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Title component
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@@ -36,3 +36,4 @@ pub mod progress_bar;
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pub mod radio_group;
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pub mod radio_group;
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pub mod table;
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pub mod table;
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pub mod text;
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pub mod text;
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pub mod title;
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180
src/ui/layout/components/title.rs
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180
src/ui/layout/components/title.rs
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@@ -0,0 +1,180 @@
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//! ## Title
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//!
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//! `Title` component renders a simple readonly no event associated title
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/*
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*
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* Copyright (C) 2020-2021 Christian Visintin - christian.visintin1997@gmail.com
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*
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* This file is part of "TermSCP"
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*
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* TermSCP is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* TermSCP is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with TermSCP. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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// locals
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use super::{Canvas, Component, InputEvent, Msg, Payload, Props, PropsBuilder};
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// ext
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use tui::{
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layout::Rect,
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style::Style,
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widgets::Paragraph,
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};
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// -- state
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struct OwnStates {
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focus: bool,
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}
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impl Default for OwnStates {
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fn default() -> Self {
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OwnStates { focus: false }
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}
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}
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// -- component
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pub struct Title {
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props: Props,
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states: OwnStates,
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}
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impl Title {
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/// ### new
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///
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/// Instantiate a new Title component
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pub fn new(props: Props) -> Self {
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Title {
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props,
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states: OwnStates::default(),
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}
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}
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}
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impl Component for Title {
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/// ### render
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///
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/// Based on the current properties and states, renders a widget using the provided render engine in the provided Area
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/// If focused, cursor is also set (if supported by widget)
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#[cfg(not(tarpaulin_include))]
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fn render(&self, render: &mut Canvas, area: Rect) {
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// Make a Span
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if self.props.visible {
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let title: String = match self.props.texts.title.as_ref() {
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None => String::new(),
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Some(t) => t.clone(),
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};
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render.render_widget(
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Paragraph::new(title).style(
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Style::default()
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.fg(self.props.foreground)
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.bg(self.props.background)
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.add_modifier(self.props.get_modifiers()),
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),
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area,
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);
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}
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}
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/// ### update
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///
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/// Update component properties
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/// Properties should first be retrieved through `get_props` which creates a builder from
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/// existing properties and then edited before calling update.
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/// Returns a Msg to the view
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fn update(&mut self, props: Props) -> Msg {
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self.props = props;
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// Return None
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Msg::None
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}
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/// ### get_props
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///
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/// Returns a props builder starting from component properties.
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/// This returns a prop builder in order to make easier to create
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/// new properties for the element.
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fn get_props(&self) -> PropsBuilder {
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PropsBuilder::from(self.props.clone())
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}
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/// ### on
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///
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/// Handle input event and update internal states.
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/// Returns a Msg to the view.
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/// Returns always None, since cannot have any focus
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fn on(&mut self, ev: InputEvent) -> Msg {
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// Return key
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if let InputEvent::Key(key) = ev {
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Msg::OnKey(key)
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} else {
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Msg::None
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}
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}
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/// ### get_value
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///
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/// Get current value from component
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/// For this component returns always None
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fn get_value(&self) -> Payload {
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Payload::None
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}
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// -- events
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/// ### blur
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///
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/// Blur component
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fn blur(&mut self) {
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self.states.focus = false;
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}
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/// ### active
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///
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/// Active component
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fn active(&mut self) {
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self.states.focus = true;
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}
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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use crate::ui::layout::props::TextParts;
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use crossterm::event::{KeyCode, KeyEvent};
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#[test]
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fn test_ui_layout_components_title() {
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let mut component: Title = Title::new(
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PropsBuilder::default()
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.with_texts(TextParts::new(Some(String::from("Title")), None))
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.build(),
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);
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// Focus
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assert_eq!(component.states.focus, false);
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component.active();
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assert_eq!(component.states.focus, true);
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component.blur();
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assert_eq!(component.states.focus, false);
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// Get value
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assert_eq!(component.get_value(), Payload::None);
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// Event
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assert_eq!(
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component.on(InputEvent::Key(KeyEvent::from(KeyCode::Delete))),
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Msg::OnKey(KeyEvent::from(KeyCode::Delete))
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);
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}
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}
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