cursive/src/view/dialog.rs
Alexandre Bury 2b54d6df28 Make View::draw take a &self (instead of a &mut self)
TrackedView, the only user of the mutability, now uses internal
mutability with a Cell.
2016-07-15 23:44:38 -07:00

315 lines
11 KiB
Rust

use std::cmp::max;
use std::any::Any;
use Cursive;
use direction::Direction;
use align::*;
use event::*;
use theme::ColorStyle;
use view::{Selector, TextView, View};
use view::{Button, SizedView};
use vec::{Vec2, Vec4};
use Printer;
use unicode_width::UnicodeWidthStr;
#[derive(PartialEq)]
enum Focus {
Content,
Button(usize),
}
/// Popup-like view with a main content, and optional buttons under it.
///
/// # Examples
///
/// ```
/// # use cursive::view::{Dialog,TextView};
/// let dialog = Dialog::new(TextView::new("Hello!"))
/// .button("Ok", |s| s.quit());
/// ```
pub struct Dialog {
title: String,
content: Box<View>,
buttons: Vec<SizedView<Button>>,
padding: Vec4,
borders: Vec4,
focus: Focus,
align: Align,
}
impl Dialog {
/// Creates a new Dialog with the given content.
pub fn new<V: View + 'static>(view: V) -> Self {
Dialog {
content: Box::new(view),
buttons: Vec::new(),
title: String::new(),
focus: Focus::Content,
padding: Vec4::new(1, 1, 0, 0),
borders: Vec4::new(1, 1, 1, 1),
align: Align::top_right(),
}
}
/// Convenient method to create an infobox.
///
/// It will contain the given text and a `Ok` dismiss button.
pub fn info(text: &str) -> Self {
Self::new(TextView::new(text)).dismiss_button("Ok")
}
/// Adds a button to the dialog with the given label and callback.
///
/// Consumes and returns self for easy chaining.
pub fn button<F>(mut self, label: &str, cb: F) -> Self
where F: Fn(&mut Cursive) + 'static
{
self.buttons.push(SizedView::new(Button::new(label, cb)));
self
}
/// Sets the horizontal alignment for the buttons, if any.
/// Only works if the buttons are as a row at the bottom of the dialog.
pub fn h_align(mut self, h: HAlign) -> Self {
self.align.h = h;
self
}
/// Sets the vertical alignment for the buttons, if any.
/// Only works if the buttons are as a column to the right of the dialog.
pub fn v_align(mut self, v: VAlign) -> Self {
self.align.v = v;
self
}
/// Shortcut method to add a button that will dismiss the dialog.
pub fn dismiss_button(self, label: &str) -> Self {
self.button(label, |s| s.screen_mut().pop_layer())
}
/// Sets the title of the dialog.
/// If not empty, it will be visible at the top.
pub fn title(mut self, label: &str) -> Self {
self.title = label.to_string();
self
}
/// Sets the padding in the dialog (around content and buttons).
pub fn padding<T: Into<Vec4>>(mut self, padding: T) -> Self {
self.padding = padding.into();
self
}
}
impl View for Dialog {
fn draw(&self, printer: &Printer) {
// This will be the buttons_height used by the buttons.
let mut buttons_height = 0;
// Current horizontal position of the next button we'll draw.
// Sum of the sizes + len-1 for margins
let width = if self.buttons.is_empty() {
0
} else {
self.buttons
.iter()
.map(|button| button.size.x)
.fold(0, |a, b| a + b) + self.buttons.len() - 1
};
let overhead = self.padding + self.borders;
let mut offset = overhead.left +
self.align
.h
.get_offset(width, printer.size.x - overhead.horizontal());
let y = printer.size.y - self.padding.bottom - self.borders.bottom - 1;
for (i, button) in self.buttons.iter().enumerate() {
let size = button.size;
// Add some special effect to the focused button
button.draw(&printer.sub_printer(Vec2::new(offset, y),
size,
self.focus == Focus::Button(i)));
// Keep 1 blank between two buttons
offset += size.x + 1;
// Also keep 1 blank above the buttons
buttons_height = max(buttons_height, size.y + 1);
}
// What do we have left?
let inner_size = printer.size - Vec2::new(0, buttons_height) -
self.borders.combined() -
self.padding.combined();
self.content
.draw(&printer.sub_printer(self.borders.top_left() +
self.padding.top_left(),
inner_size,
self.focus == Focus::Content));
printer.print_box(Vec2::new(0, 0), printer.size);
if !self.title.is_empty() {
let len = self.title.width();
let x = (printer.size.x - len) / 2;
printer.print((x - 2, 0), "");
printer.print((x + len, 0), "");
printer.with_color(ColorStyle::TitlePrimary,
|p| p.print((x, 0), &self.title));
}
}
fn get_min_size(&mut self, req: Vec2) -> Vec2 {
// Padding and borders are not available for kids.
let nomans_land = self.padding.combined() + self.borders.combined();
// Buttons are not flexible, so their size doesn't depend on ours.
let mut buttons_size = Vec2::new(0, 0);
if !self.buttons.is_empty() {
buttons_size.x += self.buttons.len() - 1;
}
for button in &mut self.buttons {
let s = button.view.get_min_size(req);
buttons_size.x += s.x;
buttons_size.y = max(buttons_size.y, s.y + 1);
}
// We also remove one row for the buttons.
let content_req = req - (nomans_land + Vec2::new(0, buttons_size.y));
let content_size = self.content.get_min_size(content_req);
// On the Y axis, we add buttons and content.
// On the X axis, we take the max.
let mut inner_size = Vec2::new(max(content_size.x, buttons_size.x),
content_size.y + buttons_size.y) +
self.padding.combined() +
self.borders.combined();
if !self.title.is_empty() {
// If we have a title, we have to fit it too!
inner_size.x = max(inner_size.x, self.title.width() + 6);
}
inner_size
}
fn layout(&mut self, mut size: Vec2) {
// Padding and borders are taken, sorry.
// TODO: handle border-less themes?
size = size - (self.borders.combined() + self.padding.combined());
// Buttons are kings, we give them everything they want.
let mut buttons_height = 0;
for button in self.buttons.iter_mut().rev() {
let size = button.get_min_size(size);
buttons_height = max(buttons_height, size.y + 1);
button.layout(size);
}
// Poor content will have to make do with what's left.
self.content.layout(size - Vec2::new(0, buttons_height));
}
fn on_event(&mut self, event: Event) -> EventResult {
match self.focus {
// If we are on the content, we can only go down.
Focus::Content => {
match self.content.on_event(event) {
EventResult::Ignored if !self.buttons.is_empty() => {
match event {
Event::Key(Key::Down) |
Event::Key(Key::Tab) |
Event::Shift(Key::Tab) => {
// Default to leftmost button when going down.
self.focus = Focus::Button(0);
EventResult::Consumed(None)
}
_ => EventResult::Ignored,
}
}
res => res,
}
}
// If we are on a button, we have more choice
Focus::Button(i) => {
match self.buttons[i].on_event(event) {
EventResult::Ignored => {
match event {
// Up goes back to the content
Event::Key(Key::Up) => {
if self.content
.take_focus(Direction::down()) {
self.focus = Focus::Content;
EventResult::Consumed(None)
} else {
EventResult::Ignored
}
}
Event::Shift(Key::Tab) => {
if self.content
.take_focus(Direction::back()) {
self.focus = Focus::Content;
EventResult::Consumed(None)
} else {
EventResult::Ignored
}
}
Event::Key(Key::Tab) => {
if self.content
.take_focus(Direction::front()) {
self.focus = Focus::Content;
EventResult::Consumed(None)
} else {
EventResult::Ignored
}
}
// Left and Right move to other buttons
Event::Key(Key::Right) if i + 1 <
self.buttons
.len() => {
self.focus = Focus::Button(i + 1);
EventResult::Consumed(None)
}
Event::Key(Key::Left) if i > 0 => {
self.focus = Focus::Button(i - 1);
EventResult::Consumed(None)
}
_ => EventResult::Ignored,
}
}
res => res,
}
}
}
}
fn take_focus(&mut self, source: Direction) -> bool {
// Dialogs aren't meant to be used in layouts, so...
// Let's be super lazy and not even care about the focus source.
if self.content.take_focus(source) {
self.focus = Focus::Content;
true
} else if !self.buttons.is_empty() {
self.focus = Focus::Button(0);
true
} else {
false
}
}
fn find(&mut self, selector: &Selector) -> Option<&mut Any> {
self.content.find(selector)
}
}