cursive/src/views/stack_view.rs

771 lines
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Rust
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use direction::Direction;
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use event::{AnyCb, Event, EventResult};
use std::cell;
use std::ops::Deref;
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use theme::ColorStyle;
use vec::Vec2;
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use view::{IntoBoxedView, Offset, Position, Selector, View, ViewWrapper};
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use views::{CircularFocus, Layer, ShadowView, ViewBox};
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use Printer;
use With;
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/// Simple stack of views.
/// Only the top-most view is active and can receive input.
pub struct StackView {
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// Store layers from back to front.
layers: Vec<Child>,
last_size: Vec2,
// Flag indicates if undrawn areas of the background are exposed
// and therefore need redrawing.
bg_dirty: cell::Cell<bool>,
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}
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/// Where should the view be on the screen (per dimension).
enum Placement {
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/// View is floating at a specific position.
Floating(Position),
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/// View is full-screen; it should not have a 1-cell border.
Fullscreen,
}
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/// Identifies a layer in a `StackView`.
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
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pub enum LayerPosition {
/// Starts from the back (bottom) of the stack.
FromBack(usize),
/// Starts from the front (top) of the stack.
FromFront(usize),
}
impl Placement {
pub fn compute_offset<S, A, P>(
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&self, size: S, available: A, parent: P,
) -> Vec2
where
S: Into<Vec2>,
A: Into<Vec2>,
P: Into<Vec2>,
{
match *self {
Placement::Floating(ref position) => {
position.compute_offset(size, available, parent)
}
Placement::Fullscreen => Vec2::zero(),
}
}
}
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/// A child view can be wrapped in multiple ways.
enum ChildWrapper<T: View> {
// Some views include a shadow around.
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Shadow(ShadowView<Layer<CircularFocus<T>>>),
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// Some include only include a background.
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Backfilled(Layer<CircularFocus<T>>),
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// Some views don't even have a background (they'll be transparent).
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Plain(CircularFocus<T>),
}
impl<T: View> ChildWrapper<T> {
fn unwrap(self) -> T {
match self {
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// All these into_inner() can never fail.
// (ShadowView, Layer, CircularFocus)
ChildWrapper::Shadow(shadow) => shadow
.into_inner()
.ok()
.unwrap()
.into_inner()
.ok()
.unwrap()
.into_inner()
.ok()
.unwrap(),
// Layer::into_inner can never fail.
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ChildWrapper::Backfilled(background) => background
.into_inner()
.ok()
.unwrap()
.into_inner()
.ok()
.unwrap(),
ChildWrapper::Plain(layer) => layer.into_inner().ok().unwrap(),
}
}
}
impl<T: View> ChildWrapper<T> {
/// Returns a reference to the inner view
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pub fn get_inner(&self) -> &T {
match *self {
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ChildWrapper::Shadow(ref shadow) => {
shadow.get_inner().get_inner().get_inner()
}
ChildWrapper::Backfilled(ref background) => {
background.get_inner().get_inner()
}
ChildWrapper::Plain(ref layer) => layer.get_inner(),
}
}
/// Returns a mutable reference to the inner view
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pub fn get_inner_mut(&mut self) -> &mut T {
match *self {
ChildWrapper::Shadow(ref mut shadow) => {
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shadow.get_inner_mut().get_inner_mut().get_inner_mut()
}
ChildWrapper::Backfilled(ref mut background) => {
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background.get_inner_mut().get_inner_mut()
}
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ChildWrapper::Plain(ref mut layer) => layer.get_inner_mut(),
}
}
}
// TODO: use macros to make this less ugly?
impl<T: View> View for ChildWrapper<T> {
fn draw(&self, printer: &Printer) {
match *self {
ChildWrapper::Shadow(ref v) => v.draw(printer),
ChildWrapper::Backfilled(ref v) => v.draw(printer),
ChildWrapper::Plain(ref v) => v.draw(printer),
}
}
fn on_event(&mut self, event: Event) -> EventResult {
match *self {
ChildWrapper::Shadow(ref mut v) => v.on_event(event),
ChildWrapper::Backfilled(ref mut v) => v.on_event(event),
ChildWrapper::Plain(ref mut v) => v.on_event(event),
}
}
fn layout(&mut self, size: Vec2) {
match *self {
ChildWrapper::Shadow(ref mut v) => v.layout(size),
ChildWrapper::Backfilled(ref mut v) => v.layout(size),
ChildWrapper::Plain(ref mut v) => v.layout(size),
}
}
fn required_size(&mut self, size: Vec2) -> Vec2 {
match *self {
ChildWrapper::Shadow(ref mut v) => v.required_size(size),
ChildWrapper::Backfilled(ref mut v) => v.required_size(size),
ChildWrapper::Plain(ref mut v) => v.required_size(size),
}
}
fn take_focus(&mut self, source: Direction) -> bool {
match *self {
ChildWrapper::Shadow(ref mut v) => v.take_focus(source),
ChildWrapper::Backfilled(ref mut v) => v.take_focus(source),
ChildWrapper::Plain(ref mut v) => v.take_focus(source),
}
}
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fn call_on_any<'a>(&mut self, selector: &Selector, callback: AnyCb<'a>) {
match *self {
ChildWrapper::Shadow(ref mut v) => {
v.call_on_any(selector, callback)
}
ChildWrapper::Backfilled(ref mut v) => {
v.call_on_any(selector, callback)
}
ChildWrapper::Plain(ref mut v) => {
v.call_on_any(selector, callback)
}
}
}
fn focus_view(&mut self, selector: &Selector) -> Result<(), ()> {
match *self {
ChildWrapper::Shadow(ref mut v) => v.focus_view(selector),
ChildWrapper::Backfilled(ref mut v) => v.focus_view(selector),
ChildWrapper::Plain(ref mut v) => v.focus_view(selector),
}
}
}
struct Child {
view: ChildWrapper<ViewBox>,
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size: Vec2,
placement: Placement,
// We cannot call `take_focus` until we've called `layout()`
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// (for instance, a textView must know it will scroll to be focusable).
// So we want to call `take_focus` right after the first call to `layout`.
// This flag remembers when we've done that.
virgin: bool,
}
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new_default!(StackView);
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impl StackView {
/// Creates a new empty StackView
pub fn new() -> Self {
StackView {
layers: Vec::new(),
last_size: Vec2::zero(),
bg_dirty: cell::Cell::new(true),
}
}
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/// Returns the number of layers in this `StackView`.
pub fn len(&self) -> usize {
self.layers.len()
}
/// Returns `true` if `position` points to a valid layer.
///
/// Returns `false` if it exceeds the bounds.
pub fn fits(&self, position: LayerPosition) -> bool {
let i = match position {
LayerPosition::FromBack(i) | LayerPosition::FromFront(i) => i,
};
i < self.len()
}
/// Adds a new full-screen layer on top of the stack.
///
/// Fullscreen layers have no shadow.
pub fn add_fullscreen_layer<T>(&mut self, view: T)
where
T: IntoBoxedView,
{
let boxed = ViewBox::boxed(view);
self.layers.push(Child {
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view: ChildWrapper::Backfilled(Layer::new(
CircularFocus::wrap_tab(boxed),
)),
size: Vec2::zero(),
placement: Placement::Fullscreen,
virgin: true,
});
}
/// Adds new view on top of the stack in the center of the screen.
pub fn add_layer<T>(&mut self, view: T)
where
T: IntoBoxedView,
{
self.add_layer_at(Position::center(), view);
}
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/// Adds new view on top of the stack in the center of the screen.
///
/// Chainable variant.
pub fn layer<T>(self, view: T) -> Self
where
T: IntoBoxedView,
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{
self.with(|s| s.add_layer(view))
}
/// Returns a reference to the layer at the given position.
pub fn get(&self, pos: LayerPosition) -> Option<&View> {
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self.get_index(pos).and_then(|i| {
self.layers.get(i).map(|child| &**child.view.get_inner())
})
}
/// Returns a mutable reference to the layer at the given position.
pub fn get_mut(&mut self, pos: LayerPosition) -> Option<&mut View> {
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self.get_index(pos).and_then(move |i| {
self.layers
.get_mut(i)
.map(|child| &mut **child.view.get_inner_mut())
})
}
/// Looks for the layer containing a view with the given ID.
///
/// Returns `Some(pos)` if `self.get(pos)` has the given ID,
/// or is a parent of a view with this ID.
///
/// Returns `None` if the given ID is not found.
///
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/// Note that the returned position may be invalidated if some layers are
/// removed from the view.
///
/// # Examples
///
/// ```rust
/// # use cursive::views::{TextView, StackView, Dialog, LayerPosition};
/// # use cursive::view::Identifiable;
/// # fn main() {
/// let mut stack = StackView::new();
/// stack.add_layer(TextView::new("Back"));
/// stack.add_layer(Dialog::around(TextView::new("Middle").with_id("text")));
/// stack.add_layer(TextView::new("Front"));
///
/// assert_eq!(stack.find_layer_from_id("text"), Some(LayerPosition::FromBack(1)));
/// # }
/// ```
pub fn find_layer_from_id(&mut self, id: &str) -> Option<LayerPosition> {
let selector = Selector::Id(id);
for (i, child) in self.layers.iter_mut().enumerate() {
let mut found = false;
child
.view
.call_on_any(&selector, Box::new(|_| found = true));
if found {
return Some(LayerPosition::FromBack(i));
}
}
None
}
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/// Adds a new full-screen layer on top of the stack.
///
/// Chainable variant.
pub fn fullscreen_layer<T>(self, view: T) -> Self
where
T: IntoBoxedView,
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{
self.with(|s| s.add_fullscreen_layer(view))
}
/// Adds a new transparent layer on top of the stack.
///
/// Chainable variant.
pub fn transparent_layer<T>(self, view: T) -> Self
where
T: IntoBoxedView,
{
self.with(|s| s.add_transparent_layer(view))
}
/// Adds a view on top of the stack.
pub fn add_layer_at<T>(&mut self, position: Position, view: T)
where
T: IntoBoxedView,
{
let boxed = ViewBox::boxed(view);
self.layers.push(Child {
// Skip padding for absolute/parent-placed views
view: ChildWrapper::Shadow(
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ShadowView::new(Layer::new(CircularFocus::wrap_tab(boxed)))
.top_padding(position.y == Offset::Center)
.left_padding(position.x == Offset::Center),
),
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size: Vec2::new(0, 0),
placement: Placement::Floating(position),
virgin: true,
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});
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}
/// Adds a transparent view on top of the stack in the center of the screen.
pub fn add_transparent_layer<T>(&mut self, view: T)
where
T: IntoBoxedView,
{
self.add_transparent_layer_at(Position::center(), view);
}
/// Adds a transparent view on top of the stack.
pub fn add_transparent_layer_at<T>(&mut self, position: Position, view: T)
where
T: IntoBoxedView,
{
let boxed = ViewBox::boxed(view);
self.layers.push(Child {
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view: ChildWrapper::Plain(CircularFocus::wrap_tab(boxed)),
size: Vec2::new(0, 0),
placement: Placement::Floating(position),
virgin: true,
});
}
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/// Adds a view on top of the stack at the given position.
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///
/// Chainable variant.
pub fn layer_at<T>(self, position: Position, view: T) -> Self
where
T: IntoBoxedView,
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{
self.with(|s| s.add_layer_at(position, view))
}
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/// Remove a layer from this `StackView`.
///
/// # Panics
///
/// If the given position is out of bounds.
pub fn remove_layer(&mut self, position: LayerPosition) -> Box<View> {
let i = self.get_index(position).unwrap();
self.layers.remove(i).view.unwrap().unwrap()
}
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/// Remove the top-most layer.
pub fn pop_layer(&mut self) -> Option<Box<View>> {
self.bg_dirty.set(true);
self.layers
.pop()
.map(|child| child.view)
.map(ChildWrapper::unwrap)
.map(ViewBox::unwrap)
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}
/// Computes the offset of the current top view.
pub fn offset(&self) -> Vec2 {
let mut previous = Vec2::zero();
for layer in &self.layers {
let offset = layer.placement.compute_offset(
layer.size,
self.last_size,
previous,
);
previous = offset;
}
previous
}
/// Returns the size for each layer in this view.
pub fn layer_sizes(&self) -> Vec<Vec2> {
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self.layers.iter().map(|layer| layer.size).collect()
}
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fn get_index(&self, pos: LayerPosition) -> Option<usize> {
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match pos {
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LayerPosition::FromBack(i) => Some(i),
LayerPosition::FromFront(i) => {
self.layers.len().checked_sub(i + 1)
}
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}
}
/// Moves a layer to a new position in the stack.
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///
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/// This only affects the elevation of a layer (whether it is drawn over
/// or under other views).
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///
/// # Panics
///
/// If either `from` or `to` is out of bounds.
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pub fn move_layer(&mut self, from: LayerPosition, to: LayerPosition) {
// Convert relative positions to indices in the array
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let from = self.get_index(from).unwrap();
let to = self.get_index(to).unwrap();
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let removed = self.layers.remove(from);
self.layers.insert(to, removed);
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}
/// Brings the given view to the front of the stack.
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///
/// # Panics
///
/// If `layer` is out of bounds.
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pub fn move_to_front(&mut self, layer: LayerPosition) {
self.move_layer(layer, LayerPosition::FromFront(0));
}
/// Pushes the given view to the back of the stack.
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///
/// # Panics
///
/// If `layer` is out of bounds.
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pub fn move_to_back(&mut self, layer: LayerPosition) {
self.move_layer(layer, LayerPosition::FromBack(0));
}
/// Moves a layer to a new position on the screen.
///
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/// # Panics
///
/// If `layer` is out of bounds.
pub fn reposition_layer(
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&mut self, layer: LayerPosition, position: Position,
) {
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let i = self.get_index(layer).unwrap();
let child = &mut self.layers[i];
match child.placement {
Placement::Floating(_) => {
child.placement = Placement::Floating(position);
self.bg_dirty.set(true);
}
Placement::Fullscreen => (),
}
}
/// Background drawing
///
/// Drawing functions are split into forground and background to
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/// ease inserting layers under the stackview but above its background.
///
/// you probably just want to call draw()
pub fn draw_bg(&self, printer: &Printer) {
// If the background is dirty draw a new background
if self.bg_dirty.get() {
for y in 0..printer.size.y {
printer.with_color(ColorStyle::background(), |printer| {
printer.print_hline((0, y), printer.size.x, " ");
});
}
// set background as clean, so we don't need to do this every frame
self.bg_dirty.set(false);
}
}
/// Forground drawing
///
/// Drawing functions are split into forground and background to
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/// ease inserting layers under the stackview but above its background.
///
/// You probably just want to call draw()
pub fn draw_fg(&self, printer: &Printer) {
let last = self.layers.len();
printer.with_color(ColorStyle::primary(), |printer| {
for (i, (v, offset)) in
StackPositionIterator::new(self.layers.iter(), printer.size)
.enumerate()
{
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v.view.draw(
&printer
.offset(offset)
.cropped(v.size)
.focused(i + 1 == last),
);
}
});
}
}
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/// Iterates on the layers and compute the position of each.
struct StackPositionIterator<I> {
inner: I,
previous: Vec2,
total_size: Vec2,
}
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impl<I> StackPositionIterator<I>
where
I: Iterator,
I::Item: Deref<Target = Child>,
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{
/// Returns a new StackPositionIterator
pub fn new(inner: I, total_size: Vec2) -> Self {
let previous = Vec2::zero();
StackPositionIterator {
inner,
previous,
total_size,
}
}
}
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impl<I> Iterator for StackPositionIterator<I>
where
I: Iterator,
I::Item: Deref<Target = Child>,
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{
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type Item = (I::Item, Vec2);
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fn next(&mut self) -> Option<(I::Item, Vec2)> {
self.inner.next().map(|v| {
let offset = v.placement.compute_offset(
v.size,
self.total_size,
self.previous,
);
self.previous = offset;
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// eprintln!("{:?}", offset);
(v, offset)
})
}
}
impl View for StackView {
fn draw(&self, printer: &Printer) {
// This function is included for compat with the view trait,
// it should behave the same as calling them seperately, but does
// not pause to let you insert in between the layers.
self.draw_bg(printer);
self.draw_fg(printer);
}
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fn on_event(&mut self, event: Event) -> EventResult {
if event == Event::WindowResize {
self.bg_dirty.set(true);
}
// Use the stack position iterator to get the offset of the top layer.
// TODO: save it instead when drawing?
match StackPositionIterator::new(
self.layers.iter_mut(),
self.last_size,
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)
.last()
{
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None => EventResult::Ignored,
Some((v, offset)) => v.view.on_event(event.relativized(offset)),
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}
}
fn layout(&mut self, size: Vec2) {
self.last_size = size;
// The call has been made, we can't ask for more space anymore.
// Let's make do with what we have.
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for layer in &mut self.layers {
// Give each guy what he asks for, within the budget constraints.
let size = Vec2::min(size, layer.view.required_size(size));
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layer.size = size;
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layer.view.layout(layer.size);
// We need to call `layout()` on the view before giving it focus
// for the first time. Otherwise it will not be properly set up.
// Ex: examples/lorem.rs: the text view takes focus because it's
// scrolling, but it only knows that after a call to `layout()`.
if layer.virgin {
layer.view.take_focus(Direction::none());
layer.virgin = false;
}
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}
}
fn required_size(&mut self, size: Vec2) -> Vec2 {
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// The min size is the max of all children's
self.layers
.iter_mut()
.map(|layer| layer.view.required_size(size))
.fold(Vec2::new(1, 1), Vec2::max)
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}
fn take_focus(&mut self, source: Direction) -> bool {
match self.layers.last_mut() {
None => false,
Some(v) => v.view.take_focus(source),
}
}
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fn call_on_any<'a>(
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&mut self, selector: &Selector, mut callback: AnyCb<'a>,
) {
for layer in &mut self.layers {
layer
.view
.call_on_any(selector, Box::new(|any| callback(any)));
}
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}
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fn focus_view(&mut self, selector: &Selector) -> Result<(), ()> {
for layer in &mut self.layers {
if layer.view.focus_view(selector).is_ok() {
return Ok(());
}
}
Err(())
}
}
#[cfg(test)]
mod tests {
use super::*;
use views::TextView;
#[test]
fn pop_add() {
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// Start with a simple stack
let mut stack = StackView::new().layer(TextView::new("1"));
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// And keep poping and re-pushing the view
for _ in 0..20 {
let layer = stack.pop_layer().unwrap();
stack.add_layer(layer);
}
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// We want to make sure we don't add any layer of Box'ing
let layer = stack.pop_layer().unwrap();
let text: Box<TextView> = layer.as_boxed_any().downcast().unwrap();
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assert_eq!(text.get_content().source(), "1");
}
#[test]
fn move_layer_works() {
let mut stack = StackView::new()
.layer(TextView::new("1"))
.layer(TextView::new("2"))
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.layer(TextView::new("3"))
.layer(TextView::new("4"));
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// Try moving views around, make sure we have the expected result
// 1,2,3,4
stack.move_layer(
LayerPosition::FromFront(0),
LayerPosition::FromBack(0),
);
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// 4,1,2,3
stack.move_layer(
LayerPosition::FromBack(0),
LayerPosition::FromFront(0),
);
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// 1,2,3,4
stack.move_layer(
LayerPosition::FromFront(1),
LayerPosition::FromFront(0),
);
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// 1,2,4,3
let layer = stack.pop_layer().unwrap();
let text: Box<TextView> = layer.as_boxed_any().downcast().unwrap();
assert_eq!(text.get_content().source(), "3");
let layer = stack.pop_layer().unwrap();
let text: Box<TextView> = layer.as_boxed_any().downcast().unwrap();
assert_eq!(text.get_content().source(), "4");
let layer = stack.pop_layer().unwrap();
let text: Box<TextView> = layer.as_boxed_any().downcast().unwrap();
assert_eq!(text.get_content().source(), "2");
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let layer = stack.pop_layer().unwrap();
let text: Box<TextView> = layer.as_boxed_any().downcast().unwrap();
assert_eq!(text.get_content().source(), "1");
assert!(stack.pop_layer().is_none());
}
#[test]
fn get() {
let mut stack = StackView::new()
.layer(TextView::new("1"))
.layer(TextView::new("2"));
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assert!(stack
.get(LayerPosition::FromFront(0))
.unwrap()
.as_any()
.is::<TextView>());
assert!(stack
.get(LayerPosition::FromBack(0))
.unwrap()
.as_any()
.is::<TextView>());
assert!(stack
.get_mut(LayerPosition::FromFront(0))
.unwrap()
.as_any_mut()
.is::<TextView>());
assert!(stack
.get_mut(LayerPosition::FromBack(0))
.unwrap()
.as_any_mut()
.is::<TextView>());
}
}