+++ /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;
-
-/**
- * This interface marks a component as able to receive keyboard input from the user. Components that do not implement
- * this interface in some way will not be able to receive input focus. Normally if you create a new component, you'll
- * probably want to extend from {@code AbstractInteractableComponent} instead of implementing this one directly.
- *
- * @see AbstractInteractableComponent
- * @author Martin
- */
-public interface Interactable extends Component {
- /**
- * Returns, in local coordinates, where to put the cursor on the screen when this component has focus. If null, the
- * cursor should be hidden. If you component is 5x1 and you want to have the cursor in the middle (when in focus),
- * return [2,0]. The GUI system will convert the position to global coordinates.
- * @return Coordinates of where to place the cursor when this component has focus
- */
- TerminalPosition getCursorLocation();
-
- /**
- * Accepts a KeyStroke as input and processes this as a user input. Depending on what the component does with this
- * key-stroke, there are several results passed back to the GUI system that will decide what to do next. If the
- * event was not handled or ignored, {@code Result.UNHANDLED} should be returned. This will tell the GUI system that
- * the key stroke was not understood by this component and may be dealt with in another way. If event was processed
- * properly, it should return {@code Result.HANDLED}, which will make the GUI system stop processing this particular
- * key-stroke. Furthermore, if the component understood the key-stroke and would like to move focus to a different
- * component, there are the {@code Result.MOVE_FOCUS_*} values. This method should be invoking the input filter, if
- * it is set, to see if the input should be processed or not.
- * @param keyStroke What input was entered by the user
- * @return Result of processing the key-stroke
- */
- Result handleInput(KeyStroke keyStroke);
-
- /**
- * Moves focus in the {@code BasePane} to this component. If the component has not been added to a {@code BasePane}
- * (i.e. a {@code Window} most of the time), does nothing.
- * @return Itself
- */
- Interactable takeFocus();
-
- /**
- * Method called when this component gained keyboard focus.
- * @param direction What direction did the focus come from
- * @param previouslyInFocus Which component had focus previously ({@code null} if none)
- */
- void onEnterFocus(FocusChangeDirection direction, Interactable previouslyInFocus);
-
- /**
- * Method called when keyboard focus moves away from this component
- * @param direction What direction is focus going in
- * @param nextInFocus Which component is receiving focus next (or {@code null} if none)
- */
- void onLeaveFocus(FocusChangeDirection direction, Interactable nextInFocus);
-
- /**
- * Returns {@code true} if this component currently has input focus in its root container.
- * @return {@code true} if the interactable has input focus, {@code false} otherwise
- */
- boolean isFocused();
-
- /**
- * Assigns an input filter to the interactable component. This will intercept any user input and decide if the input
- * should be passed on to the component or not. {@code null} means there is no filter.
- * @param inputFilter Input filter to assign to the interactable
- * @return Itself
- */
- Interactable setInputFilter(InputFilter inputFilter);
-
- /**
- * Returns the input filter currently assigned to the interactable component. This will intercept any user input and
- * decide if the input should be passed on to the component or not. {@code null} means there is no filter.
- * @return Input filter currently assigned to the interactable component
- */
- InputFilter getInputFilter();
-
- /**
- * Enum to represent the various results coming out of the handleKeyStroke method
- */
- enum Result {
- /**
- * This component didn't handle the key-stroke, either because it was not recognized or because it chose to
- * ignore it.
- */
- UNHANDLED,
- /**
- * This component has handled the key-stroke and it should be considered consumed.
- */
- HANDLED,
- /**
- * This component has handled the key-stroke and requests the GUI system to switch focus to next component in
- * an ordered list of components. This should generally be returned if moving focus by using the tab key.
- */
- MOVE_FOCUS_NEXT,
- /**
- * This component has handled the key-stroke and requests the GUI system to switch focus to previous component
- * in an ordered list of components. This should generally be returned if moving focus by using the reverse tab
- * key.
- */
- MOVE_FOCUS_PREVIOUS,
- /**
- * This component has handled the key-stroke and requests the GUI system to switch focus to next component in
- * the general left direction. By convention in Lanterna, if there is no component to the left, it will move up
- * instead. This should generally be returned if moving focus by using the left array key.
- */
- MOVE_FOCUS_LEFT,
- /**
- * This component has handled the key-stroke and requests the GUI system to switch focus to next component in
- * the general right direction. By convention in Lanterna, if there is no component to the right, it will move
- * down instead. This should generally be returned if moving focus by using the right array key.
- */
- MOVE_FOCUS_RIGHT,
- /**
- * This component has handled the key-stroke and requests the GUI system to switch focus to next component in
- * the general up direction. By convention in Lanterna, if there is no component above, it will move left
- * instead. This should generally be returned if moving focus by using the up array key.
- */
- MOVE_FOCUS_UP,
- /**
- * This component has handled the key-stroke and requests the GUI system to switch focus to next component in
- * the general down direction. By convention in Lanterna, if there is no component below, it will move up
- * instead. This should generally be returned if moving focus by using the down array key.
- */
- MOVE_FOCUS_DOWN,
- ;
- }
-
- /**
- * When focus has changed, which direction.
- */
- enum FocusChangeDirection {
- /**
- * The next interactable component, going down. This direction usually comes from the user pressing down array.
- */
- DOWN,
- /**
- * The next interactable component, going right. This direction usually comes from the user pressing right array.
- */
- RIGHT,
- /**
- * The next interactable component, going up. This direction usually comes from the user pressing up array.
- */
- UP,
- /**
- * The next interactable component, going left. This direction usually comes from the user pressing left array.
- */
- LEFT,
- /**
- * The next interactable component, in layout manager order (usually left->right, up->down). This direction
- * usually comes from the user pressing tab key.
- */
- NEXT,
- /**
- * The previous interactable component, reversed layout manager order (usually right->left, down->up). This
- * direction usually comes from the user pressing shift and tab key (reverse tab).
- */
- PREVIOUS,
- /**
- * Focus was changed by calling the {@code RootContainer.setFocusedInteractable(..)} method directly.
- */
- TELEPORT,
- /**
- * Focus has gone away and no component is now in focus
- */
- RESET,
- ;
- }
-}