//! # Cursive //! //! Cursive is a TUI library built on top of ncurses-rs. //! It allows to easily build layouts for text-based applications. //! //! ## Example //! ``` //! extern crate cursive; //! //! use cursive::Cursive; //! use cursive::view::TextView; //! //! fn main() { //! let mut siv = Cursive::new(); //! //! siv.add_layer(TextView::new("Hello World!\nPress q to quit.")); //! //! siv.add_global_callback('q' as i32, |s| s.quit()); //! //! siv.run(); //! } //! ``` extern crate ncurses; extern crate toml; pub mod event; pub mod view; pub mod printer; pub mod vec; pub mod color; mod div; use std::any::Any; use std::rc::Rc; use std::collections::HashMap; use vec::Vec2; use view::View; use printer::Printer; use view::{StackView,Selector}; use event::{EventResult,Callback}; /// Identifies a screen in the cursive ROOT. 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(). /// /// It uses a list of screen, with one screen active at a time. pub struct Cursive { screens: Vec, active_screen: ScreenId, running: bool, global_callbacks: HashMap>, } impl Cursive { /// Creates a new Cursive root, and initialize ncurses. pub fn new() -> Self { ncurses::setlocale(ncurses::LcCategory::all, ""); ncurses::initscr(); ncurses::keypad(ncurses::stdscr, true); ncurses::noecho(); ncurses::cbreak(); ncurses::start_color(); ncurses::curs_set(ncurses::CURSOR_VISIBILITY::CURSOR_INVISIBLE); color::load_legacy(); // color::load_default(); // color::load_theme("assets/style.toml").ok().unwrap(); ncurses::wbkgd(ncurses::stdscr, ncurses::COLOR_PAIR(color::BACKGROUND)); let mut res = Cursive { screens: Vec::new(), active_screen: 0, running: true, global_callbacks: HashMap::new(), }; res.screens.push(StackView::new()); res } /// Regularly redraws everything, even when no input is given. Between 0 and 1000. /// /// Call with fps=0 to disable (default value). pub fn set_fps(&self, fps: u32) { if fps == 0 { ncurses::timeout(-1); } else { ncurses::timeout(1000 / fps as i32); } } /// Returns a mutable reference to the currently active screen. pub fn screen_mut(&mut self) -> &mut StackView { let id = self.active_screen; self.screens.get_mut(id).unwrap() } /// Adds a new screen, and returns its ID. pub fn add_screen(&mut self) -> ScreenId { let res = self.screens.len(); self.screens.push(StackView::new()); 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.", screen_id, self.screens.len()); } self.active_screen = screen_id; } fn find_any(&mut self, selector: &Selector) -> Option<&mut Any> { // Internal find method that returns a Any object. self.screen_mut().find(selector) } /// Tries to find the view pointed to by the given path. /// If the view is not found, or if it is not of the asked type, /// it returns None. pub fn find(&mut self, selector: &Selector) -> Option<&mut V> { match self.find_any(selector) { None => None, Some(b) => b.downcast_mut::(), } } /// Adds a global callback, triggered on the given key press when no view catches it. pub fn add_global_callback(&mut self, key: i32, cb: F) where F: Fn(&mut Cursive) + 'static { self.global_callbacks.insert(key, Rc::new(Box::new(cb))); } /// Convenient method to add a layer to the current screen. pub fn add_layer(&mut self, view: T) { self.screen_mut().add_layer(view); } /// Convenient method to remove a layer from the current screen. pub fn pop_layer(&mut self) { self.screen_mut().pop_layer(); } // Handles a key event when it was ignored by the current view fn on_key_event(&mut self, ch: i32) { let cb = match self.global_callbacks.get(&ch) { None => return, Some(cb) => cb.clone(), }; // Not from a view, so no viewpath here cb(self); } /// Returns the size of the screen, in characters. pub fn screen_size(&self) -> Vec2 { let mut x: i32 = 0; let mut y: i32 = 0; ncurses::getmaxyx(ncurses::stdscr, &mut y, &mut x); Vec2 { x: x as usize, y: y as usize, } } fn layout(&mut self) { let size = self.screen_size(); self.screen_mut().layout(size); } fn draw(&mut self) { let printer = Printer { offset: Vec2::new(0,0), size: self.screen_size(), }; self.screen_mut().draw(&printer, true); ncurses::refresh(); } /// Runs the event loop. /// It will wait for user input (key presses) and trigger callbacks accordingly. /// Blocks until quit() is called. pub fn run(&mut self) { // And the big event loop begins! while self.running { // Do we need to redraw everytime? // Probably, actually. // TODO: Do we actually need to clear everytime? ncurses::clear(); // 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(); // Blocks until the user press a key. // TODO: Add a timeout? Animations? let ch = ncurses::getch(); // If the event was ignored, it is our turn to play with it. match self.screen_mut().on_key_event(ch) { EventResult::Ignored => self.on_key_event(ch), EventResult::Consumed(None) => (), EventResult::Consumed(Some(cb)) => cb(self), } } } /// Stops the event loop. pub fn quit(&mut self) { self.running = false; } } impl Drop for Cursive { fn drop(&mut self) { ncurses::endwin(); } }