fyrox_ui/list_view.rs
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//! List view is used to display lists with arbitrary items. It supports single-selection and by default, it stacks the items
//! vertically.
#![warn(missing_docs)]
use crate::{
border::BorderBuilder,
brush::Brush,
core::{
color::Color, pool::Handle, reflect::prelude::*, type_traits::prelude::*, uuid_provider,
variable::InheritableVariable, visitor::prelude::*,
},
decorator::{Decorator, DecoratorMessage},
define_constructor,
draw::{CommandTexture, Draw, DrawingContext},
message::{KeyCode, MessageDirection, UiMessage},
scroll_viewer::{ScrollViewer, ScrollViewerBuilder, ScrollViewerMessage},
stack_panel::StackPanelBuilder,
widget::{Widget, WidgetBuilder, WidgetMessage},
BuildContext, Control, Thickness, UiNode, UserInterface, BRUSH_DARK, BRUSH_LIGHT,
};
use fyrox_graph::BaseSceneGraph;
use std::ops::{Deref, DerefMut};
/// A set of messages that can be used to modify/fetch the state of a [`ListView`] widget at runtime.
#[derive(Debug, Clone, PartialEq, Eq)]
pub enum ListViewMessage {
/// A message, that is used to either fetch or modify current selection of a [`ListView`] widget. See [ff](ListView#selection)
SelectionChanged(Option<usize>),
/// A message, that is used to set new items of a list view.
Items(Vec<Handle<UiNode>>),
/// A message, that is used to add an item to a list view.
AddItem(Handle<UiNode>),
/// A message, that is used to remove an item from a list view.
RemoveItem(Handle<UiNode>),
/// A message, that is used to bring an item into view.
BringItemIntoView(Handle<UiNode>),
}
impl ListViewMessage {
define_constructor!(
/// Creates [`ListViewMessage::SelectionChanged`] message.
ListViewMessage:SelectionChanged => fn selection(Option<usize>), layout: false
);
define_constructor!(
/// Creates [`ListViewMessage::Items`] message.
ListViewMessage:Items => fn items(Vec<Handle<UiNode >>), layout: false
);
define_constructor!(
/// Creates [`ListViewMessage::AddItem`] message.
ListViewMessage:AddItem => fn add_item(Handle<UiNode>), layout: false
);
define_constructor!(
/// Creates [`ListViewMessage::RemoveItem`] message.
ListViewMessage:RemoveItem => fn remove_item(Handle<UiNode>), layout: false
);
define_constructor!(
/// Creates [`ListViewMessage::BringItemIntoView`] message.
ListViewMessage:BringItemIntoView => fn bring_item_into_view(Handle<UiNode>), layout: false
);
}
/// List view is used to display lists with arbitrary items. It supports single-selection and by default, it stacks the items
/// vertically.
///
/// ## Example
///
/// [`ListView`] can be created using [`ListViewBuilder`]:
///
/// ```rust
/// # use fyrox_ui::{
/// # core::pool::Handle, list_view::ListViewBuilder, text::TextBuilder, widget::WidgetBuilder,
/// # BuildContext, UiNode,
/// # };
/// #
/// fn create_list(ctx: &mut BuildContext) -> Handle<UiNode> {
/// ListViewBuilder::new(WidgetBuilder::new())
/// .with_items(vec![
/// TextBuilder::new(WidgetBuilder::new())
/// .with_text("Item0")
/// .build(ctx),
/// TextBuilder::new(WidgetBuilder::new())
/// .with_text("Item1")
/// .build(ctx),
/// ])
/// .build(ctx)
/// }
/// ```
///
/// Keep in mind, that the items of the list view can be pretty much any other widget. They also don't have to be the same
/// type, you can mix any type of widgets.
///
/// ## Custom Items Panel
///
/// By default, list view creates inner [`crate::stack_panel::StackPanel`] to arrange its items. It is enough for most cases,
/// however in rare cases you might want to use something else. For example, you could use [`crate::wrap_panel::WrapPanel`]
/// to create list view with selectable "tiles":
///
/// ```rust
/// # use fyrox_ui::{
/// # core::pool::Handle, list_view::ListViewBuilder, text::TextBuilder, widget::WidgetBuilder,
/// # wrap_panel::WrapPanelBuilder, BuildContext, UiNode,
/// # };
/// fn create_list(ctx: &mut BuildContext) -> Handle<UiNode> {
/// ListViewBuilder::new(WidgetBuilder::new())
/// // Using WrapPanel instead of StackPanel:
/// .with_items_panel(WrapPanelBuilder::new(WidgetBuilder::new()).build(ctx))
/// .with_items(vec![
/// TextBuilder::new(WidgetBuilder::new())
/// .with_text("Item0")
/// .build(ctx),
/// TextBuilder::new(WidgetBuilder::new())
/// .with_text("Item1")
/// .build(ctx),
/// ])
/// .build(ctx)
/// }
/// ```
///
/// ## Selection
///
/// List view support single selection only, you can change it at runtime by sending [`ListViewMessage::SelectionChanged`]
/// message with [`MessageDirection::ToWidget`] like so:
///
/// ```rust
/// # use fyrox_ui::{
/// # core::pool::Handle, list_view::ListViewMessage, message::MessageDirection, UiNode,
/// # UserInterface,
/// # };
/// fn change_selection(my_list_view: Handle<UiNode>, ui: &UserInterface) {
/// ui.send_message(ListViewMessage::selection(
/// my_list_view,
/// MessageDirection::ToWidget,
/// Some(1),
/// ));
/// }
/// ```
///
/// It is also possible to not have selected item at all, to do this you need to send [`None`] as a selection.
///
/// To catch the moment when selection has changed (either by a user or by the [`ListViewMessage::SelectionChanged`],) you need
/// to listen to the same message but with opposite direction, like so:
///
/// ```rust
/// # use fyrox_ui::{
/// # core::pool::Handle, list_view::ListViewMessage, message::MessageDirection,
/// # message::UiMessage, UiNode,
/// # };
/// #
/// fn do_something(my_list_view: Handle<UiNode>, message: &UiMessage) {
/// if let Some(ListViewMessage::SelectionChanged(selection)) = message.data() {
/// if message.destination() == my_list_view
/// && message.direction() == MessageDirection::FromWidget
/// {
/// println!("New selection is: {:?}", selection);
/// }
/// }
/// }
/// ```
///
/// ## Adding/removing items
///
/// To change items of the list view you can use the variety of following messages: [`ListViewMessage::AddItem`], [`ListViewMessage::RemoveItem`],
/// [`ListViewMessage::Items`]. To decide which one to use, is very simple - if you adding/removing a few items, use [`ListViewMessage::AddItem`]
/// and [`ListViewMessage::RemoveItem`], otherwise use [`ListViewMessage::Items`], which changes the items at once.
///
/// ```rust
/// use fyrox_ui::{
/// core::pool::Handle, list_view::ListViewMessage, message::MessageDirection,
/// text::TextBuilder, widget::WidgetBuilder, UiNode, UserInterface,
/// };
/// fn change_items(my_list_view: Handle<UiNode>, ui: &mut UserInterface) {
/// let ctx = &mut ui.build_ctx();
///
/// // Build new items first.
/// let items = vec![
/// TextBuilder::new(WidgetBuilder::new())
/// .with_text("Item0")
/// .build(ctx),
/// TextBuilder::new(WidgetBuilder::new())
/// .with_text("Item1")
/// .build(ctx),
/// ];
///
/// // Then send the message with their handles to the list view.
/// ui.send_message(ListViewMessage::items(
/// my_list_view,
/// MessageDirection::ToWidget,
/// items,
/// ));
/// }
/// ```
///
/// ## Bringing a particular item into view
///
/// It is possible to bring a particular item into view, which is useful when you have hundreds or thousands of items and you
/// want to bring only particular item into view. It could be done by sending a [`ListViewMessage::BringItemIntoView`] message:
///
/// ```rust
/// # use fyrox_ui::{
/// # core::pool::Handle, list_view::ListViewMessage, message::MessageDirection, UiNode,
/// # UserInterface,
/// # };
/// fn bring_item_into_view(
/// my_list_view: Handle<UiNode>,
/// my_item: Handle<UiNode>,
/// ui: &UserInterface,
/// ) {
/// ui.send_message(ListViewMessage::bring_item_into_view(
/// my_list_view,
/// MessageDirection::ToWidget,
/// my_item,
/// ));
/// }
/// ```
#[derive(Default, Clone, Visit, Reflect, Debug, ComponentProvider)]
pub struct ListView {
/// Base widget of the list view.
pub widget: Widget,
/// Current selection.
#[visit(skip)]
#[reflect(hidden)]
pub selected_index: Option<usize>,
/// An array of handle of item containers, which wraps the actual items.
pub item_containers: InheritableVariable<Vec<Handle<UiNode>>>,
/// Current panel widget that is used to arrange the items.
pub panel: InheritableVariable<Handle<UiNode>>,
/// Current items of the list view.
pub items: InheritableVariable<Vec<Handle<UiNode>>>,
/// Current scroll viewer instance that is used to provide scrolling functionality, when items does
/// not fit in the view entirely.
pub scroll_viewer: InheritableVariable<Handle<UiNode>>,
}
crate::define_widget_deref!(ListView);
impl ListView {
/// Returns a slice with current items.
pub fn items(&self) -> &[Handle<UiNode>] {
&self.items
}
fn fix_selection(&self, ui: &UserInterface) {
// Check if current selection is out-of-bounds.
if let Some(selected_index) = self.selected_index {
if selected_index >= self.items.len() {
let new_selection = if self.items.is_empty() {
None
} else {
Some(self.items.len() - 1)
};
ui.send_message(ListViewMessage::selection(
self.handle,
MessageDirection::ToWidget,
new_selection,
));
}
}
}
fn sync_decorators(&self, ui: &UserInterface) {
for (i, &container) in self.item_containers.iter().enumerate() {
let select = match self.selected_index {
None => false,
Some(selected_index) => i == selected_index,
};
if let Some(container) = ui.node(container).cast::<ListViewItem>() {
let mut stack = container.children().to_vec();
while let Some(handle) = stack.pop() {
let node = ui.node(handle);
if node.cast::<ListView>().is_some() {
// Do nothing.
} else if node.cast::<Decorator>().is_some() {
ui.send_message(DecoratorMessage::select(
handle,
MessageDirection::ToWidget,
select,
));
} else {
stack.extend_from_slice(node.children())
}
}
}
}
}
}
/// A wrapper for list view items, that is used to add selection functionality to arbitrary items.
#[derive(Default, Clone, Visit, Reflect, Debug, ComponentProvider)]
pub struct ListViewItem {
/// Base widget of the list view item.
pub widget: Widget,
}
crate::define_widget_deref!(ListViewItem);
uuid_provider!(ListViewItem = "02f21415-5843-42f5-a3e4-b4a21e7739ad");
impl Control for ListViewItem {
fn draw(&self, drawing_context: &mut DrawingContext) {
// Emit transparent geometry so item container can be picked by hit test.
drawing_context.push_rect_filled(&self.widget.bounding_rect(), None);
drawing_context.commit(
self.clip_bounds(),
Brush::Solid(Color::TRANSPARENT),
CommandTexture::None,
None,
);
}
fn handle_routed_message(&mut self, ui: &mut UserInterface, message: &mut UiMessage) {
self.widget.handle_routed_message(ui, message);
let parent_list_view =
self.find_by_criteria_up(ui, |node| node.cast::<ListView>().is_some());
if let Some(WidgetMessage::MouseUp { .. }) = message.data::<WidgetMessage>() {
if !message.handled() {
let self_index = ui
.node(parent_list_view)
.cast::<ListView>()
.expect("Parent of ListViewItem must be ListView!")
.item_containers
.iter()
.position(|c| *c == self.handle)
.expect("ListViewItem must be used as a child of ListView");
// Explicitly set selection on parent items control. This will send
// SelectionChanged message and all items will react.
ui.send_message(ListViewMessage::selection(
parent_list_view,
MessageDirection::ToWidget,
Some(self_index),
));
message.set_handled(true);
}
}
}
}
uuid_provider!(ListView = "5832a643-5bf9-4d84-8358-b4c45bb440e8");
impl Control for ListView {
fn handle_routed_message(&mut self, ui: &mut UserInterface, message: &mut UiMessage) {
self.widget.handle_routed_message(ui, message);
if let Some(msg) = message.data::<ListViewMessage>() {
if message.destination() == self.handle()
&& message.direction() == MessageDirection::ToWidget
{
match msg {
ListViewMessage::Items(items) => {
// Remove previous items.
for child in ui.node(*self.panel).children() {
ui.send_message(WidgetMessage::remove(
*child,
MessageDirection::ToWidget,
));
}
// Generate new items.
let item_containers = generate_item_containers(&mut ui.build_ctx(), items);
for item_container in item_containers.iter() {
ui.send_message(WidgetMessage::link(
*item_container,
MessageDirection::ToWidget,
*self.panel,
));
}
self.item_containers
.set_value_and_mark_modified(item_containers);
self.items.set_value_and_mark_modified(items.clone());
self.fix_selection(ui);
self.sync_decorators(ui);
}
&ListViewMessage::AddItem(item) => {
let item_container = generate_item_container(&mut ui.build_ctx(), item);
ui.send_message(WidgetMessage::link(
item_container,
MessageDirection::ToWidget,
*self.panel,
));
self.item_containers.push(item_container);
self.items.push(item);
}
&ListViewMessage::SelectionChanged(selection) => {
if self.selected_index != selection {
self.selected_index = selection;
self.sync_decorators(ui);
ui.send_message(message.reverse());
}
}
&ListViewMessage::RemoveItem(item) => {
if let Some(item_position) = self.items.iter().position(|i| *i == item) {
self.items.remove(item_position);
self.item_containers.remove(item_position);
let container = ui.node(item).parent();
ui.send_message(WidgetMessage::remove(
container,
MessageDirection::ToWidget,
));
self.fix_selection(ui);
self.sync_decorators(ui);
}
}
&ListViewMessage::BringItemIntoView(item) => {
if self.items.contains(&item) {
ui.send_message(ScrollViewerMessage::bring_into_view(
*self.scroll_viewer,
MessageDirection::ToWidget,
item,
));
}
}
}
}
} else if let Some(WidgetMessage::KeyDown(key_code)) = message.data() {
if !message.handled() {
let new_selection = if *key_code == KeyCode::ArrowDown {
match self.selected_index {
Some(i) => Some(i.saturating_add(1) % self.items.len()),
None => {
if self.items.is_empty() {
None
} else {
Some(0)
}
}
}
} else if *key_code == KeyCode::ArrowUp {
match self.selected_index {
Some(i) => {
let mut index = (i as isize).saturating_sub(1);
let count = self.items.len() as isize;
if index < 0 {
index += count;
}
Some((index % count) as usize)
}
None => {
if self.items.is_empty() {
None
} else {
Some(0)
}
}
}
} else {
None
};
if let Some(new_selection) = new_selection {
ui.send_message(ListViewMessage::selection(
self.handle,
MessageDirection::ToWidget,
Some(new_selection),
));
message.set_handled(true);
}
}
}
}
}
/// List view builder is used to create [`ListView`] widget instances and add them to a user interface.
pub struct ListViewBuilder {
widget_builder: WidgetBuilder,
items: Vec<Handle<UiNode>>,
panel: Option<Handle<UiNode>>,
scroll_viewer: Option<Handle<UiNode>>,
}
impl ListViewBuilder {
/// Creates new list view builder.
pub fn new(widget_builder: WidgetBuilder) -> Self {
Self {
widget_builder,
items: Vec::new(),
panel: None,
scroll_viewer: None,
}
}
/// Sets an array of handle of desired items for the list view.
pub fn with_items(mut self, items: Vec<Handle<UiNode>>) -> Self {
self.items = items;
self
}
/// Sets the desired item panel that will be used to arrange the items.
pub fn with_items_panel(mut self, panel: Handle<UiNode>) -> Self {
self.panel = Some(panel);
self
}
/// Sets the desired scroll viewer.
pub fn with_scroll_viewer(mut self, sv: Handle<UiNode>) -> Self {
self.scroll_viewer = Some(sv);
self
}
/// Finishes list view building and adds it to the user interface.
pub fn build(self, ctx: &mut BuildContext) -> Handle<UiNode> {
let item_containers = generate_item_containers(ctx, &self.items);
let panel = self
.panel
.unwrap_or_else(|| StackPanelBuilder::new(WidgetBuilder::new()).build(ctx));
for &item_container in item_containers.iter() {
ctx.link(item_container, panel);
}
let back = BorderBuilder::new(
WidgetBuilder::new()
.with_background(BRUSH_DARK)
.with_foreground(BRUSH_LIGHT),
)
.with_stroke_thickness(Thickness::uniform(1.0))
.build(ctx);
let scroll_viewer = self.scroll_viewer.unwrap_or_else(|| {
ScrollViewerBuilder::new(WidgetBuilder::new().with_margin(Thickness::uniform(0.0)))
.build(ctx)
});
let scroll_viewer_ref = ctx[scroll_viewer]
.cast_mut::<ScrollViewer>()
.expect("ListView must have ScrollViewer");
scroll_viewer_ref.content = panel;
let content_presenter = scroll_viewer_ref.scroll_panel;
ctx.link(panel, content_presenter);
ctx.link(scroll_viewer, back);
let list_box = ListView {
widget: self
.widget_builder
.with_accepts_input(true)
.with_child(back)
.build(),
selected_index: None,
item_containers: item_containers.into(),
items: self.items.into(),
panel: panel.into(),
scroll_viewer: scroll_viewer.into(),
};
ctx.add_node(UiNode::new(list_box))
}
}
fn generate_item_container(ctx: &mut BuildContext, item: Handle<UiNode>) -> Handle<UiNode> {
let item = ListViewItem {
widget: WidgetBuilder::new().with_child(item).build(),
};
ctx.add_node(UiNode::new(item))
}
fn generate_item_containers(
ctx: &mut BuildContext,
items: &[Handle<UiNode>],
) -> Vec<Handle<UiNode>> {
items
.iter()
.map(|&item| generate_item_container(ctx, item))
.collect()
}