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795 lines
33 KiB
ReStructuredText
brick documentation
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~~~~~~~~~~~~~~~~~~~
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.. contents:: `Table of Contents`
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Introduction
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============
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``brick`` is a Haskell library for programming terminal user interfaces.
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Its main goal is to make terminal user interface development as painless
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and as direct as possible. ``brick`` builds on `vty`_; `vty` provides
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the terminal input and output interface and drawing primitives,
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while ``brick`` builds on those to provide a high-level application
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abstraction and combinators for expressing user interface layouts.
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This documentation is intended to provide a high-level overview of
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the library's design along with guidance for using it, but details on
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specific functions can be found in the Haddock documentation.
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The process of writing an application using ``brick`` entails writing
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two important functions:
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- A *drawing function* that turns your application state into a
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specification of how your interface should look, and
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- An *event handler* that takes your application state and an input
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event and decides whether to change the state or quit the program.
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We write drawing functions in ``brick`` using an extensive set of
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primitives and combinators to place text on the screen, set its
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attributes (e.g. foreground color), and express layout constraints (e.g.
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padding, centering, box layouts, scrolling viewports, etc.).
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These functions get packaged into a structure that we hand off to the
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``brick`` library's main event loop. We'll cover that in detail in `The
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App Type`_.
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Installation
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------------
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``brick`` can be installed in the "usual way," either by installing
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the latest `Hackage`_ release or by cloning the GitHub repository and
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building locally.
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To install from Hackage::
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$ cabal update
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$ cabal install brick
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To clone and build locally::
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$ git clone https://github.com/jtdaugherty/brick.git
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$ cd brick
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$ cabal sandbox init
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$ cabal install -j
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Building the Demonstration Programs
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-----------------------------------
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``brick`` includes a large collection of feature-specific demonstration
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programs. These programs are not built by default but can be built by
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passing the ``demos`` flag to `cabal install`, e.g.::
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$ cabal install brick -f demos
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Conventions
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===========
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``brick`` has some API conventions worth knowing about as you read this
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documentation and as you explore the library source and write your own
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programs.
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- Use of `lens`_: ``brick`` uses ``lens`` functions internally and also
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exposes lenses for many types in the library. However, if you prefer
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not to use the ``lens`` interface in your program, all ``lens``
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interfaces have non-`lens` equivalents exported by the same module. In
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general, the "``L``" suffix on something tells you it is a ``lens``;
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the name without the "``L``" suffix is the non-`lens` version. You can
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get by without using ``brick``'s ``lens`` interface but your life will
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probably be much more pleasant once your application state becomes
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sufficiently complex if you use lenses to modify it (see
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`appHandleEvent: Handling Events`_).
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- Attribute names: some modules export attribute names (see `How
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Attributes Work`_) associated with user interface elements. These tend
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to end in an "``Attr``" suffix (e.g. ``borderAttr``). In addition,
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hierarchical relationships between attributes are documented in
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Haddock documentation.
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- Use of qualified names: in this document, where sensible, I will use
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fully-qualified names whenever I mention something for the first time
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or whenever I use something that is not part of ``brick``. Use of
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names in this way is not intended to produce executable examples, but
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rather to guide you in writing your ``import`` statements.
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The App Type
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============
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To use the library we must provide it with a value of type
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``Brick.Main.App``. This type is a record type whose fields perform
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various functions:
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.. code:: haskell
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data App s e =
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App { appDraw :: s -> [Widget]
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, appChooseCursor :: s -> [CursorLocation] -> Maybe CursorLocation
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, appHandleEvent :: s -> e -> EventM (Next s)
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, appStartEvent :: s -> EventM s
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, appAttrMap :: s -> AttrMap
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, appLiftVtyEvent :: Event -> e
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}
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The ``App`` type is polymorphic over two types: your application state
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type ``s`` and event type ``e``.
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The application state type is the type of data that will evolve over the
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course of the application's execution; we will provide the library with
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its starting value and event handling will transform it as the program
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executes.
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The event type is the type of events that your event handler
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(``appHandleEvent``) will handle. The underlying ``vty`` library
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provides ``Graphics.Vty.Event`` and this forms the basis of all events
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we will handle with ``brick`` applications. The
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``Brick.Main.defaultMain`` function expects an ``App s Event`` since
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this is a common case.
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However, we often need to extend our notion of events beyond those
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originating from the keyboard. Imagine an application with multiple
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threads and network or disk I/O. Such an application will need to have
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its own internal events to pass to the event handler as (for example)
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network data arrives. To accommodate this we allow an ``App`` to use an
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event type of your own design, so long as it provides a constructor for
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``vty``'s ``Event`` type (``appLiftVtyEvent``). For more details, see
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`Using Your Own Event Type`_.
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The various fields of ``App`` will be described in the sections below.
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To run an ``App``, we pass it to ``Brick.Main.defaultMain`` or
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``Brick.Main.customMain`` along with an initial application state value.
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appDraw: Drawing an Interface
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-----------------------------
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The value of ``appDraw`` is a function that turns the current
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application state into a list of *layers* of type ``Widget``, listed
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topmost first, that will make up the interface. Each ``Widget`` gets
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turned into a ``vty`` layer and the resulting layers are drawn to the
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terminal.
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The ``Widget`` type is the type of *drawing instructions*. The body of
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your drawing function will use one or more drawing functions to build or
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transform ``Widget`` values to describe your interface. These
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instructions will then be executed with respect to three things:
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- The size of the terminal: the size of the terminal determines how many
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``Widget`` values behave. For example, fixed-size ``Widget`` values
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such as text strings behave the same under all conditions (and get
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cropped if the terminal is too small) but layout combinators such as
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``Brick.Widgets.Core.vBox`` or ``Brick.Widgets.Center.center`` use the
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size of the terminal to determine how to lay other widgets out. See
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`How Widgets and Rendering Work`_.
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- The application's attribute map (``appAttrMap``): drawing functions
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requesting the use of attributes cause the attribute map to be
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consulted. See `How Attributes Work`_.
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- The state of scrollable viewports: the state of any scrollable
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viewports on the *previous* drawing will be considered. For more
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details, see `Viewports`_.
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The ``appDraw`` function is called when the event loop begins to draw
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the application as it initially appears. It is also called right after
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an event is processed by ``appHandleEvent``. Even though the function
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returns a specification of how to draw the entire screen, the underlying
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``vty`` library goes to some trouble to efficiently update only the
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parts of the screen that have changed so you don't need to worry about
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this.
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Where do I find drawing functions?
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**********************************
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The most important module providing drawing functions is
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``Brick.Widgets.Core``. Beyond that, any module in the ``Brick.Widgets``
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namespace provides specific kinds of functionality.
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appHandleEvent: Handling Events
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-------------------------------
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The value of ``appHandleEvent`` is a function that decides how to modify
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the application state as a result of an event. It also decides whether
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to continue program execution. The function takes the current
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application state and the event and returns the *next application
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state*:
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.. code:: haskell
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appHandleEvent :: s -> e -> EventM (Next s)
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The ``EventM`` monad is the event-handling monad. This monad is a
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transformer around ``IO``, so you are free to do I/O in this monad by
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using ``liftIO``. Beyond I/O, this monad is just used to make scrolling
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requests to the renderer (see `Viewports`_). Keep in mind that time
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spent blocking in your event handler is time during which your UI is
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unresponsive, so consider this when deciding whether to have background
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threads do work instead of inlining the work in the event handler.
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The ``Next s`` value describes what should happen after the event
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handler is finished. We have three choices:
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* ``Brick.Main.continue s``: continue executing the event loop with the
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specified application state ``s`` as the next value. Commonly this is
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where you'd modify the state based on the event and return it.
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* ``Brick.Main.halt s``: halt the event loop and return the final
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application state value ``s``. This state value is returned to the
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caller of ``defaultMain`` or ``customMain`` where it can be used prior
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to finally exiting ``main``.
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* ``Brick.Main.suspendAndResume act``: suspend the ``brick`` event loop
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and execute the specified ``IO`` action ``act``. The action ``act``
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must be of type ``IO s``, so when it executes it must return the next
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application state. When ``suspendAndResume`` is used, the ``brick``
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event loop is shut down and the terminal state is restored to its
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state when the ``brick`` event loop began execution. When it finishes
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executing, the event loop will be resumed using the returned state
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value. This is useful for situations where your program needs to
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suspend your interface and execute some other program that needs to
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gain control of the terminal (such as an external editor).
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Using Your Own Event Type
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*************************
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Since we often need to communicate application-specific events
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beyond input events to the event handler, the ``App`` type is
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polymorphic over the event type we want to handle. If we use
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``Brick.Main.defaultMain`` to run our ``App``, we have to use
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``Graphics.Vty.Event`` as our event type. But if our application has
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other event-handling needs, we need to use our own event type.
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To do this, we first define an event type:
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.. code:: haskell
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data CustomEvent =
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VtyEvent Graphics.Vty.Event
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| CustomEvent1
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| CustomEvent2
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Our custom event type *must* provide a constructor capable of taking
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a ``Graphics.Vty.Event`` value. This allows the ``brick`` event loop
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to send us ``vty`` events in the midst of our custom ones. To allow
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``brick`` to do this, we provide this constructor as the value of
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``appLiftVtyEvent``. This way, ``brick`` can wrap a ``vty`` event using
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our custom event type and then pass it to our event handler (which takes
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``CustomEvent`` values). In this case we'd set ``appLiftVtyEvent =
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VtyEvent``.
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Once we have set ``appLiftVtyEvent`` in this way, we also need to set up
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a mechanism for getting our custom events into the ``brick`` event loop
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from other threads. To do this we use a ``Control.Concurrent.Chan`` and
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call ``Brick.Main.customMain`` instead of ``Brick.Main.defaultMain``:
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.. code:: haskell
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main :: IO ()
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main = do
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eventChan <- Control.Concurrent.newChan
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finalState <- customMain (Graphics.Vty.mkVty Data.Default.def) eventChan app initialState
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-- Use finalState and exit
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Beyond just the application and its initial state, the ``customMain``
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function lets us have control over how the ``vty`` library is
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initialized and how ``brick`` gets custom events to give to our event
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handler. ``customMain`` is the entry point into ``brick`` when you need
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to use your own event type.
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Starting up: appStartEvent
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**************************
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When an application starts, it may be desirable to perform some of
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the duties typically only possible when an event has arrived, such as
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setting up initial scrolling viewport state. Since such actions can only
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be performed in ``EventM`` and since we do not want to wait until the
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first event arrives to do this work in ``appHandleEvent``, the ``App``
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type provides ``appStartEvent`` function for this purpose:
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.. code:: haskell
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appStartEvent :: s -> EventM s
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This function takes the initial application state and returns it in
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``EventM``, possibly changing it and possibly making viewport requests.
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For more details, see `Viewports`_. You will probably just want to use
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``return`` as the implementation of this function for most applications.
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appChooseCursor: Placing the Cursor
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-----------------------------------
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The rendering process for a ``Widget`` may return information about
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where that widget would like to place the cursor. For example, a text
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editor will need to report a cursor position. However, since a
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``Widget`` may be a composite of many such cursor-placing widgets, we
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have to have a way of choosing which of the reported cursor positions,
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if any, is the one we actually want to honor.
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To decide which cursor placement to use, or to decide not to show one at
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all, we set the ``App`` type's ``appChooseCursor`` function:
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.. code:: haskell
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appChooseCursor :: s -> [CursorLocation] -> Maybe CursorLocation
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The event loop renders the interface and collects the
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``Brick.Types.CursorLocation`` values produced by the rendering process
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and passes those, along with the current application state, to this
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function. Using your application state (to track which text input box
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is "focused," say) you can decide which of the locations to return or
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return ``Nothing`` if you do not want to show a cursor.
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We decide which location to show by looking at the ``Brick.Types.Name``
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value contained in the ``cursorLocationName`` field. The ``Name``
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value associated with a cursor location will be the ``Name`` of the
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``Widget`` that requested it; this is why constructors for widgets like
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``Brick.Widgets.Edit.editor`` require a ``Name`` parameter. The ``Name``
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lets us distinguish between many cursor-placing widgets of the same
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type.
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``Brick.Main`` provides various convenience functions to make cursor
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selection easy in common cases:
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* ``neverShowCursor``: never show any cursor.
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* ``showFirstCursor``: always show the first cursor request given; good
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for applications with only one cursor-placing widget.
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* ``showCursorNamed``: show the cursor with the specified name or
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``Nothing`` if it is not requested.
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Widgets request cursor placement by using the
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``Brick.Widgets.Core.showCursor`` combinator. For example, this widget
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places a cursor on the first "``o``" in "``foo``" assocated with the
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cursor name "``myCursor``":
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.. code:: haskell
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let w = showCursor (Name "myCursor") (Brick.Types.Location (1, 0))
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(Brick.Widgets.Core.str "foobar")
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appAttrMap: Managing Attributes
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-------------------------------
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In ``brick`` we use an *attribute map* to assign attibutes to elements
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of the interface. Rather than specifying specific attributes when
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drawing a widget (e.g. red-on-black text) we specify an *attribute name*
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that is an abstract name for the kind of thing we are drawing, e.g.
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"keyword" or "e-mail address." We then provide an attribute map which
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maps those attribute names to actual attributes. This approach lets us:
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* Change the attributes at runtime, letting the user change the
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attributes of any element of the application arbitrarily without
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forcing anyone to build special machinery to make this configurable;
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* Write routines to load saved attribute maps from disk;
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* Provide modular attribute behavior for third-party components, where
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we would not want to have to recompile third-party code just to change
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attributes, and where we would not want to have to pass in attribute
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arguments to third-party drawing functions.
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This lets us put the attribute mapping for an entire app, regardless of
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use of third-party widgets, in one place.
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To create a map we use ``Brick.AttrMap.attrMap``, e.g.,
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.. code:: haskell
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App { ...
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, appAttrMap = const $ attrMap Graphics.Vty.defAttr [(someAttrName, fg blue)]
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}
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To use an attribute map, we specify the ``App`` field ``appAttrMap`` as
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the function to return the current attribute map each time rendering
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occurs. This function takes the current application state, so you may
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choose to store the attribute map in your application state. You may
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also choose not to bother with that and to just set ``appAttrMap = const
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someMap``.
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To draw a widget using an attribute name in the map, use
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``Brick.Widgets.Core.withAttr``. For example, this draws a string with a
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``blue`` background:
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.. code:: haskell
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let w = withAttr blueBg $ str "foobar"
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blueBg = attrName "blueBg"
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myMap = attrMap defAttr [ (blueBg, Brick.Util.bg Graphics.Vty.blue)
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]
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For complete details on how attribute maps and attribute names work, see
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the Haddock documentation for the ``Brick.AttrMap`` module. See also
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`How Attributes Work`_.
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How Widgets and Rendering Work
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==============================
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When ``brick`` renders a ``Widget``, the widget's rendering routine is
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evaluated to produce a ``vty`` ``Image`` of the widget. The widget's
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rendering routine runs with some information called the *rendering
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context* that contains:
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* The size of the area in which to draw things
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* The name of the current attribute to use to draw things
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* The map of attributes to use to look up attribute names
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* The active border style to use when drawing borders
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Available Rendering Area
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------------------------
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The most important element in the rendering context is the rendering
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area: This part of the context tells the widget being drawn how many
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rows and columns are available for it to consume. When rendering begins,
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the widget being rendered (i.e. a layer returned by an ``appDraw``
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function) gets a rendering context whose rendering area is the size of
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the terminal. This size information is used to let widgets take up that
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space if they so choose. For example, a string "Hello, world!" will
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always take up one row and 13 columns, but the string "Hello, world!"
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*centered* will always take up one row and *all available columns*.
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How widgets use space when rendered is described in two pieces of
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information in each ``Widget``: the widget's horizontal and vertical
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growth policies. These fields have type ``Brick.Widgets.Core.Size`` and
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can have the values ``Fixed`` and ``Greedy``.
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A widget advertising a ``Fixed`` size in a given dimension is a widget
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that will always consume the same number of rows or columns no matter
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how many it is given. Widgets can advertise different growth policies;
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for example, the ``Brick.Widgets.Border.hCenter`` function centers
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a widget and is ``Greedy`` horizontally and defers to the widget it
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centers for vertical growth behavior.
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These size policies govern the box layout algorithm that is at
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the heart of every non-trivial drawing specification. When we use
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``Brick.Widgets.Core.vBox`` and ``Brick.Widgets.Core.hBox`` to
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lay things out (or use their binary synonyms ``<=>`` and ``<+>``,
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respectively), the box layout algorithm looks at the growth policies of
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the widgets it receives to determine how to allocate the available space
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to them.
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For example, imagine that the terminal window is currently 10 rows high
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and 50 columns wide. We wish to render the following widget:
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.. code:: haskell
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let w = (str "Hello," <=> str "World!")
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Rendering this to the terminal will result in "Hello," and "World!"
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underneath it, with 8 rows unoccupied by anything. But if we wished to
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render a vertical border underneath those strings, we would write:
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.. code:: haskell
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let w = (str "Hello," <=> str "World!" <=> vBorder)
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Rendering this to the terminal will result in "Hello," and "World!"
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underneath it, with 8 rows remaining occupied by vertical border
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characters ("``|``") one column wide. The vertical border widget is
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designed to take up however many rows it was given, but rendering the
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box layout algorithm has to be careful about rendering such ``Greedy``
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widgets because the won't leave room for anything else. Instead, the
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box widget saves the ``Greedy`` widgets for last after rendering
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the ``Fixed`` ones to prevent this from happening. In this way the
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``Greedy`` ones are elastic, taking up the space left after rendering
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the widgets that have a fixed size.
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(Note that when we say "before" and "after" here, we don't mean visual
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order; the ``vBorder`` above comes after the strings visually, but the
|
|
widget rendering order depends on size policies even though the final
|
|
widgets get reordered visually to match their original layout. Rendering
|
|
order here refers to the order in which we steadily consume available
|
|
space in the rendering context by rendering sub-widgets.)
|
|
|
|
When using widgets it is sometimes important to understand their
|
|
horizontal and vertical space behavior by knowing their ``Size`` values,
|
|
and those should be made clear in the Haddock documentation.
|
|
|
|
Limiting Rendering Area
|
|
-----------------------
|
|
|
|
If you'd like to use a ``Greedy`` widget but want to limit how much
|
|
space it consumes, you can turn it into a ``Fixed`` widget by using
|
|
one of the *limiting combinators*, ``Brick.Widgets.Core.hLimit`` and
|
|
``Brick.Widgets.Core.vLimit``. These combinators take widgets and turn
|
|
them into widgets with a ``Fixed`` size (in the relevant dimension) and
|
|
run their rendering functions in a modified rendering context with a
|
|
restricted rendering area.
|
|
|
|
For example, the following will center a string in 30 columns, leaving
|
|
room for something to be placed next to it as the terminal width
|
|
changes:
|
|
|
|
.. code:: haskell
|
|
|
|
let w = hLimit 30 $ hCenter $ str "Hello, world!"
|
|
|
|
The Attribute Map
|
|
-----------------
|
|
|
|
The rendering context contains an attribute map (see `How Attributes
|
|
Work`_ and `appAttrMap: Managing Attributes`_) which is used to look up
|
|
attribute names from the drawing specification. The map originates from
|
|
``Brick.Main.appAttrMap`` and can be manipulated on a per-widget basis
|
|
using ``Brick.Widgets.Core.updateAttrMap``.
|
|
|
|
The Active Border Style
|
|
-----------------------
|
|
|
|
Widgets in the ``Brick.Widgets.Border`` module draw border characters
|
|
(horizontal, vertical, and boxes) between and around other widgets. To
|
|
ensure that widgets across your application share a consistent visual
|
|
style, border widgets consult the rendering context's *active border
|
|
style*, a value of type ``Brick.Widgets.Border.Style``, to get the
|
|
characters used to draw borders.
|
|
|
|
The default border style is ``Brick.Widgets.Border.Style.unicode``. To
|
|
change border styles, use the ``Brick.Widgets.Core.withBorderStyle``
|
|
combinator to wrap a widget and change the border style it uses when
|
|
rendering. For example, this will use the ``ascii`` border style instead
|
|
of ``unicode``:
|
|
|
|
.. code:: haskell
|
|
|
|
let w = withBorderStyle Brick.Widgets.Border.Style.ascii $
|
|
Brick.Widgets.Border.border $ str "Hello, world!"
|
|
|
|
How Attributes Work
|
|
===================
|
|
|
|
In addition to letting us map names to attributes, attribute maps
|
|
provide hierarchical attribute inheritance: a more specific attribute
|
|
derives any properties (e.g. background color) that it does not specify
|
|
from more general attributes in hierarchical relationship to it, letting
|
|
us customize only the parts of attributes that we want to change without
|
|
having to repeat ourselves.
|
|
|
|
For example, this draws a string with a foreground color of ``white`` on
|
|
a background color of ``blue``:
|
|
|
|
.. code:: haskell
|
|
|
|
let w = withAttr specificAttr $ str "foobar"
|
|
generalAttr = attrName "general"
|
|
specificAttr = attrName "general" <> attrName "specific"
|
|
myMap = attrMap defAttr [ (generalAttr, bg blue)
|
|
, (specificAttr, fg white)
|
|
]
|
|
|
|
Functions ``Brick.Util.fg`` and ``Brick.Util.bg`` specify
|
|
partial attributes, and map lookups start with the desired name
|
|
(``general/specific`` in this case) and walk up the name hierarchy (to
|
|
``general``), merging partial attribute settings as they go, letting
|
|
already-specified attribute settings take precedence. Finally, any
|
|
attribute settings not specified by map lookups fall back to the map's
|
|
*default attribute*, specified above as ``Graphics.Vty.defAttr``. In
|
|
this way, if you want everything in your application to have a ``blue``
|
|
background color, you only need to specify it *once*: in the attribute
|
|
map's default attribute. Any other attribute names can merely customize
|
|
the foreground color.
|
|
|
|
In addition to using the attribute map provided by ``appAttrMap``,
|
|
the map can be customized on a per-widget basis by using the attribute
|
|
map combinators:
|
|
|
|
* ``Brick.Widgets.Core.updateAttrMap``
|
|
* ``Brick.Widgets.Core.forceAttr``
|
|
* ``Brick.Widgets.Core.withDefAttr``
|
|
|
|
Viewports
|
|
=========
|
|
|
|
A *viewport* is a scrollable window onto another widget. Viewports have
|
|
a *scrolling direction* of type ``Brick.Widgets.Core.ViewportType``
|
|
which can be one of:
|
|
|
|
* ``Horizontal``: the viewport can only scroll horizontally.
|
|
* ``Vertical``: the viewport can only scroll vertically.
|
|
* ``Both``: the viewport can scroll both horizontally and vertically.
|
|
|
|
The ``Brick.Widgets.Core.viewport`` combinator takes another widget and
|
|
embeds it in a named viewport. We name the viewport so that we can
|
|
keep track of its scrolling state in the renderer, and so that you can
|
|
make scrolling requests. The viewport's name is its handle for these
|
|
operations (see `Scrolling Viewports in Event Handlers`_). *The viewport
|
|
name must be unique across your interface.*
|
|
|
|
For example, the following puts a string in a horizontally-scrollable
|
|
viewport:
|
|
|
|
.. code:: haskell
|
|
|
|
let w = viewport (Name "myViewport") Horizontal $ str "Hello, world!"
|
|
|
|
The above example is incomplete. A ``viewport`` specification means that
|
|
the widget in the viewport will be placed in a viewport window that is
|
|
``Greedy`` in both directions (see `Available Rendering Area`_). This
|
|
is suitable if we want the viewport size to be the size of the entire
|
|
terminal window, but if we want to embed this scrollable viewport
|
|
somewhere in our interface, we want to control its dimensions. To do so,
|
|
we use the limiting combinators (see `Limiting Rendering Area`_):
|
|
|
|
.. code:: haskell
|
|
|
|
let w = hLimit 5 $
|
|
vLimit 1 $
|
|
viewport (Name "myViewport") Horizontal $ str "Hello, world!"
|
|
|
|
Now the example produces a scrollable window one row high and five
|
|
columns wide initially showing "Hello". The next two sections discuss
|
|
the two ways in which this viewport can be scrolled.
|
|
|
|
Scrolling Viewports in Event Handlers
|
|
-------------------------------------
|
|
|
|
The most direct way to scroll a viewport is to make *scrolling requests*
|
|
in the ``EventM`` event-handling monad. Scrolling requests ask the
|
|
render to update the state of a viewport the next time the user
|
|
interface is rendered. Those state updates will be made with respect to
|
|
the *previous* viewport state. This approach is the best approach to use
|
|
to scroll widgets that have no notion of a cursor. For cursor-based
|
|
scrolling, see `Scrolling Viewports With Visibility Requests`_.
|
|
|
|
To make scrolling requests, we first create a
|
|
``Brick.Main.ViewportScroll`` from a viewport name with
|
|
``Brick.Main.viewportScroll``:
|
|
|
|
.. code:: haskell
|
|
|
|
let vp = viewportScroll (Name "myViewport")
|
|
|
|
The ``ViewportScroll`` record type contains a number of scrolling
|
|
functions for making scrolling requests:
|
|
|
|
.. code:: haskell
|
|
|
|
hScrollPage :: Direction -> EventM ()
|
|
hScrollBy :: Int -> EventM ()
|
|
hScrollToBeginning :: EventM ()
|
|
hScrollToEnd :: EventM ()
|
|
vScrollPage :: Direction -> EventM ()
|
|
vScrollBy :: Int -> EventM ()
|
|
vScrollToBeginning :: EventM ()
|
|
vScrollToEnd :: EventM ()
|
|
|
|
In each case the scrolling function scrolls the viewport by the
|
|
specified amount in the specified direction; functions prefixed with
|
|
``h`` scroll horizontally and functions prefixed with ``v`` scroll
|
|
vertically.
|
|
|
|
Scrolling operations do nothing when they don't make sense for the
|
|
specified viewport; scrolling a ``Vertical`` viewport horizontally is a
|
|
no-op, for example.
|
|
|
|
Using ``viewportScroll`` and the ``myViewport`` example given above, we
|
|
can write an event handler that scrolls the "Hello, world!" viewport one
|
|
column to the right:
|
|
|
|
.. code:: haskell
|
|
|
|
myHandler :: s -> e -> EventM (Next s)
|
|
myHandler s e = do
|
|
let vp = viewportScroll (Name "myViewport")
|
|
hScrollBy vp 1
|
|
continue s
|
|
|
|
Scrolling Viewports With Visibility Requests
|
|
--------------------------------------------
|
|
|
|
When we need to scroll widgets only when a cursor in the viewport leaves
|
|
the viewport's bounds, we need to use *visibility requests*. A
|
|
visibility request is a hint to the renderer that some element of a
|
|
widget inside a viewport should be made visible, i.e., that the viewport
|
|
should be scrolled to bring the requested element into view.
|
|
|
|
To use a visibility request to make a widget in a viewport visible, we
|
|
simply wrap it with ``visible``:
|
|
|
|
.. code:: haskell
|
|
|
|
let w = viewport (Name "myViewport") Horizontal $
|
|
(visible $ str "Hello," <+> (str " world!")
|
|
|
|
This example requests that the "``myViewport``" viewport be scrolled so
|
|
that "Hello," is visible. We could extend this example with a value
|
|
in the application state indicating which word in our string should
|
|
be visible and then use that to change which string gets wrapped with
|
|
``visible``; this is the basis of cursor-based scrolling.
|
|
|
|
Note that a visibility request does not change the state of a viewport
|
|
*if the requested widget is already visible*! This important detail is
|
|
what makes visibility requests so powerful, because they can be used to
|
|
capture various cursor-based scenarios:
|
|
|
|
* The ``Brick.Widgets.Edit`` widget uses a visibility request to make its
|
|
1x1 cursor position visible, thus making the text editing widget fully
|
|
scrollable *while being entirely scrolling-unaware*.
|
|
* The ``Brick.Widgets.List`` widget uses a visibility request to make
|
|
its selected item visible regardless of its size, which makes
|
|
the list widget both scrolling-unaware and also makes it support
|
|
variable-height items for free.
|
|
|
|
Viewport Restrictions
|
|
---------------------
|
|
|
|
Viewports impose one restriction: a viewport that is scrollable in some
|
|
direction can only embed a widget that has a ``Fixed`` size in that
|
|
direction. This extends to ``Both`` type viewports: they can only embed
|
|
widgets that are ``Fixed`` in both directions. This restriction is
|
|
because when viewports embed a widget, they relax the rendering area
|
|
constraint in the rendering context, but doing so to a large enough
|
|
number for ``Greedy`` widgets would result in a widget that is too big
|
|
and not scrollable in a useful way.
|
|
|
|
Violating this restriction will result in a runtime exception.
|
|
|
|
Implementing Your Own Widgets
|
|
=============================
|
|
|
|
``brick`` exposes all of the internals you need to implement your own
|
|
widgets. Those internals, together with ``Graphics.Vty``, can be used to
|
|
create widgets from the ground up. We start by writing a function:
|
|
|
|
.. code:: haskell
|
|
|
|
myWidget :: ... -> Widget
|
|
myWidget ... =
|
|
Widget Fixed Fixed $ do
|
|
...
|
|
|
|
We specify the horizontal and vertical growth policies of the widget
|
|
as ``Fixed`` in this example, although they should be specified
|
|
appropriately (see `How Widgets and Rendering Work`_). Lastly we specify
|
|
the *rendering function*, a function of type
|
|
|
|
.. code:: haskell
|
|
|
|
render :: RenderM Result
|
|
|
|
which is a function returning a ``Brick.Widgets.Core.Result``:
|
|
|
|
.. code:: haskell
|
|
|
|
data Result =
|
|
Result { image :: Graphics.Vty.Image
|
|
, cursors :: [Brick.Types.CursorLocation]
|
|
, visibilityRequests :: [Brick.Widgets.Core.VisibilityRequest]
|
|
}
|
|
|
|
The ``RenderM`` monad gives us access to the rendering context (see `How
|
|
Widgets and Rendering Work`_) via the ``Brick.Widgets.Core.getContext``
|
|
function. The context type is:
|
|
|
|
.. code:: haskell
|
|
|
|
data Context =
|
|
Context { ctxAttrName :: AttrName
|
|
, availWidth :: Int
|
|
, availHeight :: Int
|
|
, ctxBorderStyle :: BorderStyle
|
|
, ctxAttrMap :: AttrMap
|
|
}
|
|
|
|
and has `lens` fields exported as described in `Conventions`_.
|
|
|
|
The job of the rendering function is to return a rendering result which,
|
|
at a minimum, means producing a ``vty`` ``Image``. In addition, if you
|
|
so choose, you can also return one or more cursor positions in the
|
|
``cursors`` field of the ``Result`` as well as visibility requests (see
|
|
`Viewports`_) in the ``visibilityRequests`` field.
|
|
|
|
Using the Rendering Context
|
|
---------------------------
|
|
|
|
The most important fields of the context are the rendering area fields
|
|
``availWidth`` and ``availHeight``. These fields must be used to
|
|
determine how much space your widget has to render.
|
|
|
|
To perform an attribute lookup in the attribute map for the context's
|
|
current attribute, use ``Brick.Widgets.Core.attrL``.
|
|
|
|
Rendering Sub-Widgets
|
|
---------------------
|
|
|
|
If your custom widget wraps another, then in addition to rendering the
|
|
wrapped widget and augmenting its returned ``Result`` *it must also
|
|
translate the resulting cursor locations and visibility requests*.
|
|
This is vital to maintaining the correctness of cursor locations and
|
|
visbility locations as widget layout proceeds. To do so, use the
|
|
``Brick.Widgets.Core.addResultOffset`` function to offset the elements
|
|
of a ``Result`` by a specified amount. The amount depends on the nature
|
|
of the offset introduced by your wrapper widget's logic.
|
|
|
|
.. _vty: https://github.com/coreyoconnor/vty
|
|
.. _Hackage: http://hackage.haskell.org/
|
|
.. _lens: http://hackage.haskell.org/package/lens
|