//! Build menus for your application.
use crate::keyboard::Hotkey;
/// Menu representation.
///
/// This can be used by `shell` implementations to create a menu.
#[derive(Debug, Clone, PartialEq)]
pub struct Menu<Message> {
entries: Vec<Entry<Message>>,
}
impl<Message> Menu<Message> {
/// Creates an empty [`Menu`].
pub fn new() -> Self {
Self::with_entries(Vec::new())
}
/// Creates a new [`Menu`] with the given entries.
pub fn with_entries(entries: Vec<Entry<Message>>) -> Self {
Self { entries }
}
/// Adds an [`Entry`] to the [`Menu`].
pub fn push(mut self, entry: Entry<Message>) -> Self {
self.entries.push(entry);
self
}
/// Returns a [`MenuEntry`] iterator.
pub fn iter(self) -> impl Iterator<Item = Entry<Message>> {
self.entries.into_iter()
}
}
/// Represents one of the possible entries used to build a [`Menu`].
#[derive(Debug, Clone, PartialEq)]
pub enum Entry<Message> {
/// Item for a [`Menu`]
Item {
/// The title of the item
content: String,
/// The [`Hotkey`] to activate the item, if any
hotkey: Option<Hotkey>,
/// The message generated when the item is activated
on_activation: Message,
},
/// Dropdown for a [`Menu`]
Dropdown {
/// Title of the dropdown
content: String,
/// The submenu of the dropdown
submenu: Menu<Message>,
},
/// Separator for a [`Menu`]
Separator,
}
impl<Message> Entry<Message> {
/// Creates an [`Entry::Item`].
pub fn item<S: Into<String>>(
content: S,
hotkey: impl Into<Option<Hotkey>>,
on_activation: Message,
) -> Self {
let content = content.into();
let hotkey = hotkey.into();
Entry::Item {
content,
hotkey,
on_activation,
}
}
/// Creates an [`Entry::Dropdown`].
pub fn dropdown<S: Into<String>>(
content: S,
submenu: Menu<Message>,
) -> Self {
let content = content.into();
Entry::Dropdown { content, submenu }
}
}