Struct ascii_forge::window::Window
source · pub struct Window { /* private fields */ }
Expand description
The main window behind the application. Represents the terminal window, allowing it to be used similar to a buffer, but has extra event handling.
use ascii_forge::prelude::*;
let mut window = Window::init()?;
render!(
window,
[
(10, 10) => "Element Here!"
]
)
Implementations§
source§impl Window
impl Window
sourcepub fn new(io: Stdout) -> Result<Self>
pub fn new(io: Stdout) -> Result<Self>
Creates a new window from the given stdout. Please prefer to use init as it will do all of the terminal init stuff.
sourcepub fn new_inline(io: Stdout, height: u16) -> Result<Self>
pub fn new_inline(io: Stdout, height: u16) -> Result<Self>
Creates a new window built for inline using the given Stdout and height.
sourcepub fn init_inline(height: u16) -> Result<Self>
pub fn init_inline(height: u16) -> Result<Self>
Initializes a window that is prepared for inline rendering. Height is the number of columns that your terminal will need.
Examples found in repository?
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pub fn confirmation() -> io::Result<bool> {
let mut window = Window::init_inline(1)?;
loop {
render!(window, vec2(0, 0) => [ "Are You Sure? (`y` / `n`)" ]);
if window.input().code(KeyCode::Char('y')) || window.input().code(KeyCode::Char('Y')) {
return Ok(true);
}
if window.input().code(KeyCode::Char('n')) || window.input().code(KeyCode::Char('N')) {
return Ok(false);
}
// Update the window
window.update(Duration::from_millis(1000))?;
}
}
More examples
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fn progress_bar() -> io::Result<()> {
let mut window = Window::init_inline(2)?;
let timer = SystemTime::now();
let duration = Duration::from_secs(3);
// The Inline Render Loop
loop {
// Render's the Window and captures events
window.update(Duration::ZERO)?;
let amount_done = SystemTime::now().duration_since(timer).unwrap();
let percent = amount_done.as_secs_f64() / duration.as_secs_f64();
if percent >= 1.0 {
break;
}
let x = (window.size().x as f64 * percent).round() as u16;
// Create the progress bar text
let text_green = "|".repeat(x as usize).green();
let text_red = "|".repeat((window.size().x - x) as usize).red();
// Render the Progress Bar
render!(window,
vec2(0, 1) => [ text_green ],
vec2(x, 1) => [ text_red ],
vec2(0, 0) => [ "Progress" ],
);
// End the loop if key is pressed early
if window
.input()
.pressed(&KeyEvent::new(KeyCode::Char('c'), KeyModifiers::CONTROL))
{
break;
}
}
window.restore()
}
sourcepub fn init() -> Result<Self>
pub fn init() -> Result<Self>
Initializes the window, and returns a new Window for your use.
Examples found in repository?
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fn main() -> io::Result<()> {
// Will init the window for you, handling all required procedures.
let mut window = Window::init()?;
// Ask the system to handle panics for us.
handle_panics();
loop {
// Ask the window to draw, handle events, and fix sizing issues.
// Duration is the time for which to poll events before re-rendering.
window.update(Duration::from_millis(200))?;
// Render elements to the window
render!(
window,
vec2(0, 0) => [ "Hello World!" ],
vec2(0, 1) => [ "Press `Enter` to exit!".red() ],
vec2(0, 2) => [
"Render ".red(),
"Multiple ".yellow(),
"Elements ",
"In one go!".to_string()
],
);
// Check if the Enter Key was pressed, and exit the app if it was.
if window.input().code(KeyCode::Enter) {
break;
}
}
// Restore the window, enabling the window to function normally again
// If nothing will be run after this, once the window is dropped, this will be run implicitly.
window.restore()
}
sourcepub fn buffer_mut(&mut self) -> &mut Buffer
pub fn buffer_mut(&mut self) -> &mut Buffer
Returns the active Buffer, as a mutable reference.
sourcepub fn swap_buffers(&mut self)
pub fn swap_buffers(&mut self)
Swaps the buffers, clearing the old buffer. Used automatically by the window’s update method.
sourcepub fn size(&self) -> Vec2
pub fn size(&self) -> Vec2
Returns the current known size of the buffer’s window.
Examples found in repository?
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fn progress_bar() -> io::Result<()> {
let mut window = Window::init_inline(2)?;
let timer = SystemTime::now();
let duration = Duration::from_secs(3);
// The Inline Render Loop
loop {
// Render's the Window and captures events
window.update(Duration::ZERO)?;
let amount_done = SystemTime::now().duration_since(timer).unwrap();
let percent = amount_done.as_secs_f64() / duration.as_secs_f64();
if percent >= 1.0 {
break;
}
let x = (window.size().x as f64 * percent).round() as u16;
// Create the progress bar text
let text_green = "|".repeat(x as usize).green();
let text_red = "|".repeat((window.size().x - x) as usize).red();
// Render the Progress Bar
render!(window,
vec2(0, 1) => [ text_green ],
vec2(x, 1) => [ text_red ],
vec2(0, 0) => [ "Progress" ],
);
// End the loop if key is pressed early
if window
.input()
.pressed(&KeyEvent::new(KeyCode::Char('c'), KeyModifiers::CONTROL))
{
break;
}
}
window.restore()
}
sourcepub fn restore(&mut self) -> Result<()>
pub fn restore(&mut self) -> Result<()>
Restores the window to it’s previous state from before the window’s init method. If the window is inline, restore the inline render
Examples found in repository?
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fn main() -> io::Result<()> {
// Will init the window for you, handling all required procedures.
let mut window = Window::init()?;
// Ask the system to handle panics for us.
handle_panics();
loop {
// Ask the window to draw, handle events, and fix sizing issues.
// Duration is the time for which to poll events before re-rendering.
window.update(Duration::from_millis(200))?;
// Render elements to the window
render!(
window,
vec2(0, 0) => [ "Hello World!" ],
vec2(0, 1) => [ "Press `Enter` to exit!".red() ],
vec2(0, 2) => [
"Render ".red(),
"Multiple ".yellow(),
"Elements ",
"In one go!".to_string()
],
);
// Check if the Enter Key was pressed, and exit the app if it was.
if window.input().code(KeyCode::Enter) {
break;
}
}
// Restore the window, enabling the window to function normally again
// If nothing will be run after this, once the window is dropped, this will be run implicitly.
window.restore()
}
More examples
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fn progress_bar() -> io::Result<()> {
let mut window = Window::init_inline(2)?;
let timer = SystemTime::now();
let duration = Duration::from_secs(3);
// The Inline Render Loop
loop {
// Render's the Window and captures events
window.update(Duration::ZERO)?;
let amount_done = SystemTime::now().duration_since(timer).unwrap();
let percent = amount_done.as_secs_f64() / duration.as_secs_f64();
if percent >= 1.0 {
break;
}
let x = (window.size().x as f64 * percent).round() as u16;
// Create the progress bar text
let text_green = "|".repeat(x as usize).green();
let text_red = "|".repeat((window.size().x - x) as usize).red();
// Render the Progress Bar
render!(window,
vec2(0, 1) => [ text_green ],
vec2(x, 1) => [ text_red ],
vec2(0, 0) => [ "Progress" ],
);
// End the loop if key is pressed early
if window
.input()
.pressed(&KeyEvent::new(KeyCode::Char('c'), KeyModifiers::CONTROL))
{
break;
}
}
window.restore()
}
sourcepub fn render(&mut self) -> Result<()>
pub fn render(&mut self) -> Result<()>
Renders the window to the screen. should really only be used by the update method, but if you need a custom system, you can use this.
sourcepub fn update(&mut self, poll: Duration) -> Result<()>
pub fn update(&mut self, poll: Duration) -> Result<()>
Handles events, and renders the screen.
Examples found in repository?
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pub fn confirmation() -> io::Result<bool> {
let mut window = Window::init_inline(1)?;
loop {
render!(window, vec2(0, 0) => [ "Are You Sure? (`y` / `n`)" ]);
if window.input().code(KeyCode::Char('y')) || window.input().code(KeyCode::Char('Y')) {
return Ok(true);
}
if window.input().code(KeyCode::Char('n')) || window.input().code(KeyCode::Char('N')) {
return Ok(false);
}
// Update the window
window.update(Duration::from_millis(1000))?;
}
}
More examples
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fn main() -> io::Result<()> {
// Will init the window for you, handling all required procedures.
let mut window = Window::init()?;
// Ask the system to handle panics for us.
handle_panics();
loop {
// Ask the window to draw, handle events, and fix sizing issues.
// Duration is the time for which to poll events before re-rendering.
window.update(Duration::from_millis(200))?;
// Render elements to the window
render!(
window,
vec2(0, 0) => [ "Hello World!" ],
vec2(0, 1) => [ "Press `Enter` to exit!".red() ],
vec2(0, 2) => [
"Render ".red(),
"Multiple ".yellow(),
"Elements ",
"In one go!".to_string()
],
);
// Check if the Enter Key was pressed, and exit the app if it was.
if window.input().code(KeyCode::Enter) {
break;
}
}
// Restore the window, enabling the window to function normally again
// If nothing will be run after this, once the window is dropped, this will be run implicitly.
window.restore()
}
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fn progress_bar() -> io::Result<()> {
let mut window = Window::init_inline(2)?;
let timer = SystemTime::now();
let duration = Duration::from_secs(3);
// The Inline Render Loop
loop {
// Render's the Window and captures events
window.update(Duration::ZERO)?;
let amount_done = SystemTime::now().duration_since(timer).unwrap();
let percent = amount_done.as_secs_f64() / duration.as_secs_f64();
if percent >= 1.0 {
break;
}
let x = (window.size().x as f64 * percent).round() as u16;
// Create the progress bar text
let text_green = "|".repeat(x as usize).green();
let text_red = "|".repeat((window.size().x - x) as usize).red();
// Render the Progress Bar
render!(window,
vec2(0, 1) => [ text_green ],
vec2(x, 1) => [ text_red ],
vec2(0, 0) => [ "Progress" ],
);
// End the loop if key is pressed early
if window
.input()
.pressed(&KeyEvent::new(KeyCode::Char('c'), KeyModifiers::CONTROL))
{
break;
}
}
window.restore()
}
sourcepub fn handle_event(&mut self, poll: Duration) -> Result<()>
pub fn handle_event(&mut self, poll: Duration) -> Result<()>
Handles events. Used automatically by the update method, so no need to use it unless update is being used.
sourcepub fn input(&self) -> &Input
pub fn input(&self) -> &Input
Examples found in repository?
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pub fn confirmation() -> io::Result<bool> {
let mut window = Window::init_inline(1)?;
loop {
render!(window, vec2(0, 0) => [ "Are You Sure? (`y` / `n`)" ]);
if window.input().code(KeyCode::Char('y')) || window.input().code(KeyCode::Char('Y')) {
return Ok(true);
}
if window.input().code(KeyCode::Char('n')) || window.input().code(KeyCode::Char('N')) {
return Ok(false);
}
// Update the window
window.update(Duration::from_millis(1000))?;
}
}
More examples
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fn main() -> io::Result<()> {
// Will init the window for you, handling all required procedures.
let mut window = Window::init()?;
// Ask the system to handle panics for us.
handle_panics();
loop {
// Ask the window to draw, handle events, and fix sizing issues.
// Duration is the time for which to poll events before re-rendering.
window.update(Duration::from_millis(200))?;
// Render elements to the window
render!(
window,
vec2(0, 0) => [ "Hello World!" ],
vec2(0, 1) => [ "Press `Enter` to exit!".red() ],
vec2(0, 2) => [
"Render ".red(),
"Multiple ".yellow(),
"Elements ",
"In one go!".to_string()
],
);
// Check if the Enter Key was pressed, and exit the app if it was.
if window.input().code(KeyCode::Enter) {
break;
}
}
// Restore the window, enabling the window to function normally again
// If nothing will be run after this, once the window is dropped, this will be run implicitly.
window.restore()
}
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fn progress_bar() -> io::Result<()> {
let mut window = Window::init_inline(2)?;
let timer = SystemTime::now();
let duration = Duration::from_secs(3);
// The Inline Render Loop
loop {
// Render's the Window and captures events
window.update(Duration::ZERO)?;
let amount_done = SystemTime::now().duration_since(timer).unwrap();
let percent = amount_done.as_secs_f64() / duration.as_secs_f64();
if percent >= 1.0 {
break;
}
let x = (window.size().x as f64 * percent).round() as u16;
// Create the progress bar text
let text_green = "|".repeat(x as usize).green();
let text_red = "|".repeat((window.size().x - x) as usize).red();
// Render the Progress Bar
render!(window,
vec2(0, 1) => [ text_green ],
vec2(x, 1) => [ text_red ],
vec2(0, 0) => [ "Progress" ],
);
// End the loop if key is pressed early
if window
.input()
.pressed(&KeyEvent::new(KeyCode::Char('c'), KeyModifiers::CONTROL))
{
break;
}
}
window.restore()
}
pub fn input_mut(&mut self) -> &mut Input
pub fn mouse_pos(&self) -> Vec2
sourcepub fn hover<I: Into<Vec2>>(&self, loc: I, size: I) -> Result<bool>
pub fn hover<I: Into<Vec2>>(&self, loc: I, size: I) -> Result<bool>
Returns true if the mouse cursor is hovering the given rect.