To avoid burdening the user with explicit type construction when using
the library, we can use a constructor that accepts an initializer list
(std::initializer_list). This allows users to pass initializer lists
directly without having to wrap them in
std::vector<std::vector<std::string>>. This resolves the ambiguous case
when the inner list contains only two elements.
Bug:https://github.com/ArthurSonzogni/FTXUI/issues/912
In order for applications to receive all keyboard inputs, including the
Ctrl-C and Ctrl-Z, the raw input mode has been enabled. As result the
SIGINT will no longer be used, instead the keyboard Ctrl-C event is used
for exiting the framework, but only if no components has made use of it.
Co-authored-by: Jørn Gustav Larsen <jgl@fasttracksoftware.com>
Co-authored-by: ArthurSonzogni <sonzogniarthur@gmail.com>
When moving the cursor back to its original location, a problem arises when cursor placed in the right edge column, where an off by one error occur. This pull request will resolve this problem.
Co-authored-by: Jørn Gustav Larsen <jgl@fasttracksoftware.com>
Co-authored-by: Jørn Gustav Larsen <jgl@adminbyrequest.com>
Co-authored-by: ArthurSonzogni <sonzogniarthur@gmail.com>
Some users might destroy `this`, which would result in UAF.
In the future, we should consider alternatives like posting a task to
the main loop, or rely on users for this.
Fixed:https://github.com/ArthurSonzogni/FTXUI/issues/804
This should solve #766
The original PR was:
#767
Co-authored-by: rbrugo <brugo.riccardo@gmail.com>
Co-authored-by: ArthurSonzogni <sonzogniarthur@gmail.com>
This fixes: https://github.com/ArthurSonzogni/FTXUI/issues/773
Dragging the mouse with the left button pressed now avoids activating multiple
checkboxes.
Add support for detecting mouse press transition. Added:
```cpp
// The previous mouse event.
Mouse Mouse::previous;
// Return whether the mouse transitionned from:
// released to pressed => IsPressed()
// pressed to pressed => IsHeld()
// pressed to released => IsReleased()
bool Mouse::IsPressed(Button button) const;
bool Mouse::IsHeld(Button button) const;
bool Mouse::IsReleased(Button button) const;
```
A couple of components are now activated when the mouse is pressed,
as opposed to released.
Co-authored-by: ArthurSonzogni <sonzogniarthur@gmail.com>