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Prefer std::string over std::wstring. (#179)
In the past, FTXUI switched from std::string to std::wstring to support fullwidth characters. The reasons was that fullwidth characters can be stored inside a single wchar_t. Then FTXUI added support for combining characters. A single glygh doesn't even fit a wchar_t. Instead, a glyph can be arbitrary large. The usage of wstring doesn't really fit the new model and have several drawbacks: 1. It doesn't simplify the implementation of FTXUI, because of combining characters. 2. It reduces drawing performance by 2x. 3. It increase Screen's memory allocation by 2x. This patch converts FTXUI to use std::string internally. It now exposes std::string based API. The std::wstring API remains, but is now deprecated. Tests and examples haven't been update to show the breakage is limited. They will be updated in a second set of patches. Bug: https://github.com/ArthurSonzogni/FTXUI/issues/153 Co-authored-by: Tushar Maheshwari <tushar27192@gmail.com>
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@@ -24,10 +24,9 @@ class ComponentBase;
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/// https://invisible-island.net/xterm/ctlseqs/ctlseqs.html
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struct Event {
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// --- Constructor section ---------------------------------------------------
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static Event Character(std::string);
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static Event Character(char);
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static Event Character(wchar_t);
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static Event Character(std::string);
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static Event Special(std::string);
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static Event Mouse(std::string, Mouse mouse);
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static Event CursorReporting(std::string, int x, int y);
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@@ -58,7 +57,7 @@ struct Event {
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//--- Method section ---------------------------------------------------------
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bool is_character() const { return type_ == Type::Character; }
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wchar_t character() const { return character_; }
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std::string character() const { return input_; }
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bool is_mouse() const { return type_ == Type::Mouse; }
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struct Mouse& mouse() {
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@@ -92,7 +91,6 @@ struct Event {
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};
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union {
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wchar_t character_ = U'?';
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struct Mouse mouse_;
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struct Cursor cursor_;
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};
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