevel;
- /// <summary>
- /// Releases alTop = l resource used by the <see cref="Application.RunState"/> object.
- /// </summary>
- /// <remarks>Call <see cref="Dispose()"/> when you are finished using the <see cref="Application.RunState"/>. The
- /// <see cref="Dispose()"/> method leaves the <see cref="Application.RunState"/> in an unusable state. After
- /// calling <see cref="Dispose()"/>, you must release all references to the
- /// <see cref="Application.RunState"/> so the garbage collector can reclaim the memory that the
- /// <see cref="Application.RunState"/> was occupying.</remarks>
- public void Dispose ()
- {
- Dispose (true);
- GC.SuppressFinalize (this);
- }
- /// <summary>
- /// Dispose the specified disposing.
- /// </summary>
- /// <returns>The dispose.</returns>
- /// <param name="disposing">If set to <c>true</c> disposing.</param>
- protected virtual void Dispose (bool disposing)
- {
- if (Toplevel != null) {
- End (Toplevel);
- Toplevel = null;
- }
- }
- }
- static void ProcessKeyEvent (KeyEvent ke)
- {
- var chain = toplevels.ToList ();
- foreach (var topLevel in chain) {
- if (topLevel.ProcessHotKey (ke))
- return;
- if (topLevel.Modal)
- break;
- }
- foreach (var topLevel in chain) {
- if (topLevel.ProcessKey (ke))
- return;
- if (topLevel.Modal)
- break;
- }
- foreach (var topLevel in chain) {
- // Process the key normally
- if (topLevel.ProcessColdKey (ke))
- return;
- if (topLevel.Modal)
- break;
- }
- }
- static void ProcessKeyDownEvent (KeyEvent ke)
- {
- var chain = toplevels.ToList ();
- foreach (var topLevel in chain) {
- if (topLevel.OnKeyDown (ke))
- return;
- if (topLevel.Modal)
- break;
- }
- }
- static void ProcessKeyUpEvent (KeyEvent ke)
- {
- var chain = toplevels.ToList ();
- foreach (var topLevel in chain) {
- if (topLevel.OnKeyUp (ke))
- return;
- if (topLevel.Modal)
- break;
- }
- }
- static View FindDeepestView (View start, int x, int y, out int resx, out int resy)
- {
- var startFrame = start.Frame;
- if (!startFrame.Contains (x, y)) {
- resx = 0;
- resy = 0;
- return null;
- }
- if (start.InternalSubviews != null) {
- int count = start.InternalSubviews.Count;
- if (count > 0) {
- var rx = x - startFrame.X;
- var ry = y - startFrame.Y;
- for (int i = count - 1; i >= 0; i--) {
- View v = start.InternalSubviews [i];
- if (v.Frame.Contains (rx, ry)) {
- var deep = FindDeepestView (v, rx, ry, out resx, out resy);
- if (deep == null)
- return v;
- return deep;
- }
- }
- }
- }
- resx = x - startFrame.X;
- resy = y - startFrame.Y;
- return start;
- }
- internal static View mouseGrabView;
- /// <summary>
- /// Grabs the mouse, forcing all mouse events to be routed to the specified view until UngrabMouse is called.
- /// </summary>
- /// <returns>The grab.</returns>
- /// <param name="view">View that will receive all mouse events until UngrabMouse is invoked.</param>
- public static void GrabMouse (View view)
- {
- if (view == null)
- return;
- mouseGrabView = view;
- Driver.UncookMouse ();
- }
- /// <summary>
- /// Releases the mouse grab, so mouse events will be routed to the view on which the mouse is.
- /// </summary>
- public static void UngrabMouse ()
- {
- mouseGrabView = null;
- Driver.CookMouse ();
- }
- /// <summary>
- /// Merely a debugging aid to see the raw mouse events
- /// </summary>
- public static Action<MouseEvent> RootMouseEvent;
- internal static View wantContinuousButtonPressedView;
- static View lastMouseOwnerView;
- static void ProcessMouseEvent (MouseEvent me)
- {
- var view = FindDeepestView (Current, me.X, me.Y, out int rx, out int ry);
- if (view != null && view.WantContinuousButtonPressed)
- wantContinuousButtonPressedView = view;
- else
- wantContinuousButtonPressedView = null;
- RootMouseEvent?.Invoke (me);
- if (mouseGrabView != null) {
- var newxy = mouseGrabView.ScreenToView (me.X, me.Y);
- var nme = new MouseEvent () {
- X = newxy.X,
- Y = newxy.Y,
- Flags = me.Flags,
- OfX = me.X - newxy.X,
- OfY = me.Y - newxy.Y,
- View = view
- };
- if (OutsideFrame (new Point (nme.X, nme.Y), mouseGrabView.Frame))
- lastMouseOwnerView.OnMouseLeave (me);
- if (mouseGrabView != null) {
- mouseGrabView.MouseEvent (nme);
- return;
- }
- }
- if (view != null) {
- var nme = new MouseEvent () {
- X = rx,
- Y = ry,
- Flags = me.Flags,
- OfX = rx,
- OfY = ry,
- View = view
- };
- if (lastMouseOwnerView == null) {
- lastMouseOwnerView = view;
- view.OnMouseEnter (nme);
- } else if (lastMouseOwnerView != view) {
- lastMouseOwnerView.OnMouseLeave (nme);
- view.OnMouseEnter (nme);
- lastMouseOwnerView = view;
- }
- if (!view.WantMousePositionReports && me.Flags == MouseFlags.ReportMousePosition)
- return;
- if (view.WantContinuousButtonPressed)
- wantContinuousButtonPressedView = view;
- else
- wantContinuousButtonPressedView = null;
- // Should we bubbled up the event, if it is not handled?
- view.MouseEvent (nme);
- }
- }
- static bool OutsideFrame (Point p, Rect r)
- {
- return p.X < 0 || p.X > r.Width - 1 || p.Y < 0 || p.Y > r.Height - 1;
- }
- /// <summary>
- /// This event is fired once when the application is first loaded. The dimensions of the
- /// terminal are provided.
- /// </summary>
- public static event EventHandler<ResizedEventArgs> Loaded;
- /// <summary>
- /// Building block API: Prepares the provided <see cref="Toplevel"/> for execution.
- /// </summary>
- /// <returns>The runstate handle that needs to be passed to the <see cref="End(RunState)"/> method upon completion.</returns>
- /// <param name="toplevel">Toplevel to prepare execution for.</param>
- /// <remarks>
- /// This method prepares the provided toplevel for running with the focus,
- /// it adds this to the list of toplevels, sets up the mainloop to process the
- /// event, lays out the subviews, focuses the first element, and draws the
- /// toplevel in the screen. This is usually followed by executing
- /// the <see cref="RunLoop"/> method, and then the <see cref="End(RunState)"/> method upon termination which will
- /// undo these changes.
- /// </remarks>
- public static RunState Begin (Toplevel toplevel)
- {
- if (toplevel == null)
- throw new ArgumentNullException (nameof (toplevel));
- var rs = new RunState (toplevel);
- Init ();
- if (toplevel is ISupportInitializeNotification initializableNotification &&
- !initializableNotification.IsInitialized) {
- initializableNotification.BeginInit ();
- initializableNotification.EndInit ();
- } else if (toplevel is ISupportInitialize initializable) {
- initializable.BeginInit ();
- initializable.EndInit ();
- }
- toplevels.Push (toplevel);
- Current = toplevel;
- Driver.PrepareToRun (MainLoop, ProcessKeyEvent, ProcessKeyDownEvent, ProcessKeyUpEvent, ProcessMouseEvent);
- if (toplevel.LayoutStyle == LayoutStyle.Computed)
- toplevel.RelativeLayout (new Rect (0, 0, Driver.Cols, Driver.Rows));
- toplevel.LayoutSubviews ();
- Loaded?.Invoke (null, new ResizedEventArgs () { Rows = Driver.Rows, Cols = Driver.Cols } );
- toplevel.WillPresent ();
- Redraw (toplevel);
- toplevel.PositionCursor ();
- Driver.Refresh ();
- return rs;
- }
- /// <summary>
- /// Building block API: completes the execution of a <see cref="Toplevel"/> that was started with <see cref="Begin(Toplevel)"/> .
- /// </summary>
- /// <param name="runState">The runstate returned by the <see cref="Begin(Toplevel)"/> method.</param>
- public static void End (RunState runState)
- {
- if (runState == null)
- throw new ArgumentNullException (nameof (runState));
- runState.Dispose ();
- runState = null;
- }
- /// <summary>
- /// Shutdown an application initalized with <see cref="Init()"/>
- /// </summary>
- public static void Shutdown ()
- {
- // 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
- // TODO: Some of this state is actually related to Begin/End (not Init/Shutdown) and should be moved to `RunState` (#520)
- foreach (var t in toplevels) {
- t.Running = false;
- }
- toplevels.Clear ();
- Current = null;
- CurrentView = null;
- Top = null;
- //
- MainLoop = null;
- Driver.End ();
- _initialized = false;
- }
- static void Redraw (View view)
- {
- Application.CurrentView = view;
- view.Redraw (view.Bounds);
- Driver.Refresh ();
- }
- static void Refresh (View view)
- {
- view.Redraw (view.Bounds);
- Driver.Refresh ();
- }
- /// <summary>
- /// Triggers a refresh of the entire display.
- /// </summary>
- public static void Refresh ()
- {
- Driver.UpdateScreen ();
- View last = null;
- foreach (var v in toplevels.Reverse ()) {
- v.SetNeedsDisplay ();
- v.Redraw (v.Bounds);
- last = v;
- }
- last?.PositionCursor ();
- Driver.Refresh ();
- }
- internal static void End (View view)
- {
- if (toplevels.Peek () != view)
- throw new ArgumentException ("The view that you end with must be balanced");
- toplevels.Pop ();
- if (toplevels.Count == 0)
- Shutdown ();
- else {
- Current = toplevels.Peek ();
- Refresh ();
- }
- }
- /// <summary>
- /// Building block API: Runs the main loop for the created dialog
- /// </summary>
- /// <remarks>
- /// Use the wait parameter to control whether this is a
- /// blocking or non-blocking call.
- /// </remarks>
- /// <param name="state">The state returned by the Begin method.</param>
- /// <param name="wait">By default this is true which will execute the runloop waiting for events, if you pass false, you can use this method to run a single iteration of the events.</param>
- public static void RunLoop (RunState state, bool wait = true)
- {
- if (state == null)
- throw new ArgumentNullException (nameof (state));
- if (state.Toplevel == null)
- throw new ObjectDisposedException ("state");
- bool firstIteration = true;
- for (state.Toplevel.Running = true; state.Toplevel.Running;) {
- if (MainLoop.EventsPending (wait)) {
- // Notify Toplevel it's ready
- if (firstIteration) {
- state.Toplevel.OnReady ();
- }
- firstIteration = false;
- MainLoop.MainIteration ();
- Iteration?.Invoke (null, EventArgs.Empty);
- } else if (wait == false)
- return;
- if (state.Toplevel.NeedDisplay != null && (!state.Toplevel.NeedDisplay.IsEmpty || state.Toplevel.childNeedsDisplay)) {
- state.Toplevel.Redraw (state.Toplevel.Bounds);
- if (DebugDrawBounds)
- DrawBounds (state.Toplevel);
- state.Toplevel.PositionCursor ();
- Driver.Refresh ();
- } else
- Driver.UpdateCursor ();
- }
- }
- internal static bool DebugDrawBounds = false;
- // Need to look into why this does not work properly.
- static void DrawBounds (View v)
- {
- v.DrawFrame (v.Frame, padding: 0, fill: false);
- if (v.InternalSubviews != null && v.InternalSubviews.Count > 0)
- foreach (var sub in v.InternalSubviews)
- DrawBounds (sub);
- }
- /// <summary>
- /// Runs the application by calling <see cref="Run(Toplevel)"/> with the value of <see cref="Top"/>
- /// </summary>
- public static void Run ()
- {
- Run (Top);
- }
- /// <summary>
- /// Runs the application by calling <see cref="Run(Toplevel)"/> with a new instance of the specified <see cref="Toplevel"/>-derived class
- /// </summary>
- public static void Run<T> () where T : Toplevel, new()
- {
- Init (() => new T ());
- Run (Top);
- }
- /// <summary>
- /// Runs the main loop on the given <see cref="Toplevel"/> container.
- /// </summary>
- /// <remarks>
- /// <para>
- /// This method is used to start processing events
- /// for the main application, but it is also used to
- /// run other modal <see cref="View"/>s such as <see cref="Dialog"/> boxes.
- /// </para>
- /// <para>
- /// To make a <see cref="Run(Toplevel)"/> stop execution, call <see cref="Application.RequestStop"/>.
- /// </para>
- /// <para>
- /// Calling <see cref="Run(Toplevel)"/> is equivalent to calling <see cref="Begin(Toplevel)"/>, followed by <see cref="RunLoop(RunState, bool)"/>,
- /// and then calling <see cref="End(RunState)"/>.
- /// </para>
- /// <para>
- /// Alternatively, to have a program control the main loop and
- /// process events manually, call <see cref="Begin(Toplevel)"/> to set things up manually and then
- /// repeatedly call <see cref="RunLoop(RunState, bool)"/> with the wait parameter set to false. By doing this
- /// the <see cref="RunLoop(RunState, bool)"/> method will only process any pending events, timers, idle handlers and
- /// then return control immediately.
- /// </para>
- /// </remarks>
- public static void Run (Toplevel view)
- {
- var runToken = Begin (view);
- RunLoop (runToken);
- End (runToken);
- }
- /// <summary>
- /// Stops running the most recent <see cref="Toplevel"/>.
- /// </summary>
- /// <remarks>
- /// <para>
- /// This will cause <see cref="Application.Run()"/> to return.
- /// </para>
- /// <para>
- /// Calling <see cref="Application.RequestStop"/> is equivalent to setting the <see cref="Toplevel.Running"/> property on the curently running <see cref="Toplevel"/> to false.
- /// </para>
- /// </remarks>
- public static void RequestStop ()
- {
- Current.Running = false;
- }
- /// <summary>
- /// Event arguments for the <see cref="Application.Resized"/> event.
- /// </summary>
- public class ResizedEventArgs : EventArgs {
- /// <summary>
- /// The number of rows in the resized terminal.
- /// </summary>
- public int Rows { get; set; }
- /// <summary>
- /// The number of columns in the resized terminal.
- /// </summary>
- public int Cols { get; set; }
- }
- /// <summary>
- /// Invoked when the terminal was resized. The new size of the terminal is provided.
- /// </summary>
- public static event EventHandler<ResizedEventArgs> Resized;
- static void TerminalResized ()
- {
- var full = new Rect (0, 0, Driver.Cols, Driver.Rows);
- Resized?.Invoke (null, new ResizedEventArgs () { Cols = full.Width, Rows = full.Height });
- Driver.Clip = full;
- foreach (var t in toplevels) {
- t.PositionToplevels ();
- t.RelativeLayout (full);
- t.LayoutSubviews ();
- }
- Refresh ();
- }
- }
- }
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