cursive/src/view/stack_view.rs
Alexandre Bury 64d176ffa5 Add proper select popup placement
Added a popup select to the `list_view` example
2016-07-20 00:30:00 -07:00

144 lines
4.1 KiB
Rust

use std::any::Any;
use direction::Direction;
use backend::Backend;
use vec::Vec2;
use view::{Offset, Position, Selector, ShadowView, View};
use event::{Event, EventResult};
use Printer;
use theme::ColorStyle;
/// Simple stack of views.
/// Only the top-most view is active and can receive input.
pub struct StackView {
layers: Vec<Layer>,
last_size: Vec2,
}
struct Layer {
view: Box<View>,
size: Vec2,
position: Position,
// Has it received the gift yet?
virgin: bool,
}
new_default!(StackView);
impl StackView {
/// Creates a new empty StackView
pub fn new() -> Self {
StackView {
layers: Vec::new(),
last_size: Vec2::zero(),
}
}
/// Adds new view on top of the stack in the center of the screen.
pub fn add_layer<T: 'static + View>(&mut self, view: T) {
self.add_layer_at(Position::center(), view);
}
/// Adds a view on top of the stack.
pub fn add_layer_at<T: 'static + View>(&mut self, position: Position,
view: T) {
self.layers.push(Layer {
// Skip padding for absolute/parent-placed views
view: Box::new(ShadowView::new(view)
.top_padding(position.y == Offset::Center)
.left_padding(position.x == Offset::Center)),
size: Vec2::new(0, 0),
position: position,
virgin: true,
});
}
/// Remove the top-most layer.
pub fn pop_layer(&mut self) {
self.layers.pop();
::B::clear();
}
/// 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.position
.compute_offset(layer.size, self.last_size, previous);
previous = offset;
}
previous
}
}
impl View for StackView {
fn draw(&self, printer: &Printer) {
let last = self.layers.len();
let mut previous = Vec2::zero();
printer.with_color(ColorStyle::Primary, |printer| {
for (i, v) in self.layers.iter().enumerate() {
// Place the view
// Center the view
let offset = v.position
.compute_offset(v.size, printer.size, previous);
previous = offset;
v.view
.draw(&printer.sub_printer(offset, v.size, i + 1 == last));
}
});
}
fn on_event(&mut self, event: Event) -> EventResult {
match self.layers.last_mut() {
None => EventResult::Ignored,
Some(v) => v.view.on_event(event),
}
}
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.
layer.size = Vec2::min(size, layer.view.get_min_size(size));
layer.view.layout(layer.size);
// We do it here instead of when adding a new layer because...?
// (TODO: try to make it during layer addition)
if layer.virgin {
layer.view.take_focus(Direction::none());
layer.virgin = false;
}
}
}
fn get_min_size(&mut self, size: Vec2) -> Vec2 {
// The min size is the max of all children's
self.layers
.iter_mut()
.map(|layer| layer.view.get_min_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(mut v) => v.view.take_focus(source),
}
}
fn find(&mut self, selector: &Selector) -> Option<&mut Any> {
for layer in &mut self.layers {
if let Some(any) = layer.view.find(selector) {
return Some(any);
}
}
None
}
}