cursive/src/cursive.rs

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Rust
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use std::any::Any;
use std::collections::HashMap;
use std::path::Path;
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use std::time::Duration;
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use crossbeam_channel::{self, Receiver, Sender};
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use backend;
use direction;
use event::{Callback, Event, EventResult};
use printer::Printer;
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use theme;
use vec::Vec2;
use view::{self, Finder, IntoBoxedView, Position, View};
use views::{self, LayerPosition};
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static DEBUG_VIEW_ID: &'static str = "_cursive_debug_view";
/// Central part of the cursive library.
///
/// It initializes ncurses on creation and cleans up on drop.
/// To use it, you should populate it with views, layouts and callbacks,
/// then start the event loop with run().
///
/// It uses a list of screen, with one screen active at a time.
pub struct Cursive {
theme: theme::Theme,
screens: Vec<views::StackView>,
global_callbacks: HashMap<Event, Vec<Callback>>,
menubar: views::Menubar,
// Last layer sizes of the stack view.
// If it changed, clear the screen.
last_sizes: Vec<Vec2>,
fps: u32,
active_screen: ScreenId,
running: bool,
backend: Box<backend::Backend>,
cb_source: Receiver<Box<CbFunc>>,
cb_sink: Sender<Box<CbFunc>>,
event_source: Receiver<Option<Event>>,
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// Sends true or false after each event.
input_trigger: Sender<backend::InputRequest>,
expecting_event: bool,
}
/// Describes one of the possible interruptions we should handle.
enum Interruption {
/// An input event was received
Event(Event),
/// A callback was received
Callback(Box<CbFunc>),
/// A timeout ran out
Timeout,
}
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/// Identifies a screen in the cursive root.
pub type ScreenId = usize;
/// Asynchronous callback function trait.
///
/// Every `FnOnce(&mut Cursive) -> () + Send` automatically
/// implements this.
///
/// This is a workaround only because `Box<FnOnce()>` is not
/// working and `FnBox` is unstable.
pub trait CbFunc: Send {
/// Calls the function.
fn call_box(self: Box<Self>, &mut Cursive);
}
impl<F: FnOnce(&mut Cursive) -> () + Send> CbFunc for F {
fn call_box(self: Box<Self>, siv: &mut Cursive) {
(*self)(siv)
}
}
#[cfg(feature = "termion-backend")]
impl Default for Cursive {
fn default() -> Self {
Self::termion()
}
}
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#[cfg(all(not(feature = "termion-backend"), feature = "pancurses-backend"))]
impl Default for Cursive {
fn default() -> Self {
Self::pancurses()
}
}
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#[cfg(all(
not(feature = "termion-backend"),
not(feature = "pancurses-backend"),
feature = "blt-backend"
))]
impl Default for Cursive {
fn default() -> Self {
Self::blt()
}
}
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#[cfg(all(
not(feature = "termion-backend"),
not(feature = "pancurses-backend"),
not(feature = "blt-backend"),
feature = "ncurses-backend"
))]
impl Default for Cursive {
fn default() -> Self {
Self::ncurses()
}
}
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impl Cursive {
/// Creates a new Cursive root, and initialize the back-end.
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///
/// * If you just want a cursive instance, use `Cursive::default()`.
/// * If you want a specific backend, then:
/// * `Cursive::ncurses()` if the `ncurses-backend` feature is enabled (it is by default).
/// * `Cursive::pancurses()` if the `pancurses-backend` feature is enabled.
/// * `Cursive::termion()` if the `termion-backend` feature is enabled.
/// * `Cursive::blt()` if the `blt-backend` feature is enabled.
/// * `Cursive::dummy()` for a dummy backend, mostly useful for tests.
/// * If you want to use a third-party backend, then `Cursive::new` is indeed the way to go:
/// * `Cursive::new(bring::your::own::Backend::new)`
///
/// Examples:
///
/// ```rust
/// # use cursive::{Cursive, backend};
/// let siv = Cursive::new(backend::curses::n::Backend::init);
/// let siv = Cursive::ncurses(); // equivalent to the line above.
/// let siv = Cursive::default(); // with the default features, equivalent to the line above
/// ```
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pub fn new<F>(backend_init: F) -> Self
where
F: FnOnce() -> Box<backend::Backend>,
{
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let theme = theme::load_default();
let (cb_sink, cb_source) = crossbeam_channel::unbounded();
let (event_sink, event_source) = crossbeam_channel::bounded(0);
let (input_sink, input_source) = crossbeam_channel::bounded(0);
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let mut backend = backend_init();
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backend.start_input_thread(event_sink, input_source);
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Cursive {
fps: 0,
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theme,
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screens: vec![views::StackView::new()],
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last_sizes: Vec::new(),
global_callbacks: HashMap::new(),
menubar: views::Menubar::new(),
active_screen: 0,
running: true,
cb_source,
cb_sink,
event_source,
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backend,
input_trigger: input_sink,
expecting_event: false,
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}
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}
/// Creates a new Cursive root using a ncurses backend.
#[cfg(feature = "ncurses-backend")]
pub fn ncurses() -> Self {
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Self::new(backend::curses::n::Backend::init)
}
/// Creates a new Cursive root using a pancurses backend.
#[cfg(feature = "pancurses-backend")]
pub fn pancurses() -> Self {
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Self::new(backend::curses::pan::Backend::init)
}
/// Creates a new Cursive root using a termion backend.
#[cfg(feature = "termion-backend")]
pub fn termion() -> Self {
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Self::new(backend::termion::Backend::init)
}
/// Creates a new Cursive root using a bear-lib-terminal backend.
#[cfg(feature = "blt-backend")]
pub fn blt() -> Self {
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Self::new(backend::blt::Backend::init)
}
/// Creates a new Cursive root using a dummy backend.
///
/// Nothing will be output. This is mostly here for tests.
pub fn dummy() -> Self {
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Self::new(backend::dummy::Backend::init)
}
/// Show the debug console.
///
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/// Currently, this will show logs if [`::logger::init()`] was called.
pub fn show_debug_console(&mut self) {
self.add_layer(
views::Dialog::around(views::ScrollView::new(views::IdView::new(
DEBUG_VIEW_ID,
views::DebugView::new(),
)))
.title("Debug console"),
);
}
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/// Show the debug console, or hide it if it's already visible.
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///
/// # Examples
///
/// ```rust
/// # use cursive::Cursive;
/// # let mut siv = Cursive::dummy();
/// siv.add_global_callback('~', Cursive::toggle_debug_console);
/// ```
pub fn toggle_debug_console(&mut self) {
if let Some(pos) = self.screen_mut().find_layer_from_id(DEBUG_VIEW_ID)
{
self.screen_mut().remove_layer(pos);
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} else {
self.show_debug_console();
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}
}
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/// Returns a sink for asynchronous callbacks.
///
/// Returns the sender part of a channel, that allows to send
/// callbacks to `self` from other threads.
///
/// Callbacks will be executed in the order
/// of arrival on the next event cycle.
///
/// Note that you currently need to call [`set_fps`] to force cursive to
/// regularly check for messages.
///
/// # Examples
///
/// ```rust
/// # extern crate cursive;
/// # use cursive::*;
/// # fn main() {
/// let mut siv = Cursive::dummy();
/// siv.set_fps(10);
///
/// // quit() will be called during the next event cycle
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/// siv.cb_sink().send(Box::new(|s: &mut Cursive| s.quit())).unwrap();
/// # }
/// ```
///
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/// [`set_fps`]: #method.set_fps
pub fn cb_sink(&self) -> &Sender<Box<CbFunc>> {
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&self.cb_sink
}
/// Selects the menubar.
pub fn select_menubar(&mut self) {
self.menubar.take_focus(direction::Direction::none());
}
/// Sets the menubar autohide feature.
///
/// * When enabled (default), the menu is only visible when selected.
/// * When disabled, the menu is always visible and reserves the top row.
pub fn set_autohide_menu(&mut self, autohide: bool) {
self.menubar.autohide = autohide;
}
/// Access the menu tree used by the menubar.
///
/// This allows to add menu items to the menubar.
///
/// # Examples
///
/// ```rust
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/// # extern crate cursive;
/// #
/// # use cursive::{Cursive, event};
/// # use cursive::views::{Dialog};
/// # use cursive::traits::*;
/// # use cursive::menu::*;
/// #
/// # fn main() {
/// let mut siv = Cursive::dummy();
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///
/// siv.menubar()
/// .add_subtree("File",
/// MenuTree::new()
/// .leaf("New", |s| s.add_layer(Dialog::info("New file!")))
/// .subtree("Recent", MenuTree::new().with(|tree| {
/// for i in 1..100 {
/// tree.add_leaf(format!("Item {}", i), |_| ())
/// }
/// }))
/// .delimiter()
/// .with(|tree| {
/// for i in 1..10 {
/// tree.add_leaf(format!("Option {}", i), |_| ());
/// }
/// })
/// .delimiter()
/// .leaf("Quit", |s| s.quit()))
/// .add_subtree("Help",
/// MenuTree::new()
/// .subtree("Help",
/// MenuTree::new()
/// .leaf("General", |s| {
/// s.add_layer(Dialog::info("Help message!"))
/// })
/// .leaf("Online", |s| {
/// s.add_layer(Dialog::info("Online help?"))
/// }))
/// .leaf("About",
/// |s| s.add_layer(Dialog::info("Cursive v0.0.0"))));
///
/// siv.add_global_callback(event::Key::Esc, |s| s.select_menubar());
/// # }
/// ```
pub fn menubar(&mut self) -> &mut views::Menubar {
&mut self.menubar
}
/// Returns the currently used theme.
pub fn current_theme(&self) -> &theme::Theme {
&self.theme
}
/// Sets the current theme.
pub fn set_theme(&mut self, theme: theme::Theme) {
self.theme = theme;
self.clear();
}
/// Clears the screen.
///
/// Users rarely have to call this directly.
pub fn clear(&self) {
self.backend
.clear(self.theme.palette[theme::PaletteColor::Background]);
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}
/// Loads a theme from the given file.
///
/// `filename` must point to a valid toml file.
pub fn load_theme_file<P: AsRef<Path>>(
&mut self, filename: P,
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) -> Result<(), theme::Error> {
theme::load_theme_file(filename).map(|theme| self.set_theme(theme))
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}
/// Loads a theme from the given string content.
///
/// Content must be valid toml.
pub fn load_toml(&mut self, content: &str) -> Result<(), theme::Error> {
theme::load_toml(content).map(|theme| self.set_theme(theme))
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}
/// Sets the refresh rate, in frames per second.
///
/// Regularly redraws everything, even when no input is given.
///
/// You currently need this to regularly check
/// for events sent using [`cb_sink`].
///
/// Between 0 and 1000. Call with `fps = 0` to disable (default value).
///
/// [`cb_sink`]: #method.cb_sink
pub fn set_fps(&mut self, fps: u32) {
// self.backend.set_refresh_rate(fps)
self.fps = fps;
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}
/// Returns a reference to the currently active screen.
pub fn screen(&self) -> &views::StackView {
let id = self.active_screen;
&self.screens[id]
}
/// Returns a mutable reference to the currently active screen.
pub fn screen_mut(&mut self) -> &mut views::StackView {
let id = self.active_screen;
&mut self.screens[id]
}
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/// Returns the id of the currently active screen.
pub fn active_screen(&self) -> ScreenId {
self.active_screen
}
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/// Adds a new screen, and returns its ID.
pub fn add_screen(&mut self) -> ScreenId {
let res = self.screens.len();
self.screens.push(views::StackView::new());
res
}
/// Convenient method to create a new screen, and set it as active.
pub fn add_active_screen(&mut self) -> ScreenId {
let res = self.add_screen();
self.set_screen(res);
res
}
/// Sets the active screen. Panics if no such screen exist.
pub fn set_screen(&mut self, screen_id: ScreenId) {
if screen_id >= self.screens.len() {
panic!(
"Tried to set an invalid screen ID: {}, but only {} \
screens present.",
screen_id,
self.screens.len()
);
}
self.active_screen = screen_id;
}
/// Tries to find the view pointed to by the given selector.
///
/// Runs a closure on the view once it's found, and return the
/// result.
///
/// If the view is not found, or if it is not of the asked type,
/// returns None.
///
/// # Examples
///
/// ```rust
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/// # extern crate cursive;
/// # use cursive::{Cursive, views, view};
/// # use cursive::traits::*;
/// # fn main() {
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/// fn main() {
/// let mut siv = Cursive::dummy();
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///
/// siv.add_layer(views::TextView::new("Text #1").with_id("text"));
///
/// siv.add_global_callback('p', |s| {
/// s.call_on(
/// &view::Selector::Id("text"),
/// |view: &mut views::TextView| {
/// view.set_content("Text #2");
/// },
/// );
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/// });
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///
/// }
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/// # }
/// ```
pub fn call_on<V, F, R>(
&mut self, sel: &view::Selector, callback: F,
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) -> Option<R>
where
V: View + Any,
F: FnOnce(&mut V) -> R,
{
self.screen_mut().call_on(sel, callback)
}
/// Tries to find the view identified by the given id.
///
/// Convenient method to use `call_on` with a `view::Selector::Id`.
///
/// # Examples
///
/// ```rust
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/// # extern crate cursive;
/// # use cursive::{Cursive, views};
/// # use cursive::traits::*;
/// # fn main() {
/// let mut siv = Cursive::dummy();
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///
/// siv.add_layer(views::TextView::new("Text #1")
/// .with_id("text"));
///
/// siv.add_global_callback('p', |s| {
/// s.call_on_id("text", |view: &mut views::TextView| {
/// view.set_content("Text #2");
/// });
/// });
/// # }
/// ```
pub fn call_on_id<V, F, R>(&mut self, id: &str, callback: F) -> Option<R>
where
V: View + Any,
F: FnOnce(&mut V) -> R,
{
self.call_on(&view::Selector::Id(id), callback)
}
/// Convenient method to find a view wrapped in [`IdView`].
///
/// This looks for a `IdView<V>` with the given ID, and return
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/// a [`ViewRef`] to the wrapped view. The `ViewRef` implements
/// `DerefMut<Target=T>`, so you can treat it just like a `&mut T`.
///
/// # Examples
///
/// ```rust
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/// # use cursive::Cursive;
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/// # use cursive::views::{TextView, ViewRef};
/// # let mut siv = Cursive::dummy();
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/// use cursive::traits::Identifiable;
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///
/// siv.add_layer(TextView::new("foo").with_id("id"));
///
/// // Could be called in a callback
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/// let mut view: ViewRef<TextView> = siv.find_id("id").unwrap();
/// view.set_content("bar");
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/// ```
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///
/// Note that you must specify the exact type for the view you're after; for example, using the
/// wrong item type in a `SelectView` will not find anything:
///
/// ```rust
/// # use cursive::Cursive;
/// # use cursive::views::{SelectView};
/// # let mut siv = Cursive::dummy();
/// use cursive::traits::Identifiable;
///
/// let select = SelectView::new().item("zero", 0u32).item("one", 1u32);
/// siv.add_layer(select.with_id("select"));
///
/// // Specifying a wrong type will not return anything.
/// assert!(siv.find_id::<SelectView<String>>("select").is_none());
///
/// // Omitting the type will use the default type, in this case `String`.
/// assert!(siv.find_id::<SelectView>("select").is_none());
///
/// // But with the correct type, it works fine.
/// assert!(siv.find_id::<SelectView<u32>>("select").is_some());
/// ```
///
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/// [`IdView`]: views/struct.IdView.html
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/// [`ViewRef`]: views/type.ViewRef.html
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pub fn find_id<V>(&mut self, id: &str) -> Option<views::ViewRef<V>>
where
V: View + Any,
{
self.call_on_id(id, views::IdView::<V>::get_mut)
}
/// Moves the focus to the view identified by `id`.
///
/// Convenient method to call `focus` with a `view::Selector::Id`.
pub fn focus_id(&mut self, id: &str) -> Result<(), ()> {
self.focus(&view::Selector::Id(id))
}
/// Moves the focus to the view identified by `sel`.
pub fn focus(&mut self, sel: &view::Selector) -> Result<(), ()> {
self.screen_mut().focus_view(sel)
}
/// Adds a global callback.
///
/// Will be triggered on the given key press when no view catches it.
///
/// # Examples
///
/// ```rust
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/// # extern crate cursive;
/// # use cursive::*;
/// # fn main() {
/// let mut siv = Cursive::dummy();
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///
/// siv.add_global_callback('q', |s| s.quit());
/// # }
/// ```
pub fn add_global_callback<F, E: Into<Event>>(&mut self, event: E, cb: F)
where
F: FnMut(&mut Cursive) + 'static,
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{
self.global_callbacks
.entry(event.into())
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.or_insert_with(Vec::new)
.push(Callback::from_fn_mut(cb));
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}
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/// Removes any callback tied to the given event.
///
/// # Examples
///
/// ```rust
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/// # extern crate cursive;
/// # use cursive::*;
/// # fn main() {
/// let mut siv = Cursive::dummy();
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///
/// siv.add_global_callback('q', |s| s.quit());
/// siv.clear_global_callbacks('q');
/// # }
/// ```
pub fn clear_global_callbacks<E>(&mut self, event: E)
where
E: Into<Event>,
{
let event = event.into();
self.global_callbacks.remove(&event);
}
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/// Add a layer to the current screen.
///
/// # Examples
///
/// ```rust
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/// # extern crate cursive;
/// # use cursive::*;
/// # fn main() {
/// let mut siv = Cursive::dummy();
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///
/// siv.add_layer(views::TextView::new("Hello world!"));
/// # }
/// ```
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pub fn add_layer<T>(&mut self, view: T)
where
T: IntoBoxedView,
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{
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self.screen_mut().add_layer(view);
}
/// Adds a new full-screen layer to the current screen.
///
/// Fullscreen layers have no shadow.
pub fn add_fullscreen_layer<T>(&mut self, view: T)
where
T: IntoBoxedView,
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{
self.screen_mut().add_fullscreen_layer(view);
}
/// Convenient method to remove a layer from the current screen.
pub fn pop_layer(&mut self) -> Option<Box<View>> {
self.screen_mut().pop_layer()
}
/// Convenient stub forwarding layer repositioning.
pub fn reposition_layer(
&mut self, layer: LayerPosition, position: Position,
) {
self.screen_mut().reposition_layer(layer, position);
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}
fn peek(&mut self) -> Option<Interruption> {
// First, try a callback
select! {
// Skip to input if nothing is ready
default => (),
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recv(self.cb_source) -> cb => return Some(Interruption::Callback(cb.unwrap())),
}
// No callback? Check input then
if self.expecting_event {
// We're already blocking.
return None;
}
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self.input_trigger
.send(backend::InputRequest::Peek)
.unwrap();
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self.backend.prepare_input(backend::InputRequest::Peek);
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self.event_source.recv().unwrap().map(Interruption::Event)
}
/// Wait until something happens.
///
/// If `peek` is `true`, return `None` immediately if nothing is ready.
fn poll(&mut self) -> Option<Interruption> {
if !self.expecting_event {
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self.input_trigger
.send(backend::InputRequest::Block)
.unwrap();
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self.backend.prepare_input(backend::InputRequest::Block);
self.expecting_event = true;
}
let timeout = if self.fps > 0 {
Duration::from_millis(1000 / self.fps as u64)
} else {
// Defaults to 1 refresh per hour.
Duration::from_secs(3600)
};
select! {
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recv(self.event_source) -> event => {
// Ok, we processed the event.
self.expecting_event = false;
event.unwrap().map(Interruption::Event)
},
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recv(self.cb_source) -> cb => {
cb.ok().map(Interruption::Callback)
},
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recv(crossbeam_channel::after(timeout)) -> _ => {
Some(Interruption::Timeout)
}
}
}
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// Handles a key event when it was ignored by the current view
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fn on_ignored_event(&mut self, event: Event) {
let cb_list = match self.global_callbacks.get(&event) {
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None => return,
Some(cb_list) => cb_list.clone(),
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};
// Not from a view, so no viewpath here
for cb in cb_list {
cb(self);
}
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}
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/// Processes an event.
///
/// * If the menubar is active, it will be handled the event.
/// * The view tree will be handled the event.
/// * If ignored, global_callbacks will be checked for this event.
pub fn on_event(&mut self, event: Event) {
if event == Event::Exit {
self.quit();
}
if event == Event::WindowResize {
self.clear();
}
if let Event::Mouse {
event, position, ..
} = event
{
if event.grabs_focus()
&& !self.menubar.autohide
&& !self.menubar.has_submenu()
&& position.y == 0
{
self.select_menubar();
}
}
// Event dispatch order:
// * Focused element:
// * Menubar (if active)
// * Current screen (top layer)
// * Global callbacks
if self.menubar.receive_events() {
self.menubar.on_event(event).process(self);
} else {
let offset = if self.menubar.autohide { 0 } else { 1 };
match self.screen_mut().on_event(event.relativized((0, offset))) {
// If the event was ignored,
// it is our turn to play with it.
EventResult::Ignored => self.on_ignored_event(event),
EventResult::Consumed(None) => (),
EventResult::Consumed(Some(cb)) => cb(self),
}
}
}
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/// Returns the size of the screen, in characters.
pub fn screen_size(&self) -> Vec2 {
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self.backend.screen_size()
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}
fn layout(&mut self) {
let size = self.screen_size();
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let offset = if self.menubar.autohide { 0 } else { 1 };
let size = size.saturating_sub((0, offset));
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self.screen_mut().layout(size);
}
fn draw(&mut self) {
let sizes = self.screen().layer_sizes();
if self.last_sizes != sizes {
self.clear();
self.last_sizes = sizes;
}
let printer =
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Printer::new(self.screen_size(), &self.theme, &*self.backend);
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let selected = self.menubar.receive_events();
// Print the stackview background before the menubar
let offset = if self.menubar.autohide { 0 } else { 1 };
let id = self.active_screen;
let sv_printer = printer.offset((0, offset)).focused(!selected);
self.screens[id].draw_bg(&sv_printer);
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// Draw the currently active screen
// If the menubar is active, nothing else can be.
// Draw the menubar?
if self.menubar.visible() {
let printer = printer.focused(self.menubar.receive_events());
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self.menubar.draw(&printer);
}
// finally draw stackview layers
// using variables from above
self.screens[id].draw_fg(&sv_printer);
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}
/// Returns `true` until [`quit(&mut self)`] is called.
///
/// [`quit(&mut self)`]: #method.quit
pub fn is_running(&self) -> bool {
self.running
}
/// Runs the event loop.
///
/// It will wait for user input (key presses)
/// and trigger callbacks accordingly.
///
/// Calls [`step(&mut self)`] until [`quit(&mut self)`] is called.
///
/// After this function returns, you can call
/// it again and it will start a new loop.
///
/// [`step(&mut self)`]: #method.step
/// [`quit(&mut self)`]: #method.quit
pub fn run(&mut self) {
self.running = true;
// And the big event loop begins!
while self.running {
self.step();
}
}
/// Performs a single step from the event loop.
///
/// Useful if you need tighter control on the event loop.
/// Otherwise, [`run(&mut self)`] might be more convenient.
///
/// [`run(&mut self)`]: #method.run
pub fn step(&mut self) {
// Do we need to redraw everytime?
// Probably, actually.
// TODO: Do we need to re-layout everytime?
self.layout();
// TODO: Do we need to redraw every view every time?
// (Is this getting repetitive? :p)
self.draw();
self.backend.refresh();
if let Some(interruption) = self.poll() {
self.handle_interruption(interruption);
if !self.running {
return;
}
}
// Don't block, but try to read any other pending event.
// This lets us batch-process chunks of events, like big copy-paste or mouse drags.
while let Some(interruption) = self.peek() {
self.handle_interruption(interruption);
if !self.running {
return;
}
}
}
fn handle_interruption(&mut self, interruption: Interruption) {
match interruption {
Interruption::Event(event) => {
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self.on_event(event);
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}
Interruption::Callback(cb) => {
cb.call_box(self);
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}
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Interruption::Timeout => {}
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}
}
/// Stops the event loop.
pub fn quit(&mut self) {
self.running = false;
}
}
impl Drop for Cursive {
fn drop(&mut self) {
self.backend.finish();
}
}