FTXUI/src/ftxui/component/button.cpp

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// Copyright 2020 Arthur Sonzogni. All rights reserved.
// Use of this source code is governed by the MIT license that can be found in
// the LICENSE file.
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#include <functional> // for function
#include <memory> // for shared_ptr
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#include <utility> // for move
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#include "ftxui/component/animation.hpp" // for Animator, Params (ptr only)
#include "ftxui/component/captured_mouse.hpp" // for CapturedMouse
#include "ftxui/component/component.hpp" // for Make, Button
#include "ftxui/component/component_base.hpp" // for ComponentBase
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#include "ftxui/component/component_options.hpp" // for ButtonOption, AnimatedColorOption, AnimatedColorsOption, EntryState
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#include "ftxui/component/event.hpp" // for Event, Event::Return
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#include "ftxui/component/mouse.hpp" // for Mouse, Mouse::Left, Mouse::Pressed
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#include "ftxui/component/screen_interactive.hpp" // for Component
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#include "ftxui/dom/elements.hpp" // for operator|, Decorator, Element, operator|=, bgcolor, color, reflect, text, bold, border, inverted, nothing
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#include "ftxui/screen/box.hpp" // for Box
#include "ftxui/screen/color.hpp" // for Color
#include "ftxui/util/ref.hpp" // for Ref, ConstStringRef
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namespace ftxui {
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namespace {
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Element DefaultTransform(EntryState params) { // NOLINT
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auto element = text(params.label) | border;
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if (params.active) {
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element |= bold;
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}
if (params.focused) {
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element |= inverted;
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}
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return element;
}
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class ButtonBase : public ComponentBase, public ButtonOption {
public:
explicit ButtonBase(ButtonOption option) : ButtonOption(std::move(option)) {}
// Component implementation:
Element Render() override {
const bool active = Active();
const bool focused = Focused();
const bool focused_or_hover = focused || mouse_hover_;
float target = focused_or_hover ? 1.f : 0.f; // NOLINT
if (target != animator_background_.to()) {
SetAnimationTarget(target);
}
auto focus_management = focused ? focus : active ? select : nothing;
const EntryState state = {
*label,
false,
active,
focused_or_hover,
};
auto element = (transform ? transform : DefaultTransform) //
(state);
return element | AnimatedColorStyle() | focus_management | reflect(box_);
}
Decorator AnimatedColorStyle() {
Decorator style = nothing;
if (animated_colors.background.enabled) {
style = style |
bgcolor(Color::Interpolate(animation_foreground_, //
animated_colors.background.inactive,
animated_colors.background.active));
}
if (animated_colors.foreground.enabled) {
style =
style | color(Color::Interpolate(animation_foreground_, //
animated_colors.foreground.inactive,
animated_colors.foreground.active));
}
return style;
}
void SetAnimationTarget(float target) {
if (animated_colors.foreground.enabled) {
animator_foreground_ = animation::Animator(
&animation_foreground_, target, animated_colors.foreground.duration,
animated_colors.foreground.function);
}
if (animated_colors.background.enabled) {
animator_background_ = animation::Animator(
&animation_background_, target, animated_colors.background.duration,
animated_colors.background.function);
}
}
void OnAnimation(animation::Params& p) override {
animator_background_.OnAnimation(p);
animator_foreground_.OnAnimation(p);
}
void OnClick() {
on_click();
animation_background_ = 0.5F; // NOLINT
animation_foreground_ = 0.5F; // NOLINT
SetAnimationTarget(1.F); // NOLINT
}
bool OnEvent(Event event) override {
if (event.is_mouse()) {
return OnMouseEvent(event);
}
if (event == Event::Return) {
OnClick();
return true;
}
return false;
}
bool OnMouseEvent(Event event) {
mouse_hover_ =
box_.Contain(event.mouse().x, event.mouse().y) && CaptureMouse(event);
if (!mouse_hover_) {
return false;
}
if (event.mouse().button == Mouse::Left &&
event.mouse().motion == Mouse::Pressed) {
TakeFocus();
OnClick();
return true;
}
return false;
}
bool Focusable() const final { return true; }
private:
bool mouse_hover_ = false;
Box box_;
ButtonOption option_;
float animation_background_ = 0;
float animation_foreground_ = 0;
animation::Animator animator_background_ =
animation::Animator(&animation_background_);
animation::Animator animator_foreground_ =
animation::Animator(&animation_foreground_);
};
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} // namespace
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/// @brief Draw a button. Execute a function when clicked.
/// @param option Additional optional parameters.
/// @ingroup component
/// @see ButtonBase
///
/// ### Example
///
/// ```cpp
/// auto screen = ScreenInteractive::FitComponent();
/// Component button = Button({
/// .label = "Click to quit",
/// .on_click = screen.ExitLoopClosure(),
/// });
/// screen.Loop(button)
/// ```
///
/// ### Output
///
/// ```bash
/// ┌─────────────┐
/// │Click to quit│
/// └─────────────┘
/// ```
Component Button(ButtonOption option) {
return Make<ButtonBase>(std::move(option));
}
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/// @brief Draw a button. Execute a function when clicked.
/// @param label The label of the button.
/// @param on_click The action to execute when clicked.
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/// @param option Additional optional parameters.
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/// @ingroup component
/// @see ButtonBase
///
/// ### Example
///
/// ```cpp
/// auto screen = ScreenInteractive::FitComponent();
/// std::string label = "Click to quit";
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/// Component button = Button(&label, screen.ExitLoopClosure());
/// screen.Loop(button)
/// ```
///
/// ### Output
///
/// ```bash
/// ┌─────────────┐
/// │Click to quit│
/// └─────────────┘
/// ```
// NOLINTNEXTLINE
Component Button(ConstStringRef label,
std::function<void()> on_click,
ButtonOption option) {
option.label = label;
option.on_click = std::move(on_click);
return Make<ButtonBase>(std::move(option));
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}
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} // namespace ftxui