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//! Menu systems is a module that allows easy creation and usage of [`Menu`](struct.Menu.html)s. //! Examples of what a menu can be, is ncurses. //! //! Simply lists of [`InterfaceItem`](trait.InterfaceItem.html)s, that the user can browse through, press buttons, //! input text, do whatever you want with GUI items generally. You can even make your own `InterfaceItem`s if you want. //! Selection in [`Menu`](struct.Menu.html)s works with keyboard and mouse, changeable with [`FocusSelection`](enum.FocusSelection.html). //! //! Current pre-implemented items to use in Menus are //! - [TextItem](struct.TextItem.html), functions as a text label and a button. //! - [TextInput](struct.TextInput.html), can accept text input that can be get with `get_text`. //! - [Dialog](struct.Dialog.html), can be used to display large volumes of text compactly. //! - [Checkbox](struct.Checkbox.html), can be checked (and unchecked), like a check- or radiobox (if using [CheckboxGroup](struct.CheckboxGroup.html)). //! //! **Note:** This module requires _menu_systems_ feature to be enabled. //! //! Example usage of menu-systems: //! (Same example can be found in [`Menu`](struct.Menu.html)) //! ```no_run //! use glerminal::menu_systems::{Filter, Menu, MenuList, MenuPosition, TextInput, TextItem}; //! use glerminal::{TerminalBuilder, TextBuffer}; //! //! // Initialize terminal and text buffer //! let terminal = TerminalBuilder::new().build(); //! let mut text_buffer; //! match TextBuffer::new(&terminal, (80, 24)) { //! Ok(buffer) => text_buffer = buffer, //! Err(error) => panic!(format!("Failed to initialize text buffer: {}", error)), //! } //! //! // Create three example InterfaceItems to use //! let mut label = TextItem::new("Text label"); //! let mut button = TextItem::new("Press me!").with_is_button(true); //! let mut input = TextInput::new(None, 10) //! .with_filter(Filter::empty_filter().with_basic_latin_characters()) //! .with_prefix("Name: [") //! .with_suffix("]"); //! //! // Create the actual menu //! let mut menu = Menu::new().with_focus(true); //! //! while terminal.refresh() { //! //! // Update the menu. Update returns weather it should be redrawn. //! if menu.update( //! &terminal.get_current_events(), //! terminal.delta_time(), //! &text_buffer, //! &mut MenuList::new() //! .with_item(&mut label, None) //! .with_item(&mut button, MenuPosition::RelativeToLast(0, 1)) //! // Use MenuPosition to make a gap between label and button //! .with_item(&mut input, None), //! ) { //! text_buffer.clear(); // Clear the screen //! menu.draw(&mut text_buffer); // Draw the menu //! terminal.flush(&mut text_buffer); // Apply changes; flush //! } //! //! terminal.draw(&text_buffer); //! } //! ``` macro_rules! with_set_colors { ($name:ident) => { /// Set the initial colors when it is unfocused pub fn with_unfocused_colors(mut self, colors: (Color, Color)) -> $name { let (fg, bg) = colors; self.fg_color_unfocused = fg; self.bg_color_unfocused = bg; self } /// Set the initial colors when it is focused pub fn with_focused_colors(mut self, colors: (Color, Color)) -> $name { let (fg, bg) = colors; self.fg_color_focused = fg; self.bg_color_focused = bg; self } /// Set the colors when it is unfocused pub fn set_unfocused_colors(&mut self, colors: (Color, Color)) { let (fg, bg) = colors; self.fg_color_unfocused = fg; self.bg_color_unfocused = bg; } /// Set the colors when it is focused pub fn set_focused_colors(&mut self, colors: (Color, Color)) { let (fg, bg) = colors; self.fg_color_focused = fg; self.bg_color_focused = bg; } }; } macro_rules! with_set_pressable { ($name:ident) => { /// Set the buttons which trigger `was_just_pressed` pub fn with_button_press_inputs(mut self, buttons: Vec<VirtualKeyCode>) -> $name { self.button_press_inputs = buttons; self } /// Set the mouse buttons which trigger `was_just_pressed` pub fn with_mouse_button_press_inputs(mut self, buttons: Vec<MouseButton>) -> $name { self.mouse_button_press_inputs = buttons; self } /// Returns whether buttons from `mouse_button_press_inputs` or `button_press_inputs` were pressed just now. pub fn was_just_pressed(&self) -> bool { self.was_just_pressed } }; } /// If you're creating a struct that has `InterfaceItemBase`, calling `with_base!(Struct)` within /// the impl-call can be useful. This will add two useful functions for setting initial values for `InterfaceItemBase` /// - `with_pos(mut self, pos: (u32, u32)) -> Struct` /// - `with_focused(mut self, focused: bool) -> Struct` #[macro_export] macro_rules! with_base { ($name:ident) => { /// Sets the initial position pub fn with_pos(mut self, pos: (u32, u32)) -> $name { self.base.set_pos(pos); self } /// Set whether the checkbox is initially focused or not pub fn with_focused(mut self, focused: bool) -> $name { self.base.set_focused(focused); self } }; } // /// Sets the text of the TextInput. // pub fn with_text<T: Into<String>>(mut self, text: T) -> TextInput { // self.text = text.into(); // self // } mod checkbox; mod dialog; mod menu; mod text_input; mod text_item; mod window; pub use self::checkbox::{Checkbox, CheckboxGroup}; pub use self::dialog::Dialog; pub use self::menu::{FocusSelection, GrowthDirection, Menu, MenuList, MenuPosition}; pub use self::text_input::TextInput; pub use self::text_item::TextItem; pub use self::window::Window; use std::collections::HashMap; use crate::events::Events; use crate::text_buffer::TextBuffer; use glutin::VirtualKeyCode; /// Represents a single menu item: an item that is somewhere, can handle events and can be drawn. /// /// Current pre-implemented items to use in Menus are /// - [TextItem](struct.TextItem.html), functions as a text label and a button. /// - [TextInput](struct.TextInput.html), can accept text input that can be get with `get_text`. /// - [Dialog](struct.Dialog.html), can be used to display large volumes of text compactly. /// - [Checkbox](struct.Checkbox.html), can be checked (and unchecked), like a check- or radiobox (if using [CheckboxGroup](struct.CheckboxGroup.html)). /// /// You can make your own InterfaceItems that you can create, draw, and use for Menus by implementing InterfaceItem. /// To implement InterfaceItem, you need to derive Clone too though. /// /// A simple example of how to make an InterfaceItem that you can use for Menus /// ``` /// use glerminal::menu_systems::{InterfaceItem, InterfaceItemBase}; /// use glerminal::{with_base, Events, TextBuffer}; /// /// #[derive(Clone)] /// struct TextLabel { /// base: InterfaceItemBase, /// text: String, /// } /// /// impl TextLabel { /// pub fn new(text: String) -> TextLabel { /// TextLabel { /// base: InterfaceItemBase::new(false), /// text: text, /// } /// } /// /// with_base!(TextLabel); /// } /// /// impl InterfaceItem for TextLabel { /// fn get_base(&self) -> &InterfaceItemBase { /// &self.base /// } /// /// fn get_mut_base(&mut self) -> &mut InterfaceItemBase { /// &mut self.base /// } /// /// fn get_total_width(&self) -> u32 { /// self.text.len() as u32 /// } /// /// fn get_total_height(&self) -> u32 { /// 1 /// } /// /// fn draw(&mut self, text_buffer: &mut TextBuffer) { /// self.base.dirty = false; /// let pos = self.base.get_pos(); /// /// text_buffer.change_cursor_fg_color([0.2, 0.2, 0.2, 1.0]); /// text_buffer.change_cursor_bg_color([0.0; 4]); /// text_buffer.move_cursor(pos.0 as i32, pos.1 as i32); /// text_buffer.write(self.text.clone()); /// } /// /// fn handle_events(&mut self, _: &Events) -> bool { /// false /// } /// /// fn update(&mut self, _: f32) {} /// } /// ``` pub trait InterfaceItem: InterfaceItemClone { /// Get the `InterfaceItemBase` fn get_base(&self) -> &InterfaceItemBase; /// Get the `InterfaceItemBase` as mutable fn get_mut_base(&mut self) -> &mut InterfaceItemBase; /// Get the width this InterfaceItem can take up /// /// This should ideally never change fn get_total_width(&self) -> u32; /// Get the height this InterfaceItem can take up /// /// This should ideally never change fn get_total_height(&self) -> u32; /// Draw the InterfaceItem fn draw(&mut self, text_buffer: &mut TextBuffer); /// Handle events for this InterfaceItem. /// /// Returns whether it handled any events. fn handle_events(&mut self, events: &Events) -> bool; /// Update this InterfaceItem; delta is given in seconds. (see [Terminal.delta_time()](../terminal/struct.Terminal.html)) fn update(&mut self, delta: f32); } /// Represents a cloneable InterfaceItem; You should never implement this yourself, but instead /// derive Clone for all InterfaceItems. /// /// E.g. /// ``` /// #[derive(Clone)] /// pub struct Test {} /// /// // Now you can implement only InterfaceItem safely to Test /// ``` pub trait InterfaceItemClone { /// Make a box of the cloned InterfaceItem fn clone_box(&self) -> Box<dyn InterfaceItem>; } impl<T: 'static + InterfaceItem + Clone> InterfaceItemClone for T { fn clone_box(&self) -> Box<dyn InterfaceItem> { Box::new(self.clone()) } } /// The base for all `interaceItem`s. Contains metadata that is handled similarily in each `InterfaceItem` #[derive(Debug, Clone)] pub struct InterfaceItemBase { /// Whether this `InterfaceItem` can be (or should be) focused or not pub can_be_focused: bool, /// Whether this `InterfaceItem` is dirty so it needs redrawing /// This should be called every time something changes pub dirty: bool, x: u32, y: u32, focused: bool, } impl InterfaceItemBase { /// Create a new InterfaceItemBase /// /// (use this if you're making a new InterfaceItem) pub fn new(can_be_focused: bool) -> InterfaceItemBase { InterfaceItemBase { can_be_focused: can_be_focused, dirty: false, x: 0, y: 0, focused: false, } } /// Get the position of the `InterfaceItem` pub fn get_pos(&self) -> (u32, u32) { (self.x, self.y) } /// Set the absolute position of the `InterfaceItem` pub fn set_pos(&mut self, pos: (u32, u32)) { let (x, y) = pos; self.x = x; self.y = y; } /// Whether the `InterfaceItem` is focused or not (and should it receive inputs or not) pub fn is_focused(&self) -> bool { self.focused } /// Un/Focus the `InterfaceItem` pub fn set_focused(&mut self, focused: bool) { if focused != self.focused { self.dirty = true; } self.focused = focused; } } /// Represents a HashMap from VirtualKeyCode to character. Used to filter out which characters get registered by the textinput. /// /// Use `Filter::empty_filter()` to create a new filter and for example `.with_basic_latin_characters` to add basic latin characters to the filter. /// Use `.with_pair` or `insert` to create your own filters. #[derive(Clone, Debug)] pub struct Filter { map: HashMap<VirtualKeyCode, char>, } impl Filter { /// Create an empty filter, where other filters can be added, such as basic_latin_keycode_filter pub fn empty_filter() -> Filter { Filter { map: HashMap::new(), } } /// Creates a Filter with basic latin characters /// /// Includes characters a-z and spacebar. pub fn with_basic_latin_characters(mut self) -> Filter { self.map.insert(VirtualKeyCode::A, 'a'); self.map.insert(VirtualKeyCode::B, 'b'); self.map.insert(VirtualKeyCode::C, 'c'); self.map.insert(VirtualKeyCode::D, 'd'); self.map.insert(VirtualKeyCode::E, 'e'); self.map.insert(VirtualKeyCode::F, 'f'); self.map.insert(VirtualKeyCode::G, 'g'); self.map.insert(VirtualKeyCode::H, 'h'); self.map.insert(VirtualKeyCode::I, 'i'); self.map.insert(VirtualKeyCode::J, 'j'); self.map.insert(VirtualKeyCode::K, 'k'); self.map.insert(VirtualKeyCode::L, 'l'); self.map.insert(VirtualKeyCode::M, 'm'); self.map.insert(VirtualKeyCode::N, 'n'); self.map.insert(VirtualKeyCode::O, 'o'); self.map.insert(VirtualKeyCode::P, 'p'); self.map.insert(VirtualKeyCode::Q, 'q'); self.map.insert(VirtualKeyCode::R, 'r'); self.map.insert(VirtualKeyCode::S, 's'); self.map.insert(VirtualKeyCode::T, 't'); self.map.insert(VirtualKeyCode::U, 'u'); self.map.insert(VirtualKeyCode::V, 'v'); self.map.insert(VirtualKeyCode::W, 'w'); self.map.insert(VirtualKeyCode::X, 'x'); self.map.insert(VirtualKeyCode::Y, 'y'); self.map.insert(VirtualKeyCode::Z, 'z'); self.map.insert(VirtualKeyCode::Space, ' '); self } /// Creates a Filter with basic numerals /// /// Includes numerals from 0-9 pub fn with_basic_numerals(mut self) -> Filter { self.map.insert(VirtualKeyCode::Key0, '0'); self.map.insert(VirtualKeyCode::Key1, '1'); self.map.insert(VirtualKeyCode::Key2, '2'); self.map.insert(VirtualKeyCode::Key3, '3'); self.map.insert(VirtualKeyCode::Key4, '4'); self.map.insert(VirtualKeyCode::Key5, '5'); self.map.insert(VirtualKeyCode::Key6, '6'); self.map.insert(VirtualKeyCode::Key7, '7'); self.map.insert(VirtualKeyCode::Key8, '8'); self.map.insert(VirtualKeyCode::Key9, '9'); self } /// Creates a Filter with basic special symbols /// /// Includes `'`, `\`, `:`, `.`, `;`, `,`, `=`, `-`, `*`, `_`, `/`, `[`, `]` /// /// Unfortunately VirtualKeyCode doesn't seem to support other special characters currently. pub fn with_basic_special_symbols(mut self) -> Filter { self.map.insert(VirtualKeyCode::Apostrophe, '\''); self.map.insert(VirtualKeyCode::Backslash, '\\'); self.map.insert(VirtualKeyCode::Colon, ':'); self.map.insert(VirtualKeyCode::Period, '.'); self.map.insert(VirtualKeyCode::Semicolon, ';'); self.map.insert(VirtualKeyCode::Comma, ','); self.map.insert(VirtualKeyCode::Equals, '='); self.map.insert(VirtualKeyCode::Subtract, '-'); self.map.insert(VirtualKeyCode::Multiply, '*'); self.map.insert(VirtualKeyCode::Underline, '_'); self.map.insert(VirtualKeyCode::Slash, '/'); self.map.insert(VirtualKeyCode::LBracket, '['); self.map.insert(VirtualKeyCode::RBracket, ']'); self } /// Add a specific VirtualKeyCode: char pair to this filter and return the current filter. /// /// This would mean that when you press the keycode, the character specified will be typed. pub fn with_pair(mut self, keycode: VirtualKeyCode, character: char) -> Filter { self.map.insert(keycode, character); self } /// Insert a specific VirtualKeyCode: char pair to this filter. /// /// Works similarly to with_pair pub fn insert(&mut self, keycode: VirtualKeyCode, character: char) { self.map.insert(keycode, character); } /// Get the character from the specified VirtualKeyCode, None if it doesn't exist. pub fn get(&self, keycode: &VirtualKeyCode) -> Option<&char> { self.map.get(keycode) } }