If any task was not-started or finishes then everything stops rendering. I suspect this worked ok but wasn't noticed until we introduced the indeterminate progress task that starts off not-started which caused everything to bail early in the demos.
Adds a new extension method IAnsiConsole.WriteAnsi that writes
VT/ANSI control codes to the console. If VT/ANSI control codes are
not supported, nothing will be written.
* Moves ColorSystem from Profile to Capabilities
* Renames Tty to IsTerminal
* Adds IAnsiConsoleOutput to make output more flexible
Closes#343Closes#359Closes#369
This commit also changes the behavior of ProgressContext.IsFinished.
Only tasks that have been started will be taken into consideration,
and not indeterminate tasks.
Closes#329Closes#331
This makes it possible for encoders to output better representation
of the actual objects instead of working with chopped up segments.
* IAnsiConsole.Write now takes an IRenderable instead of segments
* Calculating cell width does no longer require a render context
* Removed RenderContext.LegacyConsole
* Removed RenderContext.Encoding
* Added Capabilities.Unicode
Makes the Report method an explicit implementation to allow for better interoperability with standard .NET progress functionality while keeping backwards compatibility with existing ProgressTask functionality.
Closes#285
Previous behavior was that the only way to get a task to a finished state was to artificially set the Value to MaxValue.
With this change StopTask() will also complete the task with the change that a task cannot be restarted.