FTXUI/src/ftxui/component/component.cpp

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#include "ftxui/component/component.hpp"
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#include <algorithm>
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#include "ftxui/component/captured_mouse.hpp"
#include "ftxui/component/event.hpp"
#include "ftxui/component/screen_interactive.hpp"
namespace ftxui {
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namespace {
class CaptureMouseImpl : public CapturedMouseInterface {
public:
~CaptureMouseImpl() override {}
};
}
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Component::~Component() {
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Detach();
}
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/// @brief Return the parent Component, or nul if any.
/// @see Attach
/// @see Detach
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/// @see Parent
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/// @ingroup component
Component* Component::Parent() {
return parent_;
}
/// @brief Add a children.
/// @@param child The child to be attached.
/// @ingroup component
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void Component::Add(Component* child) {
child->Attach(this);
}
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/// @brief Draw the component.
/// Build a ftxui::Element to be drawn on the ftxi::Screen representing this
/// ftxui::Component.
/// @ingroup component
Element Component::Render() {
if (children_.size() == 1)
return children_.front()->Render();
return text(L"Not implemented component");
}
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/// @brief Called in response to an event.
/// @param event The event.
/// @return True when the event has been handled.
/// The default implementation called OnEvent on every child until one return
/// true. If none returns true, return false.
/// @ingroup component
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bool Component::OnEvent(Event event) {
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for (Component* child : children_) {
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if (child->OnEvent(event))
return true;
}
return false;
}
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/// @brief Return the currently Active child.
/// @return the currently Active child.
/// @ingroup component
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Component* Component::ActiveChild() {
return children_.empty() ? nullptr : children_.front();
}
/// @brief Returns if the element if the currently active child of its parent.
/// @ingroup component
bool Component::Active() {
return !parent_ || parent_->ActiveChild() == this;
}
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/// @brief Returns if the elements if focused by the user.
/// True when the Component is focused by the user. An element is Focused when
/// it is with all its ancestors the ActiveChild() of their parents.
/// @ingroup component
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bool Component::Focused() {
Component* current = this;
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for (;;) {
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Component* parent = current->parent_;
if (!parent)
return true;
if (parent->ActiveChild() != current)
return false;
current = parent;
}
}
/// @brief Make the |child| to be the "active" one.
/// @argument child the child to become active.
/// @ingroup component
void Component::SetActiveChild(Component*) {}
/// @brief Configure all the ancestors to give focus to this component.
/// @ingroup component
void Component::TakeFocus() {
Component* child = this;
Component* parent = parent_;
while (parent) {
parent->SetActiveChild(child);
child = parent;
parent = parent->parent_;
}
}
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/// @brief Take the CapturedMouse if available. There is only one component of
/// them. It represents a component taking priority over others.
/// @argument event
/// @ingroup component
CapturedMouse Component::CaptureMouse(const Event& event) {
if (!event.screen_)
return std::make_unique<CaptureMouseImpl>();
return event.screen_->CaptureMouse();
}
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/// @brief Detach this children from its parent.
/// @see Attach
/// @see Detach
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/// @see Parent
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/// @ingroup component
void Component::Detach() {
if (!parent_)
return;
auto it = std::find(std::begin(parent_->children_),
std::end(parent_->children_), this);
parent_->children_.erase(it);
}
/// @brief Attach this element to its parent.
/// @see Attach
/// @see Detach
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/// @see Parent
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/// @ingroup component
void Component::Attach(Component* parent) {
Detach();
parent_ = parent;
parent_->children_.push_back(this);
}
} // namespace ftxui
// 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.