mirror of
https://github.com/rivo/tview.git
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506 lines
13 KiB
Go
506 lines
13 KiB
Go
package tview
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import (
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"sync"
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"github.com/gdamore/tcell"
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)
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// The size of the event/update/redraw channels.
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const queueSize = 100
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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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// 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 func()
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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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}
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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 func(), 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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// Note that this also affects the default event handling of the application
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// itself: Such a handler can intercept the Ctrl-C event which closes the
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// applicatoon.
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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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// 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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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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// 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 err error
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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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}
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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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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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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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p := a.focus
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inputCapture := a.inputCapture
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a.RUnlock()
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// Intercept keys.
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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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}
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// Ctrl-C closes the application.
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if event.Key() == tcell.KeyCtrlC {
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a.Stop()
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}
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// Pass other key events to the currently focused primitive.
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if p != nil {
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if handler := p.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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a.draw()
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}
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}
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case *tcell.EventResize:
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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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screen.Clear()
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a.draw()
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}
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// If we have updates, now is the time to execute them.
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case updater := <-a.updates:
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updater()
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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 nil
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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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screen.Fini()
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// Wait for "f" to return.
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f()
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// Make a new screen.
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var err error
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screen, err = tcell.NewScreen()
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if err != nil {
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panic(err)
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}
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a.screenReplacement <- screen
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// One key event will get lost, see https://github.com/gdamore/tcell/issues/194
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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.
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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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}
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// ForceDraw refreshes the screen immediately. Use this function with caution as
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// it may lead to race conditions with updates to primitives in other
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// goroutines. It is always preferrable to use Draw() instead. Never call this
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// function from a goroutine.
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//
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// It is safe to call this function during queued updates and direct event
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// handling.
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func (a *Application) ForceDraw() *Application {
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return a.draw()
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}
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// draw actually does what Draw() promises to do.
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func (a *Application) draw() *Application {
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a.Lock()
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defer a.Unlock()
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screen := a.screen
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root := a.root
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fullscreen := a.rootFullscreen
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before := a.beforeDraw
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after := a.afterDraw
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// Maybe we're not ready yet or not anymore.
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if screen == nil || root == nil {
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return a
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}
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// Resize if requested.
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if fullscreen && root != nil {
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width, height := screen.Size()
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root.SetRect(0, 0, width, height)
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}
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// Call before handler if there is one.
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if before != nil {
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if before(screen) {
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screen.Show()
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return a
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}
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}
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// Draw all primitives.
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root.Draw(screen)
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// Call after handler if there is one.
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if after != nil {
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after(screen)
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}
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// Sync screen.
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screen.Show()
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return a
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}
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// SetBeforeDrawFunc installs a callback function which is invoked just before
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// the root primitive is drawn during screen updates. If the function returns
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// true, drawing will not continue, i.e. the root primitive will not be drawn
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// (and an after-draw-handler will not be called).
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//
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// Note that the screen is not cleared by the application. To clear the screen,
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// you may call screen.Clear().
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//
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// Provide nil to uninstall the callback function.
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func (a *Application) SetBeforeDrawFunc(handler func(screen tcell.Screen) bool) *Application {
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a.beforeDraw = handler
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return a
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}
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// GetBeforeDrawFunc returns the callback function installed with
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// SetBeforeDrawFunc() or nil if none has been installed.
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func (a *Application) GetBeforeDrawFunc() func(screen tcell.Screen) bool {
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return a.beforeDraw
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}
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// SetAfterDrawFunc installs a callback function which is invoked after the root
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// primitive was drawn during screen updates.
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//
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// Provide nil to uninstall the callback function.
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func (a *Application) SetAfterDrawFunc(handler func(screen tcell.Screen)) *Application {
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a.afterDraw = handler
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return a
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}
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// GetAfterDrawFunc returns the callback function installed with
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// SetAfterDrawFunc() or nil if none has been installed.
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func (a *Application) GetAfterDrawFunc() func(screen tcell.Screen) {
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return a.afterDraw
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}
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// SetRoot sets the root primitive for this application. If "fullscreen" is set
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// to true, the root primitive's position will be changed to fill the screen.
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//
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// This function must be called at least once or nothing will be displayed when
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// the application starts.
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//
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// It also calls SetFocus() on the primitive.
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func (a *Application) SetRoot(root Primitive, fullscreen bool) *Application {
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a.Lock()
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a.root = root
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a.rootFullscreen = fullscreen
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if a.screen != nil {
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a.screen.Clear()
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}
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a.Unlock()
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a.SetFocus(root)
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return a
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}
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// ResizeToFullScreen resizes the given primitive such that it fills the entire
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// screen.
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func (a *Application) ResizeToFullScreen(p Primitive) *Application {
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a.RLock()
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width, height := a.screen.Size()
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a.RUnlock()
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p.SetRect(0, 0, width, height)
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return a
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}
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// SetFocus sets the focus on a new primitive. All key events will be redirected
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// to that primitive. Callers must ensure that the primitive will handle key
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// events.
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//
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// Blur() will be called on the previously focused primitive. Focus() will be
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// called on the new primitive.
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func (a *Application) SetFocus(p Primitive) *Application {
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a.Lock()
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if a.focus != nil {
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a.focus.Blur()
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}
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a.focus = p
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if a.screen != nil {
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a.screen.HideCursor()
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}
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a.Unlock()
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if p != nil {
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p.Focus(func(p Primitive) {
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a.SetFocus(p)
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})
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}
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return a
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}
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// GetFocus returns the primitive which has the current focus. If none has it,
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// nil is returned.
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func (a *Application) GetFocus() Primitive {
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a.RLock()
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defer a.RUnlock()
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return a.focus
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}
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// QueueUpdate is used to synchronize access to primitives from non-main
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// goroutines. The provided function will be executed as part of the event loop
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// and thus will not cause race conditions with other such update functions or
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// the Draw() function.
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//
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// Note that Draw() is not implicitly called after the execution of f as that
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// may not be desirable. You can call Draw() from f if the screen should be
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// refreshed after each update. Alternatively, use QueueUpdateDraw() to follow
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// up with an immediate refresh of the screen.
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func (a *Application) QueueUpdate(f func()) *Application {
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a.updates <- f
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return a
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}
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// QueueUpdateDraw works like QueueUpdate() except it refreshes the screen
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// immediately after executing f.
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func (a *Application) QueueUpdateDraw(f func()) *Application {
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a.QueueUpdate(func() {
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f()
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a.draw()
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})
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return a
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}
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// QueueEvent sends an event to the Application event loop.
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//
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// It is not recommended for event to be nil.
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func (a *Application) QueueEvent(event tcell.Event) *Application {
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a.events <- event
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return a
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}
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