cursive/src/view/scroll.rs

302 lines
9.4 KiB
Rust
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use Printer;
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use div::div_up;
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use std::cmp::{max, min};
use theme::ColorStyle;
use vec::Vec2;
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/// Provide scrolling functionalities to a view.
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///
/// You're not supposed to use this directly,
/// but it can be helpful if you create your own Views.
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#[derive(Default)]
pub struct ScrollBase {
/// First line visible
pub start_line: usize,
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/// Content height
pub content_height: usize,
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/// Number of lines displayed
pub view_height: usize,
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/// Padding for the scrollbar
///
/// If present, the scrollbar will be shifted
/// `scrollbar_offset` columns to the left.
///
/// (Useful when each item includes its own side borders,
/// to draw the scrollbar inside.)
pub scrollbar_offset: usize,
/// Blank between the text and the scrollbar.
pub right_padding: usize,
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/// Initial position of the cursor when dragging.
pub thumb_grab: usize,
}
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/// Defines the scrolling behaviour on content or size change
pub enum ScrollStrategy {
/// Keeps the same row number
KeepRow,
/// Sticks to the top.
StickToTop,
/// Sticks to the bottom of the view.
StickToBottom,
}
impl Default for ScrollStrategy {
fn default() -> Self {
ScrollStrategy::KeepRow
}
}
impl ScrollBase {
/// Creates a new, uninitialized scrollbar.
pub fn new() -> Self {
ScrollBase {
start_line: 0,
content_height: 0,
view_height: 0,
scrollbar_offset: 0,
right_padding: 1,
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thumb_grab: 0,
}
}
/// Shifts the scrollbar toward the inside of the view.
///
/// Used by views that draw their side borders in the children.
/// Pushing the scrollbar to the left allows it to stay inside
/// the borders.
pub fn scrollbar_offset(mut self, offset: usize) -> Self {
self.scrollbar_offset = offset;
self
}
/// Sets the number of blank cells between the text and the scrollbar.
///
/// Defaults to 1.
pub fn right_padding(mut self, padding: usize) -> Self {
self.right_padding = padding;
self
}
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/// Call this method whem the content or the view changes.
pub fn set_heights(&mut self, view_height: usize, content_height: usize) {
self.view_height = view_height;
self.content_height = content_height;
if self.scrollable() {
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self.start_line =
min(self.start_line, self.content_height - self.view_height);
} else {
self.start_line = 0;
}
}
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/// Returns `TRUE` if the view needs to scroll.
pub fn scrollable(&self) -> bool {
self.view_height < self.content_height
}
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/// Returns `TRUE` unless we are at the top.
pub fn can_scroll_up(&self) -> bool {
self.start_line > 0
}
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/// Returns `TRUE` unless we are at the bottom.
pub fn can_scroll_down(&self) -> bool {
self.start_line + self.view_height < self.content_height
}
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/// Scroll to the top of the view.
pub fn scroll_top(&mut self) {
self.start_line = 0;
}
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/// Makes sure that the given line is visible, scrolling if needed.
pub fn scroll_to(&mut self, y: usize) {
if y >= self.start_line + self.view_height {
self.start_line = 1 + y - self.view_height;
} else if y < self.start_line {
self.start_line = y;
}
}
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/// Scroll to the bottom of the view.
pub fn scroll_bottom(&mut self) {
if self.scrollable() {
self.start_line = self.content_height - self.view_height;
}
}
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/// Scroll down by the given number of line.
///
/// Never further than the bottom of the view.
pub fn scroll_down(&mut self, n: usize) {
if self.scrollable() {
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self.start_line = min(
self.start_line + n,
self.content_height - self.view_height,
);
}
}
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/// Scrolls down until the scrollbar thumb is at the given location.
pub fn scroll_to_thumb(&mut self, thumb_y: usize, thumb_height: usize) {
// The min() is there to stop at the bottom of the content.
// The saturating_sub is there to stop at the bottom of the content.
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// eprintln!("Scrolling to {}", thumb_y);
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self.start_line = min(
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div_up(
(1 + self.content_height - self.view_height) * thumb_y,
(self.view_height - thumb_height + 1),
),
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self.content_height - self.view_height,
);
}
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/// Scroll up by the given number of lines.
///
/// Never above the top of the view.
pub fn scroll_up(&mut self, n: usize) {
if self.scrollable() {
self.start_line -= min(self.start_line, n);
}
}
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/// Starts scrolling from the given cursor position.
pub fn start_drag(&mut self, position: Vec2, width: usize) -> bool {
// First: are we on the correct column?
if position.x != self.scrollbar_x(width) {
return false;
}
// Now, did we hit the thumb? Or should we direct-jump?
let height = self.scrollbar_thumb_height();
let thumb_y = self.scrollbar_thumb_y(height);
if position.y >= thumb_y && position.y < thumb_y + height {
// Grabbed!
self.thumb_grab = position.y - thumb_y;
} else {
// Just jump a bit...
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self.thumb_grab = (height - 1) / 2;
eprintln!("Grabbed at {}", self.thumb_grab);
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self.drag(position);
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}
true
}
/// Keeps scrolling by dragging the cursor.
pub fn drag(&mut self, position: Vec2) {
// Our goal is self.scrollbar_thumb_y()+thumb_grab == position.y
// Which means that position.y is the middle of the scrollbar.
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// eprintln!("Dragged: {:?}", position);
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let height = self.scrollbar_thumb_height();
let grab = self.thumb_grab;
self.scroll_to_thumb(position.y.saturating_sub(grab), height);
}
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/// Draws the scroll bar and the content using the given drawer.
///
/// `line_drawer` will be called once for each line that needs to be drawn.
/// It will be given the absolute ID of the item to draw..
/// It will also be given a printer with the correct offset,
/// so it should only print on the first line.
///
/// # Examples
///
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/// ```no_run
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/// # use cursive::view::ScrollBase;
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/// # use cursive::Printer;
/// # use cursive::theme;
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/// # use cursive::backend::{self, Backend};
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/// # let scrollbase = ScrollBase::new();
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/// # let b = backend::Concrete::init();
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/// # let t = theme::load_default();
/// # let printer = Printer::new((5,1), &t, &b);
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/// # let printer = &printer;
/// let lines = ["Line 1", "Line number 2"];
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/// scrollbase.draw(printer, |printer, i| {
/// printer.print((0,0), lines[i]);
/// });
/// ```
pub fn draw<F>(&self, printer: &Printer, line_drawer: F)
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where
F: Fn(&Printer, usize),
{
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if self.view_height == 0 {
return;
}
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// Print the content in a sub_printer
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let max_y =
min(self.view_height, self.content_height - self.start_line);
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let w = if self.scrollable() {
// We have to remove the bar width and the padding.
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printer.size.x.saturating_sub(1 + self.right_padding)
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} else {
printer.size.x
};
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for y in 0..max_y {
// Y is the actual coordinate of the line.
// The item ID is then Y + self.start_line
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line_drawer(
&printer.sub_printer(Vec2::new(0, y), Vec2::new(w, 1), true),
y + self.start_line,
);
}
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// And draw the scrollbar if needed
if self.view_height < self.content_height {
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// We directly compute the size of the scrollbar
// (that way we avoid using floats).
// (ratio) * max_height
// Where ratio is ({start or end} / content.height)
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let height = self.scrollbar_thumb_height();
let start = self.scrollbar_thumb_y(height);
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let color = if printer.focused {
ColorStyle::Highlight
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} else {
ColorStyle::HighlightInactive
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};
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let scrollbar_x = self.scrollbar_x(printer.size.x);
// The background
printer.print_vline((scrollbar_x, 0), printer.size.y, "|");
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// The scrollbar thumb
printer.with_color(color, |printer| {
printer.print_vline((scrollbar_x, start), height, "");
});
}
}
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/// Returns the X position of the scrollbar, given the size available.
///
/// Note that this does not depend whether or
/// not a scrollbar will actually be present.
pub fn scrollbar_x(&self, total_size: usize) -> usize {
total_size.saturating_sub(1 + self.scrollbar_offset)
}
/// Returns the height of the scrollbar thumb.
pub fn scrollbar_thumb_height(&self) -> usize {
max(1, self.view_height * self.view_height / self.content_height)
}
/// Returns the y position of the scrollbar thumb.
pub fn scrollbar_thumb_y(&self, scrollbar_thumb_height: usize) -> usize {
let steps = self.view_height - scrollbar_thumb_height + 1;
steps * self.start_line / (1 + self.content_height - self.view_height)
}
}