View Deep Dive
View is the base class for all visible UI elements in Terminal.Gui. View provides core functionality for layout, drawing, input handling, navigation, and scrolling. All interactive controls, windows, and dialogs derive from View.
See the Views Overview for a catalog of all built-in View subclasses.
Table of Contents
- View Hierarchy
- View Composition
- Core Concepts
- View Lifecycle
- Subsystems
- Common View Patterns
- Modal Views
View Hierarchy
Terminology
- View - The base class for all visible UI elements
- SubView - A View that is contained in another View and rendered as part of the containing View's content area. SubViews are added via View.Add
- SuperView - The View that contains SubViews. Each View has a View.SuperView property that references its container
- Child View - A view that holds a reference to another view in a parent/child relationship (used sparingly; generally SubView/SuperView is preferred)
- Parent View - A view that holds a reference to another view but is NOT a SuperView (used sparingly)
Key Properties
- View.SubViews - Read-only list of all SubViews added to this View
- View.SuperView - The View's container (null if the View has no container)
- View.Id - Unique identifier for the View (should be unique among siblings)
- View.Data - Arbitrary data attached to the View
View Composition
Views are composed of several nested layers that define how they are positioned, drawn, and scrolled:
View Composition Diagram
classDiagram
class View {
+Frame: Rectangle
+Margin: Adornment - outermost
+Border: Adornment - border lines and Title
+Padding: Adornment - innermost - Scrollbars
+Viewport: Rectangle describing portal into ContentArea
+ContentArea: Rectangle with Location always 0,0
+GetContentSize(): Size
+SetContentSize(Size)
}
class Adornment {
+Thickness: Thickness
}
class Thickness {
+Top: int
+Right: int
+Bottom: int
+Left: int
}
class Rectangle {
+Location: Point
+Size: Size
}
View --> Adornment : has
Adornment --> Thickness : has
View --> Rectangle : has
note for View "Frame defines location and size relative to SuperView"
note for Adornment "Separates Frame from Viewport"
note for Rectangle "Defines location and size"
The diagram above shows the structure of a View's composition:
- Frame: The outermost rectangle defining the View's location and size
- Margin: Separates the View from other SubViews
- Border: Contains visual border and title
- Padding: Offsets the Viewport from the Border
- Viewport: The visible portion of the Content Area
- Content Area: Where the View's content is drawn (shown larger than Viewport to illustrate scrolling)
Each layer is defined by a Thickness that specifies the width of each side (top, right, bottom, left). The Content Area is shown as a separate container that the Viewport "looks into" - this illustrates how scrolling works. In this example, the Viewport is positioned at (5,5) relative to the Content Area, showing how scrolling works.
The Layers
- Frame - The outermost rectangle defining the View's location and size relative to the SuperView's content area
- Margin - Adornment that provides spacing between the View and other SubViews
- Border - Adornment that draws the visual border and title
- Padding - Adornment that provides spacing between the border and the viewport
- Viewport - Rectangle describing the visible portion of the content area
- Content Area - The total area where content can be drawn (defined by View.GetContentSize)
See the Layout Deep Dive for complete details on View composition and layout.
Core Concepts
Frame vs. Viewport
- Frame - The View's location and size in SuperView-relative coordinates. Frame includes all adornments (Margin, Border, Padding)
- Viewport - The visible "window" into the View's content, located inside the adornments. Viewport coordinates are always relative to (0,0) of the content area
// Frame is SuperView-relative
view.Frame = new Rectangle(10, 5, 50, 20);
// Viewport is content-relative (the visible portal)
view.Viewport = new Rectangle(0, 0, 45, 15); // Adjusted for adornments
Content Area and Scrolling
The Content Area is where the View's content is drawn. By default, the content area size matches the Viewport size. To enable scrolling:
- Call View.SetContentSize with a size larger than the Viewport
- Change
Viewport.Locationto scroll the content
See the Scrolling Deep Dive for complete details.
Adornments
Adornments are special Views that surround the content:
- Margin - Transparent spacing outside the Border
- Border - Visual frame with LineStyle, title, and arrangement UI
- Padding - Spacing inside the Border, outside the Viewport
Each adornment has a Thickness that defines the width of each side (Top, Right, Bottom, Left).
See the Layout Deep Dive for complete details on adornments.
View Lifecycle
Initialization
Views implement ISupportInitializeNotification:
- Constructor - Creates the View and sets up default state
- BeginInit - Signals initialization is starting
- EndInit - Signals initialization is complete; raises View.Initialized event
- IsInitialized - Property indicating if initialization is complete
Disposal
Views are IDisposable:
- Call View.Dispose to clean up resources
- The View.Disposing event is raised when disposal begins
- Automatically disposes SubViews, adornments, and scroll bars
Subsystems
View is organized as a partial class across multiple files, each handling a specific subsystem:
Commands
See the Command Deep Dive.
- View.AddCommand - Declares commands the View supports
- View.InvokeCommand - Invokes a command
- Command enum - Standard set of commands (Accept, Select, HotKey, etc.)
Input Handling
Keyboard
See the Keyboard Deep Dive.
- View.KeyBindings - Maps keys to Commands
- View.HotKey - The hot key for the View
- View.HotKeySpecifier - Character used to denote hot keys in text (default: '_')
- Events:
KeyDown,KeyUp,InvokingKeyBindings
Mouse
See the Mouse Deep Dive.
- View.MouseBindings - Maps mouse events to Commands
- View.WantContinuousButtonPresses - Enables continuous button press events
- View.Highlight - Event for visual feedback on mouse hover/click
- View.HighlightStyle - Visual style when highlighted
- Events:
MouseEnter,MouseLeave,MouseClick,MouseEvent
Layout and Arrangement
See the Layout Deep Dive and Arrangement Deep Dive.
Position and Size
- View.X - Horizontal position using Pos
- View.Y - Vertical position using Pos
- View.Width - Width using Dim
- View.Height - Height using Dim
Layout Features
- Dim.Auto - Automatic sizing based on content
- Pos.AnchorEnd - Anchor to right/bottom edges
- Pos.Align - Align views relative to each other
- Pos.Center - Center within SuperView
- Dim.Fill - Fill available space
Arrangement
- View.Arrangement - Controls if View is movable/resizable
- ViewArrangement - Flags: Fixed, Movable, Resizable, Overlapped
Events
LayoutStarted- Before layout beginsLayoutComplete- After layout completesFrameChanged- When Frame changesViewportChanged- When Viewport changes
Drawing
See the Drawing Deep Dive.
Color and Style
- View.Scheme - Color scheme for the View
- View.SetAttribute - Sets the attribute for subsequent drawing
- View.SetAttributeForRole - Sets attribute based on VisualRole
See the Scheme Deep Dive for details on color theming.
Drawing Methods
- View.Draw - Main drawing method
- View.AddRune - Draws a single Rune
- View.AddStr - Draws a string
- View.Move - Positions the cursor
- View.Clear - Clears the View's content
Drawing Events
DrawingContent- Before content is drawnDrawingContentComplete- After content is drawnDrawingAdornments- Before adornments are drawnDrawingAdornmentsComplete- After adornments are drawn
Invalidation
- View.SetNeedsDraw - Marks View as needing redraw
- View.NeedsDraw - Property indicating if View needs redraw
Navigation
See the Navigation Deep Dive.
- View.CanFocus - Whether the View can receive keyboard focus
- View.HasFocus - Whether the View currently has focus
- View.TabStop - TabBehavior for tab navigation
- View.TabIndex - Order in tab navigation
- View.SetFocus - Gives focus to the View
Events:
HasFocusChanging- Before focus changes (cancellable)HasFocusChanged- After focus changesAccepting- When Command.Accept is invoked (typically Enter key)Accepted- After Command.Accept completesSelecting- When Command.Select is invoked (typically Space or mouse click)Selected- After Command.Select completes
Scrolling
See the Scrolling Deep Dive.
- View.Viewport - Visible portion of the content area
- View.GetContentSize - Returns size of scrollable content
- View.SetContentSize - Sets size of scrollable content
- View.ScrollHorizontal - Scrolls content horizontally
- View.ScrollVertical - Scrolls content vertically
- View.VerticalScrollBar - Built-in vertical scrollbar
- View.HorizontalScrollBar - Built-in horizontal scrollbar
- View.ViewportSettings - ViewportSettingsFlags controlling scroll behavior
Text
- View.Text - The View's text content
- View.Title - The View's title (shown in Border)
- View.TextFormatter - Handles text formatting and alignment
- View.TextDirection - Text direction (LeftRight, RightToLeft, TopToBottom)
- View.TextAlignment - Text alignment (Left, Centered, Right, Justified)
- View.VerticalTextAlignment - Vertical alignment (Top, Middle, Bottom, Justified)
View Lifecycle
1. Creation
View view = new ()
{
X = Pos.Center(),
Y = Pos.Center(),
Width = Dim.Percent(50),
Height = Dim.Fill()
};
2. Initialization
When a View is added to a SuperView or when Application.Run is called:
- BeginInit is called
- EndInit is called
- IsInitialized becomes true
- Initialized event is raised
3. Layout
Layout happens automatically when needed:
- View.SetNeedsLayout marks View as needing layout
- View.Layout calculates position and size
LayoutStartedevent is raised- Frame and Viewport are calculated based on X, Y, Width, Height
- SubViews are laid out
LayoutCompleteevent is raised
4. Drawing
Drawing happens automatically when needed:
- View.SetNeedsDraw marks View as needing redraw
- View.Draw renders the View
DrawingContentevent is raised- View.OnDrawingContent is called (override to draw custom content)
DrawingContentCompleteevent is raised- Adornments are drawn
- SubViews are drawn
5. Input Processing
Input is processed in this order:
- Keyboard: Key → KeyBindings → Command → Command Handlers → Events
- Mouse: MouseEvent → MouseBindings → Command → Command Handlers → Events
6. Disposal
view.Dispose();
- Raises View.Disposing event
- Disposes adornments, scrollbars, SubViews
- Cleans up event handlers and resources
Subsystems
Commands
See the Command Deep Dive for complete details.
Views use a command pattern for handling input:
// Add a command the view supports
view.AddCommand (Command.Accept, () =>
{
// Handle the Accept command
return true;
});
// Bind a key to the command
view.KeyBindings.Add (Key.Enter, Command.Accept);
// Bind a mouse action to the command
view.MouseBindings.Add (MouseFlags.Button1Clicked, Command.Select);
Input
Keyboard
See the Keyboard Deep Dive for complete details.
The keyboard subsystem processes key presses through:
- View.KeyDown event (cancellable)
- View.OnKeyDown virtual method
- View.KeyBindings - Converts keys to commands
- Command handlers (registered via View.AddCommand)
- View.KeyUp event
Mouse
See the Mouse Deep Dive for complete details.
The mouse subsystem processes mouse events through:
- View.MouseEvent event (low-level)
- View.OnMouseEvent virtual method
- View.MouseEnter / View.MouseLeave events
- View.MouseBindings - Converts mouse actions to commands
- Command handlers
- View.MouseClick event (high-level)
Layout
See the Layout Deep Dive for complete details.
Layout is declarative using Pos and Dim:
var label = new Label { Text = "Name:" };
var textField = new TextField
{
X = Pos.Right(label) + 1,
Y = Pos.Top(label),
Width = Dim.Fill()
};
The layout system automatically:
- Calculates Frame based on X, Y, Width, Height
- Handles Adornment thickness
- Calculates Viewport
- Lays out SubViews recursively
Drawing
See the Drawing Deep Dive for complete details.
Views draw themselves using viewport-relative coordinates:
protected override bool OnDrawingContent()
{
// Draw at viewport coordinates (0,0)
Move(0, 0);
SetAttribute(new Attribute(Color.White, Color.Blue));
AddStr("Hello, Terminal.Gui!");
return true;
}
Key drawing concepts:
- LineCanvas - For drawing lines with auto-joining
- Attribute - Color and text style
- TextStyle - Bold, Italic, Underline, etc.
- Gradient / GradientFill - Color gradients
Navigation
See the Navigation Deep Dive for complete details.
Navigation controls keyboard focus movement:
- View.CanFocus - Whether View can receive focus
- View.TabStop - TabBehavior (NoStop, TabStop, TabGroup)
- View.TabIndex - Tab order within SuperView
- View.SetFocus - Requests focus
- View.AdvanceFocus - Moves focus to next/previous View
Scrolling
See the Scrolling Deep Dive for complete details.
Scrolling is built into every View:
// Set content size larger than viewport
view.SetContentSize(new Size(100, 100));
// Scroll the content
view.Viewport = view.Viewport with { Location = new Point(10, 10) };
// Or use helper methods
view.ScrollVertical(5);
view.ScrollHorizontal(3);
// Enable scrollbars
view.VerticalScrollBar.Visible = true;
view.HorizontalScrollBar.Visible = true;
Common View Patterns
Creating a Custom View
public class MyCustomView : View
{
public MyCustomView()
{
// Set up default size
Width = Dim.Auto();
Height = Dim.Auto();
// Can receive focus
CanFocus = true;
// Add supported commands
AddCommand(Command.Accept, HandleAccept);
// Configure key bindings
KeyBindings.Add(Key.Enter, Command.Accept);
}
protected override bool OnDrawingContent()
{
// Draw custom content using viewport coordinates
Move(0, 0);
SetAttributeForRole(VisualRole.Normal);
AddStr("My custom content");
return true; // Handled
}
private bool HandleAccept()
{
// Handle the Accept command
// Raise events, update state, etc.
return true; // Handled
}
}
Adding SubViews
var container = new View
{
Width = Dim.Fill(),
Height = Dim.Fill()
};
var button1 = new Button { Text = "OK", X = 2, Y = 2 };
var button2 = new Button { Text = "Cancel", X = Pos.Right(button1) + 2, Y = 2 };
container.Add(button1, button2);
Using Adornments
var view = new View
{
BorderStyle = LineStyle.Double,
Title = "My View"
};
// Configure border
view.Border.Thickness = new Thickness(1);
view.Border.Settings = BorderSettings.Title;
// Add padding
view.Padding.Thickness = new Thickness(1);
// Add margin
view.Margin.Thickness = new Thickness(2);
Implementing Scrolling
var view = new View
{
Width = 40,
Height = 20
};
// Set content larger than viewport
view.SetContentSize(new Size(100, 100));
// Enable scrollbars with auto-show
view.VerticalScrollBar.AutoShow = true;
view.HorizontalScrollBar.AutoShow = true;
// Add key bindings for scrolling
view.KeyBindings.Add(Key.CursorUp, Command.ScrollUp);
view.KeyBindings.Add(Key.CursorDown, Command.ScrollDown);
view.KeyBindings.Add(Key.CursorLeft, Command.ScrollLeft);
view.KeyBindings.Add(Key.CursorRight, Command.ScrollRight);
// Add command handlers
view.AddCommand(Command.ScrollUp, () => { view.ScrollVertical(-1); return true; });
view.AddCommand(Command.ScrollDown, () => { view.ScrollVertical(1); return true; });
Modal Views
Views can run modally (exclusively capturing all input until closed). See Toplevel for details.
Running a View Modally
var dialog = new Dialog
{
Title = "Confirmation",
Width = Dim.Percent(50),
Height = Dim.Percent(50)
};
// Add content...
var label = new Label { Text = "Are you sure?", X = Pos.Center(), Y = 1 };
dialog.Add(label);
// Run modally - blocks until closed
Application.Run(dialog);
// Dialog has been closed
Modal View Types
- Toplevel - Base class for modal views, can fill entire screen
- Window - Overlapped container with border and title
- Dialog - Modal Window, centered with button support
- Wizard - Multi-step modal dialog
Dialog Example
Dialogs are Modal Windows centered on screen:
bool okPressed = false;
var ok = new Button { Text = "Ok" };
ok.Accepting += (s, e) => { okPressed = true; Application.RequestStop(); };
var cancel = new Button { Text = "Cancel" };
cancel.Accepting += (s, e) => Application.RequestStop();
var dialog = new Dialog
{
Title = "Quit",
Width = 50,
Height = 10
};
dialog.Add(new Label { Text = "Are you sure you want to quit?", X = Pos.Center(), Y = 2 });
dialog.AddButton(ok);
dialog.AddButton(cancel);
Application.Run(dialog);
if (okPressed)
{
// User clicked OK
}
Which displays:
╔═ Quit ═══════════════════════════════════════════╗
║ ║
║ Are you sure you want to quit? ║
║ ║
║ ║
║ ║
║ [ Ok ] [ Cancel ] ║
╚══════════════════════════════════════════════════╝
Wizard Example
Wizards let users step through multiple pages:
var wizard = new Wizard { Title = "Setup Wizard" };
var step1 = new WizardStep { Title = "Welcome" };
step1.Add(new Label { Text = "Welcome to the wizard!", X = 1, Y = 1 });
var step2 = new WizardStep { Title = "Configuration" };
step2.Add(new TextField { X = 1, Y = 1, Width = 30 });
wizard.AddStep(step1);
wizard.AddStep(step2);
Application.Run(wizard);
Advanced Topics
View Diagnostics
View.Diagnostics - ViewDiagnosticFlags for debugging:
Ruler- Shows a ruler around the ViewDrawIndicator- Shows an animated indicator when drawingFramePadding- Highlights the Frame with color
View States
- View.Enabled - Whether the View is enabled
- View.Visible - Whether the View is visible
- View.CanFocus - Whether the View can receive focus
- View.HasFocus - Whether the View currently has focus
Shadow Effects
View.ShadowStyle - ShadowStyle for drop shadows:
view.ShadowStyle = ShadowStyle.Transparent;
See Also
- Views Overview - Complete list of all built-in Views
- Layout Deep Dive - Detailed layout system documentation
- Drawing Deep Dive - Drawing system and color management
- Keyboard Deep Dive - Keyboard input handling
- Mouse Deep Dive - Mouse input handling
- Navigation Deep Dive - Focus and navigation system
- Scrolling Deep Dive - Scrolling and viewport management
- Command Deep Dive - Command pattern and bindings
- Arrangement Deep Dive - Movable and resizable views
- Configuration Deep Dive - Configuration and persistence
- Scheme Deep Dive - Color theming