use ratatui::layout::{Position, Rect}; use ratatui::text::ToText; use std::collections::HashSet; use std::fmt::Display; use std::hash::Hash; use crate::flatten::{flatten, Flattened}; use crate::tree_item::TreeItem; /// Keeps the state of what is currently selected and what was opened in a [`Tree`](crate::Tree). /// /// # Example /// /// ``` /// # use managarr_tree_widget::TreeState; /// /// let mut state = TreeState::default(); /// ``` #[must_use] #[derive(Debug, Default)] pub struct TreeState { pub(super) offset: usize, pub(super) opened: HashSet>, pub(super) selected: Vec, pub(super) ensure_selected_in_view_on_next_render: bool, pub(super) last_area: Rect, pub(super) last_biggest_index: usize, /// All identifiers open on last render pub(super) last_identifiers: Vec>, /// Identifier rendered at `y` on last render pub(super) last_rendered_identifiers: Vec<(u16, Vec)>, } impl TreeState { #[must_use] pub const fn get_offset(&self) -> usize { self.offset } #[must_use] #[deprecated = "Use self.opened()"] pub fn get_all_opened(&self) -> Vec> { self.opened.iter().cloned().collect() } #[must_use] pub const fn opened(&self) -> &HashSet> { &self.opened } #[must_use] pub fn selected(&self) -> &[u64] { &self.selected } /// Get a flat list of all currently viewable (including by scrolling) [`TreeItem`]s with this `TreeState`. #[must_use] pub fn flatten<'a, T>(&self, items: &'a [TreeItem]) -> Vec> where T: ToText + Clone + Default + Display + Hash + PartialEq + Eq, { flatten(&self.opened, items, &[]) } /// Selects the given identifier. /// /// Returns `true` when the selection changed. /// /// Clear the selection by passing an empty identifier vector: /// /// ```rust /// # use managarr_tree_widget::TreeState; /// # let mut state = TreeState::default(); /// state.select(Vec::new()); /// ``` pub fn select(&mut self, identifier: Vec) -> bool { self.ensure_selected_in_view_on_next_render = true; let changed = self.selected != identifier; self.selected = identifier; changed } /// Open a tree node. /// Returns `true` when it was closed and has been opened. /// Returns `false` when it was already open. pub fn open(&mut self, identifier: Vec) -> bool { if identifier.is_empty() { false } else { self.opened.insert(identifier) } } /// Close a tree node. /// Returns `true` when it was open and has been closed. /// Returns `false` when it was already closed. pub fn close(&mut self, identifier: &[u64]) -> bool { self.opened.remove(identifier) } /// Toggles a tree node open/close state. /// When it is currently open, then [`close`](Self::close) is called. Otherwise [`open`](Self::open). /// /// Returns `true` when a node is opened / closed. /// As toggle always changes something, this only returns `false` when an empty identifier is given. pub fn toggle(&mut self, identifier: Vec) -> bool { if identifier.is_empty() { false } else if self.opened.contains(&identifier) { self.close(&identifier) } else { self.open(identifier) } } /// Toggles the currently selected tree node open/close state. /// See also [`toggle`](Self::toggle) /// /// Returns `true` when a node is opened / closed. /// As toggle always changes something, this only returns `false` when nothing is selected. pub fn toggle_selected(&mut self) -> bool { if self.selected.is_empty() { return false; } self.ensure_selected_in_view_on_next_render = true; // Reimplement self.close because of multiple different borrows let was_open = self.opened.remove(&self.selected); if was_open { return true; } self.open(self.selected.clone()) } /// Closes all open nodes. /// /// Returns `true` when any node was closed. pub fn close_all(&mut self) -> bool { if self.opened.is_empty() { false } else { self.opened.clear(); true } } /// Select the first node. /// /// Returns `true` when the selection changed. pub fn select_first(&mut self) -> bool { let identifier = self.last_identifiers.first().cloned().unwrap_or_default(); self.select(identifier) } /// Select the last node. /// /// Returns `true` when the selection changed. pub fn select_last(&mut self) -> bool { let new_identifier = self.last_identifiers.last().cloned().unwrap_or_default(); self.select(new_identifier) } /// Select the node on the given index. /// /// Returns `true` when the selection changed. /// /// This can be useful for mouse clicks. #[deprecated = "Prefer self.click_at or self.rendered_at as visible index is hard to predict with height != 1"] pub fn select_visible_index(&mut self, new_index: usize) -> bool { let new_index = new_index.min(self.last_biggest_index); let new_identifier = self .last_identifiers .get(new_index) .cloned() .unwrap_or_default(); self.select(new_identifier) } /// Move the current selection with the direction/amount by the given function. /// /// Returns `true` when the selection changed. /// /// # Example /// /// ``` /// # use managarr_tree_widget::TreeState; /// # let mut state = TreeState::default(); /// // Move the selection one down /// state.select_relative(|current| { /// // When nothing is currently selected, select index 0 /// // Otherwise select current + 1 (without panicking) /// current.map_or(0, |current| current.saturating_add(1)) /// }); /// ``` /// /// For more examples take a look into the source code of [`key_up`](Self::key_up) or [`key_down`](Self::key_down). /// They are implemented with this method. #[deprecated = "renamed to select_relative"] pub fn select_visible_relative(&mut self, change_function: F) -> bool where F: FnOnce(Option) -> usize, { let identifiers = &self.last_identifiers; let current_identifier = &self.selected; let current_index = identifiers .iter() .position(|identifier| identifier == current_identifier); let new_index = change_function(current_index).min(self.last_biggest_index); let new_identifier = identifiers.get(new_index).cloned().unwrap_or_default(); self.select(new_identifier) } /// Move the current selection with the direction/amount by the given function. /// /// Returns `true` when the selection changed. /// /// # Example /// /// ``` /// # use managarr_tree_widget::TreeState; /// # let mut state = TreeState::default(); /// // Move the selection one down /// state.select_relative(|current| { /// // When nothing is currently selected, select index 0 /// // Otherwise select current + 1 (without panicking) /// current.map_or(0, |current| current.saturating_add(1)) /// }); /// ``` /// /// For more examples take a look into the source code of [`key_up`](Self::key_up) or [`key_down`](Self::key_down). /// They are implemented with this method. pub fn select_relative(&mut self, change_function: F) -> bool where F: FnOnce(Option) -> usize, { let identifiers = &self.last_identifiers; let current_identifier = &self.selected; let current_index = identifiers .iter() .position(|identifier| identifier == current_identifier); let new_index = change_function(current_index).min(self.last_biggest_index); let new_identifier = identifiers.get(new_index).cloned().unwrap_or_default(); self.select(new_identifier) } /// Get the identifier that was rendered for the given position on last render. #[must_use] pub fn rendered_at(&self, position: Position) -> Option<&[u64]> { if !self.last_area.contains(position) { return None; } self.last_rendered_identifiers .iter() .rev() .find(|(y, _)| position.y >= *y) .map(|(_, identifier)| identifier.as_ref()) } /// Select what was rendered at the given position on last render. /// When it is already selected, toggle it. /// /// Returns `true` when the state changed. /// Returns `false` when there was nothing at the given position. pub fn click_at(&mut self, position: Position) -> bool { if let Some(identifier) = self.rendered_at(position) { if identifier == self.selected { self.toggle_selected() } else { self.select(identifier.to_vec()) } } else { false } } /// Ensure the selected [`TreeItem`] is in view on next render pub fn scroll_selected_into_view(&mut self) { self.ensure_selected_in_view_on_next_render = true; } /// Scroll the specified amount of lines up /// /// Returns `true` when the scroll position changed. /// Returns `false` when the scrolling has reached the top. pub fn scroll_up(&mut self, lines: usize) -> bool { let before = self.offset; self.offset = self.offset.saturating_sub(lines); before != self.offset } /// Scroll the specified amount of lines down /// /// Returns `true` when the scroll position changed. /// Returns `false` when the scrolling has reached the last [`TreeItem`]. pub fn scroll_down(&mut self, lines: usize) -> bool { let before = self.offset; self.offset = self .offset .saturating_add(lines) .min(self.last_biggest_index); before != self.offset } /// Handles the up arrow key. /// Moves up in the current depth or to its parent. /// /// Returns `true` when the selection changed. pub fn key_up(&mut self) -> bool { self.select_relative(|current| { // When nothing is selected, fall back to end current.map_or(usize::MAX, |current| current.saturating_sub(1)) }) } /// Handles the down arrow key. /// Moves down in the current depth or into a child node. /// /// Returns `true` when the selection changed. pub fn key_down(&mut self) -> bool { self.select_relative(|current| { // When nothing is selected, fall back to start current.map_or(0, |current| current.saturating_add(1)) }) } /// Handles the left arrow key. /// Closes the currently selected or moves to its parent. /// /// Returns `true` when the selection or the open state changed. pub fn key_left(&mut self) -> bool { self.ensure_selected_in_view_on_next_render = true; // Reimplement self.close because of multiple different borrows let mut changed = self.opened.remove(&self.selected); if !changed { // Select the parent by removing the leaf from selection let popped = self.selected.pop(); changed = popped.is_some(); } changed } /// Handles the right arrow key. /// Opens the currently selected. /// /// Returns `true` when it was closed and has been opened. /// Returns `false` when it was already open or nothing being selected. pub fn key_right(&mut self) -> bool { if self.selected.is_empty() { false } else { self.ensure_selected_in_view_on_next_render = true; self.open(self.selected.clone()) } } }