cursive/src/views/menubar.rs

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use Cursive;
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use Printer;
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use direction;
use event::*;
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use menu::MenuTree;
use std::rc::Rc;
use theme::ColorStyle;
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use unicode_width::UnicodeWidthStr;
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use vec::Vec2;
use view::{Position, View};
use views::{KeyEventView, MenuPopup};
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/// Current state of the menubar
#[derive(PartialEq, Debug)]
enum State {
/// The menubar is inactive.
Inactive,
/// The menubar is actively selected.
///
/// It will receive input.
Selected,
/// The menubar is still visible, but a submenu is open.
///
/// It will not receive input.
Submenu,
}
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/// Shows a single-line list of items, with pop-up menus when one is selected.
///
/// The [`Cursive`] root already includes a menubar
/// that you just need to configure.
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///
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/// [`Cursive`]: ../struct.Cursive.html#method.menubar
pub struct Menubar {
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/// Menu items in this menubar.
menus: Vec<(String, Rc<MenuTree>)>,
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/// TODO: move this out of this view.
pub autohide: bool,
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focus: usize,
// TODO: make Menubar impl View and take out the State management
state: State,
}
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new_default!(Menubar);
impl Menubar {
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/// Creates a new, empty menubar.
pub fn new() -> Self {
Menubar {
menus: Vec::new(),
autohide: true,
state: State::Inactive,
focus: 0,
}
}
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/// Hides the menubar.
fn hide(&mut self) {
self.state = State::Inactive;
}
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/// True if we should be receiving events.
pub fn receive_events(&self) -> bool {
self.state == State::Selected
}
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/// Returns `true` if we should be drawn.
pub fn visible(&self) -> bool {
!self.autohide || self.state != State::Inactive
}
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/// Adds a new item to the menubar.
///
/// The item will use the given title, and on selection, will open a
/// popup-menu with the given menu tree.
pub fn add_subtree(&mut self, title: &str, menu: MenuTree) -> &mut Self {
let i = self.menus.len();
self.insert_subtree(i, title, menu)
}
/// Insert a new item at the given position.
pub fn insert_subtree(&mut self, i: usize, title: &str, menu: MenuTree)
-> &mut Self {
self.menus.insert(i, (title.to_string(), Rc::new(menu)));
self
}
/// Removes all menu items from this menubar.
pub fn clear(&mut self) {
self.menus.clear();
self.focus = 0;
}
/// Returns the number of items in this menubar.
pub fn len(&self) -> usize {
self.menus.len()
}
/// Returns the item at the given position.
///
/// Returns `None` if `i > self.len()`
pub fn get_subtree(&mut self, i: usize) -> Option<&mut MenuTree> {
self.menus
.get_mut(i)
.map(|&mut (_, ref mut tree)| Rc::make_mut(tree))
}
/// Looks for an item with the given label.
pub fn find_subtree(&mut self, label: &str) -> Option<&mut MenuTree> {
// Look for the menu with the correct label,
// then call Rc::make_mut on the tree.
// If another Rc on this tree existed, this will clone
// the tree and keep the forked version.
self.menus
.iter_mut()
.find(|&&mut (ref l, _)| l == label)
.map(|&mut (_, ref mut tree)| Rc::make_mut(tree))
}
/// Returns the position of the item with the given label.
///
/// Returns `None` if no such label was found.
pub fn find_position(&mut self, label: &str) -> Option<usize> {
self.menus
.iter()
.position(|&(ref l, _)| l == label)
}
/// Remove the item at the given position.
pub fn remove(&mut self, i: usize) {
self.menus.remove(i);
}
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}
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fn show_child(s: &mut Cursive, offset: (usize, usize), menu: Rc<MenuTree>) {
// Adds a new layer located near the item title with the menu popup.
// Also adds two key callbacks on this new view, to handle `left` and
// `right` key presses.
// (If the view itself listens for a `left` or `right` press, it will
// consume it before our KeyEventView. This means sub-menus can properly
// be entered.)
s.screen_mut()
.add_layer_at(Position::absolute(offset),
KeyEventView::new(MenuPopup::new(menu)
.on_dismiss(|s| s.select_menubar())
.on_action(|s| {
s.menubar().state = State::Inactive
}))
.register(Key::Right, |s| {
s.pop_layer();
s.select_menubar();
// Act as if we sent "Right" then "Down"
s.menubar().on_event(Event::Key(Key::Right)).process(s);
if let EventResult::Consumed(Some(cb)) =
s.menubar()
.on_event(Event::Key(Key::Down)) {
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cb(s);
}
})
.register(Key::Left, |s| {
s.pop_layer();
s.select_menubar();
// Act as if we sent "Left" then "Down"
s.menubar().on_event(Event::Key(Key::Left)).process(s);
if let EventResult::Consumed(Some(cb)) =
s.menubar()
.on_event(Event::Key(Key::Down)) {
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cb(s);
}
}));
}
impl View for Menubar {
fn draw(&self, printer: &Printer) {
// Draw the bar at the top
printer.with_color(ColorStyle::Primary, |printer| {
printer.print_hline((0, 0), printer.size.x, " ");
});
// TODO: draw the rest
let mut offset = 1;
for (i, &(ref title, _)) in self.menus.iter().enumerate() {
// We don't want to show HighlightInactive when we're not selected,
// because it's ugly on the menubar.
let selected = (self.state != State::Inactive) &&
(i == self.focus);
printer.with_selection(selected, |printer| {
printer.print((offset, 0), &format!(" {} ", title));
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offset += title.width() + 2;
});
}
}
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fn on_event(&mut self, event: Event) -> EventResult {
match event {
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Event::Key(Key::Esc) => {
self.hide();
return EventResult::with_cb(|s| s.clear());
}
Event::Key(Key::Left) => {
if self.focus > 0 {
self.focus -= 1
} else {
self.focus = self.menus.len() - 1
}
}
Event::Key(Key::Right) => {
if self.focus + 1 < self.menus.len() {
self.focus += 1
} else {
self.focus = 0
}
}
Event::Key(Key::Down) |
Event::Key(Key::Enter) => {
// First, we need a new Rc to send the callback,
// since we don't know when it will be called.
let menu = self.menus[self.focus].1.clone();
self.state = State::Submenu;
let offset = (self.menus[..self.focus]
.iter()
.map(|&(ref title, _)| title.width() + 2)
.fold(0, |a, b| a + b),
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if self.autohide { 1 } else { 0 });
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// Since the closure will be called multiple times,
// we also need a new Rc on every call.
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return EventResult::with_cb(move |s| {
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show_child(s, offset, menu.clone())
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});
}
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_ => return EventResult::Ignored,
}
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EventResult::Consumed(None)
}
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fn take_focus(&mut self, _: direction::Direction) -> bool {
self.state = State::Selected;
true
}
fn get_min_size(&mut self, _: Vec2) -> Vec2 {
// TODO: scroll the options if the screen is too small?
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// We add 2 to the length of every label for marin.
// Also, we add 1 at the beginning.
// (See the `draw()` method)
let width = self.menus
.iter()
.map(|&(ref title, _)| title.len() + 2)
.fold(1, |a, b| a + b);
Vec2::new(width, 1)
}
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}