cursive/src/view/dialog.rs

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Rust
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use std::cmp::max;
use ncurses;
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use color;
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use ::{Cursive,Margins};
use event::EventResult;
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use view::{View,ViewPath,SizeRequest,DimensionRequest};
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use view::{Button,SizedView};
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use vec::Vec2;
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use printer::Printer;
#[derive(PartialEq)]
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enum Focus {
Content,
Button(usize),
}
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/// Popup-like view with a main content, and optional buttons under it.
///
/// # Examples
///
/// ```
/// let dialog = Dialog::new(TextView::new("Hello!")).button("Ok", |s,_| s.quit());
/// ```
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pub struct Dialog {
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title: String,
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content: Box<View>,
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buttons: Vec<SizedView<Button>>,
padding: Margins,
borders: Margins,
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focus: Focus,
}
impl Dialog {
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/// Creates a new Dialog with the given content.
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pub fn new<V: View + 'static>(view: V) -> Self {
Dialog {
content: Box::new(view),
buttons: Vec::new(),
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title: String::new(),
focus: Focus::Content,
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padding: Margins::new(1,1,0,0),
borders: Margins::new(1,1,1,1),
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}
}
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/// Adds a button to the dialog with the given label and callback.
///
/// Consumes and returns self for easy chaining.
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pub fn button<'a, F>(mut self, label: &'a str, cb: F) -> Self
where F: Fn(&mut Cursive, &ViewPath) + 'static
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{
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self.buttons.push(SizedView::new(Button::new(label, cb)));
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self
}
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/// Shortcut method to add a button that will dismiss the dialog.
pub fn dismiss_button<'a>(self, label: &'a str) -> Self {
self.button(label, |s, _| s.screen_mut().pop_layer())
}
/// Sets the title of the dialog.
/// If not empty, it will be visible at the top.
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pub fn title(mut self, label: &str) -> Self {
self.title = label.to_string();
self
}
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}
impl View for Dialog {
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fn draw(&mut self, printer: &Printer, focused: bool) {
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// This will be the height used by the buttons.
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let mut height = 0;
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// Current horizontal position of the next button we'll draw.
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let mut x = 0;
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for (i,button) in self.buttons.iter_mut().enumerate().rev() {
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let size = button.size;
let offset = printer.size - self.borders.bot_right() - self.padding.bot_right() - size - Vec2::new(x, 0);
// Add some special effect to the focused button
button.draw(&printer.sub_printer(offset, size), focused && (self.focus == Focus::Button(i)));
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// Keep 1 blank between two buttons
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x += size.x + 1;
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// Also keep 1 blank above the buttons
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height = max(height, size.y+1);
}
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// What do we have left?
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let inner_size = printer.size
- Vec2::new(0, height)
- self.borders.combined()
- self.padding.combined();
self.content.draw(&printer.sub_printer(self.borders.top_left() + self.padding.top_left(), inner_size), focused && self.focus == Focus::Content);
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printer.print_box(Vec2::new(0,0), printer.size);
if self.title.len() > 0 {
let x = (printer.size.x - self.title.len() as u32) / 2;
printer.print((x-2,0), "");
printer.print((x+self.title.len() as u32,0), "");
printer.style(color::TITLE_PRIMARY).print((x,0), &self.title);
}
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}
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fn get_min_size(&self, req: SizeRequest) -> Vec2 {
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// Padding and borders are not available for kids.
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let content_req = req.reduced(self.padding.combined() + self.borders.combined());
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let content_size = self.content.get_min_size(content_req);
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let mut buttons_size = Vec2::new(0,0);
for button in self.buttons.iter() {
let s = button.view.get_min_size(req);
buttons_size.x += s.x + 1;
buttons_size.y = max(buttons_size.y, s.y + 1);
}
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// On the Y axis, we add buttons and content.
// On the X axis, we take the max.
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let mut inner_size = Vec2::new(max(content_size.x, buttons_size.x),
content_size.y + buttons_size.y)
+ self.padding.combined() + self.borders.combined();
if self.title.len() > 0 {
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// If we have a title, we have to fit it too!
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inner_size.x = max(inner_size.x, self.title.len() as u32 + 6);
}
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inner_size
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}
fn layout(&mut self, mut size: Vec2) {
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// Padding and borders are taken, sorry.
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size = size - (self.borders.combined() + self.padding.combined());
let req = SizeRequest {
w: DimensionRequest::AtMost(size.x),
h: DimensionRequest::AtMost(size.y),
};
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// Buttons are kings, we give them everything they want.
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let mut buttons_height = 0;
for button in self.buttons.iter_mut().rev() {
let size = button.get_min_size(req);
buttons_height = max(buttons_height, size.y+1);
button.layout(size);
}
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// Poor content will have to make do with what's left.
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self.content.layout(size - Vec2::new(0, buttons_height));
}
fn on_key_event(&mut self, ch: i32) -> EventResult {
match self.focus {
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// If we are on the content, we can only go down.
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Focus::Content => match self.content.on_key_event(ch) {
EventResult::Ignored if !self.buttons.is_empty() => match ch {
ncurses::KEY_DOWN => {
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// Default to leftmost button when going down.
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self.focus = Focus::Button(0);
EventResult::Consumed(None, ViewPath::new())
},
_ => EventResult::Ignored,
},
res => res,
},
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// If we are on a button, we have more choice
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Focus::Button(i) => match self.buttons[i].on_key_event(ch) {
EventResult::Ignored => match ch {
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// Up goes back to the content
ncurses::KEY_UP => {
if self.content.take_focus() {
self.focus = Focus::Content;
EventResult::consume()
} else {
EventResult::Ignored
}
},
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// Left and Right move to other buttons
ncurses::KEY_RIGHT if i+1 < self.buttons.len() => {
self.focus = Focus::Button(i+1);
EventResult::consume()
},
ncurses::KEY_LEFT if i > 0 => {
self.focus = Focus::Button(i-1);
EventResult::consume()
},
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_ => EventResult::Ignored,
},
res => res,
},
}
}
fn take_focus(&mut self) -> bool {
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// TODO: add a direction to the focus. Meanwhile, takes button first.
if !self.buttons.is_empty() {
self.focus = Focus::Button(0);
true
} else {
self.focus = Focus::Content;
self.content.take_focus()
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}
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}
}