/*
* This file is part of lanterna (http://code.google.com/p/lanterna/).
*
* lanterna is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program. If not, see .
*
* Copyright (C) 2010-2015 Martin
*/
package com.googlecode.lanterna.gui2;
import com.googlecode.lanterna.TextCharacter;
import com.googlecode.lanterna.graphics.BasicTextImage;
import com.googlecode.lanterna.graphics.TextImage;
import com.googlecode.lanterna.input.KeyStroke;
import com.googlecode.lanterna.input.KeyType;
import com.googlecode.lanterna.screen.Screen;
import com.googlecode.lanterna.TerminalPosition;
import com.googlecode.lanterna.TerminalSize;
import com.googlecode.lanterna.TextColor;
import com.googlecode.lanterna.screen.VirtualScreen;
import java.io.EOFException;
import java.io.IOException;
import java.util.*;
/**
* This is the main Text GUI implementation built into Lanterna, supporting multiple tiled windows and a dynamic
* background area that can be fully customized. If you want to create a text-based GUI with windows and controls,
* it's very likely this is what you want to use.
*
* @author Martin
*/
public class MultiWindowTextGUI extends AbstractTextGUI implements WindowBasedTextGUI {
private final VirtualScreen virtualScreen;
private final WindowManager windowManager;
private final BasePane backgroundPane;
private final List windows;
private final IdentityHashMap windowRenderBufferCache;
private final WindowPostRenderer postRenderer;
private Window activeWindow;
private boolean eofWhenNoWindows;
/**
* Creates a new {@code MultiWindowTextGUI} that uses the specified {@code Screen} as the backend for all drawing
* operations. The screen will be automatically wrapped in a {@code VirtualScreen} in order to deal with GUIs
* becoming too big to fit the terminal. The background area of the GUI will be solid blue.
* @param screen Screen to use as the backend for drawing operations
*/
public MultiWindowTextGUI(Screen screen) {
this(screen, TextColor.ANSI.BLUE);
}
/**
* Creates a new {@code MultiWindowTextGUI} that uses the specified {@code Screen} as the backend for all drawing
* operations. The screen will be automatically wrapped in a {@code VirtualScreen} in order to deal with GUIs
* becoming too big to fit the terminal. The background area of the GUI will be solid blue
* @param guiThreadFactory Factory implementation to use when creating the {@code TextGUIThread}
* @param screen Screen to use as the backend for drawing operations
*/
public MultiWindowTextGUI(TextGUIThreadFactory guiThreadFactory, Screen screen) {
this(guiThreadFactory,
screen,
new DefaultWindowManager(),
new WindowShadowRenderer(),
new EmptySpace(TextColor.ANSI.BLUE));
}
/**
* Creates a new {@code MultiWindowTextGUI} that uses the specified {@code Screen} as the backend for all drawing
* operations. The screen will be automatically wrapped in a {@code VirtualScreen} in order to deal with GUIs
* becoming too big to fit the terminal. The background area of the GUI is a solid color as decided by the
* {@code backgroundColor} parameter.
* @param screen Screen to use as the backend for drawing operations
* @param backgroundColor Color to use for the GUI background
*/
public MultiWindowTextGUI(
Screen screen,
TextColor backgroundColor) {
this(screen, new DefaultWindowManager(), new EmptySpace(backgroundColor));
}
/**
* Creates a new {@code MultiWindowTextGUI} that uses the specified {@code Screen} as the backend for all drawing
* operations. The screen will be automatically wrapped in a {@code VirtualScreen} in order to deal with GUIs
* becoming too big to fit the terminal. The background area of the GUI is the component passed in as the
* {@code background} parameter, forced to full size.
* @param screen Screen to use as the backend for drawing operations
* @param windowManager Window manager implementation to use
* @param background Component to use as the background of the GUI, behind all the windows
*/
public MultiWindowTextGUI(
Screen screen,
WindowManager windowManager,
Component background) {
this(screen, windowManager, new WindowShadowRenderer(), background);
}
/**
* Creates a new {@code MultiWindowTextGUI} that uses the specified {@code Screen} as the backend for all drawing
* operations. The screen will be automatically wrapped in a {@code VirtualScreen} in order to deal with GUIs
* becoming too big to fit the terminal. The background area of the GUI is the component passed in as the
* {@code background} parameter, forced to full size.
* @param screen Screen to use as the backend for drawing operations
* @param windowManager Window manager implementation to use
* @param postRenderer {@code WindowPostRenderer} object to invoke after each window has been drawn
* @param background Component to use as the background of the GUI, behind all the windows
*/
public MultiWindowTextGUI(
Screen screen,
WindowManager windowManager,
WindowPostRenderer postRenderer,
Component background) {
this(new SameTextGUIThread.Factory(), screen, windowManager, postRenderer, background);
}
/**
* Creates a new {@code MultiWindowTextGUI} that uses the specified {@code Screen} as the backend for all drawing
* operations. The screen will be automatically wrapped in a {@code VirtualScreen} in order to deal with GUIs
* becoming too big to fit the terminal. The background area of the GUI is the component passed in as the
* {@code background} parameter, forced to full size.
* @param guiThreadFactory Factory implementation to use when creating the {@code TextGUIThread}
* @param screen Screen to use as the backend for drawing operations
* @param windowManager Window manager implementation to use
* @param postRenderer {@code WindowPostRenderer} object to invoke after each window has been drawn
* @param background Component to use as the background of the GUI, behind all the windows
*/
public MultiWindowTextGUI(
TextGUIThreadFactory guiThreadFactory,
Screen screen,
WindowManager windowManager,
WindowPostRenderer postRenderer,
Component background) {
this(guiThreadFactory, new VirtualScreen(screen), windowManager, postRenderer, background);
}
private MultiWindowTextGUI(
TextGUIThreadFactory guiThreadFactory,
VirtualScreen screen,
WindowManager windowManager,
WindowPostRenderer postRenderer,
Component background) {
super(guiThreadFactory, screen);
if(windowManager == null) {
throw new IllegalArgumentException("Creating a window-based TextGUI requires a WindowManager");
}
if(background == null) {
//Use a sensible default instead of throwing
background = new EmptySpace(TextColor.ANSI.BLUE);
}
this.virtualScreen = screen;
this.windowManager = windowManager;
this.backgroundPane = new AbstractBasePane() {
@Override
public TextGUI getTextGUI() {
return MultiWindowTextGUI.this;
}
@Override
public TerminalPosition toGlobal(TerminalPosition localPosition) {
return localPosition;
}
public TerminalPosition fromGlobal(TerminalPosition globalPosition) {
return globalPosition;
}
};
this.backgroundPane.setComponent(background);
this.windows = new LinkedList();
this.windowRenderBufferCache = new IdentityHashMap();
this.postRenderer = postRenderer;
this.eofWhenNoWindows = false;
}
@Override
public synchronized boolean isPendingUpdate() {
for(Window window: windows) {
if(window.isInvalid()) {
return true;
}
}
return super.isPendingUpdate() || backgroundPane.isInvalid() || windowManager.isInvalid();
}
@Override
public synchronized void updateScreen() throws IOException {
TerminalSize minimumTerminalSize = TerminalSize.ZERO;
for(Window window: windows) {
if(window.isVisible()) {
if (window.getHints().contains(Window.Hint.FULL_SCREEN) ||
window.getHints().contains(Window.Hint.FIT_TERMINAL_WINDOW) ||
window.getHints().contains(Window.Hint.EXPANDED)) {
//Don't take full screen windows or auto-sized windows into account
continue;
}
TerminalPosition lastPosition = window.getPosition();
minimumTerminalSize = minimumTerminalSize.max(
//Add position to size to get the bottom-right corner of the window
window.getDecoratedSize().withRelative(
Math.max(lastPosition.getColumn(), 0),
Math.max(lastPosition.getRow(), 0)));
}
}
virtualScreen.setMinimumSize(minimumTerminalSize);
super.updateScreen();
}
@Override
protected synchronized KeyStroke readKeyStroke() throws IOException {
KeyStroke keyStroke = super.pollInput();
if(eofWhenNoWindows && keyStroke == null && windows.isEmpty()) {
return new KeyStroke(KeyType.EOF);
}
else if(keyStroke != null) {
return keyStroke;
}
else {
return super.readKeyStroke();
}
}
@Override
protected synchronized void drawGUI(TextGUIGraphics graphics) {
backgroundPane.draw(graphics);
getWindowManager().prepareWindows(this, Collections.unmodifiableList(windows), graphics.getSize());
for(Window window: windows) {
if (window.isVisible()) {
// First draw windows to a buffer, then copy it to the real destination. This is to make physical off-screen
// drawing work better. Store the buffers in a cache so we don't have to re-create them every time.
TextImage textImage = windowRenderBufferCache.get(window);
if (textImage == null || !textImage.getSize().equals(window.getDecoratedSize())) {
textImage = new BasicTextImage(window.getDecoratedSize());
windowRenderBufferCache.put(window, textImage);
}
TextGUIGraphics windowGraphics = new TextGUIGraphics(this, textImage.newTextGraphics(), graphics.getTheme());
TerminalPosition contentOffset = TerminalPosition.TOP_LEFT_CORNER;
if (!window.getHints().contains(Window.Hint.NO_DECORATIONS)) {
WindowDecorationRenderer decorationRenderer = getWindowManager().getWindowDecorationRenderer(window);
windowGraphics = decorationRenderer.draw(this, windowGraphics, window);
contentOffset = decorationRenderer.getOffset(window);
}
window.draw(windowGraphics);
window.setContentOffset(contentOffset);
Borders.joinLinesWithFrame(windowGraphics);
graphics.drawImage(window.getPosition(), textImage);
if (postRenderer != null && !window.getHints().contains(Window.Hint.NO_POST_RENDERING)) {
postRenderer.postRender(graphics, this, window);
}
}
}
// Purge the render buffer cache from windows that have been removed
windowRenderBufferCache.keySet().retainAll(windows);
}
@Override
public synchronized TerminalPosition getCursorPosition() {
Window activeWindow = getActiveWindow();
if(activeWindow != null) {
return activeWindow.toGlobal(activeWindow.getCursorPosition());
}
else {
return backgroundPane.getCursorPosition();
}
}
/**
* Sets whether the TextGUI should return EOF when you try to read input while there are no windows in the window
* manager. Setting this to true (on by default) will make the GUI automatically exit when the last window has been
* closed.
* @param eofWhenNoWindows Should the GUI return EOF when there are no windows left
*/
public void setEOFWhenNoWindows(boolean eofWhenNoWindows) {
this.eofWhenNoWindows = eofWhenNoWindows;
}
/**
* Returns whether the TextGUI should return EOF when you try to read input while there are no windows in the window
* manager. When this is true (true by default) will make the GUI automatically exit when the last window has been
* closed.
* @return Should the GUI return EOF when there are no windows left
*/
public boolean isEOFWhenNoWindows() {
return eofWhenNoWindows;
}
@Override
public synchronized Interactable getFocusedInteractable() {
Window activeWindow = getActiveWindow();
if(activeWindow != null) {
return activeWindow.getFocusedInteractable();
}
else {
return backgroundPane.getFocusedInteractable();
}
}
@Override
public synchronized boolean handleInput(KeyStroke keyStroke) {
Window activeWindow = getActiveWindow();
if(activeWindow != null) {
return activeWindow.handleInput(keyStroke);
}
else {
return backgroundPane.handleInput(keyStroke);
}
}
@Override
public WindowManager getWindowManager() {
return windowManager;
}
@Override
public synchronized WindowBasedTextGUI addWindow(Window window) {
//To protect against NPE if the user forgot to set a content component
if(window.getComponent() == null) {
window.setComponent(new EmptySpace(TerminalSize.ONE));
}
if(window.getTextGUI() != null) {
window.getTextGUI().removeWindow(window);
}
window.setTextGUI(this);
windowManager.onAdded(this, window, windows);
if(!windows.contains(window)) {
windows.add(window);
}
if(!window.getHints().contains(Window.Hint.NO_FOCUS)) {
setActiveWindow(window);
}
invalidate();
return this;
}
@Override
public WindowBasedTextGUI addWindowAndWait(Window window) {
addWindow(window);
window.waitUntilClosed();
return this;
}
@Override
public synchronized WindowBasedTextGUI removeWindow(Window window) {
if(!windows.remove(window)) {
//Didn't contain this window
return this;
}
window.setTextGUI(null);
windowManager.onRemoved(this, window, windows);
if(activeWindow == window) {
//Go backward in reverse and find the first suitable window
for(int index = windows.size() - 1; index >= 0; index--) {
Window candidate = windows.get(index);
if(!candidate.getHints().contains(Window.Hint.NO_FOCUS)) {
setActiveWindow(candidate);
break;
}
}
}
invalidate();
return this;
}
@Override
public void waitForWindowToClose(Window window) {
while(window.getTextGUI() != null) {
boolean sleep = true;
TextGUIThread guiThread = getGUIThread();
if(Thread.currentThread() == guiThread.getThread()) {
try {
sleep = !guiThread.processEventsAndUpdate();
}
catch(EOFException ignore) {
//The GUI has closed so allow exit
break;
}
catch(IOException e) {
throw new RuntimeException("Unexpected IOException while waiting for window to close", e);
}
}
if(sleep) {
try {
Thread.sleep(1);
}
catch(InterruptedException ignore) {}
}
}
}
@Override
public synchronized Collection getWindows() {
return Collections.unmodifiableList(new ArrayList(windows));
}
@Override
public synchronized MultiWindowTextGUI setActiveWindow(Window activeWindow) {
this.activeWindow = activeWindow;
return this;
}
@Override
public synchronized Window getActiveWindow() {
return activeWindow;
}
@Override
public BasePane getBackgroundPane() {
return backgroundPane;
}
@Override
public Screen getScreen() {
return virtualScreen;
}
@Override
public WindowPostRenderer getWindowPostRenderer() {
return postRenderer;
}
@Override
public synchronized WindowBasedTextGUI moveToTop(Window window) {
if(!windows.contains(window)) {
throw new IllegalArgumentException("Window " + window + " isn't in MultiWindowTextGUI " + this);
}
windows.remove(window);
windows.add(window);
invalidate();
return this;
}
/**
* Switches the active window by cyclically shuffling the window list. If {@code reverse} parameter is {@code false}
* then the current top window is placed at the bottom of the stack and the window immediately behind it is the new
* top. If {@code reverse} is set to {@code true} then the window at the bottom of the stack is moved up to the
* front and the previous top window will be immediately below it
* @param reverse Direction to cycle through the windows
* @return Itself
*/
public synchronized WindowBasedTextGUI cycleActiveWindow(boolean reverse) {
if(windows.isEmpty() || windows.size() == 1 || activeWindow.getHints().contains(Window.Hint.MODAL)) {
return this;
}
Window originalActiveWindow = activeWindow;
Window nextWindow = getNextWindow(reverse, originalActiveWindow);
while(nextWindow.getHints().contains(Window.Hint.NO_FOCUS)) {
nextWindow = getNextWindow(reverse, nextWindow);
if(nextWindow == originalActiveWindow) {
return this;
}
}
if(reverse) {
moveToTop(nextWindow);
}
else {
windows.remove(originalActiveWindow);
windows.add(0, originalActiveWindow);
}
setActiveWindow(nextWindow);
return this;
}
private Window getNextWindow(boolean reverse, Window window) {
int index = windows.indexOf(window);
if(reverse) {
if(++index >= windows.size()) {
index = 0;
}
}
else {
if(--index < 0) {
index = windows.size() - 1;
}
}
return windows.get(index);
}
}