use std::cmp::max; use std::any::Any; use ncurses; use color; use ::{Cursive}; use event::EventResult; use view::{View,SizeRequest,DimensionRequest,Selector}; use view::{Button,SizedView}; use vec::{Vec2,Vec4,ToVec4}; use printer::Printer; #[derive(PartialEq)] enum Focus { Content, Button(usize), } /// Popup-like view with a main content, and optional buttons under it. /// /// # Examples /// /// ``` /// let dialog = Dialog::new(TextView::new("Hello!")).button("Ok", |s,_| s.quit()); /// ``` pub struct Dialog { title: String, content: Box, buttons: Vec>, padding: Vec4, borders: Vec4, focus: Focus, } impl Dialog { /// Creates a new Dialog with the given content. pub fn new(view: V) -> Self { Dialog { content: Box::new(view), buttons: Vec::new(), title: String::new(), focus: Focus::Content, padding: Vec4::new(1,1,0,0), borders: Vec4::new(1,1,1,1), } } /// Adds a button to the dialog with the given label and callback. /// /// Consumes and returns self for easy chaining. pub fn button<'a, F>(mut self, label: &'a str, cb: F) -> Self where F: Fn(&mut Cursive) + 'static { self.buttons.push(SizedView::new(Button::new(label, cb))); self } /// Shortcut method to add a button that will dismiss the dialog. pub fn dismiss_button<'a>(self, label: &'a str) -> Self { self.button(label, |s| s.screen_mut().pop_layer()) } /// Sets the title of the dialog. /// If not empty, it will be visible at the top. pub fn title(mut self, label: &str) -> Self { self.title = label.to_string(); self } /// Sets the padding in the dialog (around content and buttons). pub fn padding(mut self, padding: T) -> Self { self.padding = padding.to_vec4(); self } } impl View for Dialog { fn draw(&mut self, printer: &Printer, focused: bool) { // This will be the height used by the buttons. let mut height = 0; // Current horizontal position of the next button we'll draw. let mut x = 0; for (i,button) in self.buttons.iter_mut().enumerate().rev() { let size = button.size; let offset = printer.size - self.borders.bot_right() - self.padding.bot_right() - size - Vec2::new(x, 0); // Add some special effect to the focused button button.draw(&printer.sub_printer(offset, size), focused && (self.focus == Focus::Button(i))); // Keep 1 blank between two buttons x += size.x + 1; // Also keep 1 blank above the buttons height = max(height, size.y+1); } // What do we have left? let inner_size = printer.size - Vec2::new(0, height) - self.borders.combined() - self.padding.combined(); self.content.draw(&printer.sub_printer(self.borders.top_left() + self.padding.top_left(), inner_size), focused && self.focus == Focus::Content); printer.print_box(Vec2::new(0,0), printer.size); if self.title.len() > 0 { let x = (printer.size.x - self.title.len()) / 2; printer.print((x-2,0), "┤ "); printer.print((x+self.title.len(),0), " ├"); printer.with_style(color::TITLE_PRIMARY, |p| p.print((x,0), &self.title)); } } fn get_min_size(&self, req: SizeRequest) -> Vec2 { // Padding and borders are not available for kids. let content_req = req.reduced(self.padding.combined() + self.borders.combined()); let content_size = self.content.get_min_size(content_req); let mut buttons_size = Vec2::new(0,0); for button in self.buttons.iter() { let s = button.view.get_min_size(req); buttons_size.x += s.x + 1; buttons_size.y = max(buttons_size.y, s.y + 1); } // On the Y axis, we add buttons and content. // On the X axis, we take the max. let mut inner_size = Vec2::new(max(content_size.x, buttons_size.x), content_size.y + buttons_size.y) + self.padding.combined() + self.borders.combined(); if self.title.len() > 0 { // If we have a title, we have to fit it too! inner_size.x = max(inner_size.x, self.title.len() + 6); } inner_size } fn layout(&mut self, mut size: Vec2) { // Padding and borders are taken, sorry. size = size - (self.borders.combined() + self.padding.combined()); let req = SizeRequest { w: DimensionRequest::AtMost(size.x), h: DimensionRequest::AtMost(size.y), }; // Buttons are kings, we give them everything they want. let mut buttons_height = 0; for button in self.buttons.iter_mut().rev() { let size = button.get_min_size(req); buttons_height = max(buttons_height, size.y+1); button.layout(size); } // Poor content will have to make do with what's left. self.content.layout(size - Vec2::new(0, buttons_height)); } fn on_key_event(&mut self, ch: i32) -> EventResult { match self.focus { // If we are on the content, we can only go down. Focus::Content => match self.content.on_key_event(ch) { EventResult::Ignored if !self.buttons.is_empty() => match ch { ncurses::KEY_DOWN => { // Default to leftmost button when going down. self.focus = Focus::Button(0); EventResult::Consumed(None) }, _ => EventResult::Ignored, }, res => res, }, // If we are on a button, we have more choice Focus::Button(i) => match self.buttons[i].on_key_event(ch) { EventResult::Ignored => match ch { // Up goes back to the content ncurses::KEY_UP => { if self.content.take_focus() { self.focus = Focus::Content; EventResult::Consumed(None) } else { EventResult::Ignored } }, // Left and Right move to other buttons ncurses::KEY_RIGHT if i+1 < self.buttons.len() => { self.focus = Focus::Button(i+1); EventResult::Consumed(None) }, ncurses::KEY_LEFT if i > 0 => { self.focus = Focus::Button(i-1); EventResult::Consumed(None) }, _ => EventResult::Ignored, }, res => res, }, } } fn take_focus(&mut self) -> bool { // TODO: add a direction to the focus. Meanwhile, takes button first. if self.content.take_focus() { self.focus = Focus::Content; true } else if !self.buttons.is_empty() { self.focus = Focus::Button(0); true } else { false } } fn find(&mut self, selector: &Selector) -> Option<&mut Any> { self.content.find(selector) } }