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Remove pthread dependency
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@@ -6,6 +6,7 @@
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#include <atomic> // for atomic
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#include <chrono> // for operator""s, chrono_literals
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#include <cmath> // for sin
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#include <ftxui/component/loop.hpp>
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#include <functional> // for ref, reference_wrapper, function
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#include <memory> // for allocator, shared_ptr, __shared_ptr_access
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#include <string> // for string, basic_string, char_traits, operator+, to_string
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@@ -269,7 +270,7 @@ int main() {
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auto spinner_tab_renderer = Renderer([&] {
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Elements entries;
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for (int i = 0; i < 22; ++i) {
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entries.push_back(spinner(i, shift / 2) | bold |
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entries.push_back(spinner(i, shift / 5) | bold |
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size(WIDTH, GREATER_THAN, 2) | border);
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}
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return hflow(std::move(entries));
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@@ -512,24 +513,20 @@ int main() {
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});
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});
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std::atomic<bool> refresh_ui_continue = true;
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std::thread refresh_ui([&] {
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while (refresh_ui_continue) {
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using namespace std::chrono_literals;
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std::this_thread::sleep_for(0.05s);
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// The |shift| variable belong to the main thread. `screen.Post(task)`
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// will execute the update on the thread where |screen| lives (e.g. the
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// main thread). Using `screen.Post(task)` is threadsafe.
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screen.Post([&] { shift++; });
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// After updating the state, request a new frame to be drawn. This is done
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// by simulating a new "custom" event to be handled.
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screen.Post(Event::Custom);
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}
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});
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Loop loop(&screen, main_renderer);
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while(!loop.HasQuitted()) {
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// Update the state of the application.
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shift++;
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screen.Loop(main_renderer);
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refresh_ui_continue = false;
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refresh_ui.join();
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// Request a new frame to be drawn.
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screen.RequestAnimationFrame();
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// Execute events, and draw the next frame.
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loop.RunOnce();
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// Sleep for a short duration to control the frame rate (60 FPS).
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std::this_thread::sleep_for(std::chrono::milliseconds(1000/60));
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}
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return 0;
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}
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