use Printer; use With; use direction::Direction; use event::{Event, EventResult}; use std::any::Any; use std::cell; use std::ops::Deref; use theme::ColorStyle; use vec::Vec2; use view::{View, Offset, Position, Selector, ViewWrapper, IntoBoxedView}; use views::{ViewBox, Layer, ShadowView}; /// Simple stack of views. /// Only the top-most view is active and can receive input. pub struct StackView { // Store layers from back to front. layers: Vec, last_size: Vec2, // Flag indicates if undrawn areas of the background are exposed // and therefore need redrawing. bg_dirty: cell::Cell, } enum Placement { Floating(Position), Fullscreen, } /// Identifies a layer in a `StackView`. #[derive(Clone, Copy, Debug, PartialEq, Eq)] pub enum LayerPosition { /// Starts from the back (bottom) of the stack. FromBack(usize), /// Starts from the front (top) of the stack. FromFront(usize), } 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), } impl ChildWrapper { fn unwrap(self) -> T { match self { // ShadowView::into_inner and Layer::into_inner can never fail. ChildWrapper::Shadow(shadow) => { shadow.into_inner().ok().unwrap().into_inner().ok().unwrap() } ChildWrapper::Plain(layer) => layer.into_inner().ok().unwrap(), } } } impl ChildWrapper { /// Returns a reference to the inner view pub fn get_inner(&self) -> &View { match *self { ChildWrapper::Shadow(ref shadow) => shadow.get_inner().get_inner(), ChildWrapper::Plain(ref layer) => layer.get_inner(), } } /// Returns a mutable reference to the inner view pub fn get_inner_mut(&mut self) -> &mut View { match *self { ChildWrapper::Shadow(ref mut shadow) => { shadow.get_inner_mut().get_inner_mut() } ChildWrapper::Plain(ref mut layer) => layer.get_inner_mut(), } } } // 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(), bg_dirty: cell::Cell::new(true), } } /// 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: IntoBoxedView, { let boxed = ViewBox::boxed(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: IntoBoxedView, { 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: IntoBoxedView, { self.with(|s| s.add_layer(view)) } /// Returns a reference to the layer at the given position. pub fn get(&self, pos: LayerPosition) -> Option<&View> { let i = self.get_index(pos); self.layers.get(i).map(|child| child.view.get_inner()) } /// Returns a mutable reference to the layer at the given position. pub fn get_mut(&mut self, pos: LayerPosition) -> Option<&mut View> { let i = self.get_index(pos); self.layers .get_mut(i) .map(|child| child.view.get_inner_mut()) } /// Looks for the layer containing a view with the given ID. /// /// Returns `Some(pos)` if `self.get(pos)` has the given ID, /// or is a parent of a view with this ID. /// /// Returns `None` if the given ID is not found. /// /// # Examples /// /// ```rust /// # use cursive::views::{TextView, StackView, Dialog, LayerPosition}; /// # use cursive::view::Identifiable; /// # fn main() { /// let mut stack = StackView::new(); /// stack.add_layer(TextView::new("Back")); /// stack.add_layer(Dialog::around(TextView::new("Middle").with_id("text"))); /// stack.add_layer(TextView::new("Front")); /// /// assert_eq!(stack.find_layer_from_id("text"), Some(LayerPosition::FromBack(1))); /// # } /// ``` pub fn find_layer_from_id(&mut self, id: &str) -> Option { let selector = Selector::Id(id); for (i, child) in self.layers.iter_mut().enumerate() { let mut found = false; child .view .call_on_any(&selector, Box::new(|_| found = true)); if found { return Some(LayerPosition::FromBack(i)); } } None } /// Adds a new full-screen layer on top of the stack. /// /// Chainable variant. pub fn fullscreen_layer(self, view: T) -> Self where T: IntoBoxedView, { 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: IntoBoxedView, { let boxed = ViewBox::boxed(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: IntoBoxedView, { self.with(|s| s.add_layer_at(position, view)) } /// Remove the top-most layer. pub fn pop_layer(&mut self) -> Option> { self.bg_dirty.set(true); self.layers .pop() .map(|child| child.view) .map(ChildWrapper::unwrap) .map(ViewBox::unwrap) } /// 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() } fn get_index(&self, pos: LayerPosition) -> usize { match pos { LayerPosition::FromBack(i) => i, LayerPosition::FromFront(i) => self.layers.len() - i - 1, } } /// Moves a layer to a new position in the stack. /// /// This only affects the elevation of a layer (whether it is drawn over /// or under other views). pub fn move_layer(&mut self, from: LayerPosition, to: LayerPosition) { // Convert relative positions to indices in the array let from_i = self.get_index(from); let to_i = self.get_index(to); let removed = self.layers.remove(from_i); self.layers.insert(to_i, removed); } /// Brings the given view to the front of the stack. pub fn move_to_front(&mut self, layer: LayerPosition) { self.move_layer(layer, LayerPosition::FromFront(0)); } /// Pushes the given view to the back of the stack. pub fn move_to_back(&mut self, layer: LayerPosition) { self.move_layer(layer, LayerPosition::FromBack(0)); } /// Moves a layer to a new position on the screen. /// /// Has no effect on fullscreen layers /// Has no effect if layer is not found pub fn reposition_layer( &mut self, layer: LayerPosition, position: Position ) { let i = self.get_index(layer); let child = match self.layers.get_mut(i) { Some(i) => i, None => return, }; match child.placement { Placement::Floating(_) => { child.placement = Placement::Floating(position); self.bg_dirty.set(true); } Placement::Fullscreen => (), } } /// Background drawing /// /// Drawing functions are split into forground and background to /// ease inserting layers under the stackview but above it's background /// you probably just want to call draw() pub fn draw_bg(&self, printer: &Printer) { // If the background is dirty draw a new background if self.bg_dirty.get() { for y in 0..printer.size.y { printer.with_color(ColorStyle::background(), |printer| { printer.print_hline((0, y), printer.size.x, " "); }); } // set background as clean, so we don't need to do this every frame self.bg_dirty.set(false); } } /// Forground drawing /// /// Drawing functions are split into forground and background to /// ease inserting layers under the stackview but above it's background /// you probably just want to call draw() pub fn draw_fg(&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, )); } }); } } 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) { // This function is included for compat with the view trait, // it should behave the same as calling them seperately, but does // not pause to let you insert in between the layers. self.draw_bg(printer); self.draw_fg(printer); } fn on_event(&mut self, event: Event) -> EventResult { if event == Event::WindowResize { self.bg_dirty.set(true); } // 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(()) } } #[cfg(test)] mod tests { use super::*; use views::TextView; #[test] fn pop_add() { let mut stack = StackView::new(); stack.add_layer(TextView::new("1")); for _ in 0..20 { let layer = stack.pop_layer().unwrap(); stack.add_layer(layer); } let layer = stack.pop_layer().unwrap(); let text: Box = layer.as_boxed_any().downcast().unwrap(); assert_eq!(text.get_content().source(), "1"); } #[test] fn move_layer_works() { let mut stack = StackView::new() .layer(TextView::new("1")) .layer(TextView::new("2")) .layer(TextView::new("3")); stack.move_layer( LayerPosition::FromFront(0), LayerPosition::FromBack(0), ); stack.move_layer( LayerPosition::FromBack(0), LayerPosition::FromFront(0), ); stack.move_layer( LayerPosition::FromFront(1), LayerPosition::FromFront(0), ); let layer = stack.pop_layer().unwrap(); let text: Box = layer.as_boxed_any().downcast().unwrap(); assert_eq!(text.get_content().source(), "2"); } }