FTXUI/src/ftxui/dom/scroll_indicator.cpp

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#include "ftxui/dom/elements.hpp"
#include "ftxui/dom/node.hpp"
#include "ftxui/dom/node_decorator.hpp" // for NodeDecorator
#include "ftxui/screen/box.hpp"
#include "ftxui/screen/screen.hpp"
namespace ftxui {
/// @brief Add a filter that will invert the foreground and the background
/// colors.
/// @ingroup dom
Element vscroll_indicator(Element child) {
class Impl : public NodeDecorator {
using NodeDecorator::NodeDecorator;
void ComputeRequirement() override {
Node::ComputeRequirement();
requirement_ = children_[0]->requirement();
requirement_.min_x++;
}
void SetBox(Box box) override {
Node::SetBox(box);
if (box_.x_min > box_.x_max)
box_.x_max--;
children_[0]->SetBox(box);
}
void Render(Screen& screen) final {
Node::Render(screen);
const Box& stencil = screen.stencil;
float size_inner = box_.y_max - box_.y_min;
float size_outter = stencil.y_max - stencil.y_min;
float start_y = stencil.y_min +
(stencil.y_min - box_.y_min) * size_outter / size_inner;
float end_y = stencil.y_min +
(stencil.y_max - box_.y_min) * size_outter / size_inner;
const int x = stencil.x_max;
for (int y = stencil.y_min; y <= stencil.y_max; ++y) {
bool up = (2 * y + -1 >= 2 * start_y) && (2 * y + -1 <= 2 * end_y);
bool down = (2 * y + 0 >= 2 * start_y) && (2 * y + 0 <= 2 * end_y);
const char* c = up ? (down ? "" : "") : (down ? "" : " ");
screen.PixelAt(x, y).character = c;
screen.PixelAt(x, y).inverted = true;
}
};
};
return std::make_shared<Impl>(std::move(child));
}
} // namespace ftxui