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use color_eyre::eyre::Result;
use crossterm::event::{KeyEvent, MouseEvent};
use ratatui::layout::{Rect, Size};
use tokio::sync::mpsc::UnboundedSender;
use crate::{action::Action, config::Config, event::Event, tui::Frame};
pub mod fps;
pub mod home;
mod manager_summary;
mod player_card;
pub mod players;
/// `Component` is a trait that represents a visual and interactive element of the user interface.
/// Implementors of this trait can be registered with the main application loop and will be able to receive events,
/// update state, and be rendered on the screen.
pub trait Component {
/// Register an action handler that can send actions for processing if necessary.
///
/// # Arguments
///
/// * `tx` - An unbounded sender that can send actions.
///
/// # Returns
///
/// * `Result<()>` - An Ok result or an error.
#[allow(unused_variables)]
fn register_action_handler(&mut self, tx: UnboundedSender<Action>) -> Result<()> {
Ok(())
}
/// Register a configuration handler that provides configuration settings if necessary.
///
/// # Arguments
///
/// * `config` - Configuration settings.
///
/// # Returns
///
/// * `Result<()>` - An Ok result or an error.
#[allow(unused_variables)]
fn register_config_handler(&mut self, config: Config) -> Result<()> {
Ok(())
}
/// Initialize the component with a specified area if necessary.
///
/// # Arguments
///
/// * `area` - Rectangular area to initialize the component within.
///
/// # Returns
///
/// * `Result<()>` - An Ok result or an error.
fn init(&mut self, area: Size) -> Result<()> {
Ok(())
}
/// Handle incoming events and produce actions if necessary.
///
/// # Arguments
///
/// * `event` - An optional event to be processed.
///
/// # Returns
///
/// * `Result<Option<Action>>` - An action to be processed or none.
fn handle_events(&mut self, event: Option<Event>) -> Result<Option<Action>> {
let r = match event {
Some(Event::Key(key_event)) => self.handle_key_events(key_event)?,
Some(Event::Mouse(mouse_event)) => self.handle_mouse_events(mouse_event)?,
_ => None,
};
Ok(r)
}
/// Handle key events and produce actions if necessary.
///
/// # Arguments
///
/// * `key` - A key event to be processed.
///
/// # Returns
///
/// * `Result<Option<Action>>` - An action to be processed or none.
#[allow(unused_variables)]
fn handle_key_events(&mut self, key: KeyEvent) -> Result<Option<Action>> {
Ok(None)
}
/// Handle mouse events and produce actions if necessary.
///
/// # Arguments
///
/// * `mouse` - A mouse event to be processed.
///
/// # Returns
///
/// * `Result<Option<Action>>` - An action to be processed or none.
#[allow(unused_variables)]
fn handle_mouse_events(&mut self, mouse: MouseEvent) -> Result<Option<Action>> {
Ok(None)
}
/// Update the state of the component based on a received action. (REQUIRED)
///
/// # Arguments
///
/// * `action` - An action that may modify the state of the component.
///
/// # Returns
///
/// * `Result<Option<Action>>` - An action to be processed or none.
#[allow(unused_variables)]
fn update(&mut self, action: Action) -> Result<Option<Action>> {
Ok(None)
}
/// Render the component on the screen. (REQUIRED)
///
/// # Arguments
///
/// * `f` - A frame used for rendering.
/// * `area` - The area in which the component should be drawn.
///
/// # Returns
///
/// * `Result<()>` - An Ok result or an error.
fn draw(&mut self, f: &mut Frame<'_>, area: Rect) -> Result<()>;
}