mirror of
https://github.com/FliegendeWurst/cursive.git
synced 2024-11-24 01:46:31 +00:00
b7d71e8381
Moves to "Tall" fn_args_layout
407 lines
12 KiB
Rust
407 lines
12 KiB
Rust
use crate::direction;
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use crate::event::*;
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use crate::menu::{MenuItem, MenuTree};
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use crate::rect::Rect;
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use crate::theme::ColorStyle;
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use crate::vec::Vec2;
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use crate::view::{Position, View};
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use crate::views::{MenuPopup, OnEventView};
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use crate::Cursive;
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use crate::Printer;
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use std::rc::Rc;
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use unicode_width::UnicodeWidthStr;
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/// Current state of the menubar
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#[derive(PartialEq, Debug)]
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enum State {
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/// The menubar is inactive.
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Inactive,
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/// The menubar is actively selected.
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///
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/// It will receive input.
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Selected,
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/// The menubar is still visible, but a submenu is open.
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///
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/// It will not receive input.
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Submenu,
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}
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/// Shows a single-line list of items, with pop-up menus when one is selected.
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///
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/// The [`Cursive`] root already includes a menubar
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/// that you just need to configure.
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///
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/// [`Cursive`]: ../struct.Cursive.html#method.menubar
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pub struct Menubar {
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/// Menu items in this menubar.
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root: MenuTree,
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/// TODO: move this out of this view.
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pub autohide: bool,
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focus: usize,
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// TODO: make Menubar impl View and take out the State management
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state: State,
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}
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new_default!(Menubar);
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impl Menubar {
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/// Creates a new, empty menubar.
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pub fn new() -> Self {
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Menubar {
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root: MenuTree::new(),
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autohide: true,
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state: State::Inactive,
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focus: 0,
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}
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}
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/// Hides the menubar.
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fn hide(&mut self) {
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self.state = State::Inactive;
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}
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/// True if we should be receiving events.
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pub fn receive_events(&self) -> bool {
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self.state == State::Selected
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}
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/// True if some submenus are visible.
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pub fn has_submenu(&self) -> bool {
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self.state == State::Submenu
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}
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/// Returns `true` if we should be drawn.
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pub fn visible(&self) -> bool {
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!self.autohide || self.state != State::Inactive
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}
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/// Adds a new item to the menubar.
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///
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/// The item will use the given title, and on selection, will open a
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/// popup-menu with the given menu tree.
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pub fn add_subtree<S>(&mut self, title: S, menu: MenuTree) -> &mut Self
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where
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S: Into<String>,
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{
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let i = self.root.len();
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self.insert_subtree(i, title, menu)
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}
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/// Adds a delimiter to the menubar.
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pub fn add_delimiter(&mut self) -> &mut Self {
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let i = self.root.len();
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self.insert_delimiter(i)
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}
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/// Adds a leaf node to the menubar.
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pub fn add_leaf<S, F>(&mut self, title: S, cb: F) -> &mut Self
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where
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S: Into<String>,
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F: 'static + Fn(&mut Cursive),
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{
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let i = self.root.len();
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self.insert_leaf(i, title, cb)
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}
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/// Insert a new item at the given position.
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pub fn insert_subtree<S>(
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&mut self,
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i: usize,
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title: S,
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menu: MenuTree,
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) -> &mut Self
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where
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S: Into<String>,
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{
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self.root.insert_subtree(i, title, menu);
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self
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}
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/// Inserts a new delimiter at the given position.
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///
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/// It will show up as `|`.
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pub fn insert_delimiter(&mut self, i: usize) -> &mut Self {
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self.root.insert_delimiter(i);
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self
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}
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/// Inserts a new leaf node at the given position.
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///
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/// It will be directly actionable.
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pub fn insert_leaf<S, F>(&mut self, i: usize, title: S, cb: F) -> &mut Self
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where
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S: Into<String>,
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F: 'static + Fn(&mut Cursive),
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{
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self.root.insert_leaf(i, title, cb);
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self
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}
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/// Removes all menu items from this menubar.
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pub fn clear(&mut self) {
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self.root.clear();
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self.focus = 0;
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}
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/// Returns the number of items in this menubar.
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pub fn len(&self) -> usize {
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self.root.len()
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}
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/// Returns `true` if this menubar is empty.
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pub fn is_empty(&self) -> bool {
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self.root.is_empty()
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}
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/// Returns the item at the given position.
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///
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/// Returns `None` if `i > self.len()`
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pub fn get_subtree(&mut self, i: usize) -> Option<&mut MenuTree> {
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self.root.get_subtree(i)
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}
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/// Looks for an item with the given label.
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pub fn find_subtree(&mut self, label: &str) -> Option<&mut MenuTree> {
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self.root.find_subtree(label)
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}
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/// Returns the position of the item with the given label.
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///
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/// Returns `None` if no such label was found.
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pub fn find_position(&mut self, label: &str) -> Option<usize> {
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self.root.find_position(label)
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}
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/// Remove the item at the given position.
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pub fn remove(&mut self, i: usize) {
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self.root.remove(i);
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}
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fn child_at(&self, x: usize) -> Option<usize> {
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if x == 0 {
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return None;
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}
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let mut offset = 1;
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for (i, child) in self.root.children.iter().enumerate() {
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offset += child.label().width() + 2;
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if x < offset {
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return Some(i);
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}
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}
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None
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}
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fn select_child(&mut self, open_only: bool) -> EventResult {
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match self.root.children[self.focus] {
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MenuItem::Leaf(_, ref cb) if !open_only => {
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// Go inactive after an action.
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self.state = State::Inactive;
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EventResult::Consumed(Some(cb.clone()))
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}
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MenuItem::Subtree(_, ref tree) => {
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// First, we need a new Rc to send the callback,
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// since we don't know when it will be called.
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let menu = Rc::clone(tree);
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self.state = State::Submenu;
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let offset = Vec2::new(
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self.root.children[..self.focus]
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.iter()
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.map(|child| child.label().width() + 2)
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.sum(),
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if self.autohide { 1 } else { 0 },
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);
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// Since the closure will be called multiple times,
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// we also need a new Rc on every call.
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EventResult::with_cb(move |s| {
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show_child(s, offset, Rc::clone(&menu))
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})
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}
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_ => EventResult::Ignored,
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}
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}
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}
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fn show_child(s: &mut Cursive, offset: Vec2, menu: Rc<MenuTree>) {
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// Adds a new layer located near the item title with the menu popup.
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// Also adds two key callbacks on this new view, to handle `left` and
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// `right` key presses.
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// (If the view itself listens for a `left` or `right` press, it will
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// consume it before our OnEventView. This means sub-menus can properly
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// be entered.)
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s.screen_mut().add_layer_at(
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Position::absolute(offset),
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OnEventView::new(
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MenuPopup::new(menu)
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.on_dismiss(Cursive::select_menubar)
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.on_action(|s| s.menubar().state = State::Inactive),
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)
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.on_event(Key::Right, |s| {
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s.pop_layer();
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s.select_menubar();
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// Act as if we sent "Right" then "Down"
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s.menubar().on_event(Event::Key(Key::Right)).process(s);
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if let EventResult::Consumed(Some(cb)) =
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s.menubar().on_event(Event::Key(Key::Down))
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{
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cb(s);
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}
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})
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.on_event(Key::Left, |s| {
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s.pop_layer();
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s.select_menubar();
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// Act as if we sent "Left" then "Down"
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s.menubar().on_event(Event::Key(Key::Left)).process(s);
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if let EventResult::Consumed(Some(cb)) =
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s.menubar().on_event(Event::Key(Key::Down))
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{
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cb(s);
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}
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}),
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);
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}
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impl View for Menubar {
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fn draw(&self, printer: &Printer<'_, '_>) {
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// Draw the bar at the top
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printer.with_color(ColorStyle::primary(), |printer| {
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printer.print_hline((0, 0), printer.size.x, " ");
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});
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// TODO: draw the rest
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let mut offset = 1;
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for (i, item) in self.root.children.iter().enumerate() {
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let title = item.label();
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// We don't want to show HighlightInactive when we're not selected,
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// because it's ugly on the menubar.
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let selected =
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(self.state != State::Inactive) && (i == self.focus);
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printer.with_selection(selected, |printer| {
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printer.print((offset, 0), &format!(" {} ", title));
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});
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offset += title.width() + 2;
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}
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}
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fn on_event(&mut self, event: Event) -> EventResult {
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match event {
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Event::Key(Key::Esc) => {
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self.hide();
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return EventResult::with_cb(Cursive::clear);
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}
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Event::Key(Key::Left) => loop {
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if self.focus > 0 {
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self.focus -= 1;
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} else {
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self.focus = self.root.len() - 1;
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}
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if !self.root.children[self.focus].is_delimiter() {
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break;
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}
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},
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Event::Key(Key::Right) => loop {
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if self.focus + 1 < self.root.len() {
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self.focus += 1;
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} else {
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self.focus = 0;
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}
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if !self.root.children[self.focus].is_delimiter() {
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break;
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}
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},
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Event::Key(Key::Down) => {
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return self.select_child(true);
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}
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Event::Key(Key::Enter) => {
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return self.select_child(false);
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}
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Event::Mouse {
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event: MouseEvent::Press(btn),
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position,
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offset,
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} if position.fits(offset) && position.y == offset.y => {
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if let Some(child) = position
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.checked_sub(offset)
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.and_then(|pos| self.child_at(pos.x))
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{
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if !self.root.children[child].is_delimiter() {
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self.focus = child;
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if btn == MouseButton::Left {
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return self.select_child(true);
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}
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}
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}
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}
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Event::Mouse {
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event: MouseEvent::Release(btn),
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position,
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offset,
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} if position.fits(offset) && position.y == offset.y => {
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if let Some(child) = position
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.checked_sub(offset)
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.and_then(|pos| self.child_at(pos.x))
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{
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if self.focus == child
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&& btn == MouseButton::Left
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&& self.root.children[child].is_leaf()
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{
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return self.select_child(false);
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}
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}
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}
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Event::Mouse {
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event: MouseEvent::Press(_),
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..
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} => {
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self.hide();
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return EventResult::with_cb(Cursive::clear);
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}
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_ => return EventResult::Ignored,
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}
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EventResult::Consumed(None)
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}
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fn take_focus(&mut self, _: direction::Direction) -> bool {
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self.state = State::Selected;
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true
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}
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fn required_size(&mut self, _: Vec2) -> Vec2 {
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// TODO: scroll the options if the screen is too small?
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// We add 2 to the length of every label for marin.
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// Also, we add 1 at the beginning.
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// (See the `draw()` method)
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let width = self
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.root
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.children
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.iter()
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.map(|item| item.label().len() + 2)
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.sum();
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Vec2::new(width, 1)
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}
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fn important_area(&self, _: Vec2) -> Rect {
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if self.root.is_empty() {
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return Rect::from((0, 0));
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}
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// X position is 1 (margin before the first item) + sum of widths
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// And each item has a 2 cells padding.
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let x = 1 + self.root.children[..self.focus]
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.iter()
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.map(|child| child.label().width() + 2)
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.sum::<usize>();
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let width = self.root.children[self.focus].label().width();
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Rect::from_size((x, 0), (width, 1))
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}
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}
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