use std::any::Any; use std::collections::HashMap; use std::path::Path; use std::time::Duration; use crossbeam_channel::{self, Receiver, Sender}; use backend; use direction; use event::{Callback, Event, EventResult}; use printer::Printer; use theme; use vec::Vec2; use view::{self, Finder, IntoBoxedView, Position, View}; use views::{self, LayerPosition}; static DEBUG_VIEW_ID: &'static str = "_cursive_debug_view"; /// 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 { theme: theme::Theme, screens: Vec, global_callbacks: HashMap>, menubar: views::Menubar, // Last layer sizes of the stack view. // If it changed, clear the screen. last_sizes: Vec, fps: u32, active_screen: ScreenId, running: bool, backend: Box, cb_source: Receiver>, cb_sink: Sender>, event_source: Receiver>, // Sends true or false after each event. input_trigger: Sender, expecting_event: bool, } /// Describes one of the possible interruptions we should handle. enum Interruption { /// An input event was received Event(Event), /// A callback was received Callback(Box), /// A timeout ran out Timeout, } /// Identifies a screen in the cursive root. pub type ScreenId = usize; /// Asynchronous callback function trait. /// /// Every `FnOnce(&mut Cursive) -> () + Send` automatically /// implements this. /// /// This is a workaround only because `Box` is not /// working and `FnBox` is unstable. pub trait CbFunc: Send { /// Calls the function. fn call_box(self: Box, &mut Cursive); } impl () + Send> CbFunc for F { fn call_box(self: Box, siv: &mut Cursive) { (*self)(siv) } } #[cfg(feature = "termion-backend")] impl Default for Cursive { fn default() -> Self { Self::termion() } } #[cfg(all(not(feature = "termion-backend"), feature = "pancurses-backend"))] impl Default for Cursive { fn default() -> Self { Self::pancurses() } } #[cfg(all( not(feature = "termion-backend"), not(feature = "pancurses-backend"), feature = "blt-backend" ))] impl Default for Cursive { fn default() -> Self { Self::blt() } } #[cfg(all( not(feature = "termion-backend"), not(feature = "pancurses-backend"), not(feature = "blt-backend"), feature = "ncurses-backend" ))] impl Default for Cursive { fn default() -> Self { Self::ncurses() } } impl Cursive { /// Creates a new Cursive root, and initialize the back-end. /// /// * If you just want a cursive instance, use `Cursive::default()`. /// * If you want a specific backend, then: /// * `Cursive::ncurses()` if the `ncurses-backend` feature is enabled (it is by default). /// * `Cursive::pancurses()` if the `pancurses-backend` feature is enabled. /// * `Cursive::termion()` if the `termion-backend` feature is enabled. /// * `Cursive::blt()` if the `blt-backend` feature is enabled. /// * `Cursive::dummy()` for a dummy backend, mostly useful for tests. /// * If you want to use a third-party backend, then `Cursive::new` is indeed the way to go: /// * `Cursive::new(bring::your::own::Backend::new)` /// /// Examples: /// /// ```rust,no_run /// # use cursive::{Cursive, backend}; /// let siv = Cursive::new(backend::dummy::Backend::init); // equivalent to Cursive::dummy() /// ``` pub fn new(backend_init: F) -> Self where F: FnOnce() -> Box, { let theme = theme::load_default(); let (cb_sink, cb_source) = crossbeam_channel::unbounded(); let (event_sink, event_source) = crossbeam_channel::bounded(0); let (input_sink, input_source) = crossbeam_channel::bounded(0); let mut backend = backend_init(); backend.start_input_thread(event_sink, input_source); Cursive { fps: 0, theme, screens: vec![views::StackView::new()], last_sizes: Vec::new(), global_callbacks: HashMap::new(), menubar: views::Menubar::new(), active_screen: 0, running: true, cb_source, cb_sink, event_source, backend, input_trigger: input_sink, expecting_event: false, } } /// Creates a new Cursive root using a ncurses backend. #[cfg(feature = "ncurses-backend")] pub fn ncurses() -> Self { Self::new(backend::curses::n::Backend::init) } /// Creates a new Cursive root using a pancurses backend. #[cfg(feature = "pancurses-backend")] pub fn pancurses() -> Self { Self::new(backend::curses::pan::Backend::init) } /// Creates a new Cursive root using a termion backend. #[cfg(feature = "termion-backend")] pub fn termion() -> Self { Self::new(backend::termion::Backend::init) } /// Creates a new Cursive root using a bear-lib-terminal backend. #[cfg(feature = "blt-backend")] pub fn blt() -> Self { Self::new(backend::blt::Backend::init) } /// Creates a new Cursive root using a dummy backend. /// /// Nothing will be output. This is mostly here for tests. pub fn dummy() -> Self { Self::new(backend::dummy::Backend::init) } /// Show the debug console. /// /// Currently, this will show logs if [`::logger::init()`] was called. pub fn show_debug_console(&mut self) { self.add_layer( views::Dialog::around(views::ScrollView::new(views::IdView::new( DEBUG_VIEW_ID, views::DebugView::new(), ))) .title("Debug console"), ); } /// Show the debug console, or hide it if it's already visible. /// /// # Examples /// /// ```rust /// # use cursive::Cursive; /// # let mut siv = Cursive::dummy(); /// siv.add_global_callback('~', Cursive::toggle_debug_console); /// ``` pub fn toggle_debug_console(&mut self) { if let Some(pos) = self.screen_mut().find_layer_from_id(DEBUG_VIEW_ID) { self.screen_mut().remove_layer(pos); } else { self.show_debug_console(); } } /// Returns a sink for asynchronous callbacks. /// /// Returns the sender part of a channel, that allows to send /// callbacks to `self` from other threads. /// /// Callbacks will be executed in the order /// of arrival on the next event cycle. /// /// Note that you currently need to call [`set_fps`] to force cursive to /// regularly check for messages. /// /// # Examples /// /// ```rust /// # extern crate cursive; /// # use cursive::*; /// # fn main() { /// let mut siv = Cursive::dummy(); /// siv.set_fps(10); /// /// // quit() will be called during the next event cycle /// siv.cb_sink().send(Box::new(|s: &mut Cursive| s.quit())).unwrap(); /// # } /// ``` /// /// [`set_fps`]: #method.set_fps pub fn cb_sink(&self) -> &Sender> { &self.cb_sink } /// Selects the menubar. pub fn select_menubar(&mut self) { self.menubar.take_focus(direction::Direction::none()); } /// Sets the menubar autohide feature. /// /// * When enabled (default), the menu is only visible when selected. /// * When disabled, the menu is always visible and reserves the top row. pub fn set_autohide_menu(&mut self, autohide: bool) { self.menubar.autohide = autohide; } /// Access the menu tree used by the menubar. /// /// This allows to add menu items to the menubar. /// /// # Examples /// /// ```rust /// # extern crate cursive; /// # /// # use cursive::{Cursive, event}; /// # use cursive::views::{Dialog}; /// # use cursive::traits::*; /// # use cursive::menu::*; /// # /// # fn main() { /// let mut siv = Cursive::dummy(); /// /// siv.menubar() /// .add_subtree("File", /// MenuTree::new() /// .leaf("New", |s| s.add_layer(Dialog::info("New file!"))) /// .subtree("Recent", MenuTree::new().with(|tree| { /// for i in 1..100 { /// tree.add_leaf(format!("Item {}", i), |_| ()) /// } /// })) /// .delimiter() /// .with(|tree| { /// for i in 1..10 { /// tree.add_leaf(format!("Option {}", i), |_| ()); /// } /// }) /// .delimiter() /// .leaf("Quit", |s| s.quit())) /// .add_subtree("Help", /// MenuTree::new() /// .subtree("Help", /// MenuTree::new() /// .leaf("General", |s| { /// s.add_layer(Dialog::info("Help message!")) /// }) /// .leaf("Online", |s| { /// s.add_layer(Dialog::info("Online help?")) /// })) /// .leaf("About", /// |s| s.add_layer(Dialog::info("Cursive v0.0.0")))); /// /// siv.add_global_callback(event::Key::Esc, |s| s.select_menubar()); /// # } /// ``` pub fn menubar(&mut self) -> &mut views::Menubar { &mut self.menubar } /// Returns the currently used theme. pub fn current_theme(&self) -> &theme::Theme { &self.theme } /// Sets the current theme. pub fn set_theme(&mut self, theme: theme::Theme) { self.theme = theme; self.clear(); } /// Clears the screen. /// /// Users rarely have to call this directly. pub fn clear(&self) { self.backend .clear(self.theme.palette[theme::PaletteColor::Background]); } /// Loads a theme from the given file. /// /// `filename` must point to a valid toml file. pub fn load_theme_file>( &mut self, filename: P, ) -> Result<(), theme::Error> { theme::load_theme_file(filename).map(|theme| self.set_theme(theme)) } /// Loads a theme from the given string content. /// /// Content must be valid toml. pub fn load_toml(&mut self, content: &str) -> Result<(), theme::Error> { theme::load_toml(content).map(|theme| self.set_theme(theme)) } /// Sets the refresh rate, in frames per second. /// /// Regularly redraws everything, even when no input is given. /// /// You currently need this to regularly check /// for events sent using [`cb_sink`]. /// /// Between 0 and 1000. Call with `fps = 0` to disable (default value). /// /// [`cb_sink`]: #method.cb_sink pub fn set_fps(&mut self, fps: u32) { // self.backend.set_refresh_rate(fps) self.fps = fps; } /// Returns a reference to the currently active screen. pub fn screen(&self) -> &views::StackView { let id = self.active_screen; &self.screens[id] } /// Returns a mutable reference to the currently active screen. pub fn screen_mut(&mut self) -> &mut views::StackView { let id = self.active_screen; &mut self.screens[id] } /// Returns the id of the currently active screen. pub fn active_screen(&self) -> ScreenId { self.active_screen } /// Adds a new screen, and returns its ID. pub fn add_screen(&mut self) -> ScreenId { let res = self.screens.len(); self.screens.push(views::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; } /// Tries to find the view pointed to by the given selector. /// /// Runs a closure on the view once it's found, and return the /// result. /// /// If the view is not found, or if it is not of the asked type, /// returns None. /// /// # Examples /// /// ```rust /// # extern crate cursive; /// # use cursive::{Cursive, views, view}; /// # use cursive::traits::*; /// # fn main() { /// fn main() { /// let mut siv = Cursive::dummy(); /// /// siv.add_layer(views::TextView::new("Text #1").with_id("text")); /// /// siv.add_global_callback('p', |s| { /// s.call_on( /// &view::Selector::Id("text"), /// |view: &mut views::TextView| { /// view.set_content("Text #2"); /// }, /// ); /// }); /// /// } /// # } /// ``` pub fn call_on( &mut self, sel: &view::Selector, callback: F, ) -> Option where V: View + Any, F: FnOnce(&mut V) -> R, { self.screen_mut().call_on(sel, callback) } /// Tries to find the view identified by the given id. /// /// Convenient method to use `call_on` with a `view::Selector::Id`. /// /// # Examples /// /// ```rust /// # extern crate cursive; /// # use cursive::{Cursive, views}; /// # use cursive::traits::*; /// # fn main() { /// let mut siv = Cursive::dummy(); /// /// siv.add_layer(views::TextView::new("Text #1") /// .with_id("text")); /// /// siv.add_global_callback('p', |s| { /// s.call_on_id("text", |view: &mut views::TextView| { /// view.set_content("Text #2"); /// }); /// }); /// # } /// ``` pub fn call_on_id(&mut self, id: &str, callback: F) -> Option where V: View + Any, F: FnOnce(&mut V) -> R, { self.call_on(&view::Selector::Id(id), callback) } /// Convenient method to find a view wrapped in [`IdView`]. /// /// This looks for a `IdView` with the given ID, and return /// a [`ViewRef`] to the wrapped view. The `ViewRef` implements /// `DerefMut`, so you can treat it just like a `&mut T`. /// /// # Examples /// /// ```rust /// # use cursive::Cursive; /// # use cursive::views::{TextView, ViewRef}; /// # let mut siv = Cursive::dummy(); /// use cursive::traits::Identifiable; /// /// siv.add_layer(TextView::new("foo").with_id("id")); /// /// // Could be called in a callback /// let mut view: ViewRef = siv.find_id("id").unwrap(); /// view.set_content("bar"); /// ``` /// /// Note that you must specify the exact type for the view you're after; for example, using the /// wrong item type in a `SelectView` will not find anything: /// /// ```rust /// # use cursive::Cursive; /// # use cursive::views::{SelectView}; /// # let mut siv = Cursive::dummy(); /// use cursive::traits::Identifiable; /// /// let select = SelectView::new().item("zero", 0u32).item("one", 1u32); /// siv.add_layer(select.with_id("select")); /// /// // Specifying a wrong type will not return anything. /// assert!(siv.find_id::>("select").is_none()); /// /// // Omitting the type will use the default type, in this case `String`. /// assert!(siv.find_id::("select").is_none()); /// /// // But with the correct type, it works fine. /// assert!(siv.find_id::>("select").is_some()); /// ``` /// /// [`IdView`]: views/struct.IdView.html /// [`ViewRef`]: views/type.ViewRef.html pub fn find_id(&mut self, id: &str) -> Option> where V: View + Any, { self.call_on_id(id, views::IdView::::get_mut) } /// Moves the focus to the view identified by `id`. /// /// Convenient method to call `focus` with a `view::Selector::Id`. pub fn focus_id(&mut self, id: &str) -> Result<(), ()> { self.focus(&view::Selector::Id(id)) } /// Moves the focus to the view identified by `sel`. pub fn focus(&mut self, sel: &view::Selector) -> Result<(), ()> { self.screen_mut().focus_view(sel) } /// Adds a global callback. /// /// Will be triggered on the given key press when no view catches it. /// /// # Examples /// /// ```rust /// # extern crate cursive; /// # use cursive::*; /// # fn main() { /// let mut siv = Cursive::dummy(); /// /// siv.add_global_callback('q', |s| s.quit()); /// # } /// ``` pub fn add_global_callback>(&mut self, event: E, cb: F) where F: FnMut(&mut Cursive) + 'static, { self.global_callbacks .entry(event.into()) .or_insert_with(Vec::new) .push(Callback::from_fn_mut(cb)); } /// Removes any callback tied to the given event. /// /// # Examples /// /// ```rust /// # extern crate cursive; /// # use cursive::*; /// # fn main() { /// let mut siv = Cursive::dummy(); /// /// siv.add_global_callback('q', |s| s.quit()); /// siv.clear_global_callbacks('q'); /// # } /// ``` pub fn clear_global_callbacks(&mut self, event: E) where E: Into, { let event = event.into(); self.global_callbacks.remove(&event); } /// Add a layer to the current screen. /// /// # Examples /// /// ```rust /// # extern crate cursive; /// # use cursive::*; /// # fn main() { /// let mut siv = Cursive::dummy(); /// /// siv.add_layer(views::TextView::new("Hello world!")); /// # } /// ``` pub fn add_layer(&mut self, view: T) where T: IntoBoxedView, { self.screen_mut().add_layer(view); } /// Adds a new full-screen layer to the current screen. /// /// Fullscreen layers have no shadow. pub fn add_fullscreen_layer(&mut self, view: T) where T: IntoBoxedView, { self.screen_mut().add_fullscreen_layer(view); } /// Convenient method to remove a layer from the current screen. pub fn pop_layer(&mut self) -> Option> { self.screen_mut().pop_layer() } /// Convenient stub forwarding layer repositioning. pub fn reposition_layer( &mut self, layer: LayerPosition, position: Position, ) { self.screen_mut().reposition_layer(layer, position); } fn peek(&mut self) -> Option { // First, try a callback select! { // Skip to input if nothing is ready default => (), recv(self.cb_source) -> cb => return Some(Interruption::Callback(cb.unwrap())), } // No callback? Check input then if self.expecting_event { // We're already blocking. return None; } self.input_trigger .send(backend::InputRequest::Peek) .unwrap(); self.backend.prepare_input(backend::InputRequest::Peek); self.event_source.recv().unwrap().map(Interruption::Event) } /// Wait until something happens. /// /// If `peek` is `true`, return `None` immediately if nothing is ready. fn poll(&mut self) -> Option { if !self.expecting_event { self.input_trigger .send(backend::InputRequest::Block) .unwrap(); self.backend.prepare_input(backend::InputRequest::Block); self.expecting_event = true; } let timeout = if self.fps > 0 { Duration::from_millis(1000 / self.fps as u64) } else { // Defaults to 1 refresh per hour. Duration::from_secs(3600) }; select! { recv(self.event_source) -> event => { // Ok, we processed the event. self.expecting_event = false; event.unwrap().map(Interruption::Event) }, recv(self.cb_source) -> cb => { cb.ok().map(Interruption::Callback) }, recv(crossbeam_channel::after(timeout)) -> _ => { Some(Interruption::Timeout) } } } // Handles a key event when it was ignored by the current view fn on_ignored_event(&mut self, event: Event) { let cb_list = match self.global_callbacks.get(&event) { None => return, Some(cb_list) => cb_list.clone(), }; // Not from a view, so no viewpath here for cb in cb_list { cb(self); } } /// Processes an event. /// /// * If the menubar is active, it will be handled the event. /// * The view tree will be handled the event. /// * If ignored, global_callbacks will be checked for this event. pub fn on_event(&mut self, event: Event) { if event == Event::Exit { self.quit(); } if event == Event::WindowResize { self.clear(); } if let Event::Mouse { event, position, .. } = event { if event.grabs_focus() && !self.menubar.autohide && !self.menubar.has_submenu() && position.y == 0 { self.select_menubar(); } } // Event dispatch order: // * Focused element: // * Menubar (if active) // * Current screen (top layer) // * Global callbacks if self.menubar.receive_events() { self.menubar.on_event(event).process(self); } else { let offset = if self.menubar.autohide { 0 } else { 1 }; match self.screen_mut().on_event(event.relativized((0, offset))) { // If the event was ignored, // it is our turn to play with it. EventResult::Ignored => self.on_ignored_event(event), EventResult::Consumed(None) => (), EventResult::Consumed(Some(cb)) => cb(self), } } } /// Returns the size of the screen, in characters. pub fn screen_size(&self) -> Vec2 { self.backend.screen_size() } fn layout(&mut self) { let size = self.screen_size(); let offset = if self.menubar.autohide { 0 } else { 1 }; let size = size.saturating_sub((0, offset)); self.screen_mut().layout(size); } fn draw(&mut self) { let sizes = self.screen().layer_sizes(); if self.last_sizes != sizes { self.clear(); self.last_sizes = sizes; } let printer = Printer::new(self.screen_size(), &self.theme, &*self.backend); let selected = self.menubar.receive_events(); // Print the stackview background before the menubar let offset = if self.menubar.autohide { 0 } else { 1 }; let id = self.active_screen; let sv_printer = printer.offset((0, offset)).focused(!selected); self.screens[id].draw_bg(&sv_printer); // Draw the currently active screen // If the menubar is active, nothing else can be. // Draw the menubar? if self.menubar.visible() { let printer = printer.focused(self.menubar.receive_events()); self.menubar.draw(&printer); } // finally draw stackview layers // using variables from above self.screens[id].draw_fg(&sv_printer); } /// Returns `true` until [`quit(&mut self)`] is called. /// /// [`quit(&mut self)`]: #method.quit pub fn is_running(&self) -> bool { self.running } /// Runs the event loop. /// /// It will wait for user input (key presses) /// and trigger callbacks accordingly. /// /// Calls [`step(&mut self)`] until [`quit(&mut self)`] is called. /// /// After this function returns, you can call /// it again and it will start a new loop. /// /// [`step(&mut self)`]: #method.step /// [`quit(&mut self)`]: #method.quit pub fn run(&mut self) { self.running = true; // And the big event loop begins! while self.running { self.step(); } } /// Performs a single step from the event loop. /// /// Useful if you need tighter control on the event loop. /// Otherwise, [`run(&mut self)`] might be more convenient. /// /// [`run(&mut self)`]: #method.run pub fn step(&mut self) { // Do we need to redraw everytime? // Probably, actually. // 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(); self.backend.refresh(); if let Some(interruption) = self.poll() { self.handle_interruption(interruption); if !self.running { return; } } // Don't block, but try to read any other pending event. // This lets us batch-process chunks of events, like big copy-paste or mouse drags. while let Some(interruption) = self.peek() { self.handle_interruption(interruption); if !self.running { return; } } } fn handle_interruption(&mut self, interruption: Interruption) { match interruption { Interruption::Event(event) => { self.on_event(event); } Interruption::Callback(cb) => { cb.call_box(self); } Interruption::Timeout => {} } } /// Stops the event loop. pub fn quit(&mut self) { self.running = false; } } impl Drop for Cursive { fn drop(&mut self) { self.backend.finish(); } }