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//! # Cursive //! //! [Cursive](https://github.com/gyscos/Cursive) is a TUI library built on top //! of ncurses-rs. //! It allows to easily build layouts for text-based applications. //! //! ## Getting started //! //! * Every application should start with a [`Cursive`](struct.Cursive.html) //! object. It is the main entry-point to the library. //! * A declarative phase then describes the structure of the UI by adding //! views and configuring their behaviours. //! * Finally, the event loop is started by calling //! [`Cursive::run(&mut self)`](struct.Cursive.html#method.run). //! //! ## Views //! //! Views are the main components of a cursive interface. //! The [`views`](./views/index.html) module contains many views to use in your //! application; if you don't find what you need, you may also implement the //! [`View`](view/trait.View.html) trait and build your own. //! //! ## Callbacks //! //! Cursive is a *reactive* UI: it *reacts* to events generated by user input. //! //! During the declarative phase, callbacks are set to trigger on specific //! events. These functions usually take a `&mut Cursive` argument, allowing //! them to modify the view tree at will. //! //! ## Examples //! //! ```no_run //! extern crate cursive; //! //! use cursive::Cursive; //! use cursive::views::TextView; //! //! fn main() { //! let mut siv = Cursive::new(); //! //! siv.add_layer(TextView::new("Hello World!\nPress q to quit.")); //! //! siv.add_global_callback('q', |s| s.quit()); //! //! siv.run(); //! } //! ``` //! //! ## Debugging //! //! The `Cursive` root initializes the terminal on creation, and do cleanups //! on drop. While it is alive, printing to the terminal will not work //! as expected, making debugging a bit harder. //! //! One solution is to redirect stderr to a file when running the application, //! and log to it instead of stdout. //! //! Or you can use gdb as usual. #![deny(missing_docs)] extern crate toml; extern crate unicode_segmentation; extern crate unicode_width; extern crate odds; extern crate num; extern crate owning_ref; #[cfg(feature = "termion")] #[macro_use] extern crate chan; #[allow(unused)] macro_rules! println_stderr( ($($arg:tt)*) => { { use ::std::io::Write; let r = writeln!(&mut ::std::io::stderr(), $($arg)*); r.expect("failed printing to stderr"); } } ); macro_rules! new_default( ($c:ty) => { impl Default for $c { fn default() -> Self { Self::new() } } } ); pub mod traits; pub mod event; #[macro_use] pub mod view; pub mod views; pub mod vec; pub mod theme; pub mod align; pub mod menu; pub mod direction; pub mod utils; // This probably doesn't need to be public? mod printer; mod xy; mod with; mod div; mod utf8; #[doc(hidden)] pub mod backend; use backend::Backend; use event::{Callback, Event, EventResult}; pub use printer::Printer; use std::any::Any; use std::collections::HashMap; use std::path::Path; use std::sync::mpsc; use vec::Vec2; use view::Finder; use view::View; pub use with::With; pub use xy::XY; /// Identifies a screen in the cursive root. pub type ScreenId = usize; /// Central part of the cursive library. /// /// It initializes ncurses on creation and cleans up on drop. /// To use it, you should populate it with views, layouts and callbacks, /// then start the event loop with run(). /// /// It uses a list of screen, with one screen active at a time. pub struct Cursive { theme: theme::Theme, screens: Vec<views::StackView>, global_callbacks: HashMap<Event, Callback>, menubar: views::Menubar, // Last layer sizes of the stack view. // If it changed, clear the screen. last_sizes: Vec<Vec2>, active_screen: ScreenId, running: bool, backend: backend::Concrete, cb_source: mpsc::Receiver<Box<Fn(&mut Cursive) + Send>>, cb_sink: mpsc::Sender<Box<Fn(&mut Cursive) + Send>>, } new_default!(Cursive); impl Cursive { /// Creates a new Cursive root, and initialize the back-end. pub fn new() -> Self { let backend = backend::Concrete::init(); let theme = theme::load_default(); // theme.activate(&mut backend); // let theme = theme::load_theme("assets/style.toml").unwrap(); let (tx, rx) = mpsc::channel(); let mut res = Cursive { theme: theme, screens: Vec::new(), last_sizes: Vec::new(), global_callbacks: HashMap::new(), menubar: views::Menubar::new(), active_screen: 0, running: true, cb_source: rx, cb_sink: tx, backend: backend, }; res.screens.push(views::StackView::new()); res } /// Returns a sink for asynchronous callbacks. /// /// Returns the sender part of a channel, that allows to send /// callbacks to `self` from other threads. /// /// Callbacks will be executed in the order /// of arrival on the next event cycle. /// /// Note that you currently need to call [`set_fps`] to force cursive to /// regularly check for messages. /// /// [`set_fps`]: #method.set_fps pub fn cb_sink(&self) -> &mpsc::Sender<Box<Fn(&mut Cursive) + Send>> { &self.cb_sink } /// Selects the menubar. pub fn select_menubar(&mut self) { self.menubar.take_focus(direction::Direction::none()); } /// Sets the menubar autohide feature. /// /// * When enabled (default), the menu is only visible when selected. /// * When disabled, the menu is always visible and reserves the top row. pub fn set_autohide_menu(&mut self, autohide: bool) { self.menubar.autohide = autohide; } /// Access the menu tree used by the menubar. /// /// This allows to add menu items to the menubar. /// /// # Examples /// /// ```no_run /// # extern crate cursive; /// # /// # use cursive::{Cursive, event}; /// # use cursive::views::{Dialog}; /// # use cursive::traits::*; /// # use cursive::menu::*; /// # /// # fn main() { /// let mut siv = Cursive::new(); /// /// siv.menubar() /// .add_subtree("File", /// MenuTree::new() /// .leaf("New", |s| s.add_layer(Dialog::info("New file!"))) /// .subtree("Recent", MenuTree::new().with(|tree| { /// for i in 1..100 { /// tree.add_leaf(format!("Item {}", i), |_| ()) /// } /// })) /// .delimiter() /// .with(|tree| { /// for i in 1..10 { /// tree.add_leaf(format!("Option {}", i), |_| ()); /// } /// }) /// .delimiter() /// .leaf("Quit", |s| s.quit())) /// .add_subtree("Help", /// MenuTree::new() /// .subtree("Help", /// MenuTree::new() /// .leaf("General", |s| { /// s.add_layer(Dialog::info("Help message!")) /// }) /// .leaf("Online", |s| { /// s.add_layer(Dialog::info("Online help?")) /// })) /// .leaf("About", /// |s| s.add_layer(Dialog::info("Cursive v0.0.0")))); /// /// siv.add_global_callback(event::Key::Esc, |s| s.select_menubar()); /// # } /// ``` pub fn menubar(&mut self) -> &mut views::Menubar { &mut self.menubar } /// Returns the currently used theme. pub fn current_theme(&self) -> &theme::Theme { &self.theme } /// Sets the current theme. pub fn set_theme(&mut self, theme: theme::Theme) { self.theme = theme; self.clear(); } /// Clears the screen. /// /// Users rarely have to call this directly. pub fn clear(&self) { self.backend.clear(self.theme.colors.background); } /// Loads a theme from the given file. /// /// `filename` must point to a valid toml file. pub fn load_theme_file<P: AsRef<Path>>(&mut self, filename: P) -> Result<(), theme::Error> { self.set_theme(try!(theme::load_theme_file(filename))); Ok(()) } /// Loads a theme from the given string content. /// /// Content must be valid toml. pub fn load_theme(&mut self, content: &str) -> Result<(), theme::Error> { self.set_theme(try!(theme::load_theme(content))); Ok(()) } /// Sets the refresh rate, in frames per second. /// /// Regularly redraws everything, even when no input is given. /// /// You currently need this to regularly check /// for events sent using [`cb_sink`]. /// /// Between 0 and 1000. Call with `fps = 0` to disable (default value). /// /// [`cb_sink`]: #method.cb_sink pub fn set_fps(&mut self, fps: u32) { self.backend.set_refresh_rate(fps) } /// Returns a reference to the currently active screen. pub fn screen(&self) -> &views::StackView { let id = self.active_screen; &self.screens[id] } /// Returns a mutable reference to the currently active screen. pub fn screen_mut(&mut self) -> &mut views::StackView { let id = self.active_screen; &mut self.screens[id] } /// Adds a new screen, and returns its ID. pub fn add_screen(&mut self) -> ScreenId { let res = self.screens.len(); self.screens.push(views::StackView::new()); res } /// Convenient method to create a new screen, and set it as active. pub fn add_active_screen(&mut self) -> ScreenId { let res = self.add_screen(); self.set_screen(res); res } /// Sets the active screen. Panics if no such screen exist. pub fn set_screen(&mut self, screen_id: ScreenId) { if screen_id >= self.screens.len() { panic!("Tried to set an invalid screen ID: {}, but only {} \ screens present.", screen_id, self.screens.len()); } self.active_screen = screen_id; } /// Tries to find the view pointed to by the given selector. /// /// Runs a closure on the view once it's found, and return the /// result. /// /// If the view is not found, or if it is not of the asked type, /// returns None. /// /// # Examples /// /// ```no_run /// # extern crate cursive; /// # use cursive::{Cursive, views, view}; /// # use cursive::traits::*; /// # fn main() { /// let mut siv = Cursive::new(); /// /// siv.add_layer(views::TextView::new("Text #1") /// .with_id("text")); /// /// siv.add_global_callback('p', |s| { /// s.call_on(&view::Selector::Id("text"), |view: &mut views::TextView| { /// view.set_content("Text #2"); /// }); /// }); /// # } /// ``` pub fn call_on<V, F, R>(&mut self, sel: &view::Selector, callback: F) -> Option<R> where V: View + Any, F: FnOnce(&mut V) -> R { self.screen_mut().call_on(sel, callback) } /// Tries to find the view identified by the given id. /// /// Convenient method to use `call_on` with a `view::Selector::Id`. /// /// # Examples /// /// ```no_run /// # extern crate cursive; /// # use cursive::{Cursive, views}; /// # use cursive::traits::*; /// # fn main() { /// let mut siv = Cursive::new(); /// /// siv.add_layer(views::TextView::new("Text #1") /// .with_id("text")); /// /// siv.add_global_callback('p', |s| { /// s.call_on_id("text", |view: &mut views::TextView| { /// view.set_content("Text #2"); /// }); /// }); /// # } /// ``` pub fn call_on_id<V, F, R>(&mut self, id: &str, callback: F) -> Option<R> where V: View + Any, F: FnOnce(&mut V) -> R { self.call_on(&view::Selector::Id(id), callback) } /// Convenient method to find a view wrapped in [`IdView`]. /// /// This looks for a `IdView<V>` with the given ID, and return /// a mutable reference to the wrapped view. /// /// [`IdView`]: views/struct.IdView.html pub fn find_id<V>(&mut self, id: &str) -> Option<views::ViewRef<V>> where V: View + Any { self.call_on_id(id, views::IdView::<V>::get_mut) } /// Moves the focus to the view identified by `id`. /// /// Convenient method to call `focus` with a `view::Selector::Id`. pub fn focus_id(&mut self, id: &str) -> Result<(), ()> { self.focus(&view::Selector::Id(id)) } /// Moves the focus to the view identified by `sel`. pub fn focus(&mut self, sel: &view::Selector) -> Result<(), ()> { self.screen_mut().focus_view(sel) } /// Adds a global callback. /// /// Will be triggered on the given key press when no view catches it. /// /// # Examples /// /// ```no_run /// # extern crate cursive; /// # use cursive::*; /// # fn main() { /// let mut siv = Cursive::new(); /// /// siv.add_global_callback('q', |s| s.quit()); /// # } /// ``` pub fn add_global_callback<F, E: Into<Event>>(&mut self, event: E, cb: F) where F: Fn(&mut Cursive) + 'static { self.global_callbacks.insert(event.into(), Callback::from_fn(cb)); } /// Add a layer to the current screen. /// /// # Examples /// /// ```no_run /// # extern crate cursive; /// # use cursive::*; /// # fn main() { /// let mut siv = Cursive::new(); /// /// siv.add_layer(views::TextView::new("Hello world!")); /// # } /// ``` pub fn add_layer<T: 'static + View>(&mut self, view: T) { self.screen_mut().add_layer(view); } /// Adds a new full-screen layer to the current screen. /// /// Fullscreen layers have no shadow. pub fn add_fullscreen_layer<T>(&mut self, view: T) where T: 'static + View { self.screen_mut().add_fullscreen_layer(view); } /// Convenient method to remove a layer from the current screen. pub fn pop_layer(&mut self) { self.screen_mut().pop_layer(); self.clear(); } // Handles a key event when it was ignored by the current view fn on_event(&mut self, event: Event) { let cb = match self.global_callbacks.get(&event) { None => return, Some(cb) => cb.clone(), }; // Not from a view, so no viewpath here cb(self); } /// Returns the size of the screen, in characters. pub fn screen_size(&self) -> Vec2 { let (x, y) = self.backend.screen_size(); Vec2 { x: x as usize, y: y as usize, } } fn layout(&mut self) { let size = self.screen_size(); self.screen_mut().layout(size); } fn draw(&mut self) { let sizes = self.screen().layer_sizes(); if self.last_sizes != sizes { self.clear(); self.last_sizes = sizes; } let printer = Printer::new(self.screen_size(), &self.theme, &self.backend); // Draw the currently active screen // If the menubar is active, nothing else can be. let offset = if self.menubar.autohide { 0 } else { 1 }; // Draw the menubar? if self.menubar.visible() { let printer = printer.sub_printer(Vec2::zero(), printer.size, self.menubar.receive_events()); self.menubar.draw(&printer); } let selected = self.menubar.receive_events(); let printer = printer.sub_printer(Vec2::new(0, offset), printer.size, !selected); let id = self.active_screen; self.screens[id].draw(&printer); } /// Returns `true` until [`quit(&mut self)`] is called. /// /// [`quit(&mut self)`]: #method.quit pub fn is_running(&self) -> bool { self.running } /// Runs the event loop. /// /// It will wait for user input (key presses) /// and trigger callbacks accordingly. /// /// Calls [`step(&mut self)`] until [`quit(&mut self)`] is called. /// /// After this function returns, you can call /// it again and it will start a new loop. /// /// [`step(&mut self)`]: #method.step /// [`quit(&mut self)`]: #method.quit pub fn run(&mut self) { self.running = true; // And the big event loop begins! while self.running { self.step(); } } /// Performs a single step from the event loop. /// /// Useful if you need tighter control on the event loop. /// Otherwise, [`run(&mut self)`] might be more convenient. /// /// [`run(&mut self)`]: #method.run pub fn step(&mut self) { if let Ok(cb) = self.cb_source.try_recv() { cb(self); } // Do we need to redraw everytime? // Probably, actually. // TODO: Do we need to re-layout everytime? self.layout(); // TODO: Do we need to redraw every view every time? // (Is this getting repetitive? :p) self.draw(); self.backend.refresh(); // Wait for next event. // (If set_fps was called, this returns -1 now and then) let event = self.backend.poll_event(); if event == Event::Exit { self.quit(); } if event == Event::WindowResize { self.clear(); } // Event dispatch order: // * Focused element: // * Menubar (if active) // * Current screen (top layer) // * Global callbacks if self.menubar.receive_events() { self.menubar.on_event(event).process(self); } else { match self.screen_mut().on_event(event.clone()) { // If the event was ignored, // it is our turn to play with it. EventResult::Ignored => self.on_event(event), EventResult::Consumed(None) => (), EventResult::Consumed(Some(cb)) => cb(self), } } } /// Stops the event loop. pub fn quit(&mut self) { self.running = false; } } impl Drop for Cursive { fn drop(&mut self) { self.backend.finish(); } }