appcui 0.4.8

A feature-rich and cross-platform TUI/CUI framework for Rust, enabling modern terminal-based applications on Windows, Linux, and macOS. Includes built-in UI components like buttons, menus, list views, tree views, checkboxes, and more. Perfect for building fast and interactive CLI tools and text-based interfaces.
Documentation
use super::events::EventData;
use super::Flags;
use super::Item;
use crate::prelude::*;
use crate::ui::components::{ComboBoxComponent, ComboBoxComponentDataProvider};

struct DataProvider {
    items: Vec<Item>,
}
impl ComboBoxComponentDataProvider for DataProvider {
    fn count(&self) -> u32 {
        self.items.len() as u32
    }

    fn name(&self, index: u32) -> Option<&str> {
        self.items.get(index as usize).map(|item| item.value.as_str())
    }

    fn description(&self, index: u32) -> Option<&str> {
        self.items.get(index as usize).map(|item| item.description.as_str())
    }

    fn symbol(&self, _index: u32) -> Option<&str> {
        None
    }
}

#[CustomControl(overwrite=OnPaint+OnDefaultAction+OnKeyPressed+OnMouseEvent+OnExpand, internal=true)]
pub struct ComboBox {
    component: ComboBoxComponent<DataProvider>,
    data: DataProvider,
    flags: Flags,
}
impl ComboBox {
    /// Creates a new ComboBox control with the specified layout and flags.
    /// The flags can be a combination of the following values:
    /// * `Flags::ShowDescription` - if set, the description of the selected item will be displayed in the ComboBox
    /// 
    /// # Example
    /// ```rust, no_run
    /// use appcui::prelude::*;
    /// let mut cb = ComboBox::new(layout!("x:1,y:1,w:30"), combobox::Flags::ShowDescription);
    /// cb.add("Item 1");
    /// cb.add("Item 2");
    /// cb.add("Item 3");
    /// ```
    pub fn new(layout: Layout, flags: Flags) -> Self {
        let mut obj = Self {
            base: ControlBase::with_status_flags(layout, StatusFlags::Visible | StatusFlags::Enabled | StatusFlags::AcceptInput),
            component: ComboBoxComponent::new(false,flags.contains(Flags::ShowDescription), 0, 0),
            data: DataProvider { items: Vec::new() },
            flags,
        };

        obj.set_size_bounds(7, 1, u16::MAX, 1);
        obj
    }
    /// Returns the value of the selected item. If no item is selected, the code will panic
    #[inline(always)]
    pub fn value(&self) -> &str {
        self.data.name(self.component.current_index).unwrap()
    }

    /// Returns the value of the selected item. If no item is selected, the code will return None
    /// You can use this function to check if the ComboBox has a selected item
    /// 
    /// # Example
    /// ```rust, no_run
    /// use appcui::prelude::*;
    /// let mut cb = ComboBox::new(layout!("x:1,y:1,w:30"), combobox::Flags::None);
    /// cb.add("Item 1");
    /// cb.add("Item 2");
    /// cb.add("Item 3");
    /// if let Some(value) = cb.try_value() {
    ///    // do something with the value
    /// }
    /// ```
    #[inline(always)]
    pub fn try_value(&self) -> Option<&str> {
        self.data.name(self.component.current_index)
    }

    /// Adds a new item to the ComboBox control. The item will have no description
    /// 
    /// # Example
    /// ```rust, no_run
    /// use appcui::prelude::*;
    /// let mut cb = ComboBox::new(layout!("x:1,y:1,w:30"), combobox::Flags::None);
    /// cb.add("Item 1");
    /// cb.add("Item 2");
    /// cb.add("Item 3");
    /// ```
    pub fn add(&mut self, value: &str) {
        self.add_item(Item::new(value, ""));
    }

    /// Adds a new item to the ComboBox control. The item will uses combobox::Item object and allows providing a description.
    /// 
    /// # Example
    /// ```rust, no_run
    /// use appcui::prelude::*;
    /// let mut cb = ComboBox::new(layout!("x:1,y:1,w:30"), combobox::Flags::ShowDescription);
    /// cb.add_item(combobox::Item::new("Item 1", "Description for item 1"));
    /// cb.add_item(combobox::Item::new("Item 2", "Description for item 2"));
    /// cb.add_item(combobox::Item::new("Item 3", "Description for item 3"));
    /// ```
    pub fn add_item(&mut self, item: combobox::Item) {
        self.data.items.push(item);
        self.component.update_count(&mut self.base, self.data.items.len() as u32);
    }


    /// Returns the selected item from the ComboBox control. If no item is selected, the code will return None
    pub fn selected_item(&self) -> Option<&Item> {
        let idx = self.component.current_index;
        if idx >= self.data.count() {
            None
        } else {
            Some(&self.data.items[idx as usize])
        }
    }

    /// Returns the selected item from the ComboBox control. If no item is selected, the code will return None
    pub fn selected_item_mut(&mut self) -> Option<&mut Item> {
        let idx = self.component.current_index;
        if idx >= self.data.count() {
            None
        } else {
            Some(&mut self.data.items[idx as usize])
        }
    }

    /// Returns the index of the selected item. If no item is selected, the code will return None
    pub fn index(&self) -> Option<u32> {
        let idx = self.component.current_index;
        if idx >= self.data.count() {
            None
        } else {
            Some(idx)
        }
    }

    /// Sets the selected item based on the provided index. If the index is invalid, the index will be ignored
    pub fn set_index(&mut self, index: u32) {
        if index < self.data.count() {
            self.component.update_current_index(index); 
        }
    }

    /// Clears all items from the ComboBox control
    pub fn clear(&mut self) {
        self.data.items.clear();
        self.component.clear();
    }

    /// Returns true if the ComboBox control has a selected item
    #[inline(always)]
    pub fn has_selection(&self) -> bool {
        self.component.current_index < self.data.count()
    }

    /// Returns the number of items in the ComboBox control
    #[inline(always)]
    pub fn count(&self) -> u32 {
        self.data.count()
    }
    fn emit_on_selection_changed_event(&mut self) {
        self.raise_event(ControlEvent {
            emitter: self.handle,
            receiver: self.event_processor,
            data: ControlEventData::ComboBox(EventData {}),
        });
    }
}
impl OnPaint for ComboBox {
    fn on_paint(&self, surface: &mut Surface, theme: &Theme) {
        self.component.on_paint(&self.base, &self.data, surface, theme);
    }
}
impl OnExpand for ComboBox {
    fn on_expand(&mut self, direction: ExpandedDirection) {
        self.component.on_expand(&mut self.base, direction);
    }
    fn on_pack(&mut self) {
        self.component.on_pack();
    }
}
impl OnDefaultAction for ComboBox {
    fn on_default_action(&mut self) {
        self.component.on_default_action(&mut self.base);
    }
}
impl OnKeyPressed for ComboBox {
    fn on_key_pressed(&mut self, key: Key, character: char) -> EventProcessStatus {
        let orig_index = self.component.current_index;
        let result = self.component.on_key_pressed(&mut self.base, &self.data, key, character);
        if orig_index != self.component.current_index {
            self.emit_on_selection_changed_event();
        }
        result
    }
}
impl OnMouseEvent for ComboBox {
    fn on_mouse_event(&mut self, event: &MouseEvent) -> EventProcessStatus {
        let orig_index = self.component.current_index;
        let result = self.component.on_mouse_event(&mut self.base, &self.data, event);
        if orig_index != self.component.current_index {
            self.emit_on_selection_changed_event();
        }
        result
    }
}