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Initial scrollview implementation
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@ -1,17 +1,58 @@
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use view::View;
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use Printer;
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use Printer;
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use direction::Direction;
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use event::{AnyCb, Event, EventResult, Key};
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use rect::Rect;
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use std::cmp::min;
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use vec::Vec2;
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use vec::Vec2;
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use view::{Selector, View};
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use xy::XY;
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/// Wraps a view in a scrollable area.
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/// Wraps a view in a scrollable area.
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pub struct ScrollView<V> {
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pub struct ScrollView<V> {
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inner_size: Vec2,
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inner: V,
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inner: V,
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// Offset into the inner view.
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//
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// Our `(0,0)` will be inner's `offset`
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offset: Vec2,
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offset: Vec2,
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// Togglable horizontal/vertical scrolling?
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last_size: Vec2,
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// Can we scroll horizontally?
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enabled: XY<bool>,
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}
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}
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impl <V> View for ScrollView<V> where V: View {
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impl<V> ScrollView<V> {
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/// Creates a new ScrollView around `view`.
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pub fn new(view: V) -> Self {
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ScrollView {
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inner: view,
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inner_size: Vec2::zero(),
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offset: Vec2::zero(),
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last_size: Vec2::zero(),
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enabled: XY::new(false, true),
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}
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}
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/// Returns the viewport in the inner content.
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pub fn content_viewport(&self) -> Rect {
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Rect::from_size(self.offset, self.last_size)
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}
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/// Sets the scroll offset to the given value
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pub fn set_offset<S>(&mut self, offset: S)
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where
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S: Into<Vec2>,
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{
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let max_offset = self.inner_size.saturating_sub(self.last_size);
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self.offset = offset.into().or_min(max_offset);
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}
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}
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impl<V> View for ScrollView<V>
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where
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V: View,
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{
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fn draw(&self, printer: &Printer) {
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fn draw(&self, printer: &Printer) {
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// Draw content
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// Draw content
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let printer = printer.content_offset(self.offset);
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let printer = printer.content_offset(self.offset);
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@ -19,4 +60,67 @@ impl <V> View for ScrollView<V> where V: View {
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// Draw scrollbar?
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// Draw scrollbar?
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}
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}
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fn on_event(&mut self, event: Event) -> EventResult {
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// Relativize event accorging to the offset
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let mut relative_event = event.clone();
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if let Some(pos) = relative_event.mouse_position_mut() {
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*pos = *pos + self.offset;
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}
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match self.inner.on_event(relative_event) {
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EventResult::Ignored => {
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// If it's an arrow, try to scroll in the given direction.
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// If it's a mouse scroll, try to scroll as well.
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match event {
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Event::Key(Key::Up) if self.offset.y > 0 => {
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self.offset.y -= 1;
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EventResult::Consumed(None)
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}
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Event::Key(Key::Left) if self.offset.x > 0 => {
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self.offset.x -= 1;
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EventResult::Consumed(None)
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}
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_ => EventResult::Ignored,
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}
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}
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other => other,
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}
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}
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fn layout(&mut self, size: Vec2) {
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self.last_size = size;
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// Ask one more time
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self.inner_size = self.inner.required_size(size).or_max(size);
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self.inner.layout(self.inner_size);
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// TODO: Refresh offset if needed!
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}
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fn needs_relayout(&self) -> bool {
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self.inner.needs_relayout()
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}
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fn required_size(&mut self, constraint: Vec2) -> Vec2 {
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// TODO: depend on allowed axis
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let size = self.inner.required_size(constraint);
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// For each enabled direction, return the min of size and constraint.
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// For the rest, directly return the size.
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self.enabled.select_or(Vec2::min(size, constraint), size)
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}
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fn call_on_any<'a>(&mut self, selector: &Selector, cb: AnyCb<'a>) {
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self.inner.call_on_any(selector, cb)
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}
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fn focus_view(&mut self, selector: &Selector) -> Result<(), ()> {
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self.inner.focus_view(selector)
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}
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fn take_focus(&mut self, source: Direction) -> bool {
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let is_scrollable =
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self.enabled.any() && (self.inner_size != self.last_size);
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self.inner.take_focus(source) || is_scrollable
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}
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}
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}
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