331 lines
10 KiB
Rust
331 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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* MIT License
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*
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* termscp - Copyright (c) 2021 Christian Visintin
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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// locals
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use super::super::props::TextSpan;
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use super::{Canvas, Component, InputEvent, Msg, Payload, PropValue, Props, PropsBuilder};
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// ext
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use crossterm::event::KeyCode;
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use tui::{
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layout::Rect,
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style::{Color, Style},
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text::Spans,
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widgets::{Block, BorderType, 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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/// ### make_choices
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///
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/// Set OwnStates choices from a vector of text spans
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pub fn make_choices(&mut self, spans: &[TextSpan]) {
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self.choices = spans.iter().map(|x| x.content.clone()).collect();
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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 (vec of TextSpan to String)
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states.make_choices(props.texts.rows.as_ref().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, 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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if self.props.visible {
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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_color): (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, self.props.foreground, 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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render.render_widget(
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Tabs::new(choices)
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.block(
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Block::default()
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.borders(self.props.borders)
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.border_type(BorderType::Rounded)
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.style(Style::default())
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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().fg(block_color))
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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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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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// Reset choices
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self.states
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.make_choices(props.texts.rows.as_ref().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(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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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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/// ### 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, TextSpan};
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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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TextSpan::from("Yes!"),
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TextSpan::from("No"),
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TextSpan::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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// Get value
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assert_eq!(component.get_value(), Payload::Unsigned(1));
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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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