FTXUI 6.1.9
C++ functional terminal UI.
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examples/component/composition.cpp

custom_loop

// Copyright 2020 Arthur Sonzogni. All rights reserved.
// Use of this source code is governed by the MIT license that can be found in
// the LICENSE file.
#include <stdlib.h> // for EXIT_SUCCESS
#include <chrono> // for milliseconds
#include <ftxui/component/event.hpp> // for Event
#include <ftxui/component/mouse.hpp> // for ftxui
#include <ftxui/dom/elements.hpp> // for text, separator, Element, operator|, vbox, border
#include <memory> // for allocator, shared_ptr
#include <string> // for operator+, to_string
#include <thread> // for sleep_for
#include "ftxui/component/component.hpp" // for CatchEvent, Renderer, operator|=
#include "ftxui/component/loop.hpp" // for Loop
#include "ftxui/component/screen_interactive.hpp" // for ScreenInteractive
int main() {
using namespace ftxui;
auto screen = ScreenInteractive::FitComponent();
// Create a component counting the number of frames drawn and event handled.
int custom_loop_count = 0;
int frame_count = 0;
int event_count = 0;
auto component = Renderer([&] {
frame_count++;
return vbox({
text("This demonstrates using a custom ftxui::Loop. It "),
text("runs at 100 iterations per seconds. The FTXUI events "),
text("are all processed once per iteration and a new frame "),
text("is rendered as needed"),
separator(),
text("ftxui event count: " + std::to_string(event_count)),
text("ftxui frame count: " + std::to_string(frame_count)),
text("Custom loop count: " + std::to_string(custom_loop_count)),
}) |
border;
});
component |= CatchEvent([&](Event) -> bool {
event_count++;
return false;
});
Loop loop(&screen, component);
while (!loop.HasQuitted()) {
custom_loop_count++;
loop.RunOnce();
std::this_thread::sleep_for(std::chrono::milliseconds(10));
}
return EXIT_SUCCESS;
}
Represent an event. It can be key press event, a terminal resize, or more ...
Definition event.hpp:27
// Copyright 2021 Arthur Sonzogni. All rights reserved.
// Use of this source code is governed by the MIT license that can be found in
// the LICENSE file.
#include <memory> // for allocator, shared_ptr, __shared_ptr_access
#include <string> // for operator+, to_string
#include "ftxui/component/captured_mouse.hpp" // for ftxui
#include "ftxui/component/component.hpp" // for Button, Horizontal, Renderer
#include "ftxui/component/component_base.hpp" // for ComponentBase
#include "ftxui/component/screen_interactive.hpp" // for ScreenInteractive
#include "ftxui/dom/elements.hpp" // for text, separator, Element, operator|, vbox, border
using namespace ftxui;
// An example of how to compose multiple components into one and maintain their
// interactiveness.
int main() {
auto left_count = 0;
auto right_count = 0;
auto left_buttons = Container::Horizontal({
Button("Decrease", [&] { left_count--; }),
Button("Increase", [&] { left_count++; }),
});
auto right_buttons = Container::Horizontal({
Button("Decrease", [&] { right_count--; }),
Button("Increase", [&] { right_count++; }),
});
// Renderer decorates its child with a new rendering function. The way the
// children reacts to events is maintained.
auto leftpane = Renderer(left_buttons, [&] {
return vbox({
text("This is the left control"),
separator(),
text("Left button count: " + std::to_string(left_count)),
left_buttons->Render(),
}) |
border;
});
auto rightpane = Renderer(right_buttons, [&] {
return vbox({
text("This is the right control"),
separator(),
text("Right button count: " + std::to_string(right_count)),
right_buttons->Render(),
}) |
border;
});
// Container groups components togethers. To render a Container::Horizontal,
// it render its children side by side. It maintains their interactiveness and
// provide the logic to navigate from one to the other using the arrow keys.
auto composition = Container::Horizontal({leftpane, rightpane});
auto screen = ScreenInteractive::FitComponent();
screen.Loop(composition);
return 0;
}
// Thanks to Chris Morgan for this example!