/* * 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) 2010-2017 Martin Berglund */ package com.googlecode.lanterna.gui2; import com.googlecode.lanterna.TerminalPosition; import com.googlecode.lanterna.graphics.Theme; 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Checks if this root container (i.e. any of its child components) has signaled that what it's currently displaying * is out of date and needs re-drawing.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); /** * Returns the text GUI {@link Theme} associated with this base pane/window. This is either coming from the * {@link TextGUI} this object is associated with, the theme set as the override through {@link #setTheme(Theme)} * or {@code null} if this base pane/window isn't added to any {@link TextGUI} and doesn't have any override. * @return The {@link Theme} this base pane/window is expected to use when drawing the contents */ Theme getTheme(); /** * Sets the override {@link Theme} to use for this base pane/window, rather than the default {@link Theme} * associated with the {@link TextGUI} it is attached to. If called with {@code null}, it will clear the override * and use the default value instead. * @param theme {@link Theme} to assign to this base pane/window, or {@code null} to reset */ void setTheme(Theme theme); }