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//! Common step rendering and input handling utilities
use crate::app::App;
use crate::steps::definition::{MenuAction, StepDefinition};
use crate::ui::layout::StepLayout;
use crate::ui::menu::Menu;
use crossterm::event::{KeyCode, KeyEvent};
use ratatui::{layout::Rect, Frame};
/// Render a step using its definition
pub fn render_step(definition: &StepDefinition, f: &mut Frame, app: &App, step_area: Rect) {
// Determine layout based on what's needed
let has_hint = definition.hint.as_ref().map_or(false, |h| !h.is_empty());
let has_preview = definition.preview.is_some();
let preview_note = definition
.preview
.as_ref()
.and_then(|p| p.note.as_ref().map(|s| s.as_str()));
let layout = if has_preview {
StepLayout::new_with_preview(
step_area,
definition.hint.as_deref(),
Some(""), // Preview content will be rendered separately
preview_note,
)
} else if has_hint {
StepLayout::new_with_note(step_area, definition.hint.as_deref())
} else {
StepLayout::new(step_area)
};
// 1. Render header with title and optional title hint
let title_hint = (definition.title_hint)(app);
StepLayout::render_header(f, layout.header, &definition.title, title_hint.as_deref());
// 2. Render hint if present
if let (Some(note_area), Some(hint)) = (layout.note, &definition.hint) {
if !hint.is_empty() {
StepLayout::render_note(f, note_area, hint);
}
}
// 3. Render input (either input dialog or menu)
if let Some(ref input) = app.input_dialog {
input.render(f, layout.input);
// Show instructions in content area when input dialog is active
// (This is step-specific, so we'll handle it in individual steps if needed)
} else {
// Render menu
let menu_items = definition.menu.all_items(app);
// Initialize menu selection if needed
let menu_selection = app.menu_selection.unwrap_or(0);
let item_count = menu_items.len();
let safe_selection = if item_count > 0 {
Some(menu_selection.min(item_count.saturating_sub(1)))
} else {
None
};
let mut menu = Menu::new(&definition.menu.title, menu_items);
if let Some(sel) = safe_selection {
menu.state.select(Some(sel));
}
menu.render(f, layout.input);
}
// 4. Render preview if present
if let (Some(preview_area), Some(preview_def)) = (layout.preview, &definition.preview) {
use crate::steps::definition::PreviewContent;
use ratatui::widgets::{Block, Borders, List, ListItem, Row, Table, TableState};
use ratatui::style::Color;
use ratatui::layout::Constraint;
match (preview_def.content)(app) {
PreviewContent::Text(text) => {
StepLayout::render_preview(f, preview_area, &text);
}
PreviewContent::FilesList(files) => {
let file_items: Vec<ListItem> = files
.iter()
.take(50) // Limit to 50 files for performance
.map(|path| {
let name = path.file_name()
.and_then(|n| n.to_str())
.unwrap_or("?");
ListItem::new(name)
})
.collect();
let file_list = List::new(file_items)
.block(
Block::default()
.title("Files")
.borders(Borders::ALL)
.border_style(ratatui::style::Style::default().fg(Color::Cyan))
.padding(ratatui::widgets::Padding {
left: 1,
right: 1,
top: 1,
bottom: 1,
})
);
f.render_widget(file_list, preview_area);
}
PreviewContent::FrenengPreview(preview) => {
// Render freneng preview as a table
let rows: Vec<Row> = preview.renames
.iter()
.take(50) // Limit to 50 for performance
.map(|rename| {
let old_name = rename
.old_path
.file_name()
.and_then(|n| n.to_str())
.unwrap_or("?");
let new_name = &rename.new_name;
Row::new(vec![
old_name.to_string(),
"→".to_string(),
new_name.clone(),
])
})
.collect();
let mut table_state = TableState::default();
if !rows.is_empty() {
table_state.select(Some(0));
}
let table = Table::new(
rows,
[
Constraint::Percentage(45),
Constraint::Percentage(10),
Constraint::Percentage(45),
],
)
.header(
Row::new(vec!["Old Name", "", "New Name"])
.style(ratatui::style::Style::default().fg(Color::Yellow))
)
.block(
Block::default()
.title("Rename Preview")
.borders(Borders::ALL)
.border_style(ratatui::style::Style::default().fg(Color::Cyan))
.padding(ratatui::widgets::Padding {
left: 1,
right: 1,
top: 1,
bottom: 1,
}),
)
.column_spacing(1);
f.render_stateful_widget(table, preview_area, &mut table_state);
// Show warnings if any
if !preview.warnings.is_empty() {
let warnings_text = format!("Warnings: {}", preview.warnings.join("; "));
if let Some(preview_note_area) = layout.preview_note {
StepLayout::render_preview_note(f, preview_note_area, &warnings_text);
}
}
}
}
if let (Some(preview_note_area), Some(note)) = (layout.preview_note, &preview_def.note) {
StepLayout::render_preview_note(f, preview_note_area, note);
}
}
// 5. Render custom content if present
if let Some(ref renderer) = definition.content_renderer {
renderer(f, app, layout.content);
}
}
/// Handle input for a step using its definition
pub fn handle_step_input(
definition: &StepDefinition,
app: &mut App,
key: KeyEvent,
) -> bool {
// If input dialog is active, handle input (this is step-specific)
// We'll need to handle this in individual steps for now
// TODO: Make input dialog handling more generic
// Normal menu handling
let menu_items_count = definition.menu.item_count(app);
match key.code {
KeyCode::Up | KeyCode::Char('k') => {
let current = app.menu_selection.unwrap_or(0);
let prev = if current == 0 {
menu_items_count.saturating_sub(1)
} else {
current - 1
};
app.menu_selection = Some(prev);
true
}
KeyCode::Down | KeyCode::Char('j') => {
let current = app.menu_selection.unwrap_or(0);
let next = if current >= menu_items_count.saturating_sub(1) {
0
} else {
current + 1
};
app.menu_selection = Some(next);
true
}
KeyCode::Enter => {
let selection = app.menu_selection.unwrap_or(0);
let action = definition.menu.execute_action(app, selection);
// Apply the action
match action {
MenuAction::Next => {
app.go_next();
}
MenuAction::Back => {
app.go_back();
}
MenuAction::JumpTo(step) => {
app.jump_to(step);
}
MenuAction::Quit => {
app.quit();
}
MenuAction::None => {
// Action was handled by the callback
}
}
true
}
KeyCode::Char('h') | KeyCode::Left => {
app.go_back();
true
}
KeyCode::Char('q') | KeyCode::Esc => {
app.quit();
true
}
_ => false,
}
}