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use std::thread; use std::time::Duration; use crossbeam::channel::{self, Receiver}; use cursive::direction::Direction; use cursive::event::{AnyCb, Event, EventResult}; use cursive::theme::PaletteColor; use cursive::utils::markup::StyledString; use cursive::view::{Selector, View}; use cursive::views::TextView; use cursive::{Cursive, Printer, Rect, Vec2}; use interpolation::Ease; use num::clamp; use crate::utils; /// This struct represents the content of a single loading animation frame, /// produced by a animation function of the `AsyncView`. Read the documentation /// of the `default_animation` to see how to implement your own animation function. pub struct AnimationFrame { /// A `StyledString` that will be displayed inside a `TextView` for this frame. pub content: StyledString, /// The next `frame_idx` passed to the animation function when calculating /// the next frame. pub next_frame_idx: usize, } /// The default loading animation for a `AsyncView`. /// /// # Creating your own loading function /// /// As an example a very basic loading function would look like this: /// /// ``` /// use cursive::Cursive; /// use cursive::views::TextView; /// use cursive::utils::markup::StyledString; /// use cursive_async_view::{AsyncView, AnimationFrame}; /// /// fn my_loading_animation( /// _width: usize, /// _height: usize, /// frame_idx: usize, /// ) -> AnimationFrame { /// let content = if frame_idx < 30 { /// StyledString::plain("loading") /// } else { /// StyledString::plain("content") /// }; /// /// AnimationFrame { /// content, /// next_frame_idx: (frame_idx + 1) % 60, /// } /// } /// /// let mut siv = Cursive::default(); /// let async_view = AsyncView::new(&siv, move || { /// std::thread::sleep(std::time::Duration::from_secs(10)); /// TextView::new("Yay!\n\nThe content has loaded!") /// }) /// .with_animation_fn(my_loading_animation); /// ``` /// /// This animation function will first display `loading` for 1 second and then display /// `content` for 1 second. /// /// The `width` and `height` parameters contain the maximum size the content may have /// (in characters). The initial `frame_idx` is 0. pub fn default_animation(width: usize, _height: usize, frame_idx: usize) -> AnimationFrame { let foreground = PaletteColor::Highlight; let background = PaletteColor::HighlightInactive; let symbol = "━"; let duration = 2 * 1000 / 30; let durationf = duration as f64; let idx = frame_idx % duration; let idxf = idx as f64; let factor = idxf / durationf; let begin_factor = clamp(((factor + 0.5) % 1.0).circular_in_out(), 0.0, 1.0); let end_factor = clamp(((factor + 0.75) % 1.0).circular_in_out() * 2.0, 0.0, 1.0); let begin = (begin_factor * width as f64) as usize; let end = (end_factor * width as f64) as usize; let mut result = StyledString::default(); if end >= begin { result.append_styled(utils::repeat_str(symbol, begin), background); result.append_styled(utils::repeat_str(symbol, end - begin), foreground); result.append_styled(utils::repeat_str(symbol, width - end), background); } else { result.append_styled(utils::repeat_str(symbol, end), foreground); result.append_styled(utils::repeat_str(symbol, begin - end), background); result.append_styled(utils::repeat_str(symbol, width - begin), foreground); } AnimationFrame { content: result, next_frame_idx: (idx + 1) % duration, } } /// An `AsyncView` is a wrapper view that displays a loading screen, until the child /// view is successfully created. The creation of the inner view is done on a /// dedicated thread. Therefore, it is necessary for the creation function to /// always return, otherwise the thread will get stuck. /// /// # Example usage /// /// ``` /// use cursive::{views::TextView, Cursive}; /// use cursive_async_view::AsyncView; /// /// let mut siv = Cursive::default(); /// let async_view = AsyncView::new(&siv, move || { /// std::thread::sleep(std::time::Duration::from_secs(10)); /// TextView::new("Yay!\n\nThe content has loaded!") /// }); /// /// siv.add_layer(async_view); /// // siv.run(); /// ``` /// /// The content will be displayed after 10 seconds. /// /// # Threads /// /// The `new(siv, creator)` method will spawn 2 threads: /// /// 1. `cursive-async-view::creator` The creation thread for the wrapped view. /// This thread will stop running as soon as the creation function returned. /// 2. `cursive-async-view::updater` The update thread for ensuring 30fps during /// the loading animation. This thread will be stopped by `AsyncView` when the /// creation function returned and the new view is available for layouting. /// /// The threads are labeled as indicated above. /// /// # TODO /// /// * make creation function return a result to mark an unsuccessful creation /// pub struct AsyncView<T: View + Send> { view: Option<T>, loading: TextView, animation_fn: Box<dyn Fn(usize, usize, usize) -> AnimationFrame + 'static>, width: Option<usize>, height: Option<usize>, pos: usize, rx: Receiver<T>, } impl<T: View + Send> AsyncView<T> { /// Create a new `AsyncView` instance. The cursive reference is only used /// to control the refresh rate of the terminal when the loading animation /// is running. In order to show the view, it has to be directly or indirectly /// added to a cursive layer like any other view. /// /// The creator function will be executed on a dedicated thread in the /// background. Make sure that this function will never block indefinitely. /// Otherwise, the creation thread will get stuck. pub fn new<F>(siv: &Cursive, creator: F) -> Self where F: FnOnce() -> T + Send + 'static, { // trust me, I'm an engineer let sink = siv.cb_sink().clone(); let (tx, rx) = channel::unbounded(); let (update_tx, update_rx) = channel::unbounded(); // creation thread for async view thread::Builder::new() .name(format!("cursive-async-view::creator")) .spawn(move || { tx.send(creator()).unwrap(); update_tx.send(true).unwrap(); // trigger relayout when new view is available sink.send(Box::new(|_: &mut Cursive| {})) }) .unwrap(); let update_sink = siv.cb_sink().clone(); // view update thread targeting 30fps thread::Builder::new() .name(format!("cursive-async-view::updater")) .spawn(move || { loop { if update_rx.recv_timeout(Duration::from_millis(33)).is_ok() { // flippity flop, I need to stop break; } update_sink.send(Box::new(|_: &mut Cursive| {})).unwrap(); } }) .unwrap(); Self { view: None, loading: TextView::new(""), animation_fn: Box::new(default_animation), width: None, height: None, pos: 0, rx, } } /// Mark the maximum allowed width in characters, the loading animation may consume. /// By default, the width will be inherited by the parent view. pub fn with_width(self, width: usize) -> Self { Self { width: Some(width), ..self } } /// Mark the maximum allowed height in characters, the loading animation may consume. /// By default, the height will be inherited by the parent view. pub fn with_height(self, height: usize) -> Self { Self { height: Some(height), ..self } } /// Set a custom animation function for this view, indicating that the wrapped view is /// not available yet. See the `default_animation` function reference for an example on /// how to create a custom animation function. pub fn with_animation_fn<F>(self, animation_fn: F) -> Self where // We cannot use a lifetime bound to the AsyncView struct because View has a // 'static requirement. Therefore we have to make sure the animation_fn is // 'static, meaning it owns all values and does not reference anything // outside of its scope. In practice this means all animation_fn must be // `move |width| {...}` or fn's. F: Fn(usize, usize, usize) -> AnimationFrame + 'static, { Self { pos: 0, animation_fn: Box::new(animation_fn), ..self } } /// Set the maximum allowed width in characters, the loading animation may consume. pub fn set_width(&mut self, width: usize) { self.width = Some(width); } /// Set the maximum allowed height in characters, the loading animation may consume. pub fn set_height(&mut self, height: usize) { self.height = Some(height); } /// Set a custom animation function for this view, indicating that the wrapped view is /// not available yet. See the `default_animation` function reference for an example on /// how to create a custom animation function. /// /// This function may be set at any time. The loading animation can be changed even if /// the previous loading animation has already started. /// /// > The `frame_idx` of the loading animation is reset to 0 when setting a new animation function pub fn set_animation_fn<F>(&mut self, animation_fn: F) where F: Fn(usize, usize, usize) -> AnimationFrame + 'static, { self.pos = 0; self.animation_fn = Box::new(animation_fn); } /// Make the loading animation inherit its width from the parent view. This is the default. pub fn inherit_width(&mut self) { self.width = None; } /// Make the loading animation inherit its height from the parent view. This is the default. pub fn inherit_height(&mut self) { self.height = None; } } impl<T: View + Send + Sized> View for AsyncView<T> { fn draw(&self, printer: &Printer) { match self.view { Some(ref view) => view.draw(printer), None => self.loading.draw(printer), } } fn layout(&mut self, vec: Vec2) { match self.view { Some(ref mut view) => view.layout(vec), None => self.loading.layout(vec), } } fn needs_relayout(&self) -> bool { match self.view { Some(ref view) => view.needs_relayout(), None => true, } } fn required_size(&mut self, constraint: Vec2) -> Vec2 { if self.view.is_none() { match self.rx.try_recv() { Ok(view) => self.view = Some(view), Err(_) => {} } } match self.view { Some(ref mut view) => view.required_size(constraint), None => { let width = self.width.unwrap_or(constraint.x); let height = self.height.unwrap_or(constraint.y); let AnimationFrame { content, next_frame_idx, } = (self.animation_fn)(width, height, self.pos); self.loading.set_content(content); self.pos = next_frame_idx; self.loading.required_size(constraint) } } } fn on_event(&mut self, ev: Event) -> EventResult { match self.view { Some(ref mut view) => view.on_event(ev), None => self.loading.on_event(ev), } } fn call_on_any<'a>(&mut self, sel: &Selector, cb: AnyCb<'a>) { match self.view { Some(ref mut view) => view.call_on_any(sel, cb), None => self.loading.call_on_any(sel, cb), } } fn focus_view(&mut self, sel: &Selector) -> Result<(), ()> { match self.view { Some(ref mut view) => view.focus_view(sel), None => self.loading.focus_view(sel), } } fn take_focus(&mut self, source: Direction) -> bool { match self.view { Some(ref mut view) => view.take_focus(source), None => self.loading.take_focus(source), } } fn important_area(&self, view_size: Vec2) -> Rect { match self.view { Some(ref view) => view.important_area(view_size), None => self.loading.important_area(view_size), } } }