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// Features:
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// Tracks currently focused component which receives all input
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// Event loop is external as opposed to cursive-rs
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// Calls render on the component and translates screen coords to local component coords
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//
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// TODO:
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// Q: where is the Application state stored? do we store it into an external static var?
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// A: probably makes sense to initialize the editor into a `static Lazy<>` global var.
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//
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// Q: how do we composit nested structures? There should be sub-components/views
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//
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// Each component declares it's own size constraints and gets fitted based on it's parent.
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// Q: how does this work with popups?
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// cursive does compositor.screen_mut().add_layer_at(pos::absolute(x, y), <component>)
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use crossterm::event::Event;
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use helix_core::Position;
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use smol::Executor;
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use tui::buffer::Buffer as Surface;
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use tui::layout::Rect;
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pub type Callback = Box<dyn FnOnce(&mut Compositor, &mut Editor)>;
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// --> EventResult should have a callback that takes a context with methods like .popup(),
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// .prompt() etc. That way we can abstract it from the renderer.
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// Q: How does this interact with popups where we need to be able to specify the rendering of the
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// popup?
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// A: It could just take a textarea.
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//
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// If Compositor was specified in the callback that's then problematic because of
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// Cursive-inspired
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pub enum EventResult {
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Ignored,
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Consumed(Option<Callback>),
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}
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use helix_view::{Editor, View};
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// shared with commands.rs
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pub struct Context<'a> {
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pub editor: &'a mut Editor,
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pub executor: &'static smol::Executor<'static>,
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}
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pub trait Component {
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/// Process input events, return true if handled.
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fn handle_event(&mut self, event: Event, ctx: &mut Context) -> EventResult;
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// , args: ()
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/// Should redraw? Useful for saving redraw cycles if we know component didn't change.
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fn should_update(&self) -> bool {
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true
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}
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fn render(&self, area: Rect, frame: &mut Surface, ctx: &mut Context);
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fn cursor_position(&self, area: Rect, ctx: &Editor) -> Option<Position> {
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None
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}
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}
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// For v1:
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// Child views are something each view needs to handle on it's own for now, positioning and sizing
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// options, focus tracking. In practice this is simple: we only will need special solving for
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// splits etc
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// impl Editor {
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// fn render(&mut self, surface: &mut Surface, args: ()) {
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// // compute x, y, w, h rects for sub-views!
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// // get surface area
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// // get constraints for textarea, statusbar
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// // -> cassowary-rs
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// // first render textarea
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// // then render statusbar
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// }
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// }
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// usecases to consider:
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// - a single view with subviews (textarea + statusbar)
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// - a popup panel / dialog with it's own interactions
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// - an autocomplete popup that doesn't change focus
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pub struct Compositor {
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layers: Vec<Box<dyn Component>>,
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}
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impl Compositor {
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pub fn new() -> Self {
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Self { layers: Vec::new() }
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}
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pub fn push(&mut self, layer: Box<dyn Component>) {
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self.layers.push(layer);
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}
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pub fn pop(&mut self) {
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self.layers.pop();
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}
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pub fn handle_event(&mut self, event: Event, cx: &mut Context) -> bool {
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// propagate events through the layers until we either find a layer that consumes it or we
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// run out of layers (event bubbling)
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for layer in self.layers.iter_mut().rev() {
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match layer.handle_event(event, cx) {
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EventResult::Consumed(Some(callback)) => {
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callback(self, cx.editor);
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return true;
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}
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EventResult::Consumed(None) => return true,
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EventResult::Ignored => false,
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};
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}
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false
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}
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pub fn render(&self, area: Rect, surface: &mut Surface, cx: &mut Context) {
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for layer in &self.layers {
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layer.render(area, surface, cx)
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}
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}
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pub fn cursor_position(&self, area: Rect, editor: &Editor) -> Position {
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for layer in self.layers.iter().rev() {
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if let Some(pos) = layer.cursor_position(area, editor) {
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return pos;
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}
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}
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panic!("No layer returned a position!");
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}
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}
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