/* * 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.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. * <p> * Notice that most of the built-in components in Lanterna extends from {@link AbstractInteractableComponent} which * has a final implementation of this method. The method to override to handle input in that case is * {@link AbstractInteractableComponent#handleKeyStroke(KeyStroke)}. * @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. If the component has been disabled through a call to * {@link Interactable#setEnabled(boolean)}, this call also 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(); /** * Prevents the component from receiving input focus if this is called with a {@code false} value. The component * will then behave as a mainly non-interactable component. Input focus can be re-enabled by calling this with * {@code true}. If the component already has input focus when calling this method, it will release focus and no * component is focused until there is user action or code that chooses a new focus. * @param enabled If called with {@code false}, this interactable won't receive input focus until it's called again * with {@code true}. * @return Itself */ Interactable setEnabled(boolean enabled); /** * Returns {@code true} if this component is able to receive input as a regular interactable component. This will * return {@code false} if input focus has been disabled through calling {@link Interactable#setEnabled(boolean)}. * @return {@code true} if this component can receive input focus, {@code false} otherwise */ boolean isEnabled(); /** * Returns {@code true} if this interactable component is currently able to receive input focus. This is similar but * different from {@link #isEnabled()}, which tells lanterna that the entire component is disabled when it is * returning {@code false}, compared to this method which simply claims that the component is currently not ready * to handle input. The {@link AbstractInteractableComponent} implementation always return {@code true} here but * for example the list box components will override and return {@code false} here if they are empty. Note that you * can still programmatically force input focus onto the component, returning {@code false} here won't prevent that. * * @return {@code true} if this component wants to receive input focus, {@code false} otherwise. */ boolean isFocusable(); /** * 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, ; } }