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/*
* Copyright (c) 2022 R3BL LLC
* All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
//! # tui package
//!
//! You can build fully async TUI apps with a modern API that brings the best of reactive &
//! unidirectional data flow architecture from frontend web development (React, Redux, CSS, flexbox)
//! to Rust and TUI apps. And since this is using Tokio you get the advantages of concurrency and
//! parallelism built-in. No more blocking on the main thread for user input, for async middleware,
//! or even rendering 🎉.
//!
//! This framework is [loosely coupled and strongly
//! coherent](https://developerlife.com/2015/11/05/loosely-coupled-strongly-coherent/) meaning that
//! you can pick and choose whatever pieces you would like to use w/out having the cognitive load of
//! having to grok all the things in the codebase. Its more like a collection of mostly independent
//! modules that work well w/ each other, but know very little about each other.
//!
//! Here are some framework highlights:
//! - The entire TUI framework itself supports concurrency & parallelism (user input, rendering,
//! etc. are generally non blocking).
//! - Flexbox-like responsive layout.
//! - CSS-like styling.
//! - Redux for state management (fully async, concurrent & parallel).
//! - Lolcat implementation w/ a rainbow color-wheel palette.
//! - Support for Unicode grapheme clusters in strings.
//!
//! ## Life of an input event
//!
//! There is a clear separation of concerns in this module. To illustrate what goes where, and how
//! things work let's look at an example that puts the main event loop front and center & deals w/
//! how the system handles an input event (key press or mouse).
//!
//! - The diagram below shows an app that has 3 [Component]s for (flexbox like) layout & (CSS like)
//! styling.
//! - Let's say that you run this app (by hypothetically executing `cargo run`).
//! - And then you click or type something in the terminal window that you're running this app in.
//!
//! ```text
//! 🧍⌨️🖱️
//! input → [TerminalWindow]
//! event ↑ ↓ [ComponentRegistry] creates
//! ┊ [App] ───────────■ [Component]s at 1st render
//! ┊ │
//! ┊ │ ┌──────■ id=1 has focus
//! ┊ │ │
//! ┊ ├→ [Component] id=1 ───┐
//! ┊ ├→ [Component] id=2 │
//! ┊ └→ [Component] id=3 │
//! default │
//! handler ←───────────────────────┘
//! ```
//!
//! Let's trace the journey through the diagram when an input even is generated by the user (eg: a
//! key press, or mouse event). When the app is started via `cargo run` it sets up a main loop, and
//! lays out all the 3 components, sizes, positions, and then paints them. Then it asynchronously
//! listens for input events (no threads are blocked). When the user types something, this input is
//! processed by the main loop of [TerminalWindow].
//!
//! 1. The [Component] that is in [FlexBox] w/ `id=1` currently has focus.
//! 2. When an input event comes in from the user (key press or mouse input) it is routed to the
//! [App] first, before [TerminalWindow] looks at the event.
//! 3. The specificity of the event handler in [App] is higher than the default input handler in
//! [TerminalWindow]. Further, the specificity of the [Component] that currently has focus is the
//! highest. In other words, the input event gets routed by the [App] to the [Component] that
//! currently has focus ([Component] id=1 in our example).
//! 4. Since it is not guaranteed that some [Component] will have focus, this input event can then
//! be handled by [App], and if not, then by [TerminalWindow]'s default handler. If the default
//! handler doesn't process it, then it is simply ignored.
//! 5. In this journey, as the input event is moved between all these different entities, each
//! entity decides whether it wants to handle the input event or not. If it does, then it returns
//! an enum indicating that the event has been consumed, else, it returns an enum that indicates
//! the event should be propagated.
//!
//! Now that we have seen this whirlwind overview of the life of an input event, let's look at the
//! details in each of the sections below.
//!
//! ## The window
//!
//! The main building blocks of a TUI app are:
//! 1. [TerminalWindow] - You can think of this as the main "window" of the app. All the content of
//! your app is painted inside of this "window". And the "window" conceptually maps to the screen
//! that is contained inside your terminal emulator program (eg: tilix, Terminal.app, etc). Your
//! TUI app will end up taking up 100% of the screen space of this terminal emulator. It will
//! also enter raw mode, and paint to an alternate screen buffer, leaving your original scroll
//! back buffer and history intact. When you exit this TUI app, it will return your terminal to
//! where you'd left off. You don't write this code, this is something that you use.
//! 2. [App] - This is where you write your code. You pass in a [App] to the [TerminalWindow] to
//! bootstrap your TUI app. You can just use [App] to build your app, if it is a simple one & you
//! don't really need any sophisticated layout or styling. But if you want layout and styling,
//! now we have to deal with [FlexBox], [Component], and [r3bl_rs_utils_core::Style].
//!
//! ## Layout and styling
//!
//! Inside of your [App] if you want to use flexbox like layout and CSS like styling you can think
//! of composing your code in the following way:
//!
//! 1. [App] is like a box or container. You can attach styles and an id here. The id has to be
//! unique, and you can reference as many styles as you want from your stylesheet. Yes, cascading
//! styles are supported! 👏 You can put boxes inside of boxes. You can make a container box and
//! inside of that you can add other boxes (you can give them a direction and even relative
//! sizing out of 100%).
//! 2. As you approach the "leaf" nodes of your layout, you will find [Component] trait objects.
//! These are black boxes which are sized, positioned, and painted *relative* to their parent
//! box. They get to handle input events and render [RenderOp]s into a [RenderPipeline]. This is
//! kind of like virtual DOM in React. This queue of commands is collected from all the
//! components and ultimately painted to the screen, for each render! You can also use Redux to
//! maintain your app's state, and dispatch actions to the store, and even have async middleware!
//!
//! ## [Component] and [ComponentRegistry], focus management, and event routing
//!
//! Typically your [App] will look like this:
//!
//! ```ignore
//! /// Async trait object that implements the [App] trait.
//! #[derive(Default)]
//! pub struct AppWithLayout {
//! pub component_registry: ComponentRegistry<AppWithLayoutState, AppWithLayoutAction>,
//! pub has_focus: HasFocus,
//! }
//! ```
//!
//! As we look at [Component] & [App] more closely we will find a curious thing [ComponentRegistry]
//! (that is managed by the [App]). The reason this exists is for input event routing. The input
//! events are routed to the [Component] that currently has focus.
//!
//! The [HasFocus] struct takes care of this. This provides 2 things:
//! 1. It holds an `id` of a [FlexBox] / [Component] that has focus.
//! 2. It also holds a map that holds a [r3bl_rs_utils_core::Position] for each `id`. This is used
//! to represent a cursor (whatever that means to your app & component). This cursor is
//! maintained for each `id`. This allows a separate cursor for each [Component] that has focus.
//! This is needed to build apps like editors and viewers that maintains a cursor position
//! between focus switches.
//!
//! Another thing to keep in mind is that the [App] and [TerminalWindow] is persistent between
//! re-renders. The Redux store is also persistent between re-renders.
//!
//! ## Input event specificity
//!
//! [TerminalWindow] gives [Component] first dibs when it comes to handling input events. If it
//! punts handling this event, it will be handled by the default input event handler. And if nothing
//! there matches this event, then it is simply dropped.
//!
//! ## Redux for state management
//!
//! If you use Redux for state management, then you will create a [r3bl_redux::Store] that is passed
//! into the [TerminalWindow]. Here's an example of this.
//!
//! ```ignore
//! use crossterm::event::*;
//! use r3bl_rs_utils::*;
//! use super::*;
//!
//! const DEBUG: bool = true;
//!
//! pub async fn run_app() -> CommonResult<()> {
//! throws!({
//! if DEBUG {
//! try_to_set_log_level(log::LevelFilter::Trace)?;
//! } else {
//! try_to_set_log_level(log::LevelFilter::Off)?;
//! }
//!
//! // Create store.
//! let store = create_store().await;
//!
//! // Create an App (renders & responds to user input).
//! let shared_app = AppWithLayout::new_shared();
//!
//! // Exit if these keys are pressed.
//! let exit_keys: Vec<KeyEvent> = vec![KeyEvent {
//! code: KeyCode::Char('q'),
//! modifiers: KeyModifiers::CONTROL,
//! }];
//!
//! // Create a window.
//! TerminalWindow::main_event_loop(store, shared_app, exit_keys).await?
//! });
//! }
//!
//! async fn create_store() -> Store<AppWithLayoutState, AppWithLayoutAction> {
//! let mut store: Store<AppWithLayoutState, AppWithLayoutAction> = Store::default();
//! store.add_reducer(AppReducer::new()).await;
//! store
//! }
//! ```
//!
//! ## Grapheme support
//!
//! Unicode is supported (to an extent). There are some caveats. The
//! [r3bl_rs_utils_core::UnicodeString] struct has lots of great information on this graphemes and
//! what is supported and what is not.
//!
//! ## Lolcat support
//!
//! An implementation of [r3bl_rs_utils_core::lolcat::cat] w/ a color wheel is provided.
//!
//! ## Examples to get you started
//!
//! 1. [Code example of an address book using
//! Redux](https://github.com/r3bl-org/address-book-with-redux-tui).
//! 2. [Code example of TUI apps using Redux](https://github.com/r3bl-org/r3bl-cmdr).
/// This is the global `DEBUG` const. It is possible to create local (module scoped) `DEBUG` const.
/// However, you would have to use that symbol explicitly in the relevant module, eg:
/// - `use $crate::terminal_lib_backends::DEBUG;`
///
/// If set to `true`:
/// 1. Enables or disables file logging for entire module.
/// 2. If a call to [r3bl_rs_utils_core::log!] fails, then it will print the error to stderr.
pub const DEBUG_TUI_MOD: bool = true;
// Enable or disable debug logging for this `terminal_lib_backends` module.
pub const DEBUG_SHOW_PIPELINE: bool = true;
pub const DEBUG_SHOW_PIPELINE_EXPANDED: bool = false;
pub const DEBUG_SHOW_TERMINAL_BACKEND: bool = false;
// Attach sources.
// Re-export.
pub use *;
pub use *;
pub use *;
pub use *;
pub use *;
pub use *;
// Tests.