2016-07-10 02:05:51 +00:00
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use Cursive;
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2016-07-20 03:44:20 +00:00
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use view::View;
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use vec::Vec2;
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use direction;
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2016-07-02 22:02:42 +00:00
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use menu::MenuTree;
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2016-07-16 08:07:37 +00:00
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use backend::Backend;
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2016-07-02 22:02:42 +00:00
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use view::MenuPopup;
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2016-07-03 02:37:38 +00:00
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use view::KeyEventView;
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2016-07-01 06:38:01 +00:00
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use theme::ColorStyle;
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2016-07-14 06:25:54 +00:00
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use Printer;
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use view::Position;
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2016-06-28 04:59:42 +00:00
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use event::*;
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use std::rc::Rc;
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2016-07-04 23:04:32 +00:00
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use unicode_width::UnicodeWidthStr;
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2016-07-02 22:02:42 +00:00
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/// Current state of the menubar
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#[derive(PartialEq, Debug)]
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enum State {
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/// The menubar is inactive.
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Inactive,
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/// The menubar is actively selected.
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///
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/// It will receive input.
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Selected,
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/// The menubar is still visible, but a submenu is open.
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///
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/// It will not receive input.
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Submenu,
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}
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2016-07-20 03:28:34 +00:00
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/// Shows a single-line list of items, with pop-up menus when one is selected.
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///
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/// The [`Cursive`] root already includes a menubar that you just needs to configure.
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///
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/// [`Cursive`]: struct.Cursive.html#method.menubar
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pub struct Menubar {
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/// Menu items in this menubar.
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pub menus: Vec<(String, Rc<MenuTree>)>,
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/// TODO: move this out of this view.
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pub autohide: bool,
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focus: usize,
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// TODO: make Menubar impl View and take out the State management
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state: State,
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}
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2016-07-17 00:28:42 +00:00
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new_default!(Menubar);
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2016-07-03 02:47:11 +00:00
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2016-06-28 04:59:42 +00:00
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impl Menubar {
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/// Creates a new, empty menubar.
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pub fn new() -> Self {
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Menubar {
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menus: Vec::new(),
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autohide: true,
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state: State::Inactive,
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focus: 0,
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}
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}
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/// Hides the menubar.
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fn hide(&mut self) {
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self.state = State::Inactive;
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::B::clear();
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}
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/// True if we should be receiving events.
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pub fn receive_events(&self) -> bool {
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self.state == State::Selected
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}
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/// Returns `true` if we should be drawn.
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pub fn visible(&self) -> bool {
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!self.autohide || self.state != State::Inactive
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}
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2016-07-20 03:28:34 +00:00
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/// Adds a new item to the menubar.
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///
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/// The item will use the given title, and on selection, will open a
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/// popup-menu with the given menu tree.
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pub fn add(&mut self, title: &str, menu: MenuTree) -> &mut Self {
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self.menus.push((title.to_string(), Rc::new(menu)));
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self
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}
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}
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fn show_child(s: &mut Cursive, offset: (usize, usize), menu: Rc<MenuTree>) {
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// Adds a new layer located near the item title with the menu popup.
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// Also adds two key callbacks on this new view, to handle `left` and
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// `right` key presses.
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// (If the view itself listens for a `left` or `right` press, it will
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// consume it before our KeyEventView. This means sub-menus can properly
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// be entered.)
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s.screen_mut()
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.add_layer_at(Position::absolute(offset),
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KeyEventView::new(MenuPopup::new(menu)
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.on_dismiss(|s| s.select_menubar())
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.on_action(|s| {
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s.menubar().state = State::Inactive
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}))
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.register(Key::Right, |s| {
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s.pop_layer();
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s.select_menubar();
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// Act as if we sent "Right" then "Down"
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s.menubar().on_event(Event::Key(Key::Right));
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if let EventResult::Consumed(Some(cb)) = s.menubar()
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.on_event(Event::Key(Key::Down)) {
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cb(s);
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}
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})
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.register(Key::Left, |s| {
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s.pop_layer();
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s.select_menubar();
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// Act as if we sent "Left" then "Down"
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s.menubar().on_event(Event::Key(Key::Left));
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if let EventResult::Consumed(Some(cb)) = s.menubar()
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.on_event(Event::Key(Key::Down)) {
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cb(s);
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}
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}));
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}
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impl View for Menubar {
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fn draw(&self, printer: &Printer) {
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// Draw the bar at the top
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printer.with_color(ColorStyle::Primary, |printer| {
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printer.print_hline((0, 0), printer.size.x, " ");
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});
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// TODO: draw the rest
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let mut offset = 1;
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for (i, &(ref title, _)) in self.menus.iter().enumerate() {
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// We don't want to show HighlightInactive when we're not selected,
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// because it's ugly on the menubar.
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let selected = (self.state != State::Inactive) &&
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(i == self.focus);
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printer.with_selection(selected, |printer| {
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printer.print((offset, 0), &format!(" {} ", title));
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offset += title.width() + 2;
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});
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}
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}
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2016-07-20 03:44:20 +00:00
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fn on_event(&mut self, event: Event) -> EventResult {
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match event {
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Event::Key(Key::Esc) => self.hide(),
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Event::Key(Key::Left) => {
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if self.focus > 0 {
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self.focus -= 1
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} else {
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self.focus = self.menus.len() - 1
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}
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}
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Event::Key(Key::Right) => {
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if self.focus + 1 < self.menus.len() {
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self.focus += 1
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} else {
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self.focus = 0
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}
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}
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Event::Key(Key::Down) |
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Event::Key(Key::Enter) => {
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// First, we need a new Rc to send the callback,
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// since we don't know when it will be called.
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let menu = self.menus[self.focus].1.clone();
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self.state = State::Submenu;
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let offset = (self.menus[..self.focus]
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.iter()
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.map(|&(ref title, _)| title.width() + 2)
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.fold(0, |a, b| a + b),
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if self.autohide {
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1
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} else {
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0
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});
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// Since the closure will be called multiple times,
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// we also need a new Rc on every call.
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return EventResult::with_cb(move |s| {
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show_child(s, offset, menu.clone())
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});
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}
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_ => return EventResult::Ignored,
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}
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EventResult::Consumed(None)
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}
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2016-07-20 03:44:20 +00:00
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fn take_focus(&mut self, _: direction::Direction) -> bool {
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self.state = State::Selected;
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true
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}
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fn get_min_size(&mut self, _: Vec2) -> Vec2 {
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// TODO: scroll the options if the screen is too small?
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2016-07-10 02:05:51 +00:00
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2016-07-20 03:44:20 +00:00
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// We add 2 to the length of every label for marin.
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// Also, we add 1 at the beginning.
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// (See the `draw()` method)
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let width = self.menus
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.iter()
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.map(|&(ref title, _)| title.len() + 2)
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.fold(1, |a, b| a + b);
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Vec2::new(width, 1)
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}
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2016-07-10 02:05:51 +00:00
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}
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