cursive/src/lib.rs
2015-05-26 16:48:27 -07:00

242 lines
6.7 KiB
Rust

//! # Cursive
//!
//! Cursive is a TUI library built on top of ncurses-rs.
//! It allows to easily build layouts for text-based applications.
//!
//! ## Example
//! ```
//! extern crate cursive;
//!
//! use cursive::Cursive;
//! use cursive::view::TextView;
//!
//! fn main() {
//! let mut siv = Cursive::new();
//!
//! siv.add_layer(TextView::new("Hello World!\nPress q to quit."));
//!
//! siv.add_global_callback('q' as i32, |s| s.quit());
//!
//! siv.run();
//! }
//! ```
extern crate ncurses;
extern crate toml;
pub mod event;
pub mod view;
pub mod printer;
pub mod vec;
pub mod color;
mod div;
use std::any::Any;
use std::rc::Rc;
use std::collections::HashMap;
use vec::Vec2;
use view::View;
use printer::Printer;
use view::{StackView,Selector};
use event::{EventResult,Callback};
/// Identifies a screen in the cursive ROOT.
pub type ScreenId = usize;
/// 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 {
screens: Vec<StackView>,
active_screen: ScreenId,
running: bool,
global_callbacks: HashMap<i32, Rc<Callback>>,
}
impl Cursive {
/// Creates a new Cursive root, and initialize ncurses.
pub fn new() -> Self {
ncurses::setlocale(ncurses::LcCategory::all, "");
ncurses::initscr();
ncurses::keypad(ncurses::stdscr, true);
ncurses::noecho();
ncurses::cbreak();
ncurses::start_color();
ncurses::curs_set(ncurses::CURSOR_VISIBILITY::CURSOR_INVISIBLE);
color::load_legacy();
// color::load_default();
// color::load_theme("assets/style.toml").ok().unwrap();
ncurses::wbkgd(ncurses::stdscr, ncurses::COLOR_PAIR(color::BACKGROUND));
let mut res = Cursive {
screens: Vec::new(),
active_screen: 0,
running: true,
global_callbacks: HashMap::new(),
};
res.screens.push(StackView::new());
res
}
/// Regularly redraws everything, even when no input is given. Between 0 and 1000.
///
/// Call with fps=0 to disable (default value).
pub fn set_fps(&self, fps: u32) {
if fps == 0 {
ncurses::timeout(-1);
} else {
ncurses::timeout(1000 / fps as i32);
}
}
/// Returns a mutable reference to the currently active screen.
pub fn screen_mut(&mut self) -> &mut StackView {
let id = self.active_screen;
self.screens.get_mut(id).unwrap()
}
/// Adds a new screen, and returns its ID.
pub fn add_screen(&mut self) -> ScreenId {
let res = self.screens.len();
self.screens.push(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;
}
fn find_any(&mut self, selector: &Selector) -> Option<&mut Any> {
// Internal find method that returns a Any object.
self.screen_mut().find(selector)
}
/// Tries to find the view pointed to by the given path.
/// If the view is not found, or if it is not of the asked type,
/// it returns None.
pub fn find<V: View + Any>(&mut self, selector: &Selector) -> Option<&mut V> {
match self.find_any(selector) {
None => None,
Some(b) => b.downcast_mut::<V>(),
}
}
/// Adds a global callback, triggered on the given key press when no view catches it.
pub fn add_global_callback<F>(&mut self, key: i32, cb: F)
where F: Fn(&mut Cursive) + 'static
{
self.global_callbacks.insert(key, Rc::new(Box::new(cb)));
}
/// Convenient method to add a layer to the current screen.
pub fn add_layer<T: 'static + View>(&mut self, view: T) {
self.screen_mut().add_layer(view);
}
/// Convenient method to remove a layer from the current screen.
pub fn pop_layer(&mut self) {
self.screen_mut().pop_layer();
}
// Handles a key event when it was ignored by the current view
fn on_key_event(&mut self, ch: i32) {
let cb = match self.global_callbacks.get(&ch) {
None => return,
Some(cb) => cb.clone(),
};
// Not from a view, so no viewpath here
cb(self);
}
/// Returns the size of the screen, in characters.
pub fn screen_size(&self) -> Vec2 {
let mut x: i32 = 0;
let mut y: i32 = 0;
ncurses::getmaxyx(ncurses::stdscr, &mut y, &mut x);
Vec2 {
x: x as usize,
y: y as usize,
}
}
fn layout(&mut self) {
let size = self.screen_size();
self.screen_mut().layout(size);
}
fn draw(&mut self) {
let printer = Printer {
offset: Vec2::new(0,0),
size: self.screen_size(),
};
self.screen_mut().draw(&printer, true);
ncurses::refresh();
}
/// Runs the event loop.
/// It will wait for user input (key presses) and trigger callbacks accordingly.
/// Blocks until quit() is called.
pub fn run(&mut self) {
// And the big event loop begins!
while self.running {
// Do we need to redraw everytime?
// Probably, actually.
// TODO: Do we actually need to clear everytime?
ncurses::clear();
// 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();
// Blocks until the user press a key.
// TODO: Add a timeout? Animations?
let ch = ncurses::getch();
// If the event was ignored, it is our turn to play with it.
match self.screen_mut().on_key_event(ch) {
EventResult::Ignored => self.on_key_event(ch),
EventResult::Consumed(None) => (),
EventResult::Consumed(Some(cb)) => cb(self),
}
}
}
/// Stops the event loop.
pub fn quit(&mut self) {
self.running = false;
}
}
impl Drop for Cursive {
fn drop(&mut self) {
ncurses::endwin();
}
}