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Gauge direction (#326)
Add `gauge` with all the different directions. Co-authored-by: Aleksandar Brakmic <13668697+brakmic-aleksandar@users.noreply.github.com>
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@@ -9,6 +9,7 @@ example(color_truecolor_RGB)
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example(dbox)
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example(canvas)
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example(gauge)
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example(gauge_direction)
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example(graph)
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example(gridbox)
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example(hflow)
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79
examples/dom/gauge_direction.cpp
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79
examples/dom/gauge_direction.cpp
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@@ -0,0 +1,79 @@
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#include <chrono> // for operator""s, chrono_literals
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#include <ftxui/dom/elements.hpp> // for text, gauge, operator|, flex, hbox, Element
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#include <ftxui/screen/screen.hpp> // for Screen
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#include <iostream> // for cout, endl, ostream
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#include <string> // for allocator, operator+, char_traits, operator<<, string, to_string, basic_string
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#include <thread> // for sleep_for
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#include "ftxui/dom/node.hpp" // for Render
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#include "ftxui/screen/color.hpp" // for ftxui
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int main(int argc, const char* argv[]) {
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using namespace ftxui;
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using namespace std::chrono_literals;
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std::string reset_position;
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for (float percentage = 0.0f; percentage <= 1.0f; percentage += 0.002f) {
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std::string data_downloaded =
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std::to_string(int(percentage * 5000)) + "/5000";
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auto gauge_up = //
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hbox({
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vtext("gauge vertical"),
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separator(),
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gaugeUp(percentage),
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}) |
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border;
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auto gauge_down = //
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hbox({
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vtext("gauge vertical"),
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separator(),
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gaugeDown(percentage),
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}) |
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border;
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auto gauge_right = //
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vbox({
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text("gauge horizontal"),
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separator(),
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gaugeRight(percentage),
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}) |
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border;
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auto gauge_left = //
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vbox({
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text("gauge horizontal"),
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separator(),
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gaugeLeft(percentage),
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}) |
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border;
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auto document = hbox({
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gauge_up,
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filler(),
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vbox({
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gauge_right,
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filler(),
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text(data_downloaded) | border | center,
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filler(),
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gauge_left,
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}),
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filler(),
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gauge_down,
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});
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auto screen = Screen(32, 16);
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Render(screen, document);
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std::cout << reset_position;
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screen.Print();
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reset_position = screen.ResetPosition();
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std::this_thread::sleep_for(0.01s);
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}
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std::cout << std::endl;
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}
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// Copyright 2022 Arthur Sonzogni. All rights reserved.
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// Use of this source code is governed by the MIT license that can be found in
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// the LICENSE file.
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