Make component more functionnal

This commit is contained in:
ArthurSonzogni
2021-05-09 20:32:27 +02:00
parent 9d15d1c275
commit 6d75cb2748
70 changed files with 2182 additions and 1769 deletions

View File

@@ -1,10 +1,14 @@
#include <algorithm> // for find_if
#include <ext/alloc_traits.h> // for __alloc_traits<>::value_type
#include <iterator> // for begin, end
#include <utility> // for move
#include "ftxui/component/captured_mouse.hpp" // for CapturedMouse, CapturedMouseInterface
#include "ftxui/component/component.hpp"
#include <algorithm>
#include "ftxui/component/captured_mouse.hpp"
#include "ftxui/component/event.hpp"
#include "ftxui/component/screen_interactive.hpp"
#include "ftxui/component/component_base.hpp" // for ComponentBase, Component
#include "ftxui/component/event.hpp" // for Event
#include "ftxui/component/screen_interactive.hpp" // for Component, ScreenInteractive
#include "ftxui/dom/elements.hpp" // for text, Element
namespace ftxui {
@@ -13,33 +17,35 @@ class CaptureMouseImpl : public CapturedMouseInterface {
public:
~CaptureMouseImpl() override {}
};
}
} // namespace
Component::~Component() {
ComponentBase::~ComponentBase() {
Detach();
}
/// @brief Return the parent Component, or nul if any.
/// @brief Return the parent ComponentBase, or nul if any.
/// @see Attach
/// @see Detach
/// @see Parent
/// @ingroup component
Component* Component::Parent() {
ComponentBase* ComponentBase::Parent() {
return parent_;
}
/// @brief Add a children.
/// @@param child The child to be attached.
/// @ingroup component
void Component::Add(Component* child) {
child->Attach(this);
void ComponentBase::Add(Component child) {
child->Detach();
child->parent_ = this;
children_.push_back(std::move(child));
}
/// @brief Draw the component.
/// Build a ftxui::Element to be drawn on the ftxi::Screen representing this
/// ftxui::Component.
/// ftxui::ComponentBase.
/// @ingroup component
Element Component::Render() {
Element ComponentBase::Render() {
if (children_.size() == 1)
return children_.front()->Render();
@@ -52,8 +58,8 @@ Element Component::Render() {
/// The default implementation called OnEvent on every child until one return
/// true. If none returns true, return false.
/// @ingroup component
bool Component::OnEvent(Event event) {
for (Component* child : children_) {
bool ComponentBase::OnEvent(Event event) {
for (Component& child : children_) {
if (child->OnEvent(event))
return true;
}
@@ -63,27 +69,27 @@ bool Component::OnEvent(Event event) {
/// @brief Return the currently Active child.
/// @return the currently Active child.
/// @ingroup component
Component* Component::ActiveChild() {
Component ComponentBase::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;
bool ComponentBase::Active() {
return !parent_ || parent_->ActiveChild().get() == this;
}
/// @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.
/// True when the ComponentBase is focused by the user. An element is Focused
/// when it is with all its ancestors the ActiveChild() of their parents.
/// @ingroup component
bool Component::Focused() {
Component* current = this;
bool ComponentBase::Focused() {
ComponentBase* current = this;
for (;;) {
Component* parent = current->parent_;
ComponentBase* parent = current->parent_;
if (!parent)
return true;
if (parent->ActiveChild() != current)
if (parent->ActiveChild().get() != current)
return false;
current = parent;
}
@@ -92,13 +98,20 @@ bool Component::Focused() {
/// @brief Make the |child| to be the "active" one.
/// @argument child the child to become active.
/// @ingroup component
void Component::SetActiveChild(Component*) {}
void ComponentBase::SetActiveChild(ComponentBase*) {}
/// @brief Make the |child| to be the "active" one.
/// @argument child the child to become active.
/// @ingroup component
void ComponentBase::SetActiveChild(Component child) {
SetActiveChild(child.get());
}
/// @brief Configure all the ancestors to give focus to this component.
/// @ingroup component
void Component::TakeFocus() {
Component* child = this;
Component* parent = parent_;
void ComponentBase::TakeFocus() {
ComponentBase* child = this;
ComponentBase* parent = parent_;
while (parent) {
parent->SetActiveChild(child);
child = parent;
@@ -110,7 +123,7 @@ void Component::TakeFocus() {
/// them. It represents a component taking priority over others.
/// @argument event
/// @ingroup component
CapturedMouse Component::CaptureMouse(const Event& event) {
CapturedMouse ComponentBase::CaptureMouse(const Event& event) {
if (!event.screen_)
return std::make_unique<CaptureMouseImpl>();
return event.screen_->CaptureMouse();
@@ -121,25 +134,17 @@ CapturedMouse Component::CaptureMouse(const Event& event) {
/// @see Detach
/// @see Parent
/// @ingroup component
void Component::Detach() {
void ComponentBase::Detach() {
if (!parent_)
return;
auto it = std::find(std::begin(parent_->children_),
std::end(parent_->children_), this);
auto it = std::find_if(std::begin(parent_->children_), //
std::end(parent_->children_), //
[this](const Component& that) { //
return this == that.get();
});
parent_->children_.erase(it);
}
/// @brief Attach this element to its parent.
/// @see Attach
/// @see Detach
/// @see Parent
/// @ingroup component
void Component::Attach(Component* parent) {
Detach();
parent_ = parent;
parent_->children_.push_back(this);
}
} // namespace ftxui
// Copyright 2020 Arthur Sonzogni. All rights reserved.