cursive/src/lib.rs

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Rust
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//! # Cursive
//!
//! Cursive is a TUI library built on top of ncurses-rs.
//! It allows to easily build layouts for text-based applications.
//!
//! ## Example
//! ```
//! extern crate cursive;
//!
//! use cursive::Cursive;
//! use cursive::view::TextView;
//!
//! fn main() {
//! let mut siv = Cursive::new();
//!
//! siv.add_layer(TextView::new("Hello World!\nPress q to quit."));
//!
//! siv.add_global_callback('q' as i32, |s| s.quit());
//!
//! siv.run();
//! }
//! ```
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extern crate ncurses;
pub mod event;
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pub mod view;
pub mod printer;
pub mod vec;
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mod div;
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mod margins;
pub use margins::Margins;
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use std::any::Any;
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use std::rc::Rc;
use std::collections::HashMap;
use vec::Vec2;
use view::View;
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use printer::Printer;
use view::{StackView,ViewPath};
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use event::{EventResult,Callback};
/// Identifies a screen in the cursive ROOT.
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pub type ScreenId = usize;
/// 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().
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///
/// It uses a list of screen, with one screen active at a time.
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pub struct Cursive {
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screens: Vec<StackView>,
active_screen: ScreenId,
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running: bool,
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global_callbacks: HashMap<i32, Rc<Callback>>,
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}
impl Cursive {
/// Creates a new Cursive root, and initialize ncurses.
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pub fn new() -> Self {
ncurses::initscr();
ncurses::keypad(ncurses::stdscr, true);
ncurses::noecho();
ncurses::cbreak();
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ncurses::curs_set(ncurses::CURSOR_VISIBILITY::CURSOR_INVISIBLE);
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let mut res = Cursive {
screens: Vec::new(),
active_screen: 0,
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running: true,
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global_callbacks: HashMap::new(),
};
res.screens.push(StackView::new());
res
}
/// Returns a mutable reference to the currently active screen.
pub fn screen_mut(&mut self) -> &mut StackView {
let id = self.active_screen;
self.screens.get_mut(id).unwrap()
}
/// Adds a new screen, and returns its ID.
pub fn add_screen(&mut self) -> ScreenId {
let res = self.screens.len();
self.screens.push(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());
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}
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self.active_screen = screen_id;
}
fn find_any(&mut self, path: &ViewPath) -> Option<&mut Any> {
self.screen_mut().find(path)
}
/// Tries to find the view pointed to by the given path.
/// If the view is not found, or if it is not of the asked type,
/// it returns None.
pub fn find<V: View + Any>(&mut self, path: &ViewPath) -> Option<&mut V> {
match self.find_any(path) {
None => None,
Some(b) => b.downcast_mut::<V>(),
}
}
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/// Adds a global callback, triggered on the given key press when no view catches it.
pub fn add_global_callback<F>(&mut self, key: i32, cb: F)
where F: Fn(&mut Cursive, &ViewPath) + 'static
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{
self.global_callbacks.insert(key, Rc::new(Box::new(cb)));
}
/// Convenient method to add a layer to the current screen.
pub fn add_layer<T: 'static + View>(&mut self, view: T) {
self.screen_mut().add_layer(view);
}
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// Handles a key event when it was ignored by the current view
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fn on_key_event(&mut self, ch: i32) {
let cb = match self.global_callbacks.get(&ch) {
None => return,
Some(cb) => cb.clone(),
};
// Not from a view, so no viewpath here
cb(self, &ViewPath::new());
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}
/// Returns the size of the screen, in characters.
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pub fn screen_size(&self) -> Vec2 {
let mut x: i32 = 0;
let mut y: i32 = 0;
ncurses::getmaxyx(ncurses::stdscr, &mut y, &mut x);
Vec2 {
x: x as u32,
y: y as u32,
}
}
fn layout(&mut self) {
let size = self.screen_size();
self.screen_mut().layout(size);
}
fn draw(&mut self) {
let printer = Printer {
win: ncurses::stdscr,
offset: Vec2::new(0,0),
size: self.screen_size(),
};
self.screen_mut().draw(&printer, true);
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ncurses::wrefresh(ncurses::stdscr);
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}
/// Runs the event loop.
/// It will wait for user input (key presses) and trigger callbacks accordingly.
/// Blocks until quit() is called.
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pub fn run(&mut self) {
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// And the big event loop begins!
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while self.running {
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// Do we need to redraw everytime?
// Probably actually.
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// TODO: Do we actually need to clear everytime?
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ncurses::clear();
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// TODO: Do we need to re-layout everytime?
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self.layout();
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// TODO: Do we need to redraw every view every time?
// (Is this getting repetitive? :p)
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self.draw();
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// Blocks until the user press a key.
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// TODO: Add a timeout? Animations?
let ch = ncurses::getch();
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// If the event was ignored, it is our turn to play with it.
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match self.screen_mut().on_key_event(ch) {
EventResult::Ignored => self.on_key_event(ch),
EventResult::Consumed(None, _) => (),
EventResult::Consumed(Some(cb), path) => cb(self, &path),
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}
}
}
/// Stops the event loop.
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pub fn quit(&mut self) {
self.running = false;
}
}
impl Drop for Cursive {
fn drop(&mut self) {
ncurses::endwin();
}
}