mirror of
https://github.com/ArthurSonzogni/FTXUI.git
synced 2025-10-17 00:38:09 +08:00
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:
34
ftxui/include/ftxui/component/Event.hpp
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34
ftxui/include/ftxui/component/Event.hpp
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#ifndef FTXUI_COMPONENT_EVENT
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#define FTXUI_COMPONENT_EVENT
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namespace ftxui {
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namespace component {
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struct Event{
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// --- Character ---
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static Event Character(char);
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// --- Arrow ---
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static Event Arrow_Left;
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static Event Arrow_Right;
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static Event Arrow_Up;
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static Event Arrow_Down;
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// --- Other ---
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static Event Backspace;
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static Event Delete;
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static Event Escape;
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static Event F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12;
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// Internal representation.
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int values [3];
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Event(int values[3]) : values(values);
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};
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} // namespace component
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} // namespace ftxui
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#endif /* end of include guard: FTXUI_COMPONENT_EVENT */
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44
ftxui/include/ftxui/component/component.hpp
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ftxui/include/ftxui/component/component.hpp
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#ifndef FTXUI_COMPONENT_COMPONENT_HPP
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#define FTXUI_COMPONENT_COMPONENT_HPP
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#include "ftxui/dom/elements.hpp"
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#include "ftxui/component/delegate.hpp"
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namespace ftxui {
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namespace component {
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class Delegate;
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class Focus;
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class Component {
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public:
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// Constructor/Destructor.
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Component(Delegate* delegate);
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virtual ~Component();
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// Render the component.
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virtual dom::Element Render();
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// Handle an event. By default, it calls this function on each children.
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virtual bool Event(int key);
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// If this component contains children, this indicates which one is active. It
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// can be none of them.
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// We say an element has the focus if the chain of GetActiveChild() from the
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// root component contains this object.
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virtual Component* GetActiveChild() { return nullptr; }
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bool Active(); // True is this component is an active child.
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bool Focused(); // True if all the ancestors are active childs.
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Component* Parent();
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Component* PreviousSibling();
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Component* NextSibling();
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private:
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Delegate* delegate_;
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};
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} // namespace component
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} // namespace ftxui
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#endif /* end of include guard: FTXUI_COMPONENT_COMPONENT_HPP */
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25
ftxui/include/ftxui/component/component_direction.hpp
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ftxui/include/ftxui/component/component_direction.hpp
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#ifndef FTXUI_COMPONENT_COMPONENT_DIRECTION_H_
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#define FTXUI_COMPONENT_COMPONENT_DIRECTION_H_
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#include "ftxui/component/component.hpp"
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namespace ftxui {
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namespace component {
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// A component where focus and events are automatically handled for you.
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class ComponentDirection : public Component {
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public:
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ComponentDirection(Delegate* delegate);
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bool Event(int key) override;
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Component* GetActiveChild() override;
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protected:
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void Focus(Component* child);
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virtual bool HandleDirection(int key) = 0;
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Component* active_child_;
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};
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} // namespace component
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} // namespace ftxui
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#endif /* end of include guard: FTXUI_COMPONENT_COMPONENT_DIRECTION_H_ */
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20
ftxui/include/ftxui/component/component_horizontal.hpp
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ftxui/include/ftxui/component/component_horizontal.hpp
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#ifndef FTXUI_COMPONENT_COMPONENT_HORIZONTAL_H_
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#define FTXUI_COMPONENT_COMPONENT_HORIZONTAL_H_
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#include "ftxui/component/component_direction.hpp"
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namespace ftxui {
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namespace component {
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// A component where focus and events are automatically handled for you.
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// It assumes its children are put in the horizontal direction.
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class ComponentHorizontal : public ComponentDirection {
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public:
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ComponentHorizontal(Delegate* delegate);
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bool HandleDirection(int key) override;
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};
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} // namespace component
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} // namespace ftxui
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#endif /* end of include guard: FTXUI_COMPONENT_COMPONENT_HORIZONTAL_H_ */
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ftxui/include/ftxui/component/component_vertical.hpp
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ftxui/include/ftxui/component/component_vertical.hpp
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#ifndef FTXUI_COMPONENT_COMPONENT_VERTICAL_H_
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#define FTXUI_COMPONENT_COMPONENT_VERTICAL_H_
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#include "ftxui/component/component_direction.hpp"
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namespace ftxui {
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namespace component {
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// A component where focus and events are automatically handled for you.
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// It assumes its children are put in the vertical direction.
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class ComponentVertical : public ComponentDirection {
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public:
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ComponentVertical(Delegate* delegate);
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bool HandleDirection(int key) override;
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};
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} // namespace component
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} // namespace ftxui
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#endif /* end of include guard: FTXUI_COMPONENT_COMPONENT_VERTICAL_H_ */
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34
ftxui/include/ftxui/component/delegate.hpp
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ftxui/include/ftxui/component/delegate.hpp
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#ifndef FTXUI_COMPONENT_DELEGATE_HPP
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#define FTXUI_COMPONENT_DELEGATE_HPP
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#include "ftxui/dom/elements.hpp"
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namespace ftxui {
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namespace component {
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class Component;
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class Delegate {
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public:
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Delegate() {}
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virtual ~Delegate() {}
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// A Delegate shadows a component.
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virtual void Register(Component* component) = 0;
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virtual Component* component() = 0;
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// Create new children.
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virtual Delegate* NewChild() = 0;
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virtual std::vector<Delegate*> children() = 0;
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// Navigate in the tree.
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virtual Delegate* PreviousSibling() = 0;
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virtual Delegate* NextSibling() = 0;
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virtual Delegate* Parent() = 0;
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virtual Delegate* Root() = 0;
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};
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} // namespace component
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} // namespace ftxui
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#endif /* end of include guard: FTXUI_COMPONENT_DELEGATE_HPP */
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31
ftxui/include/ftxui/component/menu.hpp
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ftxui/include/ftxui/component/menu.hpp
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#ifndef FTXUI_COMPONENT_MENU
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#define FTXUI_COMPONENT_MENU
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#include "ftxui/component/component.hpp"
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#include <functional>
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namespace ftxui {
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namespace component {
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class Menu : public Component {
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public:
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// Constructor.
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Menu(Delegate*);
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// State.
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std::vector<std::wstring> entries = {};
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int selected = 0;
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// State update callback.
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std::function<void()> on_change = [](){};
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std::function<void()> on_enter = [](){};
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// Component implementation.
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dom::Element Render() override;
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bool Event(int key) override;
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};
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} // namespace component
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} // namespace ftxui
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#endif /* end of include guard: FTXUI_COMPONENT_MENU */
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ftxui/include/ftxui/component/toggle.hpp
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ftxui/include/ftxui/component/toggle.hpp
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#ifndef FTXUI_COMPONENT_TOGGLE_H_
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#define FTXUI_COMPONENT_TOGGLE_H_
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#include "ftxui/component/component.hpp"
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#include <functional>
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namespace ftxui {
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namespace component {
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class Toggle : public Component {
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public:
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// Constructor.
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Toggle(Delegate*);
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// State.
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bool activated = true;
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std::wstring on = L"On";
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std::wstring off = L"Off";
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// Callback.
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std::function<void()> on_change = [](){};
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// Component implementation.
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dom::Element Render() override;
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bool Event(int key) override;
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};
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} // namespace component
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} // namespace ftxui
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#endif /* end of include guard: FTXUI_COMPONENT_TOGGLE_H_ */
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