mirror of https://github.com/rivo/tview.git
779 lines
21 KiB
Go
779 lines
21 KiB
Go
package tview
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import (
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"sync"
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"time"
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"github.com/gdamore/tcell/v2"
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)
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const (
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// The size of the event/update/redraw channels.
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queueSize = 100
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// The minimum time between two consecutive redraws.
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redrawPause = 50 * time.Millisecond
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)
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// DoubleClickInterval specifies the maximum time between clicks to register a
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// double click rather than click.
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var DoubleClickInterval = 500 * time.Millisecond
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// MouseAction indicates one of the actions the mouse is logically doing.
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type MouseAction int16
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// Available mouse actions.
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const (
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MouseMove MouseAction = iota
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MouseLeftDown
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MouseLeftUp
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MouseLeftClick
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MouseLeftDoubleClick
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MouseMiddleDown
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MouseMiddleUp
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MouseMiddleClick
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MouseMiddleDoubleClick
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MouseRightDown
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MouseRightUp
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MouseRightClick
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MouseRightDoubleClick
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MouseScrollUp
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MouseScrollDown
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MouseScrollLeft
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MouseScrollRight
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)
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// queuedUpdate represented the execution of f queued by
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// Application.QueueUpdate(). If "done" is not nil, it receives exactly one
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// element after f has executed.
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type queuedUpdate struct {
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f func()
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done chan struct{}
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}
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// Application represents the top node of an application.
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//
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// It is not strictly required to use this class as none of the other classes
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// depend on it. However, it provides useful tools to set up an application and
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// plays nicely with all widgets.
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//
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// The following command displays a primitive p on the screen until Ctrl-C is
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// pressed:
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//
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// if err := tview.NewApplication().SetRoot(p, true).Run(); err != nil {
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// panic(err)
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// }
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type Application struct {
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sync.RWMutex
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// The application's screen. Apart from Run(), this variable should never be
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// set directly. Always use the screenReplacement channel after calling
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// Fini(), to set a new screen (or nil to stop the application).
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screen tcell.Screen
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// The primitive which currently has the keyboard focus.
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focus Primitive
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// The root primitive to be seen on the screen.
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root Primitive
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// Whether or not the application resizes the root primitive.
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rootFullscreen bool
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// Set to true if mouse events are enabled.
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enableMouse bool
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// An optional capture function which receives a key event and returns the
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// event to be forwarded to the default input handler (nil if nothing should
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// be forwarded).
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inputCapture func(event *tcell.EventKey) *tcell.EventKey
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// An optional callback function which is invoked just before the root
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// primitive is drawn.
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beforeDraw func(screen tcell.Screen) bool
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// An optional callback function which is invoked after the root primitive
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// was drawn.
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afterDraw func(screen tcell.Screen)
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// Used to send screen events from separate goroutine to main event loop
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events chan tcell.Event
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// Functions queued from goroutines, used to serialize updates to primitives.
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updates chan queuedUpdate
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// An object that the screen variable will be set to after Fini() was called.
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// Use this channel to set a new screen object for the application
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// (screen.Init() and draw() will be called implicitly). A value of nil will
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// stop the application.
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screenReplacement chan tcell.Screen
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// An optional capture function which receives a mouse event and returns the
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// event to be forwarded to the default mouse handler (nil if nothing should
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// be forwarded).
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mouseCapture func(event *tcell.EventMouse, action MouseAction) (*tcell.EventMouse, MouseAction)
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mouseCapturingPrimitive Primitive // A Primitive returned by a MouseHandler which will capture future mouse events.
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lastMouseX, lastMouseY int // The last position of the mouse.
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mouseDownX, mouseDownY int // The position of the mouse when its button was last pressed.
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lastMouseClick time.Time // The time when a mouse button was last clicked.
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lastMouseButtons tcell.ButtonMask // The last mouse button state.
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}
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// NewApplication creates and returns a new application.
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func NewApplication() *Application {
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return &Application{
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events: make(chan tcell.Event, queueSize),
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updates: make(chan queuedUpdate, queueSize),
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screenReplacement: make(chan tcell.Screen, 1),
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}
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}
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// SetInputCapture sets a function which captures all key events before they are
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// forwarded to the key event handler of the primitive which currently has
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// focus. This function can then choose to forward that key event (or a
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// different one) by returning it or stop the key event processing by returning
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// nil.
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//
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// The only default global key event is Ctrl-C which stops the application. It
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// requires special handling:
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//
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// - If you do not wish to change the default behavior, return the original
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// event object passed to your input capture function.
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// - If you wish to block Ctrl-C from any functionality, return nil.
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// - If you do not wish Ctrl-C to stop the application but still want to
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// forward the Ctrl-C event to primitives down the hierarchy, return a new
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// key event with the same key and modifiers, e.g.
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// tcell.NewEventKey(tcell.KeyCtrlC, 0, tcell.ModNone).
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func (a *Application) SetInputCapture(capture func(event *tcell.EventKey) *tcell.EventKey) *Application {
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a.inputCapture = capture
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return a
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}
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// GetInputCapture returns the function installed with SetInputCapture() or nil
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// if no such function has been installed.
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func (a *Application) GetInputCapture() func(event *tcell.EventKey) *tcell.EventKey {
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return a.inputCapture
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}
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// SetMouseCapture sets a function which captures mouse events (consisting of
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// the original tcell mouse event and the semantic mouse action) before they are
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// forwarded to the appropriate mouse event handler. This function can then
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// choose to forward that event (or a different one) by returning it or stop
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// the event processing by returning a nil mouse event.
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func (a *Application) SetMouseCapture(capture func(event *tcell.EventMouse, action MouseAction) (*tcell.EventMouse, MouseAction)) *Application {
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a.mouseCapture = capture
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return a
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}
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// GetMouseCapture returns the function installed with SetMouseCapture() or nil
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// if no such function has been installed.
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func (a *Application) GetMouseCapture() func(event *tcell.EventMouse, action MouseAction) (*tcell.EventMouse, MouseAction) {
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return a.mouseCapture
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}
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// SetScreen allows you to provide your own tcell.Screen object. For most
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// applications, this is not needed and you should be familiar with
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// tcell.Screen when using this function.
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//
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// This function is typically called before the first call to Run(). Init() need
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// not be called on the screen.
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func (a *Application) SetScreen(screen tcell.Screen) *Application {
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if screen == nil {
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return a // Invalid input. Do nothing.
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}
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a.Lock()
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if a.screen == nil {
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// Run() has not been called yet.
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a.screen = screen
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a.Unlock()
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screen.Init()
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return a
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}
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// Run() is already in progress. Exchange screen.
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oldScreen := a.screen
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a.Unlock()
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oldScreen.Fini()
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a.screenReplacement <- screen
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return a
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}
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// EnableMouse enables mouse events or disables them (if "false" is provided).
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func (a *Application) EnableMouse(enable bool) *Application {
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a.Lock()
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defer a.Unlock()
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if enable != a.enableMouse && a.screen != nil {
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if enable {
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a.screen.EnableMouse()
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} else {
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a.screen.DisableMouse()
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}
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}
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a.enableMouse = enable
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return a
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}
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// Run starts the application and thus the event loop. This function returns
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// when Stop() was called.
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func (a *Application) Run() error {
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var (
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err, appErr error
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lastRedraw time.Time // The time the screen was last redrawn.
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redrawTimer *time.Timer // A timer to schedule the next redraw.
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)
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a.Lock()
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// Make a screen if there is none yet.
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if a.screen == nil {
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a.screen, err = tcell.NewScreen()
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if err != nil {
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a.Unlock()
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return err
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}
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if err = a.screen.Init(); err != nil {
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a.Unlock()
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return err
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}
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if a.enableMouse {
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a.screen.EnableMouse()
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}
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}
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// We catch panics to clean up because they mess up the terminal.
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defer func() {
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if p := recover(); p != nil {
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if a.screen != nil {
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a.screen.Fini()
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}
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panic(p)
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}
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}()
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// Draw the screen for the first time.
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a.Unlock()
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a.draw()
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// Separate loop to wait for screen events.
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var wg sync.WaitGroup
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wg.Add(1)
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go func() {
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defer wg.Done()
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for {
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a.RLock()
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screen := a.screen
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a.RUnlock()
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if screen == nil {
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// We have no screen. Let's stop.
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a.QueueEvent(nil)
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break
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}
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// Wait for next event and queue it.
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event := screen.PollEvent()
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if event != nil {
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// Regular event. Queue.
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a.QueueEvent(event)
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continue
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}
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// A screen was finalized (event is nil). Wait for a new scren.
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screen = <-a.screenReplacement
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if screen == nil {
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// No new screen. We're done.
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a.QueueEvent(nil)
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return
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}
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// We have a new screen. Keep going.
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a.Lock()
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a.screen = screen
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enableMouse := a.enableMouse
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a.Unlock()
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// Initialize and draw this screen.
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if err := screen.Init(); err != nil {
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panic(err)
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}
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if enableMouse {
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screen.EnableMouse()
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}
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a.draw()
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}
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}()
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// Start event loop.
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EventLoop:
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for {
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select {
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case event := <-a.events:
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if event == nil {
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break EventLoop
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}
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switch event := event.(type) {
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case *tcell.EventKey:
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a.RLock()
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root := a.root
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inputCapture := a.inputCapture
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a.RUnlock()
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// Intercept keys.
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var draw bool
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originalEvent := event
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if inputCapture != nil {
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event = inputCapture(event)
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if event == nil {
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a.draw()
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continue // Don't forward event.
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}
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draw = true
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}
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// Ctrl-C closes the application.
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if event == originalEvent && event.Key() == tcell.KeyCtrlC {
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a.Stop()
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break
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}
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// Pass other key events to the root primitive.
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if root != nil && root.HasFocus() {
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if handler := root.InputHandler(); handler != nil {
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handler(event, func(p Primitive) {
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a.SetFocus(p)
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})
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draw = true
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}
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}
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// Redraw.
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if draw {
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a.draw()
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}
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case *tcell.EventResize:
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if time.Since(lastRedraw) < redrawPause {
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if redrawTimer != nil {
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redrawTimer.Stop()
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}
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redrawTimer = time.AfterFunc(redrawPause, func() {
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a.events <- event
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})
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}
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a.RLock()
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screen := a.screen
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a.RUnlock()
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if screen == nil {
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continue
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}
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lastRedraw = time.Now()
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screen.Clear()
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a.draw()
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case *tcell.EventMouse:
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consumed, isMouseDownAction := a.fireMouseActions(event)
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if consumed {
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a.draw()
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}
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a.lastMouseButtons = event.Buttons()
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if isMouseDownAction {
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a.mouseDownX, a.mouseDownY = event.Position()
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}
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case *tcell.EventError:
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appErr = event
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a.Stop()
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}
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// If we have updates, now is the time to execute them.
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case update := <-a.updates:
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update.f()
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if update.done != nil {
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update.done <- struct{}{}
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}
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}
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}
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// Wait for the event loop to finish.
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wg.Wait()
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a.screen = nil
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return appErr
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}
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// fireMouseActions analyzes the provided mouse event, derives mouse actions
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// from it and then forwards them to the corresponding primitives.
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func (a *Application) fireMouseActions(event *tcell.EventMouse) (consumed, isMouseDownAction bool) {
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// We want to relay follow-up events to the same target primitive.
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var targetPrimitive Primitive
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// Helper function to fire a mouse action.
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fire := func(action MouseAction) {
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switch action {
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case MouseLeftDown, MouseMiddleDown, MouseRightDown:
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isMouseDownAction = true
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}
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// Intercept event.
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if a.mouseCapture != nil {
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event, action = a.mouseCapture(event, action)
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if event == nil {
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consumed = true
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return // Don't forward event.
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}
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}
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// Determine the target primitive.
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var primitive, capturingPrimitive Primitive
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if a.mouseCapturingPrimitive != nil {
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primitive = a.mouseCapturingPrimitive
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targetPrimitive = a.mouseCapturingPrimitive
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} else if targetPrimitive != nil {
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primitive = targetPrimitive
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} else {
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primitive = a.root
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}
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if primitive != nil {
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if handler := primitive.MouseHandler(); handler != nil {
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var wasConsumed bool
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wasConsumed, capturingPrimitive = handler(action, event, func(p Primitive) {
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a.SetFocus(p)
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})
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if wasConsumed {
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consumed = true
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}
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}
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}
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a.mouseCapturingPrimitive = capturingPrimitive
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}
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x, y := event.Position()
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buttons := event.Buttons()
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clickMoved := x != a.mouseDownX || y != a.mouseDownY
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buttonChanges := buttons ^ a.lastMouseButtons
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if x != a.lastMouseX || y != a.lastMouseY {
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fire(MouseMove)
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a.lastMouseX = x
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a.lastMouseY = y
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}
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for _, buttonEvent := range []struct {
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button tcell.ButtonMask
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down, up, click, dclick MouseAction
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}{
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{tcell.ButtonPrimary, MouseLeftDown, MouseLeftUp, MouseLeftClick, MouseLeftDoubleClick},
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{tcell.ButtonMiddle, MouseMiddleDown, MouseMiddleUp, MouseMiddleClick, MouseMiddleDoubleClick},
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{tcell.ButtonSecondary, MouseRightDown, MouseRightUp, MouseRightClick, MouseRightDoubleClick},
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} {
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if buttonChanges&buttonEvent.button != 0 {
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if buttons&buttonEvent.button != 0 {
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fire(buttonEvent.down)
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} else {
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fire(buttonEvent.up) // A user override might set event to nil.
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if !clickMoved && event != nil {
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if a.lastMouseClick.Add(DoubleClickInterval).Before(time.Now()) {
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fire(buttonEvent.click)
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a.lastMouseClick = time.Now()
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} else {
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fire(buttonEvent.dclick)
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a.lastMouseClick = time.Time{} // reset
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}
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}
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}
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}
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}
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for _, wheelEvent := range []struct {
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button tcell.ButtonMask
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action MouseAction
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}{
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{tcell.WheelUp, MouseScrollUp},
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{tcell.WheelDown, MouseScrollDown},
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{tcell.WheelLeft, MouseScrollLeft},
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{tcell.WheelRight, MouseScrollRight}} {
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if buttons&wheelEvent.button != 0 {
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fire(wheelEvent.action)
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}
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}
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return consumed, isMouseDownAction
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}
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// Stop stops the application, causing Run() to return.
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func (a *Application) Stop() {
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a.Lock()
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defer a.Unlock()
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screen := a.screen
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if screen == nil {
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return
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}
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a.screen = nil
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screen.Fini()
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a.screenReplacement <- nil
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}
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// Suspend temporarily suspends the application by exiting terminal UI mode and
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// invoking the provided function "f". When "f" returns, terminal UI mode is
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// entered again and the application resumes.
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//
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// A return value of true indicates that the application was suspended and "f"
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// was called. If false is returned, the application was already suspended,
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// terminal UI mode was not exited, and "f" was not called.
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func (a *Application) Suspend(f func()) bool {
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a.RLock()
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screen := a.screen
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a.RUnlock()
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if screen == nil {
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return false // Screen has not yet been initialized.
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}
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// Enter suspended mode.
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if err := screen.Suspend(); err != nil {
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return false // Suspension failed.
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}
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// Wait for "f" to return.
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f()
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// If the screen object has changed in the meantime, we need to do more.
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a.RLock()
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defer a.RUnlock()
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if a.screen != screen {
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// Calling Stop() while in suspend mode currently still leads to a
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// panic, see https://github.com/gdamore/tcell/issues/440.
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screen.Fini()
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if a.screen == nil {
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return true // If stop was called (a.screen is nil), we're done already.
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}
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} else {
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// It hasn't changed. Resume.
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screen.Resume() // Not much we can do in case of an error.
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}
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// Continue application loop.
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return true
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}
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// Draw refreshes the screen (during the next update cycle). It calls the Draw()
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// function of the application's root primitive and then syncs the screen
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// buffer. It is almost never necessary to call this function. It can actually
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// deadlock your application if you call it from the main thread (e.g. in a
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// callback function of a widget). Please see
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// https://github.com/rivo/tview/wiki/Concurrency for details.
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func (a *Application) Draw() *Application {
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a.QueueUpdate(func() {
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a.draw()
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})
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return a
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}
|
|
|
|
// ForceDraw refreshes the screen immediately. Use this function with caution as
|
|
// it may lead to race conditions with updates to primitives in other
|
|
// goroutines. It is always preferrable to call [Application.Draw] instead.
|
|
// Never call this function from a goroutine.
|
|
//
|
|
// It is safe to call this function during queued updates and direct event
|
|
// handling.
|
|
func (a *Application) ForceDraw() *Application {
|
|
return a.draw()
|
|
}
|
|
|
|
// draw actually does what Draw() promises to do.
|
|
func (a *Application) draw() *Application {
|
|
a.Lock()
|
|
defer a.Unlock()
|
|
|
|
screen := a.screen
|
|
root := a.root
|
|
fullscreen := a.rootFullscreen
|
|
before := a.beforeDraw
|
|
after := a.afterDraw
|
|
|
|
// Maybe we're not ready yet or not anymore.
|
|
if screen == nil || root == nil {
|
|
return a
|
|
}
|
|
|
|
// Resize if requested.
|
|
if fullscreen && root != nil {
|
|
width, height := screen.Size()
|
|
root.SetRect(0, 0, width, height)
|
|
}
|
|
|
|
// Clear screen to remove unwanted artifacts from the previous cycle.
|
|
screen.Clear()
|
|
|
|
// Call before handler if there is one.
|
|
if before != nil {
|
|
if before(screen) {
|
|
screen.Show()
|
|
return a
|
|
}
|
|
}
|
|
|
|
// Draw all primitives.
|
|
root.Draw(screen)
|
|
|
|
// Call after handler if there is one.
|
|
if after != nil {
|
|
after(screen)
|
|
}
|
|
|
|
// Sync screen.
|
|
screen.Show()
|
|
|
|
return a
|
|
}
|
|
|
|
// Sync forces a full re-sync of the screen buffer with the actual screen during
|
|
// the next event cycle. This is useful for when the terminal screen is
|
|
// corrupted so you may want to offer your users a keyboard shortcut to refresh
|
|
// the screen.
|
|
func (a *Application) Sync() *Application {
|
|
a.updates <- queuedUpdate{f: func() {
|
|
a.RLock()
|
|
screen := a.screen
|
|
a.RUnlock()
|
|
if screen == nil {
|
|
return
|
|
}
|
|
screen.Sync()
|
|
}}
|
|
return a
|
|
}
|
|
|
|
// SetBeforeDrawFunc installs a callback function which is invoked just before
|
|
// the root primitive is drawn during screen updates. If the function returns
|
|
// true, drawing will not continue, i.e. the root primitive will not be drawn
|
|
// (and an after-draw-handler will not be called).
|
|
//
|
|
// Note that the screen is not cleared by the application. To clear the screen,
|
|
// you may call screen.Clear().
|
|
//
|
|
// Provide nil to uninstall the callback function.
|
|
func (a *Application) SetBeforeDrawFunc(handler func(screen tcell.Screen) bool) *Application {
|
|
a.beforeDraw = handler
|
|
return a
|
|
}
|
|
|
|
// GetBeforeDrawFunc returns the callback function installed with
|
|
// SetBeforeDrawFunc() or nil if none has been installed.
|
|
func (a *Application) GetBeforeDrawFunc() func(screen tcell.Screen) bool {
|
|
return a.beforeDraw
|
|
}
|
|
|
|
// SetAfterDrawFunc installs a callback function which is invoked after the root
|
|
// primitive was drawn during screen updates.
|
|
//
|
|
// Provide nil to uninstall the callback function.
|
|
func (a *Application) SetAfterDrawFunc(handler func(screen tcell.Screen)) *Application {
|
|
a.afterDraw = handler
|
|
return a
|
|
}
|
|
|
|
// GetAfterDrawFunc returns the callback function installed with
|
|
// SetAfterDrawFunc() or nil if none has been installed.
|
|
func (a *Application) GetAfterDrawFunc() func(screen tcell.Screen) {
|
|
return a.afterDraw
|
|
}
|
|
|
|
// SetRoot sets the root primitive for this application. If "fullscreen" is set
|
|
// to true, the root primitive's position will be changed to fill the screen.
|
|
//
|
|
// This function must be called at least once or nothing will be displayed when
|
|
// the application starts.
|
|
//
|
|
// It also calls SetFocus() on the primitive.
|
|
func (a *Application) SetRoot(root Primitive, fullscreen bool) *Application {
|
|
a.Lock()
|
|
a.root = root
|
|
a.rootFullscreen = fullscreen
|
|
if a.screen != nil {
|
|
a.screen.Clear()
|
|
}
|
|
a.Unlock()
|
|
|
|
a.SetFocus(root)
|
|
|
|
return a
|
|
}
|
|
|
|
// ResizeToFullScreen resizes the given primitive such that it fills the entire
|
|
// screen.
|
|
func (a *Application) ResizeToFullScreen(p Primitive) *Application {
|
|
a.RLock()
|
|
width, height := a.screen.Size()
|
|
a.RUnlock()
|
|
p.SetRect(0, 0, width, height)
|
|
return a
|
|
}
|
|
|
|
// SetFocus sets the focus to a new primitive. All key events will be directed
|
|
// down the hierarchy (starting at the root) until a primitive handles them,
|
|
// which per default goes towards the focused primitive.
|
|
//
|
|
// Blur() will be called on the previously focused primitive. Focus() will be
|
|
// called on the new primitive.
|
|
func (a *Application) SetFocus(p Primitive) *Application {
|
|
a.Lock()
|
|
if a.focus != nil {
|
|
a.focus.Blur()
|
|
}
|
|
a.focus = p
|
|
if a.screen != nil {
|
|
a.screen.HideCursor()
|
|
}
|
|
a.Unlock()
|
|
if p != nil {
|
|
p.Focus(func(p Primitive) {
|
|
a.SetFocus(p)
|
|
})
|
|
}
|
|
|
|
return a
|
|
}
|
|
|
|
// GetFocus returns the primitive which has the current focus. If none has it,
|
|
// nil is returned.
|
|
func (a *Application) GetFocus() Primitive {
|
|
a.RLock()
|
|
defer a.RUnlock()
|
|
return a.focus
|
|
}
|
|
|
|
// QueueUpdate is used to synchronize access to primitives from non-main
|
|
// goroutines. The provided function will be executed as part of the event loop
|
|
// and thus will not cause race conditions with other such update functions or
|
|
// the Draw() function.
|
|
//
|
|
// Note that Draw() is not implicitly called after the execution of f as that
|
|
// may not be desirable. You can call Draw() from f if the screen should be
|
|
// refreshed after each update. Alternatively, use QueueUpdateDraw() to follow
|
|
// up with an immediate refresh of the screen.
|
|
//
|
|
// This function returns after f has executed.
|
|
func (a *Application) QueueUpdate(f func()) *Application {
|
|
ch := make(chan struct{})
|
|
a.updates <- queuedUpdate{f: f, done: ch}
|
|
<-ch
|
|
return a
|
|
}
|
|
|
|
// QueueUpdateDraw works like QueueUpdate() except it refreshes the screen
|
|
// immediately after executing f.
|
|
func (a *Application) QueueUpdateDraw(f func()) *Application {
|
|
a.QueueUpdate(func() {
|
|
f()
|
|
a.draw()
|
|
})
|
|
return a
|
|
}
|
|
|
|
// QueueEvent sends an event to the Application event loop.
|
|
//
|
|
// It is not recommended for event to be nil.
|
|
func (a *Application) QueueEvent(event tcell.Event) *Application {
|
|
a.events <- event
|
|
return a
|
|
}
|