use direction; use event::*; use menu::{MenuItem, MenuTree}; use rect::Rect; use std::rc::Rc; use theme::ColorStyle; use unicode_width::UnicodeWidthStr; use vec::Vec2; use view::{Position, View}; use views::{MenuPopup, OnEventView}; use Cursive; use Printer; /// Current state of the menubar #[derive(PartialEq, Debug)] enum State { /// The menubar is inactive. Inactive, /// The menubar is actively selected. /// /// It will receive input. Selected, /// The menubar is still visible, but a submenu is open. /// /// It will not receive input. Submenu, } /// Shows a single-line list of items, with pop-up menus when one is selected. /// /// The [`Cursive`] root already includes a menubar /// that you just need to configure. /// /// [`Cursive`]: ../struct.Cursive.html#method.menubar pub struct Menubar { /// Menu items in this menubar. root: MenuTree, /// TODO: move this out of this view. pub autohide: bool, focus: usize, // TODO: make Menubar impl View and take out the State management state: State, } new_default!(Menubar); impl Menubar { /// Creates a new, empty menubar. pub fn new() -> Self { Menubar { root: MenuTree::new(), autohide: true, state: State::Inactive, focus: 0, } } /// Hides the menubar. fn hide(&mut self) { self.state = State::Inactive; } /// True if we should be receiving events. pub fn receive_events(&self) -> bool { self.state == State::Selected } /// True if some submenus are visible. pub fn has_submenu(&self) -> bool { self.state == State::Submenu } /// Returns `true` if we should be drawn. pub fn visible(&self) -> bool { !self.autohide || self.state != State::Inactive } /// Adds a new item to the menubar. /// /// The item will use the given title, and on selection, will open a /// popup-menu with the given menu tree. pub fn add_subtree(&mut self, title: S, menu: MenuTree) -> &mut Self where S: Into, { let i = self.root.len(); self.insert_subtree(i, title, menu) } /// Adds a delimiter to the menubar. pub fn add_delimiter(&mut self) -> &mut Self { let i = self.root.len(); self.insert_delimiter(i) } /// Adds a leaf node to the menubar. pub fn add_leaf(&mut self, title: S, cb: F) -> &mut Self where S: Into, F: 'static + Fn(&mut Cursive), { let i = self.root.len(); self.insert_leaf(i, title, cb) } /// Insert a new item at the given position. pub fn insert_subtree( &mut self, i: usize, title: S, menu: MenuTree, ) -> &mut Self where S: Into, { self.root.insert_subtree(i, title, menu); self } /// Inserts a new delimiter at the given position. /// /// It will show up as `|`. pub fn insert_delimiter(&mut self, i: usize) -> &mut Self { self.root.insert_delimiter(i); self } /// Inserts a new leaf node at the given position. /// /// It will be directly actionable. pub fn insert_leaf(&mut self, i: usize, title: S, cb: F) -> &mut Self where S: Into, F: 'static + Fn(&mut Cursive), { self.root.insert_leaf(i, title, cb); self } /// Removes all menu items from this menubar. pub fn clear(&mut self) { self.root.clear(); self.focus = 0; } /// Returns the number of items in this menubar. pub fn len(&self) -> usize { self.root.len() } /// Returns `true` if this menubar is empty. pub fn is_empty(&self) -> bool { self.root.is_empty() } /// Returns the item at the given position. /// /// Returns `None` if `i > self.len()` pub fn get_subtree(&mut self, i: usize) -> Option<&mut MenuTree> { self.root.get_subtree(i) } /// Looks for an item with the given label. pub fn find_subtree(&mut self, label: &str) -> Option<&mut MenuTree> { self.root.find_subtree(label) } /// Returns the position of the item with the given label. /// /// Returns `None` if no such label was found. pub fn find_position(&mut self, label: &str) -> Option { self.root.find_position(label) } /// Remove the item at the given position. pub fn remove(&mut self, i: usize) { self.root.remove(i); } fn child_at(&self, x: usize) -> Option { if x == 0 { return None; } let mut offset = 1; for (i, child) in self.root.children.iter().enumerate() { offset += child.label().width() + 2; if x < offset { return Some(i); } } None } fn select_child(&mut self, open_only: bool) -> EventResult { match self.root.children[self.focus] { MenuItem::Leaf(_, ref cb) if !open_only => { // Go inactive after an action. self.state = State::Inactive; EventResult::Consumed(Some(cb.clone())) } MenuItem::Subtree(_, ref tree) => { // First, we need a new Rc to send the callback, // since we don't know when it will be called. let menu = Rc::clone(tree); self.state = State::Submenu; let offset = Vec2::new( self.root.children[..self.focus] .iter() .map(|child| child.label().width() + 2) .sum(), if self.autohide { 1 } else { 0 }, ); // Since the closure will be called multiple times, // we also need a new Rc on every call. EventResult::with_cb(move |s| { show_child(s, offset, Rc::clone(&menu)) }) } _ => EventResult::Ignored, } } } fn show_child(s: &mut Cursive, offset: Vec2, menu: Rc) { // Adds a new layer located near the item title with the menu popup. // Also adds two key callbacks on this new view, to handle `left` and // `right` key presses. // (If the view itself listens for a `left` or `right` press, it will // consume it before our OnEventView. This means sub-menus can properly // be entered.) s.screen_mut().add_layer_at( Position::absolute(offset), OnEventView::new( MenuPopup::new(menu) .on_dismiss(|s| s.select_menubar()) .on_action(|s| s.menubar().state = State::Inactive), ).on_event(Key::Right, |s| { s.pop_layer(); s.select_menubar(); // Act as if we sent "Right" then "Down" s.menubar().on_event(Event::Key(Key::Right)).process(s); if let EventResult::Consumed(Some(cb)) = s.menubar().on_event(Event::Key(Key::Down)) { cb(s); } }) .on_event(Key::Left, |s| { s.pop_layer(); s.select_menubar(); // Act as if we sent "Left" then "Down" s.menubar().on_event(Event::Key(Key::Left)).process(s); if let EventResult::Consumed(Some(cb)) = s.menubar().on_event(Event::Key(Key::Down)) { cb(s); } }), ); } impl View for Menubar { fn draw(&self, printer: &Printer) { // Draw the bar at the top printer.with_color(ColorStyle::primary(), |printer| { printer.print_hline((0, 0), printer.size.x, " "); }); // TODO: draw the rest let mut offset = 1; for (i, item) in self.root.children.iter().enumerate() { let title = item.label(); // We don't want to show HighlightInactive when we're not selected, // because it's ugly on the menubar. let selected = (self.state != State::Inactive) && (i == self.focus); printer.with_selection(selected, |printer| { printer.print((offset, 0), &format!(" {} ", title)); }); offset += title.width() + 2; } } fn on_event(&mut self, event: Event) -> EventResult { match event { Event::Key(Key::Esc) => { self.hide(); return EventResult::with_cb(|s| s.clear()); } Event::Key(Key::Left) => loop { if self.focus > 0 { self.focus -= 1; } else { self.focus = self.root.len() - 1; } if !self.root.children[self.focus].is_delimiter() { break; } }, Event::Key(Key::Right) => loop { if self.focus + 1 < self.root.len() { self.focus += 1; } else { self.focus = 0; } if !self.root.children[self.focus].is_delimiter() { break; } }, Event::Key(Key::Down) => { return self.select_child(true); } Event::Key(Key::Enter) => { return self.select_child(false); } Event::Mouse { event: MouseEvent::Press(btn), position, offset, } if position.fits(offset) && position.y == offset.y => { if let Some(child) = position .checked_sub(offset) .and_then(|pos| self.child_at(pos.x)) { if !self.root.children[child].is_delimiter() { self.focus = child; if btn == MouseButton::Left { return self.select_child(true); } } } } Event::Mouse { event: MouseEvent::Release(btn), position, offset, } if position.fits(offset) && position.y == offset.y => { if let Some(child) = position .checked_sub(offset) .and_then(|pos| self.child_at(pos.x)) { if self.focus == child && btn == MouseButton::Left && self.root.children[child].is_leaf() { return self.select_child(false); } } } Event::Mouse { event: MouseEvent::Press(_), .. } => { self.hide(); return EventResult::with_cb(|s| s.clear()); } _ => return EventResult::Ignored, } EventResult::Consumed(None) } fn take_focus(&mut self, _: direction::Direction) -> bool { self.state = State::Selected; true } fn required_size(&mut self, _: Vec2) -> Vec2 { // TODO: scroll the options if the screen is too small? // We add 2 to the length of every label for marin. // Also, we add 1 at the beginning. // (See the `draw()` method) let width = self .root .children .iter() .map(|item| item.label().len() + 2) .sum(); Vec2::new(width, 1) } fn important_area(&self, _: Vec2) -> Rect { if self.root.is_empty() { return Rect::from((0, 0)); } // X position is 1 (margin before the first item) + sum of widths // And each item has a 2 cells padding. let x = 1 + self.root.children[..self.focus] .iter() .map(|child| child.label().width() + 2) .sum::(); let width = self.root.children[self.focus].label().width(); Rect::from_size((x, 0), (width, 1)) } }