+++ /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;
-import com.googlecode.lanterna.TerminalSize;
-
-import java.util.Collection;
-import java.util.Set;
-
-/**
- * Window is a base unit in the TextGUI system, it represents a collection of components grouped together, usually
- * surrounded by a border and a title. Modern computer system GUIs are normally based around the metaphor of windows,
- * so I don't think you should have any problems understanding what this means.
- * @author Martin
- */
-public interface Window extends BasePane {
- /**
- * Window hints are meta-data stored along with the window that can be used to give the GUI system some ideas of how
- * this window wants to be treated. There are no guarantees that the hints will be honoured though. You can declare
- * your own window hints by sub-classing this class.
- */
- class Hint {
- /**
- * With this hint, the TextGUI system should not draw any decorations around the window. Decorated size will be
- * the same as the window size.
- */
- public static final Hint NO_DECORATIONS = new Hint();
-
- /**
- * With this hint, the TextGUI system should skip running any post renderers for the window. By default this
- * means the window won't have any shadow.
- */
- public static final Hint NO_POST_RENDERING = new Hint();
-
- /**
- * With this hint, the window should never receive focus by the window manager
- */
- public static final Hint NO_FOCUS = new Hint();
-
- /**
- * With this hint, the window wants to be at the center of the terminal instead of using the cascading layout
- * which is the standard.
- */
- public static final Hint CENTERED = new Hint();
-
- /**
- * Windows with this hint should not be positioned by the window manager, rather they should use whatever
- * position is pre-set.
- */
- public static final Hint FIXED_POSITION = new Hint();
-
- /**
- * Windows with this hint should not be automatically sized by the window manager (using
- * {@code getPreferredSize()}), rather should rely on the code manually setting the size of the window using
- * {@code setSize(..)}.
- */
- public static final Hint FIXED_SIZE = new Hint();
-
- /**
- * With this hint, don't let the window grow larger than the terminal screen, rather set components to a smaller
- * size than they prefer.
- */
- public static final Hint FIT_TERMINAL_WINDOW = new Hint();
-
- /**
- * This hint tells the window manager that this window should have exclusive access to the keyboard input until
- * it is closed. For window managers that allows the user to switch between open windows, putting a window on
- * the screen with this hint should make the window manager temporarily disable that function until the window
- * is closed.
- */
- public static final Hint MODAL = new Hint();
-
- /**
- * A window with this hint would like to be placed covering the entire screen. Use this in combination with
- * NO_DECORATIONS if you want the content area to take up the entire terminal.
- */
- public static final Hint FULL_SCREEN = new Hint();
-
- /**
- * This window hint tells the window manager that the window should be taking up almost the entire screen,
- * leaving only a small space around it. This is different from {@code FULL_SCREEN} which takes all available
- * space and completely hide the background and any other window behind it.
- */
- public static final Hint EXPANDED = new Hint();
-
- protected Hint() {
- }
- }
-
- @Override
- WindowBasedTextGUI getTextGUI();
-
- /**
- * DON'T CALL THIS METHOD YOURSELF, it is called automatically by the TextGUI system when you add a window. If you
- * call it with the intention of adding the window to the specified TextGUI, you need to read the documentation
- * on how to use windows.
- * @param textGUI TextGUI this window belongs to from now on
- */
- void setTextGUI(WindowBasedTextGUI textGUI);
-
- /**
- * This method returns the title of the window, which is normally drawn at the top-left corder of the window
- * decoration, but depending on the {@code WindowDecorationRenderer} used by the {@code TextGUI}
- * @return title of the window
- */
- String getTitle();
-
- /**
- * This values is optionally used by the window manager to decide if the windows should be drawn or not. In an
- * invisible state, the window is still considered active in the TextGUI but just not drawn and not receiving any
- * input events. Please note that window managers may choose not to implement this.
- *
- * @return Whether the window wants to be visible or not
- */
- boolean isVisible();
-
- /**
- * This values is optionally used by the window manager to decide if the windows should be drawn or not. In an
- * invisible state, the window is still considered active in the TextGUI but just not drawn and not receiving any
- * input events. Please note that window managers may choose not to implement this.
- *
- * @param visible whether the window should be visible or not
- */
- void setVisible(boolean visible);
-
- /**
- * This method is used to determine if the window requires re-drawing. The most common cause for this is the some
- * of its components has changed and we need a re-draw to make these changes visible.
- * @return {@code true} if the window would like to be re-drawn, {@code false} if the window doesn't need
- */
- @Override
- boolean isInvalid();
-
- /**
- * Invalidates the whole window (including all of its child components) which will cause it to be recalculated
- * and redrawn.
- */
- @Override
- void invalidate();
-
- /**
- * Returns the size this window would like to be
- * @return Desired size of this window
- */
- TerminalSize getPreferredSize();
-
- /**
- * Closes the window, which will remove it from the GUI
- */
- void close();
-
- /**
- * Updates the set of active hints for this window. Please note that it's up to the window manager if these hints
- * will be honored or not.
- * @param hints Set of hints to be active for this window
- */
- void setHints(Collection<Hint> hints);
-
- /**
- * Returns a set of window hints that can be used by the text gui system, the window manager or any other part that
- * is interacting with windows.
- * @return Set of hints defined for this window
- */
- Set<Hint> getHints();
-
- /**
- * Returns the position of the window, as last specified by the window manager. This position does not include
- * window decorations but is the top-left position of the first usable space of the window.
- * @return Position, relative to the top-left corner of the terminal, of the top-left corner of the window
- */
- TerminalPosition getPosition();
-
- /**
- * This method is called by the GUI system to update the window on where the window manager placed it. Calling this
- * yourself will have no effect other than making the {@code getPosition()} call incorrect until the next redraw.
- * @param topLeft Global coordinates of the top-left corner of the window
- */
- void setPosition(TerminalPosition topLeft);
-
- /**
- * Returns the last known size of the window. This is in general derived from the last drawing operation, how large
- * area the window was allowed to draw on. This size does not include window decorations.
- * @return Size of the window
- */
- TerminalSize getSize();
-
- /**
- * This method is called by the GUI system to update the window on how large it is, excluding window decorations.
- * Calling this yourself will generally make no difference in the size of the window, since it will be reset on the
- * next redraw based on how large area the TextGraphics given is covering. However, if you add the FIXED_SIZE
- * window hint, the auto-size calculation will be turned off and you can use this method to set how large you want
- * the window to be.
- * @param size New size of the window
- */
- void setSize(TerminalSize size);
-
- /**
- * Returns the last known size of the window including window decorations put on by the window manager. The value
- * returned here is passed in during drawing by the TextGUI through {@code setDecoratedSize(..)}.
- * @return Size of the window, including window decorations
- */
- TerminalSize getDecoratedSize();
-
- /**
- * This method is called by the GUI system to update the window on how large it is, counting window decorations too.
- * Calling this yourself will have no effect other than making the {@code getDecoratedSize()} call incorrect until
- * the next redraw.
- * @param decoratedSize Size of the window, including window decorations
- */
- void setDecoratedSize(TerminalSize decoratedSize);
-
- /**
- * This method is called by the GUI system to update the window on, as of the last drawing operation, the distance
- * from the top-left position of the window including decorations to the top-left position of the actual content
- * area. If this window has no decorations, it will be always 0x0. Do not call this method yourself.
- * @param offset Offset from the top-left corner of the window (including decorations) to the top-left corner of
- * the content area.
- */
- void setContentOffset(TerminalPosition offset);
-
- /**
- * Waits for the window to close. Please note that this can cause deadlocks if care is not taken. Also, this method
- * will swallow any interrupts, if you need a wait method that throws InterruptedException, you'll have to implement
- * this yourself.
- */
- void waitUntilClosed();
-
- ///////////////////////////////////////////////////////////////
- //// Below here are methods from BasePane ////
- //// We duplicate them here to make the JavaDoc more clear ////
- ///////////////////////////////////////////////////////////////
- /**
- * Called by the GUI system (or something imitating the GUI system) to draw the window. The TextGUIGraphics object
- * should be used to perform the drawing operations.
- * @param graphics TextGraphics object to draw with
- */
- @Override
- void draw(TextGUIGraphics graphics);
-
- /**
- * Called by the GUI system's window manager when it has decided that this window should receive the keyboard input.
- * The window 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 window manager can take
- * further decisions on what to do with it.
- * @param key Keyboard input
- * @return {@code true} If the window could handle the input, false otherwise
- */
- @Override
- boolean handleInput(KeyStroke key);
-
- /**
- * Sets the top-level component in the window, this will be the only component unless it's a container of some kind
- * that you add child-components to.
- * @param component Component to use as the top-level object in the Window
- */
- @Override
- void setComponent(Component component);
-
- /**
- * Returns the component which is the top-level in the component hierarchy inside this window.
- * @return Top-level component in the window
- */
- @Override
- Component getComponent();
-
- /**
- * Returns the component in the window 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
- */
- @Override
- Interactable getFocusedInteractable();
-
- /**
- * Sets the component currently in focus within this window, or sets no component in focus if {@code null}
- * is passed in.
- * @param interactable Interactable to focus, or {@code null} to clear focus
- */
- @Override
- void setFocusedInteractable(Interactable interactable);
-
- /**
- * Returns the position of where to put the terminal cursor according to this window. This is typically
- * derived from which component has focus, or {@code null} if no component has focus or if the window 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 window. 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
- */
- @Override
- TerminalPosition getCursorPosition();
-
- /**
- * Returns a position in the window's local coordinate space to global coordinates
- * @param localPosition The local position to translate
- * @return The local position translated to global coordinates
- */
- @Override
- 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 window. Calling
- * {@code fromGlobal(toGlobal(..))} should return the exact same position.
- * @param position Position expressed in global coordinates to translate to local coordinates of this Window
- * @return The global coordinates expressed as local coordinates
- */
- TerminalPosition fromGlobal(TerminalPosition position);
-}