use Printer; use With; use direction::Direction; use event::{Event, EventResult}; use std::any::Any; use std::ops::Deref; use theme::ColorStyle; use vec::Vec2; use view::{Offset, Position, Selector, View}; use views::{Layer, ShadowView}; /// Simple stack of views. /// Only the top-most view is active and can receive input. pub struct StackView { layers: Vec, last_size: Vec2, } enum Placement { Floating(Position), Fullscreen, } impl Placement { pub fn compute_offset( &self, size: S, available: A, parent: P ) -> Vec2 where S: Into, A: Into, P: Into, { match *self { Placement::Floating(ref position) => { position.compute_offset(size, available, parent) } Placement::Fullscreen => Vec2::zero(), } } } // A child view can be wrapped in multiple ways. enum ChildWrapper { // Some views include a shadow around. Shadow(ShadowView>), // Some views don't (fullscreen views mostly) Plain(Layer), } // TODO: use macros to make this less ugly? impl View for ChildWrapper { fn draw(&self, printer: &Printer) { match *self { ChildWrapper::Shadow(ref v) => v.draw(printer), ChildWrapper::Plain(ref v) => v.draw(printer), } } fn on_event(&mut self, event: Event) -> EventResult { match *self { ChildWrapper::Shadow(ref mut v) => v.on_event(event), ChildWrapper::Plain(ref mut v) => v.on_event(event), } } fn layout(&mut self, size: Vec2) { match *self { ChildWrapper::Shadow(ref mut v) => v.layout(size), ChildWrapper::Plain(ref mut v) => v.layout(size), } } fn required_size(&mut self, size: Vec2) -> Vec2 { match *self { ChildWrapper::Shadow(ref mut v) => v.required_size(size), ChildWrapper::Plain(ref mut v) => v.required_size(size), } } fn take_focus(&mut self, source: Direction) -> bool { match *self { ChildWrapper::Shadow(ref mut v) => v.take_focus(source), ChildWrapper::Plain(ref mut v) => v.take_focus(source), } } fn call_on_any<'a>( &mut self, selector: &Selector, callback: Box, ) { match *self { ChildWrapper::Shadow(ref mut v) => v.call_on_any(selector, callback), ChildWrapper::Plain(ref mut v) => v.call_on_any(selector, callback), } } fn focus_view(&mut self, selector: &Selector) -> Result<(), ()> { match *self { ChildWrapper::Shadow(ref mut v) => v.focus_view(selector), ChildWrapper::Plain(ref mut v) => v.focus_view(selector), } } } struct Child { view: ChildWrapper>, size: Vec2, placement: Placement, // We cannot call `take_focus` until we've called `layout()` // (for instance, a textView must know it will scroll to be focusable). // So we want to call `take_focus` right after the first call to `layout`. // This flag remembers when we've done that. virgin: bool, } new_default!(StackView); impl StackView { /// Creates a new empty StackView pub fn new() -> Self { StackView { layers: Vec::new(), last_size: Vec2::zero(), } } /// Adds a new full-screen layer on top of the stack. /// /// Fullscreen layers have no shadow. pub fn add_fullscreen_layer(&mut self, view: T) where T: 'static + View, { let boxed: Box = Box::new(view); self.layers.push(Child { view: ChildWrapper::Plain(Layer::new(boxed)), size: Vec2::zero(), placement: Placement::Fullscreen, virgin: true, }); } /// Adds new view on top of the stack in the center of the screen. pub fn add_layer(&mut self, view: T) where T: 'static + View, { self.add_layer_at(Position::center(), view); } /// Adds new view on top of the stack in the center of the screen. /// /// Chainable variant. pub fn layer(self, view: T) -> Self where T: 'static + View, { self.with(|s| s.add_layer(view)) } /// Adds a new full-screen layer on top of the stack. /// /// Chainable variant. pub fn fullscreen_layer(self, view: T) -> Self where T: 'static + View, { self.with(|s| s.add_fullscreen_layer(view)) } /// Adds a view on top of the stack. pub fn add_layer_at(&mut self, position: Position, view: T) where T: 'static + View, { let boxed: Box = Box::new(view); self.layers.push(Child { // Skip padding for absolute/parent-placed views view: ChildWrapper::Shadow( ShadowView::new(Layer::new(boxed)) .top_padding(position.y == Offset::Center) .left_padding(position.x == Offset::Center), ), size: Vec2::new(0, 0), placement: Placement::Floating(position), virgin: true, }); } /// Adds a view on top of the stack. /// /// Chainable variant. pub fn layer_at(self, position: Position, view: T) -> Self where T: 'static + View, { self.with(|s| s.add_layer_at(position, view)) } /// Remove the top-most layer. pub fn pop_layer(&mut self) { self.layers.pop(); } /// Computes the offset of the current top view. pub fn offset(&self) -> Vec2 { let mut previous = Vec2::zero(); for layer in &self.layers { let offset = layer.placement.compute_offset( layer.size, self.last_size, previous, ); previous = offset; } previous } /// Returns the size for each layer in this view. pub fn layer_sizes(&self) -> Vec { self.layers.iter().map(|layer| layer.size).collect() } } struct StackPositionIterator, I: Iterator> { inner: I, previous: Vec2, total_size: Vec2, } impl, I: Iterator> StackPositionIterator { /// Returns a new StackPositionIterator pub fn new(inner: I, total_size: Vec2) -> Self { let previous = Vec2::zero(); StackPositionIterator { inner, previous, total_size, } } } impl, I: Iterator> Iterator for StackPositionIterator { type Item = (R, Vec2); fn next(&mut self) -> Option<(R, Vec2)> { self.inner.next().map(|v| { let offset = v.placement.compute_offset( v.size, self.total_size, self.previous, ); self.previous = offset; // eprintln!("{:?}", offset); (v, offset) }) } } impl View for StackView { fn draw(&self, printer: &Printer) { let last = self.layers.len(); printer.with_color(ColorStyle::Primary, |printer| { for (i, (v, offset)) in StackPositionIterator::new(self.layers.iter(), printer.size) .enumerate() { v.view .draw(&printer.sub_printer(offset, v.size, i + 1 == last)); } }); } fn on_event(&mut self, event: Event) -> EventResult { // Use the stack position iterator to get the offset of the top layer. // TODO: save it instead when drawing? match StackPositionIterator::new( self.layers.iter_mut(), self.last_size, ).last() { None => EventResult::Ignored, Some((v, offset)) => v.view.on_event(event.relativized(offset)), } } fn layout(&mut self, size: Vec2) { self.last_size = size; // The call has been made, we can't ask for more space anymore. // Let's make do with what we have. for layer in &mut self.layers { // Give each guy what he asks for, within the budget constraints. let size = Vec2::min(size, layer.view.required_size(size)); layer.size = size; layer.view.layout(layer.size); // We need to call `layout()` on the view before giving it focus // for the first time. Otherwise it will not be properly set up. // Ex: examples/lorem.rs: the text view takes focus because it's // scrolling, but it only knows that after a call to `layout()`. if layer.virgin { layer.view.take_focus(Direction::none()); layer.virgin = false; } } } fn required_size(&mut self, size: Vec2) -> Vec2 { // The min size is the max of all children's self.layers .iter_mut() .map(|layer| layer.view.required_size(size)) .fold(Vec2::new(1, 1), Vec2::max) } fn take_focus(&mut self, source: Direction) -> bool { match self.layers.last_mut() { None => false, Some(v) => v.view.take_focus(source), } } fn call_on_any<'a>( &mut self, selector: &Selector, mut callback: Box, ) { for layer in &mut self.layers { layer .view .call_on_any(selector, Box::new(|any| callback(any))); } } fn focus_view(&mut self, selector: &Selector) -> Result<(), ()> { for layer in &mut self.layers { if layer.view.focus_view(selector).is_ok() { return Ok(()); } } Err(()) } }