C-sharp-console-gui-framework

C-sharp-console-gui-framework

基于 .NET 的布局驱动控制台 GUI 框架

ConsoleGUI 是一个基于 .NET 的布局驱动框架,用于开发控制台 GUI 应用。该框架提供基本布局管理工具和控件集,支持 Windows 和 Linux 平台,无外部依赖,面向 .NET Standard 2.0。其特点是采用类似 WPF 和 HTML 的布局驱动方式,通过堆叠面板、停靠面板等布局管理器组织界面,而非指定控件的精确坐标。这种设计简化了控制台 GUI 应用的开发过程。

ConsoleGUI布局驱动.NET框架控制台GUI应用跨平台Github开源项目

ConsoleGUI

ConsoleGUI is a simple layout-driven .NET framework for creating console-based GUI applications.

It provides most essential layout management utilities as well as a set of basic controls.

<p align="center"> <img src="https://github.com/TomaszRewak/C-sharp-console-gui-framework/blob/master/Resources/example.png?raw=true" width=800/> </p>

The example above is not really a playable chess game. The board on the left is simply just a grid with some text in it - it's here for display purposes only. But of course, with a little bit of code behind, it could be made interactive.

Supported platforms

This framework is platform agnostic and dependency free. The library targets .NET standard 2.0 and should run fine on both Windows and Linux machines.

Motivation

What sets this library apart from other projects that provide similar functionalities, is the fact that the ConsoleGUI framework is fully layout-driven. In this regard it’s more like WPF or HTML, than for example Windows Forms. You don’t specify exact coordinates at which a given control should reside, but rather let stack panels, dock panels and other layout managers do their work. I don’t claim it’s THE right way of doing things, it’s just what my background is.

More details about this project (as well as a glimpse at the working example) can be found in this video: https://youtu.be/YIrmjENTaaU

Setup

First install the NuGet package:

dotnet add package ConsoleGUI

then include required namespaces in your code:

using ConsoleGUI; using ConsoleGUI.Controls; using ConsoleGUI.Space;

and finally setup the ConsoleManager:

// optional: adjusts the buffer size and sets the output encoding to the UTF8 ConsoleManager.Setup(); // optional: resizes the console window (the size is set in a number of characters, not pixels) ConsoleManager.Resize(new Size(150, 40)); // sets the main layout element and prints it on the screen ConsoleManager.Content = new TextBlock { Text = "Hello world" };

And that's it. As you can see most of those steps are optional, depending on how you want to configure your window.

After that, whenever you make a change to any of the controls within the UI tree, the updates will be propagated and displayed automatically. No manual Redraw() calls are required.

Threading

The ConsoleGUI (as many other UI frameworks) is not thread-safe. All UI changes should be performed from the same thread.

Compatibility mode

By default, the ConsoleGUI uses the true color formatting to provide the best possible user experience by supporting 16777216 foreground and background colors. Unfortunately this way of formatting is not supported by all terminals. Some of them (depending on the platform and software) support only 16bit colors, or just the 4bit colors defined in the ConsoleColor enum.

Terminals that DO NOT support the true color formatting are (for example): powershell.exe and cmd.exe.

Terminals that DO support the true color formatting are (for example): the new Windows Terminal and the terminal that is built in into the VS.

<p align="center"> <img src="https://github.com/TomaszRewak/C-sharp-console-gui-framework/blob/master/Resources/Problems.png?raw=true" width=800/> </p>

If after starting the application you see the same output as the one on the left, you have to enable the compatibility mode by changing the Console interface used by the framework:

ConsoleManager.Console = new SimplifiedConsole();

The SimplifiedConsole translates all of the RGB colors into 4bit values of the ConsoleColor enum. It also prevents the bottom-right character from being printed, to avoid the bug visible on the right image (in some terminals printing the last character can cause the buffer to scroll).

If the output is still being printed incorrectly (or if you want to print it on a non-standard console) you can implement the IConsole interface yourself and set the Console property of the ConsoleManager with the instance of your custom class. Alternatively you can also derive from the StandardConsole class (which is being used by default) and only override its virtual void Write(Position, in Character) method.

Responsiveness

If the window size is not set explicitly, the layout will be adjusted to the initial size of that window. It's important to note that this framework doesn't detect terminal size changes automatically (as there is no standard way of listening to such events). If the user resizes the window manually, the layout will become broken.

To adjust the layout to the updated size of the window, remember to call the AdjustBufferSize method of the ConsoleManager on every frame (on every iteration of your program's main loop). It will compare the current window size with its previous value and, if necessary, redraw the entire screen.

Basic controls

This is a list of all available controls:

Background

Sets the background color of the Content control. If the Important property is set, the background color will be updated even if the stored control already sets its own background color.

Border

Draws a border around the Content control. The BorderPlacement and the BorderStyle can be adjusted to change the look of the generated outline.

Boundary

Allows the user to modify the MinWidth, MinHeight, MaxWidth and MaxHeight of the Content control in relation to its parent control.

Especially useful to limit the space taken by controls that would otherwise stretch to fill all of the available space (like when storing a HorizontalStackPanel within a horizontal DockPanel)

Box

Aligns the Content control vertically (Top/Center/Bottom/Stretch) and horizontally (Left/Center/Right/Stretch).

BreakPanel

Breaks a single line of text into multiple lines based on the available vertical space and new line characters. It can be used with any type of control (TextBox, TextBlock but also HorizontalStackPanel and any other).

Canvas

Can host multiple child controls, each displayed within a specified rectangle. Allows content overlapping.

DataGrid<T>

Displays Data in a grid based on provided column definitions.

The ColumnDefinition defines the column header, its width and the data selector. The selector can be used to extract text from a data row, specify that cell's color, or even define a custom content generator.

Decorator

Decorator is an abstract class that allows the user to define custom formatting rules (like applying foreground and background colors based on the content and position of a cell), while preserving the layout of the Content control. See the SimpleDecorator class in the ConsoleGUI.Example project for an example.

DockPanel

DockPanel consists of two parts: DockedControl and FillingControl. The DockedControl is placed within the available space according to the Placement property value (Top/Right/Bottom/Left). The FillingControl takes up all of the remaining space.

Grid

Splits the available space into smaller pieces according to the provided Columns and Rows definitions. Each cell can store up to one child control.

HorizontalSeparator

Draws a horizontal line.

HorizontalStackPanel

Stacks multiple controls horizontally.

Margin

Adds the Offset around the Content control when displaying it. It affects both the MinSize and the MaxSize of the IDrawingContext.

Overlay

Allows two controls to be displayed on top of each other. Unlike the Canvas, it uses its own size when specifying size limits for child controls.

Style

Modifies the Background and the Foreground colors of its Content.

TextBlock

Displays a single line of text.

TextBox

An input control. Allows the user to insert a single line of text.

VerticalScrollPanel

Allows its Content to expand infinitely in the vertical dimension and displays only the part of it that is currently in view. The ScrollBarForeground and the ScrollBarBackground can be modified to adjust the look of the scroll bar.

VerticalSeparator

Draws a vertical line.

VerticalStackPanel

Stacks multiple controls vertically.

WrapPanel

Breaks a single line of text into multiple lines based on the available vertical space. It can be used with any type of control (TextBox, TextBlock but also HorizontalStackPanel and any other).

Creating custom controls

The set of predefined control is relatively small, but it's very easy to create custom ones. There are two main ways to do it.

Inheriting the SimpleControl class

If you want to define a control that is simply composed of other controls (like a text box with a specific background and border), inheriting from the SimpleControl class is the way to go.

All you have to do is to set the protected Content property with a content that you want to display.

internal sealed class MyControl : SimpleControl { private readonly TextBlock _textBlock; public MyControl() { _textBlock = new TextBlock(); Content = new Background { Color = new Color(200, 200, 100), Content = new Border { Content = _textBlock } }; } public string Text { get => _textBlock.Text; set => _textBlock.Text = value; } }

Implementing the IControl interface or inheriting the Control class

This approach can be used to define fully custom controls. All of the basic controls within this library are implemented this way.

The IControl interface requires providing 3 members:

public interface IControl { Character this[Position position] { get; } Size Size { get; } IDrawingContext Context { get; set; } }

The [] operator must return a character that is to be displayed on the specific position. The position is defined relative to this control's space and not to the screen.

The control can also notify its parent about its internal changes using the provided Context. The IDrawingContext interface is defined as follows:

public interface IDrawingContext { Size MinSize { get; } Size MaxSize { get; } void Redraw(IControl control); void Update(IControl control, in Rect rect); event SizeLimitsChangedHandler SizeLimitsChanged; }

If only a part of the control has changed, it should call the Update method, providing a reference to itself and the rect (once again - in its local space) that has to be redrawn. If the Size of the control has changed or the entire control requires redrawing, the control should call the Redraw method of its current Context.

The Context is also used to notify the child control about changes in size limits imposed on it by its parent. The child control should listen to the SizeLimitsChanged event and update its layout according to the MinSize and MaxSize values of the current Context.

When defining a custom control that can host other controls, you might have to implement a custom IDrawingContext class.

Instead of implementing the IControl and IDrawingContext directly, you can also use the Control and DrawingContext base classes. They allow for a similar level of flexibility, at the same time providing more advanced functionalities.

The DrawingContext is an IDisposable non-abstract class that translates the parent's space into the child's space based on the provided size limits and offset. It also ensures that propagated notifications actually come from the hosted control and not from controls that were previously assigned to a given parent.

The Control class not only trims all of the incoming and outgoing messages to the current size limits but also allows to temporarily freeze the control so that only a single update message is generated after multiple related changes are performed.

For more information on how to define custom controls using the IControl/IDrawingContext interfaces or the Control/DrawingContext classes, please see the source code of one of the controls defined within this library.

Input

As the standard Console class doesn't provide any event-based interface for detecting incoming characters, the availability of input messages has to be checked periodically within the main loop of your application. Of course, it's not required if your layout doesn't contain any interactive components.

To handle pending input messages, call the ReadInput method of the ConsoleManager class. It accepts a single argument being a collection of IInputListener objects. You can define this collection just once and reuse it - it specifies the list of input elements that are currently active and should be listening to keystrokes. The order of those elements is important, because if one control sets the Handled property of the provided InputEvent, the propagation will be terminated.

var input = new IInputListener[] { scrollPanel, tabPanel, textBox }; for (int i = 0; ; i++) { Thread.Sleep(10); ConsoleManager.ReadInput(input); }

The IInputListener interface is not restricted only for classes that implement the IControl interface, but can also be used to define any custom (user defined) controllers that manage application behavior.

Forms

As you might have noticed, there is no general purpose Form control available in this framework. That’s because it’s very hard to come up with a design that would fit all needs. Of course such an obstacle is not a good reason on its own, but at the same time it’s extremely easy to implement a tailor made form controller within the target application itself. Here is an example:

class FromController : IInputListener { IInputListener _currentInput; // ... public void OnInput(InputEvent inputEvent) { if (inputEvent.Key.Key == ConsoleKey.Tab) { _currentInput = // nextInput... inputEvent.Handled = true; } else { _currentInput.OnInput(inputEvent) } } }

After implementing it, all you have to do is to initialize an instance of this class with a list of your inputs and call the ConsoleManager.ReadInput(fromControllers) on each frame.

The biggest strength of this approach is that you decide what is the order of controls within the form, you can do special validation after leaving each input, create a custom layout of the form itself, highlight currently active input, and much, much more. I believe it’s a good tradeoff.

Mouse

The ConsoleGUI framework does support mouse input, but it doesn’t create mouse event bindings automatically. That's because intercepting and translating mouse events is a very platform-specific operation that might vary based on the operating system and the terminal you are using.

An example code that properly handles mouse events in the Powershell.exe and cmd.exe terminals can be found in the ConsoleGUI.MouseExample/MouseHandler.cs source file. (To use this example you will have to disable the QuickEdit option of your console window).

When creating your own bindings, all you have to do from the framework perspective, is to set the MousePosition and MouseDown properties of the ConsoleManager whenever a user interaction is detected. For example:

private static void ProcessMouseEvent(in MouseRecord mouseEvent) { ConsoleManager.MousePosition = new Position(mouseEvent.MousePosition.X, mouseEvent.MousePosition.Y); ConsoleManager.MouseDown = (mouseEvent.ButtonState & 0x0001) != 0; }

The ConsoleManager will take care of the rest. It will find a control that the cursor is currently hovering over and raise a proper method as described in the IMouseListener interface.

<p align="center"> <img src="https://raw.githubusercontent.com/TomaszRewak/C-sharp-console-gui-framework/master/Resources/input%20example.gif" width=350/> </p>

Performance

This library is designed with high performance applications in mind. It means that if a control requests an Update, only the specified screen rectangle will be recalculated, and only if all of its parent controls agree that this part of the content is actually visible.

As the most expensive operation of the whole process is printing characters on the screen, the ConsoleManager defines its own, additional buffer. If the requested pixel (character) didn't change, it's not repainted.

Contributions

I'm open to all sorts of contributions and feedback.

Also, please feel free to request new controls/features through github issues.

编辑推荐精选

讯飞智文

讯飞智文

一键生成PPT和Word,让学习生活更轻松

讯飞智文是一个利用 AI 技术的项目,能够帮助用户生成 PPT 以及各类文档。无论是商业领域的市场分析报告、年度目标制定,还是学生群体的职业生涯规划、实习避坑指南,亦或是活动策划、旅游攻略等内容,它都能提供支持,帮助用户精准表达,轻松呈现各种信息。

AI办公办公工具AI工具讯飞智文AI在线生成PPTAI撰写助手多语种文档生成AI自动配图热门
讯飞星火

讯飞星火

深度推理能力全新升级,全面对标OpenAI o1

科大讯飞的星火大模型,支持语言理解、知识问答和文本创作等多功能,适用于多种文件和业务场景,提升办公和日常生活的效率。讯飞星火是一个提供丰富智能服务的平台,涵盖科技资讯、图像创作、写作辅助、编程解答、科研文献解读等功能,能为不同需求的用户提供便捷高效的帮助,助力用户轻松获取信息、解决问题,满足多样化使用场景。

热门AI开发模型训练AI工具讯飞星火大模型智能问答内容创作多语种支持智慧生活
Spark-TTS

Spark-TTS

一种基于大语言模型的高效单流解耦语音令牌文本到语音合成模型

Spark-TTS 是一个基于 PyTorch 的开源文本到语音合成项目,由多个知名机构联合参与。该项目提供了高效的 LLM(大语言模型)驱动的语音合成方案,支持语音克隆和语音创建功能,可通过命令行界面(CLI)和 Web UI 两种方式使用。用户可以根据需求调整语音的性别、音高、速度等参数,生成高质量的语音。该项目适用于多种场景,如有声读物制作、智能语音助手开发等。

Trae

Trae

字节跳动发布的AI编程神器IDE

Trae是一种自适应的集成开发环境(IDE),通过自动化和多元协作改变开发流程。利用Trae,团队能够更快速、精确地编写和部署代码,从而提高编程效率和项目交付速度。Trae具备上下文感知和代码自动完成功能,是提升开发效率的理想工具。

AI工具TraeAI IDE协作生产力转型热门
咔片PPT

咔片PPT

AI助力,做PPT更简单!

咔片是一款轻量化在线演示设计工具,借助 AI 技术,实现从内容生成到智能设计的一站式 PPT 制作服务。支持多种文档格式导入生成 PPT,提供海量模板、智能美化、素材替换等功能,适用于销售、教师、学生等各类人群,能高效制作出高品质 PPT,满足不同场景演示需求。

讯飞绘文

讯飞绘文

选题、配图、成文,一站式创作,让内容运营更高效

讯飞绘文,一个AI集成平台,支持写作、选题、配图、排版和发布。高效生成适用于各类媒体的定制内容,加速品牌传播,提升内容营销效果。

热门AI辅助写作AI工具讯飞绘文内容运营AI创作个性化文章多平台分发AI助手
材料星

材料星

专业的AI公文写作平台,公文写作神器

AI 材料星,专业的 AI 公文写作辅助平台,为体制内工作人员提供高效的公文写作解决方案。拥有海量公文文库、9 大核心 AI 功能,支持 30 + 文稿类型生成,助力快速完成领导讲话、工作总结、述职报告等材料,提升办公效率,是体制打工人的得力写作神器。

openai-agents-python

openai-agents-python

OpenAI Agents SDK,助力开发者便捷使用 OpenAI 相关功能。

openai-agents-python 是 OpenAI 推出的一款强大 Python SDK,它为开发者提供了与 OpenAI 模型交互的高效工具,支持工具调用、结果处理、追踪等功能,涵盖多种应用场景,如研究助手、财务研究等,能显著提升开发效率,让开发者更轻松地利用 OpenAI 的技术优势。

Hunyuan3D-2

Hunyuan3D-2

高分辨率纹理 3D 资产生成

Hunyuan3D-2 是腾讯开发的用于 3D 资产生成的强大工具,支持从文本描述、单张图片或多视角图片生成 3D 模型,具备快速形状生成能力,可生成带纹理的高质量 3D 模型,适用于多个领域,为 3D 创作提供了高效解决方案。

3FS

3FS

一个具备存储、管理和客户端操作等多种功能的分布式文件系统相关项目。

3FS 是一个功能强大的分布式文件系统项目,涵盖了存储引擎、元数据管理、客户端工具等多个模块。它支持多种文件操作,如创建文件和目录、设置布局等,同时具备高效的事件循环、节点选择和协程池管理等特性。适用于需要大规模数据存储和管理的场景,能够提高系统的性能和可靠性,是分布式存储领域的优质解决方案。

下拉加载更多