/* * 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; 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(); /** * Returns a post-renderer the GUI system should invoke after the window has been drawn. This can be used to * creating effects like shadows, overlays, etc. If this returns {@code null}, the GUI system will fall back to * it's own global override and after that to the current theme. If these are all {@code null}, no post-rendering * is done. * @return {@link WindowPostRenderer} to invoke after this window is drawn, or {@code null} fallback to the GUI * system's default. */ WindowPostRenderer getPostRenderer(); /** * Adds a {@link WindowListener} to this {@link Window}. If it has already been added, the call will do nothing. * @param windowListener Listener to attach to this {@link Window} */ void addWindowListener(WindowListener windowListener); /** * Removes a {@link WindowListener} from this {@link Window}. If the listener isn't in the list of listeners, this * call does nothing. * @param windowListener Listener to remove from this {@link Window} */ void removeWindowListener(WindowListener windowListener); /////////////////////////////////////////////////////////////// //// 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); }