Interface BasePane

All Superinterfaces:
Composite
All Known Subinterfaces:
Window
All Known Implementing Classes:
AbstractBasePane, AbstractWindow, ActionListDialog, BasicWindow, ComboBox.PopupWindow, DialogWindow, DirectoryDialog, FileDialog, ListSelectDialog, MenuPopupWindow, MessageDialog, TextInputDialog, WaitingDialog

public interface BasePane extends Composite
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 MultiWindowTextGUI, the background space behind the windows is a BasePane too, just like each of the windows. They are all drawn separately and composited together. Every BasePane has a single component that is drawn over the entire area the BasePane is occupying, it's very likely you want to set this component to be a container of some sort, probably a Panel, that can host multiple child components.
See Also:
  • Method Summary

    Modifier and Type
    Method
    Description
    void
    Called by the GUI system (or something imitating the GUI system) to draw the root container.
    Returns a position expressed in global coordinates, i.e.
    Returns the component that is the content of the BasePane.
    Returns the position of where to put the terminal cursor according to this root container.
    Returns the component in the root container that currently has input focus.
    Returns the MenuBar assigned to this base pane/window, if any, otherwise returns {code null}.
    Returns the TextGUI this BasePane belongs to or null if none.
    Returns the text GUI Theme associated with this base pane/window.
    boolean
    Called by the GUI system to delegate a keyboard input event.
    void
    Invalidates the whole root container (including all of its child components) which will cause them all to be recalculated (for containers) and redrawn.
    boolean
    Checks if this root container (i.e.
    void
    Sets the top-level component inside this BasePane.
    void
    setEnableDirectionBasedMovements(boolean enableDirectionBasedMovements)
    If set to false, using the keyboard arrows keys will have the same effect as using the tab and reverse tab.
    void
    Sets the component currently in focus within this root container, or sets no component in focus if null is passed in.
    void
    Sets the active MenuBar for this base pane/window.
    void
    setStrictFocusChange(boolean strictFocusChange)
    If set to true, up/down array keys will not translate to next/previous if there are no more components above/below.
    void
    setTheme(Theme theme)
    Sets the override Theme to use for this base pane/window, rather than the default Theme associated with the TextGUI it is attached to.
    toGlobal(TerminalPosition localPosition)
    Returns a position in a root container's local coordinate space to global coordinates
  • Method Details

    • getTextGUI

      TextGUI getTextGUI()
      Returns the TextGUI this BasePane belongs to or null if none. One example of when this method returns null is when calling it on a Window that hasn't been displayed yet.
      Returns:
      The TextGUI this BasePane belongs to
    • draw

      void draw(TextGUIGraphics graphics)
      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.
      Parameters:
      graphics - TextGraphics object to draw with
    • isInvalid

      boolean isInvalid()
      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.
      Returns:
      true if the container's content is invalid and needs redrawing, false otherwise
    • invalidate

      void invalidate()
      Invalidates the whole root container (including all of its child components) which will cause them all to be recalculated (for containers) and redrawn.
    • handleInput

      boolean handleInput(KeyStroke key)
      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 false so that the GUI system can take further decisions on what to do with it.
      Parameters:
      key - Keyboard input
      Returns:
      true If the root container could handle the input, false otherwise
    • getComponent

      Component getComponent()
      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.
      Specified by:
      getComponent in interface Composite
      Returns:
      Component which is the content of this BasePane
    • setComponent

      void setComponent(Component component)
      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.
      Specified by:
      setComponent in interface Composite
      Parameters:
      component - Component which this BasePane is using as it's content
    • getFocusedInteractable

      Interactable getFocusedInteractable()
      Returns the component in the root container that currently has input focus. There can only be one component at a time being in focus.
      Returns:
      Interactable component that is currently in receiving input focus
    • setFocusedInteractable

      void setFocusedInteractable(Interactable interactable)
      Sets the component currently in focus within this root container, or sets no component in focus if null is passed in.
      Parameters:
      interactable - Interactable to focus, or null to clear focus
    • getCursorPosition

      TerminalPosition getCursorPosition()
      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 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.
      Returns:
      Local position of where to place the cursor, or null if the cursor shouldn't be visible
    • toGlobal

      TerminalPosition toGlobal(TerminalPosition localPosition)
      Returns a position in a root container's local coordinate space to global coordinates
      Parameters:
      localPosition - The local position to translate
      Returns:
      The local position translated to global coordinates
    • fromGlobal

      TerminalPosition fromGlobal(TerminalPosition position)
      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 fromGlobal(toGlobal(..)) should return the exact same position.
      Parameters:
      position - Position expressed in global coordinates to translate to local coordinates of this BasePane
      Returns:
      The global coordinates expressed as local coordinates
    • setStrictFocusChange

      void setStrictFocusChange(boolean strictFocusChange)
      If set to true, up/down array keys will not translate to next/previous if there are no more components above/below.
      Parameters:
      strictFocusChange - Will not allow relaxed navigation if set to true
    • setEnableDirectionBasedMovements

      void setEnableDirectionBasedMovements(boolean enableDirectionBasedMovements)
      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.

      In Lanterna 2, direction based movements were not available.

      Parameters:
      enableDirectionBasedMovements - Should direction based focus movements be enabled?
    • getTheme

      Theme getTheme()
      Returns the text GUI Theme associated with this base pane/window. This is either coming from the TextGUI this object is associated with, the theme set as the override through setTheme(Theme) or null if this base pane/window isn't added to any TextGUI and doesn't have any override.
      Returns:
      The Theme this base pane/window is expected to use when drawing the contents
    • setTheme

      void setTheme(Theme theme)
      Sets the override Theme to use for this base pane/window, rather than the default Theme associated with the TextGUI it is attached to. If called with null, it will clear the override and use the default value instead.
      Parameters:
      theme - Theme to assign to this base pane/window, or null to reset
    • setMenuBar

      void setMenuBar(MenuBar menubar)
      Sets the active MenuBar for this base pane/window. The menu will be rendered at the top (inside the window decorations if set on a window), if set. If called with null, any previously set menu bar is removed.
      Parameters:
      menubar - The MenuBar to assign to this pane/window
    • getMenuBar

      MenuBar getMenuBar()
      Returns the MenuBar assigned to this base pane/window, if any, otherwise returns {code null}.
      Returns:
      The active menu bar or null