cursive/src/views/menubar.rs

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Rust
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use direction;
use event::*;
use menu::{MenuItem, MenuTree};
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use rect::Rect;
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};
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use views::{MenuPopup, OnEventView};
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use Cursive;
use Printer;
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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.
root: 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 {
root: MenuTree::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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/// True if some submenus are visible.
pub fn has_submenu(&self) -> bool {
self.state == State::Submenu
}
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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<S>(&mut self, title: S, menu: MenuTree) -> &mut Self
where
S: Into<String>,
{
let i = self.root.len();
self.insert_subtree(i, title, menu)
}
/// Adds a delimiter to the menubar.
pub fn add_delimiter(&mut self) -> &mut Self {
let i = self.root.len();
self.insert_delimiter(i)
}
/// Adds a leaf node to the menubar.
pub fn add_leaf<S, F>(&mut self, title: S, cb: F) -> &mut Self
where
S: Into<String>,
F: 'static + Fn(&mut Cursive),
{
let i = self.root.len();
self.insert_leaf(i, title, cb)
}
/// Insert a new item at the given position.
pub fn insert_subtree<S>(
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&mut self, i: usize, title: S, menu: MenuTree,
) -> &mut Self
where
S: Into<String>,
{
self.root.insert_subtree(i, title, menu);
self
}
/// Inserts a new delimiter at the given position.
///
/// It will show up as `|`.
pub fn insert_delimiter(&mut self, i: usize) -> &mut Self {
self.root.insert_delimiter(i);
self
}
/// Inserts a new leaf node at the given position.
///
/// It will be directly actionable.
pub fn insert_leaf<S, F>(&mut self, i: usize, title: S, cb: F) -> &mut Self
where
S: Into<String>,
F: 'static + Fn(&mut Cursive),
{
self.root.insert_leaf(i, title, cb);
self
}
/// Removes all menu items from this menubar.
pub fn clear(&mut self) {
self.root.clear();
self.focus = 0;
}
/// Returns the number of items in this menubar.
pub fn len(&self) -> usize {
self.root.len()
}
/// Returns `true` if this menubar is empty.
pub fn is_empty(&self) -> bool {
self.root.is_empty()
}
/// 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.root.get_subtree(i)
}
/// Looks for an item with the given label.
pub fn find_subtree(&mut self, label: &str) -> Option<&mut MenuTree> {
self.root.find_subtree(label)
}
/// 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.root.find_position(label)
}
/// Remove the item at the given position.
pub fn remove(&mut self, i: usize) {
self.root.remove(i);
}
fn child_at(&self, x: usize) -> Option<usize> {
if x == 0 {
return None;
}
let mut offset = 1;
for (i, child) in self.root.children.iter().enumerate() {
offset += child.label().width() + 2;
if x < offset {
return Some(i);
}
}
None
}
fn select_child(&mut self, open_only: bool) -> EventResult {
match self.root.children[self.focus] {
MenuItem::Leaf(_, ref cb) if !open_only => {
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// Go inactive after an action.
self.state = State::Inactive;
EventResult::Consumed(Some(cb.clone()))
}
MenuItem::Subtree(_, ref tree) => {
// First, we need a new Rc to send the callback,
// since we don't know when it will be called.
let menu = Rc::clone(tree);
self.state = State::Submenu;
let offset = Vec2::new(
self.root.children[..self.focus]
.iter()
.map(|child| child.label().width() + 2)
.sum(),
if self.autohide { 1 } else { 0 },
);
// Since the closure will be called multiple times,
// we also need a new Rc on every call.
EventResult::with_cb(move |s| {
show_child(s, offset, Rc::clone(&menu))
})
}
_ => EventResult::Ignored,
}
}
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}
fn show_child(s: &mut Cursive, offset: Vec2, menu: Rc<MenuTree>) {
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// 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
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// consume it before our OnEventView. This means sub-menus can properly
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// be entered.)
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s.screen_mut().add_layer_at(
Position::absolute(offset),
OnEventView::new(
MenuPopup::new(menu)
.on_dismiss(|s| s.select_menubar())
.on_action(|s| s.menubar().state = State::Inactive),
).on_event(Key::Right, |s| {
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s.pop_layer();
s.select_menubar();
// Act as if we sent "Right" then "Down"
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s.menubar().on_event(Event::Key(Key::Right)).process(s);
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if let EventResult::Consumed(Some(cb)) =
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s.menubar().on_event(Event::Key(Key::Down))
{
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cb(s);
}
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}).on_event(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))
{
cb(s);
}
}),
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);
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}
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, item) in self.root.children.iter().enumerate() {
let title = item.label();
// We don't want to show HighlightInactive when we're not selected,
// because it's ugly on the menubar.
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let selected =
(self.state != State::Inactive) && (i == self.focus);
printer.with_selection(selected, |printer| {
printer.print((offset, 0), &format!(" {} ", title));
});
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) => {
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self.hide();
return EventResult::with_cb(|s| s.clear());
}
Event::Key(Key::Left) => loop {
if self.focus > 0 {
self.focus -= 1;
} else {
self.focus = self.root.len() - 1;
}
if !self.root.children[self.focus].is_delimiter() {
break;
}
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},
Event::Key(Key::Right) => loop {
if self.focus + 1 < self.root.len() {
self.focus += 1;
} else {
self.focus = 0;
}
if !self.root.children[self.focus].is_delimiter() {
break;
}
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},
Event::Key(Key::Down) => {
return self.select_child(true);
}
Event::Key(Key::Enter) => {
return self.select_child(false);
}
Event::Mouse {
event: MouseEvent::Press(btn),
position,
offset,
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}
if position.fits(offset) && position.y == offset.y =>
{
if let Some(child) = position
.checked_sub(offset)
.and_then(|pos| self.child_at(pos.x))
{
if !self.root.children[child].is_delimiter() {
self.focus = child;
if btn == MouseButton::Left {
return self.select_child(true);
}
}
}
}
Event::Mouse {
event: MouseEvent::Release(btn),
position,
offset,
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}
if position.fits(offset) && position.y == offset.y =>
{
if let Some(child) = position
.checked_sub(offset)
.and_then(|pos| self.child_at(pos.x))
{
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if self.focus == child
&& btn == MouseButton::Left
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&& self.root.children[child].is_leaf()
{
return self.select_child(false);
}
}
}
Event::Mouse {
event: MouseEvent::Press(_),
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..
} => {
self.hide();
return EventResult::with_cb(|s| s.clear());
}
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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 required_size(&mut self, _: Vec2) -> Vec2 {
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// 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)
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let width = self
.root
.children
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.iter()
.map(|item| item.label().len() + 2)
.sum();
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Vec2::new(width, 1)
}
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fn important_area(&self, _: Vec2) -> Rect {
if self.root.is_empty() {
return Rect::from((0, 0));
}
// X position is 1 (margin before the first item) + sum of widths
// And each item has a 2 cells padding.
let x = 1 + self.root.children[..self.focus]
.iter()
.map(|child| child.label().width() + 2)
.sum::<usize>();
let width = self.root.children[self.focus].label().width();
Rect::from_size((x, 0), (width, 1))
}
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}