refactor: simplify docs and LSP hints with names exactly as exported
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@@ -0,0 +1,278 @@
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use std::collections::HashSet;
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use crate::flatten::{flatten, Flattened};
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use crate::tree_item::TreeItem;
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/// Keeps the state of what is currently selected and what was opened in a [`Tree`](crate::Tree).
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///
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/// The generic argument `Identifier` is used to keep the state like the currently selected or opened [`TreeItem`]s in the [`TreeState`].
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/// For more information see [`TreeItem`].
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///
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/// # Example
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///
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/// ```
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/// # use tui_tree_widget::TreeState;
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/// type Identifier = usize;
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///
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/// let mut state = TreeState::<Identifier>::default();
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/// ```
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#[derive(Debug, Default, Clone)]
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pub struct TreeState<Identifier> {
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pub(super) offset: usize,
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pub(super) opened: HashSet<Vec<Identifier>>,
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pub(super) selected: Vec<Identifier>,
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pub(super) ensure_selected_in_view_on_next_render: bool,
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}
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impl<Identifier> TreeState<Identifier>
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where
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Identifier: Clone + PartialEq + Eq + core::hash::Hash,
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{
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#[must_use]
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pub const fn get_offset(&self) -> usize {
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self.offset
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}
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#[must_use]
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pub fn get_all_opened(&self) -> Vec<Vec<Identifier>> {
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self.opened.iter().cloned().collect()
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}
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/// Get a flat list of all visible (= below open) [`TreeItem`]s with this `TreeState`.
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#[must_use]
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pub fn flatten<'a>(
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&self,
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items: &'a [TreeItem<'a, Identifier>],
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) -> Vec<Flattened<'a, Identifier>> {
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flatten(&self.opened, items)
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}
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#[must_use]
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pub fn selected(&self) -> Vec<Identifier> {
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self.selected.clone()
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}
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/// Selects the given identifier.
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///
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/// Returns `true` when the selection changed.
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///
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/// Clear the selection by passing an empty identifier vector:
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///
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/// ```rust
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/// # use tui_tree_widget::TreeState;
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/// # let mut state = TreeState::<usize>::default();
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/// state.select(Vec::new());
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/// ```
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pub fn select(&mut self, identifier: Vec<Identifier>) -> bool {
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self.ensure_selected_in_view_on_next_render = true;
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let changed = self.selected != identifier;
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self.selected = identifier;
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changed
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}
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/// Open a tree node.
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/// Returns `true` if the node was closed and has been opened.
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/// Returns `false` if the node was already open.
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pub fn open(&mut self, identifier: Vec<Identifier>) -> bool {
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if identifier.is_empty() {
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false
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} else {
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self.opened.insert(identifier)
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}
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}
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/// Close a tree node.
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/// Returns `true` if the node was open and has been closed.
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/// Returns `false` if the node was already closed.
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pub fn close(&mut self, identifier: &[Identifier]) -> bool {
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self.opened.remove(identifier)
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}
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/// Toggles a tree node.
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/// If the node is in opened then it calls [`close`](Self::close). Otherwise it calls [`open`](Self::open).
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///
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/// Returns `true` when a node is opened / closed.
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/// As toggle always changes something, this only returns `false` when an empty identifier is given.
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pub fn toggle(&mut self, identifier: Vec<Identifier>) -> bool {
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if identifier.is_empty() {
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false
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} else if self.opened.contains(&identifier) {
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self.close(&identifier)
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} else {
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self.open(identifier)
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}
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}
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/// Toggles the currently selected tree node.
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/// See also [`toggle`](Self::toggle)
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///
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/// Returns `true` when a node is opened / closed.
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/// As toggle always changes something, this only returns `false` when nothing is selected.
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pub fn toggle_selected(&mut self) -> bool {
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self.ensure_selected_in_view_on_next_render = true;
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self.toggle(self.selected())
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}
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/// Closes all open nodes.
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///
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/// Returns `true` when any node was closed.
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pub fn close_all(&mut self) -> bool {
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if self.opened.is_empty() {
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false
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} else {
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self.opened.clear();
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true
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}
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}
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/// Select the first node.
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///
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/// Returns `true` when the selection changed.
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pub fn select_first(&mut self, items: &[TreeItem<Identifier>]) -> bool {
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let identifier = items
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.first()
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.map_or(Vec::new(), |item| vec![item.identifier.clone()]);
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self.select(identifier)
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}
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/// Select the last visible node.
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///
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/// Returns `true` when the selection changed.
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pub fn select_last(&mut self, items: &[TreeItem<Identifier>]) -> bool {
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let visible = self.flatten(items);
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let new_identifier = visible
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.into_iter()
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.last()
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.map_or(Vec::new(), |flattened| flattened.identifier);
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self.select(new_identifier)
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}
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/// Select the node visible on the given index.
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///
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/// Returns `true` when the selection changed.
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///
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/// This can be useful for mouse clicks.
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pub fn select_visible_index(
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&mut self,
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items: &[TreeItem<Identifier>],
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new_index: usize,
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) -> bool {
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let visible = self.flatten(items);
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let new_index = new_index.min(visible.len().saturating_sub(1));
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let new_identifier = visible
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.into_iter()
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.nth(new_index)
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.map_or(Vec::new(), |flattened| flattened.identifier);
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self.select(new_identifier)
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}
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/// Move the current selection with the direction/amount by the given function.
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///
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/// Returns `true` when the selection changed.
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///
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/// # Example
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///
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/// ```
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/// # use tui_tree_widget::TreeState;
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/// # let items = vec![];
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/// # type Identifier = usize;
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/// # let mut state = TreeState::<Identifier>::default();
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/// // Move the selection one down
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/// state.select_visible_relative(&items, |current| {
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/// current.map_or(0, |current| current.saturating_add(1))
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/// });
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/// ```
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///
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/// For more examples take a look into the source code of [`key_up`](Self::key_up) or [`key_down`](Self::key_down).
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/// They are implemented with this method.
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pub fn select_visible_relative<F>(
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&mut self,
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items: &[TreeItem<Identifier>],
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change_function: F,
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) -> bool
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where
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F: FnOnce(Option<usize>) -> usize,
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{
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let visible = self.flatten(items);
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let current_identifier = self.selected();
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let current_index = visible
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.iter()
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.position(|flattened| flattened.identifier == current_identifier);
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let new_index = change_function(current_index).min(visible.len().saturating_sub(1));
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let new_identifier = visible
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.into_iter()
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.nth(new_index)
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.map_or(Vec::new(), |flattened| flattened.identifier);
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self.select(new_identifier)
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}
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/// Ensure the selected [`TreeItem`] is visible on next render
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pub fn scroll_selected_into_view(&mut self) {
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self.ensure_selected_in_view_on_next_render = true;
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}
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/// Scroll the specified amount of lines up
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///
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/// Returns `true` when the scroll position changed.
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/// Returns `false` when the scrolling has reached the top.
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pub fn scroll_up(&mut self, lines: usize) -> bool {
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let before = self.offset;
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self.offset = self.offset.saturating_sub(lines);
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before != self.offset
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}
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/// Scroll the specified amount of lines down
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///
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/// In contrast to [`scroll_up()`](Self::scroll_up) this can not return whether the view position changed or not as the actual change is determined on render.
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/// Always returns `true`.
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pub fn scroll_down(&mut self, lines: usize) -> bool {
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self.offset = self.offset.saturating_add(lines);
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true
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}
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/// Handles the up arrow key.
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/// Moves up in the current depth or to its parent.
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///
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/// Returns `true` when the selection changed.
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pub fn key_up(&mut self, items: &[TreeItem<Identifier>]) -> bool {
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self.select_visible_relative(items, |current| {
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current.map_or(usize::MAX, |current| current.saturating_sub(1))
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})
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}
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/// Handles the down arrow key.
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/// Moves down in the current depth or into a child node.
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///
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/// Returns `true` when the selection changed.
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pub fn key_down(&mut self, items: &[TreeItem<Identifier>]) -> bool {
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self.select_visible_relative(items, |current| {
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current.map_or(0, |current| current.saturating_add(1))
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})
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}
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/// Handles the left arrow key.
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/// Closes the currently selected or moves to its parent.
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///
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/// Returns `true` when the selection or the open state changed.
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pub fn key_left(&mut self) -> bool {
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self.ensure_selected_in_view_on_next_render = true;
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// Reimplement self.close because of multiple different borrows
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let mut changed = self.opened.remove(&self.selected);
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if !changed {
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// Select the parent by removing the leaf from selection
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let popped = self.selected.pop();
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changed = popped.is_some();
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}
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changed
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}
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/// Handles the right arrow key.
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/// Opens the currently selected.
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///
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/// Returns `true` if the node was closed and has been opened.
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/// Returns `false` if the node was already open.
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pub fn key_right(&mut self) -> bool {
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self.ensure_selected_in_view_on_next_render = true;
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self.open(self.selected())
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}
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}
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