use std::cmp::max; use std::any::Any; use Cursive; use With; use direction::Direction; use align::*; use event::*; use theme::ColorStyle; use view::{Selector, View}; use views::{Button, DummyView, SizedView, TextView}; use vec::{Vec2, Vec4}; use Printer; use unicode_width::UnicodeWidthStr; #[derive(PartialEq)] enum Focus { Content, Button(usize), } /// Popup-like view with a main content, and optional buttons under it. /// /// # Examples /// /// ``` /// # use cursive::views::{Dialog,TextView}; /// 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, align: Align, } impl Dialog { /// Creates a new `Dialog` with empty content. /// /// You should probably call `content()` next. pub fn empty() -> Self { Self::new(DummyView) } /// 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), align: Align::top_right(), } } /// Sets the content for this dialog. /// /// Chainable variant. pub fn content(self, view: V) -> Self { self.with(|s| s.set_content(view)) } /// Sets the content for this dialog. /// /// Previous content will be dropped. pub fn set_content(&mut self, view: V) { self.content = Box::new(view); } /// Convenient method to create a dialog with a simple text content. pub fn text>(text: S) -> Self { Self::new(TextView::new(text)) } /// Convenient method to create an infobox. /// /// It will contain the given text and a `Ok` dismiss button. pub fn info>(text: S) -> Self { Dialog::text(text).dismiss_button("Ok") } /// Adds a button to the dialog with the given label and callback. /// /// Consumes and returns self for easy chaining. pub fn button>(mut self, label: S, cb: F) -> Self where F: Fn(&mut Cursive) + 'static { self.buttons.push(SizedView::new(Button::new(label, cb))); self } /// Sets the horizontal alignment for the buttons, if any. /// /// Only works if the buttons are as a row at the bottom of the dialog. pub fn h_align(mut self, h: HAlign) -> Self { self.align.h = h; self } /// Sets the vertical alignment for the buttons, if any. /// /// Only works if the buttons are as a column to the right of the dialog. pub fn v_align(mut self, v: VAlign) -> Self { self.align.v = v; self } /// Shortcut method to add a button that will dismiss the dialog. pub fn dismiss_button>(self, label: S) -> 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>(self, label: S) -> Self { self.with(|s| s.set_title(label)) } /// Sets the title of the dialog. pub fn set_title>(&mut self, label: S) { self.title = label.into(); } /// Sets the padding in the dialog (around content and buttons). pub fn padding>(mut self, padding: T) -> Self { self.padding = padding.into(); self } /// Sets the top padding in the dialog (under the title). pub fn padding_top(mut self, padding: usize) -> Self { self.padding.top = padding; self } /// Sets the bottom padding in the dialog (under buttons). pub fn padding_bottom(mut self, padding: usize) -> Self { self.padding.bottom = padding; self } /// Sets the left padding in the dialog. pub fn padding_left(mut self, padding: usize) -> Self { self.padding.left = padding; self } /// Sets the right padding in the dialog. pub fn padding_right(mut self, padding: usize) -> Self { self.padding.right = padding; self } } impl View for Dialog { fn draw(&self, printer: &Printer) { // This will be the buttons_height used by the buttons. let mut buttons_height = 0; // Current horizontal position of the next button we'll draw. // Sum of the sizes + len-1 for margins let width = if self.buttons.is_empty() { 0 } else { self.buttons .iter() .map(|button| button.size.x) .fold(0, |a, b| a + b) + self.buttons.len() - 1 }; let overhead = self.padding + self.borders; if printer.size.x < overhead.horizontal() { return; } let mut offset = overhead.left + self.align .h .get_offset(width, printer.size.x - overhead.horizontal()); let overhead_bottom = self.padding.bottom + self.borders.bottom + 1; if overhead_bottom > printer.size.y { return; } let y = printer.size.y - overhead_bottom; for (i, button) in self.buttons.iter().enumerate() { let size = button.size; // Add some special effect to the focused button button.draw(&printer.sub_printer(Vec2::new(offset, y), size, self.focus == Focus::Button(i))); // Keep 1 blank between two buttons offset += size.x + 1; // Also keep 1 blank above the buttons buttons_height = max(buttons_height, size.y + 1); } // What do we have left? let taken = Vec2::new(0, buttons_height) + self.borders.combined() + self.padding.combined(); if !taken.fits_in(printer.size) { return; } let inner_size = printer.size - taken; self.content .draw(&printer.sub_printer(self.borders.top_left() + self.padding.top_left(), inner_size, self.focus == Focus::Content)); printer.print_box(Vec2::new(0, 0), printer.size, false); if !self.title.is_empty() { let len = self.title.width(); if len + 4 > printer.size.x { return; } let x = (printer.size.x - len) / 2; printer.with_high_border(false, |printer| { printer.print((x - 2, 0), "┤ "); printer.print((x + len, 0), " ├"); }); printer.with_color(ColorStyle::TitlePrimary, |p| p.print((x, 0), &self.title)); } } fn get_min_size(&mut self, req: Vec2) -> Vec2 { // Padding and borders are not available for kids. let nomans_land = self.padding.combined() + self.borders.combined(); // Buttons are not flexible, so their size doesn't depend on ours. let mut buttons_size = Vec2::new(0, 0); if !self.buttons.is_empty() { buttons_size.x += self.buttons.len() - 1; } for button in &mut self.buttons { let s = button.view.get_min_size(req); buttons_size.x += s.x; buttons_size.y = max(buttons_size.y, s.y + 1); } // We also remove one row for the buttons. let taken = nomans_land + Vec2::new(0, buttons_size.y); if !taken.fits_in(req) { // Bad!! return taken; } let content_req = req - taken; let content_size = self.content.get_min_size(content_req); // 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.is_empty() { // If we have a title, we have to fit it too! inner_size.x = max(inner_size.x, self.title.width() + 6); } inner_size } fn layout(&mut self, mut size: Vec2) { // Padding and borders are taken, sorry. // TODO: handle border-less themes? let taken = self.borders.combined() + self.padding.combined(); size = if taken.fits_in(size) { size - taken } else { Vec2::zero() }; // 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(size); buttons_height = max(buttons_height, size.y + 1); button.layout(size); } // Poor content will have to make do with what's left. if buttons_height > size.y { buttons_height = size.y; } self.content.layout(size - Vec2::new(0, buttons_height)); } fn on_event(&mut self, event: Event) -> EventResult { match self.focus { // If we are on the content, we can only go down. Focus::Content => { match self.content.on_event(event) { EventResult::Ignored if !self.buttons.is_empty() => { match event { Event::Key(Key::Down) | Event::Key(Key::Tab) | Event::Shift(Key::Tab) => { // 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_event(event) { EventResult::Ignored => { match event { // Up goes back to the content Event::Key(Key::Up) => { if self.content .take_focus(Direction::down()) { self.focus = Focus::Content; EventResult::Consumed(None) } else { EventResult::Ignored } } Event::Shift(Key::Tab) => { if self.content .take_focus(Direction::back()) { self.focus = Focus::Content; EventResult::Consumed(None) } else { EventResult::Ignored } } Event::Key(Key::Tab) => { if self.content .take_focus(Direction::front()) { self.focus = Focus::Content; EventResult::Consumed(None) } else { EventResult::Ignored } } // Left and Right move to other buttons Event::Key(Key::Right) if i + 1 < self.buttons .len() => { self.focus = Focus::Button(i + 1); EventResult::Consumed(None) } Event::Key(Key::Left) if i > 0 => { self.focus = Focus::Button(i - 1); EventResult::Consumed(None) } _ => EventResult::Ignored, } } res => res, } } } } fn take_focus(&mut self, source: Direction) -> bool { // Dialogs aren't meant to be used in layouts, so... // Let's be super lazy and not even care about the focus source. if self.content.take_focus(source) { 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) } }