Implement a lot of new features.

This commit deserve to be cut into at least 8 sub commit. Sorry, I
acknowledge this is bad... Here are the new features:

 * dom decorator: bold, dim, underlined, inverted.
 * component mechanism
 * components
   * menu
   * toogle
This commit is contained in:
Arthur Sonzogni
2018-10-09 19:06:03 +02:00
parent dd92b89611
commit 711b71688e
63 changed files with 1590 additions and 260 deletions

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@@ -1 +1,31 @@
State => Components => Document => Text.
#
* Level 0: terminal output.
* Level 1: ftxui::Screen
* Level 2: ftxui::dom::Node
* Level 3: ftxui::component::Component
## Level 0: terminal output.
The terminal you know, you can append text on it. It is represented by
std::cout.
## Level 1: ftxui::Screen
A rectangular grid of characters.
Use Terminal::ToString() to append its content into the console.
## Level 2: ftxui::dom::Node
A hierarchical set of element.
They handle layout and Render themself on the screen.
See ftxui/dom/elements.hpp
You can make implement your own.
## Level 3: ftxui::component::Component
A hierarchical set of component. A component render itself by producing
ftxui::dom::Node in Component::Render().
Some component can handle events:
* keyboard
* mouse
* terminal event
You can make implement your own.

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@@ -0,0 +1,34 @@
#ifndef FTXUI_COMPONENT_EVENT
#define FTXUI_COMPONENT_EVENT
namespace ftxui {
namespace component {
struct Event{
// --- Character ---
static Event Character(char);
// --- Arrow ---
static Event Arrow_Left;
static Event Arrow_Right;
static Event Arrow_Up;
static Event Arrow_Down;
// --- Other ---
static Event Backspace;
static Event Delete;
static Event Escape;
static Event F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12;
// Internal representation.
int values [3];
Event(int values[3]) : values(values);
};
} // namespace component
} // namespace ftxui
#endif /* end of include guard: FTXUI_COMPONENT_EVENT */

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@@ -0,0 +1,44 @@
#ifndef FTXUI_COMPONENT_COMPONENT_HPP
#define FTXUI_COMPONENT_COMPONENT_HPP
#include "ftxui/dom/elements.hpp"
#include "ftxui/component/delegate.hpp"
namespace ftxui {
namespace component {
class Delegate;
class Focus;
class Component {
public:
// Constructor/Destructor.
Component(Delegate* delegate);
virtual ~Component();
// Render the component.
virtual dom::Element Render();
// Handle an event. By default, it calls this function on each children.
virtual bool Event(int key);
// If this component contains children, this indicates which one is active. It
// can be none of them.
// We say an element has the focus if the chain of GetActiveChild() from the
// root component contains this object.
virtual Component* GetActiveChild() { return nullptr; }
bool Active(); // True is this component is an active child.
bool Focused(); // True if all the ancestors are active childs.
Component* Parent();
Component* PreviousSibling();
Component* NextSibling();
private:
Delegate* delegate_;
};
} // namespace component
} // namespace ftxui
#endif /* end of include guard: FTXUI_COMPONENT_COMPONENT_HPP */

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@@ -0,0 +1,25 @@
#ifndef FTXUI_COMPONENT_COMPONENT_DIRECTION_H_
#define FTXUI_COMPONENT_COMPONENT_DIRECTION_H_
#include "ftxui/component/component.hpp"
namespace ftxui {
namespace component {
// A component where focus and events are automatically handled for you.
class ComponentDirection : public Component {
public:
ComponentDirection(Delegate* delegate);
bool Event(int key) override;
Component* GetActiveChild() override;
protected:
void Focus(Component* child);
virtual bool HandleDirection(int key) = 0;
Component* active_child_;
};
} // namespace component
} // namespace ftxui
#endif /* end of include guard: FTXUI_COMPONENT_COMPONENT_DIRECTION_H_ */

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@@ -0,0 +1,20 @@
#ifndef FTXUI_COMPONENT_COMPONENT_HORIZONTAL_H_
#define FTXUI_COMPONENT_COMPONENT_HORIZONTAL_H_
#include "ftxui/component/component_direction.hpp"
namespace ftxui {
namespace component {
// A component where focus and events are automatically handled for you.
// It assumes its children are put in the horizontal direction.
class ComponentHorizontal : public ComponentDirection {
public:
ComponentHorizontal(Delegate* delegate);
bool HandleDirection(int key) override;
};
} // namespace component
} // namespace ftxui
#endif /* end of include guard: FTXUI_COMPONENT_COMPONENT_HORIZONTAL_H_ */

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@@ -0,0 +1,20 @@
#ifndef FTXUI_COMPONENT_COMPONENT_VERTICAL_H_
#define FTXUI_COMPONENT_COMPONENT_VERTICAL_H_
#include "ftxui/component/component_direction.hpp"
namespace ftxui {
namespace component {
// A component where focus and events are automatically handled for you.
// It assumes its children are put in the vertical direction.
class ComponentVertical : public ComponentDirection {
public:
ComponentVertical(Delegate* delegate);
bool HandleDirection(int key) override;
};
} // namespace component
} // namespace ftxui
#endif /* end of include guard: FTXUI_COMPONENT_COMPONENT_VERTICAL_H_ */

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@@ -0,0 +1,34 @@
#ifndef FTXUI_COMPONENT_DELEGATE_HPP
#define FTXUI_COMPONENT_DELEGATE_HPP
#include "ftxui/dom/elements.hpp"
namespace ftxui {
namespace component {
class Component;
class Delegate {
public:
Delegate() {}
virtual ~Delegate() {}
// A Delegate shadows a component.
virtual void Register(Component* component) = 0;
virtual Component* component() = 0;
// Create new children.
virtual Delegate* NewChild() = 0;
virtual std::vector<Delegate*> children() = 0;
// Navigate in the tree.
virtual Delegate* PreviousSibling() = 0;
virtual Delegate* NextSibling() = 0;
virtual Delegate* Parent() = 0;
virtual Delegate* Root() = 0;
};
} // namespace component
} // namespace ftxui
#endif /* end of include guard: FTXUI_COMPONENT_DELEGATE_HPP */

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@@ -0,0 +1,31 @@
#ifndef FTXUI_COMPONENT_MENU
#define FTXUI_COMPONENT_MENU
#include "ftxui/component/component.hpp"
#include <functional>
namespace ftxui {
namespace component {
class Menu : public Component {
public:
// Constructor.
Menu(Delegate*);
// State.
std::vector<std::wstring> entries = {};
int selected = 0;
// State update callback.
std::function<void()> on_change = [](){};
std::function<void()> on_enter = [](){};
// Component implementation.
dom::Element Render() override;
bool Event(int key) override;
};
} // namespace component
} // namespace ftxui
#endif /* end of include guard: FTXUI_COMPONENT_MENU */

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@@ -0,0 +1,31 @@
#ifndef FTXUI_COMPONENT_TOGGLE_H_
#define FTXUI_COMPONENT_TOGGLE_H_
#include "ftxui/component/component.hpp"
#include <functional>
namespace ftxui {
namespace component {
class Toggle : public Component {
public:
// Constructor.
Toggle(Delegate*);
// State.
bool activated = true;
std::wstring on = L"On";
std::wstring off = L"Off";
// Callback.
std::function<void()> on_change = [](){};
// Component implementation.
dom::Element Render() override;
bool Event(int key) override;
};
} // namespace component
} // namespace ftxui
#endif /* end of include guard: FTXUI_COMPONENT_TOGGLE_H_ */

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@@ -1,23 +0,0 @@
#ifndef FTXUI_STATE_HPP
#define FTXUI_STATE_HPP
#include "ftxui/core/requirement.hpp"
#include "ftxui/core/document.hpp"
namespace ftxui {
class Component {
public:
virtual Document Render() = 0;
// Requirement -------------------------------------------------------------
virtual void ComputeRequirement();
Requirement requirement() { return requirement_; }
private:
Requirement requirement_;
};
}; // namespace ftxui
#endif /* end of include guard: FTXUI_STATE_HPP */

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@@ -1,12 +0,0 @@
#ifndef FTXUI_DOCUMENT_HPP
#define FTXUI_DOCUMENT_HPP
namespace ftxui {
class Document {
};
};
#endif /* end of include guard: FTXUI_DOCUMENT_HPP */

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@@ -1,33 +0,0 @@
#ifndef FTXUI_CORE_SCREEN
#define FTXUI_CORE_SCREEN
#include <string>
#include <vector>
#include <memory>
namespace ftxui {
namespace dom {
class Node;
}
class Screen {
public:
Screen(size_t dimx, size_t dimy);
wchar_t& at(size_t x, size_t y);
std::string ToString();
size_t dimx() { return dimx_;}
size_t dimy() { return dimy_;}
static Screen WholeTerminal();
static Screen TerminalOutput(std::unique_ptr<dom::Node>& element);
private:
size_t dimx_;
size_t dimy_;
std::vector<std::wstring> lines_;
};
}; // namespace ftxui
#endif /* end of include guard: FTXUI_CORE_SCREEN */

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@@ -1,16 +1,14 @@
#ifndef FTXUI_CORE_DOM_ELEMENTS_HPP
#define FTXUI_CORE_DOM_ELEMENTS_HPP
#ifndef FTXUI_DOM_ELEMENTS_HPP
#define FTXUI_DOM_ELEMENTS_HPP
#include "ftxui/core/dom/node.hpp"
#include <initializer_list>
#include "ftxui/dom/node.hpp"
namespace ftxui {
namespace dom {
using Element = std::unique_ptr<Node>;
using Child = std::unique_ptr<Node>;
using Children = std::vector<std::unique_ptr<Node>>;
using Children = std::vector<Child>;
// --- Layout ----
Element vbox(Children);
@@ -22,7 +20,13 @@ Element text(std::wstring text);
Element separator();
Element gauge(float ratio);
Element frame(Child);
Element frame(std::wstring title, Child);
Element frame(Child title, Child content);
// -- Decorator (Style) ---
Element bold(Element);
Element dim(Element);
Element inverted(Element);
Element underlined(Element);
// --- Decorator ---
Element hcenter(Element);
@@ -31,23 +35,23 @@ Element center(Element);
Element flex(Element);
template <class... Args>
std::vector<Element> unpack(Args... args) {
std::vector<Element> vec;
Children unpack(Args... args) {
Children vec;
(vec.push_back(std::forward<Args>(args)), ...);
return vec;
}
template <class... Args>
std::unique_ptr<Node> vbox(Args... children) {
Element vbox(Args... children) {
return vbox(unpack(std::forward<Args>(children)...));
}
template <class... Args>
std::unique_ptr<Node> hbox(Args... children) {
Element hbox(Args... children) {
return hbox(unpack(std::forward<Args>(children)...));
}
}; // namespace dom
}; // namespace ftxui
#endif /* end of include guard: FTXUI_CORE_DOM_ELEMENTS_HPP */
#endif /* end of include guard: FTXUI_DOM_ELEMENTS_HPP */

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@@ -1,12 +1,12 @@
#ifndef CORE_DOM_NODE_HPP
#define CORE_DOM_NODE_HPP
#ifndef DOM_NODE_HPP
#define DOM_NODE_HPP
#include <memory>
#include <vector>
#include "ftxui/core/requirement.hpp"
#include "ftxui/core/screen.hpp"
#include "ftxui/core/box.hpp"
#include "ftxui/requirement.hpp"
#include "ftxui/screen.hpp"
#include "ftxui/box.hpp"
namespace ftxui {
namespace dom {
@@ -41,4 +41,4 @@ void Render(Screen& screen, Node* node);
}; // namespace dom
}; // namespace ftxui
#endif /* end of include guard: CORE_DOM_NODE_HPP */
#endif /* end of include guard: DOM_NODE_HPP */

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@@ -1,5 +1,5 @@
#ifndef FTXUI_LAYOUT_REQUIREMENT_HPP
#define FTXUI_LAYOUT_REQUIREMENT_HPP
#ifndef FTXUI_REQUIREMENT_HPP
#define FTXUI_REQUIREMENT_HPP
namespace ftxui {
@@ -25,4 +25,4 @@ struct Requirement {
}; // namespace ftxui
#endif /* end of include guard: FTXUI_LAYOUT_REQUIREMENT_HPP */
#endif /* end of include guard: FTXUI_REQUIREMENT_HPP */

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@@ -0,0 +1,55 @@
#ifndef FTXUI_SCREEN
#define FTXUI_SCREEN
#include <string>
#include <vector>
#include <memory>
namespace ftxui {
namespace dom {
class Node;
}
struct Pixel {
wchar_t character = U' ';
bool bold = false;
bool inverted = false;
bool underlined = false;
bool dim = false;
};
class Screen {
public:
// Constructor.
Screen(size_t dimx, size_t dimy);
// Constructor using the terminal.
static Screen TerminalFullscreen();
static Screen TerminalOutput(std::unique_ptr<dom::Node>& element);
// dom::Node write into the screen using Screen::at.
wchar_t& at(size_t x, size_t y);
Pixel& PixelAt(size_t x, size_t y);
// Convert the screen into a printable string in the terminal.
std::string ToString();
// Get screen dimensions.
size_t dimx() { return dimx_;}
size_t dimy() { return dimy_;}
// Move the terminal cursor n-lines up with n = dimy().
std::string ResetPosition();
// Fill with space.
void Clear();
private:
size_t dimx_;
size_t dimy_;
std::vector<std::vector<Pixel>> pixels_;
};
}; // namespace ftxui
#endif /* end of include guard: FTXUI_SCREEN */

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@@ -0,0 +1,34 @@
#ifndef FTXUI_SCREEN_INTERACTIVE
#define FTXUI_SCREEN_INTERACTIVE
#include "ftxui/screen.hpp"
#include <functional>
#include <memory>
namespace ftxui {
namespace component {
class Delegate;
class Component;
} // namespace component
class ScreenInteractive : public Screen {
public:
ScreenInteractive(size_t dimx, size_t dimy);
~ScreenInteractive();
component::Delegate* delegate();
void Loop();
std::function<void()> ExitLoopClosure();
private:
class Delegate;
std::unique_ptr<Delegate> delegate_;
void Clear();
void Draw();
bool quit_ = false;
};
} // namespace ftxui
#endif /* end of include guard: FTXUI_SCREEN_INTERACTIVE */