Expand description

Rushterm

Make your CLI app easy by adding menu. Create nested menus, navigate with hotkeys. Data-driven. No function/macro complexity.

Example

Firstly, we’ll need to construct a Menu instance with its Items. Bring them into scope. Menu instance doesn’t need to be mutable. Next, we’ll invoke .run() method on the instance to execute our menu:

use rushterm::{Item, Menu};

fn main() {
  let menu = Menu {
    name: "My Main Menu".to_string(),
    items: vec![
      Item::Action {
        name: "Action0".to_string(),
        hotkey: Some('a'),
        exp: Some("Action0 Explanation. This Has Been Assigned To A Hotkey.".to_string()),
      },
      Item::Action {
        name: "Action1".to_string(),
        hotkey: None,
        exp: Some("Action1 Explanation. This Has No Hotkey.".to_string()),
      },
      Item::SubMenu {
        name: "Submenu0".to_string(),
        hotkey: Some('s'),
        exp: Some("Submenu0 explanation.".to_string()),
        items: vec![
          Item::Action {
            name: "Sub Action0".to_string(),
            hotkey: Some('a'),
            exp: Some("Sub Action0 Explanation. This Has Been Assigned To A Hotkey.".to_string()),
          },
          Item::Action {
            name: "Sub Action1".to_string(),
            hotkey: Some('c'),
            exp: Some("Sub Action1 Explanation. This Has Been Assigned To A Hotkey.".to_string()),
          },
          Item::SubMenu {
            name: "Deepermenu0".to_string(),
            hotkey: Some('d'),
            exp: Some("Deepermenu0 Explanation.".to_string()),
            items: vec![
              Item::Action {
                name: "Deeper Action0".to_string(),
                hotkey: Some('f'),
                exp: None,
              },
              Item::Action {
                name: "Deeper Action1".to_string(),
                hotkey: Some('g'),
                exp: Some("Deeper Action1 Explanation.".to_string()),
              },
            ],
          },
        ],
      },
      Item::Bool {
        name: "Bool0".to_string(),
        hotkey: Some('b'),
        exp: Some("Bool0 Explanation.".to_string()),
      },
      Item::Char {
        name: "Char0".to_string(),
        hotkey: Some('c'),
        exp: Some("Char0 Explanation.".to_string()),
      },
      Item::String {
        name: "String0".to_string(),
        hotkey: Some('t'),
        exp: Some("String0 Explanation.".to_string()),
      },
      Item::F64 {
        name: "F64".to_string(),
        hotkey: Some('f'),
        exp: Some("F64 Explanation.".to_string()),
      },
      Item::I64 {
        name: "I64".to_string(),
        hotkey: Some('i'),
        exp: Some("I64 Explanation.".to_string()),
      },
      Item::U64 {
        name: "U64".to_string(),
        hotkey: Some('u'),
        exp: Some("U64 Explanation.".to_string()),
      },
    ],
    exp: Some("My Main Menu Explanation.".to_string()),
    esc: true,
  };
  let selection = menu.run();
  dbg!(&selection);
}

If selection is successful, run() method will return us Selection type in Ok() variant to get information we may need in ongoing execution. If not, exits the execution with an Err() variant.

Structs

Starting point for creating a menu instance.

Gives the data of the selection made in the menu.

Enums

Anything that can be listed in Menu.

Input by user.