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EventPump

Struct EventPump 

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pub struct EventPump {
    pub app: App,
    /* private fields */
}
Expand description

Owns the app, its channel and the keys held while it was busy.

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§app: App

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impl EventPump

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pub fn new(app: App, tx: Sender<AppEvent>, rx: Receiver<AppEvent>) -> Self

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pub fn handle_first(&mut self, events: impl IntoIterator<Item = AppEvent>)

Handle events before anything on the channel: they arrived first, or are the startup open those keys were typed at. Keys among them are offered, in order, after the other events and ahead of the channel.

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pub fn send(&self, event: AppEvent) -> Result<()>

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pub fn held_keys(&self) -> impl Iterator<Item = &KeyEvent>

The keys waiting for the app to go idle, oldest first.

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pub fn replaying(&self) -> bool

True while held keys are waiting on an idle app: the loop should not wait on the terminal, since each iteration replays one.

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pub fn terminal_key(&mut self, key: KeyEvent) -> Result<bool>

A key read from the terminal. Handled now if it is a hard escape, or the app is idle with nothing queued ahead of it, or it is one of the view keys that act at a busy table; Enter with nothing to drill into waits as Space; a bare Enter/Esc at a busy table is dropped; otherwise it waits behind whatever was typed before it. Returns whether the app changed.

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pub fn terminal_mouse(&mut self, mouse: MouseEvent) -> Result<bool>

A mouse event read from the terminal, which means what it lands on in the last frame (App::pointer). It is never held: aimed at what is on screen now, it would land on something else later. The wheel’s arrows and a chip’s key act where a typed key would act at once and are dropped where it would wait, so the wheel across moves the column cursor at a busy table, as ←→ do, and the wheel down waits for nothing. A click moves the cursor where ↓ would act at once: at an idle table with nothing held, and on the home screen, which keeps its keys. Returns whether the app changed.

The rest stand for keys and act where those keys would: focusing a form’s field where ↓ would, a dragged width where > would, a dropped header where L would, opening the context menu where ↓ would at the table, and a menu line or a tool pressing its key as typed.

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pub fn replay_one(&mut self) -> Result<bool>

Replay the oldest held key if the app is idle. Returns whether one was replayed.

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pub fn drain(&mut self) -> Result<Drained>

Handle everything waiting on the channel.

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pub fn wait_and_drain(&mut self, timeout: Duration) -> Result<Drained>

Wait up to timeout for the next event, then handle it and everything behind it. The run loop’s only wait: keys, worker results and continuations all arrive here, so whichever comes first ends it. Duration::MAX waits as long as it takes.

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pub fn run(&mut self, draw: impl FnMut(&mut App) -> Result<()>) -> Result<Ended>

The run loop, given a way to draw a frame: draw the first one, then replay one held key, handle what has arrived, sleep until something arrives or a deadline passes, and redraw, until the app exits.

Keys (AppEvent::Terminal), worker results and the app’s own news all come through the one channel, so whichever is first ends the sleep; nothing waits out a poll interval. Whatever was handled is drawn before the loop sleeps, and a continuation queued by it runs right after that frame.

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fn fg<C>(&self) -> FgColorDisplay<'_, C, Self>
where C: Color,

Set the foreground color generically Read more
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fn bg<C>(&self) -> BgColorDisplay<'_, C, Self>
where C: Color,

Set the background color generically. Read more
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fn black(&self) -> FgColorDisplay<'_, Black, Self>

Change the foreground color to black
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fn on_black(&self) -> BgColorDisplay<'_, Black, Self>

Change the background color to black
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fn red(&self) -> FgColorDisplay<'_, Red, Self>

Change the foreground color to red
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fn on_red(&self) -> BgColorDisplay<'_, Red, Self>

Change the background color to red
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fn green(&self) -> FgColorDisplay<'_, Green, Self>

Change the foreground color to green
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fn on_green(&self) -> BgColorDisplay<'_, Green, Self>

Change the background color to green
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fn yellow(&self) -> FgColorDisplay<'_, Yellow, Self>

Change the foreground color to yellow
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fn on_yellow(&self) -> BgColorDisplay<'_, Yellow, Self>

Change the background color to yellow
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fn blue(&self) -> FgColorDisplay<'_, Blue, Self>

Change the foreground color to blue
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fn on_blue(&self) -> BgColorDisplay<'_, Blue, Self>

Change the background color to blue
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fn magenta(&self) -> FgColorDisplay<'_, Magenta, Self>

Change the foreground color to magenta
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fn on_magenta(&self) -> BgColorDisplay<'_, Magenta, Self>

Change the background color to magenta
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fn purple(&self) -> FgColorDisplay<'_, Magenta, Self>

Change the foreground color to purple
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fn on_purple(&self) -> BgColorDisplay<'_, Magenta, Self>

Change the background color to purple
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fn cyan(&self) -> FgColorDisplay<'_, Cyan, Self>

Change the foreground color to cyan
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fn on_cyan(&self) -> BgColorDisplay<'_, Cyan, Self>

Change the background color to cyan
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fn white(&self) -> FgColorDisplay<'_, White, Self>

Change the foreground color to white
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fn on_white(&self) -> BgColorDisplay<'_, White, Self>

Change the background color to white
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fn default_color(&self) -> FgColorDisplay<'_, Default, Self>

Change the foreground color to the terminal default
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fn on_default_color(&self) -> BgColorDisplay<'_, Default, Self>

Change the background color to the terminal default
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fn bright_black(&self) -> FgColorDisplay<'_, BrightBlack, Self>

Change the foreground color to bright black
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fn on_bright_black(&self) -> BgColorDisplay<'_, BrightBlack, Self>

Change the background color to bright black
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fn bright_red(&self) -> FgColorDisplay<'_, BrightRed, Self>

Change the foreground color to bright red
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fn on_bright_red(&self) -> BgColorDisplay<'_, BrightRed, Self>

Change the background color to bright red
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fn bright_green(&self) -> FgColorDisplay<'_, BrightGreen, Self>

Change the foreground color to bright green
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fn on_bright_green(&self) -> BgColorDisplay<'_, BrightGreen, Self>

Change the background color to bright green
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fn bright_yellow(&self) -> FgColorDisplay<'_, BrightYellow, Self>

Change the foreground color to bright yellow
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fn on_bright_yellow(&self) -> BgColorDisplay<'_, BrightYellow, Self>

Change the background color to bright yellow
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fn bright_blue(&self) -> FgColorDisplay<'_, BrightBlue, Self>

Change the foreground color to bright blue
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fn on_bright_blue(&self) -> BgColorDisplay<'_, BrightBlue, Self>

Change the background color to bright blue
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fn bright_magenta(&self) -> FgColorDisplay<'_, BrightMagenta, Self>

Change the foreground color to bright magenta
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fn on_bright_magenta(&self) -> BgColorDisplay<'_, BrightMagenta, Self>

Change the background color to bright magenta
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fn bright_purple(&self) -> FgColorDisplay<'_, BrightMagenta, Self>

Change the foreground color to bright purple
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fn on_bright_purple(&self) -> BgColorDisplay<'_, BrightMagenta, Self>

Change the background color to bright purple
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fn bright_cyan(&self) -> FgColorDisplay<'_, BrightCyan, Self>

Change the foreground color to bright cyan
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fn on_bright_cyan(&self) -> BgColorDisplay<'_, BrightCyan, Self>

Change the background color to bright cyan
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fn bright_white(&self) -> FgColorDisplay<'_, BrightWhite, Self>

Change the foreground color to bright white
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fn on_bright_white(&self) -> BgColorDisplay<'_, BrightWhite, Self>

Change the background color to bright white
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fn bold(&self) -> BoldDisplay<'_, Self>

Make the text bold
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fn dimmed(&self) -> DimDisplay<'_, Self>

Make the text dim
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fn italic(&self) -> ItalicDisplay<'_, Self>

Make the text italicized
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fn underline(&self) -> UnderlineDisplay<'_, Self>

Make the text underlined
Make the text blink
Make the text blink (but fast!)
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fn reversed(&self) -> ReversedDisplay<'_, Self>

Swap the foreground and background colors
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fn hidden(&self) -> HiddenDisplay<'_, Self>

Hide the text
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fn strikethrough(&self) -> StrikeThroughDisplay<'_, Self>

Cross out the text
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fn color<Color>(&self, color: Color) -> FgDynColorDisplay<'_, Color, Self>
where Color: DynColor,

Set the foreground color at runtime. Only use if you do not know which color will be used at compile-time. If the color is constant, use either OwoColorize::fg or a color-specific method, such as OwoColorize::green, Read more
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fn on_color<Color>(&self, color: Color) -> BgDynColorDisplay<'_, Color, Self>
where Color: DynColor,

Set the background color at runtime. Only use if you do not know what color to use at compile-time. If the color is constant, use either OwoColorize::bg or a color-specific method, such as OwoColorize::on_yellow, Read more
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fn fg_rgb<const R: u8, const G: u8, const B: u8>( &self, ) -> FgColorDisplay<'_, CustomColor<R, G, B>, Self>

Set the foreground color to a specific RGB value.
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fn bg_rgb<const R: u8, const G: u8, const B: u8>( &self, ) -> BgColorDisplay<'_, CustomColor<R, G, B>, Self>

Set the background color to a specific RGB value.
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fn truecolor(&self, r: u8, g: u8, b: u8) -> FgDynColorDisplay<'_, Rgb, Self>

Sets the foreground color to an RGB value.
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fn on_truecolor(&self, r: u8, g: u8, b: u8) -> BgDynColorDisplay<'_, Rgb, Self>

Sets the background color to an RGB value.
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fn style(&self, style: Style) -> Styled<&Self>

Apply a runtime-determined style
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