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//! Raw terminal input events, common abstractions for application (component) behavior and means //! to easily distribute events. //! //! # Example: //! ``` //! use unsegen::input::*; //! use std::io::Read; //! //! struct Scroller { //! line_number: u32, //! end: u32, //! } //! //! impl Scrollable for Scroller { //! fn scroll_backwards(&mut self) -> OperationResult { //! if self.line_number > 0 { //! self.line_number -= 1; //! Ok(()) //! } else { //! Err(()) //! } //! } //! fn scroll_forwards(&mut self) -> OperationResult { //! if self.line_number < self.end - 1 { //! self.line_number += 1; //! Ok(()) //! } else { //! Err(()) //! } //! } //! } //! //! fn main() { //! let mut scroller = Scroller { //! line_number: 0, //! end: 5, //! }; //! //! // Read all inputs from something that implements Read //! for input in Input::read_all(&[b'1', b'2', b'3', b'4'][..]) { //! let input = input.unwrap(); //! //! // Define a chain of handlers for different kinds of events! //! // If a handler (Behavior) cannot process an input, it is passed down the chain. //! let leftover = input //! .chain((Key::Char('1'), || println!("Got a 1!"))) //! .chain( //! ScrollBehavior::new(&mut scroller) //! .backwards_on(Key::Char('2')) //! .forwards_on(Key::Char('3')), //! ) //! .chain(|i: Input| { //! if let Event::Key(Key::Char(c)) = i.event { //! println!("Got some char: {}", c); //! None // matches! event will be consumed //! } else { //! Some(i) //! } //! }) //! .finish(); //! if let Some(e) = leftover { //! println!("Could not handle input {:?}", e); //! } //! } //! //! // We could not scroll back first, but one line forwards later! //! assert_eq!(scroller.line_number, 1); //! } //! ``` use std::collections::HashSet; pub use termion::event::{Event, Key, MouseButton, MouseEvent}; use termion::input::{EventsAndRaw, TermReadEventsAndRaw}; use std::io; /// A structure corresponding to a single input event, e.g., a single keystroke or mouse event. /// /// In addition to the semantic Event enum itself, the raw bytes that created this event are /// available, as well. This is useful if the user wants to pass the input on to some other /// terminal-like abstraction under certain circumstances (e.g., when writing a terminal /// multiplexer). #[derive(Eq, PartialEq, Clone, Debug)] pub struct Input { pub event: Event, pub raw: Vec<u8>, } impl Input { /// Create an iterator that reads from the provided argument and converts the read bytes into /// a stream of `Input`s. /// /// Please note that the iterator blocks when no bytes are available from the `Read` source. pub fn read_all<R: io::Read>(read: R) -> InputIter<R> { InputIter { inner: read.events_and_raw(), } } /// Begin matching and processing of the event. See `InputChain`. pub fn chain<B: Behavior>(self, behavior: B) -> InputChain { let chain_begin = InputChain { input: Some(self) }; chain_begin.chain(behavior) } /// Check whether this event is equal to the provided event-like argument. pub fn matches<T: ToEvent>(&self, e: T) -> bool { self.event == e.to_event() } } /// An iterator of `Input` events. pub struct InputIter<R: io::Read> { inner: EventsAndRaw<R>, } impl<R: io::Read> Iterator for InputIter<R> { type Item = Result<Input, io::Error>; fn next(&mut self) -> Option<Result<Input, io::Error>> { self.inner.next().map(|tuple| { tuple.map(|(event, raw)| Input { event: event, raw: raw, }) }) } } /// An intermediate element in a chain of `Behavior`s that are matched against the event and /// executed if applicable. /// /// # Examples: /// ``` /// use unsegen::input::*; /// /// let mut triggered_first = false; /// let mut triggered_second = false; /// let mut triggered_third = false; /// /// let input = Input { /// event: Event::Key(Key::Char('g')), /// raw: Vec::new(), //Incorrect, but does not matter for this example. /// }; /// /// let res = input /// .chain((Key::Char('f'), || triggered_first = true)) // does not match, passes event on /// .chain(|i: Input| if let Event::Key(Key::Char(_)) = i.event { /// triggered_second = true; /// None // matches! event will be consumed /// } else { /// Some(i) /// }) /// .chain((Key::Char('g'), || triggered_first = true)) // matches, but is not reached! /// .finish(); /// /// assert!(!triggered_first); /// assert!(triggered_second); /// assert!(!triggered_third); /// assert!(res.is_none()); /// ``` pub struct InputChain { input: Option<Input>, } impl InputChain { /// Add another behavior to the line of input processors that will try to consume the event one /// after another. pub fn chain<B: Behavior>(self, behavior: B) -> InputChain { if let Some(event) = self.input { InputChain { input: behavior.input(event), } } else { InputChain { input: None } } } /// Unpack the final chain value. If the `Input` was consumed by some `Behavior`, the result /// will be None, otherwise the original `Input` will be returned. pub fn finish(self) -> Option<Input> { self.input } } impl From<Input> for InputChain { fn from(input: Input) -> Self { InputChain { input: Some(input) } } } impl From<Option<Input>> for InputChain { fn from(input: Option<Input>) -> Self { InputChain { input } } } /// Used conveniently supply `Event`-like arguments to a number of functions in the input module. /// For example, you can supply `Key::Up` instead of `Event::Key(Key::Up)`. /// /// Basically an `Into<Event>`, but we cannot use that as Event is a reexport of termion. pub trait ToEvent { fn to_event(self) -> Event; } impl ToEvent for Key { fn to_event(self) -> Event { Event::Key(self) } } impl ToEvent for MouseEvent { fn to_event(self) -> Event { Event::Mouse(self) } } impl ToEvent for Event { fn to_event(self) -> Event { self } } /// Very thin wrapper around HashSet<Event>, mostly to conveniently insert `ToEvent`s. struct EventSet { events: HashSet<Event>, } impl EventSet { fn new() -> Self { EventSet { events: HashSet::new(), } } fn insert<E: ToEvent>(&mut self, event: E) { self.events.insert(event.to_event()); } fn contains(&self, event: &Event) -> bool { self.events.contains(event) } } /// Something that reacts to input and possibly consumes it. /// /// An inplementor is free to check the `Input` for arbitrary criteria and return the input if not /// consumed. Note that the implementor should not _change_ the input event in that case. /// /// If the implementor somehow reacts to the input, it is generally a good idea to "consume" the /// value by returning None. This makes sure that subsequent `Behavior`s will not act. /// /// Another thing of note is that a Behavior is generally constructed on the fly and consumed in /// the `input` function! /// For specialised behavior that does not fit into the often used abstractions defined in this /// module (`Scrollable`, `Writable`, `Navigatable`, ...) the easiest way to construct a behavior /// is either using a `FnOnce(Input) -> Option<Input>` where the implementor has to decide whether /// the input matches the desired criteria or using a pair `(ToEvent, FnOnce())` where the function /// is only iff the `Input` to be processed matches the provided `Event`-like thing. pub trait Behavior { fn input(self, input: Input) -> Option<Input>; } impl<F: FnOnce(Input) -> Option<Input>> Behavior for F { fn input(self, input: Input) -> Option<Input> { self(input) } } impl<E: ToEvent, F: FnOnce()> Behavior for (E, F) { fn input(self, input: Input) -> Option<Input> { let (event, function) = self; if input.matches(event) { function(); None } else { Some(input) } } } impl<E: ToEvent + Clone, F: FnOnce()> Behavior for (&[E], F) { fn input(self, input: Input) -> Option<Input> { let (it, function) = self; for event in it { if input.matches(event.clone()) { function(); return None; } } Some(input) } } /// A common return type for Operations such as functions of `Scrollable`, `Writable`, /// `Navigatable`, etc. /// /// Ok(()) means: The input was processed successfully and should be consumed. /// Err(()) means: The input could not be processed and should be passed on to and processed by /// some other `Behavior`. pub type OperationResult = Result<(), ()>; fn pass_on_if_err(res: OperationResult, input: Input) -> Option<Input> { if res.is_err() { Some(input) } else { None } } // ScrollableBehavior ----------------------------------------------- /// Collection of triggers for functions of something `Scrollable` implementing `Behavior`. pub struct ScrollBehavior<'a, S: Scrollable + 'a> { scrollable: &'a mut S, to_beginning_on: EventSet, to_end_on: EventSet, backwards_on: EventSet, forwards_on: EventSet, } impl<'a, S: Scrollable> ScrollBehavior<'a, S> { /// Create the behavior to act on the provided ´Scrollable`. Add triggers using other functions! pub fn new(scrollable: &'a mut S) -> Self { ScrollBehavior { scrollable: scrollable, backwards_on: EventSet::new(), forwards_on: EventSet::new(), to_beginning_on: EventSet::new(), to_end_on: EventSet::new(), } } /// Make the behavior trigger the `scroll_to_beginning` function on the provided event. pub fn to_beginning_on<E: ToEvent>(mut self, event: E) -> Self { self.to_beginning_on.insert(event); self } /// Make the behavior trigger the `scroll_to_end` function on the provided event. pub fn to_end_on<E: ToEvent>(mut self, event: E) -> Self { self.to_end_on.insert(event); self } /// Make the behavior trigger the `scroll_backwards` function on the provided event. pub fn backwards_on<E: ToEvent>(mut self, event: E) -> Self { self.backwards_on.insert(event); self } /// Make the behavior trigger the `scroll_forwards` function on the provided event. pub fn forwards_on<E: ToEvent>(mut self, event: E) -> Self { self.forwards_on.insert(event); self } } impl<'a, S: Scrollable> Behavior for ScrollBehavior<'a, S> { fn input(self, input: Input) -> Option<Input> { if self.forwards_on.contains(&input.event) { pass_on_if_err(self.scrollable.scroll_forwards(), input) } else if self.backwards_on.contains(&input.event) { pass_on_if_err(self.scrollable.scroll_backwards(), input) } else if self.to_beginning_on.contains(&input.event) { pass_on_if_err(self.scrollable.scroll_to_beginning(), input) } else if self.to_end_on.contains(&input.event) { pass_on_if_err(self.scrollable.scroll_to_end(), input) } else { Some(input) } } } /// Something that can be scrolled. Use in conjunction with `ScrollBehavior` to manipulate when /// input arrives. /// /// Note that `scroll_to_beginning` and `scroll_to_end` should be implemented manually if a fast /// pass is available and performance is important. By default these functions call /// `scroll_backwards` and `scroll_forwards` respectively until they fail. pub trait Scrollable { fn scroll_backwards(&mut self) -> OperationResult; fn scroll_forwards(&mut self) -> OperationResult; fn scroll_to_beginning(&mut self) -> OperationResult { if self.scroll_backwards().is_err() { return Err(()); } else { while self.scroll_backwards().is_ok() {} Ok(()) } } fn scroll_to_end(&mut self) -> OperationResult { if self.scroll_forwards().is_err() { return Err(()); } else { while self.scroll_forwards().is_ok() {} Ok(()) } } } // WriteBehavior ------------------------------------------ /// Collection of triggers for functions of something `Writable` implementing `Behavior`. pub struct WriteBehavior<'a, W: Writable + 'a> { writable: &'a mut W, } impl<'a, W: Writable + 'a> WriteBehavior<'a, W> { pub fn new(writable: &'a mut W) -> Self { WriteBehavior { writable: writable } } } impl<'a, W: Writable + 'a> Behavior for WriteBehavior<'a, W> { fn input(self, input: Input) -> Option<Input> { if let Event::Key(Key::Char(c)) = input.event { pass_on_if_err(self.writable.write(c), input) } else { Some(input) } } } /// Something that can be written to in the sense of a text box, editor or text input. /// /// All inputs that correspond to keystrokes with a corresponding `char` representation will be /// converted and passed to the `Writable`. pub trait Writable { fn write(&mut self, c: char) -> OperationResult; } // NavigateBehavior ------------------------------------------------ /// Collection of triggers for functions of something `Navigatable` implementing `Behavior`. pub struct NavigateBehavior<'a, N: Navigatable + 'a> { navigatable: &'a mut N, up_on: EventSet, down_on: EventSet, left_on: EventSet, right_on: EventSet, } impl<'a, N: Navigatable + 'a> NavigateBehavior<'a, N> { /// Create the behavior to act on the provided `Navigatable`. Add triggers using other functions! pub fn new(navigatable: &'a mut N) -> Self { NavigateBehavior { navigatable: navigatable, up_on: EventSet::new(), down_on: EventSet::new(), left_on: EventSet::new(), right_on: EventSet::new(), } } /// Make the behavior trigger the `move_up` function on the provided event. /// /// A typical candidate for `event` would be `Key::Up`. pub fn up_on<E: ToEvent>(mut self, event: E) -> Self { self.up_on.insert(event); self } /// Make the behavior trigger the `move_down` function on the provided event. /// /// A typical candidate for `event` would be `Key::Down`. pub fn down_on<E: ToEvent>(mut self, event: E) -> Self { self.down_on.insert(event); self } /// Make the behavior trigger the `move_left` function on the provided event. /// /// A typical candidate for `event` would be `Key::Left`. pub fn left_on<E: ToEvent>(mut self, event: E) -> Self { self.left_on.insert(event); self } /// Make the behavior trigger the `move_right` function on the provided event. /// /// A typical candidate for `event` would be `Key::Right`. pub fn right_on<E: ToEvent>(mut self, event: E) -> Self { self.right_on.insert(event); self } } impl<'a, N: Navigatable + 'a> Behavior for NavigateBehavior<'a, N> { fn input(self, input: Input) -> Option<Input> { if self.up_on.contains(&input.event) { pass_on_if_err(self.navigatable.move_up(), input) } else if self.down_on.contains(&input.event) { pass_on_if_err(self.navigatable.move_down(), input) } else if self.left_on.contains(&input.event) { pass_on_if_err(self.navigatable.move_left(), input) } else if self.right_on.contains(&input.event) { pass_on_if_err(self.navigatable.move_right(), input) } else { Some(input) } } } /// Something that can be navigated like a cursor in a text editor or character in a simple 2D /// game. pub trait Navigatable { fn move_up(&mut self) -> OperationResult; fn move_down(&mut self) -> OperationResult; fn move_left(&mut self) -> OperationResult; fn move_right(&mut self) -> OperationResult; } // EditBehavior --------------------------------------------------------- /// Collection of triggers for functions of something `Editable` implementing `Behavior`. pub struct EditBehavior<'a, E: Editable + 'a> { editable: &'a mut E, up_on: EventSet, down_on: EventSet, left_on: EventSet, right_on: EventSet, delete_forwards_on: EventSet, delete_backwards_on: EventSet, clear_on: EventSet, go_to_beginning_of_line_on: EventSet, go_to_end_of_line_on: EventSet, } impl<'a, E: Editable> EditBehavior<'a, E> { /// Create the behavior to act on the provided `Editable`. Add triggers using other functions! pub fn new(editable: &'a mut E) -> Self { EditBehavior { editable: editable, up_on: EventSet::new(), down_on: EventSet::new(), left_on: EventSet::new(), right_on: EventSet::new(), delete_forwards_on: EventSet::new(), delete_backwards_on: EventSet::new(), clear_on: EventSet::new(), go_to_beginning_of_line_on: EventSet::new(), go_to_end_of_line_on: EventSet::new(), } } /// Make the behavior trigger the `move_up` function on the provided event. /// /// A typical candidate for `event` would be `Key::Up`. pub fn up_on<T: ToEvent>(mut self, event: T) -> Self { self.up_on.insert(event); self } /// Make the behavior trigger the `move_down` function on the provided event. /// /// A typical candidate for `event` would be `Key::Down`. pub fn down_on<T: ToEvent>(mut self, event: T) -> Self { self.down_on.insert(event); self } /// Make the behavior trigger the `move_left` function on the provided event. /// /// A typical candidate for `event` would be `Key::Left`. pub fn left_on<T: ToEvent>(mut self, event: T) -> Self { self.left_on.insert(event); self } /// Make the behavior trigger the `move_right` function on the provided event. /// /// A typical candidate for `event` would be `Key::Right`. pub fn right_on<T: ToEvent>(mut self, event: T) -> Self { self.right_on.insert(event); self } /// Make the behavior trigger the `delete_forwards` function on the provided event. /// /// A typical candidate for `event` would be `Key::Delete`. pub fn delete_forwards_on<T: ToEvent>(mut self, event: T) -> Self { self.delete_forwards_on.insert(event); self } /// Make the behavior trigger the `delete_backwards` function on the provided event. /// /// A typical candidate for `event` would be `Key::Backspace`. pub fn delete_backwards_on<T: ToEvent>(mut self, event: T) -> Self { self.delete_backwards_on.insert(event); self } /// Make the behavior trigger the `clear` function on the provided event. pub fn clear_on<T: ToEvent>(mut self, event: T) -> Self { self.clear_on.insert(event); self } /// Make the behavior trigger the `go_to_beginning_of_line` function on the provided event. /// /// A typical candidate for `event` would be `Key::Home`. pub fn go_to_beginning_of_line_on<T: ToEvent>(mut self, event: T) -> Self { self.go_to_beginning_of_line_on.insert(event); self } /// Make the behavior trigger the `go_to_end_of_line_on` function on the provided event. /// /// A typical candidate for `event` would be `Key::End`. pub fn go_to_end_of_line_on<T: ToEvent>(mut self, event: T) -> Self { self.go_to_end_of_line_on.insert(event); self } } impl<'a, E: Editable> Behavior for EditBehavior<'a, E> { fn input(self, input: Input) -> Option<Input> { if self.up_on.contains(&input.event) { pass_on_if_err(self.editable.move_up(), input) } else if self.down_on.contains(&input.event) { pass_on_if_err(self.editable.move_down(), input) } else if self.left_on.contains(&input.event) { pass_on_if_err(self.editable.move_left(), input) } else if self.right_on.contains(&input.event) { pass_on_if_err(self.editable.move_right(), input) } else if self.delete_forwards_on.contains(&input.event) { pass_on_if_err(self.editable.delete_forwards(), input) } else if self.delete_backwards_on.contains(&input.event) { pass_on_if_err(self.editable.delete_backwards(), input) } else if self.clear_on.contains(&input.event) { pass_on_if_err(self.editable.clear(), input) } else if self.go_to_beginning_of_line_on.contains(&input.event) { pass_on_if_err(self.editable.go_to_beginning_of_line(), input) } else if self.go_to_end_of_line_on.contains(&input.event) { pass_on_if_err(self.editable.go_to_end_of_line(), input) } else if let Event::Key(Key::Char(c)) = input.event { pass_on_if_err(self.editable.write(c), input) } else { Some(input) } } } /// Something that acts like a text editor. pub trait Editable: Navigatable + Writable { /// In the sense of pressing the "Delete" key. fn delete_forwards(&mut self) -> OperationResult; /// In the sense of pressing the "Backspace" key. fn delete_backwards(&mut self) -> OperationResult; /// In the sense of pressing the "Home" key. fn go_to_beginning_of_line(&mut self) -> OperationResult; /// In the sense of pressing the "End" key. fn go_to_end_of_line(&mut self) -> OperationResult; fn clear(&mut self) -> OperationResult; }