cursive/src/view/mod.rs

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//! Base elements required to build views.
//!
//! Views are the main building blocks of your UI.
//!
//! A view can delegate part or all of its responsabilities to child views,
//! forming a view tree. The root of this tree is a `StackView` handled
//! directly by the `Cursive` element.
//!
//! # Layout
//!
//! The layout phase is when the size and location of each view is computed.
//!
//! Each view is given an area of the screen by the `View::layout()` method.
//! With this, the view is free to plan its content, including calling
//! `View::layout()` on its own children.
//!
//! In order to determine how much space should be given each child, parents
//! can use `View::required_size()` on them.
//!
//!
//! ### Contracts
//!
//! When building new Views, you should respect these contracts:
//!
//! * By default, `View::layout()` should be called before any call to
//! `View::draw()` with the same available size. The only exceptions is
//! when both following conditions are met:
//! * The available size has not changed since the last call to
//! `View::layout()`
//! * `View::needs_relayout()` returns `false`
//!
//! In this case, it is safe to omit the call to `View::layout()`.
//!
//! * The value returned by `required_size` should be an actually viable size,
//! no matter what the request is. This means calling `View::layout()` with
//! a size returned by `required_size` is **never** an error.
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#[macro_use]
mod view_wrapper;
// Essentials components
mod position;
mod size_cache;
mod size_constraint;
mod view_path;
// Helper bases
mod scroll;
mod identifiable;
mod boxable;
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pub use self::boxable::Boxable;
pub use self::identifiable::Identifiable;
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pub use self::position::{Offset, Position};
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pub use self::scroll::{ScrollBase, ScrollStrategy};
pub use self::size_cache::SizeCache;
pub use self::size_constraint::SizeConstraint;
pub use self::view_path::ViewPath;
pub use self::view_wrapper::ViewWrapper;
use Printer;
use direction::Direction;
use event::{Event, EventResult};
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use std::any::Any;
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use vec::Vec2;
use views::IdView;
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/// A view that can be downcasted to its concrete type.
///
/// This trait is automatically implemented for any `T: View`.
pub trait AnyView: View {
/// Downcast self to a `Any`.
fn as_any(&self) -> &Any;
/// Downcast self to a mutable `Any`.
fn as_any_mut(&mut self) -> &mut Any;
/// Returns a boxed any from a boxed self.
///
/// Can be used before `Box::downcast()`.
///
/// # Examples
///
/// ```rust
/// # use cursive::views::TextView;
/// # use cursive::view::AnyView;
/// # fn main() {
/// let boxed: Box<AnyView> = Box::new(TextView::new("text"));
/// let text: Box<TextView> = boxed.as_boxed_any().downcast().unwrap();
/// # }
/// ```
fn as_boxed_any(self: Box<Self>) -> Box<Any>;
}
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impl<T: View> AnyView for T {
/// Downcast self to a `Any`.
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fn as_any(&self) -> &Any {
self
}
/// Downcast self to a mutable `Any`.
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fn as_any_mut(&mut self) -> &mut Any {
self
}
fn as_boxed_any(self: Box<Self>) -> Box<Any> {
self
}
}
/// Represents a type that can be made into a `Box<AnyView>`.
pub trait BoxableView {
/// Returns a `Box<AnyView>`.
fn as_boxed_view(self) -> Box<AnyView>;
}
impl<T> BoxableView for T
where
T: View,
{
fn as_boxed_view(self) -> Box<AnyView> {
Box::new(self)
}
}
impl BoxableView for Box<AnyView> {
fn as_boxed_view(self) -> Box<AnyView> {
self
}
}
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/// Main trait defining a view behaviour.
///
/// This is what you should implement to define a custom View.
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pub trait View: Any {
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/// Called when a key was pressed.
///
/// Default implementation just ignores it.
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fn on_event(&mut self, Event) -> EventResult {
EventResult::Ignored
}
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/// Returns the minimum size the view requires with the given restrictions.
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///
/// If the view is flexible (it has multiple size options), it can try
/// to return one that fits the given `constraint`.
/// It's also fine to ignore it and return a fixed value.
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///
/// Default implementation always return `(1,1)`.
fn required_size(&mut self, constraint: Vec2) -> Vec2 {
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let _ = constraint;
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Vec2::new(1, 1)
}
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/// Returns `true` if the view content changed since last layout phase.
///
/// This is mostly an optimisation for views where the layout phase is
/// expensive.
///
/// * Views can ignore it and always return true (default implementation).
/// They will always be assumed to have changed.
/// * View Groups can ignore it and always re-layout their children.
/// * If they call `required_size` or `layout` with stable parameters,
/// the children may cache the result themselves and speed up the
/// process anyway.
fn needs_relayout(&self) -> bool {
true
}
/// Called once the size for this view has been decided,
///
/// View groups should propagate the information to their children.
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fn layout(&mut self, Vec2) {}
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/// Draws the view with the given printer (includes bounds) and focus.
fn draw(&self, printer: &Printer);
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/// Runs a closure on the view identified by the given selector.
///
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/// See [`Finder::call_on`] for a nicer interface, implemented for all
/// views.
///
/// [`Finder::call_on`]: trait.Finder.html#method.call_on
///
/// If the selector doesn't find a match, the closure will not be run.
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///
/// Default implementation is a no-op.
fn call_on_any<'a>(&mut self, _: &Selector, _: Box<FnMut(&mut Any) + 'a>) {
// TODO: FnMut -> FnOnce once it works
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}
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/// Moves the focus to the view identified by the given selector.
///
/// Returns `Ok(())` if the view was found and selected.
///
/// Default implementation simply returns `Err(())`.
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fn focus_view(&mut self, &Selector) -> Result<(), ()> {
Err(())
}
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/// This view is offered focus. Will it take it?
///
/// `source` indicates where the focus comes from.
/// When the source is unclear, `Front` is usually used.
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///
/// Default implementation always return `false`.
fn take_focus(&mut self, source: Direction) -> bool {
let _ = source;
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false
}
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}
/// Provides `call_on<V: View>` to views.
///
/// This trait is mostly a wrapper around [`View::call_on_any`].
///
/// It provides a nicer interface to find a view when you know its type.
///
/// [`View::call_on_any`]: ./trait.View.html#method.call_on_any
pub trait Finder {
/// Tries to find the view pointed to by the given selector.
///
/// If the view is not found, or if it is not of the asked type,
/// it returns None.
fn call_on<V, F, R>(&mut self, sel: &Selector, callback: F) -> Option<R>
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where
V: View + Any,
F: FnOnce(&mut V) -> R;
/// Convenient method to use `call_on` with a `view::Selector::Id`.
fn find_id<V, F, R>(&mut self, id: &str, callback: F) -> Option<R>
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where
V: View + Any,
F: FnOnce(&mut V) -> R,
{
self.call_on(&Selector::Id(id), callback)
}
}
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impl<T: View> Finder for T {
fn call_on<V, F, R>(&mut self, sel: &Selector, callback: F) -> Option<R>
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where
V: View + Any,
F: FnOnce(&mut V) -> R,
{
let mut result = None;
{
let result_ref = &mut result;
let mut callback = Some(callback);
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let callback = |v: &mut Any| {
if let Some(callback) = callback.take() {
if v.is::<V>() {
*result_ref =
v.downcast_mut::<V>().map(|v| callback(v));
} else if v.is::<IdView<V>>() {
*result_ref = v.downcast_mut::<IdView<V>>()
.and_then(|v| v.with_view_mut(callback));
}
}
};
self.call_on_any(sel, Box::new(callback));
}
result
}
}
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/// Selects a single view (if any) in the tree.
pub enum Selector<'a> {
/// Selects a view from its ID.
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Id(&'a str),
/// Selects a view from its path.
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Path(&'a ViewPath),
}