cursive/src/view/mod.rs

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//! Defines various views to use when creating the layout.
//!
//! 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::get_min_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 `get_min_size` should be an actually viable size,
//! no matter what the request is. This means calling `View::layout()` with
//! a size returned by `get_min_size` is **never** an error.
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#[macro_use]
mod view_wrapper;
// Essentials components
mod position;
mod view_path;
// Helper bases
mod scroll;
// Views
mod box_view;
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mod button;
mod dialog;
mod edit_view;
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mod full_view;
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mod id_view;
mod key_event_view;
mod linear_layout;
mod list_view;
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mod menu_popup;
mod shadow_view;
mod select_view;
mod sized_view;
mod stack_view;
mod text_view;
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mod tracked_view;
use std::any::Any;
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use XY;
use direction::Direction;
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use event::{Event, EventResult};
use vec::Vec2;
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use Printer;
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pub use self::position::{Offset, Position};
pub use self::scroll::ScrollBase;
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pub use self::id_view::IdView;
pub use self::box_view::BoxView;
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pub use self::button::Button;
pub use self::dialog::Dialog;
pub use self::edit_view::EditView;
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pub use self::full_view::FullView;
pub use self::key_event_view::KeyEventView;
pub use self::linear_layout::LinearLayout;
pub use self::list_view::ListView;
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pub use self::menu_popup::MenuPopup;
pub use self::view_path::ViewPath;
pub use self::select_view::SelectView;
pub use self::shadow_view::ShadowView;
pub use self::stack_view::StackView;
pub use self::text_view::TextView;
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pub use self::tracked_view::TrackedView;
pub use self::sized_view::SizedView;
pub use self::view_wrapper::ViewWrapper;
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/// Main trait defining a view behaviour.
pub trait View {
/// 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.
fn get_min_size(&mut self, Vec2) -> Vec2 {
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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 `get_min_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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/// Finds the view pointed to by the given path.
///
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/// Returns None if the path doesn't lead to a view.
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fn find(&mut self, &Selector) -> Option<&mut Any> {
None
}
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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.
fn take_focus(&mut self, source: Direction) -> bool {
let _ = source;
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false
}
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}
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/// Cache around a one-dimensional layout result
#[derive(PartialEq, Debug, Clone, Copy)]
pub struct SizeCache {
/// Cached value
pub value: usize,
/// `true` if the last size was constrained.
///
/// If unconstrained, any request larger than this value
/// would return the same size.
pub constrained: bool,
}
impl SizeCache {
/// Creates a new sized cache
pub fn new(value: usize, constrained: bool) -> Self {
SizeCache {
value: value,
constrained: constrained,
}
}
/// Returns `true` if `self` is still valid for the given `request`.
pub fn accept(self, request: usize) -> bool {
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if request < self.value {
false
} else if request == self.value {
true
} else {
!self.constrained
}
}
/// Creates a new bi-dimensional cache.
///
/// * `size` must fit inside `req`.
/// * for each dimension, `constrained = (size == req)`
fn build(size: Vec2, req: Vec2) -> XY<Self> {
XY::new(SizeCache::new(size.x, size.x == req.x),
SizeCache::new(size.y, size.y == req.y))
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}
}
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/// Selects a single view (if any) in the tree.
pub enum Selector<'a> {
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/// Selects a view from its ID
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Id(&'a str),
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/// Selects a view from its path
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Path(&'a ViewPath),
}