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use crate::{backend, event::Event, theme, Cursive, Vec2};
use std::borrow::{Borrow, BorrowMut};
use std::time::Duration;
// How long we wait between two empty input polls
const INPUT_POLL_DELAY_MS: u64 = 30;
/// Event loop runner for a cursive instance.
///
/// You can get one from `Cursive::runner`, then either call `.run()`, or
/// manually `.step()`.
///
/// The `C` type is usually either `Cursive` or `&mut Cursive`.
pub struct CursiveRunner<C> {
siv: C,
backend: Box<dyn backend::Backend>,
boring_frame_count: u32,
// Last layer sizes of the stack view.
// If it changed, clear the screen.
last_sizes: Vec<Vec2>,
}
impl<C> std::ops::Deref for CursiveRunner<C>
where
C: Borrow<Cursive>,
{
type Target = Cursive;
fn deref(&self) -> &Cursive {
self.siv.borrow()
}
}
impl<C> std::ops::DerefMut for CursiveRunner<C>
where
C: BorrowMut<Cursive>,
{
fn deref_mut(&mut self) -> &mut Cursive {
self.siv.borrow_mut()
}
}
impl<C> CursiveRunner<C> {
/// Creates a new cursive runner wrapper.
pub fn new(siv: C, backend: Box<dyn backend::Backend>) -> Self {
CursiveRunner {
siv,
backend,
boring_frame_count: 0,
last_sizes: Vec::new(),
}
}
/// Returns the size of the screen, in characters.
fn screen_size(&self) -> Vec2 {
self.backend.screen_size()
}
/// Clean out the terminal and get back the wrapped object.
pub fn into_inner(self) -> C {
self.siv
}
}
impl<C> CursiveRunner<C>
where
C: BorrowMut<Cursive>,
{
fn layout(&mut self) {
let size = self.screen_size();
self.siv.borrow_mut().layout(size);
}
// Process any backend-requiring calls accumulated by the Cursive root.
fn process_pending_backend_calls(&mut self) {
let calls = std::mem::take(&mut self.backend_calls);
for call in calls {
(call)(&mut *self.backend);
}
}
fn draw(&mut self) {
let sizes = self.screen().layer_sizes();
if self.last_sizes != sizes {
// TODO: Maybe we only need to clear if the _max_ size differs?
// Or if the positions change?
self.clear();
self.last_sizes = sizes;
}
if self.needs_clear {
self.backend.clear(
self.current_theme().palette[theme::PaletteColor::Background],
);
self.needs_clear = false;
}
let size = self.screen_size();
self.siv.borrow_mut().draw(size, &*self.backend);
}
/// Performs the first half of `Self::step()`.
///
/// This is an advanced method for fine-tuned manual stepping;
/// you probably want [`run`][1] or [`step`][2].
///
/// This processes any pending event or callback. After calling this,
/// you will want to call [`post_events`][3] with the result from this
/// function.
///
/// Returns `true` if an event or callback was received,
/// and `false` otherwise.
///
/// [1]: CursiveRunner::run()
/// [2]: CursiveRunner::step()
/// [3]: CursiveRunner::post_events()
pub fn process_events(&mut self) -> bool {
// Things are boring if nothing significant happened.
let mut boring = true;
// First, handle all available input
while let Some(event) = self.backend.poll_event() {
boring = false;
self.on_event(event);
self.process_pending_backend_calls();
if !self.is_running() {
return true;
}
}
// Then, handle any available callback
while self.process_callback() {
boring = false;
if !self.is_running() {
return true;
}
}
!boring
}
/// Performs the second half of `Self::step()`.
///
/// This is an advanced method for fine-tuned manual stepping;
/// you probably want [`run`][1] or [`step`][2].
///
/// You should call this after [`process_events`][3].
///
/// [1]: CursiveRunner::run()
/// [2]: CursiveRunner::step()
/// [3]: CursiveRunner::process_events()
pub fn post_events(&mut self, received_something: bool) {
let boring = !received_something;
// How many times should we try if it's still boring?
// Total duration will be INPUT_POLL_DELAY_MS * repeats
// So effectively fps = 1000 / INPUT_POLL_DELAY_MS / repeats
if !boring
|| self
.fps()
.map(|fps| 1000 / INPUT_POLL_DELAY_MS as u32 / fps.get())
.map(|repeats| self.boring_frame_count >= repeats)
.unwrap_or(false)
{
// We deserve to draw something!
if boring {
// We're only here because of a timeout.
self.on_event(Event::Refresh);
self.process_pending_backend_calls();
}
self.refresh();
}
if boring {
std::thread::sleep(Duration::from_millis(INPUT_POLL_DELAY_MS));
self.boring_frame_count += 1;
}
}
/// Refresh the screen with the current view tree state.
pub fn refresh(&mut self) {
self.boring_frame_count = 0;
// Do we need to redraw everytime?
// Probably, actually.
// TODO: Do we need to re-layout everytime?
self.layout();
// TODO: Do we need to redraw every view every time?
// (Is this getting repetitive? :p)
self.draw();
self.backend.refresh();
}
/// Return the name of the backend used.
///
/// Mostly used for debugging.
pub fn backend_name(&self) -> &str {
self.backend.name()
}
/// Performs a single step from the event loop.
///
/// Useful if you need tighter control on the event loop.
/// Otherwise, [`run(&mut self)`] might be more convenient.
///
/// Returns `true` if an input event or callback was received
/// during this step, and `false` otherwise.
///
/// [`run(&mut self)`]: #method.run
pub fn step(&mut self) -> bool {
let received_something = self.process_events();
self.post_events(received_something);
received_something
}
/// Runs the event loop.
///
/// It will wait for user input (key presses)
/// and trigger callbacks accordingly.
///
/// Internally, it calls [`step(&mut self)`] until [`quit(&mut self)`] is
/// called.
///
/// After this function returns, you can call it again and it will start a
/// new loop.
///
/// [`step(&mut self)`]: #method.step
/// [`quit(&mut self)`]: #method.quit
pub fn run(&mut self) {
self.refresh();
// And the big event loop begins!
while self.is_running() {
self.step();
}
}
}