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tview/application.go

445 lines
11 KiB
Go

package tview
import (
"fmt"
"os"
"sync"
"github.com/gdamore/tcell"
)
// Application represents the top node of an application.
//
// It is not strictly required to use this class as none of the other classes
// depend on it. However, it provides useful tools to set up an application and
// plays nicely with all widgets.
type Application struct {
sync.RWMutex
// The application's screen.
screen tcell.Screen
// Indicates whether the application's screen is currently active.
running bool
// The primitive which currently has the keyboard focus.
focus Primitive
// The root primitive to be seen on the screen.
root Primitive
// Whether or not the application resizes the root primitive.
rootFullscreen bool
// An optional capture function which receives a key event and returns the
// event to be forwarded to the default input handler (nil if nothing should
// be forwarded).
inputCapture func(event *tcell.EventKey) *tcell.EventKey
// An optional callback function which is invoked just before the root
// primitive is drawn.
beforeDraw func(screen tcell.Screen) bool
// An optional callback function which is invoked after the root primitive
// was drawn.
afterDraw func(screen tcell.Screen)
// Halts the event loop during suspended mode.
suspendMutex sync.Mutex
// Used to send screen events from separate goroutine to main event loop
events chan tcell.Event
// Used to send primitive updates from separate goroutines to the main event loop
updates chan func()
}
// NewApplication creates and returns a new application.
func NewApplication() *Application {
return &Application{
events: make(chan tcell.Event, 100),
updates: make(chan func(), 100),
}
}
// SetInputCapture sets a function which captures all key events before they are
// forwarded to the key event handler of the primitive which currently has
// focus. This function can then choose to forward that key event (or a
// different one) by returning it or stop the key event processing by returning
// nil.
//
// Note that this also affects the default event handling of the application
// itself: Such a handler can intercept the Ctrl-C event which closes the
// applicatoon.
func (a *Application) SetInputCapture(capture func(event *tcell.EventKey) *tcell.EventKey) *Application {
a.inputCapture = capture
return a
}
// GetInputCapture returns the function installed with SetInputCapture() or nil
// if no such function has been installed.
func (a *Application) GetInputCapture() func(event *tcell.EventKey) *tcell.EventKey {
return a.inputCapture
}
// SetScreen allows you to provide your own tcell.Screen object. For most
// applications, this is not needed and you should be familiar with
// tcell.Screen when using this function. Run() will call Init() and Fini() on
// the provided screen object.
//
// This function is typically called before calling Run(). Calling it while an
// application is running will switch the application to the new screen. Fini()
// will be called on the old screen and Init() on the new screen (errors
// returned by Init() will lead to a panic).
//
// Note that calling Suspend() will invoke Fini() on your screen object and it
// will not be restored when suspended mode ends. Instead, a new default screen
// object will be created.
func (a *Application) SetScreen(screen tcell.Screen) *Application {
a.Lock()
defer a.Unlock()
if a.running {
a.screen.Fini()
}
a.screen = screen
if a.running {
if err := a.screen.Init(); err != nil {
panic(err)
}
}
return a
}
// Run starts the application and thus the event loop. This function returns
// when Stop() was called.
func (a *Application) Run() error {
var err error
a.Lock()
// Make a screen if there is none yet.
if a.screen == nil {
a.screen, err = tcell.NewScreen()
if err != nil {
a.Unlock()
return err
}
}
if err = a.screen.Init(); err != nil {
a.Unlock()
return err
}
a.running = true
// We catch panics to clean up because they mess up the terminal.
defer func() {
if p := recover(); p != nil {
if a.screen != nil {
a.screen.Fini()
}
a.running = false
panic(p)
}
}()
// Draw the screen for the first time.
a.Unlock()
a.Draw()
// Separate loop to wait for screen events
go func() {
for {
// Do not poll events during suspend mode
a.suspendMutex.Lock()
a.RLock()
screen := a.screen
a.RUnlock()
if screen == nil {
a.suspendMutex.Unlock()
// send signal to stop main event loop
a.QueueEvent(nil)
break
}
// Wait for next event.
a.QueueEvent(screen.PollEvent())
a.suspendMutex.Unlock()
}
}()
// Start event loop.
loop:
for {
select {
case event := <-a.events:
if event == nil {
// The screen was finalized. Exit the loop.
break loop
}
switch event := event.(type) {
case *tcell.EventKey:
a.RLock()
p := a.focus
a.RUnlock()
// Intercept keys.
if a.inputCapture != nil {
event = a.inputCapture(event)
if event == nil {
break loop // Don't forward event.
}
}
// Ctrl-C closes the application.
if event.Key() == tcell.KeyCtrlC {
a.Stop()
}
// Pass other key events to the currently focused primitive.
if p != nil {
if handler := p.InputHandler(); handler != nil {
handler(event, func(p Primitive) {
a.SetFocus(p)
})
a.Draw()
}
}
case *tcell.EventResize:
a.RLock()
screen := a.screen
a.RUnlock()
screen.Clear()
a.Draw()
}
case updater := <-a.updates:
updater()
a.Draw()
}
}
return nil
}
// Stop stops the application, causing Run() to return.
func (a *Application) Stop() {
a.Lock()
defer a.Unlock()
if a.screen == nil {
return
}
a.screen.Fini()
a.screen = nil
a.running = false
}
// Suspend temporarily suspends the application by exiting terminal UI mode and
// invoking the provided function "f". When "f" returns, terminal UI mode is
// entered again and the application resumes.
//
// A return value of true indicates that the application was suspended and "f"
// was called. If false is returned, the application was already suspended,
// terminal UI mode was not exited, and "f" was not called.
func (a *Application) Suspend(f func()) bool {
a.RLock()
if a.screen == nil {
// Screen has not yet been initialized.
a.RUnlock()
return false
}
// Enter suspended mode.
a.suspendMutex.Lock()
defer a.suspendMutex.Unlock()
a.RUnlock()
a.Stop()
// Deal with panics during suspended mode. Exit the program.
defer func() {
if p := recover(); p != nil {
fmt.Println(p)
os.Exit(1)
}
}()
// Wait for "f" to return.
f()
// Make a new screen and redraw.
a.Lock()
var err error
a.screen, err = tcell.NewScreen()
if err != nil {
a.Unlock()
panic(err)
}
if err = a.screen.Init(); err != nil {
a.Unlock()
panic(err)
}
a.running = true
a.Unlock()
a.Draw()
// Continue application loop.
return true
}
// Draw refreshes the screen. It calls the Draw() function of the application's
// root primitive and then syncs the screen buffer.
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)
}
// 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
}
// 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 on a new primitive. All key events will be redirected
// to that primitive. Callers must ensure that the primitive will handle key
// events.
//
// 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 changes to primitives by carrying an update function from separate goroutine to the Application event loop via channel
func (a *Application) QueueUpdate(f func()) *Application {
a.updates <- f
return a
}
// QueueEvent takes an Event instance and sends it to the Application event loop via channel
func (a *Application) QueueEvent(e tcell.Event) *Application {
a.events <- e
return a
}