cursive/src/views/dialog.rs

536 lines
16 KiB
Rust
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use Cursive;
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use Printer;
use With;
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use align::*;
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use direction::Direction;
use event::*;
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use std::any::Any;
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use std::cell::Cell;
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use std::cmp::max;
use theme::ColorStyle;
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use unicode_width::UnicodeWidthStr;
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use vec::{Vec2, Vec4};
use view::{Selector, View};
use views::{Button, DummyView, SizedView, TextView};
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#[derive(PartialEq)]
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enum Focus {
Content,
Button(usize),
}
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struct ChildButton {
button: SizedView<Button>,
offset: Cell<Vec2>,
}
impl ChildButton {
pub fn new<F, R, S: Into<String>>(label: S, cb: F) -> Self
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where
F: 'static + Fn(&mut Cursive) -> R,
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{
ChildButton {
button: SizedView::new(Button::new(label, cb)),
offset: Cell::new(Vec2::zero()),
}
}
}
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/// Popup-like view with a main content, and optional buttons under it.
///
/// # Examples
///
/// ```
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/// # use cursive::views::{Dialog,TextView};
/// let dialog = Dialog::around(TextView::new("Hello!"))
/// .button("Ok", |s| s.quit());
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/// ```
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pub struct Dialog {
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// Possibly empty title.
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title: String,
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// Where to put the title position
title_position: HAlign,
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// The actual inner view.
content: SizedView<Box<View>>,
// Optional list of buttons under the main view.
// Include the top-left corner.
buttons: Vec<ChildButton>,
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// Padding around the inner view.
padding: Vec4,
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// Borders around everything.
borders: Vec4,
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// The current element in focus
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focus: Focus,
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// How to align the buttons under the view.
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align: Align,
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}
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new_default!(Dialog);
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impl Dialog {
/// Creates a new `Dialog` with empty content.
///
/// You should probably call `content()` next.
pub fn new() -> Self {
Self::around(DummyView)
}
/// Creates a new `Dialog` with the given content.
pub fn around<V: View + 'static>(view: V) -> Self {
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Dialog {
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content: SizedView::new(Box::new(view)),
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buttons: Vec::new(),
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title: String::new(),
title_position: HAlign::Center,
focus: Focus::Content,
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padding: Vec4::new(1, 1, 0, 0),
borders: Vec4::new(1, 1, 1, 1),
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align: Align::top_right(),
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}
}
/// Sets the content for this dialog.
///
/// Chainable variant.
pub fn content<V: View + 'static>(self, view: V) -> Self {
self.with(|s| s.set_content(view))
}
/// Sets the content for this dialog.
///
/// Previous content will be dropped.
pub fn set_content<V: View + 'static>(&mut self, view: V) {
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self.content = SizedView::new(Box::new(view));
}
/// Convenient method to create a dialog with a simple text content.
pub fn text<S: Into<String>>(text: S) -> Self {
Self::around(TextView::new(text))
}
/// Convenient method to create an infobox.
///
/// It will contain the given text and a `Ok` dismiss button.
pub fn info<S: Into<String>>(text: S) -> Self {
Dialog::text(text).dismiss_button("Ok")
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}
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/// Adds a button to the dialog with the given label and callback.
///
/// Consumes and returns self for easy chaining.
pub fn button<F, R, S: Into<String>>(mut self, label: S, cb: F) -> Self
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where
F: 'static + Fn(&mut Cursive) -> R,
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{
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self.buttons.push(ChildButton::new(label, cb));
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self
}
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/// Sets the horizontal alignment for the buttons, if any.
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///
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/// Only works if the buttons are as a row at the bottom of the dialog.
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pub fn h_align(mut self, h: HAlign) -> Self {
self.align.h = h;
self
}
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/*
* Commented out because currently un-implemented.
*
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/// Sets the vertical alignment for the buttons, if any.
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///
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/// Only works if the buttons are as a column to the right of the dialog.
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pub fn v_align(mut self, v: VAlign) -> Self {
self.align.v = v;
self
}
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*/
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/// Shortcut method to add a button that will dismiss the dialog.
pub fn dismiss_button<S: Into<String>>(self, label: S) -> Self {
self.button(label, |s| s.pop_layer())
}
/// Sets the title of the dialog.
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///
/// If not empty, it will be visible at the top.
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pub fn title<S: Into<String>>(self, label: S) -> Self {
self.with(|s| s.set_title(label))
}
/// Sets the title of the dialog.
pub fn set_title<S: Into<String>>(&mut self, label: S) {
self.title = label.into();
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}
/// Sets the horizontal position of the title in the dialog.
/// The default position is `HAlign::Center`
pub fn title_position(self, align: HAlign) -> Self {
self.with(|s| s.set_title_position(align))
}
/// Sets the horizontal position of the title in the dialog.
/// The default position is `HAlign::Center`
pub fn set_title_position(&mut self, align: HAlign) {
self.title_position = align;
}
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/// Sets the padding in the dialog (around content and buttons).
pub fn padding<T: Into<Vec4>>(mut self, padding: T) -> Self {
self.padding = padding.into();
self
}
/// Sets the top padding in the dialog (under the title).
pub fn padding_top(mut self, padding: usize) -> Self {
self.padding.top = padding;
self
}
/// Sets the bottom padding in the dialog (under buttons).
pub fn padding_bottom(mut self, padding: usize) -> Self {
self.padding.bottom = padding;
self
}
/// Sets the left padding in the dialog.
pub fn padding_left(mut self, padding: usize) -> Self {
self.padding.left = padding;
self
}
/// Sets the right padding in the dialog.
pub fn padding_right(mut self, padding: usize) -> Self {
self.padding.right = padding;
self
}
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// Private methods
// An event is received while the content is in focus
fn on_event_content(&mut self, event: Event) -> EventResult {
match self.content.on_event(
event.relativized((self.padding + self.borders).top_left()),
) {
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EventResult::Ignored if !self.buttons.is_empty() => {
match event {
Event::Key(Key::Down)
| Event::Key(Key::Tab)
| Event::Shift(Key::Tab) => {
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// Default to leftmost button when going down.
self.focus = Focus::Button(0);
EventResult::Consumed(None)
}
_ => EventResult::Ignored,
}
}
res => res,
}
}
// An event is received while a button is in focus
fn on_event_button(
&mut self, event: Event, button_id: usize
) -> EventResult {
let result = {
let button = &mut self.buttons[button_id];
button
.button
.on_event(event.relativized(button.offset.get()))
};
match result {
EventResult::Ignored => {
match event {
// Up goes back to the content
Event::Key(Key::Up) => {
if self.content.take_focus(Direction::down()) {
self.focus = Focus::Content;
EventResult::Consumed(None)
} else {
EventResult::Ignored
}
}
Event::Shift(Key::Tab) => {
if self.content.take_focus(Direction::back()) {
self.focus = Focus::Content;
EventResult::Consumed(None)
} else {
EventResult::Ignored
}
}
Event::Key(Key::Tab) => {
if self.content.take_focus(Direction::front()) {
self.focus = Focus::Content;
EventResult::Consumed(None)
} else {
EventResult::Ignored
}
}
// Left and Right move to other buttons
Event::Key(Key::Right)
if button_id + 1 < self.buttons.len() =>
{
self.focus = Focus::Button(button_id + 1);
EventResult::Consumed(None)
}
Event::Key(Key::Left) if button_id > 0 => {
self.focus = Focus::Button(button_id - 1);
EventResult::Consumed(None)
}
_ => EventResult::Ignored,
}
}
res => res,
}
}
fn draw_buttons(&self, printer: &Printer) -> Option<usize> {
let mut buttons_height = 0;
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// Current horizontal position of the next button we'll draw.
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// Sum of the sizes + len-1 for margins
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let width = self.buttons
.iter()
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.map(|button| button.button.size.x)
.fold(0, |a, b| a + b)
+ self.buttons.len().saturating_sub(1);
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let overhead = self.padding + self.borders;
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if printer.size.x < overhead.horizontal() {
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return None;
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}
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let mut offset = overhead.left
+ self.align
.h
.get_offset(width, printer.size.x - overhead.horizontal());
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let overhead_bottom = self.padding.bottom + self.borders.bottom + 1;
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let y = match printer.size.y.checked_sub(overhead_bottom) {
Some(y) => y,
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None => return None,
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};
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for (i, button) in self.buttons.iter().enumerate() {
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let size = button.button.size;
// Add some special effect to the focused button
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let position = Vec2::new(offset, y);
button.offset.set(position);
button.button.draw(&printer.sub_printer(
position,
size,
self.focus == Focus::Button(i),
));
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// Keep 1 blank between two buttons
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offset += size.x + 1;
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// Also keep 1 blank above the buttons
buttons_height = max(buttons_height, size.y + 1);
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}
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Some(buttons_height)
}
fn draw_content(&self, printer: &Printer, buttons_height: usize) {
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// What do we have left?
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let taken = Vec2::new(0, buttons_height) + self.borders.combined()
+ self.padding.combined();
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let inner_size = match printer.size.checked_sub(taken) {
Some(s) => s,
None => return,
};
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self.content.draw(&printer.sub_printer(
self.borders.top_left() + self.padding.top_left(),
inner_size,
self.focus == Focus::Content,
));
}
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fn draw_title(&self, printer: &Printer) {
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if !self.title.is_empty() {
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let len = self.title.width();
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if len + 4 > printer.size.x {
return;
}
let spacing = 3; //minimum distance to borders
let x = spacing
+ self.title_position
.get_offset(len, printer.size.x - 2 * spacing);
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printer.with_high_border(false, |printer| {
printer.print((x - 2, 0), "");
printer.print((x + len, 0), "");
});
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printer.with_color(ColorStyle::TitlePrimary, |p| {
p.print((x, 0), &self.title)
});
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}
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}
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fn check_focus_grab(&mut self, event: &Event) {
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if let Event::Mouse {
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offset,
position,
event,
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} = *event
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{
if !event.grabs_focus() {
return;
}
let position = match position.checked_sub(offset) {
None => return,
Some(pos) => pos,
};
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// eprintln!("Rel pos: {:?}", position);
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// Now that we have a relative position, checks for buttons?
if let Some(i) = self.buttons.iter().position(|btn| {
// If position fits there...
position.fits_in_rect(btn.offset.get(), btn.button.size)
}) {
self.focus = Focus::Button(i);
} else if position.fits_in_rect(
(self.padding + self.borders).top_left(),
self.content.size,
)
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&& self.content.take_focus(Direction::none())
{
// Or did we click the content?
self.focus = Focus::Content;
}
}
}
}
impl View for Dialog {
fn draw(&self, printer: &Printer) {
// This will be the buttons_height used by the buttons.
let buttons_height = match self.draw_buttons(printer) {
Some(height) => height,
None => return,
};
self.draw_content(printer, buttons_height);
// Print the borders
printer.print_box(Vec2::new(0, 0), printer.size, false);
self.draw_title(printer);
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}
fn required_size(&mut self, req: Vec2) -> Vec2 {
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// Padding and borders are not available for kids.
let nomans_land = self.padding.combined() + self.borders.combined();
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// Buttons are not flexible, so their size doesn't depend on ours.
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let mut buttons_size = Vec2::new(0, 0);
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// Start with the inter-button space.
buttons_size.x += self.buttons.len().saturating_sub(1);
for button in &mut self.buttons {
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let s = button.button.view.required_size(req);
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buttons_size.x += s.x;
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buttons_size.y = max(buttons_size.y, s.y + 1);
}
// We also remove one row for the buttons.
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let taken = nomans_land + Vec2::new(0, buttons_size.y);
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let content_req = match req.checked_sub(taken) {
Some(r) => r,
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// Bad!!
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None => return taken,
};
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let content_size = self.content.required_size(content_req);
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// On the Y axis, we add buttons and content.
// On the X axis, we take the max.
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let mut inner_size = Vec2::new(
max(content_size.x, buttons_size.x),
content_size.y + buttons_size.y,
) + self.padding.combined()
+ self.borders.combined();
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if !self.title.is_empty() {
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// If we have a title, we have to fit it too!
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inner_size.x = max(inner_size.x, self.title.width() + 6);
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}
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inner_size
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}
fn layout(&mut self, mut size: Vec2) {
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// Padding and borders are taken, sorry.
// TODO: handle border-less themes?
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let taken = self.borders.combined() + self.padding.combined();
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size = size.saturating_sub(taken);
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// Buttons are kings, we give them everything they want.
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let mut buttons_height = 0;
for button in self.buttons.iter_mut().rev() {
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let size = button.button.required_size(size);
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buttons_height = max(buttons_height, size.y + 1);
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button.button.layout(size);
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}
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// Poor content will have to make do with what's left.
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if buttons_height > size.y {
buttons_height = size.y;
}
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self.content
.layout(size.saturating_sub((0, buttons_height)));
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}
fn on_event(&mut self, event: Event) -> EventResult {
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// First: some mouse events can instantly change the focus.
self.check_focus_grab(&event);
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match self.focus {
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// If we are on the content, we can only go down.
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// TODO: Careful if/when we add buttons elsewhere on the dialog!
Focus::Content => self.on_event_content(event),
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// If we are on a button, we have more choice
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Focus::Button(i) => self.on_event_button(event, i),
}
}
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fn take_focus(&mut self, source: Direction) -> bool {
// Dialogs aren't meant to be used in layouts, so...
// Let's be super lazy and not even care about the focus source.
if self.content.take_focus(source) {
self.focus = Focus::Content;
true
} else if !self.buttons.is_empty() {
self.focus = Focus::Button(0);
true
} else {
false
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}
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}
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fn call_on_any<'a>(
&mut self, selector: &Selector, callback: Box<FnMut(&mut Any) + 'a>
) {
self.content.call_on_any(selector, callback);
}
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fn focus_view(&mut self, selector: &Selector) -> Result<(), ()> {
self.content.focus_view(selector)
}
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}