use Cursive; use view::View; use vec::Vec2; use direction; use menu::MenuTree; use backend::Backend; use view::MenuPopup; use view::KeyEventView; use theme::ColorStyle; use Printer; use view::Position; use event::*; use std::rc::Rc; use unicode_width::UnicodeWidthStr; /// Current state of the menubar #[derive(PartialEq, Debug)] enum State { /// The menubar is inactive. Inactive, /// The menubar is actively selected. /// /// It will receive input. Selected, /// The menubar is still visible, but a submenu is open. /// /// It will not receive input. Submenu, } /// Shows a single-line list of items, with pop-up menus when one is selected. /// /// The [`Cursive`] root already includes a menubar that you just needs to configure. /// /// [`Cursive`]: struct.Cursive.html#method.menubar pub struct Menubar { /// Menu items in this menubar. pub menus: Vec<(String, Rc)>, /// TODO: move this out of this view. pub autohide: bool, focus: usize, // TODO: make Menubar impl View and take out the State management state: State, } new_default!(Menubar); impl Menubar { /// Creates a new, empty menubar. pub fn new() -> Self { Menubar { menus: Vec::new(), autohide: true, state: State::Inactive, focus: 0, } } /// Hides the menubar. fn hide(&mut self) { self.state = State::Inactive; ::B::clear(); } /// True if we should be receiving events. pub fn receive_events(&self) -> bool { self.state == State::Selected } /// Returns `true` if we should be drawn. pub fn visible(&self) -> bool { !self.autohide || self.state != State::Inactive } /// Adds a new item to the menubar. /// /// The item will use the given title, and on selection, will open a /// popup-menu with the given menu tree. pub fn add(&mut self, title: &str, menu: MenuTree) -> &mut Self { self.menus.push((title.to_string(), Rc::new(menu))); self } } fn show_child(s: &mut Cursive, offset: (usize, usize), menu: Rc) { // Adds a new layer located near the item title with the menu popup. // Also adds two key callbacks on this new view, to handle `left` and // `right` key presses. // (If the view itself listens for a `left` or `right` press, it will // consume it before our KeyEventView. This means sub-menus can properly // be entered.) s.screen_mut() .add_layer_at(Position::absolute(offset), KeyEventView::new(MenuPopup::new(menu) .on_dismiss(|s| s.select_menubar()) .on_action(|s| { s.menubar().state = State::Inactive })) .register(Key::Right, |s| { s.pop_layer(); s.select_menubar(); // Act as if we sent "Right" then "Down" s.menubar().on_event(Event::Key(Key::Right)); if let EventResult::Consumed(Some(cb)) = s.menubar() .on_event(Event::Key(Key::Down)) { cb(s); } }) .register(Key::Left, |s| { s.pop_layer(); s.select_menubar(); // Act as if we sent "Left" then "Down" s.menubar().on_event(Event::Key(Key::Left)); if let EventResult::Consumed(Some(cb)) = s.menubar() .on_event(Event::Key(Key::Down)) { cb(s); } })); } impl View for Menubar { fn draw(&self, printer: &Printer) { // Draw the bar at the top printer.with_color(ColorStyle::Primary, |printer| { printer.print_hline((0, 0), printer.size.x, " "); }); // TODO: draw the rest let mut offset = 1; for (i, &(ref title, _)) in self.menus.iter().enumerate() { // We don't want to show HighlightInactive when we're not selected, // because it's ugly on the menubar. let selected = (self.state != State::Inactive) && (i == self.focus); printer.with_selection(selected, |printer| { printer.print((offset, 0), &format!(" {} ", title)); offset += title.width() + 2; }); } } fn on_event(&mut self, event: Event) -> EventResult { match event { Event::Key(Key::Esc) => self.hide(), Event::Key(Key::Left) => { if self.focus > 0 { self.focus -= 1 } else { self.focus = self.menus.len() - 1 } } Event::Key(Key::Right) => { if self.focus + 1 < self.menus.len() { self.focus += 1 } else { self.focus = 0 } } Event::Key(Key::Down) | Event::Key(Key::Enter) => { // First, we need a new Rc to send the callback, // since we don't know when it will be called. let menu = self.menus[self.focus].1.clone(); self.state = State::Submenu; let offset = (self.menus[..self.focus] .iter() .map(|&(ref title, _)| title.width() + 2) .fold(0, |a, b| a + b), if self.autohide { 1 } else { 0 }); // Since the closure will be called multiple times, // we also need a new Rc on every call. return EventResult::with_cb(move |s| { show_child(s, offset, menu.clone()) }); } _ => return EventResult::Ignored, } EventResult::Consumed(None) } fn take_focus(&mut self, _: direction::Direction) -> bool { self.state = State::Selected; true } fn get_min_size(&mut self, _: Vec2) -> Vec2 { // TODO: scroll the options if the screen is too small? // We add 2 to the length of every label for marin. // Also, we add 1 at the beginning. // (See the `draw()` method) let width = self.menus .iter() .map(|&(ref title, _)| title.len() + 2) .fold(1, |a, b| a + b); Vec2::new(width, 1) } }