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use crossbeam::channel::{unbounded, Receiver, Sender}; use cursive::direction::Direction; use cursive::event::{AnyCb, Event, EventResult}; use cursive::theme::PaletteColor; use cursive::utils::markup::StyledString; use cursive::view::{Selector, View}; use cursive::views::TextView; use cursive::{Cursive, Printer, Rect, Vec2}; use interpolation::Ease; use num::clamp; use send_wrapper::SendWrapper; use std::thread; use std::time::{Duration, Instant}; use crate::{infinite::FPS, utils}; /// An enum to be returned by the `poll_ready` callback, with additional information about the creation progress. pub enum AsyncProgressState<V: View> { /// Indicates a not completed creation, which is still ongoing. Also reports the progress made as float value between 0 and 1. Pending(f32), /// Indicates a not completed creation, which cannot proceed further. Contains an error message to be displayed for the user. Error(String), /// Indicates a completed creation. Contains the new child view. Available(V), } /// This struct contains the content of a single frame for `AsyncProgressView` with some metadata about the current frame. pub struct AnimationProgressFrame { /// Stylized String which gets printed until the view is ready, or if the creation has failed. pub content: StyledString, /// Current position of the loading bar. pub pos: usize, /// Index of the next frame to be drawn, useful if you want to interpolate between two states of progress. pub next_frame_idx: usize, } /// The default progress animation for a `AsyncProgressView`. /// /// # Creating your own progress function /// /// As an example a very basic progress function would look like this: /// /// ``` /// use crossbeam::Sender; /// use cursive::Cursive; /// use cursive::views::TextView; /// use cursive::utils::markup::StyledString; /// use cursive_async_view::{AnimationProgressFrame, AsyncProgressView, AsyncProgressState}; /// /// fn my_progress_function( /// _width: usize, /// _height: usize, /// progress: f32, /// _pos: usize, /// frame_idx: usize, /// ) -> AnimationProgressFrame { /// AnimationProgressFrame { /// content: StyledString::plain(format!("{:.0}%", progress * 100.0)), /// pos: 0, /// next_frame_idx: frame_idx, /// } /// } /// /// let mut siv = Cursive::default(); /// let start = std::time::Instant::now(); /// let async_view = AsyncProgressView::new(&mut siv, move || { /// if start.elapsed().as_secs() > 5 { /// AsyncProgressState::Pending(start.elapsed().as_secs() as f32 /5f32) /// } else { /// AsyncProgressState::Available(TextView::new("Loaded!")) /// } /// }) /// .with_progress_fn(my_progress_function); /// ``` /// /// The progress function will display the progress in percent as a simple string. /// /// The `width` and `height` parameters contain the maximum size the content may have /// (in characters). The `progress` parameter is guaranteed to be a `f32` between 0 and 1. /// The `pos` and `frame_idx` parameter are always from the animation frame of the previous iteration. pub fn default_progress( width: usize, _height: usize, progress: f32, pos: usize, frame_idx: usize, ) -> AnimationProgressFrame { assert!(progress >= 0.0); assert!(progress <= 1.0); let foreground = PaletteColor::Highlight; let background = PaletteColor::HighlightInactive; let symbol = "━"; let duration = 30; //one second let durationf = duration as f64; let next_pos = width as f32 * progress; let offset = next_pos as usize - pos; let idx = frame_idx % duration; let idxf = idx as f64; let factor = (idxf / durationf).circular_out(); let end = (pos as f64 + offset as f64 * factor) as usize; let mut result = StyledString::new(); result.append_styled(utils::repeat_str(symbol, end), foreground); result.append_styled(utils::repeat_str(symbol, width - end), background); AnimationProgressFrame { content: result, pos: end, next_frame_idx: idx + 1, } } /// The default error animation for a `AsyncProgressView`. /// /// # Creating your own error animation /// /// The creation is very similar to the progress animation, but the error message is given now as the first parameter. /// /// ``` /// use crossbeam::Sender; /// use cursive::Cursive; /// use cursive::views::TextView; /// use cursive::utils::markup::StyledString; /// use cursive_async_view::{AnimationProgressFrame, AsyncProgressView, AsyncProgressState}; /// /// fn my_error_function( /// msg: String, /// _width: usize, /// _height: usize, /// progress: f32, /// _pos: usize, /// frame_idx: usize, /// ) -> AnimationProgressFrame { /// AnimationProgressFrame { /// content: StyledString::plain(format!("Error: {}", msg)), /// pos: 0, /// next_frame_idx: frame_idx, /// } /// } /// /// let mut siv = Cursive::default(); /// let start = std::time::Instant::now(); /// let async_view = AsyncProgressView::new(&mut siv, move || { /// if start.elapsed().as_secs() > 5 { /// AsyncProgressState::Pending(start.elapsed().as_secs() as f32 /5f32) /// } else if true { /// AsyncProgressState::Error("Oh no, the view could not be loaded!".to_string()) /// } else { /// AsyncProgressState::Available(TextView::new("I thought we never would get here!")) /// } /// }) /// .with_error_fn(my_error_function); /// ``` pub fn default_progress_error( msg: String, width: usize, _height: usize, progress: f32, pos: usize, frame_idx: usize, ) -> AnimationProgressFrame { assert!(progress >= 0.0); assert!(progress <= 1.0); let foreground = PaletteColor::Highlight; let background = PaletteColor::HighlightInactive; let symbol = "━"; let duration = 30; // half a second let durationf = duration as f64; let idx = frame_idx; let idxf = idx as f64; let factor = (idxf / durationf).circular_in_out(); let mut offset = width as f64 * factor; let padding = width.saturating_sub(msg.len()) / 2; let mut background_content = format!( "{}{}{}", utils::repeat_str(" ", padding), msg, utils::repeat_str(" ", padding), ); // Check for non-char symbols if background_content .as_str() .get(0..offset as usize) .is_none() { offset = offset + 2 as f64; } let end = pos + offset as usize; background_content.truncate(offset as usize); let mut result = StyledString::new(); result.append_plain(background_content); result.append_styled( utils::repeat_str(symbol, { if (pos + offset as usize) < width { pos } else { width.saturating_sub(offset as usize) } }), foreground, ); result.append_styled( utils::repeat_str(symbol, width.saturating_sub(end)), background, ); AnimationProgressFrame { content: result, pos: pos, next_frame_idx: frame_idx + 1, } } /// An `AsyncProgressView` is a wrapper view that displays a progress bar, until the /// child view is successfully created or an error in the creation progress occured. /// /// To achieve this a `poll_ready` callback is passed in the creation of `AsyncProgressView` which /// returns an `AsyncProgressState` that can indicate that the process is still `Pending` (this contains a float /// between 0 and 1, communicating the progress, this information is displayed in the bar), has been successfully /// completed `Available` containing the view to be displayed, or if the creation has thrown an `Error` /// containing a message to be shown to the user. /// /// The `poll_ready` callback should only **check** for data to be /// available and create the child view when the data got available. It must /// **never** block until the data is available or do heavy calculations! /// Otherwise cursive cannot proceed displaying and your /// application will have a blocking loading process! /// /// If you have troubles and need some more in-depth examples have a look at the provided `examples` in the project. /// /// # Example usage /// /// ``` /// use cursive::{views::TextView, Cursive}; /// use cursive_async_view::{AsyncProgressView, AsyncProgressState}; /// /// let mut siv = Cursive::default(); /// let start = std::time::Instant::now(); /// let async_view = AsyncProgressView::new(&mut siv, move || { /// if start.elapsed().as_secs() < 3 { /// AsyncProgressState::Pending(start.elapsed().as_secs() as f32 / 3f32) /// } else { /// AsyncProgressState::Available(TextView::new("Finally it loaded!")) /// } /// }); /// /// siv.add_layer(async_view); /// // siv.run(); /// ``` /// pub struct AsyncProgressView<T: View> { view: AsyncProgressState<T>, loading: TextView, progress_fn: Box<dyn Fn(usize, usize, f32, usize, usize) -> AnimationProgressFrame + 'static>, error_fn: Box<dyn Fn(String, usize, usize, f32, usize, usize) -> AnimationProgressFrame + 'static>, width: Option<usize>, height: Option<usize>, view_rx: Receiver<AsyncProgressState<T>>, frame_index: usize, pos: usize, } impl<T: View> AsyncProgressView<T> { /// Create a new `AsyncProgressView` instance. The cursive reference is only used to /// update the screen when a progress update is received. In order to show the view, /// it has to be directly or indirectly added to a cursive layer like any other view. /// /// The creator function will be executed on a dedicated thread in the background. /// Make sure that this function will never block indefinitely. Otherwise, the /// creation thread will get stuck. pub fn new<F>(siv: &mut Cursive, creator: F) -> Self where F: FnMut() -> AsyncProgressState<T> + 'static, { let (view_tx, view_rx) = unbounded(); Self::polling_cb(siv, Instant::now(), SendWrapper::new(view_tx), creator); Self { view: AsyncProgressState::Pending(0.0), loading: TextView::new(""), progress_fn: Box::new(default_progress), error_fn: Box::new(default_progress_error), width: None, height: None, view_rx: view_rx, frame_index: 0, pos: 0, } } fn polling_cb<F>( siv: &mut Cursive, instant: Instant, chan: SendWrapper<Sender<AsyncProgressState<T>>>, mut cb: F, ) where F: FnMut() -> AsyncProgressState<T> + 'static, { let res = cb(); match res { AsyncProgressState::Pending(_) => { let sink = siv.cb_sink().clone(); let cb = SendWrapper::new(cb); // Progress send chan.send(res).unwrap(); thread::spawn(move || { // ensure ~60fps if let Some(duration) = FPS.checked_sub(instant.elapsed()) { thread::sleep(duration); } sink.send(Box::new(move |siv| { Self::polling_cb(siv, Instant::now(), chan, cb.take()) })) .unwrap(); }); } state => { // For now workaround let sink = siv.cb_sink().clone(); thread::spawn(move || loop { thread::sleep(Duration::from_millis(16)); sink.send(Box::new(|_| {})).unwrap(); }); chan.send(state).unwrap(); // chan dropped here, so the rx must handle disconnected } } } /// Mark the maximum allowed width in characters, the progress bar may consume. /// By default, the width will be inherited by the parent view. pub fn with_width(self, width: usize) -> Self { Self { width: Some(width), ..self } } /// Mark the maximum allowed height in characters, the progress bar may consume. /// By default, the height will be inherited by the parent view. pub fn with_height(self, height: usize) -> Self { Self { height: Some(height), ..self } } /// Set a custom progress function for this view, indicating the progress of the /// wrapped view creation. See the `default_progress` function reference for an /// example on how to create a custom progress function. pub fn with_progress_fn<F>(self, progress_fn: F) -> Self where F: Fn(usize, usize, f32, usize, usize) -> AnimationProgressFrame + 'static, { Self { progress_fn: Box::new(progress_fn), ..self } } pub fn with_error_fn<F>(self, error_fn: F) -> Self where F: Fn(String, usize, usize, f32, usize, usize) -> AnimationProgressFrame + 'static, { Self { error_fn: Box::new(error_fn), ..self } } /// Set the maximum allowed width in characters, the progress bar may consume. pub fn set_width(&mut self, width: usize) { self.width = Some(width); } /// Set the maximum allowed height in characters, the progress bar may consume. pub fn set_height(&mut self, height: usize) { self.height = Some(height); } /// Set a custom progress function for this view, indicating the progress of the /// wrapped view creation. See the `default_progress` function reference for an /// example on how to create a custom progress function. /// /// The function may be set at any time. The progress bar can be changed even if /// the previous progress bar has already be drawn. pub fn set_progress_fn<F>(&mut self, progress_fn: F) where F: Fn(usize, usize, f32, usize, usize) -> AnimationProgressFrame + 'static, { self.progress_fn = Box::new(progress_fn); } /// Set a custom error function for this view, indicating that an error occured during the /// wrapped view creation. See the `default_progress_error` function reference for an /// example on how to create a custom error function. /// /// The function may be set at any time. The progress bar can be changed even if /// the previous progress bar has already be drawn. pub fn set_error_fn<F>(&mut self, error_fn: F) where F: Fn(String, usize, usize, f32, usize, usize) -> AnimationProgressFrame + 'static, { self.error_fn = Box::new(error_fn); } /// Make the progress bar inherit its width from the parent view. This is the default. pub fn inherit_width(&mut self) { self.width = None; } /// Make the progress bar inherit its height from the parent view. This is the default. pub fn inherit_height(&mut self) { self.height = None; } } impl<T: View + Send + Sized> View for AsyncProgressView<T> { fn draw(&self, printer: &Printer) { match &self.view { AsyncProgressState::Available(v) => { v.draw(printer); } AsyncProgressState::Error(_) | AsyncProgressState::Pending(_) => { self.loading.draw(printer) } } } fn layout(&mut self, vec: Vec2) { match &mut self.view { AsyncProgressState::Available(v) => v.layout(vec), AsyncProgressState::Error(_) | AsyncProgressState::Pending(_) => { self.loading.layout(vec) } } } fn needs_relayout(&self) -> bool { match &self.view { AsyncProgressState::Available(v) => v.needs_relayout(), AsyncProgressState::Error(_) | AsyncProgressState::Pending(_) => { self.loading.needs_relayout() } } } fn required_size(&mut self, constraint: Vec2) -> Vec2 { if { match self.view { AsyncProgressState::Available(_) => false, _ => true, } } { match self.view_rx.try_recv() { Ok(state) => self.view = state, Err(_) => {} } } match &mut self.view { AsyncProgressState::Available(v) => v.required_size(constraint), AsyncProgressState::Pending(value) => { let width = self.width.unwrap_or(constraint.x); let height = self.height.unwrap_or(constraint.y); let AnimationProgressFrame { content, pos, next_frame_idx, } = (self.progress_fn)( width, height, clamp(*value, 0.0, 1.0), self.pos, self.frame_index, ); self.pos = pos; self.frame_index = next_frame_idx; self.loading.set_content(content); self.loading.required_size(constraint) } AsyncProgressState::Error(msg) => { let width = self.width.unwrap_or(constraint.x); let height = self.height.unwrap_or(constraint.y); let AnimationProgressFrame { content, pos, next_frame_idx, } = (self.error_fn)( msg.to_string(), width, height, 0.5, self.pos, self.frame_index, ); self.pos = pos; self.frame_index = next_frame_idx; self.loading.set_content(content); self.loading.required_size(constraint) } } } fn on_event(&mut self, ev: Event) -> EventResult { match &mut self.view { AsyncProgressState::Available(v) => v.on_event(ev), AsyncProgressState::Error(_) | AsyncProgressState::Pending(_) => { self.loading.on_event(ev) } } } fn call_on_any<'a>(&mut self, sel: &Selector, cb: AnyCb<'a>) { match &mut self.view { AsyncProgressState::Available(v) => v.call_on_any(sel, cb), AsyncProgressState::Error(_) | AsyncProgressState::Pending(_) => { self.loading.call_on_any(sel, cb) } } } fn focus_view(&mut self, sel: &Selector) -> Result<(), ()> { match &mut self.view { AsyncProgressState::Available(v) => v.focus_view(sel), AsyncProgressState::Error(_) | AsyncProgressState::Pending(_) => { self.loading.focus_view(sel) } } } fn take_focus(&mut self, source: Direction) -> bool { match &mut self.view { AsyncProgressState::Available(v) => v.take_focus(source), AsyncProgressState::Error(_) | AsyncProgressState::Pending(_) => { self.loading.take_focus(source) } } } fn important_area(&self, view_size: Vec2) -> Rect { match &self.view { AsyncProgressState::Available(v) => v.important_area(view_size), AsyncProgressState::Error(_) | AsyncProgressState::Pending(_) => { self.loading.important_area(view_size) } } } }