+++ /dev/null
-/*
- * 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 <http://www.gnu.org/licenses/>.
- *
- * Copyright (C) 2010-2015 Martin
- */
-package com.googlecode.lanterna.gui2;
-
-import com.googlecode.lanterna.TerminalPosition;
-import com.googlecode.lanterna.input.KeyStroke;
-
-/**
- * BasePane is the base container in a Text GUI. A text gui may have several base panes, although they are
- * always independent. One common example of this is a multi-window system where each window is a base pane. Think of
- * the base pane as a root container, the ultimate parent of all components added to a GUI. When you use
- * {@code MultiWindowTextGUI}, the background space behind the windows is a {@code BasePane} too, just like each of the
- * windows. They are all drawn separately and composited together. Every {@code BasePane} has a single component that
- * is drawn over the entire area the {@code BasePane} is occupying, it's very likely you want to set this component to
- * be a container of some sort, probably a {@code Panel}, that can host multiple child components.
- *
- * @see Panel
- * @author Martin
- */
-public interface BasePane extends Composite {
-
- /**
- * Returns the TextGUI this BasePane belongs to or {@code null} if none. One example of when this method returns
- * {@code null} is when calling it on a Window that hasn't been displayed yet.
- * @return The TextGUI this BasePane belongs to
- */
- TextGUI getTextGUI();
-
- /**
- * Called by the GUI system (or something imitating the GUI system) to draw the root container. The TextGUIGraphics
- * object should be used to perform the drawing operations.
- * @param graphics TextGraphics object to draw with
- */
- void draw(TextGUIGraphics graphics);
-
- /**
- * Checks if this root container (i.e. any of its child components) has signaled that what it's currently displaying
- * is out of date and needs re-drawing.
- * @return {@code true} if the container's content is invalid and needs redrawing, {@code false} otherwise
- */
- boolean isInvalid();
-
- /**
- * Invalidates the whole root container (including all of its child components) which will cause them all to be
- * recalculated (for containers) and redrawn.
- */
- void invalidate();
-
- /**
- * Called by the GUI system to delegate a keyboard input event. The root container will decide what to do with this
- * input, usually sending it to one of its sub-components, but if it isn't able to find any handler for this input
- * it should return {@code false} so that the GUI system can take further decisions on what to do with it.
- * @param key Keyboard input
- * @return {@code true} If the root container could handle the input, false otherwise
- */
- boolean handleInput(KeyStroke key);
-
- /**
- * Returns the component that is the content of the BasePane. This is probably the root of a hierarchy of nested
- * Panels but it could also be a single component.
- * @return Component which is the content of this BasePane
- */
- @Override
- Component getComponent();
-
- /**
- * Sets the top-level component inside this BasePane. If you want it to contain only one component, you can set it
- * directly, but for more complicated GUIs you probably want to create a hierarchy of panels and set the first one
- * here.
- * @param component Component which this BasePane is using as it's content
- */
- @Override
- void setComponent(Component component);
-
- /**
- * Returns the component in the root container that currently has input focus. There can only be one component at a
- * time being in focus.
- * @return Interactable component that is currently in receiving input focus
- */
- Interactable getFocusedInteractable();
-
- /**
- * Sets the component currently in focus within this root container, or sets no component in focus if {@code null}
- * is passed in.
- * @param interactable Interactable to focus, or {@code null} to clear focus
- */
- void setFocusedInteractable(Interactable interactable);
-
- /**
- * Returns the position of where to put the terminal cursor according to this root container. This is typically
- * derived from which component has focus, or {@code null} if no component has focus or if the root container doesn't
- * want the cursor to be visible. Note that the coordinates are in local coordinate space, relative to the top-left
- * corner of the root container. You can use your TextGUI implementation to translate these to global coordinates.
- * @return Local position of where to place the cursor, or {@code null} if the cursor shouldn't be visible
- */
- TerminalPosition getCursorPosition();
-
- /**
- * Returns a position in a root container's local coordinate space to global coordinates
- * @param localPosition The local position to translate
- * @return The local position translated to global coordinates
- */
- TerminalPosition toGlobal(TerminalPosition localPosition);
-
- /**
- * Returns a position expressed in global coordinates, i.e. row and column offset from the top-left corner of the
- * terminal into a position relative to the top-left corner of the base pane. Calling
- * {@code fromGlobal(toGlobal(..))} should return the exact same position.
- * @param position Position expressed in global coordinates to translate to local coordinates of this BasePane
- * @return The global coordinates expressed as local coordinates
- */
- TerminalPosition fromGlobal(TerminalPosition position);
-
- /**
- * If set to true, up/down array keys will not translate to next/previous if there are no more components
- * above/below.
- * @param strictFocusChange Will not allow relaxed navigation if set to {@code true}
- */
- void setStrictFocusChange(boolean strictFocusChange);
-
- /**
- * If set to false, using the keyboard arrows keys will have the same effect as using the tab and reverse tab.
- * Lanterna will map arrow down and arrow right to tab, going to the next component, and array up and array left to
- * reverse tab, going to the previous component. If set to true, Lanterna will search for the next component
- * starting at the cursor position in the general direction of the arrow. By default this is enabled.
- * <p>
- * In Lanterna 2, direction based movements were not available.
- * @param enableDirectionBasedMovements Should direction based focus movements be enabled?
- */
- void setEnableDirectionBasedMovements(boolean enableDirectionBasedMovements);
-}