use crate::tui::component::{Action, Component}; use crate::tui::editor::Editor; use crate::tui::explorer::Explorer; use crate::tui::logger::Logger; use anyhow::{Context, Result, anyhow, bail}; use log::{debug, error, info, trace, warn}; use ratatui::buffer::Buffer; use ratatui::crossterm::event; use ratatui::crossterm::event::{Event, KeyCode, KeyEvent, KeyEventKind, KeyModifiers}; use ratatui::layout::{Constraint, Direction, Layout, Rect}; use ratatui::prelude::{Color, Style, Widget}; use ratatui::widgets::{Block, Borders, Padding, Paragraph, Tabs, Wrap}; use ratatui::{DefaultTerminal, symbols}; use std::path::PathBuf; use std::time::Duration; // TODO: Need a way to dynamically run Widget::render on all widgets. // TODO: + Need a way to map Rect to Component::id() to position each widget? // TODO: Need a way to dynamically run Component methods on all widgets. pub enum AppComponents<'a> { AppEditor(Editor), AppExplorer(Explorer<'a>), AppLogger(Logger), AppComponent(Box), } /// Usage: get_component_mut::() OR get_component::() /// /// Implementing this trait for each AppComponent allows for easy lookup in the vector. trait ComponentOf { fn as_ref(&self) -> Option<&T>; fn as_mut(&mut self) -> Option<&mut T>; } impl<'a> ComponentOf for AppComponents<'a> { fn as_ref(&self) -> Option<&Logger> { if let AppComponents::AppLogger(ref e) = *self { return Some(e); } None } fn as_mut(&mut self) -> Option<&mut Logger> { if let AppComponents::AppLogger(ref mut e) = *self { return Some(e); } None } } impl<'a> ComponentOf for AppComponents<'a> { fn as_ref(&self) -> Option<&Editor> { if let AppComponents::AppEditor(ref e) = *self { return Some(e); } None } fn as_mut(&mut self) -> Option<&mut Editor> { if let AppComponents::AppEditor(ref mut e) = *self { return Some(e); } None } } impl<'a> ComponentOf> for AppComponents<'a> { fn as_ref(&self) -> Option<&Explorer<'a>> { if let AppComponents::AppExplorer(ref e) = *self { return Some(e); } None } fn as_mut(&mut self) -> Option<&mut Explorer<'a>> { if let AppComponents::AppExplorer(ref mut e) = *self { return Some(e); } None } } pub struct App<'a> { components: Vec>, } impl<'a> App<'a> { pub fn new(root_path: PathBuf) -> Result { let mut app = Self { components: vec![ AppComponents::AppExplorer(Explorer::new(&root_path)?), AppComponents::AppEditor(Editor::new()), AppComponents::AppLogger(Logger::new()), ], }; app.get_component_mut::() .unwrap() .set_contents(&root_path.join("src/tui/app.rs")) .context(format!( "Failed to initialize editor contents to path: {}", root_path.to_string_lossy() ))?; Ok(app) } fn get_component(&self) -> Option<&T> where AppComponents<'a>: ComponentOf, { self.components.iter().find_map(|c| c.as_ref()) } fn get_component_mut(&mut self) -> Option<&mut T> where AppComponents<'a>: ComponentOf, { self.components.iter_mut().find_map(|c| c.as_mut()) } pub fn run(mut self, mut terminal: DefaultTerminal) -> Result<()> { loop { self.refresh_editor_contents() .context("Failed to refresh editor contents.")?; terminal.draw(|f| { f.render_widget(&mut self, f.area()); })?; // TODO: Handle events based on which component is active. if event::poll(Duration::from_millis(250)).context("event poll failed")? { match self.handle_event(event::read()?)? { Action::Quit => break, Action::Handled => {} _ => { // bail!("Unhandled event: {:?}", event); } } } } Ok(()) } fn draw_status(&self, area: Rect, buf: &mut Buffer) { // TODO: Status bar should have drop down menus Tabs::new(["File", "Edit", "View", "Help"]) .style(Style::default()) .block(Block::default().borders(Borders::ALL)) .render(area, buf); } fn draw_tabs(&self, area: Rect, buf: &mut Buffer) { // Determine the tab title from the current file (or use a fallback). let mut title: Option<&str> = None; if let Some(editor) = self.get_component::() { title = editor .file_path .as_ref() .and_then(|p| p.file_name()) .and_then(|s| s.to_str()) } Tabs::new(vec![title.unwrap_or("Unknown")]) .divider(symbols::DOT) .block( Block::default() .borders(Borders::NONE) .padding(Padding::new(0, 0, 0, 0)), ) .highlight_style(Style::default().fg(Color::LightRed)) .render(area, buf); } /// Refresh the contents of the editor to match the selected TreeItem in the file Explorer. /// If the selected item is not a file, this does nothing. fn refresh_editor_contents(&mut self) -> Result<()> { // Use the currently selected TreeItem or get an absolute path to this source file. let selected_pathbuf = match self.get_component::().unwrap().selected() { Ok(path) => PathBuf::from(path), Err(_) => PathBuf::from(std::path::absolute(file!())?.to_string_lossy().to_string()), }; let editor = self .get_component_mut::() .context("Failed to get active editor while refreshing contents.")?; if let Some(current_file_path) = editor.file_path.clone() { if selected_pathbuf == current_file_path || !selected_pathbuf.is_file() { return Ok(()); } return editor.set_contents(&selected_pathbuf); } bail!("Failed to refresh editor contents") } } // TODO: Separate complex components into their own widgets. impl<'a> Widget for &mut App<'a> { fn render(self, area: Rect, buf: &mut Buffer) where Self: Sized, { let vertical = Layout::default() .direction(Direction::Vertical) .constraints([ Constraint::Length(3), // status bar Constraint::Percentage(70), // horizontal layout Constraint::Percentage(30), // terminal ]) .split(area); let horizontal = Layout::default() .direction(Direction::Horizontal) .constraints([ Constraint::Max(30), // File explorer with a max width of 30 characters. Constraint::Fill(1), // Editor fills the remaining space. ]) .split(vertical[1]); let editor_layout = Layout::default() .direction(Direction::Vertical) .constraints([ Constraint::Length(1), // Editor tabs. Constraint::Fill(1), // Editor contents. ]) .split(horizontal[1]); self.draw_status(vertical[0], buf); self.draw_tabs(editor_layout[0], buf); let id = self.id().to_string(); for component in &mut self.components { match component { AppComponents::AppEditor(editor) => editor.render(editor_layout[1], buf), AppComponents::AppExplorer(explorer) => { explorer .render(horizontal[0], buf) .context("Failed to render Explorer") .unwrap_or_else(|e| error!(target:id.as_str(), "{}", e)); } AppComponents::AppLogger(logger) => logger.render(vertical[2], buf), AppComponents::AppComponent(_) => {} } } } } impl<'a> Component for App<'a> { fn id(&self) -> &str { "App" } /// TODO: Get active widget with some Component trait function helper? /// trait Component { fn get_state() -> ComponentState; } /// if component.get_state() = ComponentState::Active { component.handle_event(); } /// /// App could then provide helpers for altering Component state based on TUI grouping.. /// (such as editor tabs, file explorer, status bars, etc..) /// /// Handles events for the App and delegates to attached Components. fn handle_event(&mut self, event: Event) -> Result { // Handle events in the primary application. if let Some(key_event) = event.as_key_event() { let res = self .handle_key_events(key_event) .context("Failed to handle key events for primary App Component."); match res { Ok(Action::Quit) | Ok(Action::Handled) => return res, _ => {} } } // Handle events for all components. for component in &mut self.components { let action = match component { AppComponents::AppEditor(editor) => editor.handle_event(event.clone())?, AppComponents::AppExplorer(explorer) => explorer.handle_event(event.clone())?, AppComponents::AppComponent(comp) => comp.handle_event(event.clone())?, AppComponents::AppLogger(logger) => logger.handle_event(event.clone())?, }; // Actions returned here abort the input handling iteration. match action { Action::Quit | Action::Handled => return Ok(action), _ => {} } } Ok(Action::Noop) } /// Handles key events for the App Component only. fn handle_key_events(&mut self, key: KeyEvent) -> Result { match key { KeyEvent { code: KeyCode::Char('l'), modifiers: KeyModifiers::CONTROL, kind: KeyEventKind::Press, state: _state, } => { // Some example logs for testing. error!(target:self.id(), "an error"); warn!(target:self.id(), "a warning"); info!(target:self.id(), "a two line info\nsecond line"); debug!(target:self.id(), "a debug"); trace!(target:self.id(), "a trace"); Ok(Action::Noop) } KeyEvent { code: KeyCode::Char('c'), modifiers: KeyModifiers::CONTROL, kind: KeyEventKind::Press, state: _state, } => Ok(Action::Quit), _ => Ok(Action::Noop), } } }