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336 lines
10 KiB
Rust
336 lines
10 KiB
Rust
//! ## RadioGroup
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//!
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//! `RadioGroup` component renders a radio group
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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::{Component, InputEvent, Msg, Payload, PropValue, Props, PropsBuilder, Render};
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// ext
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use crossterm::event::KeyCode;
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use tui::{
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style::{Color, Style},
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text::Spans,
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widgets::{Block, BorderType, Borders, Tabs},
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};
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// -- states
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/// ## OwnStates
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///
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/// OwnStates contains states for this component
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#[derive(Clone)]
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struct OwnStates {
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choice: usize, // Selected option
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choices: Vec<String>, // Available choices
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focus: bool, // has focus?
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}
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impl Default for OwnStates {
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fn default() -> Self {
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OwnStates {
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choice: 0,
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choices: Vec::new(),
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focus: false,
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}
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}
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}
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impl OwnStates {
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/// ### next_choice
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///
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/// Move choice index to next choice
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pub fn next_choice(&mut self) {
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if self.choice + 1 < self.choices.len() {
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self.choice += 1;
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}
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}
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/// ### prev_choice
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///
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/// Move choice index to previous choice
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pub fn prev_choice(&mut self) {
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if self.choice > 0 {
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self.choice -= 1;
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}
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}
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}
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// -- component
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/// ## RadioGroup
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///
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/// RadioGroup component represents a group of tabs to select from
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pub struct RadioGroup {
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props: Props,
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states: OwnStates,
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}
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impl RadioGroup {
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/// ### new
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///
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/// Instantiate a new Radio Group component
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pub fn new(props: Props) -> Self {
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// Make states
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let mut states: OwnStates = OwnStates::default();
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// Update choices
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states.choices = props.texts.body.clone().unwrap_or(Vec::new());
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// Get value
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if let PropValue::Unsigned(choice) = props.value {
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states.choice = choice;
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}
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RadioGroup { props, states }
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}
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}
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impl Component for RadioGroup {
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/// ### render
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///
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/// Based on the current properties and states, return a Widget instance for the Component
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/// Returns None if the component is hidden
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fn render(&self) -> Option<Render> {
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match self.props.visible {
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false => None,
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true => {
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// Make choices
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let choices: Vec<Spans> = self
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.states
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.choices
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.iter()
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.map(|x| Spans::from(x.clone()))
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.collect();
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// Make colors
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let (bg, fg, block_fg): (Color, Color, Color) = match &self.states.focus {
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true => (
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self.props.foreground,
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self.props.background,
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self.props.foreground,
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),
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false => (Color::Reset, Color::Reset, Color::Reset),
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};
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let title: String = match &self.props.texts.title {
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Some(t) => t.clone(),
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None => String::new(),
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};
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Some(Render {
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cursor: 0,
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widget: Box::new(
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Tabs::new(choices)
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.block(
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Block::default()
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.borders(Borders::ALL)
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.border_type(BorderType::Rounded)
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.style(Style::default().fg(block_fg))
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.title(title),
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)
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.select(self.states.choice)
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.style(Style::default())
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.highlight_style(
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Style::default()
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.add_modifier(self.props.get_modifiers())
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.fg(fg)
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.bg(bg),
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),
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),
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})
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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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// Reset choices
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self.states.choices = props.texts.body.clone().unwrap_or(Vec::new());
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// Get value
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if let PropValue::Unsigned(choice) = props.value {
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self.states.choice = choice;
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}
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self.props = props;
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// Msg 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_props(&self.props)
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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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fn on(&mut self, ev: InputEvent) -> Msg {
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// Match event
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if let InputEvent::Key(key) = ev {
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match key.code {
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KeyCode::Right => {
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// Increment choice
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self.states.next_choice();
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// Return Msg On Change
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Msg::OnChange(self.get_value())
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}
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KeyCode::Left => {
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// Decrement choice
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self.states.prev_choice();
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// Return Msg On Change
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Msg::OnChange(self.get_value())
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}
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KeyCode::Enter => {
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// Return Submit
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Msg::OnSubmit(self.get_value())
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}
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_ => {
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// Return key event to activity
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Msg::OnKey(key)
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}
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}
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} else {
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// Ignore event
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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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/// Returns the selected option
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fn get_value(&self) -> Payload {
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Payload::Unsigned(self.states.choice)
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}
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// -- events
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/// ### should_umount
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///
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/// The component must provide to the supervisor whether it should be umounted (destroyed)
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/// This makes sense to be called after an `on` or after an `update`, where the states changes.
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/// Always false for this component
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fn should_umount(&self) -> bool {
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false
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}
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/// ### blur
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///
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/// Blur component; basically remove focus
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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; basically give focus
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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::KeyEvent;
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#[test]
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fn test_ui_layout_components_radio() {
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// Make component
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let mut component: RadioGroup = RadioGroup::new(
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PropsBuilder::default()
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.with_texts(TextParts::new(
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Some(String::from("yes or no?")),
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Some(vec![
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String::from("Yes!"),
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String::from("No"),
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String::from("Maybe"),
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]),
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))
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.with_value(PropValue::Unsigned(1))
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.build(),
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);
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// Verify states
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assert_eq!(component.states.choice, 1);
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assert_eq!(component.states.choices.len(), 3);
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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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// Should umount
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assert_eq!(component.should_umount(), false);
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// Get value
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assert_eq!(component.get_value(), Payload::Unsigned(1));
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// Render
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assert_eq!(component.render().unwrap().cursor, 0);
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// Handle events
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assert_eq!(
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component.on(InputEvent::Key(KeyEvent::from(KeyCode::Left))),
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Msg::OnChange(Payload::Unsigned(0)),
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);
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assert_eq!(component.get_value(), Payload::Unsigned(0));
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// Left again
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assert_eq!(
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component.on(InputEvent::Key(KeyEvent::from(KeyCode::Left))),
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Msg::OnChange(Payload::Unsigned(0)),
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);
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assert_eq!(component.get_value(), Payload::Unsigned(0));
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// Right
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assert_eq!(
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component.on(InputEvent::Key(KeyEvent::from(KeyCode::Right))),
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Msg::OnChange(Payload::Unsigned(1)),
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);
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assert_eq!(component.get_value(), Payload::Unsigned(1));
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// Right again
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assert_eq!(
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component.on(InputEvent::Key(KeyEvent::from(KeyCode::Right))),
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Msg::OnChange(Payload::Unsigned(2)),
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);
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assert_eq!(component.get_value(), Payload::Unsigned(2));
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// Right again
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assert_eq!(
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component.on(InputEvent::Key(KeyEvent::from(KeyCode::Right))),
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Msg::OnChange(Payload::Unsigned(2)),
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);
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assert_eq!(component.get_value(), Payload::Unsigned(2));
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// Submit
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assert_eq!(
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component.on(InputEvent::Key(KeyEvent::from(KeyCode::Enter))),
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Msg::OnSubmit(Payload::Unsigned(2)),
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);
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// Any key
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assert_eq!(
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component.on(InputEvent::Key(KeyEvent::from(KeyCode::Char('a')))),
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Msg::OnKey(KeyEvent::from(KeyCode::Char('a'))),
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);
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}
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}
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