cursive/src/lib.rs

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//! # Cursive
//!
//! [Cursive](https://github.com/gyscos/Cursive) is a TUI library built on top
//! of ncurses-rs.
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//! It allows to easily build layouts for text-based applications.
//!
//! ## Getting started
//!
//! * Every application should start with a [`Cursive`](struct.Cursive.html)
//! object. It is the main entry-point to the library.
//! * A declarative phase then describes the structure of the UI by adding
//! views and configuring their behaviours.
//! * Finally, the event loop is started by calling
//! [`Cursive::run(&mut self)`](struct.Cursive.html#method.run).
//!
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//! ## Views
//!
//! Views are the main components of a cursive interface.
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//! The [`views`](./views/index.html) module contains many views to use in your
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//! application; if you don't find what you need, you may also implement the
//! [`View`](view/trait.View.html) trait and build your own.
//!
//! ## Callbacks
//!
//! Cursive is a *reactive* UI: it *reacts* to events generated by user input.
//!
//! During the declarative phase, callbacks are set to trigger on specific
//! events. These functions usually take a `&mut Cursive` argument, allowing
//! them to modify the view tree at will.
//!
//! ## Examples
//!
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//! ```no_run
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//! extern crate cursive;
//!
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//! use cursive::Cursive;
//! use cursive::views::TextView;
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//!
//! fn main() {
//! let mut siv = Cursive::new();
//!
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//! siv.add_layer(TextView::new("Hello World!\nPress q to quit."));
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//!
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//! siv.add_global_callback('q', |s| s.quit());
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//!
//! siv.run();
//! }
//! ```
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//!
//! ## Debugging
//!
//! The `Cursive` root initializes the terminal on creation, and do cleanups
//! on drop. While it is alive, printing to the terminal will not work
//! as expected, making debugging a bit harder.
//!
//! One solution is to redirect stderr to a file when running the application,
//! and log to it instead of stdout.
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//!
//! Or you can use gdb as usual.
#![deny(missing_docs)]
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extern crate toml;
extern crate unicode_segmentation;
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extern crate unicode_width;
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extern crate odds;
extern crate num;
extern crate owning_ref;
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#[cfg(feature = "termion")]
#[macro_use]
extern crate chan;
#[allow(unused)]
macro_rules! println_stderr(
($($arg:tt)*) => { {
use ::std::io::Write;
let r = writeln!(&mut ::std::io::stderr(), $($arg)*);
r.expect("failed printing to stderr");
} }
);
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macro_rules! new_default(
($c:ty) => {
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impl Default for $c {
fn default() -> Self {
Self::new()
}
}
}
);
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pub mod traits;
pub mod event;
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#[macro_use]
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pub mod view;
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pub mod views;
pub mod vec;
pub mod theme;
pub mod align;
pub mod menu;
pub mod direction;
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pub mod utils;
// This probably doesn't need to be public?
mod printer;
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mod xy;
mod with;
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mod div;
mod utf8;
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#[doc(hidden)]
pub mod backend;
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use backend::Backend;
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use event::{Callback, Event, EventResult};
pub use printer::Printer;
use std::any::Any;
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use std::collections::HashMap;
use std::path::Path;
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use std::sync::mpsc;
use vec::Vec2;
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use view::Finder;
use view::View;
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pub use with::With;
pub use xy::XY;
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/// 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 {
theme: theme::Theme,
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screens: Vec<views::StackView>,
global_callbacks: HashMap<Event, Callback>,
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menubar: views::Menubar,
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// Last layer sizes of the stack view.
// If it changed, clear the screen.
last_sizes: Vec<Vec2>,
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active_screen: ScreenId,
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running: bool,
backend: backend::Concrete,
cb_source: mpsc::Receiver<Box<Fn(&mut Cursive) + Send>>,
cb_sink: mpsc::Sender<Box<Fn(&mut Cursive) + Send>>,
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}
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new_default!(Cursive);
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impl Cursive {
/// Creates a new Cursive root, and initialize the back-end.
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pub fn new() -> Self {
let mut backend = backend::Concrete::init();
let theme = theme::load_default();
theme.activate(&mut backend);
// let theme = theme::load_theme("assets/style.toml").unwrap();
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let (tx, rx) = mpsc::channel();
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let mut res = Cursive {
theme: theme,
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screens: Vec::new(),
last_sizes: Vec::new(),
global_callbacks: HashMap::new(),
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menubar: views::Menubar::new(),
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active_screen: 0,
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running: true,
cb_source: rx,
cb_sink: tx,
backend: backend,
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};
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res.screens.push(views::StackView::new());
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res
}
/// Returns a sink for asynchronous callbacks.
///
/// Returns the sender part of a channel, that allows to send
/// callbacks to `self` from other threads.
///
/// Callbacks will be executed in the order
/// of arrival on the next event cycle.
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///
/// Note that you currently need to call [`set_fps`] to force cursive to
/// regularly check for messages.
///
/// [`set_fps`]: #method.set_fps
pub fn cb_sink(&self) -> &mpsc::Sender<Box<Fn(&mut Cursive) + Send>> {
&self.cb_sink
}
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/// Selects the menubar.
pub fn select_menubar(&mut self) {
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self.menubar.take_focus(direction::Direction::none());
}
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/// Sets the menubar autohide feature.
///
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/// * When enabled (default), the menu is only visible when selected.
/// * When disabled, the menu is always visible and reserves the top row.
pub fn set_autohide_menu(&mut self, autohide: bool) {
self.menubar.autohide = autohide;
}
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/// Access the menu tree used by the menubar.
///
/// This allows to add menu items to the menubar.
///
/// # Examples
///
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/// ```no_run
/// # extern crate cursive;
/// #
/// # use cursive::{Cursive, event};
/// # use cursive::views::{Dialog};
/// # use cursive::traits::*;
/// # use cursive::menu::*;
/// #
/// # fn main() {
/// let mut siv = Cursive::new();
///
/// siv.menubar()
/// .add_subtree("File",
/// MenuTree::new()
/// .leaf("New", |s| s.add_layer(Dialog::info("New file!")))
/// .subtree("Recent", MenuTree::new().with(|tree| {
/// for i in 1..100 {
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/// tree.add_leaf(format!("Item {}", i), |_| ())
/// }
/// }))
/// .delimiter()
/// .with(|tree| {
/// for i in 1..10 {
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/// tree.add_leaf(format!("Option {}", i), |_| ());
/// }
/// })
/// .delimiter()
/// .leaf("Quit", |s| s.quit()))
/// .add_subtree("Help",
/// MenuTree::new()
/// .subtree("Help",
/// MenuTree::new()
/// .leaf("General", |s| {
/// s.add_layer(Dialog::info("Help message!"))
/// })
/// .leaf("Online", |s| {
/// s.add_layer(Dialog::info("Online help?"))
/// }))
/// .leaf("About",
/// |s| s.add_layer(Dialog::info("Cursive v0.0.0"))));
///
/// siv.add_global_callback(event::Key::Esc, |s| s.select_menubar());
/// # }
/// ```
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pub fn menubar(&mut self) -> &mut views::Menubar {
&mut self.menubar
}
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/// Returns the currently used theme.
pub fn current_theme(&self) -> &theme::Theme {
&self.theme
}
/// Sets the current theme.
pub fn set_theme(&mut self, theme: theme::Theme) {
self.theme = theme;
self.theme.activate(&mut self.backend);
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self.backend.clear();
}
/// Clears the screen.
///
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/// Users rarely have to call this directly.
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pub fn clear(&self) {
self.backend.clear();
}
/// Loads a theme from the given file.
///
/// `filename` must point to a valid toml file.
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pub fn load_theme_file<P: AsRef<Path>>(&mut self, filename: P)
-> Result<(), theme::Error> {
self.set_theme(try!(theme::load_theme_file(filename)));
Ok(())
}
/// Loads a theme from the given string content.
///
/// Content must be valid toml.
pub fn load_theme(&mut self, content: &str) -> Result<(), theme::Error> {
self.set_theme(try!(theme::load_theme(content)));
Ok(())
}
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/// Sets the refresh rate, in frames per second.
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///
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/// Regularly redraws everything, even when no input is given.
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///
/// You currently need this to regularly check
/// for events sent using [`cb_sink`].
///
/// Between 0 and 1000. Call with `fps = 0` to disable (default value).
///
/// [`cb_sink`]: #method.cb_sink
pub fn set_fps(&mut self, fps: u32) {
self.backend.set_refresh_rate(fps)
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}
/// Returns a reference to the currently active screen.
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pub fn screen(&self) -> &views::StackView {
let id = self.active_screen;
&self.screens[id]
}
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/// Returns a mutable reference to the currently active screen.
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pub fn screen_mut(&mut self) -> &mut views::StackView {
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let id = self.active_screen;
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&mut self.screens[id]
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}
/// Adds a new screen, and returns its ID.
pub fn add_screen(&mut self) -> ScreenId {
let res = self.screens.len();
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self.screens.push(views::StackView::new());
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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.",
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screen_id,
self.screens.len());
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}
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self.active_screen = screen_id;
}
/// Tries to find the view pointed to by the given selector.
///
/// Runs a closure on the view once it's found, and return the
/// result.
///
/// If the view is not found, or if it is not of the asked type,
/// returns None.
///
/// # Examples
///
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/// ```no_run
/// # extern crate cursive;
/// # use cursive::{Cursive, views, view};
/// # use cursive::traits::*;
/// # fn main() {
/// let mut siv = Cursive::new();
///
/// siv.add_layer(views::TextView::new("Text #1")
/// .with_id("text"));
///
/// siv.add_global_callback('p', |s| {
/// s.call_on(&view::Selector::Id("text"), |view: &mut views::TextView| {
/// view.set_content("Text #2");
/// });
/// });
/// # }
/// ```
pub fn call_on<V, F, R>(&mut self, sel: &view::Selector, callback: F)
-> Option<R>
where V: View + Any,
F: FnOnce(&mut V) -> R
{
self.screen_mut().call_on(sel, callback)
}
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/// Tries to find the view identified by the given id.
///
/// Convenient method to use `call_on` with a `view::Selector::Id`.
///
/// # Examples
///
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/// ```no_run
/// # extern crate cursive;
/// # use cursive::{Cursive, views};
/// # use cursive::traits::*;
/// # fn main() {
/// let mut siv = Cursive::new();
///
/// siv.add_layer(views::TextView::new("Text #1")
/// .with_id("text"));
///
/// siv.add_global_callback('p', |s| {
/// s.call_on_id("text", |view: &mut views::TextView| {
/// view.set_content("Text #2");
/// });
/// });
/// # }
/// ```
pub fn call_on_id<V, F, R>(&mut self, id: &str, callback: F) -> Option<R>
where V: View + Any,
F: FnOnce(&mut V) -> R
{
self.call_on(&view::Selector::Id(id), callback)
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}
/// Convenient method to find a view wrapped in [`IdView`].
///
/// This looks for a `IdView<V>` with the given ID, and return
/// a mutable reference to the wrapped view.
///
/// [`IdView`]: views/struct.IdView.html
pub fn find_id<V>(&mut self, id: &str) -> Option<views::ViewRef<V>>
where V: View + Any
{
self.call_on_id(id, views::IdView::<V>::get_mut)
}
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/// Moves the focus to the view identified by `id`.
///
/// Convenient method to call `focus` with a `view::Selector::Id`.
pub fn focus_id(&mut self, id: &str) -> Result<(), ()> {
self.focus(&view::Selector::Id(id))
}
/// Moves the focus to the view identified by `sel`.
pub fn focus(&mut self, sel: &view::Selector) -> Result<(), ()> {
self.screen_mut().focus_view(sel)
}
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/// Adds a global callback.
///
/// Will be triggered on the given key press when no view catches it.
///
/// # Examples
///
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/// ```no_run
/// # extern crate cursive;
/// # use cursive::*;
/// # fn main() {
/// let mut siv = Cursive::new();
///
/// siv.add_global_callback('q', |s| s.quit());
/// # }
/// ```
pub fn add_global_callback<F, E: Into<Event>>(&mut self, event: E, cb: F)
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where F: Fn(&mut Cursive) + 'static
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{
self.global_callbacks.insert(event.into(), Callback::from_fn(cb));
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}
/// Add a layer to the current screen.
///
/// # Examples
///
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/// ```no_run
/// # extern crate cursive;
/// # use cursive::*;
/// # fn main() {
/// let mut siv = Cursive::new();
///
/// siv.add_layer(views::TextView::new("Hello world!"));
/// # }
/// ```
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pub fn add_layer<T: 'static + View>(&mut self, view: T) {
self.screen_mut().add_layer(view);
}
/// Adds a new full-screen layer to the current screen.
///
/// Fullscreen layers have no shadow.
pub fn add_fullscreen_layer<T>(&mut self, view: T)
where T: 'static + View
{
self.screen_mut().add_fullscreen_layer(view);
}
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/// Convenient method to remove a layer from the current screen.
pub fn pop_layer(&mut self) {
self.screen_mut().pop_layer();
self.clear();
}
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// Handles a key event when it was ignored by the current view
fn on_event(&mut self, event: Event) {
let cb = match self.global_callbacks.get(&event) {
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None => return,
Some(cb) => cb.clone(),
};
// Not from a view, so no viewpath here
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cb(self);
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}
/// Returns the size of the screen, in characters.
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pub fn screen_size(&self) -> Vec2 {
let (x, y) = self.backend.screen_size();
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Vec2 {
x: x as usize,
y: y as usize,
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}
}
fn layout(&mut self) {
let size = self.screen_size();
self.screen_mut().layout(size);
}
fn draw(&mut self) {
// TODO: don't clone the theme
// Reference it or something
let sizes = self.screen().layer_sizes();
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if self.last_sizes != sizes {
self.clear();
self.last_sizes = sizes;
}
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let printer = Printer::new(self.screen_size(),
self.theme.clone(),
&self.backend);
// Draw the currently active screen
// If the menubar is active, nothing else can be.
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let offset = if self.menubar.autohide { 0 } else { 1 };
// Draw the menubar?
if self.menubar.visible() {
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let printer = printer.sub_printer(Vec2::zero(),
printer.size,
self.menubar.receive_events());
self.menubar.draw(&printer);
}
let selected = self.menubar.receive_events();
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let printer =
printer.sub_printer(Vec2::new(0, offset), printer.size, !selected);
let id = self.active_screen;
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self.screens[id].draw(&printer);
}
/// Returns `true` until [`quit(&mut self)`] is called.
///
/// [`quit(&mut self)`]: #method.quit
pub fn is_running(&self) -> bool {
self.running
}
/// Runs the event loop.
///
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/// It will wait for user input (key presses)
/// and trigger callbacks accordingly.
///
/// Calls [`step(&mut self)`] until [`quit(&mut self)`] is called.
///
/// [`step(&mut self)`]: #method.step
/// [`quit(&mut self)`]: #method.quit
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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 {
self.step();
}
}
/// Performs a single step from the event loop.
///
/// Useful if you need tighter control on the event loop.
/// Otherwise, [`run(&mut self)`] might be more convenient.
///
/// [`run(&mut self)`]: #method.run
pub fn step(&mut self) {
if let Ok(cb) = self.cb_source.try_recv() {
cb(self);
}
// Do we need to redraw everytime?
// Probably, actually.
// TODO: Do we need to re-layout everytime?
self.layout();
// TODO: Do we need to redraw every view every time?
// (Is this getting repetitive? :p)
self.draw();
self.backend.refresh();
// Wait for next event.
// (If set_fps was called, this returns -1 now and then)
let event = self.backend.poll_event();
if event == Event::Exit {
self.quit();
}
if event == Event::WindowResize {
self.backend.clear();
}
// Event dispatch order:
// * Focused element:
// * Menubar (if active)
// * Current screen (top layer)
// * Global callbacks
if self.menubar.receive_events() {
self.menubar.on_event(event).process(self);
} else {
match self.screen_mut().on_event(event.clone()) {
// If the event was ignored,
// it is our turn to play with it.
EventResult::Ignored => self.on_event(event),
EventResult::Consumed(None) => (),
EventResult::Consumed(Some(cb)) => cb(self),
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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) {
self.backend.finish();
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}
}