cursive/src/views/dialog.rs
Alexandre Bury b7d71e8381 Rustfmt
Moves to "Tall" fn_args_layout
2019-07-30 16:08:40 -07:00

681 lines
21 KiB
Rust

use crate::align::*;
use crate::direction::{Absolute, Direction, Relative};
use crate::event::{AnyCb, Event, EventResult, Key};
use crate::rect::Rect;
use crate::theme::ColorStyle;
use crate::vec::Vec2;
use crate::view::{Margins, Selector, View};
use crate::views::{Button, DummyView, SizedView, TextView, ViewBox};
use crate::Cursive;
use crate::Printer;
use crate::With;
use std::cell::Cell;
use std::cmp::max;
use unicode_width::UnicodeWidthStr;
/// Identifies currently focused element in [`Dialog`].
///
/// [`Dialog`]: struct.Dialog.html
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub enum DialogFocus {
/// Content element focused
Content,
/// One of buttons focused
Button(usize),
}
struct ChildButton {
button: SizedView<Button>,
offset: Cell<Vec2>,
}
impl ChildButton {
pub fn new<F, S: Into<String>>(label: S, cb: F) -> Self
where
F: 'static + Fn(&mut Cursive),
{
ChildButton {
button: SizedView::new(Button::new(label, cb)),
offset: Cell::new(Vec2::zero()),
}
}
}
/// Popup-like view with a main content, and optional buttons under it.
///
/// # Examples
///
/// ```
/// # use cursive::views::{Dialog,TextView};
/// let dialog = Dialog::around(TextView::new("Hello!"))
/// .button("Ok", |s| s.quit());
/// ```
pub struct Dialog {
// Possibly empty title.
title: String,
// Where to put the title position
title_position: HAlign,
// The actual inner view.
content: SizedView<ViewBox>,
// Optional list of buttons under the main view.
// Include the top-left corner.
buttons: Vec<ChildButton>,
// Padding around the inner view.
padding: Margins,
// Borders around everything.
borders: Margins,
// The current element in focus
focus: DialogFocus,
// How to align the buttons under the view.
align: Align,
// `true` when we needs to relayout
invalidated: bool,
}
new_default!(Dialog);
impl Dialog {
/// Creates a new `Dialog` with empty content.
///
/// You should probably call `content()` next.
pub fn new() -> Self {
Self::around(DummyView)
}
/// Creates a new `Dialog` with the given content.
pub fn around<V: View + 'static>(view: V) -> Self {
Dialog {
content: SizedView::new(ViewBox::boxed(view)),
buttons: Vec::new(),
title: String::new(),
title_position: HAlign::Center,
focus: DialogFocus::Content,
padding: Margins::new(1, 1, 0, 0),
borders: Margins::new(1, 1, 1, 1),
align: Align::top_right(),
invalidated: true,
}
}
/// Sets the content for this dialog.
///
/// Chainable variant.
pub fn content<V: View + 'static>(self, view: V) -> Self {
self.with(|s| s.set_content(view))
}
/// Gets the content of this dialog.
///
/// ```
/// use cursive::views::{Dialog, TextView};
/// let dialog = Dialog::around(TextView::new("Hello!"));
/// let text_view: &TextView = dialog
/// .get_content()
/// .as_any()
/// .downcast_ref::<TextView>()
/// .unwrap();
/// assert_eq!(text_view.get_content().source(), "Hello!");
/// ```
pub fn get_content(&self) -> &dyn View {
&*self.content.view
}
/// Gets mutable access to the content.
pub fn get_content_mut(&mut self) -> &mut dyn View {
self.invalidate();
&mut *self.content.view
}
/// Sets the content for this dialog.
///
/// Previous content will be dropped.
pub fn set_content<V: View + 'static>(&mut self, view: V) {
self.content = SizedView::new(ViewBox::boxed(view));
self.invalidate();
}
/// Convenient method to create a dialog with a simple text content.
pub fn text<S: Into<String>>(text: S) -> Self {
Self::around(TextView::new(text))
}
/// Convenient method to create an infobox.
///
/// It will contain the given text and a `Ok` dismiss button.
pub fn info<S: Into<String>>(text: S) -> Self {
Dialog::text(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, S: Into<String>>(self, label: S, cb: F) -> Self
where
F: 'static + Fn(&mut Cursive),
{
self.with(|s| s.add_button(label, cb))
}
/// Adds a button to the dialog with the given label and callback.
pub fn add_button<F, S: Into<String>>(&mut self, label: S, cb: F)
where
F: 'static + Fn(&mut Cursive),
{
self.buttons.push(ChildButton::new(label, cb));
self.invalidate();
}
/// Returns the number of buttons on this dialog.
pub fn buttons_len(&self) -> usize {
self.buttons.len()
}
/// Removes any button from `self`.
pub fn clear_buttons(&mut self) {
self.buttons.clear();
self.invalidate();
}
/// Removes a button from this dialog.
///
/// # Panics
///
/// Panics if `i >= self.buttons_len()`.
pub fn remove_button(&mut self, i: usize) {
self.buttons.remove(i);
self.invalidate();
}
/// 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
}
/*
* Commented out because currently un-implemented.
*
/// 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<S: Into<String>>(self, label: S) -> Self {
self.button(label, |s| {
s.pop_layer();
})
}
/// Sets the title of the dialog.
///
/// If not empty, it will be visible at the top.
pub fn title<S: Into<String>>(self, label: S) -> Self {
self.with(|s| s.set_title(label))
}
/// Sets the title of the dialog.
pub fn set_title<S: Into<String>>(&mut self, label: S) {
self.title = label.into();
self.invalidate();
}
/// Sets the horizontal position of the title in the dialog.
/// The default position is `HAlign::Center`
pub fn title_position(self, align: HAlign) -> Self {
self.with(|s| s.set_title_position(align))
}
/// Sets the horizontal position of the title in the dialog.
/// The default position is `HAlign::Center`
pub fn set_title_position(&mut self, align: HAlign) {
self.title_position = align;
}
/// Sets the padding in the dialog (around content and buttons).
pub fn padding<T: Into<Margins>>(mut self, padding: T) -> Self {
self.padding = padding.into();
self
}
/// Sets the top padding in the dialog (under the title).
pub fn padding_top(mut self, padding: usize) -> Self {
self.padding.top = padding;
self
}
/// Sets the bottom padding in the dialog (under buttons).
pub fn padding_bottom(mut self, padding: usize) -> Self {
self.padding.bottom = padding;
self
}
/// Sets the left padding in the dialog.
pub fn padding_left(mut self, padding: usize) -> Self {
self.padding.left = padding;
self
}
/// Sets the right padding in the dialog.
pub fn padding_right(mut self, padding: usize) -> Self {
self.padding.right = padding;
self
}
/// Returns an iterator on this buttons for this dialog.
pub fn buttons_mut(&mut self) -> impl Iterator<Item = &mut Button> {
self.invalidate();
self.buttons.iter_mut().map(|b| &mut b.button.view)
}
/// Returns currently focused element
pub fn focus(&self) -> DialogFocus {
self.focus
}
// Private methods
// An event is received while the content is in focus
fn on_event_content(&mut self, event: Event) -> EventResult {
match self.content.on_event(
event.relativized((self.padding + self.borders).top_left()),
) {
EventResult::Ignored => {
if self.buttons.is_empty() {
EventResult::Ignored
} else {
match event {
Event::Key(Key::Down) | Event::Key(Key::Tab) => {
// Default to leftmost button when going down.
self.focus = DialogFocus::Button(0);
EventResult::Consumed(None)
}
_ => EventResult::Ignored,
}
}
}
res => res,
}
}
// An event is received while a button is in focus
fn on_event_button(
&mut self,
event: Event,
button_id: usize,
) -> EventResult {
let result = {
let button = &mut self.buttons[button_id];
button
.button
.on_event(event.relativized(button.offset.get()))
};
match result {
EventResult::Ignored => {
match event {
// Up goes back to the content
Event::Key(Key::Up) => {
if self.content.take_focus(Direction::down()) {
self.focus = DialogFocus::Content;
EventResult::Consumed(None)
} else {
EventResult::Ignored
}
}
Event::Shift(Key::Tab)
if self.focus == DialogFocus::Button(0) =>
{
// If we're at the first button, jump back to the content.
if self.content.take_focus(Direction::back()) {
self.focus = DialogFocus::Content;
EventResult::Consumed(None)
} else {
EventResult::Ignored
}
}
Event::Shift(Key::Tab) => {
// Otherwise, jump to the previous button.
if let DialogFocus::Button(ref mut i) = self.focus {
// This should always be the case.
*i -= 1;
}
EventResult::Consumed(None)
}
Event::Key(Key::Tab)
if self.focus
== DialogFocus::Button(
self.buttons.len().saturating_sub(1),
) =>
{
// End of the line
EventResult::Ignored
}
Event::Key(Key::Tab) => {
// Otherwise, jump to the next button.
if let DialogFocus::Button(ref mut i) = self.focus {
// This should always be the case.
*i += 1;
}
EventResult::Consumed(None)
}
// Left and Right move to other buttons
Event::Key(Key::Right)
if button_id + 1 < self.buttons.len() =>
{
self.focus = DialogFocus::Button(button_id + 1);
EventResult::Consumed(None)
}
Event::Key(Key::Left) if button_id > 0 => {
self.focus = DialogFocus::Button(button_id - 1);
EventResult::Consumed(None)
}
_ => EventResult::Ignored,
}
}
res => res,
}
}
fn draw_buttons(&self, printer: &Printer<'_, '_>) -> Option<usize> {
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 = self
.buttons
.iter()
.map(|button| button.button.size.x)
.sum::<usize>()
+ self.buttons.len().saturating_sub(1);
let overhead = self.padding + self.borders;
if printer.size.x < overhead.horizontal() {
return None;
}
let mut offset = overhead.left
+ self
.align
.h
.get_offset(width, printer.size.x - overhead.horizontal());
let overhead_bottom = self.padding.bottom + self.borders.bottom + 1;
let y = match printer.size.y.checked_sub(overhead_bottom) {
Some(y) => y,
None => return None,
};
for (i, button) in self.buttons.iter().enumerate() {
let size = button.button.size;
// Add some special effect to the focused button
let position = Vec2::new(offset, y);
button.offset.set(position);
button.button.draw(
&printer
.offset(position)
.cropped(size)
.focused(self.focus == DialogFocus::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);
}
Some(buttons_height)
}
fn draw_content(&self, printer: &Printer<'_, '_>, buttons_height: usize) {
// What do we have left?
let taken = Vec2::new(0, buttons_height)
+ self.borders.combined()
+ self.padding.combined();
let inner_size = match printer.size.checked_sub(taken) {
Some(s) => s,
None => return,
};
self.content.draw(
&printer
.offset(self.borders.top_left() + self.padding.top_left())
.cropped(inner_size)
.focused(self.focus == DialogFocus::Content),
);
}
fn draw_title(&self, printer: &Printer<'_, '_>) {
if !self.title.is_empty() {
let len = self.title.width();
let spacing = 3; //minimum distance to borders
let spacing_both_ends = 2 * spacing;
if len + spacing_both_ends > printer.size.x {
return;
}
let x = spacing
+ self
.title_position
.get_offset(len, printer.size.x - spacing_both_ends);
printer.with_high_border(false, |printer| {
printer.print((x - 2, 0), "");
printer.print((x + len, 0), "");
});
printer.with_color(ColorStyle::title_primary(), |p| {
p.print((x, 0), &self.title)
});
}
}
fn check_focus_grab(&mut self, event: &Event) {
if let Event::Mouse {
offset,
position,
event,
} = *event
{
if !event.grabs_focus() {
return;
}
let position = match position.checked_sub(offset) {
None => return,
Some(pos) => pos,
};
// eprintln!("Rel pos: {:?}", position);
// Now that we have a relative position, checks for buttons?
if let Some(i) = self.buttons.iter().position(|btn| {
// If position fits there...
position.fits_in_rect(btn.offset.get(), btn.button.size)
}) {
self.focus = DialogFocus::Button(i);
} else if position.fits_in_rect(
(self.padding + self.borders).top_left(),
self.content.size,
) && self.content.take_focus(Direction::none())
{
// Or did we click the content?
self.focus = DialogFocus::Content;
}
}
}
fn invalidate(&mut self) {
self.invalidated = true;
}
}
impl View for Dialog {
fn draw(&self, printer: &Printer<'_, '_>) {
// This will be the buttons_height used by the buttons.
let buttons_height = match self.draw_buttons(printer) {
Some(height) => height,
None => return,
};
self.draw_content(printer, buttons_height);
// Print the borders
printer.print_box(Vec2::new(0, 0), printer.size, false);
self.draw_title(printer);
}
fn required_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);
// Start with the inter-button space.
buttons_size.x += self.buttons.len().saturating_sub(1);
for button in &mut self.buttons {
let s = button.button.view.required_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 taken = nomans_land + Vec2::new(0, buttons_size.y);
let content_req = match req.checked_sub(taken) {
Some(r) => r,
// Bad!!
None => return taken,
};
let content_size = self.content.required_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?
let taken = self.borders.combined() + self.padding.combined();
size = size.saturating_sub(taken);
// 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.button.required_size(size);
buttons_height = max(buttons_height, size.y + 1);
button.button.layout(size);
}
// Poor content will have to make do with what's left.
if buttons_height > size.y {
buttons_height = size.y;
}
self.content
.layout(size.saturating_sub((0, buttons_height)));
self.invalidated = false;
}
fn on_event(&mut self, event: Event) -> EventResult {
// First: some mouse events can instantly change the focus.
self.check_focus_grab(&event);
match self.focus {
// If we are on the content, we can only go down.
// TODO: Careful if/when we add buttons elsewhere on the dialog!
DialogFocus::Content => self.on_event_content(event),
// If we are on a button, we have more choice
DialogFocus::Button(i) => self.on_event_button(event, i),
}
}
fn take_focus(&mut self, source: Direction) -> bool {
// TODO: This may depend on button position relative to the content?
//
match source {
Direction::Abs(Absolute::None)
| Direction::Rel(Relative::Front)
| Direction::Abs(Absolute::Left)
| Direction::Abs(Absolute::Up) => {
// Forward focus: content, then buttons
if self.content.take_focus(source) {
self.focus = DialogFocus::Content;
true
} else if self.buttons.is_empty() {
false
} else {
self.focus = DialogFocus::Button(0);
true
}
}
Direction::Rel(Relative::Back)
| Direction::Abs(Absolute::Right)
| Direction::Abs(Absolute::Down) => {
// Back focus: first buttons, then content
if !self.buttons.is_empty() {
self.focus = DialogFocus::Button(self.buttons.len() - 1);
true
} else if self.content.take_focus(source) {
self.focus = DialogFocus::Content;
true
} else {
false
}
}
}
}
fn call_on_any<'a>(
&mut self,
selector: &Selector<'_>,
callback: AnyCb<'a>,
) {
self.content.call_on_any(selector, callback);
}
fn focus_view(&mut self, selector: &Selector<'_>) -> Result<(), ()> {
self.content.focus_view(selector)
}
fn important_area(&self, _: Vec2) -> Rect {
self.content.important_area(self.content.size)
+ self.borders.top_left()
+ self.padding.top_left()
}
fn needs_relayout(&self) -> bool {
self.invalidated || self.content.needs_relayout()
}
}