cursive/src/view/mod.rs

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//! Base elements required to build views.
//!
//! 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 size_cache;
mod size_constraint;
mod view_path;
// Helper bases
mod scroll;
mod identifiable;
mod boxable;
use std::any::Any;
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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;
pub use self::size_cache::SizeCache;
pub use self::size_constraint::SizeConstraint;
pub use self::view_path::ViewPath;
pub use self::view_wrapper::ViewWrapper;
pub use self::identifiable::Identifiable;
pub use self::boxable::Boxable;
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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.
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///
/// If the view is flexible (it has multiple size options), it can try
/// to return one that fits the given `constraint`.
/// It's also fine to ignore it and return a fixed value.
fn get_min_size(&mut self, constraint: Vec2) -> Vec2 {
let _ = constraint;
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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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}
/// Selects a single view (if any) in the tree.
pub enum Selector<'a> {
/// Selects a view from its ID.
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Id(&'a str),
/// Selects a view from its path.
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Path(&'a ViewPath),
}